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I always thought that adding horde for Tank on Campaign mode would add more as a threat since its AI is the dumbest on the game, even alone on Expert and melee the Tank without horde and only its wacky and dumb action makes very funny for a Boss type of Special infected. And also why valve didn't add a function for the Tank to go to throwable object and use it, first to show the player Tank can push object and adding a bit of unpredictability. I guess.
Even in the mutation "l4d1 classic", the tank behaves like in l4d2. And many other things as well, on that note.
Tanks are deadlier in l4d1. Light it on fire, you better have enough distance or obstacles to juke him. He runs faster than 100hp survivors.
Tanks also stay to kill you off in l4d1, with some exceptions.
And if you damaged the tank enough while at close range, he would turn to you. Even when throwing rocks at a target, he would turn to the most damage dealing survivor without warning and launch the rock (at the latter one).
Even though i like that the tank disengages from the incapped survivor in l4d2, a mix between "staying to finish off" and "engaging other survivors" would be best. IMO.
I personally wrote new AI logic that lets the Tank choose between going for the kill versus chasing teammates down based on many criteria, and think it's the best of both worlds between l4d1 and l4d2 tank logic. Tank AI feels too gutted & one-dimensional in the left 4 dead series. It needs an official face lift.
You're only hurting your team by making the tank faster for no reason, especially since a full team of autoshotguns are able to kill an Expert difficulty tank in less than 2 seconds, without anyone needing to reload.
If you burn a tank in L4D1, you're basically griefing.
In L4D2, lighting a tank on fire is not as bad, but usually just pointless.
Since the fire has a pathetic 100 DPS worth of damage, the tank just ends up living longer when you throw a molotov on him, cause by the time you equip and throw it, you could've dealt up to 15x more damage if you just kept shooting instead.
At best, it's mildly useful in specific situations (Everyone's dead and you need any extra DPS, or forcing a commit in Versus), but it's nowhere near as bad to burn a tank as it is in L4D1.
no . they are faster when on fire in versus but not in coop
I thought it helps weapons by extra dmg, but in this scenario only situational and tactical behaviour makes it really worth it and survival mode kinda' eliminates it. What an inexpectable game mechanic. Guess now I'd prefer pipe bomb more in my preferred game.
I wonder what's the exact value of the speed bonus, but seems like a 15%. Only a healthy bunnyhoper may outrun such a thing in a straight line if the AI tank's base is rly 210 HU.
https://www.youtube.com/watch?v=j0RWVqboVjI
Anyway, if you feel like it, for anyone who has chronical needs to suffer pain, there are rando mods to buff ur tanks (I don't know most of them, since I don't want to know). Among the l4d servers, whose ip I quickly blocked recently, 2 were hilarious - one had an electro+teleport tank with 64K HP, another - witch hit (instakill) tank while 2x faster.
source: https://left4dead.fandom.com/wiki/The_Tank#Speed
Yeah... it's a 14 year old game, of course the AI would become outdated eventually