I wonder what mechanism it works on, I would guess it just scales based on map progress vs. time and reduces SI spawn timers, not that it's trying to track how much exploring you're doing.gator wrote:Not necessarily, unless the spawn timers decrease drastically (i..e under 9 seconds). For rushing teams, it might necessitate checking 2-3 more rooms per map, but I'm guessing that teams who choose to exhaustively search every room in a map will still find themselves at a disadvantage.TheCarpe wrote:. Scavenging and searching rooms for goodies is gonna be strategically advantageous for more than one reason
New L4D/2 Campaign "The Sacrifice"
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Re: New L4D/2 Campaign "The Sacrifice"
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Re: New L4D/2 Campaign "The Sacrifice"
Yeah, I'd guess the former. When I mentioned the 2-3 additional room checks, I meant it as a result of more SI spawns/damage inflicted causing rush teams to be at lower health more often and having to look for health items; not that teams would simply do a little more exploration as some sort of way to try and get around the lower spawn timers.Plinko wrote:I wonder what mechanism it works on, I would guess it just scales based on map progress vs. time and reduces SI spawn timers, not that it's trying to track how much exploring you're doing.gator wrote:Not necessarily, unless the spawn timers decrease drastically (i..e under 9 seconds). For rushing teams, it might necessitate checking 2-3 more rooms per map, but I'm guessing that teams who choose to exhaustively search every room in a map will still find themselves at a disadvantage.TheCarpe wrote:. Scavenging and searching rooms for goodies is gonna be strategically advantageous for more than one reason
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Re: New L4D/2 Campaign "The Sacrifice"
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