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Idea CTF Overhaul

Discussion in 'Capture the Flag' started by DeadRhos, Jul 8, 2015.

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Which reworks would you like to see in CTF?

  1. Soldier

    8 vote(s)
    50.0%
  2. Pyro

    8 vote(s)
    50.0%
  3. Archer

    1 vote(s)
    6.3%
  4. Chemist

    11 vote(s)
    68.8%
  5. None of them, you're terrible and I hate you

    4 vote(s)
    25.0%
Multiple votes are allowed.
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  1. DeadRhos

    DeadRhos Minimum Brain Size

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    .
     
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    #1 DeadRhos, Jul 8, 2015
    Last edited: Jul 21, 2015
  2. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    My first thoughts were that I like the soldier idea. However, the wall climb ability is what probably needs changing the most. Soldier is pretty annoying while capping, but worse so when recovering.
    The pyro idea could work. I'm personally not a fan of it, but with some balancing it could work out. I'd prefer pyro to keep its instakill, though if it gets removed, that is an effective way to go about reworking it.
    I like the chemist change. Simple, but efficient. However, chemist probably needs a tweak to prevent or reduce potspamming too.
    Thanks for the post though, those are some good ideas :stuck_out_tongue:
     
  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Interesting suggestions here's what I thought:

    I didn't really like the solider idea. The main problem with Soldier is its ridiculous level of mobility. It seems to me therefore that a more effective way to nerf Soldier's ability to steal and capture the flag is to decrease its mobility so it can't just fly 50 blocks into the air and get away with the flag. One solution for this is to put Soldier's wall climb ability on a cool-down through the XP bar. For example, maybe you can only wall-climb 5 times before that goes on a 5 second cool-down or something like that.

    I really like the Pyro idea :smile:

    Changing Archer the way you have it might allow Archers to get a whole lot more kills on flag carriers but not against other players since virtually all kills (obviously) come from head-shots. That seems like a bit of a rough nerf to me on Archer's potential to get kills.

    I agree with @Xelia_ the chemist change is simple but works. Although I'd like to add that maybe Chemist regeneration potions could be changed form splash potions to regular (drinkable only) potions to remove pot-spamming.
     
  4. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    Eh, I agree with these two ^ on the soldier rework. To properly nerf a soldier, you need to target it's mobility.
    As for the archer, that is a really heavy nerf. This would make archer useless as I (and many others) would rather use ninja or assassin or any other class (except elf because that's useless too) to take over what was archer's role.
    I personally don't want to see a pyro rework. I think pyro is fine as is, and all it takes is a bit of coordination to cap on one. And tbh, who would play pyro without its instakill. Like, why not just use assassin? What about ghost caps? Not to mention, taking armor off for one second is not going to have a pretty big effect on the flag carrier.
    I would be ok with the chemist rework you posted
     
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  5. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Can I only vote for the second half of the last poll option? :c
     
  6. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    Potspam is often things such as instant damage or poison when in a fight, and you can't use drinkable potions on other people I'm afraid. It could be done on regen but that significantly reduces the teamwork aspect of chemist.
     
  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Oh okay.
    I was thinking potions could be on a cool - down, like Mage spells are with the XP bar. (a short cooldown but long enough to reduce potspam)
     
  8. pandanielxd

    pandanielxd its panda daniel

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    I really like the pyro rework!!!
     
  9. Cher_

    Cher_ Active Member

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    Hey. Here's what I think:

    Soldier:

    I don't really like this change because Soldier is a class made for capping, and this is contradictory to the roll it was made for. However, I don't believe classes should be bound to specific rolls anyway, like Soldier is as of current. (I think some classes should be made more efficient at some rolls than others, but one shouldn't be limited to that roll, is what I'm saying.)

    Pyro:

    I guess this could work... Simple tweaks for a class like Pyro, though, scare me, because it's a class that I would not think needs something "simple" to fix. Also, having the armor taken away for 1 second allows you to only land two hits on the opponent before the armor reappears, because of the way damage works in Minecraft*. Just something to keep in mind.

    Archer:

    • "Arrows no longer headshot, but do 3x damage to flag carriers."
    This change implies that the only way Archer is efficient is if it deals 3x damage, or else it would be overpowered towards flag carriers. In that case, it is underpowered (which you cover in your post) as a class that someone would play non-objectively. And considering this a free class, that's a bad idea, and there's absolutely nothing wrong with "random killing." I'll elaborate more on that if you want, but I'll stay on topic for now.

    • "Bow is enchanted with Punch III"
    This removes any need for teamwork, and adds to the already lone-wolf-play-style that Archer is. It'll also make Archer even better at bow spamming, which is extremely frustrating, but yet it's the most efficient approach this class has with this change.

    • "Archers can charge their bows while walking and running."
    I don't know about this one. Sounds like something that would suit Elf better than Archer, just by the way the two classes play. But Elf's beside the point.

    Chemist:

    I have mixed feelings on Chemist. Part of me says it needs a rework, and part of me says it just needs a change like this. I'll have to consider it more, though, so I can form a better opinion.

    Anyway, the amounts you suggested sound alright, but obviously they can be changed if need be. One other thing I'd suggest is remove Instant Damage knockback.

    Assassin:

    Probably one of the most frustrating classes to play, and play against.
    I want to keep this short, so it'll be pretty generalized.

    You're right that Assassin is horrible at mid-field. It's only good at one thing, and that's killing someone completely unsuspecting/inexperienced every 15 seconds. That right there is frustrating. But if the player is suspecting, and experienced, then the Assassin has two choices: Do nothing, or throw yourself at the guy anyway to cause as much damage as possible in your short life. Sounds fun.


    Anyway, these are my thoughts. It's true that these changes could benefit CTF, but (I'm sorry) I personally don't think they're ideal.

    Thanks for reading.

    After sustaining damage from any source, a mob will turn red in color for 0.5 seconds. During this period, any other incoming damage will not be counted against the mob's total health. For instance, if you attack a mob with a sword repeatedly hitting the mouse button, the sword's rate of fire will exceed the mob's allowable rate of incoming damage, and several of the attacks will not damage the mob even if they land. (It is recommended to wait for a mob to be hittable again before swinging your sword, making your hits more precise. The tool used won't lose durability after unsuccessful attacks). However, if a mob or player is recovering from damage and then receives higher damage, it gets counted. Players are also subject to damage immunity.

    This was copy/pasted from the Minecraft Wiki, here, under "Damage Immunity": http://minecraft.gamepedia.com/Damage
     
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    #9 Cher_, Jul 8, 2015
    Last edited: Jul 8, 2015
  10. Doges

    Doges Ex-Mod, Ex-Builder

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    I agree with all of these except the archer one. Honestly, Punch III would just be VERY annoying (more than the instakill), and it encourages bowspam (especially with bow drawn thing). I think that the instakill for it is balanced as well, as it does take skill to headshot.
     
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  11. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    When people say this, I have a feeling they forget that if archer misses, they can just take another shot. And if archer keeps on missing and the enemy escapes, no harm done to them. It may take skill, but you can try it over and over again and it doesn't matter if it doesn't work out.
     
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  12. pandanielxd

    pandanielxd its panda daniel

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    Maybe a Special Arrow, or cooldown for headshotting
     
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