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CTF Holiday Update

Discussion in 'Capture the Flag' started by NomNuggetNom, Dec 31, 2015.

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  1. NomNuggetNom

    NomNuggetNom Professional Breaker

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    After months of deliberation, hundreds of arguments, and a few murders, we have decided to re-balance Pyro, Soldier, and Chemist. PLEASE NOTE: This is just one step in our plans to change CTF. Additional balancing will be done.



    [​IMG]

    Goals

    • Remove its instakill
    • Keep it as a defensive powerhouse
    • Give it a better skill curve
    We accomplished these goals by adopting a modified version of @Quarrelt's "pyroclasm" rework, which we now call "frenzy" mode. This rework promotes an active style of gameplay, allows pyro to deal huge amounts of damage, and keeps the role of crowd control.

    Details

    • Deals true damage (3.5 hearts) to any player on fire.
    • Needs a full XP bar to enter frenzy mode.
    • Hitting players gets XP; currently four hits are required for a full XP bar.
    • Entering frenzy mode causes an explosion of flame, lighting nearby players on fire.
    • While in frenzy mode, double true damage (7 hearts) is dealt to any player on fire.
    • Frenzy mode lasts for 3 seconds.

    [​IMG]

    Goals

    • Keep soldier a fast paced and mobile class
    • Remove the ability to senselessly wall-climb
    This has been accomplished simply by adding a jump pool to Soldier, visible on the XP bar. It slowly recharges over time and is partially depleted every time wall climb is used.

    Details
    • The jump pool takes 10 seconds to fully fill
    • You can jump 7 times on a full bar

    [​IMG]


    Goals

    • Remove the ability to senselessly pot spam
    • Nerf the outrageous health pool
    To accomplish this, we made it so damage potions take more mana than other potions, and also tweaked the mana filling rates.

    Details

    • Damage potions take over 1/3 of your mana
    • Health III is now Health II
    • The mana bar takes 7 seconds to fully fill
    ________________________________________________


    In addition, Mage's damage spell now has a range of 15 blocks instead of 22.5 blocks. Medics can no longer web teammates. And a few other small things not worth mentioning.

    ________________________________________________

    We will continue to tweak these classes as we see fit. Please leave feedback below! Match server 1 will not have these changes made live while the tournament is in progress, but match server 2 will.
     
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    #1 NomNuggetNom, Dec 31, 2015
    Last edited: Jan 1, 2016
  2. hvgo

    hvgo Active Member

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    OMG

    wait i don't get pyro BUT IDFC
     
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  3. chuckstartaylor

    chuckstartaylor Immer für sie da

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    As a pyro main I kinda like it thanks nom ^^
     
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  4. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    Have a nice 2016 gift, CTFers <3
     
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  5. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    Well, I guess it's back to Pyro. Thanks for the update Nom :wink:.
     
  6. Net

    Net Member

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    It's about time Soldier got a nerf.
     
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  7. MonkeyCyclops

    MonkeyCyclops Member

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    I usually don't contribute to these things...
    I really like the updates. (Especially pyro)
    Although, I believe the chemist nerf is a bit too far. 1/3 of your mana bar is a lot for 1 potion saying the damage isn't insane. As for the health potions, this won't work out with the new damage potions. This is because with the health potions now being Health II, you will have to use them more often to stay alive, and using more potions means using more mana which is already making using damage potions unusable.

    tl;dr I really liked the update but chemist is just completely over nerfed.
     
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  8. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    I hate how CTF never gets updated.
    I also hate how they clearly never use the ideas the community post.
    I especially hate how they always use the 'we had reworks ready but were waiting for a coder' excuse.
    >:l


    p.s. here is the pyro explained in more depth for those confused - boop
     
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    #8 Xelia_, Dec 31, 2015
    Last edited: Dec 31, 2015
  9. Adalbern_Akakios

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    Love the new pyro and can't wait to see how this change unfolds! :watching:
     
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  10. iMuffles

    iMuffles Well-Known Member

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    I don't think the pyro rework is going to work at all. Capping is going to be far too easy.

    Only true damage means you deal 3.5 hearts per hit, maybe up to 4.5 with crits? That's a 3-shot for any class, meaning it's a game of health pool. And sure, you can do the frenzy mode thing but you won't always have it active, and defensive pyro doesn't get a lot of chances to hit things (often, the first thing you hit during a match is a soldier capper).

    Pyro should be a counter to chemist, and even with the chemist nerf it has a huge health pool. This means a chemist can probably trot into a flagroom (even in a match scenario), pot around, and survive for a really long time.

    Ninja now can't be easily taken care of by pyros, meaning a pyro pretty much has to 3-hit a ninja to kill it. This gives ample time for a soldier to get in and out, and even if you deal with the ninja you get a couple 3.5 heart hits on the soldier, maybe double that if you're lucky.

    Pyro needs to counter high health pool and high armoured classes. This rework only counters high-armour, low-health pool, and even soldier's health pool is high enough to withstand a pyro.

    There's a lot of suggestions I can make, but I'd recommend:
    • To counter chemist and ninja, any player on fire has buffs suppressed by 1 level until the fire runs out.
    • To make pyro more of a counter to high health pool classes, any players on fire will have their health regen halved (so steak heals 2 hearts, pots heal half of whatever health II is).
    • You could improve crowd control by making any melee hits from a pyro chain to any other enemies on fire in a small radius - perhaps a feature of frenzy mode?
    But hey, these reworks were a long time coming and they're better than what we had before. Thanks nom!

    EDIT: So a heavy 1v1 will more likely than not take you down 4 steaks now if you're playing pyro and starting without frenzy. Considering pyro should be the quintessential counter to heavy, I think this is plenty indication that pyro still needs work.

    EDIT 2: I think ninja can be reverted back to sharp 4 now, with chemist and pyro both being nerfed. (nvm lol)

    EDIT 3: I'm just gonna keep riding off this post since it's high up. I think direct, fully-charged hits from a bow should count towards the frenzy bar, to provide incentive to aim and to make archer battles easier.
     
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    #10 iMuffles, Dec 31, 2015
    Last edited: Dec 31, 2015
  11. super_mii2

    super_mii2 Well-Known Member

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    and......

    NO NINJA CHANGES.

    seriously you need to implement something to prevent premature pearl capping
     
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  12. Hamzas

    Hamzas Well-Known Member

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    Omg a soldier update...and a pyro update?!?! I can't breathe
     
  13. super_mii2

    super_mii2 Well-Known Member

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    I agree with this, pyro needs its instakill. There is no easy way to quickly cover the flag as there was with pyro.
     
  14. iMuffles

    iMuffles Well-Known Member

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    I think true damage can work, I just don't think this is the correct way to do it.
     
  15. Finnerdt

    Finnerdt Well-Known Member

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    Thanks for screwing pyro over big time
     
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  16. Adalbern_Akakios

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    Chemist capper's almost never need to use instant damage for the duration of their run between the sides of the map meaning that this complaint although a valid opinion doesn't really warrant being addressed. Instant damage potions should be used like egg bombs as a distraction method, they should not be a replacement for a sword or strafing.

    It is definitely a nerf people will need some time to get used to but chemist is the most overpowered class currently in CTF. It has an incredible damage output can be used as a support class, a solo capping class, a team capping class, a midfield control class, and a defending class. There is no doubt in my mind that something as silly as losing pot-spam will not cripple the class :wink:.

    Pyro has defined all CTF defenses since its release. There is NO REASON to have a class be so necessary. Also, pyro's only reason for existence so far has been to stop soldiers and chemists, something that won't be as much of a problem now.
     
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  17. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    Additionally, for all those who still want to complain, we had no choice over keeping instakill. It was simply not allowed to happen. If you truly insist pyro has been ruined, play another game, simple as that. These reworks took long enough to complete [especially for Nom with the many edits and fixes] without more complaining that classes have been ruined. Feedback is different from "you ruined the class!!"

    Thanks.
     
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  18. super_mii2

    super_mii2 Well-Known Member

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    Ok Here are some ideas.

    • Keep original pyro because no one was complaining about it
    • Ninja pearl comes back to inventory when a flag is collected, (therefore no premature pearling) and the additional time taken to collect the flag also applies to ninjas when collecting the flag off the ground
    • Engineer needs changes; I have no idea how but it needs to be changed so that it at least has a chance of being put in matches.
     
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  19. dunnydude29

    dunnydude29 The Deceiver

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    Well, rest in piece the balance of CTF. Lets see where this goes and how the entire gamemode will be changed. Could be interesting :O
     
  20. xAsh

    xAsh TC Leader | LGBT Leader

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