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Idea Tweaks from the update

Discussion in 'Capture the Flag' started by Daveeeeeeeee, Jan 1, 2016.

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  1. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    If you have been reading the CTF section on the forums, you may of seen that there has been a few complaints about the nerfs on Chemist and Pyro. Only Chemist and Pyro because the Soldier nerf was actually good. So on to my ideas and opinions about the Pyro and Chemist changes. Although 7 is a bit small.

    Chemist
    The mana system part of the chemist rework is basically fine except with the change of Health3 to Health2 it requires you to throw more heal pots. If you throw a couple of damage pots it could generally ruin your chance to heal if you have no mana. The fact that if you are being moved around means if you throw a pot not exactly on yourself it will only do 1-3 hearts of healing. This means each ninja hit you have to heal as a ninja does 3 hearts per hit.

    .Make the mana system for only damage and poison potions so it doesn't include health pots.

    .Make chemist have Health3 potions instead of Health2 but rather than 10 have an amount between 5 and 8.

    Pyro
    People complained about pyro being OP due to the fact that it is an instakill class. Might I think it's only OP because the fact it can easily camp the flag and there is no great counter for it except water. With the instakill changed into 3 true damage (7 true damage in frenzy mode) it has made the class useless. In matches if you didn't have a pyro you would most likely lose. But if you had a pyro now it wouldn't help due to the fact it's so UP. I think instakills are a problem but if you can find a decent counter then it is fine. Pyro's class counter was Ninja or Medic (Ninja to kill, Medic to get past it or cap). This would mean you'd have to go to that certain class to cap which could be annoying for Soldier and Chemist mains. Instead you could have this.

    .A Pyro has a Mana system which needs to be kept above half way. The mana bar would be split into quarters. Too fill the mana bar you have to move blocks (Every 5 blocks you move your bar fills up a quarter and every 10 seconds you are still you go down a quarter). At the half way point you get Weakness1 when you reach the 1st quarter you get Weakness2 and when you have 0 you get Weakness3.

    .Make Pyro have its original instakill and remove that truedamage thing.

    Soldier
    Soldier now has 7 times to use its wall climb ability with a 10 second regen time from 0-7 on the mana system. With this is means that it is a lot easier for ninja kill Soldiers. So here is my idea.

    .Make Soldier have 10 times instead of 7 in the mana system.

    .Make it take 8 seconds to regen all 10 wallclimbs.

    Thanks for reading
     
    • Agree Agree x 2
  2. TomD53

    TomD53 Well-Known Member

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    I completely agree
     
  3. November

    November november

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    it's not particularly UP lol. 7 hearts of true damage after hitting someone 4 times isnt weak at all. any smart defender would charge their axe up on something that pyro isnt reliant on killing, e.g. a medic or a chemist, then they can use their ability on the heavy or soldier as they try to steal.
     
    • Agree Agree x 2
  4. Trego_7777777

    Trego_7777777 Active Member

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    I think that the Pyro rework is just fine personally. Although some classes have become a bit harder to fight, being able to hold onto the Frenzy mode adds a new dynamic that makes certain classes easier. Instead of having to F&S spam or shoot your bow at Ninjas, you're able to attack them instantly if you have the Frenzy for example.

    As for Chemist, I expected that Health II would be a problem. I agree with you on that topic.

    I think that the Soldier nerf is fine. It makes senseless Wall- Climbing punishable. I haven't used it much, but I didn't find it too bad. Your alternative sounds fine, but I wouldn't know exactly.
     
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