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[Phoenix #2] The Updates That Never Happen

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

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  1. Tenshirox

    Tenshirox C a p t u r e F l a g

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    [​IMG]
    Rising from the Ashes of a dead newsletter comes the third in a long series of Inactivity!

    The CTF Team Tourney!
    There was once a tourney held on MCPVP which never saw a true end to it's tale.@aRandomBob157 as well as the other mods have finally organized a rebirth with the CTF Tourney V2! 16 teams will play against each other with static rules to streamline the event. Tourney matches will run throughout January, will be a Best of 2 8v8 match, and will follow mandatory match rules as well as limit Pyro/Assassin/Medic to one class. Each round will have 3 specific maps chosen to be played for round in contrast to the randomized map system used in the previous tourney.

    The Holiday Update!
    This Holiday season comes with a surprising update that finally brings upon change to the deathly starved CTF community. This update brings is a rebalance of 3 core classes: Pyro, Soldier, and Chemist. These classes have been taken into much consideration by the moderators and has been painstakingly coded by@NomNuggetNom himself to bring upon an era of balance (at least closer to balance). The most notable change: Pyro's instakill is removed.

    Pyro now does true damage to players on fire, and can activate Frenzy Mode.Frenzy Mode is represented by an XP gauge and is gained by attacking players. Frenzy Mode sets everybody in a certain radius ablaze and allows Pyro to dealdouble true damage for a brief Period of time. This rework was aimed towards keeping Pyro a defensive Powerhouse whilst giving it a better skill curve.

    Soldier now has a wall climb limited to 7 climbs. This change was meant to keep soldier fast paced while adding a bit more strategy to wall climbing.

    Chemist uses twice as much mana throwing Damage Potions. Healing and Regeneration has also been toned down. This nerfs Chemist absurd healthpool and capability to potspam.

    This is the first time in a long time that CTF has had major balancing updates since the inclusion of Elf. A big thank you should be given to Nom, as he also recoded CTF from the ground up to make updating classes easier than ever.

    Festive Maps!
    Even though slightly late to the parade, Festive Maps have been added to the rotation to celebrate the Holidays temporarily:
    Clocktower IV, Dragon Valley I, Night Raid II, and Norse Dominionhave been added the rotation as Festive Maps.
    Parklife and Woodland have been removed from rotation whilst Soul and Subzero will be removed once the seasonal rotation has been phased out.

    Interview With NomNuggetNom!

    Due to the grand news of an actual balance update, I decided to interview Nom in anticipation of this update. I was able to get a rather comedic live Interview with Nom as well as a more in depth interview through Discord.
    [​IMG] : How did you get into CTF?
    [​IMG] : I googled HG back in the day and- actually no- unrelated I decided I wanted to play CTF and I googled Minecraft CTF.
    [​IMG] : How did you get into the Forums?
    [​IMG] : It's been something I do, registering on the forums and stuff.
    [​IMG] : That's something a nerd would say
    [​IMG] : You didn't... have to go there.
    [​IMG] : Can you disclose how you became a Coder?
    [​IMG] : There was a coding quiz roughly a year ago, I took it. I later found out my score was far from the best but it was too late hclewk hired me anyway
    [​IMG] : Why do you only play Free Classes?
    [​IMG] : Well, back in the day when I was playing I saw how OP the paid classes were. It was a challenge I gave myself to get good with only the free classes. And since that was the first time I was playing I never played the paid classes
    [​IMG] : Aren't you supposed to be selling the paid classes
    [​IMG] : I regret that decision because the paid classes offer a variety of gameplay styles for the low cost of $2.50 at shop.brawl.com
    [​IMG] : How did you come up with the current reworks?
    [​IMG] : The Frenzy idea was suggested by Quar (I believe), it was the first time we seriously considered reworking Pyro and that was the first time we were figuring things out after quite some times. We spent pretty much months trying to decide (if not years) how we would nerf it. By then it was up to whenever I could code CTF.
    [​IMG]: Burps
    [​IMG] : What do you have to say about Chap wanting to destroy Instakills forever????
    [​IMG] : It disgusts me, I can’t believe it. He doesn’t even know anything about CTF
    [​IMG] : Opens a pack of 6 Month Old Fruit Snacks Do you think these go bad? They smell good, I'm gonna eat them. I mean, it has natural flavoring so it might go bad.
    [​IMG] : Does it smell natural
    [​IMG] : Mhm eats fruit snacks They seem fine, I think they're ok.
    [​IMG] : If I die tomorrow, tell the CTF community I always hated them
    [​IMG] : How's you come up with your username?
    [​IMG] : I hate this question it’s so lame.
    [​IMG] : How was your experience Recoding all of CTF?
    [​IMG] : Terrible.
    [​IMG] : Why don't you ever update CTF????
    [​IMG] : I hate CTF
    How did you get into CTF?
    I loved playing capture the flag in real life, I thought it would be cool to play it in Minecraft too. So I googled for it, and MCPVP’s was the first that popped up.
    How did you get into the forums?
    I almost always register on the forums of games I play, especially if I want to be involved in the community. Fun fact: The first thing I ever posted on YAF was a suggestion to nerf pyro.
    How did you become a Coder?
    Around exactly a year ago, hclewk posted a public coding challenge on the MCPVP forums: calculate the square root of 2 to 10,000 decimal places. I was selected as the coder, even though I didn’t get the best time, mainly due to my work on the official MCPVP mod. I first got introduced to the concept of coding via ComputerCraft, a mod for Minecraft where you can program Turtles to do your bidding.
    Why do you only play Free Classes?
    It was something I challenged myself to do when I first started playing, and have stuck with it ever since.
    How did you come up with the reworks?
    Lots and lots of arguing. Going through idea after idea, keeping what was liked and getting rid of what wasn’t. Gradual refinement until we finally agreed on an idea that was our “best bet” and just gave it a try.
    What do you have to say about Chap wanting to destroy Instakills forever?
    I completely support getting rid of instakills. I think this pyro rework proves that we can keep classes fast paced and powerful without needing them to be instakills.
    How’d you come up with your username?
    I don’t like this question. My answer is lame.
    Why don’t you ever update CTF?
    Usually because I am working on other things.
    Like Skywars check that out in the brawl servers!

    Map Reviews!
    Airlock
    Miskey & aefrogdog

    This airlock rework manages to make the map feel much less cramped and blends the outside and inside of the maps much better than most airlock reworks. Sadly, the flagroom has become even more Defense biased as there are less platforms for Soldier to traverse along with a much safer flag defense that prevents anything mid/long ranged from distracting it. Pair this with the exits to the flagroom being far from the initial flag area and you have a very irritating time for offense. If the Flag would be brought to the center it would remedy a lot of the issues.

    Pagodas Rework
    GeeAiJo and ByzakaByzantine

    This rework takes Pagodas and cuts down a lot of bulk whilst keeping the traditional Pagodas feel as well as fixing the problems the original Pagodas had. It improves the Original Pagodas by switching Spawn and the Flagroom which prevents the stalemates that used to occur. The flagroom consists of enough opening to allow a closed flagroom without it being too harsh for offence to bypass. In comparison to Pagodas Symmetrical, recover is much fairer to Non-Soldiers as many structures are easier to access. The maps biggest flaw at first glance is surely the size, which may hinder the maps playability greatly.

    Insurrection
    Krabzz

    Insurrection has a nice feel but would benefit from being revamped into a shortened map. The Map overall feels rather huge with its giant flagroom and lack of sponges dont help. With the Flagroom exits being rather far and the distance to reach the enemy flagroom it makes offense rather tedious and futile. Shortening the map length and making the roof easier to access would benefit the map, but revamping the map with the same thing but smaller scale could make the map even better than it currently is.

    That's all for this edition of The Phoenix, for now I will ask only one question:

    What do you think of the new Reworks?
     
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    #1 Tenshirox, Dec 31, 2015
    Last edited: Dec 31, 2015
  2. Flavorous

    Flavorous the help

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    Oh yay!
    I enjoy reading these :smile:
     
  3. MrWaffleman

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

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    Nice in-depth view of the updates as usual Tenshirox! Loved the Nom interview doe :v.
     
  4. Hamzas

    Hamzas Well-Known Member

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  5. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    That first interview actually sounds a lot like what happens in the staff rooms on teamspeak..
     
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  6. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    You too???? =OOO
     
  7. aRandomBob157

    aRandomBob157 Mr. Purple™

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    Is it wrong that I was looking forward to my own cameo?
     
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  8. EmperorTrump45

    EmperorTrump45 Dank Memer

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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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    #8 EmperorTrump45, Jan 1, 2016
    Last edited: Jan 1, 2016
  9. 1337Noooob

    1337Noooob Active Member

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    I had a really big post about my thoughts on the update, but thanks to my phone everything got deleted. Yay. Whatever, I like writing.

    A New Year, A New CTF

    The Pyro reworks seem pretty huge obviously. Overall I think it's a big buff to Heavy. With Pyro dealing 8 true damage, Heavy can now survive 5 hits from a Pyro (Health Pool of 44, taking 8 damage per hit). I'm not sure if blocking affects True Damage, but if it does, that's another 5 hits the Heavy can survive. Now that Heavy can survive Pyros for just a little bit longer, they're gonna be much better at stealing the flag. The biggest threats while standing on the flag post were a Pyro and Dwarf, arguably Assassin. A level 20 Dwarf deals 7 damage to a Heavy, and a Pyro deals 8. Assassins Instakill, but you should be blocking on the flag post anyway. So basically, Heavy will lose to a Pyro in a fight, but can survive long enough to grab the flag and run. A meta that can arise from this change is having a tanky class jump in to steal the flag, and then toss it to a more mobile class like Ninja. A Heavy or maybe even a Soldier can drop in on the flag, steal it, and escape with a reasonable chance of success. Will Heavy be too strong after this update? I can't say for sure. Buffed Heavy has always been really strong, with Pyro being the only real counter. Now that Pyro's been nerfed, the Speed 1 Powerhouse might be too good. We'll have to see what happens in the future. Overall, capping is going to be much easier. Maybe Dwarf might not be as ridiculous as it was, although it definitely still needs a rework. You can have one class (maybe Mage?) disable or distract the Dwarf, and then send a Tanky class (Heavy, potentially Soldier) in to Steal and give the flag to a mobile class (Ninja, Soldier, maybe even Assassin) to cap. Capping may be too easy after this update, but only time can tell.

    Soldier's update doesn't really do much. 7 wall climbs is more than enough to scale any wall, unless the update gives Soldier 7 wall climbs in total. This is mostly to stop wall spammers.

    The Chemist update is in the right direction, but I don't think it's enough, especially with nerfed Pyro. The Damage Pot nerf is a welcome change, but most Chemists don't pot spam damage pot anyway, using it mostly to fight Ninjas or dissuade pursuers. I haven't actually been able to test the new changes, so I can't say how effective the Health/Regen pots were affected. As for the class' buffs and debuffs, I think they should be more potent but last for a shorter amount of time. The Strength and Speed buff last for almost 3 minutes. That's not a temporary buff, that might as well be permanent.

    So quick recap:

    Pyro nerf makes capping easier. Maybe to easy? Heavy is definitely much stronger now, especially with a Chemist buff.

    Soldier, despite being nerfed, might be more effective now due to not being insta'd by Pyro.

    Chemist still seems like a strong class. Can't say much about the Health issue because I don't know the specifics, but the changes seem to be in the right direction.

    Overall, this update is cool! The game still had some issues (Archer and Mage are spammy, Assassin has crappy Inventory management, Ninja's Redstone has a weird delay that might be just lag (not Silly Putty, but an actual delay), Elf's skill curve is way steeper than any other class, Necro and Engineer need an overhaul), but these issues are much smaller/subjective. I can't wait to see more updates. Probably going to be in 2k17 (Kappa).
     
  10. 1337Noooob

    1337Noooob Active Member

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    Um so I took a look at the actual changelog and I got a ton of facts wrong. I'll fix the post later but here's a few quick thoughts. Also, level 20 Dwarf does way more than 8 damage to Heavy. I was just doing some dumb thinking there.

    Pyro Frenzy takes 4 hits to charge. This is obviously very fast, although I think it's balanced. Capping might not be as ridiculously easy as I thought.

    Soldier's wall climbing mechanic is a regarding exp bar, kinda like Chemist's exp bar. Basically you have to wall climb in short bursts now. Seems like a fair change.

    Chemist has Instant Health 2 instead of 3. I'd rather the actual number of health pots be reduced but this is okay too.

    Also Mage's Damage Spell range is shortened and Medic webs don't affect teammates. Welcome changes in my opinion.
     
  11. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    You need to stop double posting on every thread, you can just edit your original post..
     
  12. 1337Noooob

    1337Noooob Active Member

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    I use the Tapatalk mobile app, which unfortunately doesn't have an edit feature that I know of. I only usually double post if the thread I'm double posting in is a higher thread in the section. I.e. I don't usually double post if it bumps a low thread to the top. I was going to outline my thoughts quickly and then edit the OP when I got back home to my computer.

    Edit: Funnily enough I found the edit button just now. Now I don't even need to double post

    When I first got the Tapatalk App I thought the "Edit Post" button would be next to the reply button and since it's not (next to the reply button) I thought it didn't exist.

    Seeing how I'm editing this post right now, it's pretty obvious that it does exist. Apparently you have to select your post and the Edit Post option will appear.
     
    #12 1337Noooob, Jan 1, 2016
    Last edited: Jan 1, 2016
  13. pandanielxd

    pandanielxd its panda daniel

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    Cool a new phoenix! :3
     
  14. kriztmas

    kriztmas Well-Known Member

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    Yey, now ninjacapping is Even easier
     
  15. xxMineSheepxx

    xxMineSheepxx baaaahh

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    I wish there was a subscriber system ;-;
     
  16. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    If you follow Tenshi then you can see all his posts which include these newsletters.
     
  17. xxMineSheepxx

    xxMineSheepxx baaaahh

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    It's easier to get a notification.
     
  18. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    Regarding the airlock flagroom being defense biased, that's what I was going for tbh. I think it should be hard to complete the objective :^).
     
  19. 1337Noooob

    1337Noooob Active Member

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    And now with the Pyro nerf I think that making defense biased maps might be the right way to go :stuck_out_tongue:
     
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