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Idea soldier should have to hit enemies to charge wallclimb

Discussion in 'Capture the Flag' started by iMuffles, May 13, 2016.

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  1. iMuffles

    iMuffles Well-Known Member

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  2. GalaThundR

    GalaThundR Mcpvp Veteran

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  3. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    Nope. Nada. Never. Pls
     
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  4. pandanielxd

    pandanielxd its panda daniel

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  5. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    So soldier is just a really underpowered heavy until they manage to hit enemies? It's a bad idea to take away a huge, significant part of a class and make it this difficult to use.
     
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  6. iMuffles

    iMuffles Well-Known Member

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    TIL left clicking on enemies is "difficult to use". it is a huge, significant part of the class but it's also ridiculously overpowered and should have to be earned as opposed to given for free, especially since the majority of the classes in this game have no vertical mobility, nor ranged attacks.

    does anyone else feel like explaining why giving a reason for soldiers to actually fight instead of only running away and wallspamming for easy captures is bad? i'm not even specifying how many hits you'd need to fully charge the bar, i'm just proposing the mechanic.

    pyro needs hits to be useful, why is this mechanic unapplicable for soldier? you can provide reasoning and i'll concede to this being a bad idea if it makes sense, instead of this pathetic brainless circlejerking
     
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    #6 iMuffles, May 13, 2016
    Last edited: May 13, 2016
  7. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Actually, Xelia (nice ass btw) just gave you a reason but I'm happy to break it down in more detail for you.

    Soldier is a really under-powered Heavy. How so? Its armor is 2.5 points weaker, its sword deals significantly less damage, and it only has one more steak than Heavy, which is not nearly enough to compensate for its lower armor and weaker sword.

    What you are suggesting is that this under-powered Heavy have to hit enemies to charge up XP to use its nerfed wall-climb ability. This is a bad idea because in order to use its wall-climb ability to say capture the flag or escape the flagroom (which is a major staple of the class) a Soldier would have to engage in PvP with the very enemies it is trying to escape, which is very counter intuitive as it makes it very likely the Soldier will die (or lose a lot of health) by trying to charge up enough XP to escape and avoid dying in the first place.

    Essentially, this idea is bad because it defeats the purpose of the class. What good is wall-climb to say, escape enemies with the flag, when you have to find enemies and take a likely hit in health to use it again and escape from more enemies? That'd be like if Chemist had to poison an ally in order to subsequently heal them. It doesn't make any sense.
     
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  8. pookeythekid

    pookeythekid Well-Known Member

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    tfw a one-word OP gets way more replies than my intelligently-worded, well-reasoned elf threads. k.

    Anyway, Munson pretty much says it, but there's also the idea that soldiers would become a less lethal form of midfield pyros. They'd run rampant through the game annoying the crap out of people by hitting them a few times then running away. Personally, it's a similar reason to why I hate mage: I usually don't mind the dying part--headshots happen all the time--but the constant and slow damage makes me want to throw a hammer at my monitor. Soldier would last for much less time, but it's still annoying as crap to keep randomly getting hit without much reason.
     
  9. iMuffles

    iMuffles Well-Known Member

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    Yeah, that's the point of this mechanic. Soldier is way too powerful, and depending on the map you can just walk into a flagroom with 20 or so defenders alone, fly out, then fly your way across midfield where barely any classes can catch up to you.

    This is a PVP game, yet most soldier cappers I see barely even use left click. Why fight (which, btw, is kind of the point of the game) when you can just run around and spam right click and hardly any class can catch up to you? The entire point of this would be to make it so that soldiers actually have to turn around and PVP in order to continue flying away.

    The purpose of the class is to have extra mobility while capping, yes. But when this mobility is such a rarity in other classes (hell, there are no other classes with vertical mobility that doesn't affect their other class abilities), I feel like the ability to fly away from a bunch of landlocked classes needs to be earned, rather than supplied at a more-than-decent rate.

    This way, soldiers need to actually use their above-average armour, health, and decent weapon to fight, as opposed to just hopping and running away, which is a complete pain for anyone playing defence.

    Because it's a limiting factor for an otherwise obscenely powerful class ability? That's the point of the limiting factor - to make sure the soldier gets hit to preserve his immunity. And again, I haven't specified how many hits you'd need to charge up the bar fully, this is purely a mechanic proposal. You possibly might only need to turn around and hit an enemy twice in order to scale a tree, then jump from tree to tree without having to wallclimb a lot.

    Soldier is the only regular-speed capping class that can consistently survive a recovery team of 5-10 ninjas, because they can't even reach the soldier, and the cost for using ninja's vertical mobility is literally 20% of their health. On the other hand, soldiers can just bunny hop from high to low, high to low, and this ability recharges the perfect amount to keep enabling them to use it. Not to mention a soldier could probably turn around and fight 5 ninjas and possibly come out on top by hopping, landing a couple hits, then hopping again to prevent combos. But again, why do that when you can fly away and probably avoid damage in its entirety?

    It's not like turning around to hit a few enemies so you can better escape them is going to get you killed. Soldier is an underpowered heavy, but I'm not saying it should play a heavy's role. It's going to be something more akin to pyro's frenzy, in that you'll need to do something to earn the powerful class ability - because it's a terrible show of bias to limit pyro's class ability so much and leave soldier's pretty much unharmed.

    If chemist could fly, I'd give that limitation to them, too. I mean, look at this from a gameplay perspective. Is it better gameplay to have a class that can run and fly away from anything with relative ease (compared to any other capping class), or have a fair fight for both the soldier (because, again, I haven't specified the amount of hits needed) and the recovery? Don't you think it would be ideal for a soldier, as one player, to have to rely on other players on their team to deal with a 5-person recovery, instead of being able to cap solo?

    People are so used to soldier being able to cap with little to no assistance that they see it as some sort of blasphemy to make soldier actually use its sword for something other than spamming right click to fly away from an entire team's defence with no support. Shows a pretty big gameplay flaw, don't you think?

    1 player with the flag, with no support, should be able to be taken down by its hard counter class without much trouble. With pyro's ridiculous nerf and soldier being left alone almost entirely, once you're out of the flagroom no single class can stop you (unless you're unlucky with an assassin or archer, but then again that applies to every class, so it doesn't count). Hell, even with a pyro in the flagroom, a soldier can make it out a lot of the time, depending on the map, and depending on whether the pyro is lucky enough to have enemies nearby to farm frenzy on.

    You can't nerf a class's hard counter into the ground and leave the countered class essentially completely intact. If you're not going to rebuff the counter class, you have to nerf the now-overpowered one.

    They really wouldn't be terribly annoying, and you could even fend off a soldier at midfield and in the process you'd help weaken the enemy offence. Hell, this game has huge midfields and tiny flagrooms, yet it's very likely every opponent you see entering the enemy flagroom is nearly untouched. Soldier's need to actually fight at mid would be a lot better for gameplay.

    Soldier isn't a killing machine, and this essentially makes them even weaker. The most you'd see is soldiers coming to mid and hitting people a few times to charge up before they get to the flagroom (and you'd be able to hit them back, unlike your Mage comparison), then they'd actually have to hit defenders and recovery in order to continue to use their ability - which is the main point of this mechanic.

    And, if soldier really falls apart as easily as people in this thread are saying (hint: it doesn't), then it should be no problem, right? Useless "until they manage to hit enemies" and getting a few hits is "difficult to use", for gods sake you'd think these people have never played CTF before.
     
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  10. lasertagfighter

    lasertagfighter Well-Known Member

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    Soldier is fine, just so you know, whenever a soldier escapes out of the flag room with the flag-THERE WILL BE A FLEET OF MONSTORUS ENEMIES SEEKING FOR THE BLOOD OF WHOMEVER CARRIES THY FLAG OF THY TEAM! In your perspective, there will be a army of peeps to target you. That's why soldier has decent armor.
     
  11. pookeythekid

    pookeythekid Well-Known Member

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    First, this is basically the best a argumentative post I've ever seen on these forums. Gj.

    I honestly didn't think of most of the points you brought up until you mentioned them. I agree, the midfield can be quite empty most of the time, and it would be nice to have a proper counter-nerf to make up for the holiday update's disappointment (at least between soldier and pyro). As for the damage stuff, I also see how that makes capping more of a real effort for soldier and is better for defense. I suppose the one thing I would suggest is doing some good thinking on the total number of hits to charge the wall climb and maybe even reconsidering the number of blocks soldier can climb. It's a balance between the effort put into randomly attacking people and the reward you'd get out of the wall climb mana gained from it.

    (this probably is either redundant or doesn't make sense, I'm on my phone and not very focused right now)
     
    #11 pookeythekid, May 13, 2016
    Last edited: May 13, 2016
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    So you bring up some good points here and I might address them later but here's the jist of why this change is bad,

    Fair enough and I also don't like how Soldier can just float around the map half the time without having to engage in combat. But if you're going to do that then buff some other aspect of Soldier to compensate for increased combat. With classes like Pyro, Chemist, Medic, Archer, and (especially) Dwarf out there making Soldier have to fight for flight in its current state turns the class on its head since it is not and was not meant to be a tank (unlike Heavy). As I see it, that is just not a logical change to make to Soldier.
     
  13. iMuffles

    iMuffles Well-Known Member

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    It's definitely not as tanky as heavy, but iron armour and 4 steaks is pretty damn tough, and a soldier wouldn't have to win a fight to charge up. If there's a chemist, you can hit him whatever amount of times you need to get an adequate amount of climbs, then fly away. And if there's a pyro or dwarf, you should be dying anyway, those are counter classes.

    This doesn't turn the class on its head in any way. The ultimate goal of this change would not be to tank, but to hit enemies to preserve mobility. How is having to turn around and hit recovery a couple times completely changing the point of the class? As I've said, it's providing a way to earn possibly the most powerful ability in the game.

    Maybe it's turning the class on its head in that you might have a larger chance of dying against the entire other team's defence. Oh, the horror!

    And given that I've made a whole bunch of points in my earlier post as to why it is a logical change to make, I don't see how you claim that it's "illogical" from your one argument here.
     
  14. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I play defense all the time (I suck at offense) and that statement is hyperbolic and largely untrue.

    Because my one argument is right.
     
  15. iMuffles

    iMuffles Well-Known Member

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    Exactly, there is fleet of enemies trying to kill you when you have the flag. Do you think it's balanced that a soldier can often convert caps against heaps of enemies? Do you think that's good gameplay, or are you just being irrational and biased because you play soldier?

    With the amount of defenders in a well-populated server's flagroom, a well-designed game wouldn't even have a single enemy survive the flagroom, ever, let alone have a pretty damn good chance of making it halfway across mid (and then probably getting a medic)

    Mind pointing out why?

    Really, man? I thought you were better than this. Not even the slightest effort to respond to my counter-argument? Or do you just not have a response (because that's entirely fine to admit, y'know)?

    Your one argument also does not counter or disqualify any of my other well-reasoned points, and you've made no effort to do that either. Mind explaining to me how the fact that "oh deary me, a soldier might die more" is more valid a point than "better gameplay for a much larger variety of classes" and "balancing soldier v pyro as it is supposed to be"?

    But eh, **** it. If you can't be bothered giving a reasonable and polite argument like I've done with you, I won't waste my time trying to do the same. I'm right, you're wrong. GTFO.
     
    #15 iMuffles, May 14, 2016
    Last edited: May 14, 2016
  16. ACE_BLUE2

    ACE_BLUE2 Sup'

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    (I'm going to quote this here becuz giant text wall is giant.) "Why fight (which, btw, is kind of the point of the game)". I could have sworn all this time the point of the game was to capture the flag :confused:
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    I feel like this is the wrong way to change the cooldown on soldiers wall-climb. This would mean that soldier is essentially dependent on enemies for an ability that doesn't give it an advantage against them (unlike Pyro's frenzy). In fact, I don't think a mobility ability should be dependent on combat at all. Why not just make it so soldier has to walk x blocks to recharge the wall-climb, instead of it being time-dependent?
     
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    #17 obikenobi21, May 15, 2016
    Last edited: May 16, 2016
  18. ROFLBOY

    ROFLBOY Member

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    soldier shouldn't have a cooldown in the first place
     
  19. iMuffles

    iMuffles Well-Known Member

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    >soldier flies up to roof
    >soldier walks backwards and forwards repeatedly
     
  20. Sayan

    Sayan Well-Known Member

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    There's a chance I say something that has already been mentioned, but ah well. A soldier main is here kids.

    1. Well you sir, need to play soldier for a little while. If you d0, you will at least know the basics of playing the class. The worst thing for a soldier to do is run away without killing any of the recov. If I'm capping and I don't turn around to kill a ninja, I'm dead. If you only run away against any decent defense, your not getting that cap.
    2. You seem to be forgetting that pyro defends the flag, while soldier captures it. This means that since they're doing completely different things, we can't compare them. Oh no! Dwarf can crouch to charge it's sword, so lets make soldier do it too!

    1. This also means that soldiers will slap each other at mid to get XP. We usually just run by each other. We do not want to slap each other.
    2. Exactly. This is basically taking 1-2 steak from soldier and removing it's wall climb ability once it gets the flag. (Since you love pyro comparisons, try charging your frenzy on 5 ninjas) Have fun.

    1. I believe you just said it's easy to cap on 20 defenders with no support. The ****?
    2. I would like to mention that while this game does involve pvp, it is called Capture the Flag.
    3. Like I said earlier, you have to fight back no matter what, making this entire rework irrelevant.
    4. Think of it this way, the ability is earned by not getting gang-raped by the pyroes, assassins, and ninjas in the flag room.
    5. And once again, that is not even close to true.
    6. You do realize that frenzy is basically an instakill? People act like it's hard to get but once you kill someone with it, you probably only need one or two more hits to get it again. This starts a cycle of a quick frenzy on every single person trying to cap. I would not call that UP, it's more like OP to me.
    7. That is a true statement, good job.
    8. Couldn't have said it better.

    1. Said every irrational and biased person ever.
    2. I agree.

    1. No. Just no. Why do you have to go and say something that I'll agree with the anti-soldier people on.

    This was all responding to iMuffles, not some of the people being quoted.

    I'm right.
    You're wrong.
    GTFO.
     
    #20 Sayan, May 17, 2016
    Last edited: May 17, 2016
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