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Idea Quick Fix-it Thread

Discussion in 'Capture the Flag' started by Quarrelt, Jun 1, 2016.

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  1. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I mean I liked the tweak haha, I got a lot of negative feedback for it though so, unless there's more from the opposite side there's nothing I can do.

    Not sure about the engineer one because it already takes 3 seconds to go through. I don't see any tele-capping going on these days so, is it necessary do you think?

    Also for heavy... hrm... I get where you're coming from but slowness one doesn't do a lot and I feel like going back and forth from slowness to not slowness would spaz out your screen. But I agree that buffed heavy is quite op, not sure if that is the best way to fix it, though.
     
  2. SoCool21

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

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    I remember there being an idea posted where punch would only be effective if the bow was pulled back all the way - what happened to that? I think it'd be much better at stopping bowspam, as even with punch 1 you could still keep players back.

    Personally, I'd rather see have 20 arrows than 16. It won't really be OP, as you'll still take a ton of damage and will need to steak against ninjas, making it harder to fly.

    This'd make engineer more campy again, since the knockback encouraged engineer to actually fight beside its turret to keep the turret alive. If you're trying to make it harder for the engineer to protect the turret, you should make the turret have less health but keep the knockback.

    I'm assuming this is to fix the issue when ninja can just invis camp and recover the flag when someone drops the flag to someone else. If so, this tweak won't really work, as I can just invis camp and come out of invis as soon as the flag is dropped. To actually make this tweak effective, a ninja should be visible for at least a second to recover the flag.

    The only exception to that is if a player kills the flag carrier within a second of becoming vis (say if the flag carrier was on half a heart), otherwise someone else could pick up the flag quickly even though the ninja did get the kill. It'd rarely happen, but unless this exception is added it would be very annoying when it does.

    This'd make webs practically useless to use, unless if its against a pyro. But at the end of the day, medic is a support class - why does it has webs at all?

    If this is added, regular pearl capping would be a lot harder to do. I like pearl caps, as they're very fast paced and easier to counter than ghost caps. So if this is added, the time it takes for ninja to pick up the flag (1.5 seconds) should be reduced to whatever it is now for every other class (something like 0.5-1 second).

    I don't think regeneration needs to be buffed (as said before, medic is a support class, it doesn't need regen). I think a better change would be to remove its regen but keep the amount of steak how it is (possibly reduce its amount of steak by one too).

    I don't really understand what difference this would make. The time difference between 2 right clicks and 1 right click is hardly noticeable, and won't really make a difference.
     
    • Agree Agree x 1
  3. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I removed it because I didn't hear anyone mention it at all so I figured it would be simpler to remove it, but I can add it back if you think we should test it.

    We'll probably stick to 16 for now.

    I'll add this as an alternative.

    Not sure. We'd definitely test it and see how many second would be best including factoring lag. If it doesn't work we'll remove it.

    I don't know why I changed it to enemies. The point is to remove the fact that webs disappear when hitting teammates and they break instantly. I'll probably see if nom can change the speed for teammates, and I find webs take way too long to disappear. I'd like to see how it changes. And webs are very useful for support everywhere, they're not just for spamming your way out of the flag room.

    That's why I didn't want to touch the mechanic. Id rather ninjas get their deserved death then blocking and hoping.

    It will probably keep the regen. I'd rather remove steaks, at least one.

    That's the point, it's not going to make a difference. It's so people won't accidentally use frenzy when they hotkey. It's not supposed to be a nerf.
     
    • Agree Agree x 1
    #63 Quarrelt, Jun 4, 2016
    Last edited: Jun 5, 2016
  4. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Make pyros frenzy have to be shift and right click or they have to hold right click for 1-3 seconds to activate frenzy.
     
    • Agree Agree x 1
  5. Claod

    Claod Well-Known Member

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    The reason people are asking for frenzy mode to be activated with all of these different methods instead of single clicking is because when a pyro is in combat and switching between axe and steak (for healing), it might accidentally activate the frenzy because to eat steak, you right click, and that same action is also used to activate frenzy mode. If a pyro were to right click on their axe instead of steak because of poor hot-keying or scrolling, then they would activate frenzy mode instead of eating their steak, which sucks and is really annoying.
     
    • Agree Agree x 2
    #65 Claod, Jun 5, 2016
    Last edited: Jun 5, 2016
  6. DeadRhos

    DeadRhos Minimum Brain Size

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    Make it so that the you can see your kills, deaths streak etc at the end of a game instead of the scoreboard resetting everything to 0.
     
    • Agree Agree x 3
  7. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I'll add it and see if it's possible.

    ---------------------------------------------------------------------------------------------------------------------------------------------

    Alright everyone, I will be closing this thread down in a day or so if no new replies are coming in. I'll be finalizing the list with the other CTF mods so if there's something you want to say be sure to say it soon. I don't know if all of these will be possible to get changed but I will let you know later. Thanks for all the suggestions everyone, we got a lot down. Remember, they're easy to change so please don't freak out if you don't like one in-game. Just comment on here what the problem(s) are and we'll see what we can do.
     
    • Like Like x 1
  8. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Thank you @Quarrelt for making this topic and showing that the staff do actually care about what we have to say. It means a lot to us that the staff care for what we have to say and are willing to listen. You did an awesome job ^.^ .

    P. S. I just thought of an idea for mage, make its healing spell an full instant heal, maybe in a radius so it can still heal teammates, keep the mana timer as it is or add a second or two to it. I'm just tired of the heal pot.
     
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    • Friendly Friendly x 1
    #68 TheMaelstromsEye, Jun 5, 2016
    Last edited: Jun 5, 2016
  9. obikenobi21

    obikenobi21 Delta Force Jedi

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    idk if the ninja being visible to recover thing is necessary. Without it, passing the flag becomes so much easier, which is kind of bs since passing it basically makes the flag a lot harder to recov. Throwing the flag on the ground should be able to be punished imo.
     
  10. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    I still don't think webs being breakable by the other team should be a good idea. If it's still going to use the same breaking time as now, that's essentially instantaneous. The main point of webs is to slow people down, however, if the enemy team is able to break them instantly, what's the point of throwing them? The most you could do is break his / her sprint for a second or slow him / her down for a second. There would be next to no points in having webs, other than for a medic to jump down and web the ground, which barely anyone does anymore.
     
    • Agree Agree x 1
  11. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    you are a veteran ninja main, so youll defend it to the end.
     
  12. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    To be fair, shouldn't the mains know their main class the best? Just because someone mains a class doesn't mean that everything they say is completely biased. Yes, everything is still opinion, but it's not always the case of, "this is my main class so nothing can change to it."
     
  13. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    never said it was, but does he see it from the enemy perspective? or just as the ninja doing it like "haha, i ghost recovered cuz you were nice enough to try to give the flag back to the person who grabbed it"
     
  14. IvanDoomy

    IvanDoomy Active Member

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  15. Quarrelt

    Quarrelt Genetic co-leader | team!

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    @kevshadowslayer , it's not breakable instantly. It's normal speed, like you have to keep hitting it until it breaks. I want to remove the ally web mechanics, at least one of them before they practically unusable in a crowded flag room and/or if you're just next to your teammate.
     
  16. obikenobi21

    obikenobi21 Delta Force Jedi

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    Well, I'm looking at it from a recovery perspective. As ha-ha, the person who just ghost capped across half the map passed it to a medic, now they have 2 medics and are medic teaming and it's impossible to recover. Or, look at that, they had 1 heart, but passed it to a much tankier teammate without me being able to do anything about it!11!!

    Also, is there any way to re-implement that sponge delay they had on McPvP? I think sponge-camping is pretty bs, but that delay fixed that (the thing where you couldn't bounce on a sponge twice in a row).

    As for another suggestion, could we make the medic 15 second cooldown heal global for all medics?
     
  17. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    luckily we wont be having ghost cappers or prem cappers anymore. So that ghost capping pass wont be happening anymore ^.^

    Also, expect that to happen, theyll pass to teammates if they can, instead of one cheap ghost recoverer, how about idk, we work as a team? this is a team game.

    I dont agree fully with the medic 15 second cooldown global, as that effects every medic, not just flag camper medics, i feel that the heal to the flag carrier should be global to all medics, that would be better.
     
    • Agree Agree x 1
    #77 TheMaelstromsEye, Jun 5, 2016
    Last edited: Jun 5, 2016
  18. Sibs

    Sibs Well-Known Member

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    I like the idea of just giving archer infinite arrows since considering their current play-style makes only 128 arrows a semi-annoyance and just makes more sense considering how many other classes are getting more infinite consumables.

    And maybe the same thing for pyro or perhaps just an increase from 20 since that only felt fair when it had insta-kills. And then for a drawback you could make fire from a arrow not last as long compared to fire from a flint and tinder?

    And reverting ninja's sharp to 5-6 (Inb4: I "spam" this all the time.) since... why not?
     
  19. SoCool21

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

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    Ugh, I'm happy I forgot about the sponge delay. Used to be really annoying having to run over and over the sponge to get it to work. If this only applied for flag carriers, this'd be fine, but it should be cleaned up a bit (so if you walk over a sponge, it says "Try again in x seconds" or something similar.

    +1
     
  20. Claod

    Claod Well-Known Member

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    Infinite arrows or arrows that regenerate with a cap?
     
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