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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. Sibs

    Sibs Well-Known Member

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    Interesting idea, I wouldn't mind that all to much, might make archer duels a little more mobile and less of a sniper war.
     
  2. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    How about no on the kb removal. Personally, just make the turrets act more like mobs, having the ability to take health damage (5 hearts, iron armor) like any player would, making it headshotable, not having to slap it one health at a time for ten minutes, Make a 5 or so second delay for replacing turrets and stuff, and for gods sake give the engi some orange leather armor instead of that brown crap, just for realism factor.
     
    • Agree Agree x 2
    #82 ExtremeEvoboost, Jun 6, 2016
    Last edited: Jun 6, 2016
  3. Ducksfan101

    Ducksfan101 Well-Known Member

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    Rework Dwarf completely, or just make the max level at 10 and remove fire resis, ability to block hs, etc
     
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  4. Quarrelt

    Quarrelt Genetic co-leader | team!

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    The list has been updated. This is the near finalized version of the update we'll be doing. It's no guarantee that all of these will get done as it's more of a casual update and if nom has the time. Please read the bottom of the OP again for final notes on the new list and proceeding. A couple more days and we'll get this rollin' guys, thanks for the feedback!
     
  5. YourAverageSoda

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    idk if Nom or someone ever bothered to fix it but you can't break engi's stuff with mage unless you're using your fist/non-hoe. I kinda got used to switching to my fist to break cake/teleporters so I haven't seen if it's still broken or not for a while now. Kinda messes with my engi-killing routine.
     
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  6. SoCool21

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

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    For dwarf, you need to have had your sword blocked for half a second to block assassin attacks. Blocking doesn't work straight away. This'd make it much easier to take out a dwarf.

    This'd be much better than giving it an axe as assassin still won't be a hard counter to dwarf. You can just block whenever you see an enemy nametag heading towards base, which would cause you to lose XP more, making levelling up slower.

    Also, can the time it takes to pick up the flag be removed for all classes but ninja? Currently you have to stand next to the flag 0.5-1 seconds to pick up the flag as any class, making it very easy for defence (especially dwarf) to knock you away, causing you to have to wait more to pick up the flag. This mixed with increased damage when you have the flag (no helmet) makes capping a lot harder than it used to be (and more frustrating, I hate standing next to the flag for what seems like a second but not actually picking it up).
     
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  7. YourAverageSoda

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    Spectators should be a third team, or players have an option to be spectators in the pregame lobby on the match server.
    Or just let mods set spectator mode.
     
  8. Altered10

    Altered10 Member

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    @Quarrelt , sorry I'm late. I've been pretty busy these past couple of weeks and I saw your message on the TC announcements. I wanted to give my input on the tweaks:

    Archer:
    • I approve! Rest In Pieces bow-spammers :grinning:.
    • I still think that headshot should be tweaked in some way, but I can live with it.
    Chemist:
    • Nice changes, especially replacing slowness with weakness. I still feel that Chemist's potions should be able to regen in the inventory out of battle, perhaps by crouching.
    • Also, you should do the same thing with the Strength/Speed potions as you did with the Fire Resistance Potions: less duration, more potions.
    Dwarf:
    • ...meh. Dwarf really needs a full rework, but I guess this works for now...
    Elf:
    • WHOOOHOOO! #ElfUnnecroed. You really did a good job with the tweak, you hit two birds (OP earth-spamming and UP flying) with one stone. One thing I have noticed is that sometimes even though the earth element hits a player, the player isn't slowed down. I haven't mentioned it before since earth-spamming was OP, but since it will be nerfed, could you fix this?
    • P.S.: Like you said, the water element should "get some love"
    Engineer:
    • Again...meh. I feel that it could get more of a rework to increase the skill of Engineer. For instance, one thing I came up with a while ago is that turrets cannot kill players and they deal less damage, but have greater range. This would make it easier for Ninjas to disable structures (since they would be able to simply teleport to the turret and they could take more hits) and make Heavy more viable against Engineer.
    Necro:
    • In my opinion, there are two main reasons why Necro was practically dead: One, it was nerfed; Two, it required very little skill and had low interactivity. Instead of just simply buffing it, make it more interactive, like placing mobs manually rather than have a spawner do everything for you. Make Necro have more control of his/her mobs, and make the mobs stronger if they are close to the Necro and weaker if they are far. Just my suggestion.
    Medic:
    • I don't really have too much to say at this point, other than good job!
    Pyro:
    • I have an idea to increase the skill of Pyro, but I'll post it on a separate forum thread. For now, continue with the Pyro tweak, it seems all right.

    Hope this helped!
     
    • Like Like x 1
    #88 Altered10, Jun 8, 2016
    Last edited: Jun 8, 2016
  9. Mc_Simp

    Mc_Simp Member

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    Okay, good to see some balance changes :smile: Here are my suggestions:

    Mage: Remove knockback from damage spell, Heal spell gives regeneration III for 8 seconds

    Engineer: Turret range 32 blocks, deals 1.5 hearts of damage, inaccurate the further the target is (like a skeleton's firing with a bow, it's very accurate for 5 blocks, but anything further they miss alot) Manual fire damage 3 hearts, fires 2x the rate of auto fire, Turret takes 3 seconds cooldown when switching back to auto fire. (Eh screw it I'll make an engineer rework post)

    Medic: Regenerates half a heart every 4 seconds when damaged within the last 8 seconds, regenerates half a heart every second whilest out of combat
     
  10. pookeythekid

    pookeythekid Well-Known Member

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    New suggestion: optional class selector.

    Be able to either have it save into your main inventory (instead of hot bar), just as your normal hot bar saves after rearrangement; or have some kind of command like /classselector off and have it disappear entirely.

    Anyone who knows CTF classes doesn't need it, and when you don't need it, it's a real nuisance to accidentally click.

    k I finally managed to scan through the whole thread, now time for some other stuff c:

    Pyro
    Make frenzy only charge when hitting players who are on fire. In theory, this should integrate the bow and flint and steel much more with the axe, since either of the former are necessary to achieve frenzy.

    Only problem is, this could suck for midfielders who are victims of recovery pyros who are trying to get up a frenzy charge, sooo... if anyone has a solution or just doesn't like the idea, tell me. :smile:

    Archer
    Er, how many times in a game do you run out of two entire stacks of arrows? On a good day, on most archer-friendly maps, I can average 2, maybe 3 arrows per kill (about 1/4 kills or more only take one). Granted I usually die before using all 128 arrows to their full potential, but it's still way more arrows than necessary.

    tl;dr: With instakill headshots, 128 arrows is already way too many.

    Not class-related
    However long it takes to pick up the flag, it's actually a fairly short time. When you time it well, you can run up to the flag, pause for a only a fraction of a second, then begin running away, and you'll still pick it up before you've left the pickup radius. Sometimes it even surprises me how quickly it can happen.

    tl;dr: It's actually pretty short.
     
    • Like Like x 1
    #90 pookeythekid, Jun 11, 2016
    Last edited: Jun 11, 2016
  11. SoCool21

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

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    Usually it takes longer than a second for me. Also, a dwarf or a mage can knock you away from the flag in that fraction of a second, dealing even more damage.
     
  12. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    has anyone said remove the class selector from the hotbar? no, well, please remove it from the hotbar.

    Also, why the heck is ninjas enderpearl nerf idea not on the finalized list anymore??
     
    • Agree Agree x 1
  13. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Welp. Looks like imma have to switch to necro to get off to that sweet knockback now.
    /rip
     
  14. Quarrelt

    Quarrelt Genetic co-leader | team!

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    Alright, I'm going to close this thread for now so Nom can work on the current list. Depending on how much he can get done, if we have time/want more then I'll add more to the list. Last thing I will add is the class selector suggestion.
     
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  15. SoCool21

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

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    inb4 lock

    Also, just wanna say that we should have updates like this more. Tiny updates which just make the game slightly better, that don't take much coding time will be really beneficial in the long run. Especially if all the ideas are community suggested.
     
    • Agree Agree x 4
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  16. pookeythekid

    pookeythekid Well-Known Member

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    also inb4 lock cuz I can't let dis get away c:
    I did it first.
     
  17. TheMaelstromsEye

    TheMaelstromsEye Well-Known Member

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    Gj, i wasnt gonna sift through all the comments lol
     
  18. Altered10

    Altered10 Member

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    Is there any general time we can expect the update, or should we just look forward to #soon. Don't take this the wrong way, I don't want Nom to rush with the update and do things incorrectly, but it would be nice if you could at least specify a month for the update. Ttyl all!
     
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  19. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    Agreed. Buffing ninja's sword would also be able to better take care of our archer problem. But imo, archer would still need less armor (give it some leather or just remove its helmet or something)... so make it like pyro with the damage dealt and received. Archer deals massive damage *cough* an insta-kill, but it should be easily killed if targeted. Archer is too tanky atm. It takes ninja at least 3+ runs to kill an archer (even more if its a good archer), and archer can also atm tank through mage's spell spam long enough to get support. Even an archer with less armor getting targeted would still be very strong– at/near spawn, it can still be just as deadly as anywhere else (example: blackout and dragon valley where archer can headshot any1 moving into/out of the flagroom).
    I'm a bit late on this, but I hope my ideas get taken under consideration ^–^
     
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  20. pandanielxd

    pandanielxd its panda daniel

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    Sorry for the bump, but is this still being worked on..?
     
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