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The problem with the new update

Discussion in 'Wild West' started by AguaDeLaMiseria, Jul 30, 2016.

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  1. AguaDeLaMiseria

    AguaDeLaMiseria Un-Known Pleasure

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    I want to say it directly, the new update is trash, super unbalanced (at least it's for me)

    What went wrong? I have an idea about it

    This update was obviusly for the sheriffs, and I understand it, they needed it because they couldnt kill a full d guy, and as Gehenna said, a lot of sheriffs wanted to resign cause they were frustated

    But the way how the update went were the worst, the fact about why sheriffs couldnt kill a full dia is because they had wildgrass resistance 3 so it was removed, and it was good, we had whiskey, I think it was balanced, but now is unbalanced, I saw how 3 sheriffs (18kss, Gehenna and RVNG) rekted us (Me, inRainbows and JustFamouz) and well, you can say we were noobs or stuff (no everyone is the best, do you know it?) but look this, if we die, we lost our full dia (22600$), a model or T-G (9.5k or 8k), ammo (1k or 2k) and the stuff we were proccesing (50k?) so we lost almost 100k and we were 3 ppl there, and by the way the sheriffs can loot us, loot free! what if a sheriff die? Which is our loot? Oh yes, a 2.5k head and rogue and that means a lot of sheriff focusing us, and by the way the sheriff just need to wait 2 minutes and he gets his stuff back (op weapons and a nice gear) Don't forget that the sheriff gun can 1 shot everything thats not full d and 2 shot full d so nobody can grow up

    So here are two ways:

    1.- Nerf again the sheriffs guns
    2.- Bring back the resistance 3 (that by the way would be hard to get if the sherifs still op)

    I hope I explain it well because I'm still learning english. Dont forget this is debatible so this is open for ideas
     
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  2. SoCool21

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

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    1. The sheriff guns simply were not strong enough to kill a big team. Sheriffs had to keep on coming back and back and back until they ran out of ammo or their armour broke, and it was not fun for either of us. Statistically sheriff guns are still outmatched by bandit guns (not that I have an issue with that), so I don't see what all the fuss is. I think people are just frustrated when they die to sheriffs so assume that its our guns that our OP.
    2. Disagreed again. I'm not just saying this because it would ruin fights that I'm involved in, but bandit guns aren't strong enough to kill full diamonds using WG. Someone posted a video about how OP wildgrass was, where someone in full diamond tanked 15-20 model shots due to wildgrass's resistance, which just removes the skill from fights. Not to mention that a tiny bit of processed wildgrass is hardly tricky to get.
     
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  3. AguaDeLaMiseria

    AguaDeLaMiseria Un-Known Pleasure

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    1.- Weren't strong enough because we had wg tank, but now that we dont have, and sheriffs guns nerfed, it would be a fair fight.

    2.- Ya, I think you have a point there, but with the sheriffs guns buffed now the bandits cant kill a sheriff.
     
  4. SoCool21

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

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    I only encountered someone using WG once, and they were in full indian so they weren't much of a challenge to take out. In most fights, even when there were 5 sheriffs and the team we were up against weren't using WG, we'd often struggle and would have to keep on coming back and back, which is no fun for anyone.
    Statistically, not only is our armour worse than full diamond, but our guns are worse than illegals too. People just got too used to sheriffs being easy to take out unless we returned over and over again, now its more of a challenge and people need to adapt to this. Sheriffs aren't meant to be easy to take out, we are meant to be able to win some fights. The only issue is that bandits have a lot more at stake.
     
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  5. AguaDeLaMiseria

    AguaDeLaMiseria Un-Known Pleasure

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    1.- You're not getting it, I'm saying that WG bring back and sheriffs guns still buffed, that were unfair cause your guns werent buff

    2.- In my opinion, now sheriffs are able to win every single battle which is without a full d and almost all (and all if you guys go in group) with full d.
     
  6. Carcano

    Carcano Well-Known Member

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    Bringing back wg might fix bandits vs sheriffs but not bandits vs bandits. Gun damage remains the same no matter who is using it.
    Like I said, Mario took the stupid approach and made sheriff guns do the same amount of damage as illegal guns. This is idiotic, it ruined any chance a new player might have against sheriffs. He should have kept guns the same and buff sheriff armor instead. Add projectile protection to the armor or something.

    Sheriff guns do way too much damage for a diamond player to recover quickly. The old style of pvp was take a shot, drink meds, and shoot back. Now it's take a shot, drink meds, and get killed while drinking because you don't have enough hearts to take the next shot.
     
  7. SoCool21

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

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    I agree, but I also think this happens the other way round. What if the time it took to drink meds was halved?
     
  8. 19Cameron91

    19Cameron91 Well-Known Member

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    @randomcitizen1 says that enchantment protection fluctuates. It's not (for lack of a better term) solid.
     
  9. Carcano

    Carcano Well-Known Member

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    Projectile protection definitely reduces damage from snowballs. Either way, adding projectile protection is better than buffing the guns.
    Pretty sure that's impossible.
     
  10. 19Cameron91

    19Cameron91 Well-Known Member

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    Eating steak in CTF is instantaneous.
     
  11. Carcano

    Carcano Well-Known Member

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    Half the time it takes to drink a pot is not instantaneous. The plugin just listens for a player right clicking steak. This is different.
     
  12. AnimeLoverVerlyn

    AnimeLoverVerlyn Well-Known Member

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    Technically, if you make smart kills, your KOS will end before sheriffs can come back.
     
  13. TheMafias

    TheMafias Something wise

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    Why do sheriffs have to take out big teams? There aren't supposed to be able to take out multiple Daimonds by themselves. Everytime I got into a fight with sheriffs they always came unprepared or unplanned. They weren't coordinated or even in sync. They came separate or waited for the others to do damage first.
    Sheriffs are becoming a scavenger rank more than a balancer rank. The sheriffs shouldn't be able to take out big team easily! Bandits have the exact same issue, we lose to big teams 100% of the time. Sheriffs were getting frustrated and wanted to quit? What happened to the hardcore sheriffs that could destroy player with careful planning and patience? Those were the deadly sheriffs. Now all they do is charge and die. Repeat. Repeat. Repeat, til the finally get the kill.
    I tried suggesting the tracker to only track 500 block radius so they couldn't come back and find us so fast but they complained to much about that and it got changed.

    Basically, Sheriffs or Bandits will be over powered based on skill and Numbers. Sheriffs shouldn't be able to take on a team with just one or two of them. Bandits shouldn't just one shot sheriffs. If you can't fix the armor, then program it to where if it hits Iron armor it does a certain amount of damage instead? Many ways to fix things, but arguing like this is starting to annoy me and I'm sure Mario is tired of it too.

    If you feel like it is unfair, record it if possible! Show us, don't just tell us! We try our best to make the game fun and as of right now, the sheriffs and bandits are seemingly at a civil war.
     
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  14. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    WG's resistance made fights impossible for both bandit v bandit and sheriff v bandit. Resistance decreases damage taken by 20% per level. Res III = 60% damage reduction. Full D = 80% damage reduction. If I'm doing the math right, I believe that means that full D + res 3 = guns only do 8% of what they should.

    The repeater is now balanced against a full D. The other guns weren't really buffed too much when compared to the Mauser and Moddel. See here, it's very important. If you read that closely you will understand that the combat actually is balanced. If you are concerned about losing too much valuable loot, and economy buff would be preferable over a sheriff nerf. Sheriffs bring a lot of fighting to the game, which is where the fun is. A single full D bandit technically has the advantage over a sheriff, but not so much that they are pushovers. It wouldn't be any fun if they were for either sides.

    This isn't what people are angry about. New players never have had a chance against sheriffs. This update didn't change anything in this area. If any player that can aim gets their hands on a model, they can kill a sheriff, regardless of armor. Sheriffs can't shoot first. If they play their cards right, the sheriff will be dead before they can do anything.
    See here.
    Literally the only thing this would do would allow swords to do heavier damage to sheriffs. This wouldn't fix much, as it's not as though anyone swords sheriffs to death anyways.
    The same goes for sheriffs, so I don't see what the issue is here. You can still drink meds if you use cover to your advantage. As a sheriff who has always played with how quickly the bandit guns kill you, I know that you can use meds still.
    Because big teams don't have any other threat. Sheriffs were originally intended to be the equivalent of three fully decked out bandits (which they never were), so they are supposed to be able to take out multiple Ds by themselves.
    Sheriffs are what provide the threat to big teams. That is their balance currently.
    That was how sheriffs were before the update. Their only good weapon were handcuffs, so of course they charged and died. Now, they can keep their distance and actually pick players off with patience and strategy.
    With the 500 block radius, it was completely destroyed the rogue system. The balance of risk v reward was shifted far too much in favor of the bandits who could kill at will.
    Giving sheriffs better armor isn't the way to go. See here.

    After reading all this, the only legitimate concerns that have been voiced is how much bandits have at stake and the rogue system. Slightly less rogue time could be implemented as well as rogue trackers not functioning in towns in order to help bandits escape sheriffs. The economy could also be reverted to what it was originally so nobody had to worry too much about losing their gear. Players would fight more and complain less if this was the case.
     
  15. TheMafias

    TheMafias Something wise

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    Rekted mafia! Get Rekted!! Yea, I suggested going back to its original first release economy. Getting 50k per poppy and like 75k per WG. Making armor cheaper and maybe have a more team friendly plugin that encourages new players to join teams.
     
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  16. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Yes please. The only way I see this being resolved in a way that would satisfy both sides is an economy buff.
     
  17. 19Cameron91

    19Cameron91 Well-Known Member

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    @18kss says that the repeater's power will be reduced. It won't be drastic.
     
  18. Hitchens

    Hitchens Well-Known Member

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    You didnt do the math right. I mean resistance 5 does not give 100% damage reduction. 0.8^resistance_level would make more sence.

    But it would just make a difference of 2 percentage points, or as i would prefer to say, 25%
     
  19. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    I'm pretty sure I did do the math right as resistance five does give 100% damage reduction.

    Say something does 100 damage (nothing does currently).

    For D:
    full D = 80% (.80) damage reduction
    damage x percent reduced = damage reduced
    100 x .80 = 80
    damage - damage reduced = final damage dealt
    100 - 80 = 20

    For res III:
    res III = 60% (.60) damage reduction
    damage x percent reduced = damage reduced
    20 x .60 = 12
    damage - damage reduced = final damage dealt
    20 - 12 = 8

    8/100 = .08
    .08 = 8%
     
    #19 randomcitizen1, Aug 2, 2016
    Last edited: Aug 2, 2016
  20. Hitchens

    Hitchens Well-Known Member

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    You made the math right then...... its kinda wierd it works like that though.

    http://minecraft.gamepedia.com/Status_effect#Resistance

    The amount of research you do is truly impressive...
     
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