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CTF Update Ideas (A More Minor Focus)

Discussion in 'Capture the Flag' started by wintergreen3, Aug 25, 2016.

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  1. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    Hey CTFers!

    We’re planning on updating a class or two, maybe changing some mechanics, in the near future, and by making this thread we’re hoping to see what the community wants the most for the next update.

    However, there’s a major item that is off the table as of right now, because of the update we’re on. The Assassin rework we have currently was designed for 1.9, and while some of the features would work in 1.8, it would be better if we waited.


    Some changes that could very well be put in:


    • Pyro - 1 Click Frenzy, have the option to make it 2.
    • Nerf Heavy/Chemist damage (might just be the crit issue)
    • Assassin hits not registering when you use assassinate
    • Extending the fire resistance on Chemist
    • Help Book
    • Fix Crits
    • Pickup delay when you pass/drop the flag and a teammate picks it up
    • Make it so you can’t steal the flag as Ninja without your enderpearl in your inventory

    Many other things, I just can’t list them all. I know that a lot of you have come up with these things yourselves, but I can’t find everyone and credit you all properly. </3 So credit to the whole community for coming up with most of these ideas.


    There are some bigger things that people have been wanting for a while, such as a Necro and Dwarf rework. As soon as CTF is stable (fixing the aforementioned list) I’ll try to get Nom to work on that, but I think we should probably start with patching up some things.


    Now, down to the reason I’m making this thread - I’d like to hear your opinions on what to fix next and how. We have a plan for a Necro rework and (I think?) Dwarf, so if there’s anything big other than that, go ahead and give me the links/walls of text explaining the ideas. Focus more on the smaller things (bugs, damage values, etc) rather than a rework here and a rework there, because we already have a few of those coming.


    Thanks, can’t wait to hear your ideas!


    - The CTF Team Committee
     
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    #1 wintergreen3, Aug 25, 2016
    Last edited: Aug 25, 2016
  2. Magnificent

    Magnificent Dallas Fuel

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    Fun
     
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  3. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I can't wait for the 1 click frenzy to be back. I can never double click fast enough to survive any attacks.
     
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  4. pandanielxd

    pandanielxd its panda daniel

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    May I know if anything of my thread about small tweaks will be used in this? O:
     
  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Good stuff winter, thanks for this thread. Here are some 20 plus (semi minor) changes I came up with (and some of which were taken from @Danielll's thread.)

    Medic:

    -Teammates should not be able to instantly break medic webs (this creates so many problems with people accidentally doing just that in team-fights).

    -Medic webs should work the same as grass (code-able?) for allies (meaning allies can't get webbed by their own medics).

    -Add a feature so that hitting an ally with a snowball will give them Resistance I for the duration that the web is in place.

    -Restore Medic's sword to Sharpness I.

    -Scale Medic's regeneration to the health of its allies. For instance, if an ally has 5 hearts or less they receive Regeneration V, 10 to 15 hearts Regeneration III, and above that Regeneration
    II.

    -Slow Medic's current regeneration rate.

    Mage:

    -Eliminate knockback from Mage's damage spell.

    -Reduce Mage heal spell regeneration to Regeneration IV.

    -Increase flame spell duration to 3 seconds.

    Ninja:

    -Increase Ninja sword sharpness to Sharpness V.

    -Give Ninjas a 20% damage boost when attacking enemies that are either blinded or nauseated.

    Necro:

    -Replace wooden fence on Necro spawner with nether brick fence.

    -Temporarily give much greater buffs (strength, speed, resistance, and regeneration) to Necro's zombies (and other minions) until a rework can be completed and implemented.

    -Remove cave spiders as Necro's tier 2 mob and replace them with Skeletons.

    -Allow Necro to see the health bar of its mobs (just as Medic can see the health of its team-mates).

    -Reduce some of the Necro spawner restrictions on certain maps.

    Engineer:

    -Fix the Engineer spots as mentioned in @AdamLovesBarca's thread (and some that weren't mentioned, such as the Engineer spots in the flagroom on Beaver Creek).

    Heavy:

    -Heavies should take 50% reduced knockback from Archer arrows.

    -Heavies regenerate 1 steak every 5 kills (stacking to no more than the current no. of steaks, 3).

    Elf:

    -Significantly buff resistance from Elf water element.

    -Add Regeneration III for 2.5 seconds upon being splashed by the water element.

    -The range of the water element should be greatly increased.

    -Increase knockback from the wind element.

    -Set all Elf armor to protection II.

    -Increase the number of Elf steaks from 5 to 6.

    Soldier:

    -Soldier crits should deal slightly more damage (25-50% more) than regular crits.

    Pyro:

    -Add some minor resistances to Pyro's armor, such as Protection I (so it does not die as quickly).

    Chemist:

    -Chemists should not be able to accidentally poison allies, please fix this.

    -Lower the number of Chemist damage potions to 10.

    -Increase the number of poison potions to 10.

    Archer:

    -Scale back Archer's headshot range to 32 blocks or more.

    Other:

    -Remove Ship Battle map (not a class rework but please, just do it).


    Thanks for your consideration.
     
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    #5 EmperorTrump45, Aug 25, 2016
    Last edited: Aug 25, 2016
  6. Deppuccino

    Deppuccino Well-Known Member

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    Well with Heavy, as it's the basic class, it should be as straight-forward as possible, so it would be nice if Heavy just always had the damage output of a normal Minecraft diamond sword (and maybe I guess instead of it getting Strength from buffs, it gets Sharpness on it's sword?)

    Remove Punch on Archer. It's a long range class designed for headshotting: It shouldn't need punch because the opponent would already be dead. And also bowspamming will be a tiny bit less annoying.
     
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  7. Hugmaster

    Hugmaster Well-Known Member

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    Make the fire duration from pyro bow longer (5-6 ticks of firedamage)
     
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  8. ZCOZZ

    ZCOZZ Active Member

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    I'd say remove punch on archer to get rid of bow spam. Though because arrows do very little damage, especially against armour, maybe add power 1 onto it. With power 1 or even 2, it makes archer much more than just a headshot class, and can do medium range damage. And if bow spam continues, make it so that an archer can only get power 1 when the bow string is pulled all the way back. It would make every shot important especially in close combat.
     
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  9. Lewka

    Lewka Well-Known Member

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    Why not make the duration based on how close the arrow hits the player? 5 blocks away 1 second, 3 seconds 1-2 blocks away and on hit 5 seconds
     
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  10. DeadRhos

    DeadRhos Minimum Brain Size

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    I understand it's due for a rework but for now can we just buff some necro values a bit? I'm talking:

    • Sharpness on the pickaxe like engi,
    • Much faster mobs,
    • More damage from mobs, and
    • Spiders that actually attack during the day (or a different mob).
    Should be pretty easy to implement but it would help so much.
     
  11. Hugmaster

    Hugmaster Well-Known Member

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    Imagine you are in a flagroom and people block your shot and then the player is on fire for very little time and you can't even hit the person while the fire lasts because other people block your view. That's why i prefer to have a set duration.
     
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  12. Lewka

    Lewka Well-Known Member

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    I don't really encounter the same issue as you seem to have when defending as pyro. If anything that is the fault of overload in defense rather than the class' short fire duration. 3 seconds is enough to run up to someone and hit them, charge up frenzy and then if they survive you frenzy them and kill them.

    Missing arrows is a thing with pyro yes, that's why the class is also equipped with flint and steel, which isn't that difficult to learn once you practise it for a few games. Getting set on fire for 3 seconds is a pain already, imagine double that with a arrow spamming pyro. It would be pretty much impossible to get the flag especially if there is more than one pyro defending

    Adding a duration depending on how far away the arrow is from hitting the player would be much more interesting and would help in certain situations. It would force the pyro to be more accurate with aiming which I don't think is a bad idea.
     
  13. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I like the ideas suggested @wintergreen3 , especially the 1 click frenzy and the medic sword
     
  14. Hugmaster

    Hugmaster Well-Known Member

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    The fire duration was reduced from 8 ticks to 3, which is less than half. It would just be better for pyro to give them more time, but 6 ticks is still less than it was originally. I see the idea of relating the duration to the distance you hit the player, but i don't think that's necessairy and would more frustrate me than anything else. That is just my opinion, I would like to hear what other people think of your idea though.
     
  15. Qurify

    Qurify Active Member

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    remove banner
     
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  16. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I think the duration should relate to how far you draw it back.
    25% - 2 seconds
    75% - 4 seconds
    100% - 6 seconds

    I think fire does .5 hearts per second so it should roughly look like this in terms of damage
    25% 1 heart
    75% 2 hearts
    100% 3 hearts

    If you think about that, that doesn't even need to make a player use steak, so it's not too op but it's not terrible because it still slows down that player for longer. So I think this would be the best way to go regarding pyro as well as changing the frenzy click to 1.

    Class changes:
    Archer:
    Removing punch, this has been suggested before but completely remove Punch, instead make it when you pull your how back you get power,
    25% no Power
    75% Power 1
    100% Power 2

    Assassin:
    Nothing wrong with assassin currently except if CTF updates to 1.9 there would need to be a new counter for blocking, one way this could be done is everyone gets a shield in their inventory, when an assassin is nearby (10 blocks away)the shield gets enchanted (maybe if irs possible), this would let people know that there is an assassin nearby, players would then need to hold up their shield which stops the assassin from using the assassination. This could be a nerf for assassin but itd also require people to pay attention to their shield to see if there is an assassin nearby and it would take longer to hotkey to their shield.

    Elf:
    Currently it's hard to regenerate arrows because of how long it takes to get any back, I think their should be a piece of Leather in their inv renamed bag or something like that, when you right click it it gives the elf 8 arrows back, this would have a 18 second cool down. Another problem with elf is the shield ability, I think this either needs fixing or removing because it is extremely buggy, the bag idea could possibly replace it or just be an addition. The final issue with elf is the fact that it dies pretty quickly, I think this has been suggested before but give elf 20 hearts and 3 steak, this would mean the elf has more time to heal itself with steak.

    Engineer:
    Fix teleporters, they are very buggy and could do with some work, I think they should clay responding to the team colour and above the teleported it has exit and entrance in lime green. When you walk over it you get teleported to the exit teleporter, you get 3 seconds of slowness 2 but you also get invincibility for 2 seconds which stops archers from head shorting you. Only 1 person can go over a teleporter and when someone goes over it there's a 2 second wait before the next person can. For the other team to destory a teleporter they must stand on it for 2 seconds, after that both teleporters will be destroyed and red particles will be in the place where the teleporters were for 1 second. I think cake and turrets could be tweaked but teleporters are the most important. Here are a few ideas for the cake and turret.
    Cake:
    Glass with a daylight sensor on, (daylight sensor replaces cake) when a daylight sensor is on the grey mode, everyone in the area will get speed 1 for 3 seconds if they leave when it is yellow everyone gets regeneration 1 for 3 seconds (if they leave) in a 5x5 radius.
    Turret: Same as before but it gets 32 arrows in it, when those 32 arrows are gone the turret gets a red health bar on it, the turret then needs to be fixed by the engineer or destroyed.

    Medic:
    Give medic it's sharp 1 sword back and change the 6 steaks to 5 or 4, the problem was medics health pool not it's damage out put.
     
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    #16 Daveeeeeeeee, Aug 25, 2016
    Last edited: Aug 25, 2016
  17. AdamLovesBarca

    AdamLovesBarca CTF player | Original MCPVPer

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    Since you are waiting, I think my Assassin anti-spawnkill idea would be a good addition.

    This.
     
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  18. Lumpi456

    Lumpi456 Active Member

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    I rly share your opinion with increasing the fire duration bc pyro was actually fine before this annoying double frenzy click but why not instead of increasing the fire duration bring back the ability that you dont need to charge your bow completely so set the people on fire? It would especially be an encounter for ghost capping or ninja capping in general bc most of the time ninjas make profit from pyros being distracted to steal the flag bc they know it cant chrage the bow fast enough to get them. This is just a little idea for making pyro a little bit better and encounter these imo annoying ninja caps/ghost capping.
    Im open for ideas :smile:
     
  19. Lewka

    Lewka Well-Known Member

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    To be quite frank the 8 ticks were never necessary for pyro and imo have caused pyros to be more active about attacking people faster, which isn't exactly a bad thing, has increased their awareness and whatnot

    How are you meant to cap ;o
     
  20. BeanGollym

    BeanGollym Da Best Noob (Nukerator <3)

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    Could we maybe lower the heavy defenses a bit?
     
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