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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. pandanielxd

    pandanielxd its panda daniel

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    what obi said
     
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  2. Snowleak14

    Snowleak14 Well-Known Member

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    Make archer take 3x damage from chemist it's time for some revenge.
     
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  3. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This ^
     
  4. hollaween

    hollaween nimb

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    Buff Assassin, don't do anything to ninja, And make pyro 1 click frenzy and im all good in the hood. (And don't change heavy)
     
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  5. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Cri
     
  6. Recovs

    Recovs Unknown Member

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    Chemist is still not in its correct state it should be. It's been getting nerf so much cause they can't find what to do with it. My opinion on it, it still needs work before we let go of it on the updates. One thing I dislike is that ninja needs 4 hits to kill one, when chemist needs 3 to kill a ninja (excluding any damage given to a ninja before the fight). Not only that, they have regen, so it can possibly take 5 hits to kill one if they don't heal themselves. The reason why I'm making this point with a ninja is because it's pretty much the only class that can catch up to it, successfully, and deal more damage than most classes. Then again, you'll have to pearl and lose 2.5 hearts (perhaps more if they're far) thus making yourself easier to get killed without a challenge. I'd like to see ninja have sharpness 5, so it can have a better chance on recovering by itself. With the sharpness 5, it would make pyro, correct me if Im wrong, a 3 shot kill. I'd like to see pyro have some type if protection toward a ninja, so it can regain its usual 4 shot death.

    On another note, when I get shot by an arrow, it feels like it slows down my sprint, until I release my sprint key and reactivate it. Is this a bug or is it the effect a bow gives when you get shot?

    Mage: Reduce the kb the lightning spell gives you slightly.

    Ninjas invis: Sometimes it takes longer to trigger. Set an exact time to go invis after you hit a player.

    Heavy: Gain very slightly more receiving kb.

    Soldier: Reduce 1-2 ticks of wall climb.

    Medic: Make snowballs able to heal a player, if hit directly by one (perhaps regen 1-2) for X amount of duration. Make sword healing slower a bit.

    Just my ideas I'd like to see. Some of you may agree, some of you may not. I'm just speaking my mind. -Thanks
     
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    #46 Recovs, Aug 25, 2016
    Last edited: Aug 26, 2016
  7. Trego_7777777

    Trego_7777777 Active Member

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    I think Pyro currently gets 3 shot by a Ninja that doesn't use crits, each hit does 3.5 hearts, while crits do 4.5 hearts. I'm basing this off of default MC 1.8.9 values, I don't know if sword/strength values are the same on Brawl. As it stands, I think Ninja already 3-shots Pyro. If standard 1.8.9 values are consistent, a Ninja crit with strength does 8 hearts total. I might be wrong though, someone let me know if I am. And if I am wrong, how much does Ninja with strength do then? :stuck_out_tongue:

    By restoring a 3-shot death, lvl, do you mean like an armor boost or some protection?

    Anyways, I'd like to see a minor tweak to Pyro. I've got a lot of random thoughts on Pyro, so the following text might be a bit jumpy.

    In certain ways, the mechanic for gaining frenzy is kind of dumb in my opinion, but sort of necessary at the moment due to the inconsistency of F&S and somewhat short bow fire. I think it would be better for Pyro to have to hit people on fire to gain the XP towards frenzy. This would make Pyro more focused on setting people on fire instead of using standard PVP until it can double right-click.
    This would be a nerf however, and I think that if this tweak were done some compensations would need to be made. I think either:
    - F&S cooldown should be reduced a bit and the bow fire duration moved up a tad, maybe to 5 fire ticks instead of 4. ( I really like F&S.)
    - The non-frenzy damage should be increased to 4 hearts, but the frenzy damage could stay at 7. Unless it was preferred that it doubled like it currently does.

    In some ways, I think that it would be kinda kewl if Pyro had a bit of Fire Resistance. (I know a lot of people have said this. Pls dun hurt me or abuse me with yur words.

    Thanks.
     
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    #47 Trego_7777777, Aug 25, 2016
    Last edited: Aug 27, 2016
  8. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

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    someone should focus on the bow spamming...
     
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  9. wintergreen3

    wintergreen3 Delta Force Leader | Staff Manager | CTF Admin

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    I'm going to reply to most if not all of you tomorrow. I had a busy day, but have no fear, I read all of your messages <3 Sorry for the delay. Thanks for all of the feedback.
     
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  10. Deppuccino

    Deppuccino Well-Known Member

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    tbh if blocking being useless is a good thing for assassin depends on the situation. If the flag carrier has no support and is making its way back to their flag, then its a bad thing. If the flag carrier has 3 medics, 3 ninjas, 3 heavies, 2 archers, 1 chemist, 2 dwarves, 1 pyro, 2 assassins, 2 soldiers, and an elf supporting it, then you pretty much need to hope that the blocking isnt registered for any chance to recov without the aid of 6 teammates.
     
  11. Recovs

    Recovs Unknown Member

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    • Pickup delay when you pass/drop the flag and a teammate picks it up
    @wintergreen3

    Does this mean that when you drop the flag, your pick-up time is the same as it is currently, and your teammates pick-up time increases?
     
    #51 Recovs, Aug 26, 2016
    Last edited: Aug 26, 2016
  12. Snowleak14

    Snowleak14 Well-Known Member

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    I dont think this needs any change. As far as I know nobody ever complained about it. Passing should be done quickly anyways because you don't want a flag on the floor for too long. A recoverer can already pick it up quicker.
     
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  13. dunnydude29

    dunnydude29 The Deceiver

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    Heavy should remain as is. As the most basic class, its balance between being a tank and its damage output (with and without buffs) is perfect. The fact that it doesn't die as fast while not struggling to kill other classes. regardless of their armor, makes up for heavy's lack of special abilities.

    For pyro, having the option to activate frenzy with 1 or two clicks is a great addition to fit a player's respective preferences.

    The delay with picking up a flag is a good idea but it entirely depends on how long or short the delay is, to make recovering still possible in this circumstance (think of a ninja going invis waiting for someone to pass the flag to another teammate) but still being able to not risk too much when dropping it.

    +1 to the rest of the ideas.
     
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  14. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    A mod... reading our comments.
    I just felt a new emotion, I think it's.. hope
     
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  15. HaHaGetLost

    HaHaGetLost I hope one day you choke on the s*** you talk.

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    #bringbackwool
    #bringbackclantags
     
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  16. BrandinoB

    BrandinoB Well-Known Member

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    Imo take away Punch I for archer, replace it w Power I or nothing at all. Or have the arrows deal absolutely no knockback but have Power I/II.
     
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  17. Squidward

    Squidward BEST WARZ SMOD NO KAPPA (ง'̀-'́)ง

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    How about when you drop the flag and there is a ninja in invis from the other team? isnt that a little unfair knowing they arent there
     
  18. GalaThundR

    GalaThundR Mcpvp Veteran

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    That's the point of ninja's invisibility. To not know where they are.
    But yes, I think ninja shouldn't be able to recover while invis.
     
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  19. Removers

    Removers KitBrawl Ex-Mod!

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  20. Katmorder_

    Katmorder_ Well-Known Member

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    Idk it's late and I can't sleep so

    Archer:
    - take away punch
    - make armor(?) chain helm and boots and leather chest and leggings

    Medic:
    - I like the idea of healing webs (sounds a bit complex but could be cool)
    - maybe a web cool down

    Heavy:
    -leave as is its good

    Chemist:
    -make fire res back to how it was b4
    -don't nerf (if anything make the speed not last as long)

    Soldier:
    - you can still wall spam so maybe like 1-2 less wall climbs

    Dwarf:
    - make hs able (idk if it is but if it isn't then change it)
    - or remove please

    Elf:
    -fixes bugs
    >shield some times not working
    >others previously listed (https://www.brawl.com/threads/58809/)

    Mage:
    - seems good to me

    Ninja:
    - increase sword dmg
    - remove ghost but not prema (idk if possible)

    Assassin:
    -um idk

    Pyro:
    -I like the custom frenzy activation idea
    - increase bow fire ticks

    Necro:
    -idk fix

    Engi
    - make turret die faster (or run out of arrows or what ever)

    I dont know ok

    Seems cool though
     
    • Agree Agree x 1
    #60 Katmorder_, Aug 27, 2016
    Last edited: Aug 27, 2016
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