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Wildwest improvement ideas

Discussion in 'Ideas' started by Carcano, Sep 13, 2016.

?

What do u want changed

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  1. Carcano

    Carcano Well-Known Member

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    1. Rework cuffs again
    The amount of times certain sheriffs resort to cuffing is sickening. They have no skill at all, so what do they do? Rush with cuffs. Rework cuffs, sheriff must hold for 3 seconds for it to work. Last time this was suggested the cuffers immediately shot down this idea with some **** about cuffing people on horses. Easy fix, just make cuffs instant if the sheriff is on a horse. Of course, they can't cuff if they are tagged.
    2. Drops
    Killing a sheriff drops nothing but their money and head. Ridiculous. They have no risk of losing loot in fights. Make them drop everything except their guns and armor. It is literally a black hole, anything that goes in, never comes out, unless they willingly move it out of their inventory.
    3. Guns
    So their repeater shoots twice as fast as the best bandit gun and deals nearly twice as much damage. Horrendous. It cleaves through nearly all hearts if the victim is in indian. Impossible for normal players to stand up to. When rushing with cuffs don't work, rush with repeater. It one shots default bandits. They don't stand a chance. The repeater buff was never needed. Buff sheriff armor instead of guns. Add projectile protection to the armor and revert the sheriff gun damages back and everyone will be happy. Also adding a tiny t-g firerate/damage buff would be nice.
    Also a sheriff tracker would be nice. ;p
     
    #1 Carcano, Sep 13, 2016
    Last edited: Sep 13, 2016
  2. AnimeLoverVerlyn

    AnimeLoverVerlyn Well-Known Member

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    1. Cuffs should be reworked, but forcing us to hold rightclick for three seconds is a bit extreme. The bandit can easily run from the sheriff and juke in different directions, and it would be impossible to keep the crosshair focused on the target for three seconds.
    2. Definite +1.
    3. I agree, fights these days depend mainly on stealth. Drawn-out sieges definitely seems more appealing than the two second fights we normally see. No to the sheriff tracker :v
     
  3. 19Cameron91

    19Cameron91 Well-Known Member

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    1. What do you expect us to do? Stand there until you shoot at us? We can't shoot first. Handcuffing is our #1 priority. How would the 3 second thing work? Would it stop the arrestee or will they continue to move?

    2. OK, but you cannot have our ammo. Go buy your own. Our ammo is abundant.

    3. The best bandit gun is the Model. It shoots almost twice as fast as the Repeater and the Coach Gun. So, you're pretty much wrong on that.
    @randomcitizen1 has already said that the protection enchantment is not solid. It's rather random. Protection III iron armor (this is what Kevlar is right now) blocks I think 60-something to 80-something percent of damage.
    Protection IV iron armor blocks 70-something to 90-something percent of damage.
    So, therefore, with a higher protection enchantment, we would range from tough to nearly unkillable.
    Oh, btw, Diamond armor blocks 80 percent of damage.
     
  4. SoullessAngel_

    SoullessAngel_ Ayo why you lookin

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    1. Make handcuffs instant on a horse? -1, horse cuffing is cancerous anyways.

    2. Yes. +1. Already added to the Trello last I checked.

    3. You expect us to go close quarters with you with a coach, fire a shot, and wait for it to reset, whilst getting model sprayed, where we can go close quarters with our rifle, land a hit or two IF THE SINGLE BULLET HITS (And the bandit is doing damage every single shot because he has a shotgun not a rifle) and then switch to coach or revolver to finish off? Sorry, no. We still have to have a decent weapon.
     
  5. Paul

    Paul Well-Known Member

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    1. No, too controversial of a topic
    2. Depends
    3. Yes
     
  6. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    1. Cuffs were sufficiently balanced by the last nerf. It now requires sneaking up on a bandit or evading bullets until point blank. Your statement about skill is an opinion and has no relevance to the discussion really. A three second cuff timer combined with the current protocol ensuring that sheriffs cannot shoot first in addition to no cuffing while combat tagged would further imbalance the sheriff v. bandit game as well as make cuffing somewhat useless. How could a sheriff cuff someone if they are noticed? If the bandits don't attack, this forces the sheriff to resort to cuffing. The sheriff then tries to cuff, but is promptly killed by the bandit's teammates one the sheriff is in close range. Additionally, cuffing a moving target would be nearly impossible. There are far too many things wrong with this idea to be practical. -1

    2. Having sheriffs drop legal loot makes things far too easy for bandit teams. There needs to be some sort of consequence for bandits who have been killed and their loot taken by a sheriff. Using your same logic, having sheriffs drop legal loot when they die essentially means that bandits have no risk of losing gear when they fight sheriffs in a gun fight given the current imbalance between bandits and sheriffs. Bandits have an immense advantage, and sheriffs rarely get to loot bandit bodies given this present imbalance. If you would like a better reward for killing sheriffs, ideally the entire economy should be revamped with the sheriffs still dropping the same money that they do now. The economy needs to change anyways. Lower prices + same drops = better reward. -1 for this idea though.

    3. Absolutely not. Bandits have a huge advantage over sheriffs in gear. Your assertion that the repeater does twice the ammount of damage than the T-G is incorrect when taking into consideration the difference in armor protection that bandits have as opposed to what sheriffs have. The T-G actually does more damage to sheriffs than the repeater does to bandits. As for balance to noobs, I recognize that this is an issue. However, recognize that a damage reduction of sheriff guns would require an armor reduction for the higher tier armor. Also recognize that the T-G can technically OSK even full Indian with one well-placed headshot. Both guns two-shot body shot full indian, therefore the repeater's faster firerate is the only difference in balance in this situation. The damage done matters less if they both two shot. I think that it's fair to say that balancing for the sake of noobs not only needs to be done for sheriff guns, but also for bandit guns. As for saying that noobs don't stand a chance against sheriffs, are they supposed to? If you are in default gear, do you honestly expect to be able to stand a chance against a sheriff? Also, think of it this way. Noobs stand even less of a chance to bandits seeing as they usually travel in groups of two or more. Is it sheriffs that are the only problem? I think not. The repeater buff was needed as it used to take 5 body shots or three headshots to kill a full D. This was nearly impossible due to the fact that bandits most often have more cover, and therefore can easily use meds to survive. Additionally, bandit teammates could easily damage sponge for their comrades to make killing them impossible. Removing the buff will only serve the interests of bandits at the expense of sheriffs over whom they already have an enormous edge in combat. As for a sheriff tracker, this would essentially make the job of a sheriff impossible because players could easily log when a sheriff came too close.
    -1
     
    • Agree Agree x 1
  7. Carcano

    Carcano Well-Known Member

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    Of course the only people to object are the cuffers. No surprises there.
    1. I meant cuffers have to be standing still for a few secs for cuffs to work. Cause if people who were just checking bases with legal guns run into a cuffer they obviously will let em inspect. This would be good for the semi afk processor, they look at their screen and they see a cuffer standing behind them with cuffs they can actually fight back and not get ez cuffed.
    2. No, cuffers should drop all legals. Makes no sense how items disappear when they die. I'm fine with illegals turning into money, but they should drop legals. Cuffers literally get free weapons that can easily take down a person who work for hours just to get a set of diamond and guns. If they die to a cuffer and a team mate cleans up, team mate doesn't get anything besides a head. The money is gone cause the cuffer makes sure to deposit it in the team bank. 2500g head isn't even enough to buy a single piece of diamond or illegal. The gear originally belonged to the bandit, not the cuffer. If cuffers kill a stacked bandit and get out safely, they hoard the gear so when they get demoted they probably have donkeys filled with sets of full d. This makes killing cuffers nearly pointless because bandits have no chance to get their allies gear back. Cuffers use their free gear to bully bandits who play for hours just to get decent gear. If cuffers get a kill and die, they think, oh well, even though I died they didn't get the gear back so they can eat my ass, **** them, they wasted their time processing and now their gear is lost forever.
    3. Tg does nearly nothing to Kevlar compared to what the repeater does. Although damage can vary, it does not vary largely. Cuffer rushes with repeater vs bandit with tg, bandit loses always. Irl, police don't patrol the streets with a anti rank rifle, a shotgun, a revolver, and a set of bulletproof armor. They only have a pistol. Only if some Isis guys decide to do some **** like drive by shootings or school massacre do the cops bring things like rifles and armor. Likewise, cuffers should only spawn with the pistol and make the other weapons buyable only if they die in a base. So if a cuffer dies with purchased guns, they lose money too. It's only fair if the damage values aren't gonna change. Or I suppose there can be sheriff deputies, who are basically guys in leather armor with legal guns who do base checks and go after rogues. If they die, they can call for backup from the sheriffs, who are the current ones, kinda like how cops call the swat teams if some **** happens when patrolling.
     
  8. randomcitizen1

    randomcitizen1 The schizophrenic swagmoneymillionaire

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    Considering only sheriffs have responded to your thread so far, this doesn't make much sense. :V Also, by your same logic, should a non-sheriff respond in favor to this thread, anyone can randomly imply that just because they aren't a sheriff, they are biased against sheriffs.
    Sheriffs standing still is actually worse than cuffs taking a few seconds to work. It makes cuffing a running player impossible. You yourself admit that good for the semi-afk processor. I'd take it farther and say that it's only good for that situation. If you are semi-afk, you don't even deserve a chance to fight back imo. :v And what would this mean for all the non-afk processors? Handcuffing is hard enough as it is. Regardless of whether you want to admit it or not, it takes skill and strategy. Sheriffs have to go completely unnoticed in order to cuff. And if they are noticed, they have to dodge bullets to cuff, in which case they would most likely result to shooting anyways. Not the best arguement for a cuff nerf. Still -1
    The fact that you reference how difficult it is for bandits to get gear implies that this could be rectified by means other than sheriffs dropping illegals. The obvious way is to get a better economy.
    Again, a better economy would fix this.
    This has no relevance to the issue at hand really. It's not a logical arguement for a nerf.
    It's not pointless. You get money and prevent yourself from losing more gear. There's nothing pointless about that. :v
    *Sheriffs use their free, albeit, underpowered gear to balance wildwest and provide a challenge to bandits who seek to make money quickly via processing drugs. If a sheriff gets a kill and dies, nothing comes of it because the bandit's teamates get their friends loot, immediately bails him, and allows him to come back with little consequences. If the sheriff gets a kill, manages the near impossible and loots the body while being shot at long enough to survive (happens rarely), then the bandits suffer the consequences of being unable to kill the sheriff quickly enough.
    Because a one heart difference is such a huge difference. :v
    Repeater: Headshot to full D - 5.8 hearts
    T-G Headshot to Kevlar: 4.864 hearts on average
    (Ranges from 3.95200 - 5.77600 hearts)
    3.95200 - 5.77600 hearts
    Since when does the bandit use the T-G instead of the model?
    In this nearly purely hypothetical situation, then yes.
    The T-G is the anti tank rifle, not the Repeater. :V And since when do civilians have access to anti tank rifles, shotguns that shoot at 100 RPM, and a pistol that belonged to a German officer? xD
    This is actually an interesting idea. It would need some further thinking through, but it's plausible. Oh, and thee only way this should be considered is if the combat system is changed... to buff sheriffs to match bandits. :V
    Again, interesting idea. I don't think it's necessary, but it sounds somewhat plausible.
     
    • Agree Agree x 1
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