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EMP Update - Smaller Class Changes (Proposal)

Discussion in 'Capture the Flag' started by b0squet, Nov 3, 2017.

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  1. Deppuccino

    Deppuccino Well-Known Member

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    Now when's the Necro buff?
     
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  2. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    Medic change is phenomenal, will prevent confusion in competitive and frustration in casual. +1

    Mage change is good as well because there isn't a reason vulnerable assassins should not die to spells. While we're at it, please fix the bug where a mage gets two kills for flame spelling a vulnerable assassin (2 deaths for assassin). +1

    Pyro change is, interesting. Pyro won't die so quickly anymore, which I feel is probably a good thing. Still a bit undecided though. If it's too much, change frenzy accumulation to five hits. +0

    Chemist should scrap weakness potions entirely, as there are very few circumstances where it's useful. Leaping II is more of a wild card, but I can definitely think of situations where it's helpful. Might wanna increase the time by just a bit more though, enabling any class to jump higher if there's a chemist is a pretty good counter to soldier. +1

    Edit: Depending on elf water changes, frenzy accumulation stays the same
     
    #22 Cardonation, Nov 5, 2017
    Last edited: Nov 5, 2017
  3. Ugianskis

    Ugianskis Member

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    I agree for ninja the egg spam is very annoying and also the the 1-2 sec go by invisible I think is should be 2 so they cant hit u disappear then hit you again it is very annoying
     
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  4. Jin0e

    Jin0e Active Member

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    pls add ASAP so the meds wont gangbang me

    +1
     
  5. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Disagree with medic on medic heal cooldown. There's already a 15 second cooldown. The real problem is the item restoration and 'insta-heal' (regen V but close enough) not how often those heals are applied. Lengthening the in-combat cooldown is a band aid and doesn't fix anything.

    +1 for item indicator

    +1 for all the mage changes/bugfixes

    The pyro rework, while it was necessary was a massive nerf and is the reason why a number of pyro mains quit. So it's good to see an armor buff so the class doesn't get critted to death by heavies or whatever before it can do anything. That said, removing a steak directly contradicts this change. Either make pyro tankier or don't +0

    I don't care about fire resistance but 25 seconds is too short (it used to be 45). I'm good with 1 minute

    Chemist used to have weakness potions and they weren't very useful since the damage mitigation is like 0.5 hearts per hit or something. Leaping potions sound interesting but the duration should be tweaked depending on how many potions you have +0

    Good stuff though. Looking forward to being able to add it to the CTF wiki in the next few days/weeks.
     
  6. Recovs

    Recovs Unknown Member

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    Hello son
     
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  7. Ugianskis

    Ugianskis Member

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    Hi Dad
     
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  8. ChubBub360

    ChubBub360 Member

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    My only question is when are these (insert positive prefix here) changes happening? Looking forward to the pyro changes.
     
  9. gewkawdah

    gewkawdah Active Member

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    Mage: remove
     
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  10. lnformative

    lnformative Well-Known Member

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    [​IMG]
     
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  11. Zycn

    Zycn Member

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    Loving the sound of these changes, I am especially psyched about the pyro change as it is currently my main and I would love an armour buff. +1
     
    • Informative Informative x 1
  12. minecraftnoob999

    minecraftnoob999 Well-Known Member

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    I'm a dumbass
     
    #32 minecraftnoob999, Nov 18, 2017
    Last edited: Nov 19, 2017
  13. super_mii2

    super_mii2 Well-Known Member

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    Small change but could we add a sidebar option that allows Engineer to see their machine status? Basically just to be able to see their turret/cake health when not at the turret/cake
     
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  14. lnformative

    lnformative Well-Known Member

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    Debatable

    +50 clout points. Small yet is something that is indeed very useful.
     
  15. Recovs

    Recovs Unknown Member

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    For the slowness pot being potentially changed for chemist, I'd like to suggest another option. Maybe instead of substituting the slowness pot with a different mc pot, why not code in a "debuff" pot. When applied towards a player on the opposing team, they lose all their potion effects given to them (regen, strength/speed, and fire resistance) excluding the harmful effects they current have/given (poison and damage).
     
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  16. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    I dunno how u would debuff an instant damage pot, but the rest +1
     
  17. Recovs

    Recovs Unknown Member

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    I meant to say is when you throw the debuff pot at someone and at the same time a damage pot was thrown at them, the damage pot would still work.
     
  18. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    I'd like to see some sort of debuff feature in the game. This works out, but I'd rather see it on a class with better range such as Elf
     
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  19. Recovs

    Recovs Unknown Member

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    I've seen faction servers with a poison pot being a debuff pot. It's quite common and potpvp is a growing gamemode on pvp dedicated servers, so it only makes sense for chemist to have this debuff effect I suppose.
     
    • Informative Informative x 1
  20. 5ive_Head

    5ive_Head Well-Known Member

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    I like the leaping idea, seems like a good counter to soldier in some maps where you'd just wallspam in and out of the flag. (I know I'm guilty :stuck_out_tongue:) I like the pyro idea, too. All great ideas!
     
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