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Idea The assassin class.

Discussion in 'Capture the Flag' started by Excervator, Jul 8, 2018.

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  1. Excervator

    Excervator Member

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    Player last killed by.png Closest to enemy flag.png Inventory with compas editor.png Ninja.png

    Player last killed by.png Closest to enemy flag.png
    Hey all, as you may know I am back from the dead. I have played as an assassin for a long while back in 2014 and I recently came back, and it's nice to see some old faces.

    During the time I was away, the assassin class has changed quite a bit (as well as during the time I was playing). And, although I loved the simplicity of the game back pre 2014, times are always changing and there's no point complaining. Based on this, I have an addition I would like to see added to the class, which will not leave it overpowered; however is aimed at the whole point of assassin: to follow your enemy while not being seen.

    Targetting specific players.


    So, this is a feature which could be chosen by the player based on a limited number of easy to choose options. Rather self explanatory, this feature allows the compass to have a third option, in addition to searching the red and blue flags, which targets certain players based on limited criteria available to the player. These will be the following:


    • Target the (enemy) player closest to your flag. If every class could choose to see the closest player to the flag, that would be damn unfair. But: they can't! If you are in defence with the assassin class, set your compass to track down the nearest player to the flag. A valuable asset to any team's defense.
    • Target closest enemy player. This is simple enough. Find a player and assassinate them. Useful in so many situations that I'll leave it to your own imagination.
    • Target the player on your team closest to enemy flag. A good team never lets a player steal the flag alone. First though, you have to get to their flag; shouldn't you be helping?
    • Track the (enemy) player with the most steals. Let's face it, we aren't all cut out for offense. Neither is all the enemy team. When certain players keep slipping past you though, you should be prepared for their next attempt. So plan your next few moves accordingly.
    • Find the nearest medic (either on your team or the enemy team). Been attacked by a heavy and just managed to get away? Or did you just successfully assassinate someone? Well done you! Alas, waiting for your next attempt is a thing of the past, go find a nearby medic on your team so you can get back to doing what you do best.
    • Last but not least, targetting the nearest of each class (on the enemy team). Useful if you want to avoid a certain class (those pesky ninjas), or if your defence is weak against a certain class, such as solider: catch them early and do your part to help the team.


    The intricacies for developers (yes, it's a big ugly piece of text. It's boring, but useful):

    1. How would this work when players are constantly moving around? The answer: the compass would lock onto a player and this would not change until one of the following occurs. 1) The player the compass is targetting is killed. 2) The user right clicks with the compass, which is how the player will update their compass if they wish to do so.
    2. This feature would not be too "op". Assassin, mainly, is about the other player not blocking when you attack. A counter for this is either, going full pvp (normally with speed) and attacking with the sword, timing the attacks so that you assassinate just at the right time, or making sure you arent seen and they do not have a chance to block. Or a combination of all three. This feature would not show the name of the player being tracked to the assassin using the compass, only the direction to go in to find them. Dying will not reset the compass. Due to the fact that you cannot choose who you are targetting (yes you, you angry revenge killers), this is purely a tactical change to the game, and not putting the assassin at a very large advantage, however it will give it an edge that sets it apart from all other classes, and living up to it's name.
    3. This would work just like all the other menus in brawl. A chest screen with blocks/items to click. See the screenshots provided for more information.
    4. Although not included in the post or the screenshots, the compass would of course display something along the lines of "Targetting nearest player" for example. The compass will have three options when you pick the assassin class, the usual two which point at the blue and red flags, as well as the one chosen by the assassin, for example targetting the nearest necro.
    5. When playing ctf, you can change the flag that the compass follows by either right clicking or left clicking. GIven that my proposed feature makes use of the right click to update the compass, I shall just mention that my intention is that right clicking changes the "mode" of the compass (from one of the two normal flag targetting options) until you arrive at the user-determined mode, which then utilizes the right click control to update the player it is following.
    6. Given that left and right click buttons are used while holding the compass, a new item will be introduced to the assassin's inventory; a sunflower petal. Chosen because they are really pretty! Right or left clicking while holding this will open the screen, from which the user can select what player they want the compass to point at, for example the nearest player to their flag.
    7. Regarding targetting specific classes: Though it may cause some uproar, so does everything else that means you have to get more skill. It is my preposition that the compass will even target ninjas when they are invisible, however this is still something I will consider, as I respect it possibly ruins the entire point of ninjas having invisibility. A buff for this is that we (the assassins) cannot attack you (the ninjas) while you are invisible, which I think is very fair.
    8. There is an option for finding a medic on your team or the nearest enemy medic. Not just one option for the nearest medic of any team. Two different, team specific options available. In the screenshot it's the gold armor and the cobweb.

    Please comment to discuss any questions (I am new to the new forum, so comment here to make sure I see your message, as I don't know much about private messages yet etc). I have programming experience, but not with servers, so I am no expert. Please see the screenshots below as to how the layout of the screen would look for the user, as well as the inventory and some examples.


    Many thanks for reading,

    Ex.


    Removed from original thread:

    Follow player last killed by. Want to get revenge? Or are you in defence and the only one who knows there's a sneaky player near the flag.. somewhere, only to have been killed from behind? This feature would allow you to track them down, just remember to stay unseen! See "Player last killed by" in attachments.
     
    #1 Excervator, Jul 8, 2018
    Last edited: Jul 10, 2018
  2. abrakadabrax

    abrakadabrax Active Member

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    Cool idea! It's a way of buffing that's not just numbers. I think this tool would better serve a new class that could be called 'Spy', because I feel this is too big of a buff.

    By tracking the closest ninja or the closest enemy to the flag and subsequently either telling the team through voice chat or pinging an ally and hitting towards the ninja's location, the whole team knows. The assassin can stand where the ninja is walking so his allies can AoE or shoot him. This should prevent almost any ninja steals.
    If ninja attempts to kill assassin, a good assassin should be aware and move towards teammates who can damage the ninja enough to make a steal unsuccessful.
    An off ninja will always be support. This is probably fine, ninja could use a little indirect nerf, but assassins will be much more prominent now that ninja's are discouraged. Prominent assassins will in turn prevent any flag carriers from running as they will have to be blocking a lot as they enter and leave the flagroom.

    I might be totally off on how hard it is to track someone, for example, I don't find tracking flag carriers to be easy. Though the compass will shift tremendously if a close ninja moves about.

    Let me know if I completely forgot about something.
     
  3. Excervator

    Excervator Member

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    Hi abrakadabrax,

    Firstly, thanks for your support. This is something I really would love to see added, so it's great to hear you think the same!

    Regarding the new class though, I think creating a new class for this purpose is not necessary, since 1) we already have a lot of classes, and 2) this would not be too big a buff for assassin, especially given the new summer update where your items are not restored after death. The reason it is not too big a buff is that only one of these options could be equipped at any one time, and the general idea would be for the user to choose what they want. Personally as an example, I feel assassin is powerless against every ninja in the game. It shouldn't be like that, that a class is almost powerless against another class. This new feature would allow you to see (using the compass), where an invisible ninjas was and aim, maybe most likely with redstone, accordingly. But all it would do is lead you to certain players, the reality is though that you still have to do the killing. And given how most people are just spam blocking or play in 3rd person ... :wink: (and admittedly there are one or two skilled ones hehe)

    Tracking someone though isn't much of task really, but it helps when you have speed so you can catch them up. Get some practice!
    The ninja steals though are still valid. Just that it would require more skill and thought. A team of two ninjas could still easily distract or kill the assassin, but it involves the class a bit more as part of a defense team, especially since right now you have to be quite good in order to really get any kills at all. The role right now is mostly just to instakill and recover, and maybe use speed to deal some damage with the sword, which often involves you getting killed in the process. It's not really a useful class; mage, medic and engineer can all heal and use turrets, webs etc. But because of the only limited speed, low armor and one instakill, it's reduced to a more passive role while other people are the main defenders/offenders. I think this would bring assassin more into a team, even just slightly.

    Thanks for your comments abrakadabrax! :smile:
     
  4. abrakadabrax

    abrakadabrax Active Member

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    Right, the summer update is a big hit indeed, although in yesterday's ppm I found that if you have a def medic your downtime isn't super long, but definitely too long to have, for example, two good attempts to kill the flag carrier. However, you do have two good attempts to kill offense on their way in and out, depending on the map.

    You make a good point that ninjas completely cripple assassins, at least when a ninja is trying to kill you. Assassins could use a little buff in that regard. There isn't always a ninja though and a def assa can be near their flagroom quicker than an enemy ninja can. I think it's also fine that you can only effectively play assassin when there aren't any ninjas around. It's a good balance in game to have assassins to kill heavies and to have heavies to kill ninjas and to have ninjas to kill assassins. Assassin just seems a little more all or nothing than ninja in that respect.

    I'd like to see in practice if the changes you suggest have a positive effect on this dynamic.

    Q1: What if you're tracking the closest enemy assassin but they have none?
    Q2: You say something about coding that assassins cannot hit invisible ninjas. I thought you cannot already? Or is that an assassin-specific glitch?


    I'm sold on the general idea to implement a tracker that points to a certain player that is not just the flag carrier.
     
  5. Roll0fSushi

    Roll0fSushi Well-Known Member

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    I'm not a big fan of this, mostly because I feel as though this would really heat people up..and well end up just making it easier to target people a great deal amount of times. So perhaps they can get their "revenge" but can only do it once and not over and over again. That would be my only fear about that function.

    However I do like the ideas for one closes to flag or nearest class. It doesn't target one specific person- but a range of players. Its a very cool idea and would give assassin a little spice to it.
     
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  6. Excervator

    Excervator Member

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    Hi RollOfSushi,

    Thanks for the support. Admittedly I am inclined to agree with you, after taking some time to think about it I don't see as much use for this feature other than for revenge. As such, I will remove it from the post. Should you wish to see the other ideas implemented (which i really would), feel free to ask around what other players think as well.

    I appreciate your comments, you hit the nail on the head there since we seem to be on the same wavelength. I think assassin is missing something extra to it, and for me this would make it perfect.

    Thanks,

    Me :wink:
     
  7. agroot

    agroot Member

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    I think its a good idea, although I don't really play offense that much so I don't know if my opinion will have much value. Like abrakadabrax said, I think it's a great way to help assassins defend themselves against ninjas, I also think it's a good buff for assassins overall since it allows more stealth. Many players nowadays block hit so it's nearly impossible to assassinate them but with this buff, it'll allow assassin to be stronger but at the same time not over powered. From an offensive point of view, I think this would be slightly unfair if someone has stolen the flag and you're trying to recover as pyro. If the person already has heaps of support, with the assassin using his compass to look for pyros or really other players trying to recover, it'll be nearly impossible to recover.

    Overall I think it's a good idea but at the same time my mind isn't creative enough to come up with situations in which an idea may be a bad idea.
     
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