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Some minor additions.

Discussion in 'Capture the Flag' started by ZugSparkplug, Jul 23, 2018.

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  1. ZugSparkplug

    ZugSparkplug Member

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    Hello, Zug here.

    These are some additions that could be helpful to ctf players.

    1. Could we add a "Set default class" option, so whenever you logon, your class is instantly set to the class you have chosen as your default, rather than heavy. This could be used by having a clickable item trigger the class being default or not under the class selection menu. Or/and you could have a command, for example:

    /defaultclass, or something like that, that would make your current class the default. Or you could use /defaultclass (class).

    2. Could we implement a negative effect for the carrier of the flag? Yes. we already have flag poison. But if the carrier is accompanied by a medic, that function becomes somewhat useless. Could we have some sort of debuff, or so, to make capturing more of a challenge.

    3. Capture times. Like picking up the flag, could there be a delay for capturing? This would be a very debated subject, and even I don't agree fully with the idea of it, but having a 3 or so second delay would give people a better chance to recover.

    Please provide some changes or constructive feedback on my ideas. And tell me which ones you agree on and why. Thank you!
     
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  2. StormNox

    StormNox Active Member

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    No
     
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  3. Icarus_82

    Icarus_82 Well-Known Member

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    +1 This is really cool and I think was suggested some time ago, but I'd love to see this

    +1 I think a mobility debuff would be very frustrating, but something like negative resistance could help recovery a lot.

    I'm not a fan of the idea, it used to be like this with a short delay on picking up a dropped flag which did help recovery, but made everything kinda awkward and a bit luck-based on whether the flag would be recoved or not.

    Some great ideas! :grinning:
     
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  4. Deppuccino

    Deppuccino Well-Known Member

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    Yeah sure sounds good.

    If it means less 20-minute Blackout stalemates, sure.

    Not really needed. Any good defence can sort it out.
     
  5. StormNox

    StormNox Active Member

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    1- I like the idea but the command is too long, maybe shorten it to /dc [class name]??
    2- No. It is easy enough to defend when you are not defending alone, the defense team would just kill the medic then kill the carrier simply.
    3- No. please do not try to make capturing harder then it already is. Even the skilled players would not be able to capture as much due to the delay.

    I like the ideas but there are no problems with stealing and capturing the flag currently.
     
  6. Feeliq_

    Feeliq_ Banned

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    Carriers gotta deal with less armor and take more damage, since the banner replaces the helmet if the class has one.
     
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  7. Squidward

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

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    He isn't referring to a casual game defense. Of course it's easy to defend when you have 25 people on the same team. This is aimed more towards the competitive side of CTF, which tend to have whole game stalemates which can get repetitive. If you look at a lot of the competetive matches between decent teams playing Blackout, they will indeed have a stalemate. Some matches extending their stalemates the whole game. This can get frustrating to both sides, and sometimes overall not fun. With an addition LIKE this, not exactly like this (has to be more thought out) it can fasten the pace of the game tremendously and would make these types of situations more enjoyable.
     
  8. Versions

    Versions CTF Moderator

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    This has been brought up before in a thread back in December 2017 (here), and in my opinion I don't think it's needed. You can easily just set your class before the game starts, it takes a few seconds to do, so this is not needed.

    I was thinking of maybe increasing the amount of damage the flag poison does to the player over the period of time they're holding the flag, or make the flag poison happen more frequently, but I feel like that won't be much effective.

    Not a fan of this. As @Deppuccino mentioned above, a good recovery can handle that or it's just a capture unfortunately if the recovery are unable to do anything.
     
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  9. Nohox

    Nohox [MCPVP]

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    I was almost certain we already had that command, was possibly available before but removed due to issues. I'll ask around.

    We want to test a few changes to flag poison with the community in the future to make recovering easier!

    Not a big fan of this, capturing in the last second before an enemy steals the flag makes some of the most intense moments of team matches. And if you're running over the map for half a minute to capture the flag, three additional seconds won't change much and would be more annoying than it brings benefit.
     
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  10. ZugSparkplug

    ZugSparkplug Member

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    I'd never though about negative resistance. That does sound like a great idea though! Would it be negative resistance as in taking more damage, or fall damage?
     
  11. Icarus_82

    Icarus_82 Well-Known Member

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    Yeah I was thinking that the flag carrier taking a bit more damage could mean they have to move around/ kill the recovery instead of sitting in one spot blocking with a medic spam hitting them - not fall damage. @Feeliq_ also pointed out that this already happens because of the armour bug, but it doesn't seem to give a huge advantage over to recovery - we're only really using archers and pyros which can be easily stopped by ninjas. I don't know if there is a perfect solution but a soldier shouldn't be able to stand there blocking while 3 ninjas hit them because the medic can heal through it.
     
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  12. Kayrex

    Kayrex Ex JMOD

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    Nothing more to say than what has already been said, besides:
    No point of giving the flag carrier more debuffs, i'd rather see, as @Versions already stated, the poison dealing more damage to the carrier and / or make the poison happen a lot ofter then it currently does.
    And also, killing the medic usually isn't a big problem.
     
  13. ZugSparkplug

    ZugSparkplug Member

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    This is exactly what I'm referring to. :smile:
     
  14. Squidward

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

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    A change like this isn't really needed in a casual game but rather more the competitive side, you'll die in a couple minutes in a casual game unless no one really tries to kill you
     
  15. Northernlreland

    Northernlreland Well-Known Member

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    1- Would like this because I wouldnt have to type /elf again in my life, but I don't think its needed as its simple to change class, but I like the idea.

    2-Poison doesnt do much at all and I get that but, capping is hard enough already without debuffs.

    3-Again I think this is not needed as it is already hard enough to cap, this would also give pyro an extreme buff, and also make elf capping Extremely hard.

    Nice ideas though! Eya upa wa
     
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    #15 Northernlreland, Jul 27, 2018
    Last edited: Jul 27, 2018
  16. Roll0fSushi

    Roll0fSushi Well-Known Member

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    I like this idea- there are so many times where I have walked out of spawn thinking I'm a medic or a ninja and realized I'm actually a heavy.
    However, I'm not that big of a fan of this idea. There is already a negative effect on the flag carrier if there was to be another one I feel like that would be a bit too much. Medics have a cooldown on their healing ability so they actually have to time when to hit them to take into account if others are going to come to attack. Once they've healed the flag carrier they can't be healed for a bit of time. I don't think there needs to be another negative effect.

    I can see this being a good idea when it comes to ninja captures. so instead of being able to pick up the flag and then pearl and capture in the span of 3 seconds. However, If you mean when they walk up the flag they have to stand there for a second for it to capture- I'm not that big of a fan of it. Though I can see your point and I feel if a few seconds could be fair- though I don't see it being a problem or implemented.
     
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