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Idea New Tweeks For Scout

Discussion in 'Capture the Flag' started by Bath_Maintenance, Mar 18, 2019.

?

You Like the Changes For Scout?

Poll closed Apr 18, 2019.
  1. Great!

    60.0%
  2. No

    40.0%
Multiple votes are allowed.
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  1. Bath_Maintenance

    Bath_Maintenance Well-Known Member

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    All Credit Goes To @johnpick!


    -remove swapper because it is only useful on specific maps and can be abused to help other team


    -replace swapper with the teleport element (this element when pressed will teleport the scout a maximum of 25 blocks (adjustable for maximum) out INSTANTLY to wherever it is aimed. The teleportation cannot be used to go through walls) When the teleport element is used not only the scout will teleport but also gain speed 2 for 6 (adjustable) seconds


    The teleport element can only be aquired by getting a kill. Once you use the teleport element the only way to get it back is by killing another person. You cannot have more than 2 teleport elements at once. If you kill someone and get the teleportation element and die without using it, when you respawn you’ll still have the element. However, if you die and don’t have the element when you died, you will respawn without the element.


    -add a weakness element. (It will effect every opponent within a range of 5 (adjustable) blocks to have weakness 100) for 3 (adjustable) seconds. This will block all melee attacks for 3 (adjustable seconds) However, knockback from melee attacks still will affect the scout. During those 3 (adjustable) seconds the scout can be affected by projectile attacks such as elf vortex, pure element, pyro arrow, arrows from archer, etc.,


    -add a slowness element. (gives all opponents within a range of 5 (adjustable) blocks slowness 3 (adjustable) for 4 (adjustable) seconds. People can still move fast if they run jump with slowness, but sprinting without jumping will be useless for those seconds.


    -change the sword into a self heal/damage opponent sword. (Whenever the scout hits someone with their sword, the scout regains 1.5 hearts of health back.)
     
    • Funny Funny x 1
    • Creative Creative x 1
    #1 Bath_Maintenance, Mar 18, 2019
    Last edited: Mar 18, 2019
  2. Godman

    Godman Active Member

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    I agree on this, for the sword maybe also add a way to weaken it since it is OP rm.
     
  3. johnpick

    johnpick Member

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    its not that op against ninjas since it is low armored and add a cooldown time for weakness and slowness element. For weakness like 1 minute slowness 30 seconds or something
     
  4. StormNox

    StormNox Active Member

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    I don't think these tweaks for scout would be good for scout because of its complexity and therefore there is no purpose to call the class 'scout', however it will improve scout as the class in its current state is far too weak.
    Adjust your ideas a little bit and i might say that these tweaks may get implemented.
     
  5. johnpick

    johnpick Member

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    as mentioned in the post, all the quantities are adjustable for balance. Plus it isn't that complex if you compare it to elf. Simply you just right click elements to use them similar to how assassin right clicks assassinate or speed boost.
     
  6. StormNox

    StormNox Active Member

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    Elf is pretty simple compared to these tweeks. I don't think these tweeks would be useful for scout. Perhaps make a class for these tweeks?
     
  7. JaxonCA12

    JaxonCA12 Member

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    I personally think Swapper should not allow Scout to move while it's being thrown, and the Swap should be cancelled if the Scout dies. This would prevent the "Jump-in-the- void-and-switch-with-that-clueless-Archer-to-get-an-absolutely-skill-free-kill" strategy.

    Also, I think the Death Tag should be decoupled from the Sword and become its own ability.
     
  8. johnpick

    johnpick Member

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    my idea was to remove the contents within the scout class, keep it's name though, and replace the contents with better one's like teleport, weakness, slowness element, heal sword
     
  9. StormNox

    StormNox Active Member

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    I think those ideas are good, however that fits within the theme of elf [as elves have the ability to do magical stuff]. The name scout focuses on movement, therefore perhaps adding a movement element would fit in with scout. I'm not trying to criticise your ideas, i'm just saying that these might fit into a different category.
     
  10. Versions

    Versions CTF Moderator

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    Matt | Versions#5719
    This would not work as the Scout has not "died" yet. The Scout would be falling while they throw their swapper at the other player, which means that they would still be alive.
     
  11. Dequoy

    Dequoy Active Member

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    I vote that the scouts be given just a bit more melee damage output but to slightly change the way the swapping ability takes effect... I think there should be a particle effect that all players (including the swap target) can see on both the target and the scout (and possibly a sound effect also) at the moment that the target is hit BUT I suggest that there also be a half-second DELAY before the actual swapping occurs. I'm not familiar with all the fine details of the scout class at the moment, but if there's currently a cooldown for how often a player can be swapped out from any given scout then I think that cooldown should be eliminated if this half-second "warning period" is considered and implemented.

    If there is a half-second delay with a visual and possibly an audible alert, then players who are new to the phenomenon won't mistake it for a lag spike or a glitch, and it would remain an unavoidable "hardly-nerfed" teleport swap ability that many scout-testers are having a lot of fun with...and proving quite effective with. It would also give the benefit of the doubt to the target if they've all but captured the flag and a somewhat distant scout waits too long to toss their swapper projectile.

    I agree that swapping overall can be abused to help the opposing team, but it is only beneficial once per scout...and if it becomes a free-for-everyone class (which is how I'm still thinking it will eventually become?) then anyone else can become a scout as well to counteract some of the swapping abuse if it becomes an issue. I personally like the swapping ability, even though it's admittedly annoying to be the victim of (it's still not as frustrating as a snipe from an archer, lol, so I've very little room to complain there as an archer main myself).

    As for the precise way I think the swapping should work, if I get hit by a scout's swapperloo, the scout would hear a hit-target "ding" and they would have some particle effect activate on them (which is visible to others but may or may not need to be visible to the scout since that DING let them know that they hit). Furthermore, I would see (and everyone around looking at me would see) some unique particle effect ON ME (and possibly hear some unique sound) to associate "being hit by a scout swap" with, and then I would have a brief 0.5 second to keep going where I was headed or spin around and see more or less where I'll wind up, and then wherever I moved to in that 0.5 second will be where the scout winds up and where the scout was after that 0.5 second is where I'll wind up in the (slightly delayed) swapping event. At this point, any indicating "tail line" between me and the scout that hit me would appear and the other particle effects on me and the scout would end (again, not certain of all the details on scout mechanics currently, but I've seen a "tail line beam" shortly after being swapped with a scout).

    Thoughts? :smile:
     
    • Like Like x 2
    #11 Dequoy, Mar 21, 2019
    Last edited: Mar 21, 2019
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