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This New Update

Discussion in 'Capture the Flag' started by Gold_Mewtwo, Jan 1, 2016.

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  1. Gold_Mewtwo

    Gold_Mewtwo Member

    Joined:
    Oct 25, 2015
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    IT SUCKS!
    Why I hate It:

    Chemist: I really didn't like the magic meter from the beginning, I think it prevented potspam enough. Also, its hard enough to get close enough to the players to throw the potion, imo

    Soldier: Ok, I don't really have anything to say, besides that now, its going to be hard to scale large towers, which I don't like

    Pyro: Ok, its good to have the frenzy meter, I think that makes it more fair, but when you get into frenzy mode, I think you should have access to those instakills.

    Things that need to be nerfed:

    Archer: Remove instakills. I like pyro's instakills, because it takes a while to pull back, shoot, switch to the axe, run up to the guy on fire, then hit them. However, with archer, as long as you're a good shot, you can rack up so many kills... and its annoying to people on the receiving end, especially if they shoot you as you're coming out of spawn. To make it fair, sniping deals X2 damage.

    Necro: Make it so that the zombies cannot see invisible ninjas

    Engineer: Make it so that the turret cannot see invisible ninjas. also make it so it can't shoot behind itself WITHOUT THE USE OF THE TURRET MANUAL OVERRIDE. The Turret Manual Override, when used on the turret, will make the turret shoot directly behing itself. Also, make the regenerator act more like the turret: it doesn't charge by itself, the engineer has to break it, and then replace it. In return, remove the ability to break entry teles: you can still break exit teles, but if an engi is engi camping, and suddenly, back at spawn, an opposing player breaks the entry tele, the engineer has to go all the way back to spawn, and place the tele. Also, give engineer an extra steak.
     
    • Agree Agree x 1
  2. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

    Joined:
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    If a zombie sees a ninja, it can track them when it is invisible like it has caught the smell of the ninja. But it you stay invisible before a zombie sees you it shouldnt follow you.
     
    • Informative Informative x 1
  3. Gold_Mewtwo

    Gold_Mewtwo Member

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  4. pandanielxd

    pandanielxd its panda daniel

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    chap (the owner of brawl) said instakills couldnt be thing, so its no thing anymore just fyi
     
  5. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

    Joined:
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    Chemist has pretty good armour, and a good melee weapon. Adding pots makes it even stronger. I don't see how it would be unable to get close enough to throw a pot.. If anything, it would be more difficult for an enemy player to get close enough to hit them when they are being attacked via ranged pots. Potspam was always a big issue, and overpowered chemist a bunch. The mana meter is there to stop this, and cause chemists to use more skill in combat rather than viciously spamming their right click button.

    Soldiers can climb the full length of the central building in Whiteout/Blackout. Not many structures go higher than that without any ledges to stand on and regain the XP bar. I'm sure you don't like having it limited, but I'm even more sure other classes don't like being completely unable to reach a wallspamming soldier on maps such as Castle Cavern.

    Instakills are strongly debatable, but in the current circumstances they will not remain ingame. In frenzy mode you deal 2x true damage. Two hits of this can kill any class.After testing we discovered that pyro can successfully hold off multiple soldiers alone in a flagroom using the new code. It's very rare to find a pyro alone in a flagroom. Quite often there will be a medic, and sometimes even ninjas, heavies, assassins, etc. This will make it even easier to hold off offense. While I preferred having instakills, this high damage output is still a good compromise.

    Since instakills have to go, I presume archer's instakill will, too. I understand archer is a good method of gaining kills in the circumstance that you're a good archer, but you can't say that for a lot of people.

    Like stated by Always, zombies will only track you while invisible if they have seen you.

    Turrets being able to shoot invisible ninjas isn't a bad thing. It can block off paths that ninjas may try to sneak past on while invisible, but ninjas can still pearl over these areas anyway. If ninjas were not effected by turrets, engineers would not last long, as a ninja could easily go to the engineer invisible and kill them.
    If the turrets could only shoot directly ahead, it would make them very easy to avoid and break, and generally make engineer quite pointless.
    The regenerator is sometimes left in certain places without the engineer so that team-mates can heal up without use of a medic or respawn. This is very useful for the flag carrier. Keep in mind these are broken really easily, so making them so that engineer has to replace them a bunch seems like it'd be very frustrating.
    On the teleporters being broken - breaking entrance teleporters is basically the only way to stop the teleporters being used. To get to the exit teleporters, you often have to go through the engineer, their turret, and any other enemy players going through the teleporter. I think it says enough that this section started with "if an engi is engi camping..."
    Engineers don't really need an extra steak, they have their regenerators. That's surely enough.
     
    • Like Like x 1
    • Winner Winner x 1
  6. Tysonyoshi

    Tysonyoshi Active Member

    Joined:
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    You literally couldn't touch some Chemists in a melee based game pre update. Damage pots throw far enough, have enough splash, do enough damage, and deal enough knockback to the point where just tossing a damage pot here and there on someone trying to get close enough is near impossible.

    Although it takes a long time, it's never fun to try to approach a Chemist who just goes in for a few hits, throws a pot to slow you down while running back. If you try to approach, you're going to get hit by the splash and make no progress. If you don't approach, well, you can't do anything about it. And that's not even factoring in slowness/poison.

    Even if said Chemist has more honor than fighting like that, it was absolutely ridiculous that they could tank 29034803984 hits and then instantly throw the fight into their favor with a few damage pots.

    No comment on what you said about Pyro.. lol
     
  7. Grigglepuff

    Grigglepuff Proud follower of Randomcitizenish

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    Sep 7, 2014
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    Honestly even with the headline saying "This update SUCKS!" I say this has to be the most positive and constructive feedback in all the threads about the update.
     
  8. Gold_Mewtwo

    Gold_Mewtwo Member

    Joined:
    Oct 25, 2015
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    oh thank u
     
    • Friendly Friendly x 1
  9. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

    Joined:
    Jun 28, 2015
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    906
    Ratings:
    +200
    Wait, your also looking to nerf NECRO?! -1000000
     
    • Agree Agree x 1
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