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A slight change

Discussion in 'Wild West' started by Piky, Apr 3, 2016.

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  1. Signatured

    Signatured War 2.0 Developer

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    Killing the sheriff is the counterplay :l
    Didn't ignore anything. You're saying handcuffs are too overpowered and provided a very short solution that I have no idea how will work.

    When a sheriff handcuffs a player, the sheriff is what? 2-3 blocks away from the player? So the player getting handcuffed (imagine a full diamond will weapons ready) is slowed, but can point blank shoot a sheriff in the face... :v I agree that handcuffs are somewhat overpowered (even though they do have to get rather close to even use them), I don't feel this is the best solution.

    Do I have a solution myself? No. Else it would be implemented; however, I'm not saying nothing needs to be done.
     
  2. Piky

    Piky Well-Known Member

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    Hmm, good point.
    I came up with a way to fix the whole Sheriff thing. (If it is actually possible to code this).

    • A Sheriff handcuffs a player
      • Said player is given Slowness IV for 00:03 (continuously until Sheriff lets go).
      • Sheriff is given 'Adrenaline Surge' (not actually a thing, just some fancy term) which reduces ALL incoming damage by 25% (Resistance I) for 00:03 (continuously until Sheriff lets go)
      • Sheriff is given a slight knockback resistance during the very small duration
    I dunno, does this work? Now how would the reworked guns affect this later on if this were to happen?
     
  3. Choci

    Choci Well-Known Member

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    There are many ways to balance the handcuffs.
    Here is my idea.
    If a Sheriff tries to handcuff a player with a gun in his hotbar he will disarm the player (player drops the gun), otherwise he will be handcuffed and also add a cooldown to the handcuffs like 3 seconds so the sheriff can't spam his handcuffs anymore.

    It's easy to code and balanced.
     
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