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Should double rightclick for frenzy be reverted?

Discussion in 'Capture the Flag' started by Snowleak14, Jun 30, 2016.

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Should double rightclick for frenzy be reverted?

  1. Yes

    78.9%
  2. No

    21.1%
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  1. Snowleak14

    Snowleak14 Well-Known Member

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    Just wondering what people are thinking about this chance. In my opinion it feels (really) clunky to use and I do not really like the chance to it. I don't think a class should be nerfed by using "clunky" mechanics.
    If you want pyro to do something else when to activate frenzy there are also other ways which will feel less clunky (assassin sugar/redstone).
     
  2. Xelasi

    Xelasi Well-Known Member

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    I'm more saddened by the less than half time of being on fire. I can get used to the double click I think, but often the fire goes out before I even have a chance to hit a player.
     
    • Agree Agree x 5
  3. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

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    I feel the same, most soldiers usually instantly climb up away from me whenever I try to recover, the chance I'll get them in 3.5 seconds is low.
     
  4. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    I don't know myself what to change it to, but I do have another idea, considering I see these kind of messages. What about each different class has some sort of fire resistance. Soldier is on fire more than an assassin for example, instead of the potion effect, it could be a configurable custom coded feature that can change depending on community opinion.
     
    • Creative Creative x 2
  5. Xelasi

    Xelasi Well-Known Member

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    Or extend the time to about 5 seconds. Still 3 seconds shorter than the original.
     
  6. 19Cameron91

    19Cameron91 Well-Known Member

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    I thought the double-click for frenzy would help prevent accidental activation, but it doesn't. If you're holding down the right mouse button when you hotkey over to the pyro axe, it will activate frenzy.
     
    • Agree Agree x 1
  7. Magnificent

    Magnificent Dallas Fuel

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  8. Quarrelt

    Quarrelt Genetic co-leader | team!

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    I have already stated multiple times things are already being changed.

    Edit: again, NOT A NERF. The change hurt more than it helped, but that doesn't make it intentional. If it didnt do any harm, imagine, there would be no reason to not include it, right? Well, since it didn't go as planned, we're changing it - no biggie. Maybe I'm just expecting everyone to read all the threads but repeating myself is getting exhausting. So people, just point everyone to this thread who:
    A. Want it changed
    B. Think it was an intentional nerf.

    Thank you. <3
     
    • Like Like x 3
    • Friendly Friendly x 3
  9. TheZombieKat

    TheZombieKat CTFer since May 2012

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    I agree with extending the time. I was testing it out last nighr, and I wasn't able to double click to use frenzy, steak, and attack the person I used frenzy on in 3.5 seconds. There's also the fact that you may be getting pushed around by other players, which would result in not being able to hot the guy on fire.
    That's not really a good idea. How it is right now, every class (excluding Medic) is on fire for the same amount of time. Your idea is class based. Giving one class more "resistance" to fire would make one class superior in the realm of capping, which would result in having other classes used less and less.

    Say it was based on capping ability. Since Mage isn't the easiest to cap with, it would get more of this "resistance". My question is: do you want more people running around as Mage? You could possibly get a herd of Mages running into the flag room, and that would be complete chaos.
     
  10. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    Class imbalances are supposed to happen in one aspect. What you're saying is basically the same thing as give everyone full iron armor :V. Armor = resistance, fire resistance. Different classes should be able to be caught on fire for different times because some of them are overpowered in terms of armor, Pyro only has full leather, and it's main purpose is to take out high armored players quickly, making them a key class to play when defending the flag, it's not meant to kill slippery assassins and ninja (else it would be OP, pretty much countering every class that comes to the flag).

    Basically, my idea proposes that Pyro should be strong against specific classes, an assassin or ninja shouldn't be on fire for like 3.5 seconds, they have low health and that wouldn't be so fair, even if I'm wrong, there are plenty of other classes who need more time to "burn". Elf for example, more than 3.5 seconds should be applied, they have a water arrow that can easily put it out, this should punish elves who don't use that ability. And like mentioned, soldiers, they wall climb all the time, it's hard to hit them or put an arrow close to them, so they should have longer burning time compared to other classes.

    Edit: You also said "superior in the land of capping", isn't a dwarf cap, or perhaps an assassin cap already hard as-is, that's not considered underpowered/overpowered is it? This wouldn't change the gameplay that much, it's actually more of a balance than a nerf or buff in my eyes.
     
  11. TheZombieKat

    TheZombieKat CTFer since May 2012

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    That's not what I was saying at all. I was using resistance as a simple term. If you think about your idea, it's just giving one class more resistance to fire than another. I know what Pyro's role is; I've been playing CTF for years.

    I got what your idea consisted of. You shouldn't punish someone for not using an ability of their class, like how you said it should with Elf. If someone is using Elf for the first time and doesn't know what the water element does, they shouldn't get punished for being new to the class.

    If you take this idea of yours and averaged the times, it could be the same as every class being on fire for 5 seconds, like Xel suggested it should changed to be. If you're playing as Assassin or Ninja and you're caught on fire, there's a couple simple solutions. One, both those classes have great mobility. All you would have to do is run away from the Pyro to some water. Two: kill the Pyro. Pyro has no ability to block an assassinate, and Ninja can kill a Pyro in 3-4 hits. Third solution is have a Chemist splash you with a fire resistance potion.

    Regarding your comment on the phrase "superior in the realm of capping": Dwarf and Assassin are not capping classes. Dwarf is a defensiveclass, and Assassin is a defense/recovery class. That's why people don't use them to cap a lot. It's not how players use the class.
     
  12. Lewka

    Lewka Well-Known Member

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    I don't get why people didn't just let go of their bow anyways lol. I got used to letting go of my arrows rather than rightclicking my axe by mistake. Pyro had 20 arrows(now 25), letting go of one isn't a big deal
     
    • Like Like x 1
    #12 Lewka, Jun 30, 2016
    Last edited: Jul 1, 2016
  13. MrWaffleman

    MrWaffleman The negligence of time's end is man's downfall

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    New players in elf? New players to CTF die lots of times already, if a new player had a higher survival rate, then what's the point in learning? You can easily look at the lore of an item in less than 1 second and know what it does. It's a matter of communication rather than experience. The "water bow" extinguishes fire instantly, that's a gameplay mechanic, not a learned skill.

    Assassins are supposed to be good against players with no swords, mages = annoying, assassins can easily kill. Pyors are a huge problem to heavies, that's why it should be countered by weak armored classes. You stated that ninja could kill pyro in 3-4 hits, well there's still something missing there. It's more like 10-14 hits if that pyro has beef available, which is most of the time, if the pyro doesn't have beef available, then that's just punishment for being too risky, or just being caught which happens a lot when dealing with low-armored classes. Also, if a ninja is on fire and a pyro hits that ninja, wouldn't the pyro instead kill the ninja much more faster? That's the main reason I proposed the idea that ninja/assassins (you could subtract assassin, but I guess that's up for more discussion) should have lower times on fire.

    Honestly with chemist with the fire resistance, they don't have time to splash a large amount of players with it, it also expires, and there's also a limited supply with it. Splashing teammates with potions should be a reward, if you splash a class with strength & speed it's obviously going to be better than another class, so this shouldn't really be a problem anyways. Or even if it is a problem, then disable it for other teammates, which I doubt we'll get to.

    Yes, they aren't a capping class, however you're still able to cap with them. Gameplay mechanics should never absolutely restrict some features, only just make them harder, well I guess that's a weak argument so I'll get to the point. If we did actually make the times on fire for weaker classes shorter, and the heavy classes longer, then that wouldn't pose a problem. Like I said before if a Pyro hits a low-armored class when it's on fire, the probability that the class will survive is already pretty low, so why make it go on fire more? It should be a punishment for Pyro for not taking the advantage or not having proper accuracy when dealing with an assassin. You did say that these classes have higher mobility, their mobility is pretty restricted in flag rooms, it shouldn't be hard to get them in flag rooms, but it should be harder in open spaces.

    Basically to summarize the post above, assassins in flag room mechanics shouldn't change much because they die pretty fast anyways, they survive there for like 2 seconds when the time is 3.5 seconds basically. So that won't change that much. In the open, assassins are less prone to being caught by a pyro, which is a good fit considering they have good mobility and should be able to escape anti-heavies.

    Edit: Average doesn't matter, without taking averages let's say the other team's Pyro kills 20 people on fire. With averages (everyone 5 seconds) the Pyro could get more than 30 kills. Like I said assassins/ninjas can easily be killed.
     
    • Agree Agree x 2
    #13 MrWaffleman, Jun 30, 2016
    Last edited: Jun 30, 2016
  14. Claod

    Claod Well-Known Member

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    Well, back to the topic, I think frenzy should neither stay or be reverted, but be changed. I have found a few alternatives to activating frenzy from other posts/people (sorry I can't credit the people because I forgot who they were and I'm lazy to research). Like maybe having Shift and right click or pressing the drop button, or left clicking a new item that is meant for activating frenzy (and then it would switch to the pyro axe automatically like how assassin does with it's redstone).
     
    #14 Claod, Jun 30, 2016
    Last edited: Jun 30, 2016
  15. 19Cameron91

    19Cameron91 Well-Known Member

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    I'd like to point out that medics make great punching bags to charge up the frenzy meter.
     
    • Agree Agree x 2
  16. redboo123

    redboo123 Well-Known Member

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    just give an item to pyro that you can toggle the double-click. "Double Click Frenzy : ON", "Double Click Frenzy : OFF"

    give medic sharpness 1 idiotsssss

    ~hehe xd
     
    • Agree Agree x 1
  17. slayerage

    slayerage Active Member

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    A group of players going into the flag room is scary, no matter what class though
     
    • Agree Agree x 1
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