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Idea Archer.

Discussion in 'Capture the Flag' started by notfleb, Feb 24, 2020.

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  1. notfleb

    notfleb Well-Known Member

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    Forleb#6785
    Many people including myself have been making threads about various topics for this class for years on end. The purpose of this thread is to reintroduce all proposed changes, while also giving an overview to the current Archer, in the hopes of finding some sort of consensus.

    Overview

    Archer has been a part of CTF since it was released, and has experienced virtually no change over the near decade of its existence. As of February 2020, this is the current layout of the Archer class:
    - Full Chainmail Armor
    - Stone Sword
    - Bow, Punch I
    - Passive: Shooting a player at any charge from 30+ blocks will instantly kill them.
    - Passive: All shots from the bow inflict a brief Slowness II effect on Chemist, as well as dealing 2x damage.
    - 128 Arrows
    - 4 Healing Steaks

    During my time on the server, I have seen people complaining daily about the headshot distance being too low. As an offensive Chemist main on casual, I happen to encounter a lot of Archers, many of which rarely land a headshot further than 40 blocks. In my personal experience, I'd say roughly 80% of my headshot deaths occur under 40 blocks, and about 50% under 35 blocks. In Player Pool Matches (PPMs), there seems to be no major issue with this mechanic.
    I believe this is because people are overlooking 2 major factors: Their playstyle, and the fact that they are on casual. Casual CTF was never designed to be coordinated as meticulously as PPMs, and thus you will always have to be wary of multiple Archers waiting for you to pass in their sights at all times. There's also this CRAZY thing where playing offense just so happens to increase your chances of encountering an Archer (imagine that!), and so we get players asking to remove Archer entirely because "They just farm cheap shots"; They wouldn't be farming you if you weren't showing up for them every 30 seconds.
    So, as it stands, Archer seems to only be truly problematic for kill thirsty players who are too blinded by their glorious 1.7kdr to realize they're playing themselves. I can't remember the last time somebody complained about the Archer in a PPM because, in a controlled environment, it seem to work appropriately. However, with that in mind, we get into the minority-majority conflict; "What about the other 90% of players that don't participate in PPMs?" If you were honestly trying to play objectively, you probably wouldn't be racking up as many headshot deaths, seeing as you would either be avoiding them on offense or out of their way (mostly) on defense.

    Alternatives

    Here I have a list of several threads regarding changes to Archer. I feel it is superfluous for me to copy what has already been said, so I will simply post links with titles for you to assess yourselves:
    - Nerf/Buff Combo, plus revisions, by @Dequoy
    - Damage Scaling, by @ExtremeEvoboost
    - Damage Tag/Paralyze, by @hayns
    - Headshot Charging, by @ItalianPenguin
    - True Headshots, by @915

    Conclusion

    At the end of the day, It's not like this class is going to be the single factor that eradicates CTF from the face of the earth. I feel like if we actually discuss this with some thought and attention to detail, we could probably agree on one way to end this debate. Please leave your thoughts below, whether it be suggestions not mentioned in the alternatives list above, or just your view of Archer as it stands.

    Have A Brawltastic Day! :slight_smile:
     
    • Agree Agree x 1
  2. Mnkynoodles

    Mnkynoodles ur mother

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    What if there was a certain amount of time before an archer walks out of spawn that prevents them from shooting? Keep everything else but make it so that archers cant just hide in spawn and walk out for 2 seconds shoot, walk back in etc.

    EDIT: similar to the request where we talked about making a timer before ninja can pearl out of spawn etc
     
    • Like Like x 6
    • Funny Funny x 1
    #2 Mnkynoodles, Feb 29, 2020
    Last edited: Feb 29, 2020
  3. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    I like this idea more than a complete rework/tweak to archer/ninja, would not hinder previous gameplay a lot, but would help increase overall QOL :grinning:
     
    • Like Like x 1
  4. notfleb

    notfleb Well-Known Member

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    I feel like this should be added by default; There are so many maps in testing right now that have spawns with nice open areas for Archers to hop in & out of spawn for headshots. Assuming this timer resets every time the Archer comes in contact with a spawn block, what do you think would be an appropriate delay before they can shoot? Or does this only apply to the oneshot ability, allowing them to still fire normal shots right when they walk out?
     
  5. Mnkynoodles

    Mnkynoodles ur mother

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    probably 5-10 second range id say. a few seconds would be too short
     
  6. Dequoy

    Dequoy Active Member

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    Add in one minor detail and I could see this idea working for a "change things up and see how it goes" test:

    If the player with "spawn sickness" is hit from an enemy at all (even if from a harmless enemy Medic web, Mage ice block, enemy Ninja flash bomb, etc.) then they can start to pearl or shoot or cast spells immediately after (yes, you forgot to include Mages in your "don't let them spam fresh from spawn" list, hehehe). Buffing and healing potions from enemy Chemists and heals from enemy Mages wouldn't get rid of the delay though. Only "inconvenient" enemy interactions would get rid of it.

    It would still cut back on the unfair advantages, but it would also reduce being kill-farmed at spawn (during the hours that MODs aren't online)...because during those seconds each time they leave spawn they would otherwise be sitting ducks when they try to defend themselves (as those same classes) until the spawn-kill-farming enemies are dealt with.

    Even if having the "spawn sickness" removed immediately is abused by having a buddy on the opposite team tossing a ninja egg at you each time you spawn in, that would mean a player on their team is going to be occupied by that task each time...and that would be one less player on their team focusing on flag work or mid field combat during that time.

    Come to think of it, a "spawn block triggered" delay for all special class abilities could be worth trying out - but just have it different amounts of time for each group of classes. Classes like Dwarf, Fashionista and Heavy could have no delays at all. Elves, Medics and Soldiers could have a SHORT delay (maybe 3 seconds?) before they can shoot, boost or heal (to reduce abuse of close-to-spawn flag carrying stale mates a bit). Assassins, Chemists, Pyros and many of the shooters/launchers like Engineer, Necro and Scout could have a MODERATE delay (maybe 5 seconds?). This could cut back on much of the "I'm only playing Chemist to buff people right at spawn at the beginning of the match, then I'm switching" behavior too (I'm guilty of it myself, ha). Finally, the Archers, Mages, and Ninjas could have a LONG delay (maybe 7 seconds?) before their special effects kick in. All of the ability delays experienced from spawn would be completely negated once something from an enemy player affects them (including the Assassin's abilities? I personally vote that it should be true for an Assassin who just respawned after using an assassination too - to simplify the CTF mechanics and to keep things fair - even if the Assassin's delay has to be longer from spawn to balance it out).

    ((To be technical, mainly for the developers if this is strongly considered: I suggest that if this were worked in, a bow that is fully drawn would have no effect at all and produce no arrow at all if the arrow would be released for any bow-wielding classes that are given a "spawn sickness" limitation during their delay period. But, if fully drawn, then the player is hit by something "inconvenient", and THEN the arrow is released AFTER, then the arrow would shoot out and have its normal effect...whether it be snipe potential, blast/fire potential, or element potential. Also, potions, abilities, etc. would either be something like a "glass pane" during the delay time or no effects would show at all and no cooldowns would trigger and the stack counts would not drop at all -- this way a potion that is dropped or spells or pearls that are flying around won't be confusing when they yield no effect))

    Over all, your spawn-caused ability usage delay (or "spawn sickness" since the term seems to fit, heh heh) for Archers and Ninjas is certainly a brainstorm inducing idea! I like it!
     
    • Informative Informative x 1
    #6 Dequoy, Mar 2, 2020
    Last edited: Mar 2, 2020
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