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Idea Scout Tweaks

Discussion in 'Capture the Flag' started by Slingg, May 27, 2020.

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  1. Slingg

    Slingg OABFAABF

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    I’m not the greatest at making intros for these types of threads so I’ll make it short. Ever since Scout was added, it has always felt like somewhat of a love child between Ninja and Assassin. So I am writing this thread to both separate the class from feeling like Ninja and Assassin, and to nerf it.

    1. Giving Scout a double jump ability.

    I’ll be honest here, I took a huge page out of the Scout we know from TF2 in formulating this idea. Anyways, I feel like giving Scout a double jump ability would not only separate it from Ninja and Assassin, but it would provide even more ways to use Scout’s swapper.

    I never really understood why the feather falling boots were implemented to Scout. I have also never seen anyone use them the way I’m sure they were meant to be used. That is, swapping a player mid-air after jumping off of a steep ledge, causing them to take fall damage.


    Now you might be thinking to yourself, “How will adding double jump do anything at all if most of the main capping classes have ways to bypass fall damage?” I have an answer for you on that one. We can simply make it so that when you are swapped by a Scout, you are vulnerable to fall damage for 3 seconds (no matter if you are elf or soldier). This would (hopefully) cause you to take fall damage if you were swapped mid air.


    As for the double jump cooldown, I would say having a cooldown of 5 seconds would de doable. We could also implement double jump in a way that is similar to Kangaroo from HG. This would mean that double jumping while crouched would propel you forward about 7-10 blocks randomly (gotta add a bit of rng in there). Double jumping normally would push you forward 4 blocks and launch you up 8-11 blocks.


    2. Reworking the way the swapper works when it gets deflected by an Elf.


    If you have played even a hint of Elf then you would surely come to the conclusion that deflecting a scout swap does absolutely nothing for you. All that happens after you deflect a swapper (which takes a good amount of skill mind you) is that you lose a few blocks of ground on the enemy defense, the scout gets it right back after deflection, and then can go ahead and keep spamming their swapper at you.


    After the swapper gets deflected, we could make it so that the Elf that deflected is on cooldown for 8 seconds. Thus rewarding the player for deflecting a fast moving projectile. This would hopefully off set the ground lost by activating your shield mid steal.


    Anyways thats all I have for now. Please let me know what I could change/what you think about these ideas below.
     
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  2. Foodcourt

    Foodcourt CTF MOD

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    I think adding a double jump mechanic of any kind would make getting swaps a little too easy. As it currently stands, you need to be relatively precise to achieve void swaps or meaningful swaps in general, which I am a fan of because it increases the skill curve. The way it currently is, it rewards players for playing the class and practicing how to be accurate with your swapper. If you add the ability to double jump, it would take away a lot of the precision necessary because landing swaps would be much easier.

    I am more of a fan of this idea. As I said in my response to your first point, actually playing the class and skill curve should be taken into account, and with this, you would be rewarding an Elf for utilizing its shield correctly. Although I do not play Elf, I would imagine it would be annoying to reflect (x) amount of snowballs and still have them being spammed at you. I like the idea, I am unsure about the 8 seconds. On paper it seems a bit high, maybe decreasing to 5 seconds would be better. Either way, I do like this idea.
     
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  3. Slingg

    Slingg OABFAABF

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    Correct me if I’m wrong. But isn't the cooldown for swapping a flag carrier around 7 or 8 seconds as it is? If so, I feel like making a scout wait the same amount of time if they were to hit the swap on a carrier would greatly reward trying to deflect swaps in the first place. As it is now, most Elves just keep on running and zig zag praying that the scout doesn't hit their swap. This is effectively nullifying one of Elves main abilities, being able to deflect any and all projectiles and making the enemy team pay for it. What I mean by “pay for it” is: Ninjas having to wait even longer before they can teleport if their pearl gets reflected. Archers at risk of being sniped by their own arrow if it gets reflected. Mages at risk of being set on fire and frozen if their freeze or flame spells get reflected.

    As for double jump, I somewhat disagree with what you said. Adding the ability to Scout, along with nerfing the length of death tag (which I forgot to mention in the post), would greatly spice up Scout gameplay overall. As far as taking away the precision needed to swap people, I’m failing to see how it would take it away. With a rather lengthy cooldown and the increasingly high possibility that the flag carrier could be an Elf, I feel like double jump wouldn’t be as overpowered as it seems to most people.
     
  4. _SnowyStorm_

    _SnowyStorm_ New Member

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    I like those 2 ideas
     
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