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Idea New ctf class "Demoman" concept

Discussion in 'Capture the Flag' started by graycows, Aug 6, 2016.

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  1. graycows

    graycows Active Member

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    I'm making a separate post for this as a class because several people liked the idea in a previous post I made... First off the name doesn't have to stay I just got it from an MCPVP server I don't remember the name though.
    I want everyone to reply there ideas for Weapons, Armor, Enchantments, Food and how many of each weapon/aid. Ill just go over how the class would work and some item ideas I already have. Each section will be labeled to keep it organized.
    Alright... I think this should be a mid to strong class focused more on defense; that being said since the class is "carrying" lots of gear it should not be able to sprint.

    Primary weapon: Fist.
    Since a Demoman will be use to carrying heavy gear he/she will be strong and will deal more damage with their fist than normal but wont be able to block assassinations.

    Secondary weapon(s): Land mine's, Remote Bomb, String, Tripwire Hook, and Traps
    Landmines would be a button placed on the ground and if a player steps on it he/she will take considerable damage. Landmine blasts will be concentrated so only a 3x3 square will be affected. Remote Bombs will be a skull with a tnt skin and can be placed on any solid surface. The Demoman will have some sort of switch in his inventory to detonate the bomb and it will do damage for a large distance but as you get farther from the blast it will do less. The bomb can be destroyed easily by any class: So its location must be picked well. Traps will be activated by a tripwire and will either give the player slowness or entrap he/she in iron bars for a few seconds or possibly disarm /remove armor from whoever springs it for a few seconds.

    Armor: Iron and Chain mix.

    Aid: 4-6 Steak.

    These items (except traps) will follow the exact same rules as engineers turrets meaning they cant be placed within a restricted area. I think traps could be a exception to this rule since they will not do any sever damage but will slow/ disarm the enemy.
    I want this to be discussed and talked about in the comments and I will change the way weapons work as it is settled how each item will work. Nothing above has been tested or is permanent its just how I see the class could work. Thanks for reading and please put your input on what should be tweaked changed or removed!
     
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  2. ExtremeEvoboost

    ExtremeEvoboost CTF Media Man

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    Alright I like the idea here, but i have a few suggestions.
    -Change the name to "Demo" just because it sounds better and less like your stealing from TF2
    -Weaken the armor and/or steaks, as what the armor and steaks sound like is an even tankier necro.
    -Is there a recharge for these or does it get a limited amount of them?
    -Traps without the same protections as engineers would make capturing a living hell. Basically you'd be able to set this up on top of the flag and doom any flag carrier to either slowness for some time (which is slightly better than the alternative) or encase them in basically a mage ice, allowing for classes like pyro, heavy or ninja to swarm you and give ample time to kill you. In alternative if a ghost capper gets trapped in it, its a free trip out the flagroom where only AOE weapons can damage it.
    -How much damage would the fist do exactly? 4-5 would be decent as this class would already have decent offensive ability in the form of the mines, plenty of armor, and 4-6 steaks.
     
  3. CommunistBelgian

    CommunistBelgian Well-Known Member

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    I have a feeling this is going too much in the direction of TF2/ CoD, this is too "war-ish" to fit in the game. We already have a class that creates objects to automatically hit players. It's a waste of effort however it would fit in a more "war-ish" CTF (other servers maybe? Idk ;--; )
     
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  4. graycows

    graycows Active Member

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    I didn't necessarily mean being able to place it directly over the flag post just closer than other place able objects I do think there needs to be an area around the flag that is 100% protected from place able objects.
    As far as the place able objects go I figured you could have one or two of each and when one breaks a new one is placed in your inventory like engineer. (The only reason I say that is half of the time medics don't know whats going on maybe they could have a resupply crate everyone could use like cake use to be?) As far as melee damage I was just going to let everyone decide in the comments.
     
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  5. AdamLovesBarca

    AdamLovesBarca CTF player | Original MCPVPer

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    I think the landmines should be some kind of a bigger item, simply because the button is quite small. Also, players should be able to destroy the items set by the demoman. To balance everything out, I'd say you should considerably decrease the armor, as I think it would be quite a pain to kill a demoman with this armor.
     
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  6. graycows

    graycows Active Member

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    I meant for every class to be able to destroy every item the Demoman can place I must not have worded it clearly. The reason I made the class tanky is it is also slow moving since it cannot sprint.
     
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