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The anti-teaming kits

Discussion in 'Ideas' started by xGhale, Aug 24, 2016.

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  1. xGhale

    xGhale HG‘s Doom guy

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    Teams are a massive problem in HG (even to pro soupers like me or Mattyz_). And we do have kits against them. In this thread I will be proposing some changes that I received in-game from friends or players.
    • Tank: This is underpowered as hell. Sure, there are some crazy team takedowns with this, but right now...
    • Change: This kit could be combined with Grenadier to be able to launch grenades and make people/things explode. Or it could have an entirely new system that could be implemented onto all kits:
    • The upgrade system: I won't go into detail, but for Tank it could look like this: you start at level 1 with your kit. Each upgrade you put on it gives you 1 heart extra (which can be filled up with soup), at the cost of say not being able to wear a certain armour type on a certain body part (e.g. no leather pants or no diamond helmet). Get the idea?

    • Gladiator: Ahhh, one of my favorite (and, in my opinion, one of the best) kits. It has just a few small issues:
    1. People can escape the arena. How? Endermages can suck players out or in.
    2. There is a cooldown on it, making it unviable against teams that are larger than 2 people.
    3. People can tower onto the sides of the box, rendering it enterable.
    • Fixes: 1. Remove the cooldown completely. 2.Make endermages not be able to suck people into and out of the box. 3. Move the walls of the box up by 2-4 blocks. I think this puts it into height 258, where people take damage.

    • Madman: Oh yes, the one you've all been waiting for.
    • Madman is an old-school kit, and was the first anti-team kit available back on MCPVP.
    • The aura's effect is too simply evaded. I think it needs a 25-block range, not 18.
    • AND: The Madman still takes the same amount of damage, so I think a new type of effect needs to be there for the Madman. Maybe: The more players are near/the longer they are near, the Madman receives a damage reduction. This is to stop people being able to quick-jump him before the effect can take place. Of course, the damage increase that others players receive could be halved, say, to make the whole thing more fair.


    Any suggestions for these kits?
    @Totom3 @Turmac @SoCool21 @Mattyz_ @Viva @allyouoldschoolHGersthatimissed


    -Sam

    Addition: We need more anti-teaming kits in general...
     
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  2. Turmac

    Turmac Hardcore Games Enthusiast

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    I agree with the madman and tank idea, because I believe this will 100% fix these kits.
    Gladiator should let you escape, but you have to take the falldamage from falling from it. Meaning, stomper and turtle and other kits like those should work a little better.
     
  3. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    But kanga...
     
  4. xGhale

    xGhale HG‘s Doom guy

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    ?
    What about it?
     
  5. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    They'll kanga out, and run. When you gladiate them, they'll repeat
     
  6. xGhale

    xGhale HG‘s Doom guy

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    True. Add a roof.
     
  7. Viva

    Viva Well-Known Member

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    Agree that Tank needs changes, possibly with how explosions work with that in general.

    Don't really think Gladiator or Madman need changes on how they work currently though. Madman already does well enough to scare off teams that I think making the aura bigger is a bit unnecessary. The aura's big enough that teams can't help eachother out without entering it themselves.
     
  8. xGhale

    xGhale HG‘s Doom guy

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    Gladiator and Madman both need a change. Yes, you can scare off a team for a bit with Madman, but then they get iron swords and jumpcrit you to death withoutthe aura taking effect. The wind-up time on the aura is too long, and the aura needs to have another buff.
    Gladiator is in-effective against teams larger than 2. Gladiate one, kill him, next 2-4 people come up and kill you. It needs to not have a cooldown (and then I'd probably pay real money for it). It also needs a mechanism against Endermages glitching into and out of the box (https://www.brawl.com/threads/59562/).

    EDIT: I just realised I completely forgot Berserker.

    Berserker is fine, but it triggers on a kill as well, which may need some tweaking.
     
  9. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    Does the Endermage glitch still work? I remember I gladiated someone and they got Maged, but they were teleported right back into the box, but they had invincibility. This happened when the Mage was under the box, so I'm not too sure about above
     
  10. xGhale

    xGhale HG‘s Doom guy

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    The glitch I mean is that an Endermage comes onto the side of the box and then keeps maging a person out. If this person jumps back in, the fight continues, meaning that a person can fill up on soups all the time from the Mage/somebody else.

    ADDITION: People can flash into the arena and 2v1 a person in a Gladiator match. Solution: Add a roof.
     
  11. Harrryyyy

    Harrryyyy Member

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    I Agree with the rest of the kits but madman I think is fine as it is, I think if they were to add the 25 block radius and less damage inflicted onto you would make the kit over powered and I don't think brawl are prepared to make it too overpowered just because of teams. I Do however believe it can be improved just not so drastically that it ruins teamers' style of play as then eventually teamers would be gone and everyone would be using the kit.
     
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