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Idea Actual Archer Headshots

Discussion in 'Capture the Flag' started by 915, Feb 2, 2020.

?

Good idea?

  1. Yes

    11 vote(s)
    61.1%
  2. Yes, but.. [do give feedback]

    2 vote(s)
    11.1%
  3. No

    5 vote(s)
    27.8%
Thread Status:
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  1. 915

    915 CTF Developer

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    You know that moment you jumped, the arrow hit your foot, and you were like "Ah dang I was headshot?" .. yeahhhh... So like, what if archer headshots actually had to hit the head? Nuts, I know.



    So the idea here is that the arrow has to hit the upper 20% of the player (shown here as a zombie, same model though I think), in addition to being from more than 30 blocks away. Also, because you really deserve any insane 100-block shots, anything further than 60 away is an instakill. Finally, I guess anything that's between 30 and 60 but does not hit the head could do like 8.5 hearts true damage. Since I'm certain I could have formatted that paragraph better in some way, let's put it in a bullet list instead.

    < 30 blocks
    • No change (unless someone wants a critical hit mechanism)
    30 <= x < 60 blocks
    • If on the head (upper 20% of hitbox): instakill
    • If not: 8.5 hearts true damage
    >= 60 blocks
    • Instakill

    The advantage of this is that it requires more skill, but also knowledge/use of the terrain. From a high vantage point, you will almost exclusively land headshots, whereas shooting from below will minimize them.

    For you dev types out there who love copy and paste,
     
    • Like Like x 7
    • Agree Agree x 1
    • Creative Creative x 1
    #1 915, Feb 2, 2020
    Last edited: Feb 2, 2020
  2. Mnkynoodles

    Mnkynoodles ur mother

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    i sense a riot occuring whemn more archer mains see this
     
  3. Paddishly

    Paddishly The Australian

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    Pretty sure most archer mains aim high and hit heads more often than not so it wouldn’t really change much.

    Personally of all the reworks this is the most dynamic and interesting, placing an emphasis on skill and I’d be happy to try it out. Cool stuff dude.
     
    • Agree Agree x 3
  4. Shadoun

    Shadoun Member

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    I don't like it.

    Killing a soldier is already difficult with any class, with archer it becomes a little easier, but with this change it would be much more difficult
     
    • Agree Agree x 1
    #4 Shadoun, Feb 3, 2020
    Last edited: Feb 3, 2020
  5. Recovs

    Recovs Unknown Member

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    They're also called snipes, so. Players aren't zombies, they're not standing in place for you to be precise with your shot even more than you already have to. They're running, jumping, strafing, etc. Terrain/obstacles already get in the way to add on even more. I dislike this idea.
     
    • Agree Agree x 3
    #5 Recovs, Feb 3, 2020
    Last edited: Feb 3, 2020
  6. SloppySlapster

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    Implementing this would greatly mediate the frustration and pressure that a lot of players (especially those on offense) are forced to endure. I agree that it will become a challenging adjustment for current archers -- considering that you now have to predict movements while also being limited to a small target area -- but adaptation is a good thing. It forces the player to really focus on where they are aiming, as opposed to having a lot of buffer room. I kid you not, there have been instances where I've shot at a player, the arrow barely whizzed past their feet, and the headshot still registered. These scenarios were usually followed by immense guilt.

    Paddy also made a reasonable point: most players find high ground when using the archer class in the first place, so closing in on the head shouldn't be an impossible task.

    Great coding, 915. And excellent idea. I would love to see this tested in some capacity very soon.
     
    • Agree Agree x 1
  7. Shadoun

    Shadoun Member

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    I disagree, it would only facilitate the attack and make the defense more difficult.
    Blackout for example, when I play archer I stay at the bottom of the map, with this change it would be "necessary" for me to go to the top because it would be a little easier to hit the headshot.
    Even so it is still difficult to hit because you are never alone, there is always someone from the enemy team trying to kill you, we do not have time to be aiming exactly in the head, and we must already worry about at least hitting the enemy or the flag bearer .
    Sorry for my English :smile:
     
    • Agree Agree x 1
  8. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    a fair way to nerf the class ... (comparably, I support this headshot tweak the most)

    would be a cool test... thx for the code :stuck_out_tongue:

    (elevated archers hold advantage... archers shooting from just outside their spawn hold a disadvantage... ggs)
     
    #8 scapezar, Feb 3, 2020
    Last edited: Feb 3, 2020
  9. EmperorTrump45

    EmperorTrump45 Dank Memer

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    So Archer just doesn't get to exist in game anymore? Sweet I'm down.

    +1
     
  10. Champloo

    Champloo Guest

    Ratings:
    +0
    Remove Archer
     
  11. Shadoun

    Shadoun Member

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    Remove Soldier
     
  12. iFlaze

    iFlaze Well-Known Member

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    This would be a pretty big nerf to the class. Ideally, I do think that archer needs an overall nerf, it basically has unlimited arrows and can possibly snipe about every 1.2 seconds (I checked the time required to fully draw a bow). On a lot of maps there isn't much cover, in blackout for example if you're on offense on your way to xx and archer is on top mid, you have to run like 50 blocks, maybe more, without getting shot a single time. Considering you have to "strafe" to try to dodge the arrows, you will be generally slower and the archer will probably have like 10-15 chances to headshot you. At this point, even if they shoot a random location near you every time, they might have more chance to get you than to miss you before you get to the flag room.

    However, I'm not totally sure without testing, but this would probably almost kill the class. Yet, the few headshots that we will receive will still be as frustrating (being instakilled from a distance that makes it so you can't really fight back is not very fun). I'd prefer to just rework the class by removing the instakill and adding a new mechanic of true damage (already suggested in forums and discord).
     
  13. Shadoun

    Shadoun Member

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    Where are the archers mains ?
     
    • Funny Funny x 1
  14. Sytrisse

    Sytrisse Member

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    Alright, first off, I feel like this idea is not ideal for archer. It restricts many shots, and like Recovs said above, we are not zombies, you can't just zoom in and perfectly aim for the head each time. Secondly, most of my shots hit the side of the player, I mean just watching 915's video he had to shoot one zombie 3-4 times before he got the shot. I couldn't even imagine how annoying that would actually be in game (with actual moving players!!)...

    Now typically if there are soldiers, I would shoot underneath them once they initiate wall climb (to catch them on the way down, AKA their feet). If this idea was to be implemented into CTF, soldier would probably become extremely deadly to archer, and very difficult to shoot (plus if they had the flag then they would constantly get boosted by our shots resulting in the whole team being salty).

    Pretty sure everyone knows that I love playing the archer class, I like the freedom, I like 1v1s, etc. In addition, I know the objective of the game is not necessarily to "1v1" other players, but it is a large part of playing the class. Having the "Real Headshot Rework" introduced to CTF would be frustrating, during duels if you clearly got the first shot yet the 1v1 still continues cause you didn't shoot their head, that would be brutal.

    As of right now, I have not seen a rework idea that I like, or that I think would be ideal. Every idea I see either includes a cool down, EXP bar, or something quirky like this (possibly ruining the class). Let archer stay the same. Just saying, I don’t think this rework is worth it just because you got shot in the toe...f3+b, dodging, avoiding the archer(s), are all solutions.
     
    • Agree Agree x 1
  15. Mnkynoodles

    Mnkynoodles ur mother

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    even though archer 1v1s are stale with full charged bow shots i still think headshot only should be a headshot if the archer fully charges their bow. everything else in this is true as well
     
  16. Spades_

    Spades_ Former CTF Mod

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    I think this idea has tons of potential, with some minor tweaks. My suggestion would be from 25-40 blocks (in that range) any fully charged bow shot that hits a player on the head will be a head shot. Any shot greater than 40 blocks, anywhere on the enemy player, will be a snipe counting for an instakill. The reason behind this is I think 60 blocks is far too long and would all but eliminate a mechanic that is necessary to the game. A reduced distance to hit players on the head will still make archer more skill based, but will take more into account that the players are moving.
     
    • Agree Agree x 2
  17. ACE_BLUE2

    ACE_BLUE2 Sup'

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    I like the idea, although i think 60 blocks for the normal instant kill is a tad excessive
     
    • Agree Agree x 2
  18. 915

    915 CTF Developer

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    Ok to be perfectly honest, it's way easier when I'm just shooting normally. I was using optifine zoom to show precisely where the arrow hits, and I don't normally aim like that. And I also don't find that archer is a massive problem - the classes I play counter it. I just suggested this as a "what if? is it even possible?"
     
  19. Sytrisse

    Sytrisse Member

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    Okay thats fair, I am aware that this is just a “suggestion/what if?”, all ideas are. Also, my apologies if my comment up above was a bit much, I kind just went off. To be honest I am not loving this idea but this rework might possibly be one of the better ones out there. It doesn’t fully remove instakill, it does not involve cool downs, etc. Although if this was to be tested and/or implemented then I agree with Ace and Spades, 60 blocks should be reduced to 40.
     
  20. 915

    915 CTF Developer

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    Yeah that's entirely fair. 60 blocks was somewhat arbitrary. The precise values would need to be determined by testing. The idea is that shots that are exceptional should be rewarded with the instakill, while standard, normal range ones require better aim.
     
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