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Idea Archer Rework: Marked for Death

Discussion in 'Capture the Flag' started by _Pai, Apr 21, 2020.

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  1. _Pai

    _Pai Well-Known Member

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    Archer

    Chain armor, stone sword, 4 steak, 128 arrows, all the same

    Headshotting a player marks them for death, taking their hunger down to half a porkchop so they can't run and giving them a colored head and/or particle effect. Headshotting a marked player instakills them. Marks last for 10 seconds. Medic restore can heal off the hunger, but not the mark itself. Being marked causes the player to drop their flag if they have one, however they can pick it up again similar to necro zombies.

    I think this rework helps keep archer strong in both solo and coordinated situations. For a solo archer, it will be pretty easy to headshot someone twice in a row, especially in open terrain. (You can test this by shooting at elves who spam shield) For an archer coordinating with their team and targeting a flag carrier, the desired effect of a normal headshot is unchanged, as the marked player will still drop the flag and recovering players will get priority for picking up. Additionally, marking stops the player from sprinting, making them easier to combo. For the players playing against an archer, this rework adds some additional counterplay, as they can try to dive behind terrain or get within 30 blocks before the archer can shoot again.
     
    • Like Like x 3
  2. lnformative

    lnformative Well-Known Member

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    This actually has a lot of potential.
     
  3. Salty_Ivan

    Salty_Ivan Well-Known Member

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    I feel like archer in its current state in both the competitive scene and in (most) casual games isn't as problematic as it used to be, and asking an archer to land two headshots in a row, even on someone who is unable to sprint, can be difficult especially if it's against a class with other mobility options.

    While this doesn't take away its ability to snipe flag carriers from a distance, I feel like it can still really hinder its crowd control ability.
     
    • Agree Agree x 2
  4. Dequoy

    Dequoy Active Member

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    This is a very good idea! I do wonder though...would the Archer who landed the first snipe-distance-but-no-kill shot (causing the flag be dropped) be granted the same credits that are granted for a flag carrier KILL though? Because most of my favorite Archer moments are when an enemy grabs my team's flag and my team has trouble catching up during the chase and one of my shots from way behind happens to land a snipe so the team can quickly close the gap and return the flag before the enemy's teammates scoop it up again. Moments like them are a huge part of why I was able to obtain the premium classes that I have today sooner than it would've been otherwise. :stuck_out_tongue:

    A tiny issue with it would be the potential to get twice as many credits for first marking them, and then sniping them dead after they scoop the flag up again since it could register twice that way. An issue if it would NOT grant any credits from the first shot is that it would nerf the Archer's credit earning potential for defending if a SECOND snipe shot is required before the charging teammates take down a marked flag carrier and get in the way of the Archer's arrows in the meantime (and only if that enemy manages to scoop the flag back up and continue going with it).

    That said, it would do away with Archer flag carrier kill advantage in case that's an issue that gets occasional complaints. Personally I find the shots can be tricky to predict and actually land, and they don't happen for me often enough to feel unfair...especially compared to a recovery class like Assassin.
     
  5. _Pai

    _Pai Well-Known Member

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    I think that marking a flag carrier should give you the credits of a flag carrier kill, but not a regular kill. Perhaps they would rename it flag carrier drop. If the marked person picks the flag back up and gets headshot, the archer should get the flag carrier kill and normal kill credits.
     
    • Agree Agree x 1
  6. abrakadabrax

    abrakadabrax Active Member

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    what if any damage to a marked player killed them
     
  7. Forleb

    Forleb Retired CTF Manager
    Retired Staff

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    maybe they could code it to be dependent on the recovery? so that 15 seconds after you "knock" the flag from the carrier, the game waits for a recovery, and only then would it give you the carrier kill credits - or if nobody picks it up. if another enemy picks it up, the timer stops and doesn't give the credits.

    another alternative could be for the game to check if you're shooting a marked player. you get the carrier kill for the knock, but if they pick it up again (or another marked player picks it up) then you don't receive the credits.
     
  8. Cardonation

    Cardonation CTF JMOD | CMS Leader

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    I like this idea to increase the skill level required for Archer, making gameplay much more calculated and strategical since you need to land two hits to effectively remove a player. A player getting headshot for 0 damage doesn't make much sense despite the whole mark concept though; I would still make the initial headshot deal somewhere around 5 hearts of true damage, with the marked headshots do the entire health bar to "finish the job". It could throw balancing off though, so it could be better to keep the 1 shot.
     
  9. Recovs

    Recovs Unknown Member

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    If archers arrows were coded without that slight rng it has then sure, but essentially needing to headshot the same person twice just to kill them is too much of a nerf imo.
     
    • Agree Agree x 1
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