[saCTF + Powerups I] Announcement

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Re: [saCTF + Powerups I] Announcement

Postby HULKSMASH » Tue Apr 21, 2015 9:17 am


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Re: [saCTF + Powerups I] Announcement

Postby Hallu » Tue Apr 21, 2015 9:36 am

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Re: [saCTF + Powerups I] Announcement

Postby atr0city » Tue Apr 21, 2015 11:10 am

Played a bunch of pugs on this mod now. It's honestly doing great, really going in the right direction to fix CTF in general. As a defender I can say with the map changes, and powerups it's a lot harder.. but that's a good thing, and it's what the game needed.

I'm finding there is a lot more grabbing in general, and a lot more flags mid and caps which is really great to see. Just wanted to make a quick comment on the Command changes, I've only played it once so far but the changes are really neat and open up the map a lot. The only thing I will say though, it actually seems like Command will be harder to cap now with these changes.

I think in the pug I played it ended up being a 2-1 score or something like that, because of the changes you can easily cut off the EFC from middle now which is making caps harder to come by. Command was probably our highest capping map overall prior to these changes, so it's just something to think about.

Need more pugs though, would like to try that new map as well.. everything looking good overall so far though.
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Re: [saCTF + Powerups I] Announcement

Postby kud » Tue Apr 21, 2015 12:26 pm

on bl I think keg would work better in the sniper tower. +100 armour/health when grabbing the flag seems cool

ps: moar vials and I don't think health packs are giving +100 health on mesmerize?
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Re: [saCTF + Powerups I] Announcement

Postby atr0city » Tue Apr 21, 2015 12:45 pm

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Re: [saCTF + Powerups I] Announcement

Postby rain » Tue Apr 21, 2015 12:58 pm

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Re: [saCTF + Powerups I] Announcement

Postby kud » Tue Apr 21, 2015 1:31 pm

so....no kegs or belts?
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Re: [saCTF + Powerups I] Announcement

Postby rain » Tue Apr 21, 2015 1:36 pm

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Re: [saCTF + Powerups I] Announcement

Postby kud » Tue Apr 21, 2015 1:41 pm

1 powerup for 10 people seems boring
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Re: [saCTF + Powerups I] Announcement

Postby PACO » Tue Apr 21, 2015 2:42 pm

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Re: [saCTF + Powerups I] Announcement

Postby kud » Tue Apr 21, 2015 3:15 pm

I'm not questioning the amp change. buffing the amp is fine, but why remove kegs? There's room on bl at least for a keg on both sides of the map. Falling back on an amp is really easy. Kegs have no visual indicator to trigger fallback though, which means they would probably impact a game more than a fully stacked amp
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Re: [saCTF + Powerups I] Announcement

Postby rain » Tue Apr 21, 2015 3:26 pm

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Re: [saCTF + Powerups I] Announcement

Postby PACO » Tue Apr 21, 2015 3:32 pm

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Re: [saCTF + Powerups I] Announcement

Postby kevinsan1ty » Tue Apr 21, 2015 3:38 pm

I think Kud's idea of a power up in the tower(s) on Broken Limits is a good one. Completely out of the way for defenders. A patient flag runner who ends up there gets some extra help getting through mid.
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Re: [saCTF + Powerups I] Announcement

Postby Monk » Tue Apr 21, 2015 3:42 pm

Can we turn the belt into an armor that gives 150 instead? Or turn the glow off on the belt? (Probably harder)

It can be the same respawn time and everything, but to me that big shiny glowy belt is just going to be a 'CHASE ME' sign in a match. An armor that isn't immediately obvious to the entire team would make it at least require comms if somebody spots the guy picking it up, and would be undetectable if you miss the timing and don't see the guy take it.

Amp is also going to be a big chase me sign and probably less effective in matches than it is in pugs, but that's ok I guess.
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Re: [saCTF + Powerups I] Announcement

Postby kud » Tue Apr 21, 2015 4:21 pm

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Re: [saCTF + Powerups I] Announcement

Postby Darkside » Wed Apr 22, 2015 2:06 pm

130 people in #ipug atm and only 69 voted? weak.
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Re: [saCTF + Powerups I] Announcement

Postby Arys » Wed Apr 22, 2015 7:43 pm

Will there be play-offs for dev players?
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Re: [saCTF + Powerups I] Announcement

Postby rain » Wed Apr 22, 2015 7:45 pm

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Re: [saCTF + Powerups I] Announcement

Postby Monk » Thu Apr 23, 2015 5:58 am

Keg in tower on broken limits sounds like an excellent idea btw. Especially if not directly visible from where you spawn
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Re: [saCTF + Powerups I] Announcement

Postby Sauron » Thu Apr 23, 2015 8:20 am

Maybe consider the elimination of dev this season? More teams, less players per team, instead. 16 teams, 7 players per team, 112 on teams and maybe ~25 in FA? Enforce activity rule on all players, so the 2 bench players must show...maybe add the idea of an increased minimum salary so those $100 aren't picked just because they are $100.
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Re: [saCTF + Powerups I] Announcement

Postby HULKSMASH » Thu Apr 23, 2015 1:16 pm

I like the Broken Limits keg idea.

I'd be interested in combining dev & reg by having smaller teams... problem is usually getting enough captains. So if you're reading this captain up ;)

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Re: [saCTF + Powerups I] Announcement

Postby SunnY » Thu Apr 23, 2015 1:23 pm

YOU KNO IM HERE TO WIN (AND TO CAPTAIN).
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Re: [saCTF + Powerups I] Announcement

Postby SunnY » Thu Apr 23, 2015 1:26 pm

Future team name Asian Sensation. Plz pm me if you're Asian and want to win (except you pantera)
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Re: [saCTF + Powerups I] Announcement

Postby csnafk » Thu Apr 23, 2015 1:48 pm

If Daniel doesn't captain I will (if not enough captains).
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Re: [saCTF + Powerups I] Announcement

Postby PACO » Thu Apr 23, 2015 2:16 pm

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Re: [saCTF + Powerups I] Announcement

Postby rain » Thu Apr 23, 2015 3:09 pm

Thanks for a lot of ideas and feedback that have been shot around in this thread so far.

The map-list is completely being altered with placement of things right now based on pugs played and feedback given by everyone and you can expect the new maps to be uploaded this weekend (Sunday).

All maps will be placed with stacked amps. In addition, we will be adding Keg to some maps but all maps will now also be equipped with "non glow" belts. These belts will give you the 150 armor and will still be timed the same, however you won't have a huge chase me glow around you in the map. A couple of map appearance changes will be made but nothing too crazy.

I am very open to the idea of scrapping development games altogether if we can get the amount of active signups necessary as well as the amount of captains. I am going to be enforcing the mercenary rule on all players this season.
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Re: [saCTF + Powerups I] Announcement

Postby SunnY » Thu Apr 23, 2015 8:36 pm

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Re: [saCTF + Powerups I] Announcement

Postby rev » Fri Apr 24, 2015 2:50 am

i like the idea of no devs, smaller/more teams.
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Re: [saCTF + Powerups I] Announcement

Postby Hallu » Fri Apr 24, 2015 9:34 am

I'm worried about that amp thing : more amps and more frequently removes the effort teams had to do to get an amp and use it. Now there's gonna be so many of them, even if you have no teamplay you'll be able to use some. Of course it depends on the size of the map, but more amps in nwctf has been tried and it just makes the game messier and less skillful.
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