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Let's discuss: Protection Kit

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Depending on the situation, I'll use protection to get out of tilt, then switch off when I become stable again. Like what General said about protection not being tactical, it allows the player to not focus on the use of the kit and instead focus on things like positioning, movement, and ammo management, which can make the player have less to focus on.
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Posted Jul 14, 17
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Xorgon a
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wrote:
It's not all about spamming against protection. It helps a lot if you're not as good at aiming, because, when you land the shot, two are likely to hit. But if you can consistently land shots, you don't need to shoot fast. The two are closely linked, it's not shoot fast or aim, it's a combination of the two depending on where your strengths lie.

When in a duel you always aim for an area, and not one spot. If you aim for one spot, the other player will just dodge it. So you cannot aim directly at an opponent, you have to aim at the area he can be when your paintballs land. So to consistently land shots, as you suggested, you have to clear the area. Now if he is protection and you shoot slowly, he simply walks through your paintballs, only taking one hit, and you have to completely relocate the area you are aiming at. Meanwhile he got all the time to shoot at your area.

So to hit two shots consistently, you will have to prevent him from simply walking through your shots, meaning you have to clear the area with two shots instead of one shot. At a bit of range (and thus a larger area to aim at), this can only be done with spamclicking.

Kind regards,
...

This is precisely where the combination is. I'm not saying you either shoot slowly and aim well or spam click and hope. If you're amazing at aiming and can properly predict movement and positioning, then you don't have to shoot as fast. But if you have to just guess an area, then you have to spam and blanket it.
However, most people are in the middle, they'll shoot faster than the first, and aim better than the second.
Thanks,
Xorgon

xorgon.me
Posted Jul 14, 17
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wrote:
If you're amazing at aiming and can properly predict movement and positioning, then you don't have to shoot as fast.

My point being that anyone with a bit experience can dodge paintballs, making it impossible to predict movement consistently. Combined with the fact that protection can at any time make a rash very 'stupid' move to make his movement completely unpredictable.

I ment 'stupid' as being stupid if he were not to have protection.

Kind regards,
...
Posted Jul 14, 17 · Last edited Jul 14, 17
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Thanks for all your feedback! :)
dar319 I'm a little against the idea of limiting how many regenerations you have. After some time you will become useless, and not rewarded for your efforts. There would be little incentive to try hard with Protection.

NinjaCurlyfry I'm not against lowering the killstreak for sniper protection. Maybe even as a default feature when you spawn as some have suggested here.

With the 2 second invulnerability time, it gives your a team a chance to save you. During this "reboot" duration, your opponents would be wise to run around you whilst you're rebooting and possibly prevent your team from supporting you.

Dot_Dot_Dot
I've considered #1 previously. I do like the idea of turning it into an activatable kit. You will still be able to counter sniper effectively, but what it will do is require more from the player. I imagine this would certainly stop players from running around wildly thinking they're invulnerable.

I'm somewhat against #2. It will disable you quite strongly for just surviving a single shot. It will protect you and potentially ruin you immediately after. The problem is players run into Protection, they don't consider taking cover while fighting the Protection. Is it too hard of a feature to counter? It's like sniper, but you're screwed if you're not near cover.

With regards to #3, I can see how it can force your playstyle, but as you said other kits force you to do other things. If you can't or won't shoot fast, you can maybe play more defensively - behind cover, or use medium-ranged kits such as a Frosty, Spider, etc. to disable the protection player.

PoscoBG The same can be said for kits like Commando, that's actually more basic since you don't have a cooldown to keep track of. I personally don't see this is a bad thing. I think it's an example of a good trade-off for the kit you are using.
Posted Jul 14, 17 · OP · Last edited Jul 14, 17
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Xorgon a
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Regarding protection being activated to be used, it would become essentially useless next to Vortex, except against sniper. If you have time to switch it on to block a paintball, you might as well throw out a vortex and let it stop anything killing you. The only advantage is being able to shoot anywhere freely with protection, but that's a small advantage compared to stopping lots of paintballs. It could be an entirely time based thing, where you have <x> seconds where you can't get shot at all, but that's very similar to old magneto.
Thanks,
Xorgon

xorgon.me
Posted Jul 14, 17
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SupaHam Isnt Flash useless after you use both of your speed pots? the only way you can get speed is from capping a flag or from a teammates 7 killstreak, its kinda off topic but im just comparing to what you are saying.
Posted Jul 14, 17
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What we could do is the following:
Spoiler: Copy-paste of #2 from my previous postShow

Protection will grant you an item. Upon activating this item one will get a protection vest for 10 seconds. If the protection vest breaks the protection kit user will be invulnerable for 3 seconds, but also forced on a 3 second reload. If the time expires the protection vest will either be gone without any effect or would trigger the same effect as if it were hit. In the beginning also #2 is in effect.

3 ks: 3 second speed bonus is added upon the breaking of the vest.
5 ks: The effect of #2 is lifted
7 ks: The 10 second vest now last 15 seconds

Other potential killstreaks:
- Gain 5 second speed boost upon activation
- Upon breaking the vest you are not forced on a reload anymore (OP, because immunity still is in effect. I am personally not a fan of this, but I put it in for the sake of consideration.)
- Upon reaching a 7 ks everyone in the team gets a protection vest. 10 second timer would still be in effect, as would the 3 second reload and 3 second invulnerability (and possibly #2 aswell) (Also OP, but so are 2 ninja hooks or 30 second speed boost)

This would allow someone to make rash plays, without having a back-up at all times. A player needs to activate and therefore think about when to use it. Making the tactical skill/knowledge a requirement for the kit. Ensures that the protection vest will safe the life of the user. Also ensures (with #2 and the 3 seconds reload) that the one winning the initial duel and breaking the vest will not be shut down directy afterwards.

Are there any flaws I missed?

Kind regards,
...
Posted Jul 14, 17
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Xorgon Although vortex can be used like that, it does forcefully move in one direction, so players have to work around that. Offensive or defensive, you can benefit from knowing Protection will be on you for the next 5 seconds. At that point, it does become like magneto, but still not exactly the same activation.

dar319 That is true. I would say Flash's 7 killstreak makes a big difference in the game, but then Ninja does give out hookshots and still gets to regenerate their hooks on reload.

Dot_Dot_Dot I like your idea with the removal of snowballs with invulnerability. The numbers may be tweaked, such as 2 seconds invulnerability, 3 seconds reload.

The 7 killstreak team item I like as well. However, if this was to be done, we may have to reconsider the idea of placing sniper protection as a default feature. After that 7 killstreak, no sniper would be able to get a kill without the vest breaking first. I think this is a bad thing, but what are your thoughts? I think we could move it to a 3 killstreak, that way the advertised default protection vest isn't misleading to others, and consistent in functionality.
Posted Jul 15, 17 · OP
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SupaHam SupaHam
My plan for the 7ks was that they get the protection vest for 10 seconds, not the item for a protection vest. This would mean that the protection vest is already in use directly. (Those in spawn may get it after they respawned.) That way a sniper would know he that he has the option to save his bullets and wait for the vest to break after 10 seconds. We could indeed make sniper invulnerability a feature earned by a 3 ks.

Kind regards,
...
Posted Jul 15, 17 · Last edited Jul 15, 17
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Moijn wrote:
I think protection doesn't need a nerf but other kits (apart from Ninja and Sniper) need buffs.
I agree with this. There is a video on YouTube where Jeff Kaplan the director of Overwatch states what he thinks of buffs and nerfs. Yes I know MCBall isn't overwatch, but some members in that team also is meantion balancing WOW. I'm that video I believe he states that heroes may not need nerfs against it directly to be nerfed. Like moijn said some other kits should receive buffs, some are just too hard to use efficiently (although still useable). IMO those kits are: Agent, Demo, and Mercy. Then you have the kits you see every once in a while: Graviteer, shotty, Magneto, Spider, Vortex, Frosty, Commando and Magician. Finally you have the Meta kits: Ninja, Protection, Sniper, and flash. Now you see there is quite a lot of kits in the "sometimes used" category, little in the "hardly used", and in the "Meta". This means the majority of the game is fairly balanced for the exception of the polar opposites in the spectrum.
Posted Jul 19, 17
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