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Kit Tier List

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I have recently been experimenting with the numerous available kits, and it has come to my attention, as well as many others' attention, that some kits are simply broken while some lack substance. To express my general conclusion of every kit, I have created a tier list. This tier list is able to gauge the positioning of kits based on a letter ranking system. The kits will be listed in their tiers respectively on their potential. Since it is not helpful to criticize without providing fixes, I will provide some possible solutions toward rebalancing.

Note: I am not attacking anyone who uses these kits and this should be taken as an opinion. I do not think of anyone differently if they use specific kits that I deem as overpowered. Hopefully, my suggestions are taken into account if there is a possible rebalancing of any kit.
Spoiler: Tier ListShow
Spoiler: S TierShow
Spoiler: A TierShow
Spoiler: B TierShow
Spoiler: C TierShow
Spoiler: D TierShow
Spoiler: E TierShow
Spoiler: F TierShow
Posted Oct 22, 20 · OP · Last edited Oct 23, 20
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Couldn't agree more.
This deserves an award.

I've noticed you have been playing lots of other kits. Feels good to know someone else is well rounded on their kit knowledge. I will revisit this post in the future to give you my thoughts. For now... Back to homework.
-Mining_Shark

Posted Oct 22, 20 · Last edited Oct 22, 20
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I'm severely biased here but I'm all for giving a buff to flash. Someone who is skilled at the kit shouldn't be forced to be almost entirely kit-less after a 7 ks.

If you manage to time your kills perfectly, you could get 7 mins 30 seconds of flash. But as Griv hinted at, kill streaks override any current flash and if you've already used both potions before a 7 ks, which is very possible, then you become nearly a sitting duck. Reload speed is nice that its there, but if I'm being honest I didn't even know it was a thing at all, because I usually die very quickly when I run out of my 7 ks speed.

All of the other kits have very clear continuing benefits either through the entire use of the kit (ricochet, prot, magneto, vortex, graviteer, magician, sniper, demo, shotty with reloads) or as a permanent reward for getting a 7 or 5 ks (commando, ninja, frosty, spider, agent) the only exceptions are mercy (solidly in F tier) and Flash, which does not get a clear, continuous benefit after 7 kill streak. Giving a constant Speed I would fix this problem and make flash much more enjoyable.

If you wanted to balance this change then I would say you could give only 1 speed potion to start the match, which would certainly be a nerf but one that may balance this new addition. However I sometimes miss my first potion throw (especially on some spawn points on Luxor) so I'd rather the 2 potions stay.

However that would raise the question why a timed flash effect isn't just applied from the beginning of respawn in the first place (as I always intend to immediately give myself flash when I spawn in), or having something that you can use that automatically applies the effect instead of having a potion to throw (meaning you won't miss). I think the ability of potions to give flash to other near by teammates is not something that needs to be preserved in the first place anyways.

Flash is a classic kit and has been unchanged for ages but maybe it's time for a little something new.
Good Luck On MCBall!
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And just to clear things up
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Posted Oct 22, 20
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I am also biased, but I think frosty is great as it is. The fact you can use it through floors and walls is something that requires a lot of skill to hit most of the time since I basically just listen to footsteps, and it is an underrated aspect of it that I think shouldn't be lost. I think the radius is fine as it is because spider is the kit to use if you want a large radius, frosty is good for smaller radius, but it is more effective than spider bombs because they can't turn or move.
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Posted Oct 23, 20
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Ehn i think flash should be higher and so should port but otherwise yea its pretty accurate
Posted Nov 2, 20
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My magician;(
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The ideas are nice though
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Posted Nov 15, 20 · Last edited Nov 15, 20
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Not 100% on my list but this is what I think at the moment.
Also notice how my top 3 picks are movement based.

Idea for buffs:
Agent - Throw flash bangs but stick to wall like they currently do. Keep current upgrades.
Commando - New ability that increased initial paintball velocity (increases up to +15% on killstreak) Keep current reload buffs.
Mercy - On top of current abilities mercy should also: 3ks - Spawn in 3 seconds earlier than you normally would. 5ks - Instant respawn upon death. 7ks - grants entire team with 5 second spawn protection and faster spawning.
Demo - Remote detonator to manually set off an explosion with minimal delay. Reduced cooldown timer. Blocks should return sooner to compensate for reduced cooldown.

Nerf:
Ninja - Reduce grapple range by 30%, reduce horizontal grapple strength by 35%, 2 second cooldown between each hotshot.
Graviteer: increase cooldown timer. set a maximum amount of gravity pads per person (creating new will destroy old).

Changes: I don't know how but I think vortex should be weaker but have a faster recharge rate.
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-Mining_Shark

Posted Jan 27, 21
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Agent is practical if it works, but half the time it doesn't. It's very hit or miss so I would throw it down to weak. Also don't think magician is good enough to be usable. Yes, it may be balanced, but there are other kits you would choose over it the majority of the time.
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Posted Jan 28, 21
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I'm going to have to disagree with your comment on magician.
Magician has:
High blast radius.
A stun that lasts unusually long and is upgradable.
A projectile that doesn't sink and has infinite range.
Short cool down timer.
Pigs

Edit: I will say pigging teammates is really annoying and I wish it didn't do that.
-Mining_Shark

Posted Jan 29, 21 · Last edited Jan 29, 21
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I was on the fence about, but agent is awful no question
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Posted Jan 29, 21
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