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Author Topic: Experimental season result  (Read 8221 times)

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Offline MonkeyIsland

Experimental season result
« on: June 18, 2013, 06:27 PM »
Most people were against most of the changes. However the following changes are done:

BnG:
- Infinite Teleport
- Infinite Shotgun
- Activating /ts. (teststuff) Holding off space won't fire a full power shot.
- One girder, no usage restrictions
- http://www.tus-wa.com/schemes/scheme-992/

Elite:
Rope knocking allowed.

Team17:
Rope knocking allowed.
Use this Team17 scheme: (one turn delay for explosive weapons to avoid first turn plopping, SD weapons excluded from 1-turn delay)
http://www.tus-wa.com/schemes/scheme-1040/

Roper:
- 2 worms per team.
- Higher fall damage.
http://www.tus-wa.com/schemes/scheme-993/

Hysteria:
- 5 second SD.
http://www.tus-wa.com/schemes/scheme-987/

TTRR:
- 5 worms per team.

Shopper:
AFR rule REMOVED. No need to do AFR in shopper. Scheme updated:
http://www.tus-wa.com/schemes/scheme-488/
There's also another scheme pending to be tested. For now we're switching to professor's scheme.

WxW:
Default WxW scheme will be the same as before. For luckless-enthusiasts, they can use the following scheme only upon agreement:
http://www.tus-wa.com/schemes/scheme-776/


Download link to latest classic schemepack:
http://www.tus-wa.com/schemes/download/schemepack-classic/
« Last Edit: June 26, 2013, 03:29 PM by MonkeyIsland »
Due to massive misunderstandings: MonkeyIsland refers to an island not a monkey. I would be a monkey, if my name was IslandMonkey meaning a monkey who is or lives on an island. MonkeyIsland is an island which is related to monkeys. There's been a legend around saying MonkeyIsland is a game. So please, think of me as an island or a game.

Re: Experimental season result
« Reply #1 on: June 18, 2013, 07:00 PM »
Thx for Roper ^^


dt`wreckz: zooks are effected my win

Offline Peja

Re: Experimental season result
« Reply #2 on: June 18, 2013, 07:31 PM »
would you mind explaining us why singles in ttrr are supposed to be played with 5 worms and clanners with only 3 worms per player? since both players need to finish in an clanner its the same as the old setting in singles.is there a serious reason why you have only 3 chances to finish in a clanner but 5 in a single game?

Offline HHC

Re: Experimental season result
« Reply #3 on: June 18, 2013, 07:46 PM »
should be 4 in both IMO. 5 in clanners would take a little long?  ???

Offline TheKomodo

Re: Experimental season result
« Reply #4 on: June 18, 2013, 08:08 PM »
MI: Please reword the BnG rules, ts does NOT remove full power shots, it just means you have to time them perfect.

You give people the wrong idea lol.

Also, Husks scheme is wrong, he has too much power on grenade explosions, the power must be 3 stars not 4/5, I will NOT use Husks scheme, but I will use all the other rules you stated, thanks.

Wtf was wrong with 5s SD in Hysteria?!?
« Last Edit: June 18, 2013, 08:11 PM by Komito »
[NBRthewalrus] my paypal is ready
[NBRthewalrus] nullum cant rope his way out of a cardboard box

Re: Experimental season result
« Reply #5 on: June 18, 2013, 08:27 PM »
would you mind explaining us why singles in ttrr are supposed to be played with 5 worms and clanners with only 3 worms per player? since both players need to finish in an clanner its the same as the old setting in singles.is there a serious reason why you have only 3 chances to finish in a clanner but 5 in a single game?
BECAUSE FUCK LOGIC

true rr pro finish 3 worms out of 3, but things become casual, newbies now gets balanced with hs but on reality they just loose motivation of practising

well I dont care, I wont play classic with such rules anyway, hf playing this shit :D
Ill wait for WO, thing that bring back so many inactive players and force them to play it so much, I wish tus would be as fun as that

Offline Chicken23

Re: Experimental season result
« Reply #6 on: June 18, 2013, 08:33 PM »

Team17:
Rope knocking allowed.
Use this Team17 scheme: (one turn delay for explosive weapons to avoid first turn plopping, SD weapons excluded)
http://www.tus-wa.com/schemes/scheme-1040/


NO SD weapons in T17?  :-X or excluded from the one turn delay?

Offline Husk

Re: Experimental season result
« Reply #7 on: June 18, 2013, 08:42 PM »
Also, Husks scheme is wrong, he has too much power on grenade explosions, the power must be 3 stars not 4/5, I will NOT use Husks scheme, but I will use all the other rules you stated, thanks.

http://www.tus-wa.com/schemes/scheme-992/

please don't spread false information

Offline TheKomodo

Re: Experimental season result
« Reply #8 on: June 18, 2013, 08:43 PM »
Did you change it then Husk?

Because I used your scheme in a clanner and nades (without FD) were doing 50+ damage and blowing bigger holes than normal.
[NBRthewalrus] my paypal is ready
[NBRthewalrus] nullum cant rope his way out of a cardboard box

Offline Husk

Re: Experimental season result
« Reply #9 on: June 18, 2013, 08:45 PM »
I never did any changes to that scheme, maybe it was the /ts behind this mystery?

Offline barman

Re: Experimental season result
« Reply #10 on: June 18, 2013, 09:15 PM »
/ts enables fall damage after every shot, so even star 3 grenades can take more than 50 HP.
My WA compilation videos: 2007 2013
My astrophotography website

Quote from: Statik
barman's fails are best

Offline TheKomodo

Re: Experimental season result
« Reply #11 on: June 18, 2013, 09:24 PM »
Explain the larger than usual holes then??
[NBRthewalrus] my paypal is ready
[NBRthewalrus] nullum cant rope his way out of a cardboard box

Offline barman

Re: Experimental season result
« Reply #12 on: June 18, 2013, 09:26 PM »
Never noticed any larger holes, example replay please? ;)
My WA compilation videos: 2007 2013
My astrophotography website

Quote from: Statik
barman's fails are best

Offline Prankster

Re: Experimental season result
« Reply #13 on: June 18, 2013, 09:32 PM »
Explain the larger than usual holes then??

That's what she said!

Offline rU`

Re: Experimental season result
« Reply #14 on: June 19, 2013, 12:44 AM »
lol Prankster

MI: Please reword the BnG rules, ts does NOT remove full power shots, it just means you have to time them perfect.


That's precisely a good point of using /ts, so that now making full power shots takes some skill at least, since you have to time them.

Apart from this, what else is wrong with doing full power shots with /ts enabled?