The Ultimate Site of Worms Armageddon

All About TUS => Announcements => Topic started by: MonkeyIsland on June 18, 2013, 06:27 PM

Title: Experimental season result
Post by: MonkeyIsland 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
- https://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)
https://www.tus-wa.com/schemes/scheme-1040/

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

Hysteria:
- 5 second SD.
https://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:
https://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:
https://www.tus-wa.com/schemes/scheme-776/


Download link to latest classic schemepack:
https://www.tus-wa.com/schemes/download/schemepack-classic/
Title: Re: Experimental season result
Post by: Statik on June 18, 2013, 07:00 PM
Thx for Roper ^^
Title: Re: Experimental season result
Post by: Peja 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?
Title: Re: Experimental season result
Post by: HHC on June 18, 2013, 07:46 PM
should be 4 in both IMO. 5 in clanners would take a little long?  ???
Title: Re: Experimental season result
Post by: TheKomodo 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?!?
Title: Re: Experimental season result
Post by: Impossible 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 f@#! 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
Title: Re: Experimental season result
Post by: Chicken23 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)
https://www.tus-wa.com/schemes/scheme-1040/


NO SD weapons in T17?  :-X or excluded from the one turn delay?
Title: Re: Experimental season result
Post by: Husk 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.

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

please don't spread false information
Title: Re: Experimental season result
Post by: TheKomodo 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.
Title: Re: Experimental season result
Post by: Husk on June 18, 2013, 08:45 PM
I never did any changes to that scheme, maybe it was the /ts behind this mystery?
Title: Re: Experimental season result
Post by: barman 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.
Title: Re: Experimental season result
Post by: TheKomodo on June 18, 2013, 09:24 PM
Explain the larger than usual holes then??
Title: Re: Experimental season result
Post by: barman on June 18, 2013, 09:26 PM
Never noticed any larger holes, example replay please? ;)
Title: Re: Experimental season result
Post by: Prankster on June 18, 2013, 09:32 PM
Explain the larger than usual holes then??

That's what she said!
Title: Re: Experimental season result
Post by: rU` 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?
Title: Re: Experimental season result
Post by: KoreanRedDragon on June 19, 2013, 12:53 AM
What was wrong with doing full power shots in the first place?
Title: Re: Experimental season result
Post by: rU` on June 19, 2013, 12:58 AM
yeah... :)
Title: Re: Experimental season result
Post by: MonkeyIsland on June 19, 2013, 05:37 AM
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?

Have you tried 5 worms TTRR? It is pretty much the same as 3 worms TTRR. I've played plenty of 5 worm games, believe me I was there!
Clanner TTRR, each player has 3 worms => 6 players per team. Singles you have 5. They are close eh? In Elite every team gets 4 worms, 2 worms per players. Shall I continue?

BECAUSE f@#! 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

That's funny how 2 extra worms made the entire league like shit. Maybe we were already like that and 2 extra worms made you just notice? or we were like a perfect chemical formula and that 2 extra worms just exploded the whole damn thing? xD
Title: Re: Experimental season result
Post by: Husk on June 19, 2013, 06:38 AM

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


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

u'd know the answer if u clicked the scheme link
Title: Re: Experimental season result
Post by: Casso on June 19, 2013, 10:02 AM
why should we use /ts ? This is the list of stuffs that will be activate:

TestStuff enables BattyRope (which allows the Ninja Rope to stay connected during other players' turns), Rope Knocking, use of weapons during a rope roll, the Indian Rope Trick, worm selection without ending hot seat time, and skipwalking facilitation (up/down/middle arrow keys act like right-clicking while walking); it disables loss of control while roping. TestStuff v6-v9 doubles the maximum speed for roping and jetpacking, and abolishes the speed limit for projectile motion. It enables Circular Aiming, Anti-lock Power, and Girder Radius Assist.

*I have highlighted in red the things that aren't required*

Nades shouldn't hurt more than 45-46 hps (without considering fd). It's better to use:

cira: circular aiming (ts-like)
alp: antilock power (ts-like)


And I would add also:

reaim: auto reaiming at turn start

So we won't lose time to reaim and risk to cow.
Title: Re: Experimental season result
Post by: StepS on June 19, 2013, 10:10 AM
/ts enables fall damage after every shot
:o ?
(Nope.)
Title: Re: Experimental season result
Post by: LeTotalKiller on June 19, 2013, 05:28 PM
cira: circular aiming (ts-like)
alp: antilock power (ts-like)


And I would add also:

reaim: auto reaiming at turn start

So we won't lose time to reaim and risk to cow.

You do realize it would require everyone to have RubberWorm, right? (Not that I see it as a problem, no; just mentioning it.)
Title: Re: Experimental season result
Post by: Random00 on June 19, 2013, 06:38 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?

Have you tried 5 worms TTRR? It is pretty much the same as 3 worms TTRR. I've played plenty of 5 worm games, believe me I was there!
Clanner TTRR, each player has 3 worms => 6 players per team. Singles you have 5. They are close eh? In Elite every team gets 4 worms, 2 worms per players. Shall I continue?

Its not the same thing, MI. You need to finish 1 worm out of 3, not out of 6.
Title: Re: Experimental season result
Post by: DarkOne on June 19, 2013, 07:00 PM
In elite, you also get more than 1 turn per worm :)
Unless you mess up placement and your worm dies or you use kami/suicide bomber
Title: Re: Experimental season result
Post by: Asbest on June 19, 2013, 07:15 PM
oh
omg 5 worms in ttrr... f@#!ing facepalm
Title: Re: Experimental season result
Post by: Devilage on June 19, 2013, 07:46 PM
In elite, you also get more than 1 turn per worm :)
Unless you mess up placement and your worm dies or you use kami/suicide bomber


theres no suicide bomber in elite, how come we have no sd weapons in team17?

ah excluded from first turn xd
Title: Re: Experimental season result
Post by: Peja on June 19, 2013, 08:02 PM
lolo u have a delay of explosive weapons in first turn, excluded from this delay are sd weapons who also can make a explosion.
Title: Re: Experimental season result
Post by: Husk on June 19, 2013, 08:50 PM
I love it when people complain before reading :D
Title: Re: Experimental season result
Post by: Ray on June 22, 2013, 07:04 AM
It's always the people who know nothing that spread knowledge.

I hate it that some schemes that have been around a lot longer than most people talking in this thread or most people making up these changes, and the people who originally came up with these schemes and fine-tuned them, are now not respected at all to just f@#!ing leave them alone on the one single argument that "you don't like them, because of this or that".

This shows a huge lack of respect towards anyone who started playing before you, towards the game and the game's culture, which is apparently slowly being killed (Team17 Forums shut down, etc.).

Go on, make these changes! Meanwhile, there is still no Elite league. Oh wait, that scheme is hard, let's add infinite ropes? ;)

Go f@#! yourselves.
Title: Re: Experimental season result
Post by: MonkeyIsland on June 22, 2013, 07:43 AM
\o/ TRADITION ... 
Title: Re: Experimental season result
Post by: SPW on June 22, 2013, 08:56 AM
youre right with the most, ray. A group of veterans must have the power. I woudnt change anything either. But the last sentence you just should think, but not write.  :P

And, tel is open again, since two days.  ;)
Title: Re: Experimental season result
Post by: avirex on June 22, 2013, 01:42 PM
**troll**


what i meant to say is... that post is damn ignorant Ray!!  stop being so cocky with all your posts, its annoying.
Title: Re: Experimental season result
Post by: Ray on June 23, 2013, 11:13 AM
But the last sentence you just should think, but not write.  :P
That's just a Bill Burr catchphrase. :)
And, tel is open again, since two days.  ;)
Well, the fact that I wasn't even aware of that shows you just how much I care about this community anymore.
that post is damn ignorant Ray!!  stop being so cocky with all your posts, its annoying.
The frequency of me posting to these forums nowadays is very low, so I can advise you do what I do, when something annoys you: don't read it, get out of the way and just get on with your life.

I'm not cocky. I said my opinion about the changes. I never declared myself one of those old guys, or a pro, or whatever. I respect my elders, both in real life or in this community, and so should everyone else and all these changes show is the exact opposite of that. I really don't know what tone of voice you imagine to my posts when reading them or what you think of me for saying I'm cocky, I don't get neither the ignorant nor the cocky part.
Title: Re: Experimental season result
Post by: Aerox on June 23, 2013, 11:37 AM
the team17 change is baffling


you want to remove the luck factor that is darksiding until SD and whoever has the best SD weapons wins right?

did you stop one second to realize this was never an issue in the proper team17 scheme with worm selects?

Might wanna consider that instead of limiting the scheme so much.

it seems as if you went out of your way just to come up with a fresh alternative just so you can both move forward and give your back to the obvious. But you you're just losing so much in the path with that simplified scheme. You only needed to add one weapon, not take away that many.

TL;DR: keep the scheme like it was, add 2 worm selects.
Title: Re: Experimental season result
Post by: MonkeyIsland on June 23, 2013, 12:51 PM
you want to remove the luck factor that is darksiding until SD and whoever has the best SD weapons wins right?

No. We don't have such luck factor. Since there are 7 girders, one can't keep blocking his opponent forever.
Title: Re: Experimental season result
Post by: DarkOne on June 23, 2013, 01:07 PM
[...]This shows a huge lack of respect towards anyone who started playing before you, towards the game and the game's culture[...]

This made absolutely no sense to me. Would you care to explain how it's disrespectful? And if you can make a ranking list of respect/disrespect, does having a look at schemes and wondering if they need changing rank higher or lower than this?

Go f@#! yourselves.

Last on the bandwagon, I know :)

What was wrong with doing full power shots in the first place?

The way I saw BnG, it was a test of skills, who could handle the bazooka and grenade the best. Before notching, at least, this meant picking the right angle (estimation of a weapons' trajectory) as well as the right power to fire at (a sense of timing, when to release space). Notching has for the most part removed the latter part, which is a sad thing, if you ask me.
Title: Re: Experimental season result
Post by: Aerox on June 23, 2013, 01:14 PM
you want to remove the luck factor that is darksiding until SD and whoever has the best SD weapons wins right?

No. We don't have such luck factor. Since there are 7 girders, one can't keep blocking his opponent forever.

mixed with words I see.

Let me rephrase:

can you explain the reasoning behind removing SD weapons? What does said measure aim to accomplish?


I know it must be hard giving in to the better alternative, specially when it's such an obvious one that has been in front of your face the whole time. No, you rather strip the scheme to its bone like it's happened so many times before.

Broken record time: team17 was a scheme without problems, you had infinite girders but you also had 2 of their natural counters: the worm selects, the most powerful anti girder tool in the whole game. The game was balanced around the fact that if you were a good collector and weapon user you would kill more worms than your opponent,  if you did so, worm select would provide an advantage against girders making darkside a non issue (if you're good at killing worms).
When people moved to WWP they couldn't get the scheme right due to the game's limitation (you couldn't add worm select weapons) and thus it mutated into what we have or had today (people stopped playing it on open islands, too): a scheme were killing worms better than your opponent isn't really winning you the game per say because having less worms is not a handicap if there aren't worm selects but there are girders and SD weapons. Worm selects are the one tool that made it all fit and be balanced. It's this mutated version (and I say mutated because the changes are circumstantial (WWP sucks) and without any thought put into them) that has problems. And apparently swapping back to the proper scheme is too much for everyone's ego.

parody: HOW ABOUT WE MAKE AVERAGES OF ALL THE WEAPONS COLLECTED IN T17 GAMES BASED OFF TUS REPLAYS. then what we do is make the scheme to have the average of all weapons so it's fair for everyone and we limit girders because they have no weapon that counters them directly in the game or maybe there is but we hate it so much we refuse to accept it. DID I JUST HIT THE NAIL ON THE HEAD WITH THIS ONE FRIENDS?
Title: Re: Experimental season result
Post by: MonkeyIsland on June 23, 2013, 02:12 PM
See ropa, I normally auto ignore your posts, simply because most of the times your first concern is to sound smart rather than making a point.

can you explain the reasoning behind removing SD weapons? What does said measure aim to accomplish?

I will quote yourself:
did you stop one second to realize that we never removed any SD weapons from T17 scheme? We added 1 turn delay to explosive weapons which could cause first turn plop, but we excluded SD weapons from these delays.

Maybe next time spend more time reading than investigating how to sound smart?

Title: Re: Experimental season result
Post by: avirex on June 23, 2013, 03:13 PM
See ropa, I normally auto ignore your posts, simply because most of the times your first concern is to sound smart rather than making a point.

can you explain the reasoning behind removing SD weapons? What does said measure aim to accomplish?

I will quote yourself:
did you stop one second to realize that we never removed any SD weapons from T17 scheme? We added 1 turn delay to explosive weapons which could cause first turn plop, but we excluded SD weapons from these delays.

Maybe next time spend more time reading than investigating how to sound smart?

bahahha nice post MI :D



Ray: forget it.
Title: Re: Experimental season result
Post by: Aerox on June 23, 2013, 03:48 PM
See ropa, I normally auto ignore your posts, simply because most of the times your first concern is to sound smart rather than making a point.

can you explain the reasoning behind removing SD weapons? What does said measure aim to accomplish?

I will quote yourself:
did you stop one second to realize that we never removed any SD weapons from T17 scheme? We added 1 turn delay to explosive weapons which could cause first turn plop, but we excluded SD weapons from these delays.

Maybe next time spend more time reading than investigating how to sound smart?

Well, look at it this way, the scheme is still shit and you're still having a hard time expressing yourself (not the only one here who was confused by your confusing announcement), worst case scenario, nothing is stopping you from coming to reason with the scheme using the insight in this thread, because I think the evolution of the scheme is pretty obvious and what the right thing to do is, but you keep limiting girders here and there just to keep the scheme you have learned and in hopes to maintain your winning ratio. That's how everyone votes, anyway.
Title: Re: Experimental season result
Post by: daiNa on June 23, 2013, 06:06 PM
open t17
Title: Re: Experimental season result
Post by: KoreanRedDragon on June 23, 2013, 10:04 PM
What was wrong with doing full power shots in the first place?

The way I saw BnG, it was a test of skills, who could handle the bazooka and grenade the best. Before notching, at least, this meant picking the right angle (estimation of a weapons' trajectory) as well as the right power to fire at (a sense of timing, when to release space). Notching has for the most part removed the latter part, which is a sad thing, if you ask me.

But full power shots existed before notching was even called notching (the term appeared roughly 10 years ago, give or take). And still today, in practice, players do as many full power shots that aren't notched as those that are. A lot of the time those "by feel" full power shots, in BnG as in other schemes, are quite impressive and satisfying to pull off (see my Showcase 4 submission), certainly something I would like to see more of in league BnG, not less. By making TestStuff mandatory, TUS isn't punishing notchers, you're targeting players who resort to full power shots more often than others. And I would argue that there's enough difference between the two to make this change look completely arbitrary, especially because it comes irreversibly coupled with the inability to aim straight up easily, which actually favours experienced notchers and completely ruins, for example, my approach to aiming.

It also strikes me as more than a little schizoid that on the one hand, TUS specifically allows notching and tells players to just get better if they want to be competitive, while on the other, you're happy to resort to these extreme measures* (the only rationale being that it'll make life harder for notchers) even at the cost of reducing the viable repertoire of shots available to all players, thus making the scheme more bland.

And as an aside, why is notching bad in BnG but okay in all other ground schemes?

* Yes, introducing a different, experimental set of game mechanics into the league because of a single scheme is extreme by WA standards. Like really really extreme.
Title: Re: Experimental season result
Post by: avirex on June 23, 2013, 11:13 PM
yeah, i really dont like the ts...

i wish we would get rid of it...


i suggest a no rules bng for 1 season, and see how it goes.
Title: Re: Experimental season result
Post by: TheKomodo on June 24, 2013, 07:04 AM
The good thing about ts, it makes it harder for people who notch 4s FP shots and low winds to hit, the low winds is the important part here, however, any experienced notcher should know the ways around this...

The bad thing about ts, for low aimed LG zooks with alot of wind, and trick shots that need full power, it's just f@#!ing annoying, let alone, people keep forgetting ts is even on !

The amount of times i've seen avirex hit himself in the last 4 weeks alone with ts, is amusing, but bullshit...

For me ts is a good thing and a bad thing...

A good solution would be no rules bng, but ban "flat maps", maps used would have to meet a certain criteria...
Title: Re: Experimental season result
Post by: j0hny on June 28, 2013, 09:53 AM
Is deleted Rope knocking allowed. so is not allowed right?
Title: Re: Experimental season result
Post by: MonkeyIsland on June 28, 2013, 10:13 AM
Yes. No rope knocking allowed like before.
Title: Re: Experimental season result
Post by: Devilage on June 28, 2013, 06:59 PM
I won't use that ts stuff, not once in my life. I mean, I'm barely ok when my opponent picks bng, but now I can't even make full power shots? KRD has a point, nrbng would be cool, but aslong it is for the shots only, distance between worms, ur side my side stuff, must stay on imo.
Title: Re: Experimental season result
Post by: Ray on August 04, 2013, 04:14 PM
Thanks for ruining this league. I barely ever play, tried to have a fun little TUS today, guy loads this idiotic WxW scheme, claims that it's the new official.

Not only did you create a massive confusion and ruined this whole league, standards, but your site fails on every level to put out quality information about the use of these schemes, league and basically everything. So, so sad.
Title: Re: Experimental season result
Post by: Peja on August 04, 2013, 04:37 PM

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


this looks like a quality information to me  ;)
Title: Re: Experimental season result
Post by: avirex on August 04, 2013, 04:41 PM
lol statik!! had to edit entire post... or i would have been banned i believe :D 


ray just so annoying.. always complaining.. and if hes got all the answers like he seems to think, atleast complain with some constructive criticism... and in depth, detailed constructive criticism...


not his usual "omg this site sux, you cant find anything its a big mess, im a pro web designer and i would make it more user friendly"  gtfo with that shit...
Title: Re: Experimental season result
Post by: Statik on August 04, 2013, 04:41 PM
monkeyisland doesnt think its right for him to say these things, so im speaking on behalf of the man
ye I think it is exactly what is on his mind xDD
Title: Re: Experimental season result
Post by: Ray on August 04, 2013, 05:30 PM
How about you give me some constructive criticism on how to post so it's not that annoying? Instead of your typical under-educated "shut the f@#! up" post.

I'm not going to be involved in any work related to this community and this website as I spend my time on stuff that is more important to me, such as playing the drums or building my career. I don't have the time, energy, and quite frankly, the patience to put up with people like you, who would do nothing, but say blue if I say red and vice versa. If I posted that the new stuff was cool, you'd have been outraged anyway just to disagree with me, so I think your opinion's weight hovers to zero, not to mention that you cannot do anything but swear and insult and I'm not really interested in that, sorry to break your bubble.

@Peja: I think that around 20% of the people involved in the leagues actually read that short sentence. I think that a vital information that affects the rules of the league should be a little more clear and at a place where there is no chance of it not being read, not to mention that it should be translated, as there are a good amount of players not speaking English very well who use this site and play the leagues on a regular basis.
Title: Re: Experimental season result
Post by: avirex on August 04, 2013, 06:51 PM
Ray, see what you said to peja? that was actually good.... you made a point, and gave ideas on how to improve... good job...


rather then your typical complaining, that gets us no where...


anyways, how do you figure that i disagree with you, or anyone else?? thats not true..  your acting as if thats all i ever do.. and thats just not the case. but anyway...

i only made my post (which has been deleted, but obviously you read it) because its not the first time you came here complaining and putting down the website, the design, and the league...  and your going to say that its TUS fault that you dont play? come on.. thats bullshit, especially since your most current post explains the real reason you dont play, and it  has nothing to do with TUS league, rules, or website... its your drums, and career...

Monkeyisland has spent alot of time on this site, and community, him and his staff are the only reason w:a is still alive, and as active as it is... lets face it, with out a league, the game would die...  and let me tell you, TUS is by far the best league we have ever had on w:a...  so if you wanna do your usual complain threads, at least offer some ideas to fix what your complaining about... because those complaints are getting just as old as my under-educated "shut the f@#! up" posts, im sure.
Title: Re: Experimental season result
Post by: Ray on August 04, 2013, 07:07 PM
It's not that I don't agree with what you are saying now - on a much different and more suiting tone, I might add :) - it's just been my experience that nothing I ever came up with was actually executed or executed in a way that would have helped anything I intended to fix.

And let's stop joking - you do love disagreeing with me. :D

The reasons I stopped playing was more complicated. I felt that I was involved too much and spent too much time on something that wasn't worthwhile on a long term. I was getting way too passionate about rather unimportant stuff - these forums, the community, games for instance - and I got angry and stuff and I felt that was unhealthy. Also, as an addition, I felt that I was let down by this community, like the way the leagues were run and I did not like that. So I stayed away and found better activities that now consume my days, so yea, the reason I found these activities and stopped playing was indeed because of TUS.

I don't say I could do a better job, I'd most likely suck and suck hard and probably give up and just wouldn't care, so yes, I appreciate the amount of work TUS staff put into this, but that doesn't change the fact that I disagree with many things and since most of my advice is just ignored or is forgotten, I can't really do anything but complain like this and maybe grab somebody's attention with it.
Title: Re: Experimental season result
Post by: avirex on August 04, 2013, 08:50 PM
well, ab Lincoln once said, you can please some of the people some of the time, but you can't please all of the people all of the time...


and i think your a very tough guy to please in general, ray.
Title: Re: Experimental season result
Post by: Anubis on August 05, 2013, 03:18 AM
it's just been my experience that nothing I ever came up with was actually executed or executed in a way that would have helped anything I intended to fix.

And let's stop joking - you do love disagreeing with me. :D

The reasons I stopped playing was more complicated. I felt that I was involved too much and spent too much time on something that wasn't worthwhile on a long term. I was getting way too passionate about rather unimportant stuff - these forums, the community, games for instance - and I got angry and stuff and I felt that was unhealthy. Also, as an addition, I felt that I was let down by this community, like the way the leagues were run and I did not like that. So I stayed away and found better activities that now consume my days, so yea, the reason I found these activities and stopped playing was indeed because of TUS.

I don't say I could do a better job, I'd most likely suck and suck hard and probably give up and just wouldn't care, so yes, I appreciate the amount of work TUS staff put into this, but that doesn't change the fact that I disagree with many things and since most of my advice is just ignored or is forgotten, I can't really do anything but complain like this and maybe grab somebody's attention with it.

That's how things work, in the end the people IN CHARGE decide what ideas are great, which get implemented and which get ignored. You know, most ideas don't make it into execution phase and it's not just yours. Maybe you feel personally attacked by TUS? In my opinion stating an idea once is enough, if the people don't react to it, it means they either disagree with it, think it's a worthless idea or there are just other areas more important to them that need their attention. Since this is no professional site where the owner lives off his site I am safe to assume that he maybe likes some ideas but just hasn't the time to get all the work done and focuses his work on parts that could intervene the running league. You have to admit a lot of times when you post it's with an underlying tone of complaining and how much it sucks. ;)

In the end my view is just my view, so I can happily agree if you feel different than me. :)
Title: Re: Experimental season result
Post by: wza on February 15, 2014, 09:34 AM
I would just like to say I think the scheme evolution is nice. I like test stuff in bng; nice modification. Also 5 worms in ttrr is a good improvement, utilizing the racing stuff aspect. And limited girders in t17 is also a good improvement. Good job guys ;D
Title: Re: Experimental season result
Post by: Peja on February 15, 2014, 12:41 PM

Shopper:
AFR rule REMOVED. No need to do AFR in shopper. Scheme updated:
https://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.

any news on the other scheme pending to be tested? quite bored of this 30 seconds roper with birds+sheeps and dynas instead of zooks+ nades and mines ,we are using currently.
Title: Re: Experimental season result
Post by: Chelsea on February 15, 2014, 12:52 PM

Shopper:
AFR rule REMOVED. No need to do AFR in shopper. Scheme updated:
https://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.

any news on the other scheme pending to be tested? quite bored of this 30 seconds roper with birds+sheeps and dynas instead of zooks+ nades and mines ,we are using currently.

holy nades (with less power) + piegeons + sheeps :)
Title: Re: Experimental season result
Post by: GreatProfe on February 15, 2014, 04:06 PM
dont be so unfair, there are nades, clusters, petrols and selects too! :D
Title: Re: Experimental season result
Post by: LeTotalKiller on February 15, 2014, 04:58 PM
Except that WA keeps those for me. :S
Title: Re: Experimental season result
Post by: Rogi on March 03, 2014, 03:39 PM
stop post here, and close this thread. every time i think it's one new "experimental season". Hard enough for my mind.  :-X
Title: Re: Experimental season result
Post by: Husk on March 03, 2014, 05:32 PM
hmmm xD
Title: Re: Experimental season result
Post by: KinslayeR on March 03, 2014, 05:33 PM
I agree with Rogi, +1 for him also :D