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Experimental season result

Started by MonkeyIsland, June 18, 2013, 06:27 PM

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MonkeyIsland

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/
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. Also there's been a legend around saying MonkeyIsland is a game. So please, think of me as an island or a game.

Statik



dt`wreckz: zooks are effected my win

Peja

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?

HHC

should be 4 in both IMO. 5 in clanners would take a little long?  ???

TheKomodo

#4
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?!?

Impossible

Quote from: 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?
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

Chicken23

Quote from: MonkeyIsland on June 18, 2013, 06:27 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?

Husk

Quote from: Komito on June 18, 2013, 08:08 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

TheKomodo

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.

Husk

I never did any changes to that scheme, maybe it was the /ts behind this mystery?

barman

/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 photography work

Quote from: Statikbarman's fails are best


barman

Never noticed any larger holes, example replay please? ;)
My WA compilation videos: 2007 2013
My photography work

Quote from: Statikbarman's fails are best

Prankster

Quote from: Komito on June 18, 2013, 09:24 PM
Explain the larger than usual holes then??

That's what she said!

rU`

lol Prankster

Quote from: Komito 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.


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?
LaW`T0WER , LoR`T0WER at wwp 2004-2007

TdC`Leroy , cFc`Leroy at w:a 2005-2008

Played leagues: CBC/CBS, FB, XTC, LW, TUS.