Quote from: Chicken23 on March 16, 2011, 11:55 PM
The advantages of unlimited griders
Creativity in your weapons:
Lets say the enemy who is blocking you has a small control of the map. A new cr8 will be landing in your zone, this weapon could be anything. It could be a sudden death weapon, no problem. You don't have to keep opening him, you can just attack with an sd weapon and gain control of a side.
A lot of times though a single worm against multiple enemy worms can hold a significant part of the map. What's more, with all the defensive girders he places (generally inbetween enemy worms), the space the dominant player can move in is increasingly limited. This also means there will be less places for crates to drop.. at least in the leading player's area. (cause the defending player keeps his zone clean of girders).
QuoteLets say its a powerful weapon, you can get closer and try to attack to cause 1 hp with a large blast radius if its a HHG or nana, shotgun; u can fire through a grider. Minigun; you can blast through mulitple sections of land to cause damage, flame thrower is the same. A Mole can dig and cause damage. Do you get my point? At this point of the match you have most likely already dominated and have a large arsenal of weapons to still win the game. Be more creative with these weapons when someone is blocking you.
This is pretty hard to do though. If you want to take out the last worm of the defending enemy with weapons you gotta keep advancing at a continuous rate. You know, keep on digging through girders to get a few steps closer to him. Usually this means neglecting your 'back door'.. if you focus on attacking there's a big chance that by the time you realize how futile your attempt has been, there's not enough time left to prepare an SD-hide. Most of the time it's gonna be really hard to even reach the side of the map again cause the water has blocked the pathway. Not to mention the fact that you need to torch through the map to even be able to make a launch.
This would not be a big problem if good players could really force an attack on the last defending worm like you suggest. But I've found that in 99% of the cases you can only put a holy near enough, or gun your way through girders if your enemy has made a major blocking error. Any good player will never allow you to come this close.
QuoteA tool against luck:
Only having 7 griders lets the weapon inside the cr8 carry a larger impact on the game.
I'm not so sure about that. Attacking in SD the conventional way is a LOT harder than just sitting at the sides launching a missile or aqua when the water is high enough to give your enemy zero chance of survival. With unlimited girders you can collect all the crates you want, but when you don't have a 'finisher' in the end (like aqua), it's gonna be one hell of a challenge.
QuoteI think its not unfair to allow the option of giving yourself a break when someone is dominating you. Why is it fair to limit the amount we can defend? Should we create rules to limit the amount we attack? No, Defending has always been apart of worms. Theres a reason darksiding exists. It even has its own scheme made by T17.
There should be a limit though. Imagine Elite or Forts with unlimited girders.. 7 girders in T17 is plenty to make a decent stand, it just encourages players to use them only when the need is high and allows for a decent choice between attacking or keeping a distance and finish it with an SD-weap in SD.
QuoteThe game can be over when you've taken a massive blow from some super powerful weapons early on in the game its hard to get back on your feet when it may not of been your fault. You may of lost a worm or two before you even had your first turn. Ive seen it happen, Nukes on first turn. Nana's, piles, HHGs and possible plops. Allowing yourself to have unlimited griders in this situation can let you get back into a game when luck has been against you.
After the first two turns your worms should be save. If you lose two worms after that cause of a nana, it's almost always your own fault for placing them so close together. 2 superweaps can take out two worms, but you've still got 2 left. Sure, it will be a hell of a fight to come back, but not impossible.
There should definitely be an advantage in killing worms early on in the game. Otherwise it will just become foreplay for SD.
QuoteMap control and access:Griders are not just for blocking the enemy mindlessly, you can build your base with them, you can build bridges and make the map jumpable so your worms have a large area to travel in the 45seconds and increase the chance of collecting cr8s. Say you had to do some blocks at the start of the game, now you can't think about building your base if the game is a darkside battle because your griders are limited.
The terrain usually (if you pick a more complicated cave) provides a decent ammount of zones by itself. I like how 7 girders forces you to make a choice: every block you make before SD, every girder you use to increase movability or to seal of a particular zone cannot be used later on, so you gotta think twice about resorting to using one. With an endless amount you can just keep on spamming them on every occassion you seem fit. Most of the times girderblocks are made cause there are no other options, like attack or torching.. dunno what to do? put a girder to annoy.
It tends to ruin the game that way cause you force your opponent to free himself the next turn or get completely bogged down. Someone who keeps on blocking leads the game: he decides how the game develops (block -> free -> block -> free, etc.). It's hard for players, who are willing to try for a more open game to break out of this cycle. The consequence of such a tactic is even more dull: 4 worms of 150 when SD starts.

QuotePersonally without sounding cocky i can't remember losing a t17 game because someone kept blocking me every turn. If i did lose a t17 game due to someone blocking me every turn it was because i made a mistake earlier in the game to let them already be alive, or because i missed and made mistakes during SD.
Any decent player will prevent you from killing his last remaining worm by the use of girders. If you don't have SD weaps you're forced into a very dangerous game of trying to open up to him step by step, which is near impossible to do against a good player with unlimited blocking ability.
Furthermore, even if you suppose you could win a game like that, would it be fun?