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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?

--- End quote ---
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/


--- End quote ---

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.

--- End quote ---

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?

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