You cant call the darksiding "lame" though, its done through necessity because the scheme is just plain bad, poorly thought out.
That's pretty harsh. It's hard to make schemes that are perfectly balanced out of the blue. It needs to be tried and tested. There was never a real problem when hyst was new and players weren't fully drilled into its 'tactics'.
BnG would become outdated too when enough players know how to notch and hit with nades 99.9% of the turns.
Pretty harsh? Yeh, probably a little harsh, though not without reason. Indeed, when a scheme is first created its unlikely it will be properly balanced, however hysteria had been around for a good year or so before it became a league pick, it is during this time that potential problems could have been ironed out. Evidently nobody saw any problems, or at least thought any problems insignificant enough to not bother resolving before the scheme came to TUS. I understand that the scheme "works" if you are not trying you're utmost to play as safe as possible, so it makes sense that flaws in the scheme design would not be apparent until people started to take it more seriously.
You dont call people lame in elite for not hiding somewhere where they can lose the game if hit on the next turn, so dont call them lame for doing the same in any other scheme.
The boundary is pretty vague, between lame and darksiding. A guy hiding on top in a roper when he's leading is kinda lame too.
Yeh a guy hiding on the top in roper is lame because its become more or less an unspoken code of conduct to not hide on the top of the map. People can say "hey there was never a rule about hiding on top", but you'd be a fool to deny that it is not an unspoken rule of roper that
almost every player abides by. There is no unspoken rule about darksiding in hysteria like there is in roper, primarily because darksiding is a major aspect of default scheme gameplay. "Darksiding" simply means hiding... its a dirty word for a perfectly acceptable action.
I dont believe the boundary is vague at all, I dont believe there is such a thing as lame play in Hysteria when you are playing competitively and trying to win the game. Its the scheme that is lame, not the player. If a player feels he has to darkside in order to avoid being hit then the scheme needs to be changed so that more options are available to the player to avoid these stale mate situations which so frequently ruin hysteria for many players.
Scheme could be fixed still, its popular too, and it is also one of the most frequently played schemes on TUS so it does deserve to be here, however it MUST be FIXED!
Any ideas?
I would like to see rope added to hyst. Rope drops would be cool, you could also drop a weapon, then rope and pile/knock a worm at the end of your turn. Id like to see other weapons added to hyst for more dynamism, moles, a homing missle, some strikes, why not? This is all fine, but it doesnt solve the last worm darksiding madness, which to be honest is the only real problem with hyst. I enjoy hyst games up until the last worms, then it just becomes frustrating and boring as most of us know. Aside from reducing SD induction time (which seems to be the best way of resolving the problem), adding a delayed aqua/super sheep would also help in combatting stale mate scenarios, as would delayed mole strikes. This aside, reducing the SD countdown timer so fewer turns need to be skipped in order to bring on the water rise seems to be the most logical way of "improving" the scheme without changing it too dramatically, not that a dramatic change would be a bad thing!