- 5 second Grenades are not allowed. 5 Second Grenades are only permitted in combination with Low Gravity and/or Maximum Bounce. The penalty for a 5 second Grenade is a Grenade or Bazooka to and from yourself in an attempt to cause the same damage you previously inflicted.
Regarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.
Is this better? "If you break this rule and cause damage to your opponent(s), you have to do the same damage to yourself as you previously inflicted. If you break this rule but only destroy the map, you are not allowed to attack the next turn."
QuoteRegarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.
Would this be a good skip rule? "If you break this rule, you are not allowed to attack or knock the next turn but you are still allowed take your crate and change your hide."
The problem with that is what if when trying to collecting your crate you fall or accidentally knock? The result would be the same.
but the facts are, no matter how detailed you try to get things from the top of your head, its going to be a fail.
you really need to update rules as the complaints come in.
for example: if i am playing a wxw on a hard map, where only 50% or less turns are actual attacks (because the map is so hard) then, why not just skip a wall, and go for an attack?? my penalty is just to skip the next turn?? seems like an ok deal.
i honestly think wxw needs some more complex rules when it comes to cows, and penalties...
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"
Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"
Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.
Lmfao, that fits perfectly to the situation we just had. I don't want this thread turning into something else but I'd like to hear some thoughts about that situation. Playback at 20:00, read chat etc.. I told em to take this lame win and I don't really care about it cuz I'm sick n tired of discussing about such dumb garbage stuff. It's just useless, especially since it seems that nobody has the permission to give some decree.
But this will be important for future happenings and rules etc, imo..
Btw: Is there still cba if SD started after some1 fell and didnt get his cr8?
D:!
Roper
If you break a rule more than once, seems you are doing it on purpose or kill your opponent, the game will be void or given to the victim.
"if you break it more then once, seems your doing it on purpose, or kill your opponent the game will be void or given to the victim"
Fool me once shame on me fool me twice shame on you is not a good rule. Penalties need to be so crushing that no matter what the benefit is, it should always be a disadvantage for the cowing player, even the initial cow.
I am not sure if "seems your doing it on purpose" is a fitting rule for anything. It just leaves so much room for interpretation and ultimately bias and drama.
Well, the rules say you have to touch both walls, with no exception written in there.
You guys question things that have been clear for more than a decade. When the gong sounds, you have to w2w no matter how many crates there are in the map lol. You do wall to wall, if there is even a gift of health around, good for you.
Actually that's not entirely correct the rules are not 100% sound.Quote from: CBA ruleCrate before attack (CBA): You must collect a health crate before attacking your opponent (touch both walls instead at sudden death). If you break this rule you aren't allowed to attack the next turn.
The rule is collect a crate before attacking your opponent, if there is still a crate on the map, then this applies.
There are 2 sides of the arguement here:
1) It does say "touch both walls instead at sudden death" however this can be argued that there was a crate left so you did follow the rule of "crate before attack".
2) It does say "touch both walls instead at sudden death" which one can argue must be followed regardless of crates remaining.
Both sides of the arguement are actually perfectly valid, however personally I would accept collecting any remaining crates then attacking as acceptable because of the fact the touch both walls instead at sudden death part doesn't specifically state this should still be followed if there are crates remaining.
If the decision was mine to update this rule, I would allow for CBA to be acceptable even after SD begins if there are crates left, after all it's the players responsibility to collect their own crates, and they should accept the consequences of their failures.
Well I don't think it matters who wrote the rule and what the intention was if we are in the process of updating the rules anyway.
However i'd still be curious to find the answer :)
When the gong sounds... you know where to go lol.
- No blocking with a worm. Your opponent is blocked if he is not able to exit his hide by walking. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack you then you have a 5sec penalty at the beginning of your turn but you are allowed to attack.
how many times have there been a blocked worm, (cant get out from walking) but its very simple to get out, be either shooting the rope, or just roping out backwards at an angle, etc.
- No glitches are allowed in the game (e.g. floating weapon). If you break this rule you aren't allowed to attack the next turn.
ut oh, this is gonna be a big game changer... komo is notorious for these nades!! looks like the mods are gonna have to put in some 'over-time' hours deleting games, bad luck komo.
if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to
When the gong sounds... you know where to go lol.
How about the turn before SD when no crate falls ;D
To be specific it should be "w2w when no more crates fall".
No one claimed you should do both w2w and cba, only w2w and leave the crate if u wan't.
i believe the rules should be written like this:
when sudden death comes, you must then perform a wall 2 wall before an attack, if there is a crate on the map, you then have an option (you must perform either, a wall 2 wall, or collect a crate before an attack)
the rules SHOULD be listed as this.
i know some of you will wonder why i chose to give the option of cr8 or w2w, its because, if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to...however, if it was an easy crate, you can get the crate then attack... reasoning being... and i can not stress this enough YOUR OPPONENT FAILED TO COLLECT HIS CRATE you should then have options, you should NEVER be "punished" or "forced" into something due to your opponents failure.
The rules always were that you have to touch both walls, once there's no more crate spawns. If your opponent fails to collect his crate, YOU'RE MORE THAN LUCKY already to get an extra crate, but if you want to attack , don't forget to wall to wall...
The main thing here is when sudden death comes, ignore CBA.
Again, you can't put ifs to your taste due to abusing the rules to your favor whenever such situations come up in your games.
you just added those senator?? they need work, clearly.
and sorry, if "floating weapon" meant something else, i thought it was a ghost nade, but again, that section needs work as well.. "ghost nades" are a glitch, i really doubt t17 thought to them selves "hey wouldnt it be cool if when we have water drops, nades dont plop right away, and they can ghost through the map?"
its a glitch, but over the years it been an acceptable glitch, that needs to be stated.
No spleen. It suits me and ruins it the same way to me. Maybe it's not written correctly, but it's always been how I'm telling you. Avi is coming up with new ideas, and I'm just telling you how it's always been and why I think it should stay like this.
Before SD = CBA - walls are peripheral
SD = w2w - crates are peripheral
I have been playing a decade too mate
i believe the rules should be written like this:
when sudden death comes, you must then perform a wall 2 wall before an attack, if there is a crate on the map, you then have an option (you must perform either, a wall 2 wall, or collect a crate before an attack)
the rules SHOULD be listed as this.
i know some of you will wonder why i chose to give the option of cr8 or w2w, its because, if your opponent gets a hard cr8 right before sudden death, and fails to retrieve it... you should not be punished, and have to grab his crate, you should be able to go w2w if you choose to...however, if it was an easy crate, you can get the crate then attack... reasoning being... and i can not stress this enough YOUR OPPONENT FAILED TO COLLECT HIS CRATE you should then have options, you should NEVER be "punished" or "forced" into something due to your opponents failure.
You put IFs where there were never ifs.
It's still not your business whether your opponent fails to get a crate or not. The rules always were that you have to touch both walls, once there's no more crate spawns. If your opponent fails to collect his crate, YOU'RE MORE THAN LUCKY already to get an extra crate, but if you want to attack , don't forget to wall to wall... and your opponent GETS ENOUGH PUNISHMENT with failing to collect health, maybe some fall damage and a bad hide... YET you still want to get more benefits out of that, avoiding touching walls though the crate that it's there didn't spawn in your turn. And attacking!!
The main thing here is when sudden death comes, ignore CBA.
Again, you can't put ifs to your taste due to abusing the rules to your favor whenever such situations come up in your games.
I would go for #2. CBA over all is a very simple rule to follow.
It would be like: "You must collect a cr8 before you attack, if none is available you have to perform w2w instead."
You don't even have to mention SD because there will always be a cr8 when there's no SD for the player to collect. Easy, short intuitive rule.
I say option 1 - keep the meaning of sudden death - walls over crates (any hanging crates are merely a bonus)
I say option 1 - keep the meaning of sudden death - walls over crates (any hanging crates are merely a bonus)
All experienced Ropers will agreewell, lol
I'm still trying to catch old wormers through emails and skype, 99% of them all told me W2W was always mandatory (exact words). Written or unwritten rules, it always felt that way.
I can't really believe you've had this opinion since '99 Komo...
yeah these people I'm talking about might not be relevant for you, but they played a bunch of ropers before 2007, most of them are Spanish, you will not remember them and I don't need to name any of them since they wanted to vanish from this community.
If it's a backup plan, then how about getting rid from it as suggested earlier? Keep crates going, so that you don't need a backup plan.
SD and w2w does add a different tactic and interest to the scheme.
Based on contrasting experiences playing roper back in cl2k/FB and playing roper now, the level of ropers is now far higher and I don't often witness SD kicking in anymore when healths are still ~200hp.
Back in the old days there was occasionally the need for SD due to the sheer amount of failed attacks/crates left.
Exactly, and it starts when the crates stop dropping. From this moment, the remaining crates laying in the map directly become a bonus, and w2w is the new mandatory rule.
Based on contrasting experiences playing roper back in cl2k/FB and playing roper now, the level of ropers is now far higher and I don't often witness SD kicking in anymore when healths are still ~200hp.
Back in the old days there was occasionally the need for SD due to the sheer amount of failed attacks/crates left.
Really? I've experienced/witnessed quite the opposite, maps were much more open during the era of WACL, both in Warmers and Propers,games were usually finished faster than today because the crates didn't land in such ridiculous tunnels or players hiding in such evil hides.Exactly, and it starts when the crates stop dropping. From this moment, the remaining crates laying in the map directly become a bonus, and w2w is the new mandatory rule.
Lol, back the truck up there, you couldn't be further from the truth:
SD starts when the alotted time runs out, when the time runs out it stops crates from falling, only when all remaining crates are gone the w2w rule should be mandatory, it's the logical choice.
Ryan, I believe the most logical choice in this situation is that CBA takes priority, you believe w2w takes priority, we both understand why, so that's cool, it's nice to have a debate that doesn't resort to insults for once :)
The outcome of this grand discussion will be so minor it's not worth the time and should be spent on bigger gameplay influencing rules. That's my point.
In my honest opinion, if there is a crate lurking about in SD mode, I will automatically apply myself to W2W because it seems more logical to me.
1) When SD begins, w2w should be followed regardless.
2) When SD begins, if crates are available you must follow CBA.
3) When SD begins, If crates are available the player has the choice to CBA or w2w.
When Sudden Death is on then it is ON, it should overrule CBA because SD requires both players to carry out the wall to wall rule. SD should not permit a player to acquire a nearby crate. It can be considered unfair and handicap depending on the game's circumstances.
When Sudden Death is on then it is ON, it should overrule CBA because SD requires both players to carry out the wall to wall rule. SD should not permit a player to acquire a nearby crate. It can be considered unfair and handicap depending on the game's circumstances.
In my understanding, SD by default is to end the game quickly. Hence no crate drops to further a Worm's health. It is not there to prolong the game hence again no crates. So w2w is necessary to carry out in order to stay faithful to what Sudden Death stands for. Time will decide who will become victorious or not, based on player's failure rate and fortune.
heres a start: feel free to proof read, edit, discuss:
Blocks: when your worm blocks another worm, and he can not get out from walking, shooting rope, or extending rope: if you block a worm and your opponent manages to attack, you must take a penalty coinciding with how much time he lost, if your opponent does not attack, you must skip your next attack as well.
Glitches: most all glitches are not allowed in roper, if you exploit any glitches that result in an advantage in the game, you must skip your next attack.. However the following glitches have been accepted as legal in roper schemes: "ghost nades"
- Should the definition of darksiding in BnG be changed?
Current definition: A darkside is considered a place where you can't hit OR be hit with a nade.
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.
QuoteRegarding WxW, Shopper and Roper, should the rule about skipping be changed? Currently you are allowed to make piles, cause fall damage etc during the skip turn.
Would this be a good skip rule? "If you break this rule, you are not allowed to attack or knock the next turn but you are still allowed take your crate and change your hide."
The problem with that is what if when trying to collecting your crate you fall or accidentally knock? The result would be the same.
KRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.
can you give me an example for the situation you described? i cant imagine any hide like this lol. just draw on paint ;)QuoteKRD's definition: Darksiding is hiding your worm in a position where it's impossible for your opponent(s) to hit you with a grenade and at the same time impossible for you to hit your opponent(s) with a grenade.
i have a serious problem with this....
example: avirex vs. senator: i teleport to a spot that i can toss nades at senator... but he does not have a single shot to hit me with a nade, by KRD's rule it is not a darkside, because i am able to toss nades... in order for it to be a DS, BOTH players have to have no nade shots.
this means, that i just forced senator to teleport, and now i get the first shot at him...
when 1 person teleports, its kind of like skipping their turn in order to achieve a better hide, but with KRD's rules, i would be forcing senator to skip his turn to achieve a better hide... its not really fair... the person who teleported, should not get the first attack, and thats what KRD rule is allowing...
i know it would be a rate situation to find a spot that i can shoot senator in, but he can not shoot me.... but if i did find such situation, it does not protect senator, it protects me (the initial teleporter) thats not fair IMO.
the rule should be: if you teleport, your opponent MUST have atleast 2 nade attack options.
its that simple, because if someone wants to be stupid, and teleport in a spot that limits their nade attacks, and they have to wait for wind to even have any chance to shoot, they should be allowed to do that.... it would be very stupid, but they should be allowed (as long as their opponent has atleast 2 nade options)
the reason i say at least 2 nade options, is because there was a complaint recently stylez vs. johnny, EVERYONE initially thought his hide was a darkside, but turns out there was 1 possible nade attempt, it was a 5sec LG difficult shot.... stylez should not have been FORCED to repeat nades for the entire rest of the game, because johnny chose to hide lame.... so i believe its fair to say "at least 2 nade attack options"
but the current rules are kind of protecting the teleporter.... i can teleport to a difficult spot that senator has no aim @ me, and he would be pissed, and want to make a complaint... but i can just say "its not a darkside unless he cant hit me... AAAAANNNDDDD i cant hit him, thats the rules, and i was able to hit him"
to me, that just does not seem fair.
the rule should be: if you teleport, your opponent MUST have atleast 2 nade attack options.
im not saying its rare, im saying its not possible ;D
btw it would be smart creating several topics for the schemes, its really no pleasure to follow this discussion.
"If you break this rule, you are not allowed to attack or knock (any worm) the next turn. If you do knock by accident, you are not allowed to attack or knock for another turn. You are however allowed to knock to get out of your spot."
where "by accident" = if u knock clearly on purpose (like several knocks to pile worms), mods can void the game or give the win to the victim. Good or bad now ??