The tus shoppa scheme here is very poor, imo... may I suggest some changes?
Something needs to be done about fire punch, dragonball, bat, and the high crate chances of shotgun. These weapons that force you to leave your rope (especially for a measly 30 dmg with the f4 items), hinder the game, imo. There is nothing more disgusting than picking up a fire punch in shoppa. I propose to completely eliminate fire punch and dragonball from the scheme.
Baseball bat is completely situational, otherwise it is just as bad as fire punch and dragonball. Even if you plan to save the bat for an optimal time, this means you're probably going to try to drill someone for like 30 dmg, which sucks ass as well. Bats should either be eliminated, have a very low probability, or just give everyone a set number of bats or infinite bats.
Shotguns can be a saving grace on the last turn if it is 2v1, plus they do 50 damage... so why are they set so high in the crates? They should be the same probability as every other weapons, aside from flamethrower and petrol.
Flamethrower probability needs to be reduced to the lowest alongside petrol... Flamethrower easily does over 100 damage on indestructible maps, and no other weapon in the scheme (except maybe clusters) even comes close to that amount of damage... it's like getting a banana bomb in t17. In the scheme, dyna, sheep, old lady, sheep launcher, pigeon all have their power reduced, why not reduce flamethrower?
I also propose removing zooks from the crates and replacing that with infinite zooks from the start of the match. Also, what is the problem with having homing missiles and low powered cows in the scheme? they both take a bit of skill to use effectively in a lot of situations.
Thoughts?