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One-Boards => Schemes => Topic started by: ShyGuy on May 24, 2012, 06:45 PM

Title: A change to the official shoppa scheme here
Post by: ShyGuy on May 24, 2012, 06:45 PM
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?
Title: Re: A change to the official shoppa scheme here
Post by: nappy on May 24, 2012, 06:51 PM
Just add zook and remove drill, and the problem is solved. Exotic stuff like firepunches may help with plopping sometimes, imo.

Ah, wait, this is what you actually said :)
Title: Re: A change to the official shoppa scheme here
Post by: Peja on May 24, 2012, 06:57 PM
i would eleminate the useless afr/afc and cba rule, remove drill and add infinite firepunches and dragonballs.
Title: Re: A change to the official shoppa scheme here
Post by: HHC on May 24, 2012, 07:03 PM
I like to see as many weaps as possible in each scheme. Only weaps that really mess up the game balance should be removed. I dunno if FP and DB fall in that category. I hardly ever use them, that's for sure though.
Perhaps we can power them up to 4 stars? That would do like 38 (??) and deal a nice blow, which perhaps could make them more worthwile.

I don't like to see flamethrower removed though. They take some skill to use them with devastating effect. And IMO it's nice that there is a weapon that can instantly kill a worm. In many games players gamble on a superweap to kill that big worm at the end of the game. Without flamethrowers that opportunity would be lost.
Title: Re: A change to the official shoppa scheme here
Post by: ShyGuy on May 24, 2012, 07:04 PM
I don't want to remove flamethrowers, what i suggested was to lower their probability and/or reduce their power
Title: Re: A change to the official shoppa scheme here
Post by: HHC on May 24, 2012, 07:09 PM
I see. But doesn't that lead to the same thing? Just to a less extreme extent?

Btw, where did kermit go  :( :(
Title: Re: A change to the official shoppa scheme here
Post by: ShyGuy on May 24, 2012, 07:13 PM
hmm... I don't know... I never removed it :O
Title: Re: A change to the official shoppa scheme here
Post by: Husk on May 24, 2012, 07:17 PM
hmm... I don't know... I never removed it :O

(http://24.media.tumblr.com/tumblr_lxpij1RmuJ1rn95k2o1_250.gif) is this it?
Title: Re: A change to the official shoppa scheme here
Post by: ShyGuy on May 24, 2012, 07:26 PM
yes, but let's try to stay on topic  ;D
Title: Re: A change to the official shoppa scheme here
Post by: GreatProfe on May 24, 2012, 08:08 PM
i am kinda tired to try to change schemes.

if u guys want to try someone, try this:

https://www.tus-wa.com/schemes/scheme-488/

This is the official ABL Shopper Scheme.
Title: Re: A change to the official shoppa scheme here
Post by: Aerox on May 25, 2012, 11:10 AM
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?

Adding weapons like the baseball bat and such open the room for amazing map abusing.
Title: Re: A change to the official shoppa scheme here
Post by: M4Dbrat on May 25, 2012, 12:13 PM
What about my scheme (https://www.tus-wa.com/schemes/scheme-684/)? :D If needed, I can remove Longbows. Many players, who played it with me, said it's good.
Title: Re: A change to the official shoppa scheme here
Post by: Aerox on May 25, 2012, 12:21 PM
Oh so many scheme makers, I wonder who will be the chosen one to represent the Shopper scheme in TUS. What a honor. Any other participants?
Title: Re: A change to the official shoppa scheme here
Post by: Chicken23 on May 31, 2012, 04:53 PM
My scheme is nicely balanced.

firepunch and dragonball have been removed.

the cr8 chance of petrol is 1 so less chance of it due to its power of blocking worms

cluster power has been set to 2, its max damage is therefore around high 50s-60s and not the awesome 80-90s.

axe and minigun are added with a cr8 chance of 1. This put less focus on the potential power of flamethrower.

bow at 15 damage is added to give some nice 2 shot push chances., illegal to use it for blocks like old shopper rules.

Its downloaded on tus and works nicely for league games imo.
Title: Re: A change to the official shoppa scheme here
Post by: M4Dbrat on May 31, 2012, 06:14 PM
The problem of scheme makers is that they think that "ballanced" means "low-powered". That's why current league scheme zugz.
Title: Re: A change to the official shoppa scheme here
Post by: ShyGuy on May 31, 2012, 07:33 PM
My scheme is nicely balanced.

firepunch and dragonball have been removed.

the cr8 chance of petrol is 1 so less chance of it due to its power of blocking worms

cluster power has been set to 2, its max damage is therefore around high 50s-60s and not the awesome 80-90s.

axe and minigun are added with a cr8 chance of 1. This put less focus on the potential power of flamethrower.

bow at 15 damage is added to give some nice 2 shot push chances., illegal to use it for blocks like old shopper rules.

Its downloaded on tus and works nicely for league games imo.

seems better than the current scheme, except I disagree with the bow.  If i got a bow in a crate I would feel just as shitty as getting a dragonball
Title: Re: A change to the official shoppa scheme here
Post by: TheWalrus on May 31, 2012, 07:37 PM
i wouldn't be able to keep from trapping worms with the bow.  i have no self control i think its hilarious.  im such a child.
Title: Re: A change to the official shoppa scheme here
Post by: Aerox on June 01, 2012, 08:36 AM
Why is permanent blocking not permitted? I mean, what's the logic behind it?

surely if being telepiled in hysteria is your fault and can be prevented (main reason against making a scheme change to stop it) then surely the same argumentation can be used for perma blocking?

I bet the rule came from people getting blocked and crying so much so loud eventually it became a rule.
Title: Re: A change to the official shoppa scheme here
Post by: M4Dbrat on June 01, 2012, 01:42 PM
This topic should be bumped until something good will happen. BTW, I updated my scheme (https://www.tus-wa.com/schemes/scheme-684/) and list of rules (https://www.tus-wa.com/forums/schemes-13/shopper-the-widest-explanation-ever/).
Title: Re: A change to the official shoppa scheme here
Post by: avirex on June 20, 2012, 08:47 AM
ropa as always was very helpfull.

i agree, alot of schemes should be tweaked, but none as much as shoppa needs to be.... there really has never been an official shoppa scheme that just stuck with each league in w:a, like roper's scheme obviously has...


so whos idea was it to take wookas example of shoppa, (i believe he updated the scheme) and start useing it as a "professional level league game"  or whatever you would like to call it.

shoppa should be open for change, being its not like it his any reall history behind that particular version....

i suggest as many people interested in taking part in creating a new scheme should "sign" up here, then maybe a vote can be done on who will represent the change....

if 10 guys wanna take part, we can vote on 4 of them that will meet up one day, and start discussing, and experimenting on wnet until they find the perfect combination of weapons, power, delays, cr8s etc...

i feel this is the only way anything is ever going to get done about this, otherwise in a couple more years, the scheme will still suck ass, but then you will have people saying "that scheme is classic!! it does not need to be changed"