No offense Kradie, and don't take it personally, but in my personal opinion Big ZaR RR is the dumbest ZaR variant or Big RR variant I have ever seen yet.
So Big RR is almost completely luck free scheme, right? There are two minor things preventing it to be 100% luck free. One of them is parachute. Since wind value is always random, it adds a certain luck element. But there are some stuff to consider: First, it becomes a more welcoming scheme for beginners. They can fail but if they have parachute they still have chance to keep going. I mean if you are good, people won't catch you just because they got a parachute. You know Sensei's TT Big RR Challies, right? I think they are great way to compete Big RR offline and really welcomes everyone. They have parachute AND ldet module, where your turn never ends even if you fail. Does that make noobs beat pros? Nope. Just take a look at
winners in challenges list. Nonentity won every challenge he participated. Parachute or even ldet won't change the outcome. So why make things difficult for beginners in a game that is already losing player base every year? I personally improved my roping mostly by playing big rr with ldet like sensei's scheme back in the day. We had similar challenges with an identical scheme in UC site. Since it was beginner friendly, it attracted more people and those people improved themselves thanks to it.
Second thing about parachute, wind value might be random but they don't bring significant luck. Not to mention, when 3.8 eventually arrives, we'll have option to set a default wind value, which will remove this luck factor for good.
Now, the other luck factor in the current Big RR schemes are bananas. There are certain times (for example during a long fly or a fall) where throwing a nana right at optimal time is not really possible. For that reason, I always use no nana 40 sec scheme in funners and always suggest to play this way in competitive games. And your idea is replace it with a f@#!in zook? A weapon that adds even more luck factor since it's affected by wind. Completely ridiculous.
Quote from: Kaleu on August 03, 2019, 12:35 AM
My opinion is, there's more skill and strategy involving rope knocking (high fall pile, hide etc), than trying to don't lose your turn playing with half speed plus great chances to end up panicking with a self hit zook lol.
This statement is limited to battle rope schemes. Racing schemes are argueable.
I completely agree, parachute is definitely a must for battle rope schemes.
Quote from: WTF-8 on August 03, 2019, 06:30 AM
I'd miss lazy falls
Yes, I also sometimes do this deliberately to save time.