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One-Boards => Schemes => Topic started by: jattaman on February 12, 2023, 10:18 AM

Title: Weapon balance ideas for intermediate?
Post by: jattaman on February 12, 2023, 10:18 AM
Hello
I'm not knowledgable about worm history, but did Intermediate stay the same throughout all the years?
I started playing online and people seem to play the same exact thing I've seen on my first copy of game on PSX.

Or did community introduce some balanced schemes, but they never beat the original in popularity?

I know that later there were Pro and Elite schemes that nerfed cluster bomb,(and oddly Pro has grenade buffed, anyone know why?), but from my experience noone wants to play them since they introduce worm placement and people don't have time for that.
Title: Re: Weapon balance ideas for intermediate?
Post by: MonkeyIsland on February 12, 2023, 10:25 AM
It did changed a bit to suit league games. A version by NNN league known as "NNN luckless" which has crates probabilities set to zero and reduced some weapons like Cluster bomb power.
In fact when we talk about Intermediate in the community we almost always mean the NNN scheme. You can checkout the scheme here:

https://www.tus-wa.com/schemes/scheme-10/
Title: Re: Weapon balance ideas for intermediate?
Post by: Korydex on February 12, 2023, 10:32 AM
What MI said, also in 2021 very interesting variation, 80normal (https://www.tus-wa.com/schemes/scheme-3908/) was introduced.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 20, 2023, 08:54 PM
There are many examples of Intermediate variations (simple modifications) that were well thought. There's also some variants that are significantly different, but still similar.

Some examples:

You can also use the TUS search to find the schemes you want, like this (https://www.tus-wa.com/schemes/search/Intermediate/) or this other (https://www.tus-wa.com/schemes/search/Normal/).

There are probably more intermediate-like schemes around worms community, some old ones from Blame The Pixel (https://web.archive.org/web/20080417083117/http://www.blamethepixel.com/index.php), Worm Olympics (http://www.wormolympics.com/), WMDB (https://www.wmdb.org/maps), WSDB (https://wsdb.fullwormage.com/), LTK's site (https://web.archive.org/web/20141115034222/http://www.worms-univers.com/worms-armageddon/scheme-editor/languages.php), LigaWorms (http://lw.worms2d.info/), Worms.org.ua (http://worms.org.ua/forum/index.php), Worms Czesky (https://wormscesky.cz/) and so many other websites.
Title: Re: Weapon balance ideas for intermediate?
Post by: h3oCharles on February 21, 2023, 08:26 PM
it's a very delicate balancing act, cuz as soon as you touch something, then something stupid is about to happen... kinda like trying to change counter-strike's mechanics
Title: Re: Weapon balance ideas for intermediate?
Post by: rUNaW4y on February 21, 2023, 09:27 PM
Hello
I'm not knowledgable about worm history, but did Intermediate stay the same throughout all the years?
I started playing online and people seem to play the same exact thing I've seen on my first copy of game on PSX.

Or did community introduce some balanced schemes, but they never beat the original in popularity?

I know that later there were Pro and Elite schemes that nerfed cluster bomb,(and oddly Pro has grenade buffed, anyone know why?), but from my experience noone wants to play them since they introduce worm placement and people don't have time for that.

Why do you consider the historical intermediate version unbalanced? Can you please provide further details about your issues?
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 21, 2023, 09:29 PM
it's a very delicate balancing act, cuz as soon as you touch something, then something stupid is about to happen... kinda like trying to change counter-strike's mechanics

I think Intermediate is easy to balance compared to other schemes, specially RubberWorm/Extended Scheme Options ones.

Snooker (https://worms2d.info/Snooker) was very hard to balance. Months of testings.
Flat Earth Apocalypse (https://worms2d.info/Flat_Earth_Apocalypse) was very hard too. Crates cannot increase the health way too much and must still help you survive for longer. Considering that 1-6 players can play.
No Jumping (https://www.tus-wa.com/schemes/scheme-4110/) by Kredens was probably very hard to balance too.
There are other schemes such as Drive for Weapons (https://worms2d.info/Drive_for_Weapons) that to make the map work well without easy shortcuts or serious problems is very hard.

I gave a break from a scheme that is being hard to balance the map with the scheme too and is also based on WFW.
Some schemes sbs made probably were hard to balance too.

Even Jet Pack War (https://worms2d.info/Jet_Pack_War) that doesn't require so special maps was not so easy to balance.

Goku Battle Arena (https://worms2d.info/Goku_Battle_Arena) took some time to balance probably.

Usually schemes with huge flood or with Health Crates, Multishot, complex physics modifications are difficult to balance. Weapon and utility crates can be complicated to balance too, e.g. in Kaos-like schemes.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 21, 2023, 09:43 PM
Why do you consider the historical intermediate version unbalanced? Can you please provide further details about your issues?

Intermediate is balanced. But to play it in a different way, when you modify it you need to consider a lot of things. For example, changing the worms health can make some weapons become stronger or weaker. I think shotgun in intermediate can be used almost in all turns which makes the game more repetitive, predictable and boring. I'm saying this, but I know the Shotgun can make magic and is very versatile with its secrets. I think too many ropes make players easy access the entire map and drop weapons on the head of the worm. Less ropes makes the game rely on more caution, save ammo, do not fall, more artillery. You have to think a lot. I understand that rope knocks make some incredible moves and can surprise a lot. But I still prefer to play with less ropes.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 21, 2023, 10:42 PM
Two other things that really bothers me in Intermediate:

1 HP sudden death. For me it was mainly designed to defeat CPU5, resisting the perfect shots to have a chance in SD. For who is winning is a bit frustrating when this happens specially when players don't have a notion when it will start. Who is losing will try to Darkside the whole game until it starts. I don't like this.

Too slow water rising. In cave games that players wait the water to reach the top of the map to use homing weapons, it's torture to wait that long, with 45 seconds of turn time. Also, I think the rise is not so impactful while in game after so much time waiting for the Sudden death. To the water rise slowly, SD should start way earlier.
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on February 22, 2023, 09:48 AM
Thank you for all of your replies.

I have a question, which intermediate version is loaded when using hostingbuddy !host intermediate? or !host normal? Majority of people on wormnet use this from what I seen, I think.

Hello
I'm not knowledgable about worm history, but did Intermediate stay the same throughout all the years?
I started playing online and people seem to play the same exact thing I've seen on my first copy of game on PSX.

Or did community introduce some balanced schemes, but they never beat the original in popularity?

I know that later there were Pro and Elite schemes that nerfed cluster bomb,(and oddly Pro has grenade buffed, anyone know why?), but from my experience noone wants to play them since they introduce worm placement and people don't have time for that.

Why do you consider the historical intermediate version unbalanced? Can you please provide further details about your issues?

Foxhound already said about 1HP sudden death and shotgun and I share his reasons for why I dislike these. From my side, I want to also mention the cluster bomb and mortar "tricks". I just feel that it's not what these weapons were meant to do, hence I'm calling it "unbalanced" at 3 stars power, but it's a matter of preference I think. I also don't like how some teams are sometime totally screwed with random placement - and me and my friends sometimes don't have time for playing many rounds or for worm placement - this was my main inspiration to create an intermediate variation of my own.

I think that, all in all, worms armageddon is a symmetrical game. It's not assymetrical, like let's say, starcraft or age of empires - where every player is given different means to achieve victory. Every balance change in a symmetrical game can be rejected with argument "you can do the same" or "you play under the same circumstances" :D

Luck in crates is another topic touching "balance" - I think that worms without crates doesn't feel the same, but I perfectly understand why people play intermediate without crates at all.
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on February 22, 2023, 01:25 PM
[...]
Too slow water rising. In cave games that players wait the water to reach the top of the map to use homing weapons, it's torture to wait that long, with 45 seconds of turn time. Also, I think the rise is not so impactful while in game after so much time waiting for the Sudden death. To the water rise slowly, SD should start way earlier.

I wasn't aware of the cave maps water dilemma, as I play islands 99% of the time. Which level of water raising do you think would be best for intermediate? There are values besides 3 default ones(5,20,45), like 37 or 57.
Title: Re: Weapon balance ideas for intermediate?
Post by: h3oCharles on February 22, 2023, 04:42 PM
which intermediate version is loaded when using hostingbuddy !host intermediate? or !host normal?

the default [ Intermediate ] scheme that comes with WA
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 23, 2023, 01:57 AM
I wasn't aware of the cave maps water dilemma, as I play islands 99% of the time. Which level of water raising do you think would be best for intermediate? There are values besides 3 default ones(5,20,45), like 37 or 57.

My favourite water rise is 13 pixels. It is between 5 and 20. I usually choose this value on my conventional gameplay schemes. It all depends on the scheme and map, I usually test a lot. The moment the Sudden Death starts is also important. If Sudden Death is very late, water can rise faster. if SD starts very soon, usually you set a small flood rise. 13px works very well on most of the times, because 20 pixels (medium water rise) is usually a bit too many.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 23, 2023, 02:45 AM
I want to also mention the cluster bomb and mortar "tricks". I just feel that it's not what these weapons were meant to do, hence I'm calling it "unbalanced" at 3 stars power, but it's a matter of preference I think.

Yeah, but I really like the "Cluster F*ck" trick and the mortar being used that tricky way to make some massive damage. It is so satisfying to me when someone position their worm on an inclination, so I can punish severely that worm. It is not a guaranteed kill with 3 stars, usually it will take around 90 hp. The Cluster and the mortar are almost never used if not by these tricks. Playing by the intended way, they are more useful with very low HP worms or worms that can plop easily, but are far away. Even on these situations there are still so many other weapons to use... The tricks require skill by players.

So, I would prefer to keep the 3 stars cluster and mortar, but limit their ammo to 1, maybe 2 for mortar.

2 stars cluster can still make a damage above 50HP and knock worms very fast to the side. However, it's more risky than the 3 stars shotgun that can kill 100 HP worms in 2 turns. That's why I don't like so much 2 stars for cluster bomb and mortar, but I understand why people prefer to play this way. Limiting the ammo to x1 people would rarely spend the cluster on a low HP worm, unless all worms of the game are low HP or it is an important kill.
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on February 23, 2023, 10:24 AM
"So, I would prefer to keep the 3 stars cluster and mortar, but limit their ammo to 1, maybe 2 for mortar."

Personally, I really like the fact that you have another option for killing far away worms and destroying crates. Carefully adjusting mortar is also fun, and in some situations better than bazooka or grenade. Reducing ammo on these really takes some of the "we have no more ropes and we have a fierce long-distance exchange" away. There are many, many options to harm someone close range, dynamite and its variations, axe, well placed petrol, flamethrower and minigun.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on February 23, 2023, 11:05 AM
Good arguments, I forgot about crates and oil drums.

Another thing I remember that I usually prefer to see on intermediate variations and conventional gameplay schemes is delay for Baseball Bat, usually 2 turns of delay is good for me.
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on February 25, 2023, 09:22 AM
Good arguments, I forgot about crates and oil drums.

Another thing I remember that I usually prefer to see on intermediate variations and conventional gameplay schemes is delay for Baseball Bat, usually 2 turns of delay is good for me.

Especially when there is a good chance of sheep falling out, destroying crates with cluster is potent :D.

Ah yes, the original has no delay on baseball bat. I have no strong feelings one way or another about this one. Maybe there are fans of intensive first turn batting :D?

Another balance thing i thought about: would people like team specials being taken away, or not. I think in worms armageddon on steam you can't modifiy the values of these weapons, they have to be taken away as special and put into inventory(or crates) and then tweaked, like in 80normal. And then agreed that you use only one special, which needs to be played with someone you can trust lol.

It is my impression that 90% choose cows, a bit less pigeons or super sheep or flamethrower, and literally nobody chooses sheep launcher, old lady and moles.
Title: Re: Weapon balance ideas for intermediate?
Post by: h3oCharles on February 25, 2023, 09:25 AM
something something cluster and mortar tricks exist
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on February 25, 2023, 10:03 AM
something something cluster and mortar tricks exist

I don't understand.
Title: Re: Weapon balance ideas for intermediate?
Post by: jattaman on March 03, 2023, 10:37 AM
Good arguments, I forgot about crates and oil drums.

Another thing I remember that I usually prefer to see on intermediate variations and conventional gameplay schemes is delay for Baseball Bat, usually 2 turns of delay is good for me.

If baseball bat can be considered OP when it comes to first turn ploppings, then how do you feel about longbow? I sometimes think that it's second place when it comes to ease of plopping. With low gravity on it's kinda like having 2x dragonballs in one turn.
Title: Re: Weapon balance ideas for intermediate?
Post by: FoxHound on March 06, 2023, 03:53 AM
If baseball bat can be considered OP when it comes to first turn ploppings, then how do you feel about longbow? I sometimes think that it's second place when it comes to ease of plopping. With low gravity on it's kinda like having 2x dragonballs in one turn.

Yes, Longbow can be very OP with LG on the beginning. Kamikaze can be very strong too. Maybe LG could receive more delay, I don't know. But sometimes making it too difiicult to plop worms might make the gameplay not so fun. It's hard to balance. Like you said, some people might like to plop worms on the first turns with bat, but it's a bit too luck dependant.