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Neocombat

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DumbBongChow:

Welcome Tus members! This topic is updated again, and WoSC have hosted Cup game for this scheme! The sign ups are now open, so come join up to have real tactical, competitive fun! Be sure to check the comprehensive FAQs. Note that I have also attached Nice Replays in this topic, so check those out as well to get better idea of this scheme. Don't forget to watch all videos as that can help people get much better idea of how this scheme works!
[UPDATED at Dec.4, 2011]

Note that Wkit and Rubberworm are required to play this game.
https://www.tus-wa.com/files/file-42/msg72130/
Scheme download link and detailed information for Necombat are in this link.
https://www.tus-wa.com/schemes/scheme-576/
Get Real Nice Replay Examples here. (Some of are from outdated scheme version.)
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Scheme Specialties
1. Use up your Brain to a Maximum Degree as this scheme requires strategy, creatively, improvisation, various weapon and utility skills, and quickness to master this scheme!!!
2. Balance is very carefully adjusted using proper crate probability, ammo, and delay for each weapon!
3. Anti-sink is utilized in this scheme to allow many creative ways to effectively attack worms!
4. Anything that can be used as a weapon can be deadly if it's used with a right attack combinations.
5. Virtually every weapon is used in this scheme other than Super Weapons and the ever useless Suicide Bomb, and they are all useful if used right!
6. Mobility items are carefully restricted to further make this game further strategic.


FAQs
It's hard to play!
The scheme takes some time to learn, but there are number of players quickly learning this scheme mostly due to their experience in Kaos scheme. Learning about Anti-sink should be primary focus for any newcomers. Watching number of high competitive replays and knowing how to use turn time effectively will help players to get better at this game.
I'm confused on how Antisink Works!
Watching Neocombat replays and tutorial should help ppl be more familiar with how anti-sink works.
I found Turn Time of this game to be TOO Short!
This is a complex scheme that actually requires SKILLS to play well, not LUCK! Learning to use turn time efficiently is one of the primary skill all competent players need to have for this scheme. If you want schemes that require great amount of skills while having good amount of turn time at the same time, check these great ones out at these links!
https://www.tus-wa.com/schemes/scheme-531/
https://www.tus-wa.com/schemes/scheme-555/
Is this Scheme Same as Kaos?
Not quite. It's somewhat of a mix between Kaos and Intermediate, but this one stands out as a original scheme largely due to Anti-sink function.
Spawn luck is annoying!
If ppl want to play this game with even less luck, try setting up with Manual Worm Placement. Still, the game does not require much luck without Manual Worm Placement because ppl can easily alleviate spawn problem using Select Worm + Blow Torch.
I found first turn of this game very awkward due to limited weapon selection, and why are lot of weapons delayed in this game?
First turn of the game has to be like that, and it has to have loads of delayed weapons to properly balance out the game. Because worms are spawned randomly, they are very vulnerable to even medium damage weapons due to sdet, and delaying many weapons solves this problem, preventing great number of abusive attack on poorly spawned worms early in the game.
Which weapons aren't delayed at beginning of this game?
Mortar, Handgun, Fire Punch, Dragon Ball, Prod, Mine, Mole Bomb, Blow Torch, Pnuematic Drill, and Skunk. Note that it's generally wise to primarily focus on solving Spawn Problems during first turn.
I got no weapons and/or utilities to use in game!!!
That is because you have used items far more than how much you get from crates. It's always wise to save up some items to use it at the right moment. It's much better to use weapon when you can aim precisely and/or attack piled up worms. This game is not about spam firing, but spam firing may be a good idea in case when you have too much weapon in your hands which occur more often in later rounds.
Why did you change the power of some weapons?
Mole Bomb is better used as a buffed weapon, not a transportation tool because mole digs up the land far too slowly and turn time is very precious in this scheme.
Power of Banana Bomb and Mad Cows is reduced simply because they are just too darn powerful which disrupts balance of many different schemes. Grenade power is nerfed to 40 dmg because players can get 3 of these in each crate.
Spawn Problems during first turn.
Why did you enabled wdca setting? (Weapons don't change automatically?)
It's because it allows much easier control on Parachute, and it also helps to fire weapons more quickly.
I win this game so easily!
Skills difference between players can profoundly impact the outcome of this game. Competition is rather important factor of having fun in this scheme, so playin in FFA can make the game more challenging to win the game.
I still win this game easily!
Either tell your opponents to focus more on attacking you in FFA or try harder finding more difficult opponent LOL! (Or try to matching up with Vince or Oinky! >D)



NAiL:
gj on your scheme m8 and cool video, I hope it becomes popular! You didnt mention anything about the sort of maps that work best though, maybe you should? Still nice post, I enjoyed playing Neocombat, intresting scheme indeed.

DumbBongChow:
THZ Nail. I hope you release your Wipeout scheme in public. That scheme deserves to become popular as it's very fun to play.
 :)
Anyways, the information about recommended map is at scheme explanation at this link. The replays, map, and tutorial is also in scheme explanation. ;)
https://www.tus-wa.com/schemes/scheme-576/edit/

Masta:

Husk:
great kami at the end of the movie [=

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