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Messages - jattaman

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1
Being able to modify quantity of stuff in crates(1 ninja rope or 1 cow for example) and being able to set % to utilities was probably already mentioned.

I would like to have:
- choosing fuse for mine that worm places, just like you set fuse for grenades
- for enviromental mines, being able to set fractions of second( I want to be able to have half a second mines)
- two types of ninja ropes that you set separetely. so for a round you could have 1 good rope and 4 poor ones
- being able to modify team weapons
- setting some stuff to be available first turn only
- hovering over weapons in inventory shows it's power level

2
Schemes / Re: Jattamediate
« on: March 03, 2023, 10:54 AM »
Hello

Many updates were made to jattamediate after many tests. I also changed description to be more readable. I give my thanks to many players that gave their suggestions during matches.

One of my concerns is that my variation tries to change many things, and sometimes I can't communicate these changes to new players briefly that are in a hurry, or we can't communicate in english and we have dissapointed quiters later on(even though the game is named "custom"), leading to worse experience for everyone included. That inspired me to make lighter editions:

https://www.tus-wa.com/schemes/scheme-5030/ - one that is very close to original
https://www.tus-wa.com/schemes/scheme-5035/ - one that is in the middle of the road between intermediate and jattamediate





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Schemes / Re: Weapon balance ideas for intermediate?
« 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.

4
Schemes / Rubberworm crate rate setting
« on: February 28, 2023, 08:30 AM »
I'm sorry if this was explained somewhere already.

How does the extended scheme setting for crate rate in Rubberworm section works exactly?

Let's say I have 30% for a weapon crate, 0% utility, 20% health crate, 50% no crate. What will happen if I activate this option with value 2?

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Schemes / Re: Setting utility probability
« on: February 26, 2023, 04:21 PM »
Sure

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Schemes / Re: Setting utility probability
« on: February 26, 2023, 03:39 PM »
It doesn't work either way(both setting percentages and crates symbols), the percentage table show rather correct values after the scheme is saved, because I tested it afterwards.

7
By banning I mean kicking in a way that doesn't let user return to the hosting game, not during but before starting.

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Schemes / Setting utility probability
« on: February 26, 2023, 11:41 AM »
I have problems setting utilities probabilities. Setting crates works great, but whatever i do with utitlities' 'package' or '%' settings, I still have the same utility % after I save the scheme.

9
Schemes / Re: Weapon balance ideas for intermediate?
« on: February 25, 2023, 10:03 AM »
something something cluster and mortar tricks exist

I don't understand.

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Schemes / Re: Weapon balance ideas for intermediate?
« 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.

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Schemes / More fine tuning?
« on: February 24, 2023, 10:45 AM »
I was wondering is there a way to make some of these ideas in some sort of editor and upload it to the tus for people to play using hosting buddy.

- fine tune quantity of things in crates(for example 2 instead 3 ropes)
- fine tune how weapons behave

12
Schemes / Re: Jattamediate
« on: February 23, 2023, 07:06 PM »
BTW, I noticed that you like Metal Gear Solid series too. Your worm names are cool.

Thanks, I have to say that recently I was inspired by one of the MGS3 bosses "the fury" when I added short jetpacks and flamethrower  :D.

Thank you Kaleu for your instruction, I managed to get through the process  :).


Use tools and first turn partial pacifism to reposition your worms.



Use tools and first turn partial pacifism to reposition your worms.



Short jetpack can be useful.



Flamethrower has 1 power, but can be used for example to punish tunnel rats.


13
It would be useful to ban some users when hosting when kicking is not enough. There are some trolls that spam teams, enter just to insult players etc.

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Schemes / Re: Weapon balance ideas for intermediate?
« 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.

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Schemes / Re: Weapon balance ideas for intermediate?
« 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.

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