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Messages - Sycotropic

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31
Wormkit Modules / Re: wkWormOrder v. 1.0.0 released
« on: September 04, 2021, 12:17 AM »
I think it would be nice if there were an option in W:A to disable any other online players' customizations in your game client locally. It would solve the gibberish worm names problem, as well as being able to hide obnoxious graves or flags. Obviously it takes away from the social/creative aspect of worms a bit, but at this point I feel like team names are kind of just noise for me.

32
Schemes / Re: Team17 Map Preference
« on: September 01, 2021, 07:48 AM »
Yes, the luck can balance itself out, that's still more luck though.

If the luck balances out, you can't really say island T17s are more luck based.

It's as if people associate luck with being less skilled or bad, that isn't what i'm saying at all.

By definition, the more luck based something is, the less skill involved. They're inversely correlated. I don't think anyone thinks you're saying that T17 doesn't involve any skill at all, but by saying it's one of the more luck based schemes (but contradicting yourself by saying the luck balances out), you're effectively saying that it takes less skill than other schemes.

Basically every non-race scheme has a fair amount of luck in it but they tend to even out over time. I think one potential reason for lower win rates for T17 in past leagues is that it hasn't always been the most popular competitive scheme. If you only have the top T17 players playing each other, there won't be as high % win rate.

It's like Hearthstone or MTG or other card games.. they have heavy luck components and at the top level the highest win rates tend to start to even out at something like 70%. But there are dramatic skill differences in those games, even with the fairly limited number of decisions that can be made at each turn (compared to most worms schemes where the options are pretty limitless).

33
Challenges Comments / Re: Challenge #773, Battle Racer Electronic Corp
« on: September 01, 2021, 07:13 AM »
I just did it and I don't mind the fast walk Deadcode. You have to compare the fun of time-saving jumps with the agony of slow walking through a long walking portion. I guess with the right map you wouldn't really have long walking portions, but this map had a few, so I was glad to have the fast walk.

34
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: September 01, 2021, 12:11 AM »
I can't remember a time when teleciding was ever against the rules in T17. It's pretty easy to defend against..

35
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 31, 2021, 10:16 PM »
There are no external game rules. All glitches have been disabled via the scheme so that's not an issue, and teleciding is certainly a viable strategy..

36
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 31, 2021, 05:02 PM »
The pairings have been made, good luck everyone! Let me know if you need help organizing your games.

37
Would probably be a pretty simple thing for MI to add to this site. Seems like he already has some sort of pinging live update stuff going on for various features.

38
Schemes / Re: Team17 Map Preference
« on: August 28, 2021, 08:35 PM »
Yes, and now in Island Team17, there is more luck because there are more opportunities, more weapons, more room to do stuff. You don't have as much protection, there are more ways to attack and be attacked, it's more challenging to control areas of the map because the map is open.

Every single crate you pick up has the power to sway the game, getting the right thing at the right time, or getting the right thing at the wrong time etc.

In caverns, you can control the map better because of the design and actual weapons that spawn in crates.

I really think it's just about the same amount of luck involved, just different types. In caverns, where the crate spawns is a huge luck factor as well. Initial worm spawns can also heavily influence the game. Any differences are pretty insignificant when looking at the game as a whole.

I'm not having a go at people who enjoy it, different strokes for different folks, personally I don't want anything to do with Island Team17 though, it just gets me frustrated even thinking about that scheme. :(

It sort of seems like you're having a slight go at people who enjoy it by equating it to slots and downplaying the skill involved. If it gets you frustrated thinking about it, and you don't want anything to do with it, why are you here? I guess I was a bit bummed to see this Island T17-bashing thread right when we're trying to hype up this cup and get our remaining players. I would think you as the cup moderator would want to help with that cause rather than try to turn people off to the entire format..

39
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 28, 2021, 07:54 PM »
dat password for joinin tho
Syc, if u able to amually pair me and FoxHound, then please do it.

StJimmy are you able to get it to work now? I think MI made it a bit easier. Try the paste-and-submit-right-away method too.

40
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 28, 2021, 07:53 PM »
So technically we have 12 pairs complete (24 participants) + GABO1000.

Maybe if nothing changes, we just start off this weekend and GABO1000 will be there to replace some inactive/absent player? (for sure there will be at least 2 inactive ones out of 24). I am just afraid that pulling more participants will result in these participants never finding a time to play their cup matches or looking for excuses not to play, and postponing it forever.

Also if you want to make sure the team on #2 place is the one actual 2nd best in the cup, rather than just weaker enemy that just happened to be on the opposite side of the bracket, just being the last one to fight the winner, I support the idea of Double Elimination.

With us only being 4 players away from 32 I think we should wait. I get your point about a few players being inactive -- for that we'll just have to give people byes unfortunately. The cup is set to double elimination, I agree with you there.

Everyone should reach out to their friends that play T17 to join the cup, we're so close!

41
Schemes / Re: Team17 Map Preference
« on: August 28, 2021, 07:15 PM »
As a spectator it just looks even more luck based, this doesn't mean it doesn't have skill, it still takes a lot of skill to master the weapons, get around the map quickly and think of creative solutions on the spot. Though at the same time the map is just so open it doesn't feel like a controlled environment at all. You don't have anywhere near the same level of protection and map control because crates aren't as defined by the map on their arrival. Then there are way more airstrike weapons and possible attacks, even when you get blocked there's a high chance you will have picked up and air strike weapon, which i've seen multiple times already. This scheme, more than ever feels like getting the right weapons at the right time will give you the win, more than dual cavern.

I disagree that island is more luck based than cavern. It's just that in dual cavern the luck is often all about getting good weapons for SD.

Luck in games is one factor that makes them interesting and replayable. Mitigating your bad luck by anticipating what weapons your opponent has and how they might use them is what differentiates good players from bad.

42
Schemes / Re: Team17 Map Preference
« on: August 28, 2021, 08:12 AM »
I used to always play on double cavern, and had the initial gut reaction you're having when island T17 was first introduced to me. But having played hundreds of island T17s over the last year or so I have to say I've definitely come around. I think it actually adds to the strategy because you have to consider so many more potential attack vectors and the maps generated usually result in more interesting jumps and chutes. As with any scheme that relies on random maps, the complexity of the match and strategy required is generally a result of the complexity and uniqueness of the map. That's why picking a good generated map and doodad placement is sort of an art form.

I don't really think it hurts the "integrity" of the scheme.. I actually think it bolsters it, showing that the same scheme can be played well on just about any map type. Deadcode and I have also played quite a few matches on other types of caverns and islands and it's almost always enjoyable.

If you haven't played much island T17, I would suggest trying it more before forming a strong opinion.

43
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 28, 2021, 02:09 AM »
Maybe Komito or MonkeyIsland could do it?

44
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 28, 2021, 02:04 AM »
Unfortunately I can't.. If you paste the whole password in and submit immediately it should work.

45
Cups and Tournaments Comments / Re: Cup #1129, 2v2 Team17
« on: August 27, 2021, 09:14 PM »
We need 6 more players to hit 32 -- reach out to people you think may be interested!

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