Still not quite bought of this new thing that got "fixed". About team sharing weapon delays. As a guy that plays 2v2 Aerials on daily basis, change is quite noticable.
2 of highest power weapons are situated on F5. Dynamite with 1 turn delay and sheep with 2 turns delay. In a scheme with random placements this could mean a massacre. In first 6 turns of the game, 4 high damage ratio weapons now can be used. With a bit of an unlucky placements, whole opponent team can be wiped in 3rd turn.
I'd like to hear more of why this was patched, if possible? Muzer did a short explanation on Discord, but I think scheme like Aerial doesn't benefit from it at all..
Is it possible to get this as one of the scheme options to turn on/off, or it's coded in the game for good? Thx.
I think the changelog entry in the Readme explains it pretty well. (Emphasis added)
Weapon delays for an allied team group were not decremented for the first time until after every team in that alliance got a turn, but once that happened, their delays were decremented every time any team in that alliance got a turn. With an uneven match such as 2vs1 or 3vs2, this actually resulted in unfairness, since the alliance with fewer teams in it had their delays decremented earlier in the game. Now, delays are decremented for the first time after every alliance has had one turn.
The old algorithm made no sense.
A sensible reintroduction of that idea would be to add an Extended Scheme Option to decrement the delay for an allied group every time every team in that alliance got a turn, for the entire length of the game (rather than just doing that for the first decrementing, like v3.7.2.1 and earlier). It still would be broken/unfair for unevenly matched alliances, but at least would make sense for evenly matched allies (2v2 or 3v3). Would that make sense to you?