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Topics - LeTotalKiller

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61
Challenges Comments / Challenge #339, Abnormal challenge #16
« on: January 05, 2014, 07:03 PM »
Rofl description. xD Gimme teh cookie, nao.

62
Ah, silly Dynamite! xD

63
Cups and Tournaments Comments / Cup #625, Shopper cup
« on: December 31, 2013, 02:28 PM »
Paired. :) Have fun guys. ;)

64
Challenges Comments / Challenge #336, TCB 81: The Turtle Express
« on: December 30, 2013, 01:36 PM »
How many digits should be assumed for the tie-breaker, though? 13.101 would appear to be better than _ssm_'s 13.83 if things were left as they are.

65
Challenges Comments / Challenge #330, Abnormal challenge #14
« on: December 30, 2013, 12:38 AM »
Congratulations to _ssm_ on winning this challenge. :)

66
Challenges Comments / Challenge #333, Abnormal Challenge #15
« on: December 27, 2013, 07:58 PM »
Pretty easy map this time around, though no mines/barrels will be spawned. :)

67
Cups and Tournaments Comments / Cup #629, UC WxW Cup
« on: December 27, 2013, 03:57 PM »
UCCupUCCupUCCup.

Good luck to all players. ;)

68
Challenges Comments / Challenge #324, Abnormal Challenge #13
« on: December 22, 2013, 08:33 PM »
Congratulations to ssm and piki1802 for winning their 12th and 4th Abnormal challenge respectively. :)

69
Challenges Comments / Challenge #331, WxW challenge #3
« on: December 22, 2013, 02:32 PM »
Again, I posted a replay only as an example to show what I mean. 25.44 was my fastest turn and it's therefore my record for that challenge attempt.

(Delay 9 instead of 10 on Arma has been used due to being too lazy to edit the scheme through SchemeEddy just to set the delay to 10).

70
Outstanding shots / darkmaul - Double JP knock
« on: December 14, 2013, 11:48 PM »
Nicellent one there, darky. :)

(Watch at 4:00.)

71
Challenges / WxW challenges - official discussion thread
« on: December 14, 2013, 01:48 PM »
Hi,

so this is WxW challenges' discussion thread, which I'm going to use for polls and other questions.

So, first off, since I'm not much of a WxW'er, you guys probably know better which map should or shouldn't be used in WxW challenges. So it would be nice if maps (well, kind of maps, e.g. "w2w", "w6w", "big map", etc.) for future WxW challenges could be suggested and voted through this thread by you, WxW challenge players. ;) An agreement should be reached by each Friday, otherwise I'll have to resort to the few suggestions I had (but which no one else voted for).

And otherwise, I have a couple of questions to ask as well:
1- Which scoring system should be used? The one used in the first challenge, or the one used in the second challenge?
2- I might be asking a bit ahead, but I wonder if anyone could replace me whenever I can't host WxW challenges for some reason (or who could even rotate with me like it is done with Ab challies, where piki and I rotate each week unless unavailabilities occur to either of us).

72
Challenges Comments / Challenge #320, WxW challenge
« on: December 09, 2013, 07:57 PM »
I'm fine with players uploading their score without the unused turn time bit, or with whole-second precision (as it can be calculated while played). I'll add the missing precision myself.

73
FoS / Regarding FoS
« on: December 07, 2013, 07:52 AM »
Oh okay, I wanna be TUS support then, screw communities. :p

Right, now off FoS you go.

74
Outstanding shots / Sample Submission Thread
« on: November 30, 2013, 09:53 AM »
Thread name:
Short description, not necessarily revealing everything (e.g. "Epic Homing Missile" for an expected underwater Homing Missile hit). It may -but doesn't have to- mention the person who performed the shot as well (e.g. "Epic Homing Missile by darkmaul").

Thread Contents:
It may be either a continuous text or a list of items, however the following elements should be mentioned:
  • "Author" (person who performed the scheme).
  • Short description (again, doesn't need to reveal everything).
  • Timestamp: it is capital in order to find the shot. Nth turn or a mm:ss timestamp are tolerated; however, please don't put timestamps like "last turn", "the turn before the last turn" or "a little before mm:ss", because it's impossible to locate them without having to restart playback, because W:A has no backwards playback functionality. Also, the mm:ss format is the preferred format, as it allows more precision in pointing out the shot, though nth turn is enough as well.
  • Replay file where this happens: either a file attachment or a link to the replay file will do the trick.

75
Tactics / The full power of Kamikaze
« on: November 25, 2013, 07:06 PM »
Hi. :)

Today I'd like to focus on one particular weapon available in the Abnormal scheme, that is Kamikaze. It is not just any weapon; in fact, it could potentially be one of the most powerful -if not the most powerful- weapon when used correctly.

Now, how can one use it correctly, you would ask me?

Well, let's analyze how the weapon works to answer that question.
  • First of all, it doesn't deal a lot of damage, but it can propel worms pretty high, especially when used in combination with Low Gravity. It is therefore a weapon designed for propelling worms to water, so worms located on the top of the map and not-so-far from water are the ideal Kamikaze victims.
  • But that's not all. When triggering the Kamikaze, the worm using it travels a certain distance horizontally/vertically/diagonally, of about a length of 3 long girders next to each other. Beyond that distance, the worm will blow up the next time it meets land. For a Kami to be optimally used, it should take the best profit out of that travelled distance, which just doesn't exist with explosive weapons like Dynamite. Killing a line of worms can be done thanks to a Kamikaze.
  • Last, but not least, Kamikaze is a good way to give an unfortunately blocked worm (not too far from water) a use: make a pile or a line next to it and to the water, then use the Kamikaze with the blocked worm on the pile/line you've previously created. This allows getting rid of a blocked worm while killing other worms at the same time, thanks to the digging a Kamikaze can do.

Okay, I followed all your tips and aligned or piled my worms for a Kami, but that doesn't work at all times, why?

Well, now there are also things not to do when planning to use a Kamikaze.
  • Basically, the main thing not to do in most circumstances is to place worms too close to each other without piling them; it is a problem because as the Kamikazing worm collides with the first worm of that chain, that first worm will also knock the worm(s) in its immediate vincity before flying, which prevents the knocked worm(s) from being propelled by the Kamikazing worm upon their collision. This can happen either when placing a worm on top of another one and then using Kamikaze from below (using the Kami on top of the pile working fine), or when placing a worm right against another one.
  • A rarer case could be steep slopes where the propelled worm would bounce against it and subsequently fly in the wrong direction. Be careful about slopes' shapes before performing a Kamikaze.
Well, that's it for the Kamikaze weapon in the Abnormal scheme. I hope this analysis would have been useful to you. Feel free to comment in this thread if something remains unclear, or when you have an important thing to add in.

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