T17 needs its luck and its skill. That is what makes it fun and unpredictable and why we all fell in love with the scheme. To me T17 is the texas holden of worms. Your using your skill to control luck at times, and if luck goes against you can still have an option of coming back.
Taking out superweapons like HHC said would ruin the scheme. Its enjoyable to still have those unpredictabilities in the game, and also its good having to worry about your opponent having those superweapons. Using a turn to prepare for a quake or nuke may end up costing you the game or losing you the game in SD. Which is great, you can never be sure and it makes T17 SD situations really exiciting and everyturn count. What would be the fun of knowing your opponent may only have bird, homing or aqua? I think you could end up in alot more draws without the extra superweapons.
Also like HHC said you want sally's, vases, supernana's and others to help thin out worms before SD. In heavely lightsided T17s ive seen the game finish before SD. Plus these superweapons take skill and experience to use, judging the falling unexploding banana's and their bounce, knowing how far up the sally and vase piecies rise and predicting their fall.
The tactics of being in 1 vs 4 but maybe not risking things if your opponent has selectworm, by judging from his teleport moves, or his bluffing teleport moves. I think HHC's scheme is balance in terms of cr8 probabilities, i also am a fan of FB's scheme but i do find it to be a little more nanafestival in comparison to HHC's. The tus scheme is the worse. You see trends and repeating cr8s occur alot.
Now for 7 griders or unlimited. The fact that you are deciding on having one universial scheme to decide on the amount of griders in my opinion is an insult. Firstly you are taking away the options of choice. I know you can play variations of a scheme if both sides agree, but what if both sides don't agree, you have to play with 7? Or if i host with unlimited, my opponent can quit and void the game? What about in the playoffs? I can't pick unlimited?
If its not broke, then don't fix it. T17 is working fine how it is in terms of the number of griders. Players discuss the amount of griders before the game starts and the majority are happy using both. Although the trend is changing to be more in favour of a 7 grider over unlimited, but why discriminate against those that enjoy unlimited and think it promotes more tactics and skill. I feel that me and Uber really like T17 with unlimited griders, but i also feel me and Uber are quite established players at the scheme, there must be a reason im so passionate against arguing against 7 griders!? (I have done for over 5 years now when FB first started the poll on 7 griders).
I say keep both 7 and unlimited as valid options, its the hosts pick. Check the scheme and if its not 7 griders, refuse to play it. If its not unlimited, refuse to play. Check before you light up and accept the scheme. Say you pick t17 with unlimited griders, or you pick t17 with 7 griders. This is what i do. Now you may realise how you should both pick your schemes before the first game, have you noticed how we have all these free wins being reported, maybe because now a days players think its fine to play 1 pick, then the second player decides on their pick after the first game. If they actually decided their pick before the first game like we used to a couple of years ago we probably would not have all these free wins being reported when someone disagrees. Instead you'd not like your opponents choice and find another tus. (If you are that lame and unsporting i might add)
The advantages of unlimited griders
Now i am not saying every 7 game players use more than 7 griders, sometimes i don't use all my griders when i play with 7. But my point is taking away that option sucks because it allows for the problems and situations that i have just described to not be delt with.
Personally without sounding cocky i can't remember losing a t17 game because someone kept blocking me every turn. If i did lose a t17 game due to someone blocking me every turn it was because i made a mistake earlier in the game to let them already be alive, or because i missed and made mistakes during SD.
Taking out superweapons like HHC said would ruin the scheme. Its enjoyable to still have those unpredictabilities in the game, and also its good having to worry about your opponent having those superweapons. Using a turn to prepare for a quake or nuke may end up costing you the game or losing you the game in SD. Which is great, you can never be sure and it makes T17 SD situations really exiciting and everyturn count. What would be the fun of knowing your opponent may only have bird, homing or aqua? I think you could end up in alot more draws without the extra superweapons.
Also like HHC said you want sally's, vases, supernana's and others to help thin out worms before SD. In heavely lightsided T17s ive seen the game finish before SD. Plus these superweapons take skill and experience to use, judging the falling unexploding banana's and their bounce, knowing how far up the sally and vase piecies rise and predicting their fall.
The tactics of being in 1 vs 4 but maybe not risking things if your opponent has selectworm, by judging from his teleport moves, or his bluffing teleport moves. I think HHC's scheme is balance in terms of cr8 probabilities, i also am a fan of FB's scheme but i do find it to be a little more nanafestival in comparison to HHC's. The tus scheme is the worse. You see trends and repeating cr8s occur alot.
Now for 7 griders or unlimited. The fact that you are deciding on having one universial scheme to decide on the amount of griders in my opinion is an insult. Firstly you are taking away the options of choice. I know you can play variations of a scheme if both sides agree, but what if both sides don't agree, you have to play with 7? Or if i host with unlimited, my opponent can quit and void the game? What about in the playoffs? I can't pick unlimited?
If its not broke, then don't fix it. T17 is working fine how it is in terms of the number of griders. Players discuss the amount of griders before the game starts and the majority are happy using both. Although the trend is changing to be more in favour of a 7 grider over unlimited, but why discriminate against those that enjoy unlimited and think it promotes more tactics and skill. I feel that me and Uber really like T17 with unlimited griders, but i also feel me and Uber are quite established players at the scheme, there must be a reason im so passionate against arguing against 7 griders!? (I have done for over 5 years now when FB first started the poll on 7 griders).
I say keep both 7 and unlimited as valid options, its the hosts pick. Check the scheme and if its not 7 griders, refuse to play it. If its not unlimited, refuse to play. Check before you light up and accept the scheme. Say you pick t17 with unlimited griders, or you pick t17 with 7 griders. This is what i do. Now you may realise how you should both pick your schemes before the first game, have you noticed how we have all these free wins being reported, maybe because now a days players think its fine to play 1 pick, then the second player decides on their pick after the first game. If they actually decided their pick before the first game like we used to a couple of years ago we probably would not have all these free wins being reported when someone disagrees. Instead you'd not like your opponents choice and find another tus. (If you are that lame and unsporting i might add)
The advantages of unlimited griders
- Creativity in your weapons:People argue about unlimiting griders being used all the time and how it stops them from killing a worm in a sudden death situation. The chances are in most cases you have the advantage and more worms than your enemy when he is blocking you over and over. This is reducing the access of the map because of the worm blocking you after you keep digging to him. As the turns go, this worm is losing more health, and a weapon cr8 is falling. Lets say the enemy who is blocking you has a small control of the map. A new cr8 will be landing in your zone, this weapon could be anything. It could be a sudden death weapon, no problem. You don't have to keep opening him, you can just attack with an sd weapon and gain control of a side. Lets say its a powerful weapon, you can get closer and try to attack to cause 1 hp with a large blast radius if its a HHG or nana, shotgun; u can fire through a grider. Minigun; you can blast through mulitple sections of land to cause damage, flame thrower is the same. A Mole can dig and cause damage. Do you get my point? At this point of the match you have most likely already dominated and have a large arsenal of weapons to still win the game. Be more creative with these weapons when someone is blocking you.
If you don't win i think it could be down to a mistake at this point of sudden death. Or maybe you made a mistake previous to this. For example you did not kill when you were getting medium weapons, sheeps, dynos, bats, mines, using the barrels. Using weapons and with barrels or having the sight for a plop combination allows you to make calculated kills with medium/weak strength weapons. I think if you have failed on these and your opponent is just hiding and you were not creative enough to kill them earlier because you are used to having 7 griders and strong weapons it is your fault as a players that you did not win the game. Knowing that you enemy is going to run out of griders is like knowing you are going to win if you keep getting amazing cr8s. Having unlimited griders you have to be more clinical with every turn because your enemy can avoid you if they are getting crap weapons. Now you may argue that you deserve to win the game because you dominated the match while being aggressive but as mentioned this leads on to my next point. - A tool against luck: So you have been getting lots of shit weapons, handguns, moles, clusters, your opponent has already killed 2 of your worms with a nana and HHG. It happens, this is t17. There are possiblities of this. You need to defend because the cr8 gods have gone against you. Being able to block you enemy worms, being able to close of the map to protect yourself. This will help you buy time to collect some stronger weapons when the going gets tough. Only having 7 griders lets the weapon inside the cr8 carry a larger impact on the game.
I think its not unfair to allow the option of giving yourself a break when someone is dominating you. Why is it fair to limit the amount we can defend? Should we create rules to limit the amount we attack? No, Defending has always been apart of worms. Theres a reason darksiding exists. It even has its own scheme made by T17.
The game can be over when you've taken a massive blow from some super powerful weapons early on in the game its hard to get back on your feet when it may not of been your fault. You may of lost a worm or two before you even had your first turn. Ive seen it happen, Nukes on first turn. Nana's, piles, HHGs and possible plops. Allowing yourself to have unlimited griders in this situation can let you get back into a game when luck has been against you. Disallowing it means the earlier cr8s in the game have a massive impact and carry alot of weight, it makes the scheme more lucky when you can't defend against this luck. Yes you are going to be on the backfoot which is fine, but only having 7 gives someone who is getting super powerful weapons a big advantage. Also when you start defending with blocks the player who has the lead should consider the first block and become more creative with their weapons and find another way to kill you. Or be content on most likely gaining a nice cr8 zone as mentioned in my first point. - Map control and access:Griders are not just for blocking the enemy mindlessly, you can build your base with them, you can build bridges and make the map jumpable so your worms have a large area to travel in the 45seconds and increase the chance of collecting cr8s. Say you had to do some blocks at the start of the game, now you can't think about building your base if the game is a darkside battle because your griders are limited.
Now i am not saying every 7 game players use more than 7 griders, sometimes i don't use all my griders when i play with 7. But my point is taking away that option sucks because it allows for the problems and situations that i have just described to not be delt with.
Personally without sounding cocky i can't remember losing a t17 game because someone kept blocking me every turn. If i did lose a t17 game due to someone blocking me every turn it was because i made a mistake earlier in the game to let them already be alive, or because i missed and made mistakes during SD.