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Messages - Impossible

#571
Schemes / Re: Feature of W:A schemes?
June 25, 2013, 12:11 PM
Quote from: HHC on June 25, 2013, 09:04 AM
You'd want to know which class the enemy worms are. Otherwise it would be damn hard to 'predict' what he's gonna do and anticipate on it.
Maybe! We dont know till we try right? But what I can say is that it provides new tactical moves. for example you can give to the worm on top f8 class and f2 to the worm that is somewhere deep and then switch them to confuse the opponent. If you will be able to see what class worms have it might make the moves of the opponent even more obvious, which is boring, since there will be no surprize effect at all
#572
Quote from: Statik on June 25, 2013, 04:49 AM
Stop roping on drugs.
Stop roping on worms which is drug itself already, thats for sure the best solution human can propose :D
#573
Schemes / Future of Feature of W:A schemes?
June 25, 2013, 04:52 AM
Sorry for such a long post but unlike all other long posts on this one OP doesnt crying about how bad this community become but instead finding whats good we got
Remember previous summer everyone was bored of hysteria and other shit which making the person who isnt famillar with our community think we are drowning deep into.. But then PX announce come out like fresh water on the desert of tus. Vids with all those awesome weaps forced us to think once such huge think get in our hands we'll start the whole new era of worms armageddon with real-time, black-jack, and sluts. But what happened after?
Its come out and some people enjoyed few schemes such as glider race or jump race. 3 days after it become as silent as that ocean we were drowning in. But what was the reason?
Some people might think its actually WO that started almost on the same time with release of PX and overshadowed it. But its not! Maybe its sounds stupid, but the reason is lack of really intresting content. Ill try to explain.
Tazer, yeah its cool. Roping sheep, yea funny as well. But we cant just play scheme where sheep is roping and using tazers right? We want something fun to play, seriously challengive and as balanced as possible. Most of PX stuff however was something like "omg how to use this shit lol oh hahah wtf". Do you remember any intresting scheme? Really addictive cool scheme using PX? Thats because W:A is not about using weapons, its about playing schemes, and thats the thing PX didnt have.
In fact release of PX reminds me release of the Wii U, it have this funny controller and other cool features but how about games?! But as well as Wii U can be saved with for sure late but still games, PX can be saved by release of some seriously addictive scheme!
I think everyone noticed there is Hanglider scheme (not sure if I write it right) which plays quite alot on ag. Well, I did my best to love and enjoy this scheme but I was not able to.
So Ill write my own ideas which could possibly add something new to the community and finally bring PX on the new level not only around PX people (When I tell to authors of PX schemes that their schemes is not enough popular their answer is always like "what!? Its actually very popular on PX site and everyone enjoy it there". Well maybe its popular on PX site but players who dont visit PX site everyday which is 99% of community have no f@#!ing clue what your scheme is about)

So yeah, I had few ideas directly for elite. Well there already was idiots who added bowling ball and superOVER9000 DAMAGE bananabomb too the elite (to the goddamnit really nicely balanced elite!)
Adding new weapons to the elite is the last thing humans should do on this universe, and I myself gone the other way as well. Hope you enjoy this idea: Worms Classes!
To make it as simple and genious as possible each class rise the power of each F.

Class1 will be Artilleryman/Gunner which is increasing F1 weaps
Zook and hominge will provide higher damage with 55 as maximum (or more). This is also making use of birds very dangerous as well as sheep launcher if they are on hands of gunner type worm!

Class2 gotta be Thrower/Bomber which is increasing F2 weaps
Increasing damage of clusters and nades the way so the nade could take ~55hp, hard to say about cluster, nicely placed claster will damage much harder than before, thats what Im sure in! Imagine how awesome to have thrower on top of map when the game turns into bng.

Well there should be 3rd class which is rise the power of the F3. But there is not much sense to increase shotgun. Shotgun on elite itself is perfect weapon. It kills in 2 turns and no matter what it takes. to change the situation we have to make the 100hp damage of sg which is obvious disbalance. 75hp dmg is disbalance as well. And the only effect from making damage of shotgun ~60hp will be facepalm mixed with laughing from eac guys so forgot it just now.

Class3. F4 - No idea how to call it but google proposed me Hercules class, we can also call it nino-like class huh. It makes f4 attacks serious weapon on elite. 50hp dmg from fp/db. And high chance to kill 100hp worm by perfect kami. Having Hercules or nino-like worm in the very middle of map is preparing your body to have an orgasm or even two after the win by the violance of ninoworm.

Possibly class4: F5 - Pedophile which is increasing the power of both super/not super sheeps and dyna with mine. I think its not worth it since such class will unbalance the game. Increasing the damage of already the powerful (without sw) weaps sheep and dyna plus rising the power of ss which is already kinda unbalanced for elite comparing to the other super weaps.

Class4: F6 - Striker. Can napalm and totally burn the ass of the opponent which is pretty much satisfies! Air strike is on mind as well.

Class5: F7 - Engineer. Having one somewhere deep in your peace of map is awesome and gives saveful feel. It can torch and drill much harder as well as build some girders longer than the usual worm with its short limiting distance.

Class6: F8 - Ninja! f@#! yea ninja! With much longer 3 stars power rope, he can get pretty far and make something not good to the opponent

not sure if there is any other nessecery F left. Mostly because of its limited weaps. Except maybe F12 with its own retarded class allowing you to skip as badass as possible and surrender seriously hard. There could be classes like medic which gives ability to cure injured worms but f@#! battlefield 3.

First turn you can only move and select the class of the worm. All other weaps is blocked. Your opponent dont know what classes you choose.

The 2nd idea add levels and regeneration to the elite and allow your worm to level up and become 80lvl worm which is already epic. The idea useful for absolutely any scheme, normal, hyst, anything.
The worm health regenerate by 2 or maybe 3 hp each turn till it reach its maximal hp. You gain exp by damaging and killing worms, by reaching specific amount of exp you'll level up and increase your maximal health and attack.
example:
you see a worm with 52 hp and you got 20 exp left till the level2. What you do, attacking this worm with shotgun -25hp damage and get 25 exp, level up and as result increase your attack which is 10% each level, your second shot does 27 or 28 (actually 27,5 lol) and in any case kill him. Ba-da-bum-tss
Well if you really read my longest post on tus i ever write thats actually serius performance you got there

Opinions? Is there any sense at all to add such stuff in elite? It could be nice scheme if you are not in mood to play league games
#574
scientists call this thing brain self-persuasion.
example:
you playing ttrr offline, plopped first worm and the next moment your 2nd turn started in which you made a successful run, and the next turn you failed. And you'll feel like you did alright because in offline fail cost you few loosed seconds, in fact the brain doesnt even pay attention at those
then you playing online, once you fail first worm you'll think to yourself how terrible you are currently in terms of the roping shape, because now you actually gotta wait like few mins till everyone else use their worms. thats more than enough to feel all the rage, and if you fail your 2nd worm your chances to perform rage quit rises in geometric progressions

there is some other factors as well, like being relaxed with makes controlling better as well as lack of nerves, and fingers sure warms faster since there is nobody except you in offline. all those factors on couple make such noticeble difference
#575
KOMO LEARN TO RESPECT
#576
Thats awesome

@FFie, D1 and all who keep this active: #RESPECT!!
#577
Other worms games / Re: Worms: Clan Wars
June 23, 2013, 07:38 PM
Quote from: PyroMan on June 23, 2013, 04:14 PM
Quote from: Impossible on June 22, 2013, 01:01 PM
Quote from: PyroMan on June 22, 2013, 06:40 AM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D

heh, i know how to script that)) And it can be turn-based or proceeded immidietly. Both ways possible and not hard :)

Quote from: Impossible on June 22, 2013, 01:01 PM
Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
Yep it also pretty easy and fast to implement. We can make variable, which will work as multiply coefficient, which value depends on worm`s level. We need simply override damage and push params in M_GUNEXP and in M_EXPLOSION messages. We can go two ways: increase damage for other objects if you have high level or decrease damage for you as owner of high level.
raising also the defense will make counting overall damage too complicated. And pros always count damage before attack remember? :D
There is maximal HP rising already so defense is kinda useless
#578
i could join but there is football in 20 mins, so yea
#579
TUS Discussion / Re: barman and his bng skillz
June 22, 2013, 03:43 PM
I didnt read your posts because they are too long so Im kinda not sure what are you exactly want to say but the fact is that jetpack removing from bng such thing as pushing - FACT! is it good or not thats another question
#580
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 03:17 PM
cool, now I need someone who can code all this xD
#581
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 02:58 PM
Quote from: StepS on June 22, 2013, 02:41 PM
Quote from: Impossible on June 22, 2013, 01:01 PMThats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
the explosion procedure can be hooked and the damage value overridden accordingly before proceeding to explode
the handgun weapons do a bit of a different explosion, which is not really an explosion (called M_GUNEXP), I just don't remember if there was something else
how about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
#582
TUS Discussion / Re: barman and his bng skillz
June 22, 2013, 02:11 PM
Quote from: ropa on June 22, 2013, 01:31 PM
Quote from: Impossible on June 22, 2013, 01:19 PM
but seriously what a freak propposed teleport on bng? What happened in his life to force him into conclusion wasting a turn of nothing is actully fun? Maybe somebody have information was he exactly retarded? Because 1 point of IQ should be enough to realize jetpack is much better than his teleport

this is a clear example of the change in bng chicken is talking about.

i mean, you don't even comprehend the purpose of teleport and why its balance towards losing an attacking turn.
I know about advantages of teleport more than your brain can allow you to imagine. I know jet-pack will remove pushing and allow to move to places perfect for notching. But its giving a better balance between more skilled player. Because once some noob as you decide to play bng he'll probably will use all the advantages of bng, but if someone really skilled take a hand at your proud ass he'll f@#! you turn by turn and all you will be supposed to do is two thing, first is teleporting from one place to another and second is crying about why bng dont have a damn jetpack
#583
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 02:03 PM
Quote from: Casso on June 22, 2013, 01:18 PM
Quote from: Impossible on June 22, 2013, 01:01 PM
Quote from: PyroMan on June 22, 2013, 06:40 AM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D
here's algorithm
start of the game: give to all worms such vars
XP # expirience, once it reach needed amount of XP it will level up worm, would be nice to show exp under healthbar but a bit tigher and smth simillar to it
Level # level of the worm, it can be showed somewhere over hp of worm, dunno
MaxHp # if there will be levels on usual elite worms will die in 2-3 turns and stay with level 2, maximum 3, so to make it more intresting it needs regenerations of hp, which is allow to get fat 10lvl worms, ofc it take much more time than usual elite but its incredibly fun, and Hp should be showed like that for example 50/100 (where 50 is current hp and 100 is max hp, so the worm will regenerate hp till it reach maximal)

start of the turn: count overall amount of opponent team hp, for example variable StartHp

after attack: count it once again, AttackHp for example, and if StartHp!=AttackHp
you just add to XP this StartHp-AttackHp
and after this StartHp=AttackHp
if XP > 40+Level*10 then XP=0; Level=Level+1 #(or how this work on PX? Level+=1? SetVariable(Level, Level+1)? dunno lol) to level up you need to make 50 hp damage, after that 60, 70 etc
And MaxHp=MaxHp+5

end of the turn: to each worm
if Hp<MaxHp then Hp+=3 #(3 is not that fast and not really slow which make it intresting also once the worm get skunked it will slowly die by loosing 2 hp instead of regenerating, pretty cool)
you can also make if Hp>MaxHp then Hp=MaxHp #to limit the Hp which can get over maximum

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10


This reminds me games such as League of Legends but it's a really good idea xD
But its turn-based!! And its still elite!! Its not like most of the PX features which is damn cool and all but doesnt really useful for anything, this is brand-new awesome scheme!!1

and yea i dont think its hard to program, after all there is alot of complicated stuff, even small weapons sometimes have much harder code
#584
TUS Discussion / Re: barman and his bng skillz
June 22, 2013, 01:19 PM
but seriously what a freak propposed teleport on bng? What happened in his life to force him into conclusion wasting a turn of nothing is actully fun? Maybe somebody have information was he exactly retarded? Because 1 point of IQ should be enough to realize jetpack is much better than his teleport
#585
TUS Discussion / Re: barman and his bng skillz
June 22, 2013, 01:16 PM
please, add jetpack to the f@#!ing bng instead of stupid teleport because bng is about bazook and nades not about wasting a whole damn turn just to move to a place where you gets your stupid chance to attack as well as opponent can hit you and force to teleport another f@#!ing turn!1
There was games when one player didnt get a single chance to attack because his turn was last and opponent pushed him every time. Ofc if his opponent is so good he is probably deserving a win. But we dont know how good is the player who had last turn because well, he couldnt actually attack. Its like get 1st turn on shoppa, and get petrol, block opponent worm and repeat this 1000 times till win