Knockouts started. Gl!
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Quote from: TheKomodo on January 29, 2017, 10:05 AM
Even if Elite doesn't go your way you can get a few lucky roller nades and do a lot of damage and make a huge comeback.
Quote from: HHC on January 28, 2017, 10:31 PM
Even if the scheme is a lil 'broken', which IMO it isn't, it's still the most popular scheme.. among pro and newbs alike.
Quote from: Random00 on July 08, 2012, 11:10 AM
The early game doesnt matter at all most of the times, but the midgame is the time where you can gain an advantage for the endgame. I think in ~75% (thats just a random guess out of my memory) of the games I have an HP lead when it's down to 1vs1 in Hysteria.
Quote from: Random00 on July 08, 2012, 11:10 AM
But imo, there are easy-to-execute tactics that can give you a gamble situation at the end. I never saw anyone actually doing it against me yet, but I think this is the main flaw of hysteria. It kinda leads to the situation that Free described, where its down to one nearly horizontal shot with zook at the end of sd.
Depending on the map and the bng skill of the player that uses this tactic you can win at least 1 out of 3 games against ANY player. I can't prove it, cause like I said, I've never seen anyone tyring to play like this, cause your winning chances are <50% like this, imo, because your opponent has to miss one important shot for you to win.
Quote from: darKz on July 08, 2012, 12:00 PM
Even if the game doesn't go your way you can still save it late game by hiding on the edge of the map, forcing SD, hope for your opponent to miss once you teleport up (of course it's a gamble, nobody has 100% accuracy, not even you Komo), and then have a big chance to gg him. The success rate of this is, as has already been said, less than 50%, but even if it were only 10% it's still ridiculously high for not doing anything productive during the entire game.
Quote from: TheWalrus on January 26, 2017, 11:12 PM
I thought that point was quite obviously demonstrative but apparently you missed out. I don't actually want mole shopper, can't believe I had to write that, didn't think I would need to spell it out for you.
Quote from: TheWalrus on January 26, 2017, 11:12 PM
Your causation makes no sense senator, t17 and shopper are getting less play simply because people do not like these schemes as much at the other options. Just because hysteria isn't available, it wouldn't make these unpopular options popular by osmosis.
Quote from: Gabriel on January 26, 2017, 11:29 PM
Well it was asked by Senator
Quote from: TheWalrus on January 26, 2017, 05:51 PM
The only schemes this league should ever consider removing is unpopular ones (Shopper, BnG, Team17), not one of the most actively played schemes (Hysteria)
This season, (games played):
Hysteria 193
BnG 70
Shopper 62
Team17 52
More hysteria games played than the bottom 3 schemes combined. But yeah, lets remove the scheme from classic.
Quote from: TheWalrus on January 26, 2017, 04:10 PM
if you hadnt noticed, there isnt really any new players, but yeah, lets make the league more inaccessible to those players.
Quote from: TheWalrus on January 26, 2017, 04:10 PM
if anything, this league needs to adapt to what is popular on wormnet, not go the opposite direction. mole shopper should be added to classic league before hysteria is removed. and i dont like mole shopper one f@#!ing bit.
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
Team17
Pointers for discussion
1. Should Team17 have any hot seat time? Some old schemes used to have 10 seconds of it, Lex for example feels that it's a good idea to have it, but I think that at least since the times of the CL2K league, competitive variants of the scheme have had no hot seat time. I personally like it this way because it gives players who are quick to think (or are able to do the thinking during their opponent's turn) and quick to make their moves (in so doing preventing their opponent from getting a lot of thinking time during them) a deserved advantage. But there's also an argument to be made that T17 is a naturally slow, tactical scheme and that having enough time to think about what to do during your turns, so that you can utilise all 45 seconds of them optimally, may be preferable.
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
2. Should the starting hazard objects be half oil barrels and half mines instead of all oil barrels like most players are used to today? Half mines and half barrels used to be the case a very long time ago in some people's Team17 schemes, but seems to have fallen out of favour for no particularly good reason. It was supposedly changed to all barrels so that initial placement couldn't screw you over as badly, but I feel that's counterbalanced by the additional skill and decision making when you're faced with the opportunity of going for a Firepunch/Dragonball-onto-mine move early on, sometimes favouring that even over picking up a crate. It makes early games more diverse and cooler to watch; van and I certainly prefer things this way, with half mines and half barrels!
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
4. Would making the round time (the time before sudden death hits) slightly longer make Team17 early game more relevant and the endgame more fair and interesting? Would making the round time 12 instead of the current 10 minutes act as a replacement for making the water rise more slowly once sudden death does hit (so that we might keep that at the current setting)? By extending the time before sudden death this way, we would make it more likely for high damage weapons to be picked up in early and mid game, and those are the best motivation for players to attack rather than turtle and hoard homing weapons for sudden death. In the long run, player habits could change to take this into account, and we could be left with cavern Team17 that's more interesting on the whole.
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
5. For the longest time, crate probability in Team17 was left to the players to deal with as best they could, with every available weapon having equal probability to show up in a crate (super weapon quirks notwithstanding). I think it was in the First Blood league that Mad Cows had their probability lowered from 3 to 2, simply because getting them in batches of 3 made them too destructive. But this was totally fine by me. It's when people started trying to "balance" individual weapons according to their "usefulness" that things went to hell and now nobody knows what sort of distribution of weapons can be expected from crates anymore. Can we just go back to giving all weapons, including things like air strikes, a probability of 3 (and maybe keep 2 for Mad Cows) again? Please?
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
7. Longbow power is a hot point of contention. Most Team17 players these days are extremely used to each Longbow arrow doing 50 damage, but to those (newer players included) who see Longbow as more of a utility weapon rather than a high damage one, this is very confusing. Apart from the 5 star Ninja Rope, Longbow is the only thing in the scheme that's grossly overpowered compared to what a reasonable person might naturally expect, so should it be brought in line with everything else and reduced to the standard 15 damage per arrow? Deadcode thinks that would make it too weak and has therefore had it set to 5 stars of power in his Team17 scheme, making each arrow do 30 damage. Now what do we do? I think I'd probably prefer 15 damage (because then every weapon in the scheme could be made the standard 3 stars of power), but I can live with 30 damage as well. Arrows doing 50 damage each definitely feels a bit insane, but it is how it's always been...
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
10. Why is Kamikaze not part of the Team17 scheme as a weapon that you can collect from crates? Should it be? What's the worst that could happen? Again, adding it would mostly only satisfy the requirement that every weapon should be available from crates in this scheme, but I guess Kamikaze would also be a really powerful finisher during sudden death. We definitely lack those in cavern map Team17...
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
11. Should stockpiling perhaps be set so that you keep your weapons (and get a set of new ones, including the 5 star Ninja Rope and 7 fresh Girders) between rounds and in case of a draw? Team17 is a single round scheme, sure, but in competition where draws are handled by playing a new round instead of reporting the draw, this positive stockpiling could change things a great deal and certainly speed the potential second round after draws up a lot, plus perhaps be more fair because your good crate collecting habits from the previous round would carry over and give you an edge in the rematch. On the other hand, some players might feel that if the first round was a draw, the rematch should reset everything and be played as a completely new game, no advantage to either player.
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
12. Does anyone still want to argue in favour of reintroducing Worm Select into the Team17 scheme as a utility that you start with? The old variant of the scheme (called 1Percent) gave each player two Worm Selects, which obviously made sudden death very different. But apart from Ropa, I don't think I've seen anyone else show genuine signs of interest in going back to this in recent years...
Quote from: KoreanRedDragon on September 05, 2014, 08:09 PM
15. There are probably at least a few players out there who perhaps feel that rope and/or bungee knocking wouldn't be such a bad idea in Team17. While I personally feel that it's unlikely that this change would get wide enough acceptance now to make it into a standard variation of the scheme, it's a good idea to keep our options open, so I'm adding this bullet point here anyway.
Quote from: avirex on January 21, 2017, 10:01 AM
but if you cant win at least one style of rope... or at least one style of default... doesnt that mean your not an all arounder???
Quote from: avirex on January 21, 2017, 10:01 AM
"some people cant just pick all rope schemes, and not everyone is a good roper... so lets force 2 rope, 2 default, and then the scheme everyone hates (bng) to tie break"
Quote from: avirex on January 21, 2017, 01:20 AM
i just dont see what the problem is...