Quote from: Aerox on May 29, 2016, 12:06 PM
Down mid? that's terrible. Dunno if you rope but going up from down mid to a far side takes about the same time than going up from a far side to the opposite far side, assuming a normal rope map. You can't just ignore momentum or have a discussion about roping without considering how roping works. Also having to knock a worm eliminates the handicap of starting from the top because it takes around 3 seconds off the timer.
"there's a high chance the 2nd player can't attack at all" - this is made up nonsense, can you elaborate, specially on the "high chance" part?
Sorry, there's a high chance (like 70%) that the 2nd player can't make full damage with bazooka. I could however gather you stats from games where the 2nd player teleported to either side and the "fail" percentage for him would be even higher. That's because in many maps it's easier to climb from the mid than from a side, in some maps the side climb is like a ttrr climb. It's a common tactic for (lame) players to start hiding at mid when they get a lead because they can reach most crates easily from there.
Yeah having to knock eliminates the handicap of starting from the top but at the same time it makes it even harder for the 2nd player to attack.
Quote from: Aerox on May 29, 2016, 12:06 PM
zook provides more variation (assuming target is in a hard hide), and when there's more variation there are more chances for the better player to come on top: there's many different ways to shoot, there's wind, there's an usual requirement to knock etc...
With 4 star bazooka the better player could get profit in a longer run.
@ANO, ropa
The problem with bazooka 1st for the 1st player only is that some maps have hides where it's nearly impossible to shoot with bazooka.. The 1st player has one turn lead from the start, though.