I agree, some of the schemes need tweaked.
ShoppaWooka's scheme actually looks pretty nice, except the fire punch, dragonball, and maybe the percentage of bats you can get. Realistically, who ever wants to get a crate and get a fire punch or dragonball?
Quote from: darKz on September 08, 2010, 06:07 PM
I said that a while ago, but I'll repeat it once again: That (ex-) WMDB scheme is the best and most balanced I ever played.
I'll have to disagree with you here if you are talking about the shoppa scheme D1 just posted.
I don't know if anyone knows this, but when you have a scheme with pairs of weapons like grenade & HHG, homing missile & pigeon, uzi & minigun, and mine & dynamite, it increases the crate luck... it is just common sense. You could get a homing missile, and your opponent a pigeon... why implement pretty much similar weapons that differ with damage? You have to settle with one or the other in the weapon pairs I listed, otherwise you will always have more crate luck. I see in that wmdb scheme they have nades & hhg, homing missile & pigeon, and mine & dynamite... That is just begging for more luck in the scheme.
I know you guys will dispute that nades can have its advantages over hhgs and whatnot, but once again, realistically, you would always rather get a hhg in a crate than nades, etc etc etc. Also, I see Mad Cows as more crate luck... why should someone be able to launch 3 sheep-caliber weapons in one turn just because that player picked up a random crate?
If you really want fair crates in shoppa, you need to eliminate some weapons... the more weapon diversity, the more crate luck come into play... the less crate diversity, the better chance of getting balanced weapons between you and your opponent.
Team17One of my biggest problems with default schemes today is that the mindset seems to be every default scheme (besides bng) needs to be blessed with random oil or mines or both in order to be sanctified... this seems completely ridiculous to me. At most, the random oil and mines only have an argument at elite, because you can place your worms. In t17, you cannot place your worms, there is no rule against attacking the first turn, and there are random oil barrels on the map... This screams first turn advantage in some cases. Once again, why are we allowing the game take control of our destiny when we don't have to? That isn't the only thing about barrels...
If a crate lands on the edge of the map, either top or bottom, and your opponent already has a worm covering the area, then hopefully you will not decide to get the crate, unless you don't care about getting shot off the side of the map. The same applies for crates that land near oil (I'm talking early game, by the way). If a crate randomly drops near a randomly placed oil drum with a randomly placed enemy worm already covering the land, then you probably won't get the crate, and there is nothing you can do about it... It is just bad luck... bad luck wormers refuse to correct because oil drums in t17 are "classic". You don't know what that crate could have been... It could have been something like a worm select or freeze... but you'll never know unless you are willing to sacrifice high damage to your worm to take a gamble on a crate. The oil drums give distinct advantages to a person who got lucky random placings.
As for weapons, as I always say, remove bananas, super bananas, vases, and army. OHKO weapons like that do not take much skill to use effectively, and it is just luck in the first place that you got them. I would also eliminate Patsy, since it doesn't even take a brain to aim and hit with. Once again, this is a luck factor that we can change if we think a little bit. Weapons like earthquake and nuke should stay, because it actually takes some prep and tactics to pull off. Often your opponent figures out you have one of these weapons, and they can act appropriately... When using EQ or Nuke, you can give off a lot of "tells" that help your opponent figure out what you are trying to do... It takes intelligence to hide these "tells" and to spot them, so those weapons should stay because of the tactical value.
Eliminating the super duper OHKO weapons will put more emphasis on using your other weapons more creatively. T17 is a scheme about weapons, and whoever can improvise with the weapons they achieve the best should win (nanas, vase, etc. don't take improvisation... they just kill so easily it is bs).
*puts the flame shield up*