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Messages - Xrayez

#766
Off Topic / Re: HAPPY NEW YEAR
December 18, 2013, 02:56 PM
Happy New Weeeeder Year  :D
#767
Oh, so now you can watch amazing replay (mine  :P), and GJ ssm for winning this challenge ;]
#768
Wery gooder  ???
#769
Changelog

Gameplay:

  • 6 seconds per turn instead of 5 seconds now
  • 8 ropes - enough for entire game untill SD starts (Why not inf? Because, for instance, you can hide in the really long tunnel made with blowtorch and go back and forward without any risk to be hit with really long rope ... and it's not the only bad thing about it, tested) (problem solved)
    Infinite amount of ropes, 2 shots, 45 degree shooting (as in elite)
  • Manual placement (auto placement on mutual agreement)
  • 3 or 4 worms per team (4 by default, 3 on mutual agreement
New weapons:

  • Mortar (Real one! Kind of 5 stars power)
  • Banana Bomb (in crates now) (don't worry, not so powered)
  • Battle Axe
  • Handgun, Uzi, Minigun, Bow
  • Mole
  • Flamethrower
  • Mad Cow (in crates)
  • Old Woman (in crates)
  • Skunk
Crates:

  • Health crates (2,5%, 20hp)
  • Weapon crates (2,5%)

Those are the main changes, cup will be hosted soon cup #1 is hosted  :)
#770
New cup coming soon as fast as I finish my hysterial cup. Scheme will be updated  :)
#771
He's noobashing vs me :D:D:D
#772
So I have to clarify something. Should all the worms touch the finish island? What I mean is that when jumping on finish island some worms may be stacked on top of other heads. Is this allowed? Or all worms must stand in the zone between finish sign and island no matter how they placed?
#773
Schemes / Re: New weapons in hysteria
December 16, 2013, 12:14 PM
Quote from: KoreanRedDragon on December 16, 2013, 12:41 AM
It made it easier to employ ass tactics and harder to hide from them, that's for sure...

Anyway, whatever you do, please don't call this new scheme Hysteria. >:(

Well, I don't have any hope to substitute existing hysteria ( :'()  But sure I can find more fellowz that will agree on creating new scheme based on voting results
Just let it bee and will see  :P
#774
Hat-trick this time :D

Playback for good vn nades at: 5:03, 9:34, 11:35

And OMG, 15:03 very lucky pigeon xDD The best game I ever had lol
#775
Schemes / Re: New weapons in hysteria
December 14, 2013, 07:12 PM
Quote from: LeTotalKiller on December 14, 2013, 06:20 PM
Quote from: ZexorZ on December 14, 2013, 05:32 PM
Quote from: HHC on December 14, 2013, 04:36 PM
Theres a reason theres only 1 weap per line btw. It kinda gets messy if you have to scroll through 3 or 4 in a single sec. Even in Aerial it often happens that people throw clusters or fire mortars on accident instead of nade/zook.

Dont think there are good ways to counter lame play with just adding a few weaps. Moles are too powerful then. And drill kinda takes away the firepunch opportunity, which is one of those few moves that people in bad positions attempt to get back in the game. If they cant FP nemore, they will stay in their hide even more often.

Erm.. Jetpack and Gravity are in same key...

LG was added later on, it wasn't here in the original Hysteria.

And how really good LG has been settled down in the classic hysteria  :)
#776
Schemes / Re: New weapons in hysteria
December 14, 2013, 05:39 PM
Quote from: ZexorZ on December 14, 2013, 05:32 PM
Quote from: HHC on December 14, 2013, 04:36 PM
Theres a reason theres only 1 weap per line btw. It kinda gets messy if you have to scroll through 3 or 4 in a single sec. Even in Aerial it often happens that people throw clusters or fire mortars on accident instead of nade/zook.

Dont think there are good ways to counter lame play with just adding a few weaps. Moles are too powerful then. And drill kinda takes away the firepunch opportunity, which is one of those few moves that people in bad positions attempt to get back in the game. If they cant FP nemore, they will stay in their hide even more often.

Erm.. Jetpack and Gravity are in same key...

Yeah, and only 2!  :D So we won't have troubles  ;)

It's all just bla-bla, we have to try it (a cup games for example or just testing). We don't have any proves on what we say!
#777
Maybe you could make php script like you did before (in abnormal) if it's possible and not so hard
#778
Schemes / Re: New weapons in hysteria
December 14, 2013, 05:19 PM
Dunno mates, it is about habits we have now too. Imagine if hysteria would be with 2 weaps per slot from the time it was created. And I see what weapon I used last turn, right? So it becomes a matter of removing "bad" habits. But ofcourse there should be balance between our habits and potential of new weapons that can be used, just my imho ;]

Bazooka and Grenade can stay alone within F keys - the most used weapons in hyst

EDIT: I will try to make scheme out of people's opinions about weaps, max 2 weapons per F key
#779
Great games though xD
In the last replay I forgot that I didn't have madcow, 1 mistake cost you a game vs pro  ;)
#780
Schemes / Re: New weapons in hysteria
December 14, 2013, 11:40 AM
Quote from: Impossible on December 14, 2013, 11:28 AM
drill is the only important thing, allows you to fight with darksiders
and also you can activate drill in jump, which is pretty important on scheme with 1s turn

Also, from jetpack (+LG you can fly with drill through almost whole map)  :)
I would increase drill damage up to 30hp (15hp standard)

Btw, I found interesting dyna option, it can be used just like mine, almost same damage (52 vs 50 relatively) but a different use (inda attachment)