he quit :c
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#632
Leagues Games Comments / Re: Game #129399, reported by ```MaRishKa```
November 04, 2012, 07:46 PM
Yes, as long as avirex keeps owning like in this game

#633
Leagues Complaints / Re: lol stjimmy
November 02, 2012, 02:34 PMQuote[00:06:17.12] [eStreme`PT] ur nick fron tus mate?
[00:06:53.14] [eStreme`PT] is Mavs ?
[00:06:57.70] [MaYk] no
[00:07:09.68] [MaYk] absolute no
[00:07:18.18] [MaYk] my only nick is tjis ;d
[00:07:18.20] [eStreme`PT] then?
[00:08:15.44] [MaYk] this
[00:08:16.72] [MaYk] ;d
[00:08:30.10] [eStreme`PT] okay mate
GENIUS. I guess you just typed "tjis" into the report form and chose the first nickname available.
Maybe it's time to start playing people who actually have a clue about what TUS is, in order to avoid such situations?
#635
TUS Discussion / darKz reading private topics
October 29, 2012, 06:55 PM
Turns out that darKz has an ability to read every private forum on TUS. He seems to enjoy that possibility, as he has read one of mm private topics a total of 4 times (statik's find), along with several FoS private topics as well.
Is it what is he meant to do with his fresh mod powers? Or maybe he's been granted too much privileges to his hands?
Is it what is he meant to do with his fresh mod powers? Or maybe he's been granted too much privileges to his hands?
#636
Leagues Complaints / [SOLVED] 128265, 128266
October 24, 2012, 07:49 PM
Several report errors, sorry 
128265 was TTRR, barman+statik vs devilage+ano
128266 was elite, barman+avirex vs devilage+hush

128265 was TTRR, barman+statik vs devilage+ano
128266 was elite, barman+avirex vs devilage+hush
#637
Leagues Playoffs / Re: Season 28 playoffs
October 22, 2012, 06:52 AM
fr4nk, you alive? Haven't seen you in a while 
I'm quite busy nowadays, can we try Friday 2nd of November at like 19 GMT?
Saturday sounds fine for clanners, 3rd of November maybe?

I'm quite busy nowadays, can we try Friday 2nd of November at like 19 GMT?
Saturday sounds fine for clanners, 3rd of November maybe?
#638
Leagues Games Comments / Game #127668, reported by Pleiadian
October 19, 2012, 06:21 PM
Pro is played bo3, in cavern maps and 5 worms per team with manual placement. A number one Pro player on TUS should be aware of that

#639
Schemes / Re: TTRR variants
October 18, 2012, 09:26 PM
The "extreme" variants are essentially unplayable, even the best rope racers rarely finish in all 3 turns. Sure it's possible if you play more safely, but it makes the game more boring doesn't it?
#640
Leagues General / Re: Barman Ownz !
October 06, 2012, 10:49 AM
I lost half of the tus games I've played after that topic came up XD
#641
Announcements / Re: HAL is released
October 04, 2012, 09:51 PM
Note: the HAL hysteria games also count towards your tus classic rating, in case someone hasn't noticed.
#642
Leagues General / Re: Barman Ownz !
October 04, 2012, 06:26 PM
Thanks guys! Glad to see this topic 
I don't really think I was any good in default schemes before my break, I'd estimate that 80% of my old games were rope races and warmers

I don't really think I was any good in default schemes before my break, I'd estimate that 80% of my old games were rope races and warmers

#643
Schemes / Re: Possibly BNG Change
October 03, 2012, 11:01 PM
Just to clarify:
/cira makes the worm aim up, turn around and aim lower if you hold the up arrow. It makes notching from the vertical position a little bit harder.
/alp does what you said; you need to release the spacebar at the right moment if you want a full power shot, because the power starts to decrease when you hold the spacebar for too long.
And /reaim resets the angle to horizontal at the beginning of every turn. This allows us to drop the reaim rule, because the game essentially does it for you.
/cira makes the worm aim up, turn around and aim lower if you hold the up arrow. It makes notching from the vertical position a little bit harder.
/alp does what you said; you need to release the spacebar at the right moment if you want a full power shot, because the power starts to decrease when you hold the spacebar for too long.
And /reaim resets the angle to horizontal at the beginning of every turn. This allows us to drop the reaim rule, because the game essentially does it for you.
#644
Schemes / Re: Possibly BNG Change
October 03, 2012, 11:04 AM
I think we need a bit of hotseat time after all. Sometimes you need to wait about 2 seconds to see how the wind changes, which greatly reduces the usability of a bazooka. We played another game with 7 second turn time and 5 second hotseat time. This should be alright for most wormers (5 seconds is way too short in my opinion, makes the game too hysterical and not enjoyable)
2012-10-03 10.39.40 [Online] @mm`barman, Berria'TDC.WAgame
I'll be a big supporter of the rubberworm features, they make the game more challenging (no more easy 4 seconders). I don't see what's the problem when both players have rubberworm.
Also the map division is indeed a BIG help! Just create a brush 8 sized hole in the middle of map, all the closeness problems go away.
2012-10-03 10.39.40 [Online] @mm`barman, Berria'TDC.WAgame
I'll be a big supporter of the rubberworm features, they make the game more challenging (no more easy 4 seconders). I don't see what's the problem when both players have rubberworm.
Also the map division is indeed a BIG help! Just create a brush 8 sized hole in the middle of map, all the closeness problems go away.
#645
Schemes / Re: Possibly BNG Change
October 03, 2012, 08:59 AM
My suggestions for BnG:
- Infinite teleports, shotguns, LG, bazooka, grenade and firepunch.
- One girder with no usage restrictions (you can use it for anything you want: cover, bank, anti-plop etc.).
- About 10 second turn time, no hotseat.
- Abolishment of the troublesome closeness rule and introduction of a requirement to divide the map into two equal parts with a "no-go zone". No invading of course. Example (map turned out shitty but you know what I mean):

- RubberWorm options if both players have it: auto reaim, circular aiming, anti lock power (/reaim, /cira, /alp). Maybe an alternate version of the scheme for non-rubber users.
- All other rules unchanged.
discuss discuss
- Infinite teleports, shotguns, LG, bazooka, grenade and firepunch.
- One girder with no usage restrictions (you can use it for anything you want: cover, bank, anti-plop etc.).
- About 10 second turn time, no hotseat.
- Abolishment of the troublesome closeness rule and introduction of a requirement to divide the map into two equal parts with a "no-go zone". No invading of course. Example (map turned out shitty but you know what I mean):

- RubberWorm options if both players have it: auto reaim, circular aiming, anti lock power (/reaim, /cira, /alp). Maybe an alternate version of the scheme for non-rubber users.
- All other rules unchanged.
discuss discuss