Btw does anyone have any replays w/ me that are worth sharing? xD
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Quote from: Mablak on May 29, 2016, 07:58 PM
That's so weird skunk, I never noticed getting a skill jump like that, except when I first came to WA from WWP and started leagues for the first time, like 02-03.
I do remember one thing I did that boosted my TTRR skills; a long time ago I gave myself the challenge of beating all 50 QP maps in under 60 secs, and worked on that for a month or two. It seemed really hard at the time since TTRR was only just emerging, though now a bunch of people can do this. But I went from 'this might be impossible' to 'damn this is easy'.
Quote from: darKz on May 29, 2016, 06:53 PMQuote from: skunk3 on May 29, 2016, 05:46 PMYou know what, I'll give you the benefit of the doubt.
This 'problem' that you speak of doesn't exist aside from in your own head. There is nothing wrong with the physics of the new games.
If I toss a grenade I wanna be able to predict where it goes after the first bounce. I can do that in W:A.
If I toss a grenade in a newer worms title it either goes wherever the f@#! it wants or it sticks to the floor like it's made of glue.
Worms can't slide in newer titles either, there's schemes in W:A which highly rely on rope knocking (hell, ghost knocking is all about rope knocks), they all couldn't exist in any other worms game.
And what do you even mean by "superior" physics? They may be more realistic in some way, but this is a f@#!ing 2d turn based strategy game made of bazooka shooting worms. It doesn't need realistic physics. But if people want to play it competitively it definitely does need predictable physics.
Ropes are a whole different story though and I'm glad we all seem to agree there.
I imagine you're having trouble understanding what makes this game unique for the competitive community because you haven't been playing this game competitively (I think I remember you saying that yourself, sorry if I'm mistaken).
Bonus showerthought:
Quote from: Aerox on May 29, 2016, 10:11 AMQuote from: skunk3 on May 29, 2016, 05:41 AM
There's nothing wrong with the physics of the newer games. What is wrong with the newer games, PRIMARILY, is:
this is the problem with current society. Someone can see himself involved with an activity for almost 20 years but lack of self awareness unable him to make proper judgement.
It's as if people don't even grasp why the schemes we play, Elite, Bng, Roping, Rope racing and a long etcetera only have depth and a learning curve because the physics are complex and most importantly, coherent and predictable providing valid understanding.
Quote from: Husk on May 28, 2016, 04:58 PM
maybe the pro players don't host mole shoppers because it would be too crushing for their ego to lose to someone they consider a noob, atleast judging by the way u write =P
Quote from: Zalo on May 28, 2016, 06:27 PMQuote from: skunk3 on May 28, 2016, 04:18 PMQuote from: Zalo on May 10, 2016, 08:43 PMQuote from: skunk3 on May 10, 2016, 08:14 PM
100 consecutive wins is indeed an impressive streak, but am I alone in feeling that mole shopper is extremely luck-based? I can't believe it's even a ranked scheme, to be honest. Every match more or less plays out the same, and it ultimately comes down to starting placement and crate luck every single time, no matter how good you are. Not trying to shit on your achievement or anything, this is just my worthless personal opinion. If I played ranked games and someone picked mole as their choice, I would literally groan out loud.
Ye I heard that but to me it's like the least luck based scheme if you hide well... In the attached replay I survived clusters, 1x banana (put on my head) and it's all because u gotta know how to not expose your worms. 2nd thing is to be greedy for crates and being kinda an asshole in stealing them in the first turns. If your guy is about to get his first crates, your teleport is a good moment. Sometimes not even to dominate, but more to see what strong weapons the enemy already has. You will do nothing with the strongest weapons if your enemy has made a clever not enterable-from-above fortress.
It really just comes down to your starting positions, where you are in relation to holes with barrels in them (for blowing and getting crates. It's pretty much a noob scheme IMO... that's why you always see random noobs hosting it all of the time in #AG.
Dude, No one here is talking about Hosting Buddy scheme. All these 100x games were played on TUS official scheme (very slow waterrise, no super weapons (no arma, no gold banana, no french sheeps), short distance of blocking. You don't have to hurry up and You have the whole area to build fortress in. In hosting buddy scheme the game ends with SDeath, whereas tus game for real starts with SDeath. The bigger explosion you do in the first turns the biggest mistake you make. You must make sure you don't give a landing zone for the enemy and that you can sacrifice crates to buy domination with them. (It's a long story)
Piki is IMO in Top 6 molers I met and there goes our history of games. It's the least luck based scheme. Trust me. I never avoided the most challenging players in those 100x games. Feel invited to 10x mole games with me. I doubt you will win because you need to learn a lot about which decision is worthy what. And obviously opening each worm from above with accurate 1 mole must be a standard.
Husk lost 2x mole games with me, being perfectly sure he would win. He partially lost because of my crates but first of all he lost because he wasn't as stealing and greedy for crates in the first turns as I was, and sorry... he had BY FAR better placement; nearly all the worms on the top. As far as I know he played Mole since it's very birth.
https://www.tus-wa.com/leagues/game-201546/
Quote from: Aerox on May 28, 2016, 06:47 PM
skunk we go through this every new worms release since worms 3D.
as long as physics are dumbed down like they've been since WWP, the game's depth goes out the window and with it its learning curve, replayability and deep competitive aspect.