Schemes
April 20, 2024, 10:56 AM

Battlerace

Battlerace

Scheme #1806, Viewed 2028 Time(s)

Basic Information
Summary
F2
F3
F4
F5
F7
F12
Crate probability
46.4%
18.4%
8.8%
8.8%
8.8%
6.6%
1.8%
Scheme Rate
5 / 5
Total Members Voted: 2
Acronym: Battlerace
Name: Battlerace
Type: Race
Submitted by: United States TheWalrus

Download this scheme:
Downloaded 779 time(s).

Time: September 28, 2015, 03:29 PM
Description:
I decided to share this scheme on TUS because the official scheme is quite off, as are a lot of the free league schemes, but it has never been addressed because most defaulted to the first scheme uploaded of the type.  This scheme was put together by a host of battle racers, including myself, in an attempt to create a standardized BR scheme in 2000.  Zooks and homing missiles do not belong in BR.  Want to knock someone down from above?  Use one of the (2) grenades provided carefully, none of this point and shoot zook nonsense.  There is no freeze, freeze is one of the worst exploits in BR, can be used to block the finish on many maps after the person finishes.  Mines are at 50% probability for frontrunners, balances out the disadvantage of starting first.  3 second retreat encourages using weapons to strategically propel your worm forward.  Why is there no infinite weapons and (50) of everything?  Because the scheme editor we used to make this scheme back then was bugged, and we ended up having to set an arbitrary number for all the weapons.
Rules

Start on start.
Finish on finish. 
Glitch walking/skipwalking disabled
No nade jumping to propel worm over obstacles that cannot be jumped over/bypass areas of map
Weapons can be used to setback opponents
Antisink enabled/worms cannot be plopped
Scheme game options
Game options
1
100%
Time options
30
30
3
0
5
Crate options
25
Sudden death options
Objects options
10
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
2
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
50
Handgun
0
Uzi
50
Minigun
0
Longbow
0
Fire Punch
50
Dragon Ball
50
Kamikaze
0
Suicide Bomber
0
Prod
50
Dynamite
0
Mine
2
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Skip-walking
Disabled
RubberWorm anti-sink
Help

Author Topic: Scheme #2093, JpBnG submitted by Komito  (Read 2132 times)

0 Members and 1 Guest are viewing this topic.

Offline WTF-8

Scheme #2093, JpBnG submitted by Komito
« on: June 12, 2016, 03:56 PM »
Scheme acronym is misleading, I often misunderstand it as Japan BnG
The manual in the installation folder is a pathway to many abilities some consider to be unnatural

Offline Kradie

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #1 on: June 12, 2016, 04:11 PM »
Ah, this is sort somewhat similar to one of my schemes.  The only difference is that you have to attack from where the crate spawned (Attack from Crate AFC). I named it Jetpack BnG / BnGFC (From Crate).
Global Wormin' - A Friendly Discord Worms Server
https://discord.gg/zvFwZuAKQB

Offline TheKomodo

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #2 on: June 12, 2016, 04:17 PM »
Me and Conz made this scheme about 10 years ago btw.

Just never uploaded it here, interesting fact though, before TUS was TUS when it was TUT I think, I hosted a series of 8 JpBnG Tournaments every week, mostly CF members played, really enjoyed it :D

Offline Sensei

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #3 on: June 13, 2016, 02:08 AM »
Too much retreat time. Turn time could be lower too.


Offline TheKomodo

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #4 on: June 13, 2016, 02:36 AM »
Too much retreat time. Turn time could be lower too.

Retreat time is fine, same as Roper, it gives time to travel to another hide if you are quick enough, the main focus of this scheme is the skill in hitting your opponent and finding a nice hide to avoid getting hit, who can do the most damage consistently? Will you do basic shots doing average damage or risky shots that could miss or do full damage. You might want to travel far away to a hide they will reach fast but could struggle to hit well ;)

The turn time is fine also, as previously explained, most games are focused on hitting well and hiding well, if there was less turn time it would be impossible to reach crates on the other side of the map and get back in time to hit, especially with some of the hides, which keeps the scheme more focused on skill/tactics.

You have to play this scheme a few times to see what is possible and why the settings are what they are, it's about 10 years old and the only thing that has changed is you are allowed to pile now since we have /rs these days.

If you lower the turntime/retreat time, you will find the scheme starts leaning more towards luck based who gets better crates rather than who can fly and attack best.

Offline Sensei

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #5 on: June 13, 2016, 02:54 AM »
With that retreat time, players will just rape best hide on map and game will turn to be monotonic darksiders paradise :)

Nvm, was just giving some thoughts. Gl with tourney.

Offline TheKomodo

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #6 on: June 13, 2016, 03:22 AM »
With that retreat time, players will just rape best hide on map and game will turn to be monotonic darksiders paradise :)

Well, that's exactly what happens in Roper/Shopper/Elite/Team17/WxW/Hysteria, too lol, and that's kinda what makes it interesting and challenging, finding the best hide to outwit your opponent, a shot you are good at and they aren't, that's what makes it fun imo.

If there was less time, imagine how hard it would be to hit those evil hides? You need time to execute a shot as well as collect a crate xD

Have you played it yet?

Nvm, was just giving some thoughts. Gl with tourney.

Thanks, I won't be playing, just MOD, watch and enjoy :D

Offline Xrayez

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #7 on: June 15, 2016, 06:55 AM »
Quote
While holding UP+RIGHT or UP+LEFT, tap the opposite direction to turn around then very quickly release the grenade and immediately turn back round do a "Backhand" shot

You can also do the same thing by simply releasing all arrow keys before you hit ENTER and then press RIGHT or LEFT arrow key depending on original direction.

Offline Husk

Re: Scheme #2093, JpBnG submitted by Komito
« Reply #8 on: June 15, 2016, 08:06 AM »
Quote
While holding UP+RIGHT or UP+LEFT, tap the opposite direction to turn around then very quickly release the grenade and immediately turn back round do a "Backhand" shot

You can also do the same thing by simply releasing all arrow keys before you hit ENTER and then press RIGHT or LEFT arrow key depending on original direction.

yeah I was thinking that, but I suck so much with that trick I wasn't 100% sure =P

btw I can see resemblance in our avatars Xrayez xD