Schemes > Schemes
Scheme #2093, JpBnG submitted by Komito
WTF-8:
Scheme acronym is misleading, I often misunderstand it as Japan BnG
Kradie:
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).
TheKaren:
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
Sensei:
Too much retreat time. Turn time could be lower too.
TheKaren:
--- Quote from: Sensei on June 13, 2016, 02:08 AM ---Too much retreat time. Turn time could be lower too.
--- End quote ---
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.
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