Schemes
December 18, 2017, 06:34 PM

Aerial

Scheme #312, Viewed 3014 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F10
F12
Utility probability
18.1% Fast Walk
13.6% Damage x2
13.6% Low Gravity
13.6% Crate Spy
13.6% Double Time
9% Laser Sight
9% Jet Pack
4.5% Invisibility
4.5% Crate Shower
Crate probability
7.9%
5.9%
5.9%
5.9%
5.9%
5.9%
5.9%
5.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
1.9%
0.9%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
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Scheme Rate
4 / 5
Total Members Voted: 7
Acronym: Aerial
Name:
Type: Battle
Submitted by: Netherlands HHC

  • This scheme must be played in Free league(s).
  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 1195 time(s).
Example replays: Downloaded 208 time(s)

Time: August 04, 2010, 12:34 PM
Description:
Based on the Playstation scheme 'Aerial', though thoroughly edited.

Aerial is a scheme that focuses on aerial combat. You have unlimited jetpacks and 3 seconds on the counter to make an attack. You can attack either from the ground with zooks, nades and guns or use the jetpack to strike from the air.
The retreat is 5 seconds, so you will likely have to launch your zooks and nades from mid-air and hope they will strike your opponent.

There are no houserules.

4 worms per team.
Scheme game options
Game options
101
1
67
Time options
30
3
5
5
10
Crate options
25
Sudden death options
Objects options
8
4
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
0
Mortar
4
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
4
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
2
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
1
Mine
Inf
Sheep
1
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
3
Pnuematic Drill
3
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
1
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
4
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
Pasty's Magic Bullet
0

Author Topic: Aerial scheme, By HHC  (Read 2312 times)

0 Members and 1 Guest are viewing this topic.

Offline Kaleu

Aerial scheme, By HHC
« on: July 31, 2012, 01:25 AM »
Add Mole instead of Sheep or dyno :)
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #1 on: April 04, 2016, 11:00 PM »
Is there any possibility for this scheme to get Sudden death?
It's fun and fast paced, really enjoyable to play. But after 15-20 mins, when darkside starts 1 game can take more than 40-50 minutes and scheme drastically loses it's charm.

I talked with many players, and all agreed SD should be implemented.
LG is also good idea, but not that important.



"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."

Offline Kaleu

Re: Aerial scheme, By HHC
« Reply #2 on: April 04, 2016, 11:05 PM »
4 years late still think sheep should be replaced with x5 or inf moles.
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

Offline HHC

Re: Aerial scheme, By HHC
« Reply #3 on: April 04, 2016, 11:35 PM »
it's perfect imo, but feel free to upload ur own scheme. If cups/tourneys show theres a better version, then im sure MI has no prob changing the new one to official status.

I personally dont mind a long fight every now and then. 40-50 mins game can still be really intense. And with the terrain being damaged beyond repair you actually get interesting mazes to fight on.
When does this happen btw? May also be cause you pick really big, complicated maps instead of just simple random ones.

It also adds to the variety, games can be short or long. I like it this way. Gotta be careful not to strip the scheme down to a repetitive 10-min scheme where only things happen that ppl calculate beforehand (like in ANY other league scheme.. except t17 mayb). LG is another hmm hmm, I kinda like it just being there as a bonus (in utility crates). If it's in standard the utilities are only interesting for D^2, and it also makes it resemble hysteria a bit more, gotta be careful not to turn it into another scheme with FP petrol rape.

Sheep <3 Love steering that thing with JP after launch.
« Last Edit: April 04, 2016, 11:41 PM by HHC »

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #4 on: April 04, 2016, 11:42 PM »
When does this happen btw? May also be cause you pick really big, complicated maps instead of just simple random ones.

It happens when ppl see they're in a bad position and then pick fattest piece of land and torch a hole in the middle of it.
Next 20 mins they just jetpack back and forth into that hole. If opponent decides to darkside too (cause there is no any other option against that), those games could take forever.

Sudden death after 15 minutes would be great for Aerial. Maybe voting could give us a sight what community thinks it's best!?


"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."

Offline HHC

Re: Aerial scheme, By HHC
« Reply #5 on: April 04, 2016, 11:48 PM »
Hmm, dunno if SD is the optimal fix then. Actually it might even encourage ppl to resort to darksiding cause SD is within sight.

Mole is better fix in this respect, but you gotta launch it from a really close distance, which makes you REALLY vulnerable the turn after.

Maybe its also a matter of being inventive. A good petrol can lock a guy for a turn while you move in closer.
That or putting a girder closer to the other guy's hide, so you can move in while still being in a hide.
These stale fights are often the result of both players being chickens  :)
Same as in Elite. If nobody makes a move it's just a wait till SD.

edit: I hate voting. Half the people who vote have no idea; the other just go on theory. If you want a change, play-test it till ur dick falls off. If after 50 games you still feel the new version is supreme, then yeah, its ready.

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #6 on: April 04, 2016, 11:56 PM »
Hmm, dunno if SD is the optimal fix then. Actually it might even encourage ppl to resort to darksiding cause SD is within sight.

I see where you're getting at. But then again, with SD you'll be, at least, able to see how many time darksiding will go on :)


EDIT: k, i'll test it in funners. Hope to see many tus players in those games.


"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."

Offline Gabriel

Re: Aerial scheme, By HHC
« Reply #7 on: April 05, 2016, 12:51 AM »
Back in LigaWorms' time, Hysteria used to have inf moles in it in order to prevent darksiding.
I think it would be an amazing way to counterplay said tactic.
23:30: gooseysnoop> my balls 
23:30: gooseysnoop> are boiled 
23:30: NBRgab-> oh 
23:30: NBRgab-> like 
23:30: NBRgab-> coconuts 
01:07: gooseysnoop> no 
01:07: gooseysnoop> coconuts are not boiled 
01:07: gooseysnoop> u fool 
01:08: NBRgab-> hey 
01:08: NBRgab-> but boiled coconuts are 
01:08: gooseysnoop> fuck. good point

Offline Husk

Re: Aerial scheme, By HHC
« Reply #8 on: April 05, 2016, 01:05 AM »
in the current form of the scheme u can counter darksiding by blocking their jp entrance with girder, there are many more girders than there are teleports, if they continue to stay underground even tho their entrance is blocked by ur girder, u will have the upperhand as u can move freely and drop jp mines and jp nades drilling to him/her

they can escape this situation only once (1 teleport)

Offline Kaleu

Re: Aerial scheme, By HHC
« Reply #9 on: April 05, 2016, 01:53 AM »
lol yea guys you don't need to be a scheme maker genius to realize that aerial needs mole
Experience the best TTRR gameplays with my maps!

→ The best of Kaleu ←

Offline Mega`Adnan

Re: Aerial scheme, By HHC
« Reply #10 on: April 05, 2016, 04:19 PM »
4 years late still think sheep should be replaced with x5 or inf moles.

I say, let the scheme be same, just add 5x Moles (with less damage of course) to avoid dark siding by few percents. Keep the sheep. :)



Adnan, you are Mega, not Micro and not even faint  :D So fight till the end please.

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #11 on: May 21, 2016, 02:58 PM »
Scheme tested with different types of SD. I'll attach 3 replays under the post. Check it out guys.

1st replay - SMALL WATER RISING - starts at 9:35
2nd replay - MEDIUM WATER RISING - starts at 10:30
3rd replay - HIGH WATER RISING - starts at 11:20 (precise zook finish at 11:48)


My favourite SD is medium. As you can see, players have aproxx 10-12 minutes before it starts. SD is buggy in aerial, so you can't actually set up timer to see how much you got left before water starts to rise (or you can???). With medium sudden death, players will have 5-10 more minutes to finish game before both sink. I think it's a great addition to aerial scheme, cause every game longer than 20 minutes is just pain in the ass. This scheme is meant to be fast and fun. If SD is the thing we need to get that, it's probably time to make some changes. Let me know what you think guys.


« Last Edit: May 21, 2016, 03:00 PM by Sensei »


"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #12 on: October 04, 2016, 12:23 PM »
*bump*

Any changes around here? MI, HHC - ok with adding SD then? Been doing lot of aerial games lately, all with medium sudden death. Gotta say this scheme is a lot better with it.


"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."

Offline Chelsea

Re: Aerial scheme, By HHC
« Reply #13 on: October 04, 2016, 12:24 PM »
Damn, don't change anything in aerial! Imo scheme is ideal without SD.

Offline Sensei

Re: Aerial scheme, By HHC
« Reply #14 on: October 04, 2016, 12:27 PM »
Damn, don't change anything in aerial! Imo scheme is ideal without SD.

Yeah Chelsea, we know it's good for you :)


"Much like the Matrix series,                 
the only worthwhile installation               
was released in 1999. and the ones         
called Reloaded and Revolutions              
are titles to stay away from."