![]() If you've made an account using one of the other methods and are unable to login, or if you have any issues with the new logins, please either post in our #site-help channel on our Discord server, or contact Tustin via email: To login, simply use the login drop-down menu on the navigation bar and click either button at the bottom. We've added support for logging in with Google or Discord! Sign up today to get the latest PS4 GameSaves, Game Mods and much more! Select the forum that you want to visit from the selection below. It's so much more satisfying to play a match when the starting inventory is well-balanced and there's no randomness or luck involved.Before you can post: click the register link above to proceed. Some people might complain that it takes too long but it really doesn't most of the time. ![]() I strongly recommend people to try playing matches with no crates, no crafting, no sudden death, and no vehicles. that ends up being a lame match that anyone can win depending on how the luck goes. It's ok to have a handful of powerful items in a scheme, but when you have lots of movement utilities (ropes and jetpacks), lots of crate drops, lots of vehicles, lots of crafting materials, and powerful weapons. What is the point in waiting that long? All it does is just chaos and ruin the strategy and positioning that came before. At roughly 30 seconds per turn that's 21 minutes into a match before those items become available. If you have an item with, say, a 7 round delay on it and you have 6 players, that's 42 turns before it goes online. ![]() Like I said before, if you're going to include high-powered weapons in schemes you need to consider how many players are in the game. If you turn off sudden death it's more about who is actually the best rather than most lucky. It becomes quite clear that crafting and crates REMOVE skill and strategy from the game and do *not* add to it.įirst of all, sudden death just sucks, period.Īll anyone does is just hide and wait for SD and save their homing missiles / jetpacks / etc and hope to get some easy last second win. Then play 3 matches with crafting off and no crate drops and then tell me which mode is more competitive and strategic. The more OP the scheme is (either via starting inventory, or lots of crates, or lots of crafting materials) the less fun it is to play and people need to start thinking more deeply when it comes to scheme design before hosting god awful games.Īnd for the people who say that crafting adds strategy to the game, try this little experiment: Play 3 matches with a friend with crafting on and crate drops. I think that anyone who has a decent amount of experience with the game knows what is good, strong, and/or OP. I feel as though certain weapons simply do not have any place in the game (in most cases) and should be *extremely* rare, like a 1% chance of getting one in a weapon crate. The drone is just plain bad and I wish it was never added to the game because drone spam is incredibly common and annoying. On top of that, the drone has made it extremely easy to nab crates that you'd otherwise not be able to access without using movement utilities like ropes, jetpacks, etc. That's not what Worms is about, and it's a bad change to the series. Schemes with lots of crafting materials = anyone can win and skill / strategy isn't that important because people can simply craft their way to an easy victory. It just adds too much luck and unpredictability to the game for it to be fun for me, but I am not a casual player. When I host games I typically do not have crafting enabled and I also don't allow weapon crate drops. This can become very cheesy, and someone might (and often will) craft a very strong / OP weapon, like ming vase or TF2 turret very early, breaking the whole weapon balance of the game. A very common mistake players do is setting bunch of limitations on default weapons, but none on crafted weapons. It's up to everyone's opinion on what's good, what's strong, and what's OP, and try to balance the weapons as they see fit. Not to mention the possiblilty of gaining one in crates (but this can be disabled). Turn 3 armagedon is *fun*, but also break the game. Originally posted by MaxBlue001:On another hand, let's not set armagedon (and other OP weapons) availible from the start, especially if you allow crafting with enough crafting materials + players.
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