Worms W.M.D

Worms W.M.D

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```skunk3``` Apr 29, 2022 @ 12:57pm
a tip regarding scheme customization / settings
If you are going to insist upon including high-powered super weapons in your schemes, at the very least make them available right from the start or after a short delay.

The reason why I say this is because if you make a scheme with, say, a 20-30 minute round timer and a 9 round delay on bananas, by the time bananas are available it will basically be sudden death and water is rising. Introducing bananas at that part of the game ruins all of the strategy and positioning that took place before in the match, and it just turns the end of the match into chaos.

I strongly encourage people to not use super weapons in schemes and to limit crate drops as well, unless you are trying to play a completely casual match in which strategy and skills don't matter. If you want a banana in your scheme just put it on maybe a 4 round delay at most.
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Showing 1-7 of 7 comments
```skunk3``` Apr 30, 2022 @ 10:39am 
I've played in so many matches where there was a banana in the scheme but it wasn't available for many turns and by the time it becomes available it just completely ruins the match. Think about it.
MaxBlue001 May 22, 2022 @ 12:26pm 
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. Turn 3 armagedon is *fun*, but also break the game. Not to mention the possiblilty of gaining one in crates (but this can be disabled).

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. A very common mistake players do is setting bunch of limitations on default weapons, but none on crafted weapons. 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.
```skunk3``` May 22, 2022 @ 2:06pm 
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. Turn 3 armagedon is *fun*, but also break the game. Not to mention the possiblilty of gaining one in crates (but this can be disabled).

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. A very common mistake players do is setting bunch of limitations on default weapons, but none on crafted weapons. 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.
When I host games I typically do not have crafting enabled and I also don't allow weapon crate drops. 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. I take Worms very seriously. 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. That's not what Worms is about, and it's a bad change to the series. 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. The drone is just plain bad and I wish it was never added to the game because drone spam is incredibly common and annoying.

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.

I think that anyone who has a decent amount of experience with the game knows what is good, strong, and/or OP. 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.

And 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. Then play 3 matches with crafting off and no crate drops and then tell me which mode is more competitive and strategic. It becomes quite clear that crafting and crates REMOVE skill and strategy from the game and do *not* add to it.
```skunk3``` Jun 3, 2022 @ 5:19pm 
I just played another game and it was my fault for not checking the scheme settings in advance, but the way it played out was that I was dominating everyone and then after 20 minutes water rise started happening and easy-to-use and OP weapons came online... so all at once I went from having the best positions and a huge lead to being dead in 1 round because everyone focused on me. SMH. Worms WMD is so dumb lol

In so many matches it almost doesn't even matter if you're good because random luck often wins the day
```skunk3``` Jun 3, 2022 @ 5:29pm 
First of all, sudden death just sucks, period.

All 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. It's trash. If you turn off sudden death it's more about who is actually the best rather than most lucky.

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 have an item with, say, a 7 round delay on it and you have 6 players, that's 42 turns before it goes online. At roughly 30 seconds per turn that's 21 minutes into a match before those items become available. What is the point in waiting that long? All it does is just chaos and ruin the strategy and positioning that came before.

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... that ends up being a lame match that anyone can win depending on how the luck goes.

I strongly recommend people to try playing matches with no crates, no crafting, no sudden death, and no vehicles. Some people might complain that it takes too long but it really doesn't most of the time. 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.
Banana Duck ඞ Jul 11, 2022 @ 9:24pm 
Bananas dont ruin the game imo, Tears Of A Worm definately do though
```skunk3``` Jul 12, 2022 @ 1:10am 
Originally posted by Banana Duck:
Bananas dont ruin the game imo, Tears Of A Worm definately do though
Bananas can definitely ruin the game, especially depending upon the other settings.

People who set it so that nanas are available only into sudden death have a screw loose. Why incorporate such a high damage, high destruction weapon so late into the match?
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Date Posted: Apr 29, 2022 @ 12:57pm
Posts: 7