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Bir çeviri sorunu bildirin
Also, the turkey bomb / stuffed turkey surprise are the same thing AFAIK.
I think that the turkey bomb sucks. It's like a sticky HHG.
A lot of the new, craftable weapons I know nothing about, like combat parachute, the jetpack eco, delayed clusters.
The vehicle mines seem far, far too easy to avoid also.
+1
They are not pay-to-win.
If only one player on a server owns the All-Stars-DLC, it will be granted for all the other players as long as they play together.
So there is no advantage for the person who owns the DLC.
(The main downside of the DLC is imho that everybody who buys this game should have access to the exact same weapons, in Single- and Multiplayer, no matter when they buy it or who they play with.
Neither pay-DLC or pre-order DLC should give the players diffrent sets of weapons.)
On the topic of "overpowered" weapons:
I don't know if I can call any weapon overpowered.
Because if you choose to put those weapons in your schemes,
everybody has the same chances. You either all have the same weapon in your inventory, or you at least have the same possibility to collect or craft that weapon.
Of course there are weapons that are doing more damage than other weapons, and something has to be the most powerful and the least powerful in that range.
In the end every player can decide how to balance the game themselve by deactivating seperate weapons or setting several rounds of delay for it.
That said,
it would vastly help the players to create their own balance, if we would have Weapon Power Options again.
Then for example, you can make a Banana Bomb weaker than a Cluster Grenade, or so poweful that it "eats" half of the map.
Like this: http://steamcommunity.com/sharedfiles/filedetails/?id=741209632
It would also be nice if we could set the probablility of single weapons to be in a Weapons Supply Crate.
This would for example come in handy, if you want to create a scheme where a certain powerful weapon is something really rare and becomes a special event that can change the fate of the match.
Like this: http://steamcommunity.com/sharedfiles/filedetails/?id=741210093
Options! Options! Options!
I also miss the Buffalo
I think that many of the weapons in this game are OP though. I think that the potential damage dealt per turn in WMD will be higher than any other previous Worms title. Weapon emplacements can do massive damage, vehicles can be deadly, and the weapons available in game are, on the whole, more destructive than ever before. Armageddon wasn't enough, lol. I'm amazed there's no nuke strike though. Poison + water rise ftw!
I'm hoping that a future patch adds so many of the classic weapons and utilities. I know that I say this all of the time but one of my primary complaints about WMD in its current state is the lack of certain weapons and utilities. With buildings, girder packs are a must, c'mon! With all of the firepower and mobility, let's add stuff to the game that will make it better for the darksiders... girder packs, lucky charms, worship, teleshield, freeze, etc. The game is simply balanced in favor of noobs if you ask me.
Its true I feel as if you don't restrict anything too op it becomes a game of who can one shot each other first with no way of surviving. I kinda see why the mole isn't here because the super bunker buster is way better than it.
I want magic bullet to come back as a homing missle craftable
named the Magic Bullet Mark 2
OMG yes! We need freeze too!
Yes, if you don't restrict certain weapons, things can get to powerful.
But then again, how often do people really host "The Full Wormage" (a scheme that gives you all weapons) in other Worms games?
It comes always down to the scheme creator.
And I personally think the balancing should be done when creating schemes, not by the developer making all weapons low-powered.
(And I know I repeat myself, and that not everybody agrees, but weapon power options would help with that a lot.)
That said, I have watched many hours of W.M.D. streams and I barely saw any one shot kills where no mines and barrels from the maps were involved. The really hard hits I've seen were around 70 hp damage.
And guys, please remember:
You don't have to leave the worm's hp at 100. :)
If you think they die to fast, you can always set their hp to 150, 200 or 250.
And you can increase the supply with health crates too. :)
So I understand your worries and arguments towards "owerpowered" weapons,
but as long as we have a certain amount of options when creating the schemes,
I don't see that fear becoming reality.
(Unless you talk about ranked matches. Then that perhaps should be a seperate discussion about how the schemes for ranked matches should look like.)
About the mole:
For me the mole is something completely different to the Bunker Buster.
You use the Bunker Buster to attack an enemy that is below a thick layer of ground.
But at least I use the mole in the first place to free myself, to get out of the cave I am in myself.
You can let the mole dig upwards and then use the tunnel of the mole to climb upwards. (unlike the straight, vertical tunnels of the bunker buster which are very hard to climb)
Like this: http://steamcommunity.com/sharedfiles/filedetails/?id=745199497
The focus is about crafting. and to use the vehicles.
Most of the game wmd weapons do not require much depth to use.
I have seen many wmd playthroughs. The game itself is simplified.
WA can achieve this too and better.
I totally agree with you. Players that buy after preorder period, needs to pray for an online player to host a game that uses the preordered dlc weapons. So if no one wants to host a game with a certain preorder weapon means you cant play the game the way you want to.
This is not a game anymore, its a paywall. To preorder to get a complete game or not. I would stay away from a game like this.
there isn't anything compareable, or did i miss it?