1st (not) BnG tournament: 2009/02/15 15:00 GMT. #PT
More games.
Well, cluster grenades seem to be sort of pointless.
Also petrol bombs brought up a problem I saw in 2 games:
If you accidentally stand in a bad place or fall into a hole and if the opponent puts a petrol on you... you are kind of dead (or at least unable to shoot for 3 turns).
Maybe petrols have to go away?.
What about teleports?. The chances of there being a hole where you really can't get out without shooting the land or using the girder are rather small, but what if it happens?.
Well, cluster grenades seem to be sort of pointless.
Also petrol bombs brought up a problem I saw in 2 games:
If you accidentally stand in a bad place or fall into a hole and if the opponent puts a petrol on you... you are kind of dead (or at least unable to shoot for 3 turns).
Maybe petrols have to go away?.
What about teleports?. The chances of there being a hole where you really can't get out without shooting the land or using the girder are rather small, but what if it happens?.
- Wriggler
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I agree about mortars and clusters.
I thought that was sorta the point of the petrol tho...
Teleports are probably a better option than blowtorch due to darksiding issues.
I don't much see the point in using a special map either. Only idiots will try to encroach on another player, and can't get very far in 20secs. LG + Zooka is an easy way to punish someone trying to get too close....GG
Anyways, removing mortars, clusters, petrol, adding tele and/or torch...starting to sound an awful lot like real BnG, eh?
I thought that was sorta the point of the petrol tho...
Teleports are probably a better option than blowtorch due to darksiding issues.
I don't much see the point in using a special map either. Only idiots will try to encroach on another player, and can't get very far in 20secs. LG + Zooka is an easy way to punish someone trying to get too close....GG
Anyways, removing mortars, clusters, petrol, adding tele and/or torch...starting to sound an awful lot like real BnG, eh?
wriggle intransitive verb: to move the body or a bodily part to and fro with short writhing motions like a worm
I did, but it is hard to play with yourself and try to win ^^.
Also this should be an idiot-proof scheme, if there is one island I could find the way to get close to the opponent while blocking him with the few petrols available. But if petrols are deleted...
If having a petrol means it is not BnG because it is not a "petrol bazooka" nor a "petrol grenade" (but petrol bomb), then everybody has to include a holy-hand grenade, don't you think? .
Silly naming issues.
Also this should be an idiot-proof scheme, if there is one island I could find the way to get close to the opponent while blocking him with the few petrols available. But if petrols are deleted...
If having a petrol means it is not BnG because it is not a "petrol bazooka" nor a "petrol grenade" (but petrol bomb), then everybody has to include a holy-hand grenade, don't you think? .
Silly naming issues.
I think u don't need petrol to block your "idiot" opponent. I think it's ridiculous to play with idiots and trying to make an "idiot-proof" scheme... Why would u wanna do that? Let the idiots play tombola or smth if they cant follow few simple rules...
2 islands map is better solution imo, I always made them even in "regular" BnG, to prevent opponent tele on the middle of a map at the start...
U could never prevent idiot to tele right next to you, no matter how the map looks like...
2 islands map is better solution imo, I always made them even in "regular" BnG, to prevent opponent tele on the middle of a map at the start...
U could never prevent idiot to tele right next to you, no matter how the map looks like...
I don't know, half of us was fighting with viruses at the same time tho, was rly tough afternoon.. xDDario wrote:Ok guys, we played "serious" (lol) games today.
Any thoughts?
Thing that I like the most is the "fort" mode in it, with 2 islands u get the decent distance between worms... as I said, I make that kind of maps for "regular" BnG too, it prevent opponent to come too close to you...