CWT 2007 quarter/ semi-final/ final of Dario
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Word .Antares wrote:I always play at SD... if SD is to be removed than the entire game strategy of some players will be worthless.
It is valid to say that the 50/50 luck makes it unfair sometimes, but in my experience what decides the result of an SD match is not exactly when it comes (assuming you were good enough to know it'd come on this turn or the next one) but mostly how well prepared you were for it. Just like with random placement: there is a random factor, but it rarely defines who will win the round, because what really matters with SD and random placement is how good we are at using those resources in our adventage and at preventing the enemy from using them in his own adventage.
This SD is somehow similar to the starting random placement:
They are very important in defining the way Intermediate is played, making us use tactics and skills that are very different from other schemes.
And you can't prove that SD and random placement are similar to crates or dud mines. Crates and dud mines are unpredictable and can ruin a very complex turn (ever use a jetpack exclusively to knock a mine because you NEED it, but it ends up being a dud-mine?) or a 4-5 turns lenght tactic (a huge sacrifice in order to get a good hide, and right then a crate pops up on the head of your worm -boom-). On the other hand SD is very predictable (countdown ends and sd will start the next turn, or the other one; no other options), allowing you to build a whole round strategy around that, thinking about not letting the enemy kill two worms in the same turn, thinking that you will need a way to reach him. And random placemen.... well we all agree on that being a nice feature.
A scheme without this kind of SD and/or without random placement would be just as good and fun to play, I'm not saying I woulnd't like a tournament of such scheme, but this is about Intermediate and it is very well balanced.
random placement definitely has to stay because without it we'd have only shotgun battles (boring) and the problem with sd is not the sd itself but some players who get ass kicked and then start hiding even if they have no chance to win, and prolong the round whirling girders for 45 second each turn (boring again) so I'm all against boredom (I also still think sd is unfair, as if someone got scales of justice)
how about making sd timer visible at least, or perhaps making time to sd longer than 15 minutes? I seriously doubt t17 designed inter for 8 worms battles
how about making sd timer visible at least, or perhaps making time to sd longer than 15 minutes? I seriously doubt t17 designed inter for 8 worms battles
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Damn you Daz... you always steal my thoughts and express themDario wrote:Word .Antares wrote:I always play at SD... if SD is to be removed than the entire game strategy of some players will be worthless.
It is valid to say that the 50/50 luck makes it unfair sometimes, but in my experience what decides the result of an SD match is not exactly when it comes (assuming you were good enough to know it'd come on this turn or the next one) but mostly how well prepared you were for it. Just like with random placement: there is a random factor, but it rarely defines who will win the round, because what really matters with SD and random placement is how good we are at using those resources in our adventage and at preventing the enemy from using them in his own adventage.
This SD is somehow similar to the starting random placement:
They are very important in defining the way Intermediate is played, making us use tactics and skills that are very different from other schemes.
And you can't prove that SD and random placement are similar to crates or dud mines. Crates and dud mines are unpredictable and can ruin a very complex turn (ever use a jetpack exclusively to knock a mine because you NEED it, but it ends up being a dud-mine?) or a 4-5 turns lenght tactic (a huge sacrifice in order to get a good hide, and right then a crate pops up on the head of your worm -boom-). On the other hand SD is very predictable (countdown ends and sd will start the next turn, or the other one; no other options), allowing you to build a whole round strategy around that, thinking about not letting the enemy kill two worms in the same turn, thinking that you will need a way to reach him. And random placemen.... well we all agree on that being a nice feature.
A scheme without this kind of SD and/or without random placement would be just as good and fun to play, I'm not saying I woulnd't like a tournament of such scheme, but this is about Intermediate and it is very well balanced.
Even my clock at morning sounds ''tac-tic'' instead of ''tic-tac''.
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Throw rocks at me :PAntares wrote:Damn you Daz... you always steal my thoughts and express them :PDario wrote:Word :P.Antares wrote:I always play at SD... if SD is to be removed than the entire game strategy of some players will be worthless.
It is valid to say that the 50/50 luck makes it unfair sometimes, but in my experience what decides the result of an SD match is not exactly when it comes (assuming you were good enough to know it'd come on this turn or the next one) but mostly how well prepared you were for it. Just like with random placement: there is a random factor, but it rarely defines who will win the round, because what really matters with SD and random placement is how good we are at using those resources in our adventage and at preventing the enemy from using them in his own adventage.
This SD is somehow similar to the starting random placement:
They are very important in defining the way Intermediate is played, making us use tactics and skills that are very different from other schemes.
And you can't prove that SD and random placement are similar to crates or dud mines. Crates and dud mines are unpredictable and can ruin a very complex turn (ever use a jetpack exclusively to knock a mine because you NEED it, but it ends up being a dud-mine?) or a 4-5 turns lenght tactic (a huge sacrifice in order to get a good hide, and right then a crate pops up on the head of your worm -boom-). On the other hand SD is very predictable (countdown ends and sd will start the next turn, or the other one; no other options), allowing you to build a whole round strategy around that, thinking about not letting the enemy kill two worms in the same turn, thinking that you will need a way to reach him. And random placemen.... well we all agree on that being a nice feature.
A scheme without this kind of SD and/or without random placement would be just as good and fun to play, I'm not saying I woulnd't like a tournament of such scheme, but this is about Intermediate and it is very well balanced.
"Ð ÐЗÐОСИ ВСЮ XУЙÐЮ!" (c) Gop
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