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MtlAngelus
10 Sep 2009, 07:38
Well, everyone else is sharing theirs, and I just got this game a couple day ago. So here goes:

Things that I find annoying:


Invisible walls on tunnel-like maps (also on tall maps that only appear to have a border on top). I much preferred how in W:A I could knock enemy worms outside the edge, and how I could use that space for the supersheep or homing weapons. Now I can't. >:(
At least make borders appear on the sides too, so it make some sense.
No mini-backflip. D:
Campaign way too easy, way too short, way too repetitive.
WHY CAN I NOT PLACE GIRDERS WHILE ON A ROPE? Poor Agent Dennis DROWNED because of this SEVERE FLAW. AND IT'S YOUR FAULT, T17.
The Shop is pointless. It was too easy getting all the monies and buying everything.
This one I can't completely confirm, I've only tried it two times, both of them offline, but... the rope racing. Both times I tried, the map generated was WAY too easy. Like, can-complete-it-on-first-turn easy. Maybe I got lucky, I'll try this one a few more times. Never mind, must have been tripping. It's still easy, but not doable in one turn. Still seems pretty much a first come-first serve.
Aiming. Why can't I fine-tune my aim? D:
That goddamned rope bug that drops and immobilizes you when you try dropping a weapon from the rope. Not cool.
Crappy scheme customization.
Rope control is weird. Not sure if it's because of the controller, maybe it's just easier on a keyboard.
Why are so many things so limited? Like not being able to get more than 250 HP, not being able to disable sudden death... things like that.


And the things I liked.


IT'S FUN.
Deja-vu. Loved the Agent Dennis mission. And that other one that is also in W:A. :p


Yes, there are a lot of things I feel should have been different, but the game is goddamned fun, and cheap. So I don't really care, I like it.love it.

Anyway, if anyone wants to play a few games, my gamertag is MtlAngelus.

Iggyhopper
12 Sep 2009, 01:18
They put a limit on the health because on the first game for this console, if anyone got over ~250, it was such a pain to win. You just had to wait until sudden death.

Also with game like crazy crates, it could go on forever until sudden death.

MtlAngelus
12 Sep 2009, 03:27
Nonsense, games already drag on for too long too often. At least ranked games. Specially in cave maps and fort matches. Haven't played many player matches as I never seem to be able to find a game, and when I do it leads to my xbox crashing, but I can't really picture a 3-4 player game dragging on for too long because one worm has over 250 hp.

xe-cute
12 Sep 2009, 04:38
Out of all the complaints I have ever heard about this game, I must say, yours about the cap on 250 health is the most lame and pathetic one I've heard yet!

No offense, but WTF!

MtlAngelus
12 Sep 2009, 07:17
Out of all the complaints I have ever heard about this game, I must say, yours about the cap on 250 health is the most lame and pathetic one I've heard yet!

No offense, but WTF!

I wasn't aware I was complaining about it, but thanks for the heads up I guess.

robowurmz
12 Sep 2009, 09:09
Out of all the complaints I have ever heard about this game, I must say, yours about the cap on 250 health is the most lame and pathetic one I've heard yet!

No offense, but WTF!

Lame and Pathetic? It's his opinion. Worms technically should be able to get more health than that: that's how it worked in nearly all of the other games.

xe-cute
12 Sep 2009, 16:30
Well maybe it is just because I only play forts and so dunno how often worms pick up 6 health packs (or 7 for that matter) in other modes along with not losing any health in the process.

In forts mode it is NEVER!

I suppose I can understand for perhaps crazy crates.

But then again, do you really want peeps having such a huge advantage by pure luck on the drops, being able to pick them up and advance so far ahead in crazy crates? It's already the most lucky/unlucky game mode IMHO out there, no need to make it any more drastic!

As for the other modes, does it really matter?
How often does it actually affect your game?
1 out of 100?

As I say, I know in forts I've never seen any single worm pick up 6 health packs in a whole game (never mind 7, and also not losing any damage to hit there limit). I guess the health packs are obviously more scarce in forts mode (thank god).


P.S. I thought pointing out things you found annoying was called complaining? I'm sorry for my obvious lack of understanding the English language. Hmmm, where is that Theasurus gone.... lets see now ;)

MtlAngelus
13 Sep 2009, 09:41
Well maybe it is just because I only play forts and so dunno how often worms pick up 6 health packs (or 7 for that matter) in other modes along with not losing any health in the process.

In forts mode it is NEVER!

I suppose I can understand for perhaps crazy crates.

But then again, do you really want peeps having such a huge advantage by pure luck on the drops, being able to pick them up and advance so far ahead in crazy crates? It's already the most lucky/unlucky game mode IMHO out there, no need to make it any more drastic!

As for the other modes, does it really matter?
How often does it actually affect your game?
1 out of 100?

As I say, I know in forts I've never seen any single worm pick up 6 health packs in a whole game (never mind 7, and also not losing any damage to hit there limit). I guess the health packs are obviously more scarce in forts mode (thank god).


P.S. I thought pointing out things you found annoying was called complaining? I'm sorry for my obvious lack of understanding the English language. Hmmm, where is that Theasurus gone.... lets see now ;)
The part that annoys me is that they seem to be limiting things that there seem to be no reason to limit. The health example was because, as you say, it's a rare occurrence. Even in crazy crates, I've never seen more than two health crates drop in a single turn, and you are rarely in a position where you can pick up crates and stay away from damage.

MtlAngelus
13 Sep 2009, 18:52
Know what else bothers me? If you jump to your highest point and use a firepunch, you'll incur fall damage. Not a big deal unless you are playing on sudden death. I just lost a match because of that. :p

It was a very interesting match too. All the odds were against me but I managed to get to sudden death, and if I hadn't died because of that little mishap I could have won. :o

Plasma
18 Sep 2009, 12:24
Know what else bothers me? If you jump to your highest point and use a firepunch, you'll incur fall damage. Not a big deal unless you are playing on sudden death. I just lost a match because of that. :p

It was a very interesting match too. All the odds were against me but I managed to get to sudden death, and if I hadn't died because of that little mishap I could have won. :o
"• Pressing jump while fire punching resulted in a "super" fire punch - this is now fixed" (http://forum.team17.co.uk/showthread.php?t=39324)

KRD
19 Sep 2009, 03:43
You both suck, getting fall damage after doing a Fire Punch at maximum backflip height is a feature! It's been in at least since W2. :p

franpa
19 Sep 2009, 05:52
You both suck, getting fall damage after doing a Fire Punch at maximum backflip height is a feature! It's been in at least since W2.
Yep, indeed you do.

MtlAngelus
19 Sep 2009, 05:58
You both suck, getting fall damage after doing a Fire Punch at maximum backflip height is a feature! It's been in at least since W2. :p
Huh. I don't recall this in W:A, but then I haven't played in a while. It just sucks, anyway. :mad:

StaTich
22 Sep 2009, 13:07
In wa to attain falling damge your only possibility was to make the worm hit a wall first. if you hit the worm with a grenade and after it lands 30meters down on a flat surface it takes only the ~45dmg from the grenade, so is for fire punch.

MtlAngelus
22 Sep 2009, 13:27
In wa to attain falling damge your only possibility was to make the worm hit a wall first. if you hit the worm with a grenade and after it lands 30meters down on a flat surface it takes only the ~45dmg from the grenade, so is for fire punch.

I'm not talking about getting hit by a firepunch, I'm taking about using the firepunch while doing a backflip and getting fall damage from that.

yakuza
22 Sep 2009, 14:27
In wa to attain falling damge your only possibility was to make the worm hit a wall first.

Bull ****. Please stop spreading misinformation cancer.

gaphex
5 Dec 2009, 17:07
Why are so many things so limited? Like not being able to get more than 250 HP, not being able to disable sudden death... things like that.


I agree.
One thing I liked to do was to play with a friend with 200 health against two computer controlled teams with 500 health and max difficulty. Trick was to get them in the drink. ;-)
The thing I like best in worms is the ability to create your own game types. The more you can customize the better IMO. :-)

AndrewTaylor
5 Dec 2009, 22:11
You both suck, getting fall damage after doing a Fire Punch at maximum backflip height is a feature! It's been in at least since W2. :p

If that argument made any sense, W:A would not exist.