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Djoszee
25 Aug 2010, 21:16
Read this first:
- Please do not use this thread for slowchat
- Please do not add to this thread if you do not own the game
- Please do not talk about useless game features like new costumes, gloves, moustaches etc.

Here are my suggestions towards things i've encountered thus far:
Playability
- When you drop a grenade, the counter displays behind the worms name. This makes it very hard to judge how much time is left before the grenade explodes.
- When you walk on top of the level, it takes too much time for the camera to focuss on the current worm.

Weapons
- (!) The f-keys work to select weapons, but you cannot see them in the weapons menu. A newbie player would not know about the usefull f-keys.
- There is no key to select utilities. (~ anyone?)
- I would like to view my weapons menu when my opponent is playing, so I can plan my next move.


- I had one crash thus far: Where can I find the error report? Is it usefull to attach it here? What do I do when I encounter another error report-crash?


I cannot come up with anything more, but I will add to the thread when I have other suggestions.

Akuryou13
25 Aug 2010, 21:32
HUD/Menu/Etc
-The weapons menu makes no sense WITH the F keys. it's not in any particular order at all.

-The multiplayer doesn't seem to have a lobby that I can find. Why are we not allowed to chat with people before choosing who we play against? I used this as my primary method for choosing an opponent in the past, and would like to continue that.

-The various available HUDs aren't given a preview. I've chosen one but I have no idea what it changed. I've just changed it and am about to play again to see what's different, but I shouldn't have to do that.

Customization
-There are a very small number of hats. Not a necessary thing for the game, no, but I'd still like to see more added over time. perhaps with more community contests and such as well. same with more graves, as I assume they're not editable atm.

-When choosing a hat, your worm shown does its victory dance. the default dance is jumping up and down like a raving looney. it makes it EXTREMELY irritating to view your selection of hat.

Gameplay
-The Girder pointlessly requires you use the Enter key to alter its angle. everything else in the game uses the Z button, so why not the Girder? it is unintuitive and I annoying. I actually had to go into the menu under help to find out how to change it. (which, btw, you guys are AMAZING for that help menu describing all of the weapons in detail)

-The lack of the small backward leap from pressing double enter is sorely noticed.

gdfsgdfg
25 Aug 2010, 22:05
Wheres My Fricken Wormpot How the hell they missed that

Akuryou13
25 Aug 2010, 22:22
Wheres My Fricken Wormpot How the hell they missed thatno one ever used it, that's how.

also, more multiplayer issues:

-voice chat DEMANDS A toggle switch

-chatting public lobby is still missing

-invites to games are annoying to access as you have to log back out to the first network selection page just to view them.

also a HUD complaint:

- the Air HUD is useless. it's completely opaque, covering up large chunks of the bottom of the screen. the generic, fire and stars HUDs are all acceptably transparent.

Draconis
25 Aug 2010, 22:37
Well I have to say I'm very impressed with the game so far especially the AI which is capable of negotiating quite complicated terrain when it has to. But what I really want to see is the ability to include AI opponents in multiplayer games. My friends and I used to love teaming up against rock hard AI but we can't do that anymore unless they come round here which is pretty inconvienient.

Plutonic
25 Aug 2010, 22:40
Ok here goes:

Front-End
The front end is horrible to use:
The back button is in a different location on every page making backing all the way out a pain, menus are plain text and very cluttered together with a font far too big for the perpose giving the menus a "wall of text" feel that actually makes me feel chlostrophobic when using them.
Having small cluttered tabs for editing teams works much worce than the old spread out, but as much on one page as you can fit approach.

At the very least I would hope for a bigger gap between items on a menu with a small icon to easily destinguish between them without having to read.

Multiplayer

Currently you have a matchmaking menu up first with a text link to a list of player matches that are 'in lobby'.
This would work much better as a set of full screen tabs for "Lobby Chat and Games List" and "Matchmaking".

Rope
Biggest issues with the rope:

When leaving the rope you lose speed. What happened to conservation of momentum?!?

When wearing a hat the rope doesnt fire from the center of the worm. Not sure what you can do about this, its more an issue of hats... maybe they should disapear when on the rope like in WA?

Worm on rope collision box doesnt match the worm. I'm constantly getting my worm stuck on walls when its not actually touching. I would much rather a collision box smaller than the worm that one bigger than it!

That'll do for now, more when i remember.

Xen
25 Aug 2010, 22:57
Front-End
Please make things less huge and puffy, and have more options available in a single screen.
In general it suffers from Consolitis. The W:A interface was prime and could have been used as a fantastic base.
Why do screenshots save as 5mb BMP files? I would suggest PNG or JPG files so users don't have to manually convert every one and it saves a lot of hard drive space.

Map Management
What happened to the random locations of mines and oil drums? They're static now?
Support for old PNG and BIT maps would have been nice.
It would be cool if the server hoster could select a map in the lobby before the match began so the players don't have to go through cycling through every map and could download a custom landscape without adding more delay to starting the game.

Multiplayer
This is a multiplayer game, do we really need to go through single player to unlock points to purchase items for a more through multiplayer experience?
Where's Shopper?
When I made a scheme, I can't even find its location in the Worms Reloaded directory. How are we supposed to share schemes?
The delay between turns is really bad and you can't even bring up the chat box during it
You can press ` to bring up the chat box, but you can't do the same to get rid of it?
It would be nice to have the chat box show up but not restrict a huge portion of the screen so you could chat while the other players take their turns.
Why does inviting friends list ALL of your friends, even offline ones? Just have it look for people who have Worms Reloaded on your friends list!

wormies14
25 Aug 2010, 22:58
HUDS and UI are way too big. Am I playing on a console? no, my face is 1m from the screen so giant UI is not necessary.

Akuryou13
25 Aug 2010, 23:18
I agree with the HUD's consolitis. everything is too big and cluttered and it all feels clunky for a PC game. it would make sense for a console game, but this isn't one.

it actually hurt my eyes to read the tutorial text, and as a side-effect, I didn't.

McMarius11
25 Aug 2010, 23:40
-Multiplayer
Importante BUG
Multiplayer with a friend second map game destroys!
http://forums.steampowered.com/forums/showthread.php?t=1412909 another bug

CakeDoer
25 Aug 2010, 23:43
Frontend

The game hurt my eyes after an hour or so of playing. The text can be a little smaller and the user interface and HUDs, like already mentioned, are too big. Screenshots should save as PNGs. I expected the weapons panel to be in portrait, in order to utilize the F keys. To my surprise the F keys ARE utilized but in a weird manner which I have yet to get used to. We should be able to see the weapons menu on the opponent's turn.

Weapons

My biggest problem is the rope. You can't use the power of momentum to build speed and go farther. You can't use the parachute while on the rope if you screw up. The close-combat weapons are severely underpowered, while the cluster-bomb is a tad overpowered. Would be really happy if low-gravity was added (there is room for two more weapon slots on the weapons panel, anyway). Other weapons seem to work more or less fine. Also, I wouldn't have known the girder rotates with enter if Aku didn't just mention it...

AI

TOO. MUCH. PARACHUTE.

Other: Missions are kinda easy and offer no challenge to a WA novice like me. Map generator is a downgrade to the WA map generator, IMO. Noticed quite a few bugs, too.

Also:

The lack of the small backward leap from pressing double enter is sorely noticed.

Akuryou13
26 Aug 2010, 00:04
Fire:

Fire is useless right now. I've launched about 6 petrol bombs so far and seen 2 or 3 napalm strikes. not a single time did any of that deal more than 15 damage at absolute most and never on the round it was dropped. the fire doesn't spread out. it burns in a little tiny pile that gets blown by the wind or anything else. in the previous worms, you dropped a petrol bomb and a nice wide blanket shot out in every direction. Now you get maybe 3 little dots of flame and nothing more. once it's on the ground, it's very useful just like fire always was in a worms game, and the fact that it blows in the wind even once it's on the ground is an interesting addition that I kind of like. However, GETTING it onto the ground is completely random and useless. you can't aim it, it just explodes wherever it pleases. For instance: I launched a petrol bomb right over an enemy worm. literally exploded about 20 pixels above his head. did about 15 with the explosion radius damage, and the fire missed him completely somehow. this is NOT how that weapon should work. if I get THAT close to an enemy (directly above him, no less), the fire should burn away everything around the poor sap, not miss completely.

hundreds
26 Aug 2010, 00:06
I knew that back-jump would be a huge thing. :)

kameelyan
26 Aug 2010, 00:08
I was an avid W:A player - some of you may even remember me, though it's been many years and many states :P.

That said, here is my constructive feedback:

Frontend
All the menus feel very bloated. It just seems like you could easily shrink things down and fit more on the screen.

Scheme modification is pretty bad in it's current state.
W:A had all the weapons listed out with bullets for ammo and separate tab for crate drop frequency. I liked that a lot. It was very easy to go in and modify a scheme on the fly. Tabbing through each item seems like a huge waste and could easily mean you missed (un)setting a weapon.

I had also hoped that T17 would have learned from the W:A community and had more customizable options for drops. It'd be nice if you could set percentage for health/weapon/utility crate drops.

Seems like we're going to have to use third party tools for scheme modification again...

Gameplay
It is fun, I definitely have missed it.

I will say that ninja rope has changed a lot. It definitely does not feel like I remember. I certainly do not like how your worm shifts directions during roping. I always thought that was part of the 'thinking ahead' strategy.

I feel the weapon menu took a downgrade as well. W:A had it done right, for sure. Right now there is no rhyme or reason to the layout from what I can see. Definitely does not match the FKeys. Is there even a key for utilities yet?

I very much miss the other jump features. The shorten'd back jump was useful for getting into some tight areas. As was the backward non-flip jump. It also seems jumping into hills does not yield the same result it did in W:A. You cannot jump straight up either, which was useful for getting at ceilings with the ninja rope.

Multi-player
Seems like a local chat is definitely needed, as is scheme editing within the host window.

I honestly feel like this is a PSP port. One thing that definitely leads me to believe that is the deafult.cfg file in the WR folder with these 3 lines:
/RUN:WormsPSP
/CONFIG:local.cfg
/WIN

While I do expect T17 to listen to it's community for the game - I've very surprised it hasn't already incorporated a lot of what's being done in W:A. Is the same team working on this game?

Johnnynet
26 Aug 2010, 00:10
Oh Hi! You should guess that I'm back after 4 years. (Log-in wise 2 years but who's counting)

Anywho

Frontend
As everybody has said,

UI is way too large, Setting game at max resolution makes it seem like I'm playing at 800x600
Frontend is kinda not properly laid out font's are a tad too big and not easy on the eyes
Music levels should be a bit more customizable where if go down a notch it doesn't decrease the sound drastically.


Weapons

Rope, it randomly hangs on random pixels (Land is still it perfect shape)
Weapon damage and blast radius, although some weapons were kept the same it discouraged me to see some the heavy impact weapons such as the Banana and the Concrete Donkey get nerfed.


Gameplay

BRING BACK VERTICAL JUMP!!!!!!
Worms randomly slide along a blast zone and some how get damage more then normal (About a foot high) fall damage.

Akuryou13
26 Aug 2010, 00:13
Worms randomly slide along a blast zone and some how get damage more then normal (About a foot high) fall damage.I vote to keep this. that little half-pipe-slide-into-a-wall thing you did was hilarious.

Johnnynet
26 Aug 2010, 00:14
Not to mention it was one of two Game ending things I've done to myself.

Pino
26 Aug 2010, 00:23
I have a few issues with the game,

The scheme editing is horrible, you don't have a big layout in which you can see everything (especially noticable with the weapon changing) and it takes you a lot longer to do simple tasks.

The voice chat seems to be really bugged, all mics transmit a constant static noise and so far in every match I have muted everyone... There needs to be a push to talk button or something.

The normal chat needs a direct key linked to it, plus when using the chat I press enter to submit a message and sometimes when my round starts my worms get caught in a jumping frenzy, meaning they will keep jumping until I press enter again... this only happens when I used the chat.

The weapons and rope feel really different, but well it's a new game so yeh can't really complain about that.

The weapon shooting power seems harder to ''dose'' correctly

I miss adding CPU to online matches and I miss option for more worms per team.

d3rd3vil
26 Aug 2010, 00:31
First of all I have to say, this game is like Worms Armageddon only in the modern world ^^ It is very good, BUT:

1. First of all, you should be able to mute the players at the beginning of a match. Some assholes should be muted!

2. When someone said something via voice chat and the game is finished, you keep hearing the voice over and over again in a loop. It's very annoying and you have to leave the game to kill that loop sound!

3. "Waiting for other players" all the time. It's not that annoying and long ^^ But still it should be smoother!

That's all for now :) Hope they fix that and then it's a great Armageddon alternative :)

CakeDoer
26 Aug 2010, 00:35
Yep, scheme editing makes your life harder. I just went to make a rope race scheme (because I obviously missed it. Anyone at Team17 ever heard of drop-down menus? At least someone has, because you implemented them ten years ago) and it took me ten minutes. It would take me one minute on WA/WWP.

Then, by going through the schemes again, I noticed one named rope racing, which was not mine since I named it rope race. Ah well! There goes that effort. Also, the rope race maps are from Open Warfare 2.

Another thing I noticed is that the AI somehow distorts the walking sound effect. Really makes your ears hurt.

greyze
26 Aug 2010, 00:54
HUD and UI are too big! I especially do not like the weapons menu taking up the full screen + not really making sense on what F key is what. Change it to something like what WA had as that was a much nicer view.

Scaling these down would make viewing and navigation a pleasure!

Perhaps a quick patch for UI Scaling? something like what World of Warcraft has perhaps?

Shroom!
26 Aug 2010, 04:32
The rope has been well & truly murdered. Please fix it, the way it was in W:A was perfect and needed no change!

The scheme editor is clunky and ugly. Why not have all the details fill the screen? It's frustrating.

Akuryou13
26 Aug 2010, 05:06
The rope has been well & truly murdered. Please fix it, the way it was in W:A was perfect and needed no change!

The scheme editor is clunky and ugly. Why not have all the details fill the screen? It's frustrating.oh quit whining, the new physics are fine. you just can't go all ridiculous with it like you could in armageddon.

the ONLY issue is the fact that it doesn't keep momentum.

Akuryou13
26 Aug 2010, 05:40
I think someone's mentioned before, but the Dragonball is now officially useless. it throws worms all of MAYBE 5 inches and does as much damage as a firepunch..... desperately needs a fix. how'd that one survive beta?

Lurker77
26 Aug 2010, 06:08
The biggest issue I have right now are the menus. The scheme and team editors are an absolute mess. They're slow to go threw and feel clunky overall.

EvilJolly
26 Aug 2010, 06:42
Long time Worms player, especially Worms 2 and WA.

Almost everything I would suggest has already been posted here, but I *cannot* emphasize enough how much the ninja rope needs to be changed.

I started up this game for the first time and got an overwhelming sense of nostalgia, which was quickly counteracted by some useless piece of junk posing as what I remember as the best part of my worms memories...the ninja rope.

I felt like I was trying to fling around a lead weight rather than a light agile worm as I remember in the previous games. That was what made it so fun for me. Flinging your worm around the level, and navigating terrain impossibly fast. Shadow dropping nearly to your death and pulling off the reverse rope just in the nick of time. There was a name for every move in the book, usually credited to the person who perfected it.

That's how I remember Worms. I played competitively in ladder matches in Worms 2, was in a ninja rope clan, and I just hope I can experience all of that fun again. As far as I'm concerned though, the new rope is an impostor. Please Team17, look at that old code and just make it as close as you can. Bring back the fun of ninja ropes!

Skeeter
26 Aug 2010, 06:45
Roping needs to be tweaked to WA standards (with latest beta patch).

Rope needs longer reach, too short atm for anyone thats decent at roping will hopefully agree.

UI, too big and bulky and invasive. Weapon box can we have it like WA nice and small out of the way, also shows which f group it belongs to etc.

Clear up the scheme options as i find them a bit confusing especially the ammo tab on the end etc.

Oh and ability to have chute toggled when attached to rope so it opens if u fall as atm when i use rope and press f8 i think it is to do chute so i know im semi safe if i knock fall it doesnt show it.

Lighten up on physics, their far too heavy.

Retreating. When i set a dynamite in last game vs ai my turn ended when it went off and i was still on the rope and lucky i didnt die as normally in WA you get ample time to retreat after a weapon goes off so u can go around the map and place ur worm for next turn in shoppa mode. Cant do that in the new game.

Johnnynet
26 Aug 2010, 06:48
Roping needs to be tweaked to WA standards (with latest beta patch).
Rope needs longer reach, too short atm for anyone thats decent at roping will hopefully agree.
UI, too big and bulky and invasive. Weapon box can we have it like WA nice and small out of the way, also shows which f group it belongs to etc.
Clear up the scheme options as i find them a bit confusing especially the ammo tab on the end etc.
Oh and ability to have chute toggled when attached to rope so it opens if u fall as atm when i use rope and press f8 i think it is to do chute so i know im semi safe if i knock fall it doesnt show it.
Short? Freaking rope reaches at least like 4'.

Skeeter
26 Aug 2010, 06:57
Im used to WA roping which i think is longer and this games rope is a bit shorter.

D_Wormkill
26 Aug 2010, 07:22
The scheme editing is horrible, you don't have a big layout in which you can see everything (especially noticable with the weapon changing) and it takes you a lot longer to do simple tasks.

I agree with you. When I was beta testing, this was the only thing I didn't like at all.

Akuryou13
26 Aug 2010, 07:40
Roping needs to be tweaked to WA standards (with latest beta patch).

Rope needs longer reach, too short atm for anyone thats decent at roping will hopefully agree.

UI, too big and bulky and invasive. Weapon box can we have it like WA nice and small out of the way, also shows which f group it belongs to etc.

Clear up the scheme options as i find them a bit confusing especially the ammo tab on the end etc.

Oh and ability to have chute toggled when attached to rope so it opens if u fall as atm when i use rope and press f8 i think it is to do chute so i know im semi safe if i knock fall it doesnt show it.

Lighten up on physics, their far too heavy.

Retreating. When i set a dynamite in last game vs ai my turn ended when it went off and i was still on the rope and lucky i didnt die as normally in WA you get ample time to retreat after a weapon goes off so u can go around the map and place ur worm for next turn in shoppa mode. Cant do that in the new game.all of your complaints, with the exception of the UI, is that this game isn't W:A. this wasn't made to be. the new physics work just fine once you get used to them. I'm already getting to the point where I can rope a bit like we used to in armageddon, and this is day one we're playing on and without the momentum fix. if you give the game a chance and stop knocking it for not being a carbon copy, you might just like it.

and by all means, yes, it needs some work. we need to keep momentum upon releasing from a rope, at the very least. The "heavy" physics, however, work excellently. the grenade tosses like a dream, and while roping is a little harder, that'll just keep the idiots from being able to go ape-**** with it like they could in armageddon. The only thing holding the rope back right now is the momentum not carrying over. while still ON the rope, you can twist and move just like you used to (unless you get caught on a random pixel...which also needs fixing).

Skeeter
26 Aug 2010, 07:50
Sorry but if i choose to view this game as a new WA game just with nicer gfx then thats my choice. This was meant to be a new version of WA. They just didnt do it and used the xbox game instead and ported it which any pc user will say NO to.

If only they actually built a pc version from the ground up for pc systems and players then i reckon it would have been a good game even if it wasnt meant to be a WA upgrade im sure it would have been alot better than it is. So far its just a console port and nothing you say will change my mind.

I do keep trying it to like it but atm untill they tweak it for pc users i dont think i will play it that much if ever till they do.

--

We need to do what we could alter in WA, like weapon power.
Also we need a option of having crates every turn not almost every turn as this is required for shoppa gameplay.

Akuryou13
26 Aug 2010, 07:59
This was meant to be a new version of WA.no. it wasn't. This is just another game in the series. They never claimed it was a recreation of armageddon, or even an attempt to imitate it loosely.

your 2 final points, however, are completely valid. we definitely need the customization options from armageddon. If they're not implemented normally, the community will no doubt find a way to mod them in, and that just divides the community needlessly.

Pino
26 Aug 2010, 08:35
I want to add that I already had several occasion with the shotgun ****ing up, shooting through worms without damaging them but hitting a barrel behind them at the same height.

Jet pack fuel might be increased a little aswell, it feels a lot less then previous games.

CakeDoer
26 Aug 2010, 08:41
Ah yes, the jet-pack fuel is not nearly enough. Makes me feel the rope is more useful if I have infinite ammo of both.

d3rd3vil
26 Aug 2010, 09:17
Let's keep it simple! First fix the 2-3 seconds waiting pauses during the game and the voice chat bugs plz, These are really annoying :( the other Things are all game mechanism changes, thats also ok ^^

The rope btw. Is different and not so good but I could live with it.....

Pokkai
26 Aug 2010, 09:19
I really hope that they patch a lot of things up. Another thing they need to add is to have more worms on one team. If not then I hope some modder can implement that into the game sorta like how people modded left 4 dead to include more players.

wormies14
26 Aug 2010, 09:57
Turns out you can scale the HUDS smaller by tweeking some files in the CommonData folder.

Seems a lot of stuff can be easily tweaked.

EDIT: After some playing around with the numbers this is the result:
Before (Default):
http://i38.tinypic.com/2hebp82.png
http://i38.tinypic.com/2vw64pd.png (Full Size)

After (Tweaked):
http://i38.tinypic.com/29qdq1g.png
http://i34.tinypic.com/xejuo9.png (Full Size)

7h30n
26 Aug 2010, 11:03
I just registered to complain about the game. Wel, sorry but I played Armageddon ever since it came out and it's a lot better!

Menu:

It's plain horrible! Too big fonts results in a lot of scrolling to read a small text. Everything is so console oriented I can't even pick a soundbank normally through pop up scroll menu like in Armageddon but I have to move through every possible soundbank. Not to mention editing a scheme, instead of nice overview of every weapon I have to list through each one and edit it...

Multiplayer:

I used to play Worms with my sister online, we could add 2 teams on one PC and play with other people over internet. Now we can't! She doesn't have a PC and it's not like I would buy another copy when I see this ...
I suggest adding the ability to add more teams from one player (be it CPU or human players) so that it is possible to play 2v2 with only 3 PCs (2 players on 1 PC, other on each of their own)

HUD and UI:

- smaller fonts for names
- more responsive mouse (now it feels like I'm using an analog joystick from a gamepad and not a mouse, it's horrible)
- weapons seem like randomly put in weapons menu and you can't even see which function key corresponds to which weapon
- missing jumps: double tap enter for jump backwards, tap backspace for vertical and double tap enter + tap backspace for smaller backflip!

Problems:
- unable to play 2v2 Fort (W:R displays either "Waiting for Connectoin" or "Loading... Please Wait) which results in crash or freeze
- during tutorial if you press on a weapon slot that doesn't have a weapon results in freeze/crash
- during tutorial CPU worm gets stuck jumping results in unfinishable tutorial

I'm sorry if I have a bit bad attitude but some issues are really dissapointing...

I'll come back with more suggestions.

P.S. Thank you Team17 for at least trying to bring back an honest 2D Worms to PC! I have and will recommend your game to all my friends (which already have via 4 packs)

Alia5
26 Aug 2010, 11:09
much of the things that were said before
and... YOU CANT SHOOT WITH


LEFT MOUSE BUTTON


ITS A PC GAME! WHY THE **** YOU CAN'T SHOOT WITH YOU MOUSE?!?!?!?

vartaxe
26 Aug 2010, 12:54
First of all I play Worms since 1996 (my first game being Worms on SEGA Genesis). I haven't played all the Worms there is to play but I played the majority of them (Worms, Worms: Armageddon, Worms: World Party, Worms 3D, Worms Under Siege, Worms GBA, Worms Open Warfare 2 DS).

The first thing what disappointed me about this game is the graphics, everything looks too sterile, animations could have been done better (they are a little stiff at the times), but comparing it with many previous 2D style worms games this one looks really great despite some design flaws - nice flame / burning special effects, powerful weapon explosions (sometimes a bit too over the top).
The game plays fast and I couldn't notice any lag in performance under max graphical settings even though my computer is 4 years old (Pentium IV 3.0GHz, 2 GB RAM, ATI Radeon X1800 256MB, Win XP PRO SP-3). Multiplayer was smooth despite the limitations of only 4 worms per team (WTF?!). I guess developers though the multiplayer would be more streamlined that way so people wouldn't take too long to finish each other off (can't think of any other logical explanation for this nonsense).

Worms RELOADED starts with forced first-timers tutorial (you can skip it but you get points for your purchases in THE SHOP) was a little annoying for me. The game packs great amount of weapons which covers almost every game of Worms to existence, which is pretty cool, the extra powerful weaponry can be purchased through acquiring points by finishing game tutorials, campaigns and other missions.
A big, but NOT huge list of customizable content for your team and its worms, great remastered sound clips of good ol' and new worms voices to choose. I was delighted to find surprisingly complex level / campaign editor and nice choice of game modes to try. I dunno how to sum it all up in few words. Its worth the money for sure. Is it the BEST Worms game to date? Answer - NO. The worst? - NO either.

However if developers would consider to lift some of its flaws out like the pathetic number of worms for your team, I would consider this as one of the best Worms games in years. Because despite the flaws, this game is still fun like any other worms game either way. For FANS of the old and the NEW comers alike, this is a good buy for its price and value combined.

You all know what Worms is, so I'll get to the point.

Pros:

- Lots of customization, from voices, skin tone, helmets, graves etc, each one featuring a ton of options to choose from.
- Still retains its quirky nature
- Gameplay is still unchanged, classic weapons like the Bazooka, Grenade, Cluster Bomb etc. are all present and still retain their importance and usages.
- Graphics are clean and sharp
- Good sound design
- Robust level editor
- Some new game modes such as Warzone and Body Count
- There's a shop where you can buy new weapons, aesthetics etc.
- Performance cost is extremely minimal; levels load instantly and even a low end graphics card should be able to play this game at maxed settings with great to perfect performance.

Cons:

- Jumping is more slippery now; game is pickier about what ledges you can jump on and which ones you can't.
- Worm drowning animation is missing.
- No replays after huge kills anymore.
- Menus are a bit hard to navigate
- Multiplayer lobby and options could be streamlined better.
- Campaign is very boring and generic compared to Worms Armageddon. Instead of objectives and large maps, each mission plays out like a "Quick Match" instead, where you are simply tasked with killing all of the enemy worms. Some puzzles in between, which are far more interesting than the regular missions. They should have their own mode instead.
- No more "challenge" levels, e.g. those that task you on doing certain tasks like flying a super sheep for a set amount of time, or hitting a certain amount of targets with a limited amount of ammo.
- Some popular modes such as Pro Roper appear to be missing from the multiplayer options.
- At the current moment, not a very busy multiplayer.

It's a fun game, but I'm also slightly disappointed. Not only is it not much of an improvement over Worms Armageddon, it's also missing a few features as well. The lack of a good single player campaign is especially bothersome. With an empty multiplayer (at the current moment), it's actually surprisingly difficult to recommend this game. For $20 it's not bad, but the lack of features and the number of deficiencies compared to its 10-year old predecessor makes this game only a lukewarm success in my books.

two quotes i found interresting...

btw i the weapon boxes look are so small...

Djoszee
26 Aug 2010, 14:20
Can a mod remove all the slowchat from this topic (or split it into a different thread?) You may remove this post with it.

Please post nothing but suggestions, no slowchat (=discussion)

thanksyou

btw I think this should be a sticky, there's a lot of good suggestions already.

SilPho
26 Aug 2010, 14:41
@wormies14: That looks much better. I will definitely be looking in to that, thanks :)

Biggest concern not mentioned so far: I miss the act of cocking the shotgun before firing it. It just seems far too abrupt at the moment.

Sgt.Molo
26 Aug 2010, 14:44
Before I start complaining ;), I have to say that I did have a lot of fun last night with this game. I used to play WA a lot and I really missed it. The gfx and sound are pretty good.

Everything is too big. We need more options on the same screen.

F-keys need to be arranged in a way that makes sense with the weapon menu.

I really miss the bow and pistol.

Need the small backward jump back.

I don't like the way selecting map is done after starting the game.
It's more useful to have a preview and discuss the map as it was in WA.

Cluster bombs seem a tad overpowered.

Petrol bomb fire needs to spread more and stay longer on the map.

Should be able to open and close the chat with the same key.

Dragonball does not push far enought.

Need more jetpack fuel.

NikeStyle
26 Aug 2010, 15:12
Hi, I am advanced WWP wallXwall mode player.
PLEASE fix the roping control... It is IMPOSSIBLE to normally play the wallXwall on the Worms:Reloaded. The main fun of the rope was removed. DO NOT LISTEN TO THOSE normal/RnC/Forts/etc... PLAYERS... THEY DO NOT USE SPACE (button) 100 TIMES A RUN.
Thank you for respect of my (and most of the wxw,ers) opinion.

D_Wormkill
26 Aug 2010, 15:35
Turns out you can scale the HUDS smaller by tweeking some files in the CommonData folder.

Seems a lot of stuff can be easily tweaked.

EDIT: After some playing around with the numbers this is the result:
Before (Default):
http://i38.tinypic.com/2hebp82.png
http://i38.tinypic.com/2vw64pd.png (Full Size)

After (Tweaked):
http://i38.tinypic.com/29qdq1g.png
http://i34.tinypic.com/xejuo9.png (Full Size)

A thing: how many damage points are doing the weapons? Because, if you modify the game like this, it gives 1 HP damage for each thing you're doing, even using a banana bomb. Did you try it? O_o

EvilJolly
26 Aug 2010, 15:35
all of your complaints, with the exception of the UI, is that this game isn't W:A. this wasn't made to be. the new physics work just fine once you get used to them. I'm already getting to the point where I can rope a bit like we used to in armageddon, and this is day one we're playing on and without the momentum fix. if you give the game a chance and stop knocking it for not being a carbon copy, you might just like it.


Look, you've stated your opinion. You've already made 7 posts in this thread. We know what you think, and we obviously DISAGREE.

Ninja roping is a part of worms. If you don't like the gameplay that it adds, you can disable it. There's plenty of other means of transport. When Team17 originally made this game, that's how they designed it, and we all loved it. Now we don't.

Keeping ninja roping the way it is would be like taking rocket jumping out of Quake, or having the villain at the end of Scooby Doo fail to say "If it wasn't for those meddling kids." It's just part of the game that we have come to expect to be a certain way, and we're voicing our opinion because we don't like how it works currently. You don't need to try and drown us out by flooding the thread with your own posts.

There's always the option of adding a toggle for "Classic rope physics" if enough people *actually* like the new rope style. I really doubt that's the case though. Worms simply feel to "heavy" right now.

greyze
26 Aug 2010, 15:45
Turns out you can scale the HUDS smaller by tweeking some files in the CommonData folder.

I love the game but the HUD/UI need massive revamping, especially its size. What you've figured out is epic! but can you explain exactly what values you changed in which file please?

Thanks :)

D_Wormkill
26 Aug 2010, 15:48
I love the game but the HUD/UI need massive revamping, especially its size. What you've figured out is epic! but can you explain exactly what values you changed in which file please?

Thanks :)

There is a block notes file called HUD. You can also have a menu weapon like WA. =P

SilPho
26 Aug 2010, 17:12
Is the WA style menu a simple change or a complex editing of various values?

BetongÅsna
26 Aug 2010, 17:24
I'd love to have the crosshair move a little slower. It's hard to aim precisely!

SilPho
26 Aug 2010, 17:26
I'd love to have the crosshair move a little slower. It's hard to aim precisely!

Actually I second that, just slowing the motion while holding shift would be ideal.

Akuryou13
26 Aug 2010, 17:42
I'd love to have the crosshair move a little slower. It's hard to aim precisely!also a complaint of mine. tapping the up or down arrows moves a shotgun entirely more than is necessary. it's very difficult to aim precisely, which is what you have to be able to do in order to use a shotgun effectively anywhere but up the nose of your opponent.

Shroom!
26 Aug 2010, 17:54
I would like the return of the backwards walk. Trying to aim a shotgun with precision sometimes requires you to tak a little step backwards.

kazzap
26 Aug 2010, 18:31
Bring Back 8 worm teams, and also bring back worm placement. Not for ranked matches but at least in custom matches the ability to place your worms instead of them all spawning on cliff edges and barrels would be nice. Push to talk button is needed too. I liked being able to adjust weapon power in different game styles in old games. As most people have said the UI needs some work too. I really really hate these scrolling titles, having to wait to read something it just bad.

I love the game but these little things make the game feel more like port of the xbox games then a whole new game.

Drno
26 Aug 2010, 18:49
Ingame general

-No way to see team messages
-No button to see players
-Does not show who's turn it currently is (needs a show team button. e.g page down
-Does not show who has left the game in chat..
-Does not show who is using voice chat..?
-Control options ingame are buggy/laggy (trying to scroll changes button key)
-Only 2 wind directions..?

Out of game

-Most things are not listable or in a table (e.g. weapons) they are in a terrible scroll option
-Missing the "camp" voice! (whoopsie it was called?)

Multiplayer

-Rope physics just wrong
-Cannot name created match
-Cannot select colour of team, amount of worms etc
-Only 4 worms.. srsly?
-Cannot edit settings in lobby, just selects a scheme
-When looking for games, no indication of what buttons do at the bottom
-No nationality indication of the players (FLAGS anyone?)
-Can't tell if you are actually transmitting voice

Overall

Rope physics just wrong, so are other weapons from what I used (petrol bomb, petrol barrels)
Feels a bit cheap, can't continue matches, no fanfare or aftermatch chat
Giant UI seems clunky

This is all from what I could gather of a 1hr - 2hr session.

ForgotWhat
26 Aug 2010, 20:53
Yes, I am a long time player of the Worms series, and the Ninja rope has been butchered. Please bring back the old physics!

That is my only real complaint after playing a few games.

Akuryou13
26 Aug 2010, 21:21
Multiplayer Lobby doesn't seem to show ranked games. This is silly. Why am I forced to be randomly assigned to a game? what if the host is having issues, and I can't play that person? or what if I've just recently played them and owned them so bad I was embarassed for them? or what if I've played them in the past and just dont' like them?

If people grinding each other causes problems in the leaderboard, then only allow a person to play a ranked match against a specific opponent once a day or something. As it is now, I keep getting shoved into games with the same people over and over and over because our games have, obviously, ended at the same times.

Djoszee
26 Aug 2010, 21:22
I found a bug :D

I did a dragonpunch after i jumped upwards. The enemy worm got no damage, but was in stead floating on mine. As soon as the other worm came near, both fell down.

See image.

wormies14
26 Aug 2010, 22:30
A thing: how many damage points are doing the weapons? Because, if you modify the game like this, it gives 1 HP damage for each thing you're doing, even using a banana bomb. Did you try it? O_o

Yeah I didn't notice that. Thanks for pointing it out. There must be a way to fix it somehow.

hundreds
26 Aug 2010, 23:03
Hey guys,

Looks like the topic I made for this is getting no traffic, so I guess I will put this stuff here because it applies.

Here are a few items I personally want to see.

These all have to do with the landscape editor / import functions.

1. Larger map dimension limits.

This is probably the MOST requested upgrade feature. For mappers of all types, this is something that would be greatly appreciated. I don't think the map sizes need to be limitless, simply increased by a decent amount. I am thinking 3400 x 3400 pixels. Do you agree?

2. Wind particles in custom maps.

Currently you can not import a map and play it with wind particles. Those new particles look and behave great and I really think us custom mappers should have those particles. Of course since there are a bunch of them, we should be able to choose which particles to use. Since those particles are attached to specific backgrounds, we should be able to choose a "terrain style", which would include the particle set, background image, and water type. We should also be able to turn the background on and off (just use the gradient). This information should be saved in the LDS file (along with things like water level and mine placement).

3. Custom Border Types

This is a slightly more complicated point. I have tried to explain it below:

In the landscape editor, there is a button to toggle the border on or off. That is all good and well. It allows for a cave style map (with a possible water death) and an open style map (with a possible water death). In my crusade to make Worms Reloaded the BEST solution for custom mappers, I have yet another tweak I would like to request.

Whether you draw a map in game, or import one via TGA file, I believe you should be allowed 4 options for borders:

1. Full Border ON - Borders will seal off each side of the map (top, bottom, left and right). This allows for destructible landscapes that DO NOT have a possible water death. This style resembles a cavern.

2. Standard Border ON - This is the current option. Borders on top, left and right with the possibility of a water death. This style ALSO resembles a cavern.

3. Partial Border ON - This is the style I am REALLY campaigning for. This one would have a NO BORDER anywhere on the map. However, the map would still use a cavern view. This means that you can still drown and at the left or right edges of the map, if you get pushed off, you also die (due to falling into the water outside the boundaries of the map). The BIG PLUS for this type is that map makers can create a map that works like an open style, but is NOT LIMITED TO AN ISLAND. You could design a landscape that gives the illusion of continuing on to the left and right side, like a field or city scape or something. Additionally, any worms kicked UP out of the map would simply come down in their normal trajectory.

4. Borders OFF - This is also the current option - no borders at all, resulting in an open style map (like an island).

I have really obsessed over this and made up a nice little graphical diagram. I have a level that I REALLY want to convert to Worms Reloaded, but without an option like that, I would not be able to use it, or any other levels that are not either 1) an island, or 2) a cave.

http://www.mnpp.net/images/posts/border.jpg

Well that about wraps up my list of items that would pretty much perfect the landscape editor / importing functions of Worms Reloaded. What do you think?

EDIT: Option 3 graphic says "NO WATER DEATH" but in reality it WOULD have the possibility of a water death.

Plasma
26 Aug 2010, 23:06
Err... why is Option3 a no-water-death?

bonz
26 Aug 2010, 23:20
Hey guys,

Looks like the topic I made for this is getting no traffic, so I guess I will put this stuff here because it applies.
I did answer you in your other topic with an even better solution about your border problem.
I even added an image! :eek:

hundreds
26 Aug 2010, 23:30
Err... why is Option3 a no-water-death?

I edited that, sorry... there IS a water death.

@bonz - refresh my memory with that again?

Mr.Fragged
26 Aug 2010, 23:50
I'll be honest, most of my gripes have been described already in words far more succint than I can manage. What I can add is this:

There is a lot that is good about this game. Visually its nice, the tweaks to the grenades are good, the AI is better, the super sheep is easier to manouver, the homings missile now actually works to a degree when any use is more than a shot in the dark, and many, many things besides.

What T17 need to do now is make sure they iron out the bugs and tweak the things that need tweaking (and not just subjective things but many issues of balance and ease of use with regards to interface, multiplayer interaction etc.) to ensure that people, myself included, don't just go back to WWP and WA.

I don't want the same game as I had before, nor do I want just a better looking version of WA or WWP. What I do want is a good game of Worms with balanced, useful weapons, nex to no bugs, an accessible and a really sociable multiplayer.

My main frustration with my purchase isn't that it isn't like the old games so much as it isn't as tight or functional as the old games.

I hope some updates will prove me wrong.

Greene
27 Aug 2010, 02:24
Completely agree with Mr.Fragged, fantastic game so far and very glad about many of the changes. I will echo the the general opinion about the user interface though, please give us a smaller, tidier interface & weapons menu. :( An option to bring back the control scheme of WA wouldn't go amiss either, Z to change airstrike direction and middle mouse for girder rotation? What's that all about? :P

biohazard
27 Aug 2010, 04:49
Been playing worms since "worms2" came out and have always loved it.

My only real complaint is the multi-player menu. When you go into the network option it automatically connects to the internet. I play with my nephew and brother (same house) and also at a lot of LAN's and would love to see a separation between LAN and Internet. And even maybe add a "lock" option to games so if you are only wanting to play with friends over the net you can give them passwords to get into a game. Otherwise the only option I can see is when we want to play together is to disconnect the internet and steam don't like that too much.

Akuryou13
27 Aug 2010, 06:15
PHYSICS RANDOMNESS!

ok. I've just minimized in the Rescue Agent Dennis mission revamp because I have an issue. my first move of choice is to use the blow torch on Red Card. I can kill him first turn this way. I like that. unfortunately, even if I stand in the same position facing the same altitude, each time I hit him with the torch is different. One time he'll follow the torch like a good little boy and drown. the next he'll hop up over me and only take three damage. the next time he'll take 30 damage from some random explosion of damage that sometimes happens when you burn a worm, and then he'll follow my torch for a second before hopping out of the way.

I've also run into an occurrence where the AI ran down a cliff that was almost completely vertical. if I try to run down those in this game, I start sliding and fall down to get hurt. apparently the AI could calculate the speed at which that would start happening or something and navigated that successfully, but that just isn't fair. you should be able to look at the terrain and reasonably predict how your worms are going to react when in contact with it.

this is NOT acceptable. this is a STRATEGY game. a strategy game that requires precision. if I use a weapon, it's because it works a specific way that I've deemed best for my current situation. each time I use that weapon needs to be predictably similar. this sliding crap you've done to the worms? throws off any form of strategy.

I won't complain about how I can't climb up sheer cliffs so long as pixels are visible, like we could in armageddon. I know that over time things change, and I can grudgingly accept that I'm going to slide now. whatever. I'll deal with that. but sliding over weapons? not something I can accept. this needs fixing. soon.


edit: and your hitboxes are terrible! a worm sliding against a crate even slightly will magically fly on top of the crate avoiding all damage?! wtf!? and, unrelated to teh agent dennis mission, the hitboxes seem to change with hats on? am I mistaken, because that really shouldn't happen, imo.

Komo
27 Aug 2010, 10:50
the grenade tosses like a dream

Nah, not at all... I personally find the grenade pretty dissapointing, I am ridiculously addicted to BnG on WA, and my biggest, and only actual dissapointment in WR is the fact BnG has basically vanished, theres no style to it anymore, theres no variety, you don't even get min/max bounce options, and you do not get low gravity either, the way the grenade bounces is totally magnetic like, the fact it rolls straight towards a worm and sticks makes it no fun or challenge at all.

Now I am not saying I want it to be like WA, not at all, but I thought it would be a little better than this...

CakeDoer
27 Aug 2010, 11:09
the way the grenade bounces is totally magnetic like, the fact it rolls straight towards a worm and sticks makes it no fun or challenge at all.

that's what I've been saying

Shirdel
27 Aug 2010, 11:19
I can easily look past all of the flaws of the game, bar one major problem.

I was playing some online game on some Rope Race Maps I transferred from W:A to W:R, and here's just a few things that happened.
- My friend was walking into walls
- My worms spawned out of the map, or instantly sank
- Everything was floating
- Crates were INSIDE the Terrain.

This is quite horrible, meaning I can't enjoy custom map support at all.

bonz
27 Aug 2010, 13:44
I can easily look past all of the flaws of the game, bar one major problem.

I was playing some online game on some Rope Race Maps I transferred from W:A to W:R, and here's just a few things that happened.
- My friend was walking into walls
- My worms spawned out of the map, or instantly sank
- Everything was floating
- Crates were INSIDE the Terrain.

This is quite horrible, meaning I can't enjoy custom map support at all.
Your games desync'ed because you most likely didn't share all needed custom map files (TGA, KEV, LDS).
You were basically playing on 2 different landscapes, yet the game still synchronizes all movement.

SupSuper
27 Aug 2010, 17:06
Been playing worms since "worms2" came out and have always loved it.

My only real complaint is the multi-player menu. When you go into the network option it automatically connects to the internet. I play with my nephew and brother (same house) and also at a lot of LAN's and would love to see a separation between LAN and Internet. And even maybe add a "lock" option to games so if you are only wanting to play with friends over the net you can give them passwords to get into a game. Otherwise the only option I can see is when we want to play together is to disconnect the internet and steam don't like that too much.
There is no LAN play, it's online only. If you only want to play with friends you can just make a Private Game and invite them yourself.

Akuryou13
27 Aug 2010, 17:43
There is no LAN play, it's online only. If you only want to play with friends you can just make a Private Game and invite them yourself.really?! what's the "local network" or whatever for, then?

-kipa-
27 Aug 2010, 17:50
Customizations

-I can`t see all the hats at one time to choose them, i need to watch one-by-one and then i can choose the hat i want to use. Can you make a window, when i will see all my hats?

-The same for HUDs and i can`t see how each hud looks like, i need to aply one - play a game and the i will now it. Can you create a preview for HUDs?

Djoszee
27 Aug 2010, 17:54
I found a bug :D

I did a dragonpunch after i jumped upwards. The enemy worm got no damage, but was in stead floating on mine. As soon as the other worm came near, both fell down.

See image.
I have experienced something simular today:
- A cluster grenade hit a worm in the same team
- It looked like the worm was floating on a pixel
- Two turns later the worm suddenly fell down to drown in the water below him

Anyone else experienced something simular? Please do not hesitate and write it down in this topic.

Akuryou13
27 Aug 2010, 17:56
I have experienced something simular today:
- A cluster grenade hit a worm in the same team
- It looked like the worm was floating on a pixel
- Two turns later the worm suddenly fell down to drown in the water below him

Anyone else experienced something simular? Please do not hesitate and write it down in this topic.this is a suggestions topic for discussing features we'd like to see. bug reports are a tad out of place here. I went ahead and made a glitches thread for this sort of discussion, though.

http://forum.team17.co.uk/showthread.php?t=41946

-kipa-
27 Aug 2010, 17:57
Oh and can you fix the construction option?

I can build a Girder, but i can`t turn it around

-kipa-
27 Aug 2010, 18:01
And it would be better, if you will add an option, so i could see all my weapons, when its not my turn.

SupSuper
27 Aug 2010, 18:54
really?! what's the "local network" or whatever for, then?"Local Game" is just a hotseat game, same as "Custom Game" in Singleplayer menu.

futurama42
27 Aug 2010, 19:07
A bit better randomly generated maps, with less random objects and more bridges.

Akuryou13
27 Aug 2010, 19:12
"Local Game" is just a hotseat game, same as "Custom Game" in Singleplayer menu.lol, yep. clicked it after I asked. that's just silly.

Djoszee
27 Aug 2010, 21:22
Display / Hud
- When using the F-keys, there is no notice of the amount of weapons left. You will need to open the weapons menu to check your stash. I would like to see the ammount of weapons next to the weapons name, preferably between brackets (just like WA)
- I have encountered a lot of people that do not know how to open the chat. It should be like worms armageddon, with the chat opening at the start of the game. There should be a message like 'This is the chatbox, you have configurated the [...] key to open it'
- You can open the chatbox with your preferred key, but you will need to click the arrow or press escape to close it. Open and closing the chatbox should be do-able with the same key.
- The AI sometimes jumps around, and then magically appears on a different place (havent seen this yet online, but then lag could be the cause)
- See image (this is known...)

Mr.Fragged
27 Aug 2010, 21:34
Turns out you can scale the HUDS smaller by tweeking some files in the CommonData folder.

Seems a lot of stuff can be easily tweaked.

EDIT: After some playing around with the numbers this is the result:
Before (Default):

http://i38.tinypic.com/2vw64pd.png (Full Size)

After (Tweaked):

http://i34.tinypic.com/xejuo9.png (Full Size)

Question - is there any way to mod the HUD file without getting online multiplayer disabled?

Shroom!
27 Aug 2010, 23:30
Oh and can you fix the construction option?

I can build a Girder, but i can`t turn it around

Enter turns it around. No way to make a longer one though :(


I found a bug just now. I swung down on a rope and put a 5 second grenade next to a worm. The timer counted down and... poof!... it just vanished! Very strange.

juxtaposed
28 Aug 2010, 00:00
When doing private games with Steam Friends, it would help if I could hide offline players. It would also be nice to show only players who actually have the game. Right now, it's showing EVERYONE on my friends list, online or offline, have the game or not.

soulie
28 Aug 2010, 01:16
Please give an option for classic physics/roping

The rope may have been overused and unbalanced in previous worms games, however many players loved the many game modes this created. Please cater for all of us worms players by having an option for using the new balanced rope or the old rope. This will make everyone happy. :)

Djoszee
28 Aug 2010, 11:37
Online
Please make it show the country of a player, preferably in the lobby or using a flagsystem ingame...

Rebs
28 Aug 2010, 12:34
Unless I've missed something, the fact that you cannot create a public game without it first trying to stick you into a random 1 is annoying.

A larger horizontal map size would be nice.

All forms of fire weaponary to be useful would also be welcomed.

Allow the backjump to be bound to something other than forward jump.

Reduce the length of rope a little.

` to open and close chat and to be able to open chat at all times.

7h30n
28 Aug 2010, 13:13
Gameplay

Smoother aiming is a must! Maybe implent: hold shift + up/down arrow for slower, smoother aiming

Shroom!
28 Aug 2010, 14:21
The lobby is an utter disaster and has NO redeeming features. The ranking system is kinda poo. I wanna see proper stats. I want a win/loss record. I honestly can't believe how they have treated us PC players.

Don't get me wrong, I am having fun with the game. PLayed forts quite a bit, which I never really played much in the past... but I miss shopper :( And the rope is capable of doing some of the old W:A tricks but seems to only do them by chance (flipping yourself over a vertical spike of land for example).

Komo
28 Aug 2010, 14:42
Would it be possible to do something with the grenades?

For the scheme BnG (Bazooka n Grenades), it's not challenging in the slightest, there's no real talent involved, and half the time you don't even have to aim perfect, it rolls into the player and sticks to them lol, it's fun, but it could be WAY better.

How about adding min/max bounce for trick shots? This adds so many new types of shots possible.

Why isn't low gravity in WR? For BnG this at least doubles the variety of shots you can do with the grenade.

When you bank a grenade, which is when your worm is next to a wall, and you aim at the wall and fire, it doesn't look right, it doesn't even work at all for that matter lol, you fire off the wall, it should work like how it does in WA, i'm not saying it should be like WA, I'm saying the laws of physics in general, throw a ball off a wall and it won't go straight up in the air, or straight back down, it should head up at the angle you threw it against the wall.

It should look like this:

>|

">" Being the path of the grenade and "|" being the wall, instead it acts more like this: _
|| \ (Wall is on left side this time)
|\

This just isn't right??

Akuryou13
28 Aug 2010, 17:15
Would it be possible to do something with the grenades?

For the scheme BnG (Bazooka n Grenades), it's not challenging in the slightest, there's no real talent involved, and half the time you don't even have to aim perfect, it rolls into the player and sticks to them lol, it's fun, but it could be WAY better.

How about adding min/max bounce for trick shots? This adds so many new types of shots possible.

Why isn't low gravity in WR? For BnG this at least doubles the variety of shots you can do with the grenade.

When you bank a grenade, which is when your worm is next to a wall, and you aim at the wall and fire, it doesn't look right, it doesn't even work at all for that matter lol, you fire off the wall, it should work like how it does in WA, i'm not saying it should be like WA, I'm saying the laws of physics in general, throw a ball off a wall and it won't go straight up in the air, or straight back down, it should head up at the angle you threw it against the wall.

It should look like this:

>|

">" Being the path of the grenade and "|" being the wall, instead it acts more like this: _
|| \ (Wall is on left side this time)
|\

This just isn't right??seconded. the heavy grenade throws awesomly. the fact that it doesn't bounce off of ANYTHING, however, makes it extremely lame. current grenade should be min bounce at best, but we also need a max bounce.

MonkeyforaHead
28 Aug 2010, 23:52
Until a better menu UI is implemented (and this really needs to happen somewhere down the line), the least that could be done with the current one is make it not pause for so long before scrolling the text in fields that require it to scroll.

The power meter as you're starting a shot is really hard to gauge power with unless you're trying to make a nearly-full-power-but-not-quite shot. Needs to have a little more stretching area to gauge low-power shots with.

Melee attacks need buffing. The bat is fine, firepunch is okay but has too much of a tendency to make the victim stop dead on contact with the ground. Dragonball is the worst off, it gives almost no vertical push, absolutely pitiful horizontal push, and feels about as effective as the prod was in W:A. Prodding has been reduced to "don't even bother trying".

Also concerning melee, the hitboxes for the firepunch and bat are pathetically tiny. It can look like you're making relatively solid impact with your target and there's no contact whatsoever.

Dud mines need to happen a little more often when they're enabled. I can go for 5 rounds straight before ever finding one, which is just silly.

Crate drop toggle settings need to be tweaked. Available options are Off / Infrequent / Occasional / Often, if memory serves. Infrequent feels about right, but I can barely tell any difference between Occasional and Often. At the very least I think Occasional should drop fewer crates, but a number-based toggle would be ideal, say a scale of 1-10 or Off.

More worm skin colours would be nice. I can understand why some shades wouldn't be present to make it clearer when worms are poisoned, but there were several shades present in, for example, Open Warfare 2, that still shouldn't cause too much confusion. Aqua, purple, yellow, and so on.

Talking of Open Warfare 2, it'd be nice to see a return of the boomerang.

I know a speechbank editor is supposed to be a future addition project, and whenever that comes around it'd be nice to see an option for custom graves too.

I think I'm spent for now.

Adamsa
29 Aug 2010, 13:46
Weapons:
*Could you bring those weapon back : Bungee, Mad Cows, Low Gravity, Homing Pigeon, Mortar, Old Woman, Mole Bomb, Mike's Carpet Bomb, Indian Nuclear Test (Flood).

*This is how the weapon menu should look like
http://i33.tinypic.com/120pjx4.jpg

Griffix
29 Aug 2010, 16:35
I'm a golden oldie worms player,.. but this new worms game really really dissapoints me. The game just doesn't feel like worms anymore. Worms used to be known for its great gameplay and awesome moves you can make.

Now everything is borked. It's like everything is built on the Worms1 engine!!

Slopes: The slopes are steep and slippery. I just fell off my parachute into the water because i was sailing down a wall with a slope like that. You can't jump on them, while this used to be possible on the old worms games. omg how gay.

Petrolbomb: The impact of the petrolbomb is huge! and the fire comes out ON THE SIDE?!?!?! What's the deal with that??

HolyHandGrenade: The holy handgrenade has lost its holyness... Even the dynamite does more damage!! And while the Impact is big enough,.. how come the worms don't go flying all over the landscape?

Dynamite: I used to work with the dynamite for the 75 damage (which is still there!) But the impact is CRAP! Even the grenade makes the worms fly higher and further than the dynamite.

Baseballbat: Even a grenade can make the worms fly further than the bat.

Parachute: Take a rope,.. launch yourself in the air and press F8 to select parachute while in mid air. It's a nice move, but i don't think this is something T17 has calculated.

Grenades: BOUNCY BONANZA! Play a game against the CPU and you'll see how unpreditable the grenade can bounce. This will make the grenade a 'lucky' weapon instead of a skill/tactical weapon.

CHAT: The chat is frikin huge and blocks your sight,.. can't even show it while the game is loading the other player connection.

Worms names/Team names: I'd love to see on which team the worms are,.. this could be handy in 3 vs 1 games. Also when zooming out, the names of the worms dissapear. This is horrible for tactical players like me.

Just my few opinions on the game...

I don't think i can get as addicted to this as the old series.
Shame on you T17.

Akuryou13
29 Aug 2010, 17:30
can't even show it while the game is loading the other player connection.actually you can, which is just MORE frustrating. if you press esc and click Chat, it opens without issue. why the button is disabled there, I will never understand.

NoteVan
29 Aug 2010, 18:22
Things I would like to see changed:

*increase in map size (this would also open the doors to having more teams/worms per game)

**MORE CUSTOMIZATION - ffs, the scheme editor is horrible. Can't set power levels of weapons, can't set health from health crates, can't set how often a certain weapon drops from a crate and which weapons can drop (making a good shopper scheme is impossible), for the options that can be set there is only 3 or 4 choices (fine tuning would be nice)

add WA rope physics back (an option to choose between the 2 is fine)

add the small backwards jump

shop items - what's the point? there is nothing worthy of buying and all the graves/hats that can be bought are already in use by the AI. There is nothing special or unique about them.

Plenty more that I can say, but it's been covered in this thread somewhere already.

D_Wormkill
29 Aug 2010, 22:46
I'm a golden oldie worms player,.. but this new worms game really really dissapoints me. The game just doesn't feel like worms anymore. Worms used to be known for its great gameplay and awesome moves you can make.

Now everything is borked. It's like everything is built on the Worms1 engine!!

Slopes: The slopes are steep and slippery. I just fell off my parachute into the water because i was sailing down a wall with a slope like that. You can't jump on them, while this used to be possible on the old worms games. omg how gay.

Petrolbomb: The impact of the petrolbomb is huge! and the fire comes out ON THE SIDE?!?!?! What's the deal with that??

HolyHandGrenade: The holy handgrenade has lost its holyness... Even the dynamite does more damage!! And while the Impact is big enough,.. how come the worms don't go flying all over the landscape?

Dynamite: I used to work with the dynamite for the 75 damage (which is still there!) But the impact is CRAP! Even the grenade makes the worms fly higher and further than the dynamite.

Baseballbat: Even a grenade can make the worms fly further than the bat.

Parachute: Take a rope,.. launch yourself in the air and press F8 to select parachute while in mid air. It's a nice move, but i don't think this is something T17 has calculated.

Grenades: BOUNCY BONANZA! Play a game against the CPU and you'll see how unpreditable the grenade can bounce. This will make the grenade a 'lucky' weapon instead of a skill/tactical weapon.

CHAT: The chat is frikin huge and blocks your sight,.. can't even show it while the game is loading the other player connection.

Worms names/Team names: I'd love to see on which team the worms are,.. this could be handy in 3 vs 1 games. Also when zooming out, the names of the worms dissapear. This is horrible for tactical players like me.

Just my few opinions on the game...

I don't think i can get as addicted to this as the old series.
Shame on you T17.

Ehi, I was the one I told you about the parachute. And I called that move Griffon Landing, in your honor! lol

Akuryou13
30 Aug 2010, 06:02
Friendly Leaderboard:

I would like to see a way to check the rankings of our steam friends. Preferably all the rankings, so that I know who's playing what and how much better at it I am. :cool:

RatScabies
30 Aug 2010, 23:51
1. Some things are missing...

Worm Select - This was a thrilling crate to pick up, and could make or break a game. Adding a couple to a default scheme was also a really good way to deal with really unlucky worms placement, or taking advantage of a cluster of worms before they dissipate.

Low Gravity - I don't know what to say here. It was a great staple item, and really satisfying to combine with a baseball bat or holy hand grenade. Even with T17's seeming emphasis on more random, silly fun, low gravity fits the bill. I don't really know why it was left out, considering they've created recent games that feature the ability prominently (like the Wii worms game...).

Various omitted utilities - Double Damage? Double Turn Time? These used to both be awesome when picked up at just the right moment, due to their instant effect. There's no substitute for them, so the redundancy argument is out. Fast Walk? Crate Shower? They make crates more valuable to pick up and add fun and variety to the game, so why omit them? It just seems like there are less game changing effects in W:R, which makes for an overall less varied game experience. I don't need the same exact utilities as W:A, but you could at least put in the same amount of effort to shake things up a bit.

Various omitted weapons - The Bow was really fun. While it didn't do much damage, the extra push it gave often made it preferable to the shotgun for drowning worms. The ability to create steps up a landscape added another layer of strategy. Team17 claims the extra weapons were removed due to being too similar to other weapons, but where's the substitute for the Bow? No other weapon lets you add geometry, while retaining the ability to take another shot. Besides that, I also miss the fun weapons. The Priceless Ming Vase, the Old Lady, The Skunk, The Magic Bullet, The Nuclear Test, about six different kinds of silly airstrikes, etc. Even if they are redundant, they add a lot of charm to the game, which is something the new weapons don't really do for me. I'll take a mole for a ferret anyday. Even new ideas they came up with, like the Boomerang, are notably absent...I don't really understand this push to put Worms on a diet, content wise. Who is asking for this and why is it necessary? Even if you find the weapons to be redundant, why not change enough to be unique, instead of omitting them entirely? Other weapons have obviously been tweaked for balancing purposes, why not give the old lady and the skunk the same treatment? Is someone convinced that having less toys to play with makes a better game or what?

It's not that the weapon selection is bad. It's just that the variety is part of what gave former Worms games' their charm. Stripping it down to just a handful, and omitting all of the zany once-in-a-blue-moon surprise crates is just boring frankly...

2. The Interface

the UI - A lot has already been said about this, but I'll pile on anyways. Uninspired and confounding are all adjectives that come to mind. I was so frustrated by the scheme editor UI, I gave up on the spot and ordered a used copy of W:A, with vain hopes that I can get it working with Windows 7. This just isn't going to work. It's very, very, very obvious that this UI was designed for a console, and absolutely no effort was made to optimize this UI for a PC audience. So Worms has gone from a milestone and flagship of PC gaming, to the leftovers from some console's digital downloads. Kind of sad actually...

The Scheme Editor - Perhaps the single most disappointing aspect of the game, to me, is the stripped down scheme editor itself, basically because that means less people are going to be creative with the game. Before any other points, I'd like to type a simple mantra - Less Options Means Less Fun! You could actually print that on the back of the game box, if W:R had one. Gone are the options to do simple things, like place your worms before a match, increase the amount of worms per team, select individual weapon damage, or turn off sudden death. That means you don't have the option to actually let a game end through skill alone, but are forced to allow some arbitrary force to hurry things along. You can't even turn this off for a hotseat match at home! Not only that, you can't even change the amount of time before sudden death occurs! It's turned off for rope racing, but there's no way to use that option yourself to create your own schemes where you'd like to remove sudden death...Let's examine this situation a little more closely. T17 obviously likes a previous scheme enough to include in their game. That scheme was invented and popularized by people monkeying around with the vast scheme editing options of yore. Now, that scheme wouldn't be possible to create using their own current default scheme editing tools! Maybe it's just a little hypocritical to acknowledge that good things come from more options on one hand, enough to adopt a child of such tinkering as your own, and then claim they're superfluous on the other... It's also frustrating in a mode like Bazooka and Grenade to have sudden death come and ruin the fun and tension of a close game. You can't change it, so it's actually impossible to have a decently long BnG match that doesn't end in sudden death. That sucks...

3. The Singleplayer - Remember Crazy Crates? That W:A minigame where you tried to collect as many crates as you could before a timer ran out? I'd use that minigame as all the evidence I'd need to prove that the new rope sucks compared to the old one. You can't play Crazy Crates with it. Why do you think they didn't include it? Or any minigames for that matter...Remember Euthanasia? The Firing Range? Super Sheep Racing? Nothing like that stuff seemed to make the cut, even though Crazy Crates and Super Sheep Racing where were I spent hours of my time in games past. Remember earning Bronze, Silver, or Gold medals depending on how well you did in a mission? That added replayability, and actually diversified the campaign, because the game was different depending on each medal you were going for...gold was hard...Not only that, but most of the maps were beautiful hand drawn illustrations that you got to use after beating the mission, totaling in the dozens. W:R's campaign mode offers NOTHING new at all to the series, and is actually far less compelling than what I just described. There are no branching difficulties to the missions. Once you beat it, it's done. They border on asinine in their simplicity. It's the same boring stuff you've played in every single worms game since W:A. Where's our compelling, and above all, NEW single player content T17? You stripped away a lot of stuff from the multiplayer experience (less weapons, less options, etc.), so where is stuff you're adding to compensate? It's not in an expanded single player, that's for sure...

4. The Multiplayer - What was wrong with WormNet? Having a central lobby where you can chat without having to join games was a great idea. Having channels where people hang out depending on what game style they're into was also a great idea. Why can't I share custom maps online? What's the point of having the option if you can't even use it? Can you imagine if something like Half Life forced you to manually load custom maps before you could play them? Why isn't there better stat tracking? This used to be a feature, seeing how much damage you've done, how many worms you've killed, etc. Where did that go? Besides that, bugs abound. Microphones repeat ad infinitum, mess up the rest of the audio, and overall sound horrible. I occasionally have to sit for several moments waiting for connections to sync together...people leave because they think the connection has been lost or are just impatient. Overall though, the multiplayer works well, and is still the series' strongest suit.

I apologize if I sound a little disgruntled, but I did pay $20 for this game. I just want my money's worth, like anyone else. At the very least, they could NOT REMOVE great ideas they've already come up with, even if they're not really adding much new these days.

Pokkai
31 Aug 2010, 00:44
RatScabies has just won this thread. I completely agree with everything he just said and team17 should really look at his post as a guide. I'm pretty sure team17 removed a lot of features from Armageddon is because they don't want to create a perfect game. They want to milk the worms franchise until it could be milked no more. Imagine if Worms reloaded had all of the things you've mentioned. No one would want to move on to any of their future releases if they were the case. It's a conspiracy I tell ya!

Akuryou13
31 Aug 2010, 04:23
RatScabies has, indeed, just won the thread!

I will NEVER understand why the bow, of all weapons, isn't in-game. it was removed in 3D because a poxel is too big for an arrow, but in 2D?! it was one of the most versatile tools in the entire damn game! how can you justify its not being included?!

Weeds
31 Aug 2010, 06:02
Hey all , first of all of course this game is nice and had a lot of fun with it , but there could be a couple things that could be much much better and also could be added :

1: on the whole , more intuitive menu

2: to be able to play vs AI with friends (good training , and fun)

3: more worms "available" per team this means could be even 10 but the player choose how many he wants when hosting the game .

4: more teams fighting against eachother

5: possibly bigger maps "available" so the player can choose the size ..small, medium , big

6: to be able to aim more accurately for exemple like by pressing a key

7: more intuitive lobby for multiplayer, and more customizable gameplay (like can set how many wep available , how long till unlock a weapon etc)

8: customizable weapons (i mean can set the power/radius etc of each weapons for your lobby) so the players could just set the power of the petrol bomb as it suits them , for exemple .

9: eventually ability to choose the way worms spawn on map such as , spread , team together ,2 opposite team are far away , for exemple

10: better map editor system , some tools like randomly generate things does'nt work very well to be honest (like objects or random holes/tunnels) that one is less important than the above :P

ok i hope my post made sense :) did my best

darkfoot
31 Aug 2010, 12:44
wow afrter reading all these post's it's clear everyone wants this game to be WA and not RL? the bounce of the worm off the wall while on rope sucks "not enuff bounce" but as i play i like what you guy's "team 17 and helpers" have done :P worms for windows 7

Akuryou13
31 Aug 2010, 21:51
why. the hell. does the shotgun now only do 5 damage to the shooter?! ffs, if I want to kill myself with a shotgun to get some advantage or another, why can't I?! I could've just killed a worm in my last game had I been able to kill my own with a shotgun, instead the game lasted another 3 annoying turns. the zook still hits me for 45 if I explode myself, why not the shotgun??

Johnnynet
31 Aug 2010, 22:07
Multiplayer
Where do I start?

Random Disconnects or Game Crashes for some unknown reason
This might be gameplay but shoddy placements. If I wanted four of my guys right next to an enemy worm then I would do selectable placement but wait that doesn't exist... /sarcasm
Private matches, why is it that it kicks the other person in the lobby if a person reconnects?
Game randomly freezes up, so that I have to leave the match.
LBD, Better known as the Light Bulb of Death. Shows a person as unready while at their end it shows them as ready.

Oinam
1 Sep 2010, 00:23
I would just like to say that someone really should buy this license and put out a multi-platform Super-Worms game in which there is so much physics that every match is so amazingly different... With smaller worms, many of them, doing something resembling strategy. With more mayhem, details, worms cough when wind blows smoke in their direction... You know, physics survive games. Moving around more swiftly, parachute->rope-> roll-under a wall->dynamite->jump from wall to wall->ending where you started, enemy worm blown apart. Imagine if a chunk of map would fall after you dig through it, or blow a large enough hole in it. Now that's WORMS PC. Worms Reloaded is just a PSP port of that game. -.-

Please... please go with the times. Sell it to Valve or Ubisoft.

bonz
1 Sep 2010, 12:53
How about adding min/max bounce for trick shots?
I've reported that during the beta and it has been dismissed with "no change required".
When you bank a grenade, which is when your worm is next to a wall, and you aim at the wall and fire, it doesn't look right, it doesn't even work at all for that matter lol, you fire off the wall, it should work like how it does in WA, i'm not saying it should be like WA, I'm saying the laws of physics in general, throw a ball off a wall and it won't go straight up in the air, or straight back down, it should head up at the angle you threw it against the wall.

It should look like this:

>|

">" Being the path of the grenade and "|" being the wall, instead it acts more like this: _
|| \ (Wall is on left side this time)
|\

This just isn't right??
Indeed, girders seem to magically suck away momentum after a bounce, while the other terrain doesn't.

Also, the indestructible border has messed up bounce physics for worms, which don't ricochet like on other terrain, but always go down at the same angle (~90°).

I reported those two during the beta and T17 are aware of them.
but as i play i like what you guy's "team 17 and helpers" have done :P worms for windows 7
You seem to highly overestimate the power of beta testers.
While we reported almost all of the issues spreading around the forum, T17 simply ruled out many fixes prior to release due to priorities, or simply dismissed them altogether.

The latter especially for missing feature requests.
Heck, I even requested that the bottle of the petrol bomb gets it physically correctly animated liquid surface!

But hey, if you desperately need a scapegoat... :-/

nathanl
1 Sep 2010, 13:36
interface
-UI is obviously designed for a console and is pretty bad on a PC
-chat interface is lacking, sometimes won't pull up in gameplay, no public chat outside of game

gameplay
-ninja rope, please. It's really the only reason I play worms. Why eliminate the most popular form of game play? At least put in a "super rope" option that goes back to the old style!?

Thurbo
1 Sep 2010, 20:01
Friendly Leaderboard:

I would like to see a way to check the rankings of our steam friends. Preferably all the rankings, so that I know who's playing what and how much better at it I am. :cool:

You can, one of the buttons in the leaderboards is for friends only. I forgot which one but I think it was a heart symbol.

_Kilburn
1 Sep 2010, 20:06
It always bothered me how bunker busters are large, round and blunt, and yet penetrate terrain so easily while producing such a sound. I find it quite funny that Team17 utterly ignored me when I mentioned that fact.

http://uppix.net/0/7/a/c7706a210e4039b46e66a28b6cbed.gifhttp://uppix.net/3/1/1/6a4ad793e1ccfac6e665f579821b9.gif

:cool:

Sorry for huge animations, forgot to resize them.

CakeDoer
2 Sep 2010, 10:32
Hmm. Kilburn. Sounds very, very familiar somehow.

Good point and nice animating. The bunker buster you made there would look pretty good in-game with some tweaks.

_Kilburn
2 Sep 2010, 12:04
That's because Kilburn is Team17's producer (if I remember correctly).


I'm not related to him or Team17 in any way and my username is actually a complete accident. :(

Thurbo
2 Sep 2010, 12:12
I'm not related to him or Team17 in any way and my username is actually a complete accident. :(

Now I'm really interested in knowing how that happened :cool:

Pino
2 Sep 2010, 17:18
wooow very nice replacements kilburn

Akuryou13
3 Sep 2010, 00:43
the cluster bomb. is stupid. it has a damage cap for NO DAMNED REASON! if I'm intelligent and skilled enough to backflip just as it explodes, causing all the clusters to hit me and the guy I'm next to, I should do the 120 damage it's SUPPOSED to do with that. or at least a heck of a lot more than 50. I thought that maybe the clusters just all added up to 50, but as it turns out, even if you miss a few clusters in your jump, you still only take 50. this doesn't make sense. please change it back.

_Kilburn
3 Sep 2010, 08:20
Damage caps are stupid in the first place. The only weapons for which they make sense are the Uzi (because it makes it actually more efficient for what it's meant to do), and maybe, maybe the Super Bunker Buster.

Buffalo of Lies seems to be quite useless for the amount of damage it does as well. I remember it was a lot deadlier in Worms Open Warfare 2.

Also the Shotgun seems not to always do 25 damage, I'm not sure if it's meant to be like that, but it often does 24 instead of 25 even though I'm pretty much sure I directly hit my target.

Plasma
3 Sep 2010, 16:37
I should do the 120 damage it's SUPPOSED to do with that.
You don't see anything wrong with that? At all?

Akuryou13
3 Sep 2010, 16:58
You don't see anything wrong with that? At all?it's exceptionally difficult to pull off and requires you do an equal amount to your own worm. so no, I don't.

and even then, make it do less than 120. I don't care about the number involved, but limiting it to 50 is ridiculous. each cluster does, what? 25-ish? well I expect to see all of that damage in one spot if I do the backflip suicide trick, not limited to an arbitrary 50. if you want to force it to do less damage, then make the clusters less powerful.

Pino
3 Sep 2010, 17:24
it's exceptionally difficult to pull off and requires you do an equal amount to your own worm. so no, I don't.

and even then, make it do less than 120. I don't care about the number involved, but limiting it to 50 is ridiculous. each cluster does, what? 25-ish? well I expect to see all of that damage in one spot if I do the backflip suicide trick, not limited to an arbitrary 50. if you want to force it to do less damage, then make the clusters less powerful.

cluster's atm do far less damage I got a worm only hit by a cluster and nothing more and he had 10ish damage

Akuryou13
3 Sep 2010, 17:29
cluster's atm do far less damage I got a worm only hit by a cluster and nothing more and he had 10ish damagewell either way. whatever they do should all be totalled up into one giant explosion, and a cluster missing my suicidal worm should affect the damage total.

and if it IS only 10 damage, I vote to raise that so the weapon's a bit better and the suicide is a bit more potent, but that's just my vote. I never use the cluster EXCEPT to suicide with :p

Plasma
3 Sep 2010, 17:53
it's exceptionally difficult to pull off and requires you do an equal amount to your own worm. so no, I don't.
"It's difficult to use" isn't a good reason to make something really powerful. In fact, it's a very bad reason, because it makes the people who can pull it off regularly have a much greater advantage over people who can't.

As for having it do equal damage to your worm: did you ever think about why Kamikaze doesn't do really really high amounts of damage? It's because a 5hp worm is worth hardly anything! ESPECIALLY so when its an attack that would kill the opponent no matter its health,

if you want to force it to do less damage, then make the clusters less powerful.

[...]

and if it IS only 10 damage, I vote to raise that so the weapon's a bit better
And now you're basically going against yourself. So, lets say the suicide cluster should do 75 damage - basically a plentiful dynamite but that sacrifices your worm. That's still a lot, considering how commonplace cluster bombs are, but still. Now lets say it does 6 clusters (I don't know how many it does). That's only 12.5 damage a cluster on a direct hit - even lower than its current 15 (I think)!


But the thing that makes your whole argument ridiculous is that you're basically exploiting the way the Cluster Bomb works! It's premise is that it's meant to hit opponents over a wide area, not be used against single opponents! You're complaining to the developers because they prevented you from exploiting a weapon to be super-imbalanced!



I never use the cluster EXCEPT to suicide with :p
Okay, no, THAT makes your whole argument ridiculous!

KRD
3 Sep 2010, 18:04
It's how they've decided to nerf all these weapons that bothers us, not that it's been done in the first place.

Akuryou13
3 Sep 2010, 18:55
It's how they've decided to nerf all these weapons that bothers us, not that it's been done in the first place.this exactly. the last game let the cluster do 120 damage with a full suicide hit. that was a bit OP. ok, so let's reduce the damage. each cluster does 10, the explosion of the bomb does, what? 25, I think? 20 maybe? 5 clusters, plus the grenade is 75. that's ok. I'd be perfectly happy with that as the damage possibility because the cluster suicide tactic is only viable in very specific situations that really don't arise all that often, but it's often enough that 120 is overkill.

regardless, what I'm complaining about isn't the nerf. MY vote, as you'll see from what I posted, is to have the tactic be powerful and rewarding to those of us as can pull it off. that's MY vote. MY opinion. but I'm not professionally trained, and therefore my vote amounts to almost nothing.

the FACT of the matter, however, is that arbitrarily forcing a weapon to behave in a way less powerful under specific conditions ruins a game that revolves around strategy. shotgun doing only 5 to its shooter? removes a significant amount of strategy involved in the shotgun weapon, and lessens the penalty for mistakes. capping the cluster bomb is similar. and hell, this is just one that I've noticed. who's to say there aren't more caps tossed around, rejecting our use of actual intelligence just to fit the desires of the designers? I'm certainly not sure how much damage a mine, an oil barrel and a HHG all do in the same place, are you? how do we know there's no limit based on some number a dev dreamed up one day?

you can crusade against me and everything I say all you want, plasma, but have the decency to do so within reason. I'm not complaining about them nerfing the cluster. I'm complaining about their forcefully limiting the destructive power of certain weapons under certain circumstances because doing so ruins the game. You can't have strategy if everything behaves differently under different circumstances. why do you think everyone's complaining about the physics so much? they're unpredictable, and that doesn't suit the worms series of games.

edit: also? please note that I didn't complain when the suicide did 50 damage. I have no issue with that. I complained when I found out that even when a cluster bomb misses, it does exactly the same 50 damage. the total power of the exploit isn't the issue.

_Kilburn
3 Sep 2010, 20:39
But the thing that makes your whole argument ridiculous is that you're basically exploiting the way the Cluster Bomb works! It's premise is that it's meant to hit opponents over a wide area, not be used against single opponents! You're complaining to the developers because they prevented you from exploiting a weapon to be super-imbalanced!

I've been re-thinking about it, and to be honest, he has a point there. The point of the Cluster Bomb is to hit several worms at once in a wide area, and it didn't do the job very well in the second-gen Worms games. A bit like the Uzi, why would you use it over the Shotgun, it doesn't do more damage, and it's less accurate.

I think buffing the damage cap to 65-75 would be a pretty good compromise. I never tried that suicide move, but I enjoy placing a red Electromagnet right next to an enemy worm, and then throwing a Cluster Bomb right into it the next turn for maximum damage.

Akuryou13
3 Sep 2010, 23:50
I think buffing the damage cap to 65-75 would be a pretty good compromise.having a damage cap AT ALL shouldn't be allowed. every weapon in worms should do the same damage it always does, regardless of how it's used. each weapon should be assigned a set number of damage, and it should do that damage predictably every single time. It's not like the cluster thing breaks the game. no one ever complained about it in W:A, why are you guys complaining about it now?

Thurbo
4 Sep 2010, 09:57
I've been re-thinking about it, and to be honest, he has a point there. The point of the Cluster Bomb is to hit several worms at once in a wide area, and it didn't do the job very well in the second-gen Worms games. A bit like the Uzi, why would you use it over the Shotgun, it doesn't do more damage, and it's less accurate.

This is an easy one: If I see one worm I could shoot against a wall to achieve 50 damage I use the uzi instead of a shotgun, simply to save the more powerful weapon.

having a damage cap AT ALL shouldn't be allowed. every weapon in worms should do the same damage it always does, regardless of how it's used. each weapon should be assigned a set number of damage, and it should do that damage predictably every single time. It's not like the cluster thing breaks the game. no one ever complained about it in W:A, why are you guys complaining about it now?

Because Worms Armageddon was "oh so perfect" and just "the most perfect Worms ever" and since the cluster doesn't work exactly as in W:A it sucks.

Plasma
4 Sep 2010, 11:55
ok, so let's reduce the damage. each cluster does 10, the explosion of the bomb does, what? 25, I think? 20 maybe? 5 clusters, plus the grenade is 75. that's ok. I'd be perfectly happy with that as the damage possibility
So you want the combined total of all the clusters to do only 50 damage when they all get direct hits?
And you really don't see a problem with that?
I mean c'mon, a single bazooka shot does as much damage as that, and that's not even counting that if clusters can hit other worms, a bazooka's explosion certainly can!
It's like the Uzi. You remember it from W:A, right? The weapon that had next-to-no purpose whatsoever because in very-nearly-any situation where it might be useful, a bazooka or grenade or shotgun works better instead? Yeah, in Worms Reloaded, it's actually useful again, because it can do much more damage (something like 75-100, I think). That's because there's ALSO a 50-damage cap against a single worm, so it doesn't become obscenely overpowered!

In fact, I don't know why you're arguing using the Cluster Bomb's limit instead of the nearly-always-comes-into-effect Uzi's limit!

rejecting our use of actual intelligence just to fit the desires of the designers?
No, NO! Knowing that you can make the cluster bomb do massive damage by backflipping at the right time is NOT intellectually challenging! Being able to suicide for insane amounts of damage is NOT a clever strategic manoever! You can NOT pull the "It limits our intelligence" card on this one!

how do we know there's no limit based on some number a dev dreamed up one day?
Because that would be flipping pointless, as single-explosion weapons can't be exploited! You know that! You're just making up straw-man physics now, so you have more reasons to complain about it!

why do you think everyone's complaining about the physics so much? they're unpredictable, and that doesn't suit the worms series of games.
Oh yay, well done, you've managed to make an actual point instead of just shouting "This is the way it should be because I say so" a lot!

So lets summarise your actual points again:
1: Having a damage cap means that you can't exploit the weapons in a way the developers don't want you do.
2: Having a damage cap means that you have to keep in mind an extra physics condition.


I do not even have to point out how dumb this is.

7h30n
4 Sep 2010, 14:35
/cut
the FACT of the matter, however, is that arbitrarily forcing a weapon to behave in a way less powerful under specific conditions ruins a game that revolves around strategy. shotgun doing only 5 to its shooter? removes a significant amount of strategy involved in the shotgun weapon, and lessens the penalty for mistakes. capping the cluster bomb is similar. and hell, this is just one that I've noticed. /cut.

Oh that explains the followin that happened in a game:

I had 2 worms while my opponent had one. He put his worm exactly next to my own worm. Now it's my turn. I get the other worm and use shotgun to shoot at his worm (which is next to my worm so that bascially you can see only one worm). Guess what?! I did 25 dmg to him and 5 dmg to my own worm although they were at the same spot! I fired once more doing total 50dmg to enemy and 10 dmg friendly fire.
Is that supposed to work this way?! This really removes the aspect of aiming carefully with a shotgun not to hit your own worms ...

@ the discussion: I think those other damage caps are fine and I think the game is a lot more balanced than before. But Shotgun friendly fire should be a lot more lethal.

Akuryou13
4 Sep 2010, 16:51
Because Worms Armageddon was "oh so perfect" and just "the most perfect Worms ever" and since the cluster doesn't work exactly as in W:A it sucks.have you read a SINGLE ONE of my posts? ever? seriously. I've been telling people to get over the relationship to armageddon since reloaded was released. my point here has nothing to do with being like armageddon, and everything to do with weapons acting predictably each time you use them. each weapon should do the same damage every time. that's what makes worms so strategic and so skilled.

So you want the combined total of all the clusters to do only 50 damage when they all get direct hits?
And you really don't see a problem with that?
I mean c'mon, a single bazooka shot does as much damage as that, and that's not even counting that if clusters can hit other worms, a bazooka's explosion certainly can!
It's like the Uzi. You remember it from W:A, right? The weapon that had next-to-no purpose whatsoever because in very-nearly-any situation where it might be useful, a bazooka or grenade or shotgun works better instead? Yeah, in Worms Reloaded, it's actually useful again, because it can do much more damage (something like 75-100, I think). That's because there's ALSO a 50-damage cap against a single worm, so it doesn't become obscenely overpowered!I've fired an Uzi against a double target before. the two were practically on top of each other. it did 50 to one and like 10 in splash to the other. it did the same on armageddon.

and as for the 50 cluster damage total thing? did you READ anything I posted? at all? because your arguments so far aren't making sense. I realize that for the past week you've just been arguing with me for the sake of feeling some sense of superiority, but come on. this is just getting ridiculous. as such, I'm ignoring pretty much everything you've said. kind of like you're doing to me.

SilPho
4 Sep 2010, 18:10
Sorry to interrupt your arguments, but I figured I'd post a bunch of suggestions.

Since Team17 are unlikely to make any fundamental changes to the physics of the game, I'm suggesting mostly cosmetic fixes and additions which won't change anything already established. (So no rope changes here).

Purely cosmetic

The ability to disable the 3D background entirely, just a 2D image or a black screen would do wonders for most people.
Body Count mode could do with displaying your high score on the Body Count landscape selection menu, I'm not even sure which ones I've tried, let alone which have a decent score.
The 5 second timeout on the ferrets only appears on the trailing ferret, which seems a bit strange, either all of them should have their own countdown or the lead ferret should have it.
When a worm takes an incredible amount of damage from a banana bomb explosion for example it would be nice to see that damage figure if the worm drowns, otherwise it just feels a bit anti-climactic.
I know it's tradition for worms to detonate themselves when they die, but since we have custom victory dances now, couldn't we have a choice of death animations? They would all require an explosion somehow but it would be a nice touch.
The menu system needs tweaking. Not going in to detail here though.


Slight game changes

Holding shift (for example) while aiming the reticule for more precise aiming would be greatly appreciated
Personally, I miss cocking the shotgun before firing it. Even if you couldn't continue aiming while cocking I still think it would be a nice addition.
I'd like to see the vertical jump functionality returned to the backspace key, if only to prevent me jumping forwards if my time runs out during a double jump. (This could also be fixed by allowing a second jump key-press to register after a turn or retreat time ends, assuming it doesn't already)
From what I can tell, when a grenade lands next to a worm they all have the same scream sound. Would be nice if this was part of the soundbanks.
Which brings me on to the next point about custom soundbanks at some point ;)
Fall damage seems to appear on screen at varying times, sometimes it occurs as soon as the worm hits the ground, other times it happens a few seconds later. Some consistency (preferably to the former) would be nice.


However, all of that aside, the biggest feature I would like to see is full replay functionality. I've had some crazy shots and some peculiar bugs which could only be explained with an automatically recorded replay. So that gets my number 1 pick.

Thurbo
4 Sep 2010, 18:26
have you read a SINGLE ONE of my posts? ever? seriously. I've been telling people to get over the relationship to armageddon since reloaded was released. my point here has nothing to do with being like armageddon, and everything to do with weapons acting predictably each time you use them. each weapon should do the same damage every time. that's what makes worms so strategic and so skilled.

Erm... I didn't say YOU were the one who keeps saying W:A is better in everything. I was just answering for *them* thus *they* wouldn't come here and say it in a never-ending post :p

Because they would. Believe me.

Akuryou13
4 Sep 2010, 18:28
However, all of that aside, the biggest feature I would like to see is full replay functionality. I've had some crazy shots and some peculiar bugs which could only be explained with an automatically recorded replay. So that gets my number 1 pick.and not just short replays, but the entire game! give us a "would you like to say this game's replay" or something after the round was over to avoid cluttering our harddrives.

I think W:A auto-records games these days, doesn't it? it was a nice addition and should definitely be continued!

edit:Erm... I didn't say YOU were the one who keeps saying W:A is better in everything. I was just answering for *them* thus *they* wouldn't come here and say it in a never-ending post :p

Because they would. Believe me.but....that's not what oyu said at all. you were talking to me very specifically....

Thurbo
4 Sep 2010, 18:32
edit:but....that's not what oyu said at all. you were talking to me very specifically....

It's not like the cluster thing breaks the game. no one ever complained about it in W:A, why are you guys complaining about it now?

This is what I was refering to. It's slightly changed in W:R and as long as anything isn't exactly as in W:A random people come here and complain about it.

Akuryou13
4 Sep 2010, 18:52
This is what I was refering to. It's slightly changed in W:R and as long as anything isn't exactly as in W:A random people come here and complain about it.....I'm aware of what I said that you were quoting because you quoted it. but your post very clearly implied I was the one saying W:A was superior and anything different was bad.

...VERY clearly implying that.

Plasma
4 Sep 2010, 18:58
I've fired an Uzi against a double target before. the two were practically on top of each other. it did 50 to one and like 10 in splash to the other. it did the same on armageddon.
*checks*

Aaaaand that's what I get for not checking to see what's changed since the Beta.

and as for the 50 cluster damage total thing? did you READ anything I posted? at all? because your arguments so far aren't making sense. I realize that for the past week you've just been arguing with me for the sake of feeling some sense of superiority, but come on. this is just getting ridiculous. as such, I'm ignoring pretty much everything you've said. kind of like you're doing to me.
Aku, can you go one debate without insisting that the other person is ignoring your posts, mis-interpreting you intentionally, is trolling, or is arguing for a malicious reason?


When a worm takes an incredible amount of damage from a banana bomb explosion for example it would be nice to see that damage figure if the worm drowns, otherwise it just feels a bit anti-climactic.
I know it's tradition for worms to detonate themselves when they die, but since we have custom victory dances now, couldn't we have a choice of death animations? They would all require an explosion somehow but it would be a nice touch.
The menu system needs tweaking. Not going in to detail here though.
Holding shift (for example) while aiming the reticule for more precise aiming would be greatly appreciated
Personally, I miss cocking the shotgun before firing it. Even if you couldn't continue aiming while cocking I still think it would be a nice addition.
From what I can tell, when a grenade lands next to a worm they all have the same scream sound. Would be nice if this was part of the soundbanks.
Which brings me on to the next point about custom soundbanks at some point ;)

I vote for all these!

Thurbo
4 Sep 2010, 19:03
....I'm aware of what I said that you were quoting because you quoted it. but your post very clearly implied I was the one saying W:A was superior and anything different was bad.

...VERY clearly implying that.

Just believe me I didn't intend to :rolleyes:

I know it's tradition for worms to detonate themselves when they die, but since we have custom victory dances now, couldn't we have a choice of death animations? They would all require an explosion somehow but it would be a nice touch.

Oh I wanted to tell Team17 that (I kind of forgot about it). Anyway I wanted to know why they use only one death animation while W3D and WF use a number of cartoony and very funny deaths. Having an own death animation like the own dances is a brilliant idea actually.

7h30n
4 Sep 2010, 20:46
Custom Soundbanks would be awesome!
But if not possible I would really like an addition of a Soundbank with "80s action movie one-liners" theme. Something in Arnold Schwarzenegger's and Duke Nukem's style! Let of some steam (after using explosive/fire weapon), or Time to kick ass and chew some bubble gum and I'm all out of gum! (might be apple or some fruit since those are worms)

I used to have Duke Nukem customsoundbank, it was perfect!

Akuryou13
4 Sep 2010, 23:11
Aku, can you go one debate without insisting that the other person is ignoring your posts, mis-interpreting you intentionally, is trolling, or is arguing for a malicious reason?that depends, I guess. can you? because every argument you've made recently has been started by an insult against my intelligence.

Akuryou13
5 Sep 2010, 04:56
server refresh. I've got 4 servers listed with 1/4 players in them. none of them have 1/4 players and 1 of them isn't even being hosted anymore, but every time I go to the lobby it shows the same 4 in the same condition.

also? what the heck are the 5 buttons on the bottom? none of them DO anything as far as I can tell. I'd assume that the arrows flip through pages if there were enough games available to flip through, but I've yet to see that happen, so I can't confirm, and the worm standing there with his fingers up is just completely baffling.

edit: is there not a "Host a game" button?! I'm trying to host a forts match, but there's already a forts match being hosted. when I click the selection to player match 4 players, etc, it brings me to the game that's already being hosted, but that game no longer exists, it's just stuck in the memory of the server list, so no one can play it. Perhaps I'm just overlooking it, but is there not a host game button anywhere? can there really only be one game of each type being hosted at a given time?!

edit2: just asked Mtl to confirm. WHO THE HELL PAID SOME MORON NOT TO PUT A HOST BUTTON IN THIS GAME AT ALL!? jesus christ, I realize this was just a port from a console, but how do you console guys put up with such idiocy in design!? only 1 game of each type can ever be hosted at a given time and if any of the hosts are error'd no one anywhere can host a game of that type?! wtfh?!

Thurbo
5 Sep 2010, 05:15
Well yea. Take a look here: http://forum.team17.co.uk/showthread.php?t=42109

Because of that dude I wasn't able to play forts a whole day long!
Actually there can several matches of the same type be hosted. Depends on if it's full or not: If there's a BnG match that already got 4 players you are able to host another one.

Yes I hate that method too.

MtlAngelus
5 Sep 2010, 05:28
There are barely any games up at any given time. Where is everyone? Is the game really this desolate?

I keep having to settle to scheme's I don't care much about, just to play a game, and then there's the ones who open a game with one of the normal schemes, and then changes it right before he starts the game to "X's scheme" which is either basically a full wormage scheme or a scheme with an incredibly retarded selection of weapons...

And ranked, I never find anything other than "standard", and no one joins if I start anything other than "standard".

According to the last update, the region restriction was expanded, but why not just downright remove it? I don't care if my oponent speaks moon language...

Akuryou13
5 Sep 2010, 05:35
There are barely any games up at any given time. Where is everyone? Is the game really this desolate?

I keep having to settle to scheme's I don't care much about, just to play a game, and then there's the ones who open a game with one of the normal schemes, and then changes it right before he starts the game to "X's scheme" which is either basically a full wormage scheme or a scheme with an incredibly retarded selection of weapons...

And ranked, I never find anything other than "standard", and no one joins if I start anything other than "standard".

According to the last update, the region restriction was expanded, but why not just downright remove it? I don't care if my oponent speaks moon language...the entire UI for the game is just ridiculous. Why do I have to be randomly assigned an opponent for a ranked match? why can there only be a maximum of....what? 6 games at a single time? one for each mode. Why is there no chat? most of the reason I joined a game in W:A was because the person in chat was amusing or interesting in some way and I wanted to play them. People also used chat to discuss what sorts of games they wanted to play, so that a group could join a specific hosts' game to get specific settings within the realm of a Forts, BnG, etc style of game.

Not allowing everything that makes a PC Online community work is just nonsensical! Communities need communication to work. We need to be able to choose who we play and when to be able to assure we play what we enjoy playing. Restricting all of that makes no sense....

W:A, people. it was successful! let's try to figure out why before we release a crappy game no one can play!

Thurbo
5 Sep 2010, 05:36
Actually, in my region is happening a lot :p I never found a ranked BnG match though.

d3rd3vil
5 Sep 2010, 09:55
Now there were I think 2 updates for Reloaded already :) Even though small somehow useless updates :(

But plz fix the waiting for other players ****. It can't take 2 even up to 10 seconds :( In Armageddon you fight instantly, no wait!!! So plz fix that....or improve it!

Thurbo
5 Sep 2010, 12:20
That's not right actually, Armageddon was lagging as much as Reloaded does, at least for me

d3rd3vil
5 Sep 2010, 12:27
Well yeah in one match out of 10 you had to wait a few seconds. And why? Because it was some russian asshole with an extremely low internet speed. And after the third waiting time he timed out.....in Reloaded it ALWAYS takes seconds, sometimes many :( That's unacceptable.

You can play First-Person shooters in highspeed without lagging, and a 2D/3D game not? :D

Thurbo
5 Sep 2010, 12:55
Well in Armageddon you wait about 2 seconds with a good connection for the next player's turn, in Reloaded it might be a little more - I doesn't make me upset. Unless there's nobody with a bad connection involved because then you have to wait way longer than usually.

d3rd3vil
5 Sep 2010, 14:35
I attacked some other worm, then the crate wants to come down and it takes a few seconds for one player, then it says waiting for other player AGAIN, then the crate comes down and sometimes you have to wait again after that....

What the hell is that? Everyone has the game and there's only a ****ing crate coming down....that shouldn't take more than 1 sec.! Can't be more than maybe a few kb to download for everyone? It should be nothing!

But why talk about it, if they don't speed things up, then they don't!

Akuryou13
5 Sep 2010, 17:00
Well in Armageddon you wait about 2 seconds with a good connection for the next player's turn, in Reloaded it might be a little more - I doesn't make me upset. Unless there's nobody with a bad connection involved because then you have to wait way longer than usually.it seems to sync individually for every single person in the game every single turn. armageddon seemed to do it all at once.

I could be wrong about that, but either way the load times are a LOT longer than armageddon's load times. Three and Four times as long at the very least, and that's with people who live not 100 miles from me AND people who live across the globe from me. it's always the same slow loading, regardless of connection speed and distance, and that doesn't make sense.

Psy-UK
6 Sep 2010, 13:27
I have a useful suggestion that would be nice to have. The hosting system should be set up using P2P much like MW2. So if the host rage quits or disconnects for whatever reason another player is chosen to host the game, allowing the match to continue.

KRD
6 Sep 2010, 14:53
Well in Armageddon you wait about 2 seconds with a good connection for the next player's turn, in Reloaded it might be a little more - I doesn't make me upset. Unless there's nobody with a bad connection involved because then you have to wait way longer than usually.

There you go again with the blatant lies.

I haven't had to wait for anyone's turn to begin in WA for something like 5 years now, not for even half a second; the only case when it does happen is when someone's connection either loses a lot of packets or they disconnect in a messy way, and even then you'll only have to wait once, not after practically every "global" event during the entire match.

Thurbo
6 Sep 2010, 16:56
Yes sir, I always have to wait 2 or more seconds!
I actually got a very good connection!
I don't know how much money you spend for PC/Internet stuff!

Komo
10 Sep 2010, 04:49
Yes sir, I always have to wait 2 or more seconds!


Then you are doing something seriously wrong, you are the only person that "plays" WA I know of that has this problem...

Akuryou13
10 Sep 2010, 05:21
Yes sir, I always have to wait 2 or more seconds!
I actually got a very good connection!
I don't know how much money you spend for PC/Internet stuff!....I've played in a 56k dial-up connection and not lagged in armageddon, ffs.

MtlAngelus
10 Sep 2010, 06:15
Yes sir, I always have to wait 2 or more seconds!
I actually got a very good connection!
I don't know how much money you spend for PC/Internet stuff!

I played you the other day in W:A, noticed no lag at all. Pretty sure if you were lagging two seconds, I would be seeing it as well. :p

CakeDoer
10 Sep 2010, 10:30
....I've played in a 56k dial-up connection and not lagged in armageddon, ffs.

Lol, I didn't know dial-up still existed.

Sgt.Molo
10 Sep 2010, 15:15
A bit like the Uzi, why would you use it over the Shotgun, it doesn't do more damage, and it's less accurate.

The uzi is very useful to pile worms or push them in the water. It's also better to work with in tight spaces since there's near 0 recoil damage.

Akuryou13
10 Sep 2010, 16:30
Lol, I didn't know dial-up still existed.as far as I'm aware it doesn't this was back when W:A was new. :p

CakeDoer
11 Sep 2010, 15:02
Oh, right.

Like Sarge said, the Uzi is a different weapon altogether. You can't compare it with the shotgun.

leonvision
11 Sep 2010, 15:21
Oh, right.

Like Sarge said, the Uzi is a different weapon altogether. You can't compare it with the shotgun.

indeed, just cuz theyr the only 2 that requires line of sight and has hit-scan bullets =DD.

wfus
11 Sep 2010, 15:49
Here is what I think:

Overall, not a great Worms game (i.e Armageddon and Worms 4), but a good Worms game. I mean, the camera and mouse controls take some getting used to, but they're not bad. The detail for a 2D game is good, although the items on the map such as the mines seem to look pixely.

Weapons

A fair few, but it's sad to see you couldn't round the number up to 50. I'm guessing the sentry gun replaced the minigun, but it would've been nice to see the minigun. More striking weapons would've been a nice sight too.

Weapons Panel

Whilst some weapons are placed in the same place as earlier games, many of them are just placed in any random order. I'm also finding it hard to select a weapon with the F# keys.

Camera/Mouse Controls

A new game engine, a new camera system. I like it. Only drawback, is the camera and cursor don't go where you expect or want them to go. But that's something to get used to.

Campaign

I need to play the campaign mode, before I give you a review.

Online Play

I haven't played online yet.

Multiplayer

Just as fun as what it was in earlier games, despite the problems mentioned above.

Game Menus

The text doesn't really need to be that big, but I'm guessing you made it that size so the font is legible.

Gameplay

Aside from the camera (I like how it stays zoomed out, when you zoom out), I don't have any problems with the gameplay itself, although on each turn, worms tend to say the same thing over and over, which gets annoying. The explosion sounds are more realistic this time round. Also the fire and gravestone animation is a bit.....well, basic, with it just sliding down a hole, made by an explosion for example.

HUD

I don't see any problems with the player or timer HUD (although it is fairly big), but the fire HUD when firing a weapon such as the bazooka or when throwing a weapon like a grenade is kind of misleading. It's not as clear and as easy to judge as in earlier games.

AI

Far better than previous games. They seem to know what to do in various situations in the game.

Overall

Gameplay - 8/10
Game Menus - 7/10
Multiplayer - 8/10
Campaign - N/A
Online - N/A
Weapons - 7/10
Weapons Panel - 6/10
Camera/Mouse Controls - 7/10
HUD - 5/10
AI - 8/10

Scores that are 8/10, are mainly affected by the problems within gameplay. If those were fixed, they would be higher.

Overall score is 56/80, based on the 8 that I have given a score to.

Thurbo
12 Sep 2010, 11:45
I played you the other day in W:A, noticed no lag at all. Pretty sure if you were lagging two seconds, I would be seeing it as well. :p

I updated my connection only one and a half week ago, before it took 10 seconds for me to wait for each player, sometimes even longer. With my current one the disconnect icon still pops up in the top right corner and lasts for about two seconds. I'm not sure if you'd call this a lag, but still.

Akuryou13
12 Sep 2010, 19:20
so apparently the firepunch now explodes crates rather than collects them. using one to obtain that health crate when your last worm is nearly dead is not so good an idea anymore.....

I'm not sure if that's a good thing or a bad thing. I rather liked the old ability to nab crates, but now I might be able to suicide in interesting ways.....I'm conflicted.

wfus
12 Sep 2010, 20:03
Ahh yes that reminds me of the ninja rope. What happened to the ability to make crates come closer, like you could do in Worms 4?

MtlAngelus
12 Sep 2010, 20:20
Ahh yes that reminds me of the ninja rope. What happened to the ability to make crates come closer, like you could do in Worms 4?
Useless in 2d worms, at least for picking up crates. If you fish a crate, you waste one rope and there's no more use from it. If you rope around and pick up the crate instead, you can still use the rope to grab other crates, better position yourself or reach an enemy.

As for fishing barrels, a lot of people think it would be an overpowered move. :p

wfus
12 Sep 2010, 23:52
Suppose you have a point. "/

Plasma
13 Sep 2010, 00:43
Plus it would be far far harder to fish crates in 2D Worms than in 3D.

As for fishing barrels, a lot of people think it would be an overpowered move. :p
Oh god, don't remind me! That was a HORRIBLE feature!

MtlAngelus
13 Sep 2010, 01:03
Oh god, don't remind me! That was a HORRIBLE feature!

NONSENSE. It was brilliant. It just needed to be turned off by default and be optional. It was great fun just to mess around, most of my time in the beta was spent trying to fish all the barrels togheter and then see how far up the resulting explosion would send you. I'm sure if that feature made it into W:A it could make for new, interesting game modes. :p

Darkspark
13 Sep 2010, 08:54
it seems to sync individually for every single person in the game every single turn. armageddon seemed to do it all at once.

I could be wrong about that, but either way the load times are a LOT longer than armageddon's load times. Three and Four times as long at the very least, and that's with people who live not 100 miles from me AND people who live across the globe from me. it's always the same slow loading, regardless of connection speed and distance, and that doesn't make sense.

Agreed. Multiplayer takes an age. If a game such as Modern Warfare 2 can sync the actions of of 16 players in a match in a near instantaneous way, why can't Worms where stuff happens so slowly?

It's like T17 are still living in the Dial-up age. With broadband connections, syncing should not take more than one second. I don't care about technical limitations etc...just speed it up!

The physics are still disagreeable. Rope knocking is extremely insensitive, worms will not slide unless you pummel into them injuring yourself in the process, or due to weapon use.

Please bring back functional menus. UI design shows no respect at all for PC users. Made for console, you cant even use keyboard navigation in the main menus, only once in a game.

Plus updated game and it crashed today. Hung, and wouldn't even close through task manager. You're actually making it worse!

wfus
13 Sep 2010, 16:02
Plus it would be far far harder to fish crates in 2D Worms than in 3D.


Oh god, don't remind me! That was a HORRIBLE feature!

Fishing barrels? Don't remember that...

Akuryou13
13 Sep 2010, 19:03
Fishing barrels? Don't remember that...really?! it was the BEST THING EVER (http://img201.imageshack.us/img201/7444/overkillingspadge.gif)

bigmama
14 Sep 2010, 10:31
Hi hi, in first, we are (me and my friends) very happy to see the worms fight back.

We have little coments :

1/ HUD :
- in multi lobby, have the possibility to see friends names and connected people with country flag and rank flag.
- in hosted game lobby, have the possibility to adjust rules without leaving the room
- in game, have the possibility to see your weapon panel when other people are playing.

1/ WEAPONS & UTIL :
- back the Bungee move (very usefull and so dangerous ;))
- back the little back jump (very usefull)
- back the mortar

1/ GAMEPLAY :
- why we can't drop our worms one by one in the beggining of the fight? it was a very important part of the WA gameplay, without this, the game is very unfair and not so strategic. It's the most important point for us, that's change a lot the game, but not in a good way!!!

That's all for me at the moment :), hope team17 reads this forum to adjust her fabulous game.

Thurbo
14 Sep 2010, 12:28
The ability of the rope fishing stuff couldn't be turned off, unfortunately, thus in a serious on-line match the first two rounds were about getting as many barrels close to the enemies as possible to blow up as many of them as possible which results in a lack of barrels and worms in the following turns.

But, and I'm quite honest here, I loved that :p

Akuryou13
14 Sep 2010, 13:02
The ability of the rope fishing stuff couldn't be turned off, unfortunately, thus in a serious on-line match the first two rounds were about getting as many barrels close to the enemies as possible to blow up as many of them as possible which results in a lack of barrels and worms in the following turns.

But, and I'm quite honest here, I loved that :plol, indeed! it may have been ridiculous and dumb, but it was fun as all hell!

wfus
14 Sep 2010, 16:32
really?! it was the BEST THING EVER (http://img201.imageshack.us/img201/7444/overkillingspadge.gif)

Ahh yes now I remember. Generating a small landscape also helped. ^^

Darkspark
15 Sep 2010, 22:57
I want proper keyboard navigation. iTunes does a better job...

Djoszee
16 Sep 2010, 20:00
What really p!sses me off is this:
- You go multiplayer
- And look for a fort game
- There is a fort game but its lagging out
- You end up back in the lobby and have to manually set everything again.
-> Why can't the game remember that I want a ranked fort match, it switches back to standard everytime!

It's even worse when you browse the private games in between!

AAAAHHH @&#^!@#(*&@%# !!!
This is so annoying. :(

saschanico
24 Sep 2010, 08:55
Hi all,

in case Team 17 may eventually choose NOT to ignore this thread, here are a few suggestions for W:R from someone who has played the series since the first one. Very simple:

- Bring back the exploding crates from Worms 2. Nothing makes a game less predictable than that feature.
- Dud mines...
- And finally, and I wonder if the people here will agree: I believe that the more options the fans get to customize their gameplay, the more we will enjoy the game. Why on earth can you choose playing either 1, 3 or 5 rounds? How much harder would it be to add 2, 4, etc.? How about you let me CHOOSE if I want the exploding crates, the dud mines, and so on, instead of telling me that I don't need them? (Same goes for so many other features - many players will have their own tales to tell about that.) Worms 2 was pretty good about that already, but Armageddon undid it all...

Darkspark
28 Sep 2010, 00:09
To answer some of the previous posters questions. You have best of 1-3-5 rounds because it's impossible to draw those matches overall. With best of 2 or 4, there are many times the game would go to a draw. You might like this, but the thinking behind it is to avoid draws

There are dud mines in games. I've played some ranked games and they are present

I would like more customisation and not the confusing option kind. A simple way to import maps and customise weapons would be very welcome. I would like a slider type system in adjusting weapon power.

saschanico
29 Sep 2010, 08:04
You're right about the slider system and weapons customization - I agree, there are simply not enough options...

And the system is definitely not "Best of 1 / 3 / 5"; I've just played five rounds to finish a game set to "3". It's the necessary number of wins. And does this make sense? I guess not...