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Plutonic
25 Oct 2012, 14:00
Hi all, there is already a thread on the biggest killer in this version of the worms universe (the rope), I thought I would post my irritation at the next one, the parachute.

The parachute should be a device that ensures that you can drop or jump from a ledge and glide to safety below without worry.

For me there is one particular issue with this new chute, or maybe terrain rules in general, that makes me fear to use it.

Currently, the chute closes when it detects you have landed, but the definaition of "landing" apears to be, "is there a pixel of land below me" and does not take into account wether or not your worm actually fits on that pixel.

In previous games, worms could stand on a pixel sticking out of a wall, so in this case the worm would land and the player would then either have to waste a new parachute to get lower, or stick with the position and play from there. In this new game, the worm lands and then instantly slips off and, more often then not, drowns. This is particularily harsh when, due to the 3D nature of the terrain, the player may not be able to see this tiny ledge (cameras not following my worms is another pet hate of mine).

When I play worms I want to die either from a mistake in my own strategy or judgement, or from a shot from my enemy. But I'm currently losing most of my worms doing something that seems perfectly reasonable but has not been concidered in the re-implementation of the utilities.

My suggestion to any devs that happen by here is to either keep the chute open untill the worm is actually stable on the ground. Or to re-think the worms sliding off things so they can actually sit on these areas. Preferably the first.

The Godz
26 Oct 2012, 09:05
I'm with you on this one! And you didn't even mention how hard it has become, (again) to drop weapons from the new 'chute. On Xbox there's actually an achievement for killing someone with a weapon from the parachute. I had to go to work out of town this week, but before I left Sunday night I was 6th in the world in Deathmatch and I still haven't unlocked that achievement. No one has even attempted to drop a weapon from the 'chute when playing against me. I know they increased the distance you can travel but otherwise nerfing it so hard that its impossible to drop dynamite without falling from the very top of the map and with little to no wind is just unacceptable.

Plutonic
28 Oct 2012, 12:20
Glad it's not just me! I've not even got as far as trying to drop anything from a parachute yet...

skunk3
28 Oct 2012, 22:24
The worst thing about the parachute IMO is the fact that it automatically disengages the moment you touch a wall. In all of the other Worms games you can glide down the edges of walls with no problem, but in this one, you instantly fall if you so much as touch a wall... basically, if the wind is blowing really hard in a certain direction you might not even be able to chute down if there's a risk of touching terrain. The mechanics of this game drive me absolutely nuts.

Squirminator2k
29 Oct 2012, 02:52
all u have 2 do guise is lern 2 use tha nu parerchute. if u cant use it then ur doin it rong and u just suck :) :) :)

(Did I get that right? Is this post sufficiently devoid of thought or care?)

Merkules
29 Oct 2012, 18:27
all u have 2 do guise is lern 2 use tha nu parerchute. if u cant use it then ur doin it rong and u just suck :) :) :)

(Did I get that right? Is this post sufficiently devoid of thought or care?)

No, because unlike the rope, this isn't an opinion or preference, the parachute just plain sucks.

Squirminator2k
29 Oct 2012, 18:33
In your opinion.

Plutonic
29 Oct 2012, 20:16
The main difference between the rope and parachute is that the rope was a clear design choice to try and make realistic rope physics rather than design it around how it feels to play.

The parachute to me behaves correctly and as expected other than that the condition for putting the chute away hasn't been adjusted to take into account worms sliding off land when stationary. As I said, I'm yet to try dropping weapons from either utility so am not including issues in that area...

Squirminator2k
29 Oct 2012, 21:15
It's not a problem I've run into playing the game on the PS3 or 360 (can't play the PC version as my primary PC has died and my laptop doesn't have the horsepower to run it).

MtlAngelus
29 Oct 2012, 23:40
I think the biggest problem with the Parachute is that it closes down whenever you touch terrain, even if it's a wall(really the same issue Plutonic has, that the chute would work better if it only closed when on safe ground, ignoring deep slopes and walls).

You could argue this is a design choice, but it makes a tool that is already rather limited that much more limited, for no real reason.

KRD
29 Oct 2012, 23:42
I'd like to see you stay conscious and in control of your parachute after gliding along a sharp cliff wall while on one, Plut. :p

I for one welcome our new realism overlords!

MtlAngelus
30 Oct 2012, 00:04
In that case, worms shouldn't suffer from fall damage because they are tiny and wind resistance prevents them from falling fast enough to suffer any real damage. :p

Probably. :p

PooZy
30 Oct 2012, 09:34
In that case, worms shouldn't suffer from fall damage because they are tiny and wind resistance prevents them from falling fast enough to suffer any real damage. :p

Probably. :p

Are you kidding? They're carrying an entire arsenal

bonz
30 Oct 2012, 09:36
Are you kidding? They're carrying an entire arsenal
Maintenance of your sarcasm detector is apparently long overdue, as it seems to have failed.

PooZy
30 Oct 2012, 10:45
Maintenance of your sarcasm detector is apparently long overdue, as it seems to have failed.

I was only running with the joke, lighten up

MtlAngelus
30 Oct 2012, 14:59
Are you kidding? They're carrying an entire arsenal

It's a tiny arsenal as well. :p

PooZy
30 Oct 2012, 15:36
It's a tiny arsenal as well. :p

but it's compacted into the worm's buttcrack (i assume), it's probably as concentrated as an effing neutron star in there. The poor worm would plummet.

MtlAngelus
30 Oct 2012, 15:45
Or maybe weapons are warped in. They have teleportation technology, after all.

Thurbo
30 Oct 2012, 15:58
Or maybe weapons are warped in. They have teleportation technology, after all.

Would make more sense, as the entire team shares the same arsenal no matter how widely the worms are scattered around the landscape. The only reason they drop crates from planes instead of right to their worms' arsenal is because they like to have something to fight over. Actually I guess that's nonsense.

I think the biggest problem with the Parachute is that it closes down whenever you touch terrain, even if it's a wall(really the same issue Plutonic has, that the chute would work better if it only closed when on safe ground, ignoring deep slopes and walls).

You could argue this is a design choice, but it makes a tool that is already rather limited that much more limited, for no real reason.

It's all about balancing and putting it this way or the other. In this case and unlike before, you now have to avoid bumping into walls. Which does limit the tool, but meh.

skunk3
31 Oct 2012, 01:06
I do not think that Worms titles are games that necessarily need more "realism." The semi-realistic physics of the games through WWP were just fine.. not broken at all, IMO. The usefulness of the rope and the parachute have been significantly compromised in Revolution, which is a damn shame. I still enjoy the two newer games in respect to themselves, but the overall fun factor and feel of both them is below par. (W:A being "par.") A great number of schemes simply aren't possible in either game due to weird game mechanics and lack of customization. I'd pay a decent amount of money for a substantial, official W:A update. If they would incorporate a really comprehensive game / scheme editor, add more soundbanks, more landscape styles, incorporate official rankings once again, etc etc etc... I'd gladly pay.

Thurbo
1 Nov 2012, 17:43
The realism thing was a joke.

The Godz
3 Nov 2012, 00:49
Y'all are silly lol. Anyway, I got the Death From Above achievement yesterday. (Number 2 on the Deathmatch leaderboard.) I don't really mind that it closes if you hit a wall...that's ok because it just requires more skill and planning. My complaint is with how fast you move on it now and the fact that when you deploy it, there's no pre-selected weapon like there was in the other Worms games for Xbox. You have to physically open the weapons menu mid-flight and move the cursor from the parachute to the weapon you want to drop. With no mouse, that takes a substantial amount of time, not to mention that "terrain is hard to dodge" thing and you're at the mercy of the wind the entire time the menu is open. You simply CAN NOT drop a weapon from the chute in most cases.

franpa
3 Nov 2012, 09:39
Does Team17 still refuse to implement F-Key weapon selection? Or for that matter have a decent weapon panel? I noticed it still uses the utterly stupid "Here's a mass of weapons!" weapon panel from Worms Reloaded, just slightly shrunk down.

Plutonic
3 Nov 2012, 11:20
No, you can select weapons using F keys this time, but they have changed the layout and there is no indication from the panel which key does what so its a bit of a guessing game. I imagine we will all learn it eventually though.

MtlAngelus
3 Nov 2012, 12:25
The Godz is talking about the 360 version, no f keys there.

skunk3
3 Nov 2012, 18:40
You can still select weapons with the fkeys (pc version) but most of the weapons no longer correspond to their old key associations, and some weapons/items can't be accessed with ANY of the fkeys, AFAIK.

Also, to the guy that keeps bragging about leaderboard ranking -- the ranking system in Revolution means next to nothing. Whoever plays the most amount of ranked games is basically going to be on top, provided they win at least 51% of the time. I don't like the ranking system as it is currently whatsoever. It's no indication of player skill, just amount of ranked game wins... not to mention the fact that playing a ranked game that is anything other than 1 vs 1 is totally silly.

JSMCAG
4 Nov 2012, 13:23
No, you can select weapons using F keys this time, but they have changed the layout and there is no indication from the panel which key does what so its a bit of a guessing game. I imagine we will all learn it eventually though.
You can still select weapons with the fkeys (pc version) but most of the weapons no longer correspond to their old key associations, and some weapons/items can't be accessed with ANY of the fkeys, AFAIK.

From what I could test, I'd say it's both easy to figure out which Fkey selects what, and every single weapon and utility can be accessed using them. To put it simply, each line of weapons corresponds to one Fkey (from F1 to F5), and each line of utilities also corresponds to one Fkey (from F6 to F10). In other words, this (http://i.imgur.com/7ZE1P.jpg). This still holds true with the new weapons from the Funfair DLC.

As far as I know, each line in Worms Armageddon's weapon panel also corresponded to one Fkey (with the exception of utilities), so it's not at all that different.

Hope this was helpfull. :)

Thurbo
4 Nov 2012, 17:06
Does Team17 still refuse to implement F-Key weapon selection? Or for that matter have a decent weapon panel? I noticed it still uses the utterly stupid "Here's a mass of weapons!" weapon panel from Worms Reloaded, just slightly shrunk down.

When did they NOT have F-key support? Except for Ultimate Mayhem, actually.

You can still select weapons with the fkeys (pc version) but most of the weapons no longer correspond to their old key associations

Which makes sense considering the game features a load of all new weapons

and some weapons/items can't be accessed with ANY of the fkeys, AFAIK.

Double-You * Are * Oh * En * Gee WRONG.

Obn3g0n
4 Nov 2012, 19:53
It doesn't make sense. That was just pure sloppiness.

franpa
4 Nov 2012, 22:33
From what I could test, I'd say it's both easy to figure out which Fkey selects what, and every single weapon and utility can be accessed using them. To put it simply, each line of weapons corresponds to one Fkey (from F1 to F5), and each line of utilities also corresponds to one Fkey (from F6 to F10). In other words, this (http://i.imgur.com/7ZE1P.jpg). This still holds true with the new weapons from the Funfair DLC.

As far as I know, each line in Worms Armageddon's weapon panel also corresponded to one Fkey (with the exception of utilities), so it's not at all that different.

Hope this was helpfull. :)

Interesting. So it still does it, just worse then WWP and older.

Thurbo
6 Nov 2012, 08:33
Interesting. So it still does it, just worse then WWP and older.

Why does "different" always equal "worse"? It HAS to be different. There are DIFFERENT WEAPONS and TOOLS in this game.

franpa
6 Nov 2012, 23:19
It is worse because it takes significantly longer to cycle through your gear via F-Keys then it does in the 2nd generation Worms games.

- You have to press an F key up to 7 times to choose what you want.
- Items are in less logical groupings. In W:A: wind affected weapons? F1, Grenades? F2, Straight shooting weapons? F3, Weapons to move an enemy around? F4, Air strike weapons? F6, Utility weaponry? F7 and F8, Super Weapons? Mostly F9, F10 and F11. You will overall be pressing F-keys far less often (More likely to find what you want in fewer taps) in W:A then the mess that W:R and W:R use.

franpa
10 Nov 2012, 13:20
So, how is it now that it has been tweaked?

The Godz
10 Nov 2012, 18:48
Yo Skunk...I wasn't bragging. Just trying to make the point that I'm not a scrub, so everyone would know my argument was valid.

Thurbo
12 Nov 2012, 00:10
So, how is it now that it has been tweaked?

What has been tweaked? The parachute hasn't, I'm fairly certain, and the F-keys are also still first weapons row to last weapons row F1 to F5 and first tools row to last tools row F6 to F10.

franpa
12 Nov 2012, 04:24
Well it says the auto-hop feature was adjusted in the latest patch notes.

SgtFusion
12 Nov 2012, 10:08
Well it says the auto-hop feature was adjusted in the latest patch notes.
That's for the rope.

franpa
12 Nov 2012, 13:53
my bad .

Thurbo
17 Dec 2012, 17:31
Bug fixes:

The parachute should now be more intelligent when deciding when to close.


Didn't have time to try it out yet, what changed exactly? Is it absolutely safe now to touch ceilings and vertical walls in flight?

nos235
18 Dec 2012, 23:33
quick poll: should sentries cause friendly fire damage?

Plutonic
19 Dec 2012, 15:44
of course, this is worms, everything should do friendly fire damage if it hits. they shouldn't by default target friendlies, though it woukd be a nice scheme option.

Thurbo
19 Dec 2012, 18:19
quick poll: should sentries cause friendly fire damage?

How is this related, and yes, but not intentionally.