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#31 |
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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#32 | |
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Join Date: November 2010
Location: earth
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quoted:
(even better if there was weapon power customization and you could see the power in weapon panel, like "bazooka **, bazooka ***...)Additionally could be interesting to have the option to choose different weapons for every class/whole team before the match. A very bad quickly thought example: "Should the scout take +2 jetpacks for this map instead of +2 ropes or should he drop those and take Invisibility?" This is just me day dreaming, don't mind me. I'm dissapointed about only 4 worms per team, you should be able to set more at least in custom schemes. Well, if the game is good otherwise it's not that big a drawback. |
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#33 | |
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Join Date: July 2011
Location: Bucharest
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quoted:
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#34 | |
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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quoted:
Last edited by bethamari; 1 May 2012 at 13:57. Reason: woops revealed another thing there :) |
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#35 | |
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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quoted:
Though playing as a certain classes carries different advantages/disadvantages and some are more suited to certain weapons/utilities than their fellow worms. For example, the Heavy doesn't move as easily on the Jet Pack due to his weight, whereas the Scout can navigate on it far quicker as he's a lot lighter. In the same respect, a Heavy hitting a Scout with a Baseball Bat will send the Scout a lot further and do more damage then it would if the Scout hit the Heavy in the same manner
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#36 |
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OK. that's an awesome little touch of detail!
__________________
sar·casm (särkzm) n. 1. A cutting, often ironic remark intended to wound. 2. A form of wit that is marked by the use of sarcastic language and is intended to make its victim the butt of contempt or ridicule. ____________________ Achievement Unlocked: Massive Elongated Fool Achievement Unlocked: Paul.Power Point Achievement Unlocked: HaK's Bestest Buddy Achievement Unlocked: Pixelated Paragon |
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#37 | ||
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Join Date: July 2011
Location: Bucharest
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quoted:
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Let's talk about rendering first. The maps are relatively big, there's all sorts of objects being rendered (terrain --and its objects--, effects, background, worms, hats, oil barrels, mines, crates, sentries, you name it). Most of them are simply the same model (with different parameters such as skeletal pose or so) being repeatedly rendered over and over. As modern video cards support this (geometry instancing), having the same model many times (like worms, mines or crates perhaps) can be an advantage. As for customization items being rendered (like hats), I think we can agree that 24 hats can't affect performance that much, unless the engine isn't smart enough or the models are very high-poly. From the trailer, I've noticed that you can zoom in and out. Personally, I like to keep the camera zoomed out to see what's happening on the map. We can agree that this can be a major performance eater, however a good LOD (level of detail) system can easily adjust for this. Now suppose some players like to zoom in; the objects, effects and terrain that can't be seen can easily be checked and not rendered, resulting in a huge performance boost, most of the time. Coming up about the physics, one can notice that only one worm moves at any time (even if that one worm can interact with the world, however that interaction is most of the time relatively small, compared to all the objects moving at once). Now I don't know exactly if the new game uses a ground-written physics engine or a third party one, but from my experience (with third party physics engines), I've noticed that managing a similar scene wouldn't be such a big problem (even with a destructible landscape). More over, since the game is 2.5D, I assume the physics work in a 2D fashion way, meaning the objects can't slip/move/fall behind or in front of the map, that being in some way, an advantage to the physics engine. Least but not last, a good scene managment/divison system can make a good difference when it comes to the more than usual payload of data. In conclusion, while sustaining a more elaborate opinion (even if I know that I didn't cover some things like destructible landscape computation, networking and others I can't think of -- all of these for the increased number of worms), I defintely think, some way or another, that it's possible for the limit to be increased. Of course, it may or may not be a lot of work, depending on the current plans/design, and I'm not forcing anybody, I've simply stated my opinion for this situation. If developers read this, I respect you, however a great deal is possible with today's technology and there's many ways of achieving the impossible. I apologize if this seems like a rant, but I just can't keep it in me
Last edited by bethamari; 1 May 2012 at 13:58. Reason: My own quote revealed something to mention another time :D |
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#38 |
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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Bit more detailed information on the Scout for you.
Advantages:
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#39 |
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Join Date: July 2011
Location: Bucharest
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I'm not familiar with the term 'dark-siding'. What does it mean? Also, what do you mean by "reaching the heart of bases" ... like Forts or .. ? Perhaps I'm missing something xD
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#40 | |
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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#41 |
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Join Date: March 2010
Location: LocationLocationLocation
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So, will the scout do less damage with a bazooka or only melee weapons? It would kind of make sense if his weapons are smaller and the heavy's weapons are bigger or something.
Also, will there be hats? If there will, will we be able to customize our teams so the little worm looks like a spy, the huge one looks like a war machine and the smart one looks like a mad scientist while they're all on the same team? |
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#42 | |
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Now THESE are some good points!
quoted:
I'd like this one as well. Give us some customization options between each teammate. I realize the technical limits of the models, the deformity, the physics, etc and all across the internet without lag or framerate loss, but if it's at all possible to give us multiple hats on the same team that would be fantastic!
__________________
sar·casm (särkzm) n. 1. A cutting, often ironic remark intended to wound. 2. A form of wit that is marked by the use of sarcastic language and is intended to make its victim the butt of contempt or ridicule. ____________________ Achievement Unlocked: Massive Elongated Fool Achievement Unlocked: Paul.Power Point Achievement Unlocked: HaK's Bestest Buddy Achievement Unlocked: Pixelated Paragon |
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#43 | ||||
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Team17 Staff
Join Date: August 2011
Location: West Yorkshire
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quoted:
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Though whatever customisations you apply will be reflected across the team, so they'll look the same. I can get where you are coming from, but it makes it easier to tell which team is whose when there's multiple ![]() Hope this helps! Last edited by bethamari; 1 May 2012 at 16:22. |
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#44 |
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Join Date: September 2008
Location: there is no cow level
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It would still be cool to give a Heavy different accesories than a Scout... fitting accessories for each class, y'know
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I Can't Believe It's Not Oi Nutter! |
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#45 | ||
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Join Date: March 2010
Location: LocationLocationLocation
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quoted:
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#46 | |
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quoted:
I want to have my cake and eat it, I guess.
__________________
sar·casm (särkzm) n. 1. A cutting, often ironic remark intended to wound. 2. A form of wit that is marked by the use of sarcastic language and is intended to make its victim the butt of contempt or ridicule. ____________________ Achievement Unlocked: Massive Elongated Fool Achievement Unlocked: Paul.Power Point Achievement Unlocked: HaK's Bestest Buddy Achievement Unlocked: Pixelated Paragon |
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#47 |
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Join Date: July 2003
Location: Right here
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Here's my guesses for what 7 of the remaining classes will be:
Spy Sniper Medic Pyro Soldier Demoman Engineer
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Thinking of making a wXw map? Click here. ---------------------------------- My WA maps - Play the legendary Fruit BnA and more! |
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#48 |
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Join Date: November 2010
Location: earth
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Sounds nice. I hope "slightly" still means a noticeable difference. And if the scout's weapons do less damage than, say the heavy's, it would be a nice touch if the weapons looked a bit different.
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#49 |
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Join Date: September 2008
Location: there is no cow level
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Well if the shotgun does only 20 points instead of 25 I'd refuse to waste my shotgun on the scout in most instances.
__________________
I Can't Believe It's Not Oi Nutter! |
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#50 |
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Join Date: November 2010
Location: earth
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#51 | |
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quoted:
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#52 |
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Join Date: September 2008
Location: there is no cow level
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Overpowered? What? You do realize you are supposed to be able to kill a Worm within two turns with it (hence it's usually limited, unlike Bazookas and Grenades)? Being unable to kill a worm within two turns when playing the Scout sounds like a noticable disadvantage to me.
__________________
I Can't Believe It's Not Oi Nutter! |
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#53 | |
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Join Date: November 2010
Location: earth
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quoted:
I assume you're talking about Reloaded? I have good amount of playing experience only in WA, in which shotgun is infinite in most modes. It's quite OP if you ask me, but still a fun weapon. It has two shots, which in itself obviously makes it very powerful especially if you know how to use it. And it has maximum damage of 50, which is practically more than e.g. bazooka, grenade and mine. Of course it's a different case if it's limited. But let's not dwelve into this off-topic. |
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#54 | |
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quoted:
However, a Worm with spy capabilities would be more than awesome, no joke...
__________________
*Worma armageddon: ign: jsg *Worms 4 Mayhem: ign: jsg *Steam user: jsgnextortex |
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#55 | |
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quoted:
I would really want to be able to place my worms manually tho, but this thread is for talking about classes...
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*Worma armageddon: ign: jsg *Worms 4 Mayhem: ign: jsg *Steam user: jsgnextortex |
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#56 | |
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Join Date: December 2007
Location: Winnipeg, MB
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quoted:
BTW, why the decision to limit the worm count to four, no matter what the mode? You do know that the most highly regarded game in the series has eight per team? EDIT: Read the second page. Technical limitations with a 2-and-a-half-D turn-based game? I'm having a hard time swallowing that. Well, there'd better be one HELL of an arsenal to play with... -_-
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"A donkey, a donkey! My kingdom for a donkey!"
Last edited by Extremist2; 1 May 2012 at 22:00. |
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#57 |
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Right now what bothers me most is the fact that games will be limmited to 4 players more than team having a limit of 4 worms...
Yeah, im getting used to it since the last game with more than 4 players (with full teams) per match was wwp...but, I still miss having 6 player games anyway.... _____________________ Ontopic: it would be awesome if the aiming and/or power of certain weapons is affected by classes.... Ex: Bazooka is too heavy for Scout, so he cant aim it too high Ex2: Scout cant throw a grenade at full power because he is not strong enough Also, it would be EPIC if weak classes recieve recoil from heavy weapons. Ex: When Scout uses a Bazooka he is knocked back and/or receives damage due to recoil (Aim zooka down and jump for rocket jump (?))
__________________
*Worma armageddon: ign: jsg *Worms 4 Mayhem: ign: jsg *Steam user: jsgnextortex Last edited by jsgnext; 1 May 2012 at 22:19. |
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#58 |
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Really like the look of the Heavy worm... so can we assume the minigun will be returning?
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I'm over here.
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#59 |
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if it's not, I think we all have to boycott just on principle
__________________
sar·casm (särkzm) n. 1. A cutting, often ironic remark intended to wound. 2. A form of wit that is marked by the use of sarcastic language and is intended to make its victim the butt of contempt or ridicule. ____________________ Achievement Unlocked: Massive Elongated Fool Achievement Unlocked: Paul.Power Point Achievement Unlocked: HaK's Bestest Buddy Achievement Unlocked: Pixelated Paragon |
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#60 | |
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![]() Oh and I quite don't understand the 4 worms limit. Worms Ultimate Mayhem is probably way more graphics intensive than Worms Reloaded or Worms Revolution, and yet you can still have teams with 6 worms. Actually, why don't you just do the same thing as Worms Armageddon before its beta updates? Since the maximum worm count is 16 (if I remember correctly, 4 teams with 4 worms), let players have 8 worms per team if there are 2 teams, 5 worms per team if there are 3 teams, and 4 worms per team if there are 4. I personally find 1 vs 1 matches to be terribly repetitive and short with such a small amount of worms, especially since most of them can be pushed into the water during the first turns. At least on Intermerdiate, that is. |
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