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Old 2 May 2012, 08:50   #61
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quoted:
Originally Posted by _Kilburn View Post
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.
I'd go for that, although it must be said that increasing the max to 32 (8x4 or 6x6) made things immensely more fun!
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Old 2 May 2012, 09:00   #62
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quoted:
(..) 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'm sure the team already thought about this...
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Old 2 May 2012, 10:24   #63
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quoted:
Originally Posted by _Kilburn View Post
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.
Worms: Ultimate Mayhem isn't nearly as graphically intensive as Revolution, the landscapes in Revolution have almost 1/2 million polygons and there's also the dynamic water rendering.

Whilst you could have 6 worms in a team in W:UM, it was still a maximum of 16 worms that could be in a game. So you couldn't have four players with 6 worms each.

If there's any more than 16 worms rendering on screen at once - the framerate suffers.
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Old 2 May 2012, 10:26   #64
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The third class act is here...

The Scientist


The Scientist plays a support role. His physical attributes make him both weaker and slower than most other worms, but for every turn that the Scientist takes he raises the health of the entire team. The Scientist is also able to build stronger items, such as Sentry Guns and Electromagnets.
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Old 2 May 2012, 11:17   #65
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quoted:
Originally Posted by bethamari View Post
Worms: Ultimate Mayhem isn't nearly as graphically intensive as Revolution, the landscapes in Revolution have almost 1/2 million polygons and there's also the dynamic water rendering.

Whilst you could have 6 worms in a team in W:UM, it was still a maximum of 16 worms that could be in a game. So you couldn't have four players with 6 worms each.

If there's any more than 16 worms rendering on screen at once - the framerate suffers.
So that was true, the landscape really is a gigantic mesh. Quite impressive, I must say.
Still, if the maximum worm count is 16, why not allow up to 8 worms per team if there are only two teams?

Also, support class, yay!
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Old 2 May 2012, 11:41   #66
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quoted:
Originally Posted by bethamari View Post
If there's any more than 16 worms rendering on screen at once - the framerate suffers.
So, could you please ask the team what speaks against these combinations then?

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

Since we're allowed to choose any classes freely, even a team with 5 scientists or 8 heavies shouldn't matter at all in terms of balance or game design.

BTW, the "workaround" of assigning two (allied) teams to a player to increase the worm-count actually makes a substantial tactical difference than having one team with double the amount of worms.
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Old 2 May 2012, 11:54   #67
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The whole game and logic has been built and is balanced for 4 worms per team.

If people did want more than they could set multiple teams to the same allied colour to get around it.

But that's the way the game is, for the reasons already explained
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Old 2 May 2012, 12:04   #68
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quoted:
Originally Posted by bethamari View Post
If people did want more than they could set multiple teams to the same allied colour to get around it.
Which gives an advantage to players with less teams, since they can (potentially) use any of their worms available, while players with multiple teams have to alternate their teams.
In fact, one team with a single worm can be much better than two teams with four worms each.
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Old 2 May 2012, 12:24   #69
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So basically, it is the way it is because of lousy design decisions?
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Old 2 May 2012, 12:45   #70
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quoted:
Originally Posted by bethamari View Post
[...] but for every turn that the Scientist takes he raises the health of the entire team. [...]
Sounds like you've really spent some time on the game's balance. A team full of scientists sounds interesting to me Lower power and moving speed but in return more health. In fact the scientist sounds like a must-have class for darksiders.

By the way, is worship going to be in or has the ability of that item simply been adopted by the scientist class?
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Old 2 May 2012, 12:51   #71
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quoted:
Originally Posted by Thurbo View Post
Sounds like you've really spent some time on the game's balance. A team full of scientists sounds interesting to me Lower power and moving speed but in return more health. In fact the scientist sounds like a must-have class for darksiders.

By the way, is worship going to be in or has the ability of that item simply been adopted by the scientist class?
Yeah, its always a good idea to get a Scientist burrowed away to get the health benefits

There's no Worship this time around.
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Old 2 May 2012, 13:55   #72
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One more remark on the style - I like how their tails are less plane this time around, closer to the Worms 2 artwork
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Old 2 May 2012, 14:37   #73
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Think the classes stuff is a really excellent idea, it adds a new twist onto the game thats fer sure! I am much of an old timer here, so i REALLY do like the traditional worms style without the classes as well, and i was happy to see bethany post in the steam forums that the more traditional worms gamestyle will also be in the game as well for people like who'd like to play normal worms without the classes, AS WELL as having the class warfare in there too to mix things up, to add more to the gameplay...

does feel very much like a TF2 themed worms though...
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Old 2 May 2012, 15:26   #74
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Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode?
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Old 2 May 2012, 17:11   #75
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The last worm, if it's the regular classic jack-of-all-trades worm, should be called The Boggy.
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Old 2 May 2012, 18:04   #76
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quoted:
Originally Posted by bethamari View Post
The Scientist is also able to build stronger items, such as Sentry Guns and Electromagnets.
Im confused now, the weapon panel is restricted per class or not?
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Old 2 May 2012, 18:17   #77
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quoted:
if a Scientist places a Sentry, that Sentry will be able to take more damage/attacks before it explodes - whereas if it had been placed by another class, it wouldn't be able to withstand quite as much damage
and

quoted:
None of the weapons or utilities are limited to a particular class. Though, certain classes will be able to utilise them better than others
From the Worms Facebook page. Hope that helps
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Old 2 May 2012, 18:24   #78
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quoted:
Originally Posted by jsgnext View Post
Im confused now, the weapon panel is restricted per class or not?
I think it means that sentry guns and electromagnets placed by the Scientist will simply be more powerful.



oh wait, that's already been said, I should really read the last posts before posting

On a related note, I wonder if electromagnets will be more powerful as well, or if they simply last longer. I found electromagnets in Reloaded to be way too weak and unreliable to be used for anything, especially attracting ones.
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Old 2 May 2012, 19:50   #79
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quoted:
Originally Posted by dotelias View Post
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode?
+1 for this, classic mode should look more like w2 and WA than as reloaded.

I like the classes very much! Very good idea and cannot wait to play it, 4 worms sound fine for that. Keep up the good work!
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Old 2 May 2012, 22:49   #80
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quoted:
Originally Posted by dotelias View Post
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode?
Hell yeah please please, i think this is something that everyone has been wanting acording to the wish lists polls that were posted on the steam forums. People want more teams in matches, and by the looks of things, the map levels "look" much bigger then the worms reloaded maps, which technically speaking could mean more teams can fit in the matches.... DEFINITELY want the classic mode back to have more teams in the games with the ability to add CPU teams to fill empty slots...
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Old 3 May 2012, 00:03   #81
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quoted:
Originally Posted by dotelias View Post
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode?
You took the words right out of my mouth.
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Old 3 May 2012, 00:35   #82
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After watching the trailer several times (yes, im quite hyped) I noticed that at 0:14 we can see a Scientist emitting waves....Im wondering if those healing waves or something like that? D:
(or maybe is an effect to indicate which worm used the airstrike and im over-thinking things :P)
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Old 3 May 2012, 05:14   #83
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looks like it some sort of weapon with water where you can drown worms that are sitting on the landscape somewhere instead of only getting drowned if they fall into the water? thats what i took away from the trailer lol
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Old 3 May 2012, 09:41   #84
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....or maybe is an effect to indicate which worm used the airstrike and im over-thinking things :P


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Old 3 May 2012, 09:45   #85
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Here he is, the final class...

The Soldier



The Soldier is like the standard worm from the previous Worms™ games, and is the most well rounded worm in the game. The Soldier is good at attacking and getting around the landscape, though he is not specialised in any particular area.
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Old 3 May 2012, 10:14   #86
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quoted:
Originally Posted by bethamari View Post
Here he is, the final class...

The Soldier



The Soldier is like the standard worm from the previous Worms™ games, and is the most well rounded worm in the game. The Soldier is good at attacking and getting around the landscape, though he is not specialised in any particular area.
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Old 3 May 2012, 10:47   #87
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Doesn't the soldier look an awful lot like the scout?
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Old 3 May 2012, 10:48   #88
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Doesn't the soldier look an awful lot like the scout?
They are very similar, close relatives Its a lot more obvious when you compare the two in-game.
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Old 3 May 2012, 11:03   #89
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Originally Posted by bethamari View Post
They are very similar, close relatives Its a lot more obvious when you compare the two in-game.
Alright, I'm a little bit worried about their silhouettes being so similar though.
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Old 3 May 2012, 11:34   #90
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Originally Posted by simum View Post
Alright, I'm a little bit worried about their silhouettes being so similar though.
The Scout is noticeably smaller than the Soldier, and he's more skinny as well. It's quite obvious in the trailer.


I really like the new art style, it reminds me a lot of the artwork from Worms 2 and older games.

And we haven't seen a single sheep with dark skin since Worms World Party.
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