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Post by khamski on Feb 19, 2006 22:09:21 GMT
Well as for me It's just a clever move Not an illegal trick But still i think that glitch must be presented in a list somehow I even propose a name for it... ehm... Waterfall?
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Post by MrTPenguin on Feb 19, 2006 22:49:03 GMT
What about that glitch were petrol burning on the ground disapears when you use napalm. I think this should be illegal if napalm is used only for this purpose (im traped by petrol and my oponent is hiding in a torch tunnel or something like that). We can't outlaw using naplam anytime petrol is on the land however if you can't hit your oponents worm you shouldn't be able be able to use it to free your worm. Aww, I found this one about a year ago and was hoping to spring it on someone in a crucial CWT game I suggest "double-flame backfire" (after the "double-ice backfire" in MK)
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Post by Mielu on Feb 20, 2006 16:35:40 GMT
Aww, I found this one about a year ago and was hoping to spring it on someone in a crucial CWT game I must confess I have actually used that once in a CWT game, can't remember which, I think it was in the 2004 group stage. I think this is clearly a bug. I can't see how a designer could want such behaviour, since it makes no sense - if anything, the flames should be augmented if touched by the napalm coming from the sky, the same way it happens when there's an explosion nearby. Besides, I can even visualize the code path that led to this bug - it's something a programmer would be very tempted to do when in a hurry... So, I tend to think this should be illegal, as is abusing other bugs. However, it's quite difficult to formulate the rule so that it prevents abuse while still allowing you to use napalm in some cases - after all, when you're trapped somewhere, using napalm is one of the things you may want to do anyway. It should be something along the lines of what DustedTrooper wrote, but there are debatable points there as well: the positions might be in such a way that you might actually do a bit of damage to the opponent, but not enough to justify the use of the strike were you not blocked by petrol. The line delimiting the two cases is quite difficult to trace; not sure what we can do about this.
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Jigsaw
Member
Inevitability
Posts: 643
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Post by Jigsaw on Feb 20, 2006 18:29:12 GMT
Added: - double flame backfire - mortar suicide - girder glitch The first one went to legal tricks since it has not yet been forbidden. Personally I agree that it is unfair and generally makes no sense, but then there are other unfair bugs - best example is when chute wont open at certain height (it has been fixed on WA) Forbiding this flame bug could create confusion and perhaps even some arguments, so I'd vote for leaving it as it is. It's not a critical matter, each player has only one napalm so he has to think carefully whether he wants to waste it (if he hadn't already). And its not that you can use napalm to free yourself and go kill worms, nope it's your opponent's turn
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Post by libre on Feb 21, 2006 14:00:22 GMT
girder and jetpack, i tried that when sirG learn me hot to do it with the jump. Its dificult to do, beacuse u have have to put the guirder in the exact moment while u r falling down with the jet. In this way u dont have to press enter because if the trick works, the guirder puts and the worm go down with the jetpack without stoping a moment. i tried so many times and only get to did it 4 times, and i think is better to do in a slope.
........|....... ........v../... ........../..... ......../....... ....../......... sorry x my english, and graphics 0o
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Post by libre on Feb 21, 2006 14:06:29 GMT
DID U KNOW ?? this is a shit but, interesting. if u put a worm in the head of another to fall down the ground if the first worms moves and hits the second with an Axe the fall damage is BIG, with a 100 hp worm, u can quit 76 or more. try it
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Post by Leoric on Feb 21, 2006 23:52:36 GMT
Mielu, I have no idea of programming however, but I was just thinking what could "the easy way" be. So there must be (basically) 2 different "pieces of code", one for the fire that lasts through few rounds (petrol bomb) and other (for napalm strike). So In the napalm strike code there must be a statement that stops burning of all the fire from the whole map, rather than just the specific strike fire. Am I right? That would be easier to implement I think.. or maybe they just didn't notice it. Or ignored it as a less-important bug
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Post by DustedTrooper on Feb 22, 2006 2:50:00 GMT
Ive posted more in the last couple days than I have since 2003 when I started in this tourney but I like this thread. I think that trick were you Kamikaze straight down to make a hole for a worm to swim should be added to the list. You can also do this trick when a worm is frozen if lined up perfectly. and as for that what about adding petrol or mine on a frozen worm. And as for that double fire glitch thing I don't care if it is legal but if it is I intend to take full advantage of it if the situation warrants, as I intend to use any crate given to me. If your fallowing the rules nobody has the right to get mad. And if you don't like it change the rules.
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Post by MrTPenguin on Feb 22, 2006 15:46:33 GMT
Re mielu's post on the double-flame backfire, I agree that it's very tricky to decide where normal gameplay ends and bug-abusing begins, but I consequentially think (and this is also due to the rarity of it) that we may as well not make a rule about it. Even though it's definitely not supposed to happen, I think we should grin and bear it. I'm pleased to see you're more active on the board now, DT. I see also that you're an art teacher - "those who can..." I've already coined more than my fair share of terms, but I'll suggest one for downward kamikaziing to send worms down the hole: "Mineshafting."
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Post by Mielu on Feb 23, 2006 6:49:34 GMT
Mielu, I have no idea of programming however, but I was just thinking what could "the easy way" be. So there must be (basically) 2 different "pieces of code", one for the fire that lasts through few rounds (petrol bomb) and other (for napalm strike). So In the napalm strike code there must be a statement that stops burning of all the fire from the whole map, rather than just the specific strike fire. Am I right? That would be easier to implement I think.. or maybe they just didn't notice it. Or ignored it as a less-important bug Yeah, that's probably it at a high level. As usual with programming, the devil is in the details. Basically, one problem you have as a programmer when implementing these two types of 'fire' is managing their different lifetimes, just like you described. Another one is that they can get mixed if the strike fire falls on top of existing petrol bomb fire, so you'd have to separate out the different flames. On top of that, they can be further mixed with flames from barrels that explode when strike fire falls on them, and those explosions augment nearby petrol bomb fire (I don't think they're supposed to do that to strike fire). Even worse, flames are influenced by worms bouncing on top of them (at least petrol bomb flames are partially extinguished when the worm dances on them); a worm can bounce off flames coming from a strike and end up on flames coming from a petrol bomb. All this - and more - needs to be dealt with. There's a possibility that the fade-out effect for strike flames, which has to account for flames scattered more or less all over the map on all kinds of terrain, didn't quite finish properly, possibly ending up with leftover flames. My guess is during initial testing they found that the code didn't handle all these combinations properly in all cases, and rather than ending up with all kinds of strange results, they just implemented the 'quick cleanup': scan all the map for fire and delete it. If you look carefully, you can even see how the scan progresses through the map - sideways if I remember correctly.
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Post by RatoonSoft on Feb 24, 2006 9:12:21 GMT
I saw a move that my brother did last week that i never seen before. I don't know if we can call it a "trick".
Sudden death appears and we have only one worm each by team (with 1 point life) It was my brother's turn and he did a "justice balance" (i don't know the english word for this weapon that make team life equal) The result was starnge: the 2 worms died! I never try this "trick" with more worms and we play an intermediate-modified game (with super rope-crates crates crates-super medic) Did you know this one?
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Post by MrTPenguin on Feb 24, 2006 11:09:38 GMT
I've never seen anything like that before. What were the healths of the two worms when he used "the Scales of Justice" ? Edit: Silly me! It says at the start they they were on one point.
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Jigsaw
Member
Inevitability
Posts: 643
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Post by Jigsaw on Feb 24, 2006 18:52:41 GMT
Added Slow Time (with rope) - old trick, but I forgot about it since its not allowed Axe Fall Damage - thanks Libre Axe Mastery - worth mentioning I think Dud-ish mine - happend to me just recently when I played deathmatch offline Bat Snipe - kind of trick as well List of Contributors - fame and fortune to you who help! Drop Shot - decided to add it IF someone will make a proper description and how to
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Post by MrTPenguin on Feb 24, 2006 19:10:45 GMT
Nice sig Jig! - I feel famous now ;D
Underwater Homing Missile still needs to be changed to "Torpedo" (we could call an underwater magic bullet a... "Magic Torpedo" !)
I'd call bungeeing down the side of a double cavern "Abseiling" (dunno about with chutes...)
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Post by libre on Feb 24, 2006 19:13:21 GMT
ey, very thanks Jig, but what happend with my great discovery. jetpack + girder = "flying in the rocks". i have a video capture !! maybe it has to be in the "rarely working bugs" category . but exists.
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