My hope and goal: Encourage experimentation and more complex cannons to reduce the generic builds that people just spam all over the map to win with no difficulty. Almost all games look and feel the same. Some ideas (not all of which might be particularly good):
1. Add a very limited amount of TNT to a dispenser, which does however regenerate over time (~5 TNT every 10 seconds? Adjust this for team player counts too (e.g. 2v1))
2. Disallow Auto cannons that use a lever instead. Functionality wise there is no difference, and they too easy to build, which makes the game boring again.
3. Add a hard block limit per player, as to prevent spamming cannons everywhere, and instead encourage experimentation and cannon flexibility. Maybe 40 blocks
4. Powerups that can be collected, e.g. temporary obsidian walls or other structures to protect your cannon while you build it, cannon refills, platforms, blueprints, partial repair of your side, ender pearls, missiles, grenades, ...
5. A higher score per kill for less complex cannons (less blocks currently placed in total?), or for lower tnt spread (map sprayers would get almost no points at all?)
6. Targets that can be shot for extra points (problematic because of generic map sprayers)
7. Tntwars and misslewars combined? some can rush on missiles, some can build cannons to defend their side from missiles (not blow up the portal)
8. If a cannon is hit with tnt, the affected blocks only have a certain probability of being blown up (maybe yet again bound to the amount of blocks you placed on the map?), or alternatively, only blow up redstone and keep the darn dispensers too! (to reduce the cost of being blown up, to further increase the benefit of bigger cannons)
9. Enchant the provided tools. There is nothing more annoying that painstakingly mining certain blocks while under constant fire
Vote in the thread maybe? Most people will probably not like my proposal, but I really do miss the fun times of tntwars.
regarding 2: ... instead of redstone clocks that classify them as "automatic"
the tiny suggestion UI really doesn't make it easy to spot mistakes
some remnants of generic map sprayers, and their consequences: https://imgur.com/a/XLTkwgi
just get gud at the game lol, this caters insanely hard to bad players that cant semi
Essentially, you can make a good autocannon insanely fast and just leave it there and make another one, meanwhile semi autos you can only build one and must stay there or abandon the cannon. An example is with an autocannon, you make it and run away and make another before enemy can get you, meanwhile with a semi auto you stay rooted, and if an opponent predicts (or sees on certain maps) you making a semi auto, they can counter it with smth like a corner cannon or a sui. You clearly have a terrible understanding of the fundamentals of tnt wars and only see things at a certain level. Get gud then start making these insane takes and people might listen. Thank you
I could semi, and I did for a while, but it just has no appeal. It's not fun when you build all the same cannons each game and there are no interesting cannons, no way for the game to evolve in any way. If all you need is one generic cannon then why play at all
It's not about the skill difference, which I'm sure there is one, but for me it's about the fact that TNTWars is just not interesting anymore. The concept is good, and it can be fun, it's just that the players play in a way that is not fun for either side.
To me it doesn't come at a surprise that TNTwars only has very few regular players. New players don't have an incentive to play it again after the opposite team builds a whackass mapsprayer with almost zero effort, while you're trying to actually build something good.
I've tried to come up with my own cannon design, but it just cannot compete with fake autos. These are too easy to build, too strong overall, and therefore too common
Do you remember these youtuber tntwars battles? They have very long but somewhat slim maps, where actual firepower and directionality is very important. Generic map sprayers cannot live up to that requirement, which just comes down to a flaw with tntwars itself
walking between two cannons is the smallest inconvenience. I don't get your poinrt
it's not like that vastly changes the outcome between an auto and fake-auto
You don’t have to walk between two cannons, you can leave them on and run away
To make it an even 10, I'll add "Disallow suicide cannons.. again".
With a similar reason that sysfs/UltraBlack had, TNTWars is getting boring asf (from when I was last on). Now days, everybody uses the same/similar cannon making most of everybody insanely predictable.
my point is not that you can just run away (which you can by the way, by just running some redstone accross your side). My point is that they are insanely cheap, insanely easy to build, have zero cooldown or anything. They are just boring because there's literally nothing that can be done about them. If you want to build a second cannon and see that the enemy is almost finished, just flick the lever 30 times and all their progress is at zero.
My hate towards them does not come from the fact that they were originally auto and were transformed to manual operation. My hate stems from the fact that they are just whack cannons, and there is no incentive no to use them, because the score system is kills based, and these auto cannons are unpredictable enough to work well
you don't even need to think one second about what you're building, just copy what everybody else is building.
ok nobody experiments, nobody invents new cannons and yes we have different maps, but they work with the exact same cannons
We experiment, that’s why people ask for test games where we test cannons instead of killing eachotyer
some things like the explosion behavior have been altered, but it makes no difference in terms of effectiveness or if your cannon will work
Also, idk why you hate semis and keep proving my point. You can make an auto and run to the **other side of the map** while the cannon shoots, which is the optimal Strat
Iirc one of the main reasons they where banned and semis aren’t, it’s bc you really can only have one
It literally can’t tho, even doing that weird thing where you build two cannons they are all close together
Thanks for taking your time on writing these suggestions, they seem original and maybe I will use some of them in the future. But most of the suggestions here are not the TNTWars we are envisioning. We also don't think some of these suggestions will be fun gameplay wise.
Regarding your issues with semi-automatic cannon. We get it, however simply banning these types cannons will not fix anything. Its still very possible to shoot cannons in (nearly) the same way as semi-auto without any clocks. This will also very likely increase the use of auto-clickers and will generally be very frustrating for most players.
One of the main issues with cubed tntwars is that the pro players are mixed with the newer players. Because of this battles are always very one sided and not fun for the new players. But this is something that sadly cannot be fixed with the current playercount of cubed. Maybe in the future we can do something to resolve this issue.
They are CLUMPED TOGETHER and not on OPPOSITE SIDES OF THE MAP while you shoot multiple shotguns from dif angles
Also autocannons can be made insanely quickly and couple that with not having to wire them all together you can keep making them and eventually make it impossible for you to lose
flicking a lever is literally quicker than a torch or repeater clock I don't know what stuff you smoked today
that's what 99% of players call semi-auto I don't get your point. And you don't seem to realize that this exactly is not my main focfus
it is in fact not, and just senseless bashing of somebody who is in the right "because they say so"
the banning part should in theory automatically come from a change in gameplay. the 100% fake autos have terrible range, the 50% autos (torch clock and button) have bonkers reach, ...
if you were to add debuffs for random spam like that you'd be more inclined to build different cannons
if every game has a random mixture of these debuffs you'd have even less overlap instead of just a shift in cannon style
Just like any cannon in TNTWars, range is a mere choice rather than a limitation. A cannon can have (hypothetically speaking) infinite range. One cannot simply fix the scatter issue by increasing the distance between maps or something simulair
cannons quickly become more complex with range as you need much more firepower
I figured out a nice thing though. You can combine main charge and thrust into the same bundle if you do it correctly
Btw carpet cannons which you can’t lever spam bc they will blow themselves up are always good
it does fix the issue in the way that it takes much longer to fix a cannon upon taking damage. It also becomes more difficult to get good map coverage from one cannon, as there's kind of an upper limit to how much you wanna blow up at what distance, with acceptable effort
it's just a lot more risky to build complex cannons. If a vital part, be it one redstone dust, is blown up your cannon might just vaporize
But thats not an issue tho, if a cannon becomes difficult to repair and make, it will only make the chance of a comeback a lot smaller, making defeat even more certain from the first 2 minutes
what I'm trying to say is that may sprayers are less effective at range, as their complexity increases massively if you want good coverage of everything.
> it will only make the chance of a comeback a lot smaller, making defeat even more certain from the first 2 minutes
wlel I have something about that in my proposals above
Also, a "new player" will have even less of a chance to win against a pro in these long-range maps. Cannons simply take too long to for them to build, making pro players have an even bigger chance of winning
Well..... Lets say I can make an advanced scatter within 10 seconds, and a newbie can make one within a minute
That means I'm 6x faster. Now lets scale that up to a cannon that takes me a minute to make. That means they will spend 6 minutes on it.
Like I explained earlier, the issue isn't that I can make a game ending cannon within 10 seconds. The issue is that newbies and pro players get forced in the same server. This makes it very hard for newbies to keep motivation since they just get destroyed by pro players grinding for score
ok let me elaborate:
- sniper cannons already exist. They aren't hard to build and have very good firepower, at the cost of being very localized
- fake autos have some scatter, are easy to build, but have terrible range
- advanced scatters have a terrible effectiveness vs complexity curve. If you want good map coverage, you'll have to build a ton
You mean semi-automatic cannons? In that case, please refer to them as "semi-automatic", "semi-auto" or simply "semi" to avoid confustion
in my opinion you could just add redstone clocks back into the game, because they're the same picture: https://imgur.com/a/hi5KJJK
Image is not loading, also you can make redstone clocks, we never removed them.
but why do you have to build these annoying torch clocks or use levers if you could just use repeaters.
Wait so you want to combine tnt wars with misslewars basically if you allow players to go to other side it will become more of a pvp mini game if anything?
I myself also don't see this working, most TNT cannons are too overpowered for it to really work out
Your idea of interesting is nerfing every player to make it less skill based.
This is inaccurate if a game ends after 10 shots than your playing against a noob.
Situational depending on map as well on big maps there is no single cannon that can reach everywhere.
then build the same cannon five times like it makes no difference
if you don't do it your mate does it or somebody else does it I don't know
Again the same cannon won't always work because of range sometimes different cannons are better especially when player takes high ground
there's a collection of like five different cannon designs that or slight variations get used every game
I've got 29 levels, which I got over the period of maybe 3 years and in all that time the meta has shifted maybe a single time, and only by a slight bit
one good step would already be to ban cannons that use the same TNT for both propulsion and ammo
Sorry but like I'm on lvl 30 and been playing for a few months on my Alt anyway
what am I supposed to do? Play with the same ass cannons? That's the only way you can compete, by building the same trash. I hate that stuff already, and building it myself makes it not more appealing
so I don't play a ton. Huge gaps in between to be exact but I get a pretty precise overview of the meta as it changes, or well, doesn't change
let me pick an example that even you will understand: What if there were no minecraft updates at all and you could not mod the game or anything?
Tbf the only cannon with least variations are shotguns, baros have tons of variations.
I'm referring to meta shotgun the alternating one there is really only 2 variations.
every game uses these two cannon variations. Snipers have vanished since they are just not effective enough. It's easy and appealing to be lazy and let the spray handle the game
they are in fact not. They are very common. The second one is just a variation of the loop with the sticks on top
btw that cannon is at build height, so no building up
As I say tnt wars is not for the weak one must be willing to treat every match like one step closer to destroying someone
I am well aware that they are variations of other cannons. Its just that you don't see these variations a lot
oh yeah just copy others designs. Back to square one. Zero proper innovation. Just copying from the good guys
why can't tntwars be a battle of custom designs, why always use the refined designs that some random youtuber put on the internet
why are you so condescending. That's my point. Tntwars is not about innovation anymore. These test sessions are merely a playground to test stolen
so what you are saying is don't use custom designs in proper battles, just use them to show off how it can not compete with the generics
Wym random youtuber put on the internet? Most cannons that you see have originated from Cubedcraft. There has barely been any activity about tntwars on youtube lately
If you don't want to lose yes forcing people to not play the way they want to is taking away freedom and not as fun.
Actually I do have a alternating baro and angled ladder cannon that I made in recent year
you really think I'm just some random idiot not wanting to lose, and thus trying to force a custom ruleset upon every player as to nerf them, thank you very much. You understood nothing
There has been a lot more innovation than that, its just that you really rarely see these newer cannons since they aren't that good compared to your standard cannons
I invented three in one month, there’s diag snipers, sleepingz waterfall cannon, pika made two last year, jero made a alternating sniper I still don’t understand, the list goes on
which is why you'd want to motivate players to innovate, to experiment, to combine, to mess about, instead of building the same cannons every game. That's why I said earlier that it would make sense to randomize effects or debuffs every game so that players have to learn to adapt to change instead of taking off-the-shelf solutions
currently innovation just means "slap more dispensers on and it'll work", and that innovation can go fuck off
I think you misunderstood, there has been **a lot of new cannons** in the past couple of years, its just that the meta is pretty much set in stone.
... bla bla what I wanted to say is that innovation currently means that everybody just slaps more and more dispensers onto their designs instead of refining space efficiency or similar things
You mean to say that an alternating diagonal sniper rifle is not innovative?
exactly that. Look at any game. Random player. "Oh that'll need some more dispensers"
Theirs fun innovations and than theirs efficient fun innovations I aim for both.
that is exactly what I want to see in the game, but the meta system is shit if it cannot have change
(when did I say this is not what I want)
The more innovations found the harder it is to innovate because there is limited variables and once a lot of combinations have been used theirs not much more even if you force rules.
I do want single player tnt wars or multi players on 1 team to test cannon on empty side
which is what I'm sayinnnnggg. The game is flawed because the only variety is three maps, there's no need to adapt to anything
I think tntwars is pretty much 95% solved at this point, we have figured out the use of nearly every trick in the game (me and pika)
You learn to adapt once you as a skilled player play against other skilled players with no newbies around
back to square one. Adapting = building a generic consisting of three blocks because everybody uses that and it's the strongest cannon anyway, and it holds back the enemy, yada, yada, yada
adapting in this game means copying the pros, and the pros copy themselves because they don't innovate
Trust me get to a high lvl and play a 2v2 or 3v3 with only pros and things will be interesting.
Alright I think this conversations is over. One who is not willing to listen will not change their mind.
understand what?? You're saying that you need to adapt to playing against other players, which means building faster and stronger, which means bujilding the same shit as everybody, beacuse they have already figured that part out
sysfs, Are you as skilled as me or pika? If not I don't thing you will be able to speak out of experience here, and your words become mere intelectual play over the experiences you have had so far.
I'm not as skilled as you, and what does that mean huh? You build all the same cannons every game, and I could do so to, I just don't have the muscle memory for these but if I wanted I could build them. Does that make me a better player? No. Does that make the game fun? No. Does that provoke innovation? No. But it does blow up eveyrthing, and is good at that
A game between 2 pro's is very different than a game between a pro with newbies. Its a lot more strategical and rather weird cannons get used.
Also, buiding faster is a step to becomming a better player, there is no use in pretending its not
I refuse to build generic designs, and I see the system as flawed, because all you need to do is remember two cannons and you win if you build it a bit quicker than other players.
Like come on. What strategy? Build a carpet bomber and mix in a shotgun of some kidn?
Actually, its also the case on smaller maps. Then you sometimes see some really creative tactics.
The smallest 1 2 strats time a sui perfectly or build alternating shotgun dead center in back of map
I have very strong feelings about tntwars, because I used to be super ass and I tried to work my way up by experimenting and modifying, which was quite possible on perkelle, and you'd usually have a new design every so often, and it'd be interesting. On cubed the same game runs on repeat
Pro players know how to counter nearly any cannon. In every cannon there is always a blindspot, no matter how destructive it may seem. We are easily capable of finding such spots and take out the enemy with a precicely calculated shot. There is a lot of tactics and strategies when its pro vs pro, but I suppose you are still not willing to understand any of this.
I never stopped. I was just working on some interesting, versatile, compact designs, but you can only build streamlined designs becaues it's all about who can build faster
yeah I know. Usually that means suicide cannon or corner sprayer or some shit. You don't need to be a scientist to see through that system
I can understand that Perkelle's death may have saddened you, since was a way less competitive tntwars. But keep in mind that these issues could have very likely also started to exist on Perkelle if it was still around
perkelle did not have a leveling system I believe but pros were still feared and used very few optimal cannons
My focus is reusability, flexibility, but that is just not honoured on cubed. On cubed the main focus is big boom in small time. That is not difficult, but you end up with all the same designs every game because there are only so many designs you can build in a short timeframe
shotguns were the hottest cannon of that day, and true autos I like to call the ones that dont have a back and front and just maintain themselves
if you give a hour for match people would bunker for a absurd amount of time
You know reusable and flexible cannons are all the rage right? Most cannons (atleast I build) are very flexible. With minor modifications they can hit in a completely different area
then you don't understand the whole point of this thread. You're trying to prove my changes wrong in the current system, which will not work. A new system is required, where these flaws have been addressed
if your not able to use your designs than you were simply building too big or were not very wise when it came to knowing when to use them big cannons can be good when you have players on your team to buy you some time
it's tiny, and I have an even smaller one, and it has bonkers firepower, but you don't need good firepower. you need to be fsat
the tradeoff between small and large is that your complexity increaes. Which is why there is no change in cannon designs anywhere
what fucking innovation man. look at this server. The same cannons as 6 years ago. You're telling me that all the interesting designs are bad because they innovated the "wrong way"??
Our innovations generally strive for flexibility, ease of use and destructive power.
you're telling me that all the good discarded designs in the last 6 years just did the "wrong kind" of innovation???
also if you hate the meta have you tried ***countering it with a cannon made specifically for that purpose?***
for example shotguns became more compact using stacked dispencers in a smaller area to hit a wider area of tnt, baros had extended to left or to the right with some being with stacked dispencers
innovation does not always have to be complex somtimes it's just minimal changes with massive improvements to effiency
> the best way to counter the meta is to counter it with itself, as I said before it's a perpetuum mobile
the last thing I'm gonna say here is what I said before, to come full circle. If you can only counter the meta with itself, you cannot innovate because the meta is always too good for innovation. As such, the system is flawed as the meta cannot be changed. The meta should never be set in stone, or you get what we have now, an infinite loop of the same game over and over again.
I'm done here, if nobody gets it then whatever
Anyway, im gonna go now. I don't really see any of these changes getting implemented into TNTWars since its not the type of TNTWars we are striving for. Please feel free to make other suggestions tho, I'd always be interested to hear your oppinions
If you want the meta to change, you need to come up with a better, more effective meta
do you even read bro.
The meta cannot be changed, because the game concept is too primitive
Every meta can be changed tho, its just rather difficult to change the current one.
wow thank you for humiliating literally anybody else. This is the reason why the gamemode will never gain in popularity because only the old "pros" who think they're the cream of the crop see themselves as worthy of playing Tntwars, because "the rest, ugh, they'll never understand", and whatnot. Go on, gatekeep tntwars for yourself and see the gamemode die
buddy you should have a chat with players like superclutch and hypostasy they are not the best of the best but at least they are getting there. As I said before tnt wars not for the weak only those who strive to improve no matter how much they lose will get far.
it's ironic how you say that as we've previously established that nothing usable has come from change the last 6 years
I said neither cannons wont always stay optimal they will have slight changes overtime
if you ditch all the slight changes you're left with something that works almost just as well and really didn't need all the small changes after all
I just quickly wanna add that recently some pretty new players have reached the top 50 chart and gained the pro level
no even if you learn a cannon you still have to learn how to efficiently use and build it
eh the muscle memory is easy to train, and the designs are just what everybody else builds so not really difficult
everyone actually has different ways of quickly building smth and some prefer to use buttons
the only thing thats common with a alternating shotgun is placing redstone on the ground to then use it to place 2 dispencers in same direction above it
yeah only the steps taken to semi are most different I activate back once than front than put lever on upper side of back flick it than turn it off than when one tnt explodes place lever on right place to than consistantly semi some people instantly semi it while at front of cannon through changing steps for placing torch clock
the leaderboard in the lobby is also not a way to get active players because if you simply are a member of the winning team you get one win, meaning that there's probably about two players doing the heavy lifting and the rest is just trying and failing to build something for themselves
im aware if anything theirs currently 12 active players they just alternate so it's usually 4 different people every once and a while
to be 99% of active players their would need to be 2 people playing total also some are not playing because they cant but plan to later. School, work etc.
I boldly assume that the gamemode has several thousand different joins, and only maybe 20 actually continued
that's a horrible quota
thousand is a bit much tbh they have maintained a decent amount of joins in recent years but usually like 20 active players than 10 players that may join than never return.
I don't think a thousand is too far fetched. While it is a small network, you get a new player every so often, that quickly adds up
they're present on many server lists, and I found out about cubed from trying to find a tntwars server
Different idea: Island based TNTwars: Each player has their own kind of "island", where they can build cannons. Your block cap increases with each kill, but there is a hard limit on the tnt you have at your disposal. It has to be manually refilled, and in a battle players have to battle each other with their island
then there's some kind of leaderboard where you can try to reach the top for idk some bonus for next season, and you maybe have a season reset every two months
this means you could also fortify your island, a the cost of wasting blocks or so
Oh I see, I just didn't bother reading any of it since it should be a seperate suggestion
don't see the point really. This is more like my idea dump for anything regarding changing tntwars. I won't spam the suggestions channel with random stuff
and all of your ideas are terrible, you do realize that with this change you will kill off every single og tnt wars player right?
Then I won't read it and never take it into accunt, thats the point of making it a seperate suggestion
also main point of tntwars, building cannons is not lost. You're just making it out to be the downfall of everything tnt
No, like I said earlier I'd love to read more of your ideas. But you have to respect the system in place when doing so
but if you want me to drown the channel in individual suggestions, I'll not resist
this dude is a massive clown im not gonna talk here anymore these are the WORST takes ive ever seen
#1: why? There's no point to this, it's just annoying
#2: Hell no. Auto cannons ruin the game and this will be abused to hell and back
#3: ???
#4: I do like this idea, maybe similar to the walls/platforms and such in missilewars?
#5: ???
#6: You already outlined the issue with this in your suggestion?
#7: ???
#8: Blast resistance would like to know your location
#9: but why
> #2: Hell no. Auto cannons ruin the game and this will be abused to hell and back
that's the whole point. Get rid of them and their lever counterparts that work just as well
Semi auto cannons are fun + as long as their is a Redstone activater block semi auto will be possible
Jero also stated removing clocks entirely would promote use of auto clickers
And for those who choose to play without auto clickers will have medical issues
I have nothing against semi auto cannons; people will just abuse everything and ruin the game. Plus, if you need one to play the game, you should probably be focusing on not sucking at the game before landing the worst takes on planet earth
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stop right here. Read #1595 instead.