Weapon Territory War 6
ฝัง
- เผยแพร่เมื่อ 10 ก.พ. 2025
- In this version of territory war, the marbles have swords. Only when a sword touches a block of another colour does it get conquered - marbles will bounce off harmlessly.
Players are eliminated when they have no more territory or fighters.
Participating: Yellow, Orange, Green and Blue
Which colour will win?
Subscribe for more!
#marble_race #territory_wars
Patreon: / lostmarbleruns
Discord: / discord
Man I loved watching the sword and board guys, Orange had one isolated for a while that gave green and blue hell for a while and blue towards the end of their life span had one guy kill like eight solo. Truly legends that will be sung about in bard tales to be
100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
Everytime Blue chooses a mage instead of ecoing, my heart sinks a little.
LETS GET A MAGE
why?
WE GETTIN IT
*mage immediately dies
Props to that one Orange run which almost single-handedly advanced the field an entire weapon's length at 1:30
Also, the cloning is op
This wasn’t 4 nations battling, this was Yellow having some trouble with a few provinces rebelling 🤣
Suggestion: Anti Mage-Spawncamping/Spawnkilling
Mages are powerful enough when accompanied by other fellow fighters. As such, there must be some limitations to its power especially regarding spawncamping and spawnkilling.
Anti-spawncamp: Fighters are gradually pushed out of their spawn.
Anti-spawnkill: Fighters are gradually pushed out of enemy bases.
The push is only subtle so that there is a place for defense and that it doesn't necessarily result to aggressive behaviors of fighters.
Good idea, I'll give that a try
Yo
@@Julian10371 Congratulations, you replied to a comment 8 months ago. Your "Nah" is very impactful!
@@JustAnotherCommenter ok
Fighters:
Basic - Has a sword with an additional shield.
Longsword - Has a long sword, but wobbly.
Paladin - Its heavy end can swing and delivers powerful strikes.
Berserker - Has two swords on each side that gain spin speed, which in turn digs through enemies' territories. It stops spinning when at least one of the swords collide with something.
Archer - Long-ranged weapon that pierces through enemy territories.
Spearman - Has a long spear that can move linearly.
Mage - Periodically converts blocks in a very wide area. Its weapon can be used as a melee alternatively. although ineffective.
Edit: This time, the order is - Basic > Spearman > Longsword > Archer > Berserker > Mage
What does the fighter to the right of the mage (represented by a circle) do? Is it just a buff/upgrade for all the other fighters?
@@PiNumberblocksBasherFan It is add 1 marble for that color :>
But how about the last one the bomb looking ah one
Suggestions:
Arrows and Flails could have a chance to ignore collisions with non-shield weapons.
Flails being uncontrolable and to balance them not being parry-able, could have a chance to injure allies.
Spears on the other hand are very controllable and thus they could ignore or lessen outside forces acting on them. Also it is tiring holding them by the very end, so after a thrust a quick pulling back is advised:
Default holding by middle
If(enemy in max range){
If(pointing at enemy) thrust, pull back
Else if(not ally in max range) hold by end, sweep, pull back
}
Thanks for the suggestions! Currently I have the spear slowly pulling back while not thrusting, but it does seem to be not very noticeable
The mage can trap enemies
Damn I was rooting for orange
The yellow arrows on the green ones are amazing
Nice. Is it possible to number the marbles as they come out? I'm wondering if there are any older marbles that survive to the end.
I've been thinking of asking my subscribers if they would like to see their names used for the marbles, see who survives the longest
@@lostmarbles2d that would be cool
@@KalijahAnderson I've made a community post with the signup link
@@lostmarbles2d
I signed up. Tel-kar, purple. It's my screen name for most games.
Is no one gonna talk about how the green marble manage to get in a blue tile and be stuck there
4:10 orange form the form of russian empire
I believe the extra marbles are far too powerful. The moment i saw that ____ had 4 while the others had 2 each, i knew ____ was going to dominate. More marbles equals more fighters after all. I have no idea how that could be nerfed, and without any ideas, we might be better off just leaving that out entirely. Maybe if, each couple of minutes (10?), all colors got one more marble, it would become more chaotic over time without sacrificing the balance of the simulation.
Yea, that is a fair observation.
One way to balance it would be to make it progressively more difficult to get new marbles if you already have lots of marbles, but I can't think of a way to do that in plinko itself, aside from maybe a separate spinner that dynamically adjusts the chance based on number of marbles
@@lostmarbles2d Honestly I don't think the extra marbles would be nearly as OP if the brown pegs on the plinko board didn't increase the speed of the marbles so much. It was incredibly frustrating watching your team's single marble pinball around between all of the layers for two minutes when they desperately needed more units because it was hitting the brown bumpers and was just being prevented from descending ever. This was mitigated by just having more marbles than the other teams so that your chances of that happening were lower, or one of your marbles would potentially bump another of yours out of the loop.
But I think giving each team their own individual plinko boards, and then having the extra marble field get smaller as you get more marbles would be a good idea. Honestly having the unit fields dynamically change size depending on how many you have of any given unit on the field would be a neat idea as well, though I'm not sure if that will necessarily be a good thing.
Otherwise, yeah archers were a bit overtuned, but I felt like once Berserkers got onto the field, their counters were already available to the teams and that made them much less of a menace.
The advantage to snowballing is that once one color is basically the victor, it doesn't take a painful amount of time to finish the match. Snowballing can be a good thing, but I do agree that getting more balls early seems to be the winning strategy. All other factors don't matter as much. I wonder if earning new balls by getting kills would be interesting.
orange: go mage!
blue: nope not today
This one was lovely, archers weren't aggravating to watch this round, the border changes were great, and all around this one was awesome the entire time through.
I had a weird idea that I dunno if it'll fit, but, "unit promotions"? If a marble gets, say... 5 kills? It promotes to an elite version.
The basic fighter maybe becomes a knight, who has an extra health point or two that regen over the course of a minute, making it harder to kill?
Archer gets a crossbow, which punches through more tiles before the projector projectile breaks
Berserker gets a third (or fourth?) sword for better spin2win
The wizard gets very very few kills normally, so if one still manages to promote its elite is stronger: in addition to the radius maybe it fires a few fireballs outwards that convert more tiles as bombs after traveling though the territory for a few tiles like an arrow?
Less sure on my spear, zweihander, and flail upgrades but:
Spear upgrades into a glaive, with the tipmost half of their weapon point ignoring non-shield weapons for better kill chances
Zweihander upgrades into a battle axe, which has more momentum in the weapon and can sometimes maybe knock enemy marbles back/out of the way when they block instead of bouncing off like usually happens
Flail becomes a full morningstar, and an event marble that blocks the point becomes "stunned" and loses their natural acceleration and movement for a few seconds.
I've only ever picked colours that lose first
@@cheapcheese. haha
A estratégia do vencedor de enviar um soldado as bases inimigas sozinho como um kamikaze para atrapalhar ao mesmo tempo em que focava no late game é surpreendente.
Nesse jogo tivemos só lendas, o primeiro a ser eliminado começou dando muito trabalho, o segundo e o terceiro foram quase juntos, mas se recusavam a qualquer custo de perde, com os poucos soldados que tinham matando sozinho uns 5 soldados, mas o vencedor tinha muito mais que 5 soldados, tinha um exército, emocionante... 🥲
7:35 nice play blue mage
Wow! I like how the marbles look. Maybe you could add how many squares each color owns.
No red...boo.
All spear early game saves yellow team the win, spear still op
Nice Effects, good job! 👍
O amarelo é muito bom em relação de burrice extrema lol😂😂😂😂😂😂😂😂😂
Á e não posso me esquecer que sou do Brasil😊😊😊
Feel like Archers were way, way, way too strong in this round. They've got full aim assist and can snipe pretty much everything and everyone across the map in places, or even outside the map (there was a yellow archer that took out a blue mage across the bottom of the map somewhere around 17m in ).
A few suggestions for improvements:
1) Give Archers some small variance in their target lines - doesn't have to be more than a few degrees of arc to normalize them up a lot most likely.
2) The flail guys really seem like they struggle and don't provide a lot of value, even compared to the basic sword and board types. Not sure what to do to fix them without making them terribly overpowered; maybe they need shorter flails and a harder turn coefficient (like mini-dagger guys).
3) Marbles being stuck in spawn at times turned into some messes, like when blue had a mage dueling with yellow bottom right and blue couldn't get out of spawn (then of course got sniped by an archer). Feel like marbles should be "forced" onto the map with a mininum number of squares to host them when they spawn.
4) Remove all possibility for marbles to leave the map boundary (they should bounce off of it) as should their weapons, and any projectiles should terminate when they leave the boundary.
5) Lots of instances where marbles get stuck; orange had a sword and board marble hung up for the better part of two minutes near the beginning of the match. Maybe making it so you can't convert the squares under a marble without killing that marble would help there.
Thanks for the feedback!
1) Good idea!
2) Maybe I'll let flails break shields or something
Was surprised to find out the Mage flash doesn't kill marbles. I feel like it would make more sense than their staff killing things.
Orange was getting spawn camped the whole first half?!
Flail op xP
Предлагаю петицию по бафу лучников
15:00 whats with the unfair advantage? Yellow's archer can aim while blue's can't?
Finally yellow pulled a W. I dont think any color is as much of an underdog as yellow, They always lose.
Can you make the green darker
Что ты используешь? Unity? Processing? Или что-то другое?
Unity
@@lostmarbles2d thanks for the reply
🔴♥️♦️
when will blue win
🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉 legal legal 😸 legal legal legal
10:36 best moment
Yo he puesto por el azul
2:00 average european borders
Who won?
What is this game
why is top right always eliiminated first in those? This sht is rigged!😭
sorry this game can be installed on mobile
Yellow receiving admin plot armor is bullshit. They had twice as many marbles as everyone else. Downvoted for that.
That’s just the extra marble ability (right most in the marble dropper)…
ez