Difference between revisions of "Cluster Bomb"

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{{ParentArticle|[[Game logic]]}}
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{{ParentArticle|[[Weapons]]}}
 
{{Weapon|[[Image:Clusterbombicon.png]]|Cluster Bomb
 
{{Weapon|[[Image:Clusterbombicon.png]]|Cluster Bomb
 
|Projectile
 
|Projectile

Revision as of 09:38, 16 October 2007

(Up to Weapons)
Clusterbombicon.png Cluster Bomb
Type: Projectile
Keyboard selection: F2 (x2)
Standard effects: Injury?,

Very small circular craters

Present in: Worms, Worms DC, Worms 2, W:A, WWP
Power settings
Power Number of

clusters

Maximum

injury

Crater

diameter

11 2 5? hp  ? px
12 3  ?  ?
1 4  ? 35
2 5  ?  ?
3 5  ?  ?
4 5  ?  ?
5 6  ?  ?
19 0? 23?  ?
14 6  ?  ?
15 7  ?  ?
Initial explosion has same characteristics as each bomblet explosion. Values are per bomblet.


The Cluster Bomb acts precisely like a Grenade, except that when it explodes, it releases a handful of clusters.

Tactics

  • When fired at a shallow angle into the water, the Cluster Bomb will skip on the surface of the water.
  • When fired upward at a near-vertical angle with full power, a four second fuse will ensure that the Cluster Bomb explodes approximately at the same altitude that it was fired, allowing for somewhat predictable shots.
  • The Cluster Bomb can be planted as a stationery bomb (dropped) by firing directly up or down with a low power.
  • The Cluster Bomb can cause a lot of injury to a worm if it is placed directly beneath it, so that all the clusters explodes simultaneously on the worm. If the victim is standing on a steep slope, this can be achieved by moving beneath the worm as close as possible, jumping vertically to dislodge him, then moving a little closer before dropping a Cluster Bomb.

Criticisms, Problems and Weaknesses

  • The Cluster Bomb rarely achieves any significant damage by itself except in rare circumstances.
  • The Cluster Bomb's bounce is often unpredictable on slanted surfaces, due to aliasing.
  • The motion of the emergent clusters is unpredictable.

Details

  • There are 8192 possible angles for each bomblet to be projected (from -45 to +45 degrees from the vertical).
  • There are 5900 possible initial speeds for each bomblet (can up up to 9% slower than maximum)
  • The pure probability of these angles and speeds matching exactly on five bomblets is 1 in 5.5E30. However, it is possible for the in-game Psuedo-Random Number Generator to go into a loop when a cluster bomb explodes on frame that is 1 modulo 4, with a probability of 1/8192. Therefore the actual probability of all bomblets being in perfect sync is 1/32768. There have only been two recorded instances of this ever happening.
  • If they fail to impact, the cluster bomblets explode 9 seconds after they are released.
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