Difference between revisions of "Kamikaze-ing into a landmine stops the worm from dying"

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The tactical implications of this glitch are few, as the mine exploding could potentially do as much as 50 points of damage (assuming you haven't adjusted the strength of mine explosions in [[WormsDC]]). However if you used a low-health worm and, following the collision, you are lucky enough to land it next to an enemy worm, the act of the worm removing itself from play could dish out up to 30 points of damage (assuming, again, that you haven't adjusted the strength of the explosion).
 
The tactical implications of this glitch are few, as the mine exploding could potentially do as much as 50 points of damage (assuming you haven't adjusted the strength of mine explosions in [[WormsDC]]). However if you used a low-health worm and, following the collision, you are lucky enough to land it next to an enemy worm, the act of the worm removing itself from play could dish out up to 30 points of damage (assuming, again, that you haven't adjusted the strength of the explosion).
 
== Video demonstration ==
 
 
*[http://www.youtube.com/watch?v=BjwzFs3uzIU Demonstration of the glitch on YouTube]
 

Revision as of 04:11, 2 June 2018

If a worm pulls a Kamikaze move and collides with a landmine then the resulting explosion will knock the worm off of its path, effectively stopping the move entirely. The worm will suffer damage from the explosion plus fall damage.

Practical aspect

The tactical implications of this glitch are few, as the mine exploding could potentially do as much as 50 points of damage (assuming you haven't adjusted the strength of mine explosions in WormsDC). However if you used a low-health worm and, following the collision, you are lucky enough to land it next to an enemy worm, the act of the worm removing itself from play could dish out up to 30 points of damage (assuming, again, that you haven't adjusted the strength of the explosion).

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