Difference between revisions of "Mad Cows"

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|75hp injury (max.) per cow, Large circular craters
 
|75hp injury (max.) per cow, Large circular craters
 
|Worms DC, Worms 2, W:A, WWP}}
 
|Worms DC, Worms 2, W:A, WWP}}
 
 
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! colspan="3" style="font-size: 150%; text-align: center" | Power settings
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Mad cows are a herded weapon.  This means that the number of mad cows fired can be set by pressing a number key from 1 to 5.  Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows.  When space is pressed, a cow will be released from the worm once every '''25''' frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released.  After all cows have been released, the turn will end and retreat time will start.
 
Mad cows are a herded weapon.  This means that the number of mad cows fired can be set by pressing a number key from 1 to 5.  Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows.  When space is pressed, a cow will be released from the worm once every '''25''' frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released.  After all cows have been released, the turn will end and retreat time will start.
  

Revision as of 14:23, 17 July 2009

(Up to Weapons)
Madcowicon.png Mad Cows
Type: Animal
Keyboard selection: F11 (x1)
Standard effects: 75hp injury (max.) per cow, Large circular craters
Present in: Worms DC, Worms 2, W:A, WWP
Power settings
Power Maximum

injury

Crater

diameter

11 ? hp 73 px
12 ? 97
1 ? 123
2 ? 135
3 75? 147
4 ? 161
5 ? 173
19 ? 185
14 ? 223
15 ? 299

Mad cows are a herded weapon. This means that the number of mad cows fired can be set by pressing a number key from 1 to 5. Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows. When space is pressed, a cow will be released from the worm once every 25 frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released. After all cows have been released, the turn will end and retreat time will start.

After release, a cow walks at a horizontal rate of 2 pixels per frame along the ground, and will explode if it hits a wall which is 5 pixels higher than its present walking surface. A cow will jump if it reaches a drop more than 4 pixels lower than its present walking surface. The mad cow jumps at a 45° angle and the jump has a random initial velocity between 1.25 and 1.75 pixels per frame (5.21% and 7.29% of a grenade's full firing power). When the cow hits a wall during its jump, it will bounce off the wall instead of exploding. When it bounces off a wall, there is a 6.25% chance of the cow turning around and travelling in the opposite direction. This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall.

A mad cow's collision mask is a rectangle which is 7 pixels wide and 5 pixels tall (same as with most other weapon objects).

There is a glitch related to Mad Cows that has been fixed in the Worms Armageddon Beta Updates. See Cow doubling glitch for more information.

Tactics

  • A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction.

External links

Personal tools