Difference between revisions of "Ninja Rope"

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{{ParentArticle|[[Weapons]]}}
 
{{ParentArticle|[[Weapons]]}}
{{Weapon|[[Image:Ninjaropeicon.png]]|Ninja Rope
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{{Weapon|[[Image:Ninjaropeicon.png|48px]]|Ninja Rope
 
|Movement utility
 
|Movement utility
 
|F8 (x1)
 
|F8 (x1)
 
|Moves worm
 
|Moves worm
|Worms, Worms DC, Worms 2, W:A, WWP}}The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. Used in several modern schemes including [[Shoppa]], [[Wall-X-wall shopper|WxW]], and [[Rope race|Rope Race]], this transport utility is one of the most convenient and useful things in the game.
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|Worms, Worms DC, Worms 2, W:A, WWP}}
  
== Tactics ==
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{{Power}}
* Useful for getting across the map without losing a turn.
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|-
* You can fire weapons from the rope and make a quick getaway.
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!Power
 +
!Shots
 +
!Maximum<br/>length
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!Angle<br/>restriction
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|-
 +
|1
 +
|1
 +
|294 to 297 px
 +
|45°
 +
|-
 +
|2
 +
|2
 +
|336 to 339
 +
|45°
 +
|-
 +
|3
 +
|2
 +
|378 to 381
 +
|90°
 +
|-
 +
|4
 +
|3
 +
|420 to 423
 +
|90°
 +
|-
 +
|5
 +
|unltd.
 +
|462 to 465
 +
|90°
 +
{{Power-end|Angles measured from vertically upward.}}
 +
 
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The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of many [[Schemes|schemes]], including [[Shopper]], [[Wall-X-wall shopper|WxW]], and [[Rope_Race|Rope Race]].
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Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.
 +
 
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To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.
 +
 
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You can fire weapons from the rope by selecting them and then pressing Enter.
  
 
=== Rope Knocking ===
 
=== Rope Knocking ===
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[[Image:Rope_knocking.gif|frame|A rope knocking example]]
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Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to [[Etiquette#Scheme rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while others forbid it.
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 +
Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.
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 +
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_(English)#footnote3|(see Footnote 3 of the ReadMe)]].
 +
 +
[[TestStuff]] and [[#BattyRope|BattyRope]] modes also force rope knocking to be enabled.
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 +
== Version differences ==
 +
* In the PC, Mac, PlayStation and Saturn versions of [[Worms]], the Ninja Rope will not bend on the landscape and will instead pass through it.
 +
* In Worms 2, the rope can be fired at a maximum of 54 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope [[Wormpot]] mode in Worms World Party will increase the angle allowable to a maximum of 54 degrees downwards.
 +
 +
== Tactics ==
 +
* Selecting the [[Parachute]] while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.
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 +
== Rope tricks==
 +
The following websites contain information about Ninja Rope tricks:
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* [[RopeRacing for Dummies]] (includes videos of rope logic, basic roping tricks, ...)
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* [[RRkit]] (tricks with rope, tutorial and maps for [[Rope_Race|Rope Race]] + other stuff)
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* [[No Limit Freestyle]] hosts [http://www.nolimitfreestyle.com/nlf-trick-demo/anim.html a gallery of rope trick animations]
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A good way to practice using the Ninja Rope is the Crazy Crates training.
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== BattyRope ==
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[[Image:BattyRope_Newtons-cradle.png|thumb|alt=6 worms on-a-rope forming a Newton's cradle|BattyRope demonstration]]
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BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.
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It can be enabled by entering "/batty" in the hosting lobby.
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== Glitches ==
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* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information
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* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]
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* Due to the way collision detection is done for specifically this weapon, the [[Ninja Rope going through walls|ropes may sometimes pass through thin walls]].
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* The [[Floating weapon glitch]].
  
Rope knocking is when someone gathers momentum, and flies off of a rope and hits another worm, sending that worm tumbling with the initiator to the water.
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=== First-generation ===
in some instances, especially in certain FfW maps, the initiator then deploys a parachute, and floats to safety, leaving the victim worm(s) to tumble to their watery grave.
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The best time to rope knock is when a worm or a group of worms is close to a ledge that falls off to either the water or another ledge/platform far bellow. The advantage of rope knocking is that it is a great way to dispose of worms close to the edge and does not end your turn. However, rope knocking is considered very cheap in FfW, as you can easily pick off worms without having to travel to the top of the level to get good weapons.
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* [[WormsDC]] has a number of issues relating to the way the Ninja Rope [[Crate/Ninja Rope interaction|interacts with crates]], including getting your worm stuck in the terrain.
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* The [[Indian rope trick]] can be executed after a fashion in WormsDC.
  
== Criticisms, Problems and Weaknesses ==
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== External links ==
* In modern versions of Worms, the weapon's power setting controls the amount of shots that can be made with the rope at a time. Low power settings are a big inconvenience to players because they have to land, detach from the rope, and reattach a new rope before they can continue roping.
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{{Wormopedia}}
  
==Glitches==
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{{weapons}}
There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information.
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Revision as of 03:23, 2 July 2018

(Up to Weapons)
Ninjaropeicon.png Ninja Rope
Type: Movement utility
Keyboard selection: F8 (x1)
Standard effects: Moves worm
Present in: Worms, Worms DC, Worms 2, W:A, WWP
Power settings
Power Shots Maximum
length
Angle
restriction
1 1 294 to 297 px 45°
2 2 336 to 339 45°
3 2 378 to 381 90°
4 3 420 to 423 90°
5 unltd. 462 to 465 90°
Angles measured from vertically upward.

The Ninja Rope is one of the most popular movement utilities in the Worms series. It is also the basis of many schemes, including Shopper, WxW, and Rope Race.

Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.

To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.

You can fire weapons from the rope by selecting them and then pressing Enter.

Rope Knocking

A rope knocking example

Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to rules restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while others forbid it.

Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.

In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol (see Footnote 3 of the ReadMe).

TestStuff and BattyRope modes also force rope knocking to be enabled.

Version differences

  • In the PC, Mac, PlayStation and Saturn versions of Worms, the Ninja Rope will not bend on the landscape and will instead pass through it.
  • In Worms 2, the rope can be fired at a maximum of 54 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope Wormpot mode in Worms World Party will increase the angle allowable to a maximum of 54 degrees downwards.

Tactics

  • Selecting the Parachute while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.

Rope tricks

The following websites contain information about Ninja Rope tricks:

A good way to practice using the Ninja Rope is the Crazy Crates training.

BattyRope

6 worms on-a-rope forming a Newton's cradle
BattyRope demonstration

BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled. It can be enabled by entering "/batty" in the hosting lobby.

Glitches

First-generation

External links

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