Difference between revisions of "Ninja Rope"

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(Created page about the Ninja Rope.)
 
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* Useful for getting across the map without losing a turn.
 
* Useful for getting across the map without losing a turn.
 
* You can fire weapons from the rope and make a quick getaway.
 
* You can fire weapons from the rope and make a quick getaway.
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=== Rope Knocking ===
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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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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.
  
 
== Criticisms, Problems and Weaknesses ==
 
== Criticisms, Problems and Weaknesses ==

Revision as of 18:48, 28 April 2008

(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
The Ninja Rope is one of the most popular movement utilities in the Worms series. Used in several modern schemes including Shoppa, WxW, and Rope Race, this transport utility is one of the most convenient and useful things in the game.

Tactics

  • Useful for getting across the map without losing a turn.
  • You can fire weapons from the rope and make a quick getaway.

Rope Knocking

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. 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.

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.

Criticisms, Problems and Weaknesses

  • 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.

Glitches

There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See Indian Rope Trick for more information.

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