Difference between revisions of "Ninja Rope"

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The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. Used in several modern schemes including [[Shopper]], [[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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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]], [[Wall-X-wall shopper|WxW]], and [[Rope race|Rope Race]].
  
 
== Tactics ==
 
== Tactics ==
 
* 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.
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* You can fire weapons from the rope (using the Enter key) and make a quick getaway.
* [[RRkit]] has a [http://www.rrkit.com/tutorial.php tutorial] section, with tips and tricks on using the [[Ninja Rope]].
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===Tips and tricks===
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* [[RRkit]]
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* [[RopeRacing for Dummies]]
  
 
=== Rope Knocking ===
 
=== Rope Knocking ===
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Rope knocking is a technique of moving another worm using a rope. 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. Another usage of rope knocking is making piles of worms to cause more damage. When knocking a worm, you can survive a potentially damaging fall off the edge after knocking by equipping a parachute beforehand. The parachute activates automatically after touching the land if your worms' horizontal speed and height fallen is lower than the limit to receive falling damage. The advantage of rope knocking is that it is a great way of drowning worms close to the edge and does not end your turn. You can use it even on worms immune from attack (due to [[Rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while another ones forbides it.
  
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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Rope knocking is disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.
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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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_%28English%29#Footnotes|(see Footnote 3 of the ReadMe)]].
  
== Criticisms, Problems and Weaknesses ==
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TestStuff also forces rope knocking to be enabled.
* 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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==Glitches==
 
==Glitches==
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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* 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]].

Revision as of 22:39, 21 February 2009

(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 px 45°
2 2 336 45°
3 2 378 90°
4 3 420 90°
5 unltd. 462 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.

Tactics

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

Tips and tricks

Rope Knocking

Rope knocking is a technique of moving another worm using a rope. 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. Another usage of rope knocking is making piles of worms to cause more damage. When knocking a worm, you can survive a potentially damaging fall off the edge after knocking by equipping a parachute beforehand. The parachute activates automatically after touching the land if your worms' horizontal speed and height fallen is lower than the limit to receive falling damage. The advantage of rope knocking is that it is a great way of drowning worms close to the edge 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 another ones forbides it.

Rope knocking is disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.

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 also forces rope knocking to be enabled.

Glitches

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