Difference between revisions of "Talk:Team Wormtress"

From Worms Knowledge Base

Jump to: navigation, search
m (unsigned)
Line 10: Line 10:
 
Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch.
 
Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch.
 
But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all)
 
But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all)
Worm Select: available at the start of your turn?
+
Worm Select: available at the start of your turn? {{Unsigned|DarkOne}}

Revision as of 08:20, 21 June 2008

Having health difference is a bad, bad idea. - DarkOne -

your face is a bad idea Run! 09:22, 20 June 2008 (MST)

very subtile, Run :P FFie, MoM and I had a test run: we played it on double island-ish maps and BnG -type maps.

first thing we noticed is that there wasn't enough space. double caverns seem to be a must. second off: worms getting low, stay low. digging your way out of isolated spaces can take ages. Maybe a teleport would be good then? Only allow worms to teleport into a group of your own worms? Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch. But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all) Worm Select: available at the start of your turn? —Preceding unsigned comment added by DarkOne (talkcontribs)

Personal tools