Difference between revisions of "Team Wormtress"

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==Classes==
 
==Classes==
  
Health: 150 HP. No health handicaps since that overcomplicates the scheme.
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Health: 150 HP. No health handicaps since that overcomplicates the scheme.<br>
Weapons: Everyone gets Handgun.
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Weapons: Everyone gets Handgun.<br>
Utilities: None unless third column says so.
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Utilities: None unless third column says so.<br>
Movement: No restrictions or bonuses unless last column says so.
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Movement: No restrictions or bonuses unless last column says so.<br>
  
* Demoman: Grenades [2 stars], Mines, Dynamite [1 star, 1×; 3 turns delay] | None | None
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* Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [], 3 turns delay) | None | None
 
* Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
 
* Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
 
* Heavy: Minigun (60 damage) | None | None
 
* Heavy: Minigun (60 damage) | None | None
* Medic: Skunk [1 star], Scales of Justice (1; 6 turns delay), 3 jetpacks | Hm | Hm
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* Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
* Pyro: Flame Thrower [2×, 2.24 seconds], Petrols | None | None
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* Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
* Scout: Baseball Bat, Rope? [, 3 stars], Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
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* Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
 
* Sniper: Shotgun | Laser Sight | None
 
* Sniper: Shotgun | Laser Sight | None
 
* Soldier: Bazooka | None | None  
 
* Soldier: Bazooka | None | None  
* Spy: Axe? [4×], Prod | None | None
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* Spy: Axe (35%), Prod | None | None

Revision as of 18:21, 21 June 2008

(Up to Schemes)

Map

  • Have maps with plenty of land. CTF maps may be preferred.


Scheme Options

  • Worm Select: On
  • Weapon crates: 15% chance of appearing
  • Health crates: 7.5% chance of appearing, 0 health points.


Weapon Options

  • Ninja Rope at the Elite power. One repeat swing.


Classes

Health: 150 HP. No health handicaps since that overcomplicates the scheme.
Weapons: Everyone gets Handgun.
Utilities: None unless third column says so.
Movement: No restrictions or bonuses unless last column says so.

  • Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None
  • Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
  • Heavy: Minigun (60 damage) | None | None
  • Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
  • Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
  • Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | Only class allowed to use Fast Walk
  • Sniper: Shotgun | Laser Sight | None
  • Soldier: Bazooka | None | None
  • Spy: Axe (35%), Prod | None | None
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