Difference between revisions of "Tournament (scheme)"

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(Tactics: Minigun.)
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* Weapon and utility crates can be very valuable in a scheme that the ammo is very restrict for all rounds, collecting them is a good idea.
 
* Weapon and utility crates can be very valuable in a scheme that the ammo is very restrict for all rounds, collecting them is a good idea.
 
* Knocking or pushing enemies to the bottom of the map and staying on areas at the top of the map is very important, more than other schemes.
 
* Knocking or pushing enemies to the bottom of the map and staying on areas at the top of the map is very important, more than other schemes.
 +
* The Minigun is a powerful weapon. Do not waste this weapon. Use it to kill a healthy worm when you have chances to win the round.
  
 
== Criticisms, problems and weaknesses ==
 
== Criticisms, problems and weaknesses ==

Revision as of 02:16, 16 July 2024

(Up to Schemes)
This article is about the Tournament scheme. Not to confuse with the type of competitive event that has the same name.
Click to watch (W:A + Beta Update required) W:A replay: Tournament scheme WO
game with People/ and People/
Download · Info
Game setup
Scheme
Tournament:
Download
View scheme settings
Map
Any. In the single competitive event that happened, only randomly-generated maps were used.
Worms
Any. In the single competitive event that happened, games were played with 4 worms.

Tournament is an intrinsic scheme. Worms begin with 100 HP, they have 30 seconds per turn, and 10 minutes before Sudden Death (high -45 pixels - water rising with Poison). All types of crates may spawn (20% for weapons, 10% for utilities and 10% for 25HP). There are both terrain random fuse (sometimes dud) mines and oil drums. The scheme has decrescent stockpiling and 2 wins are required to end a match, so players must take care of the ammo they have for the next rounds. The scheme has the Special Weapons feature turned on, however Super Weapons button is turned off. There is manual placement.

For available weapons in every player's inventory, there are only 4 weapons with non-standard power: Grenade (4 stars), Ninja Rope (2 stars), Homing Missile (2 stars and 3 turns of delay) and Petrol Bomb (4 stars). The arsenal that players start is similar to Intermediate, but there's no Low Gravity, there is a single Minigun delayed for 2 turns, no Sheep, no Napalm Strike, x1 Battle Axe and x4 Ninja Ropes. Air Strike has 3 turns of delay. Banana Bomb has a chance to spawn in a crate, but players don't start with it.

Tactics

  • The Grenade and Petrol Bomb are stronger in this scheme. The higher damage of these weapons might help, but the bigger crater diameters can make a significant difference, they matter in the gameplay. They both are more dangerous in terms of digging and plopping (see plop in worms terminology). And in the case of Petrol Bomb, it has 4 extra flamelets that can either be used to burn opponents or block them.
  • Homing Missile is weaker in this scheme. The explosion of the bazooka is bigger. Player's should not forget this, so Homing Missile must be used wisely, exploring its unique features mainly to kill worms.
  • Ninja Rope has an angle restriction, is shorter, has less ammo and must be saved for the next rounds. The movement and the transport tools are very limited in this scheme, so it is very important to save the ammo of the ropes in this scheme, as well as the Jet Pack, the two Parachutes and the two Bungees.
  • Digging tools such as Blow Torch and Pneumatic Drill must be saved for the next rounds, the ammo is scarce.
  • Weapon and utility crates can be very valuable in a scheme that the ammo is very restrict for all rounds, collecting them is a good idea.
  • Knocking or pushing enemies to the bottom of the map and staying on areas at the top of the map is very important, more than other schemes.
  • The Minigun is a powerful weapon. Do not waste this weapon. Use it to kill a healthy worm when you have chances to win the round.

Criticisms, problems and weaknesses

  • This scheme has manual placement, what can be very boring if played with many worms, since it can take a lot more time to start the game (some players may prefer to simply type "/afk" to make the worms be placed automatically at random spots).
  • Some weapons have powers different from 3 stars, some players may forget this during the game, affecting gameplay strategies and dislike this.
  • Some players, specially beginners, may ran out of transport tools and important weapons too easily in this scheme, what can be a frustrating experience. Playing with many worms, it's more likely to this situation occur, so even veterans might struggle with this scheme, relying on grenades and sudden death in the end.

Variations

Modifications with relatively small detail changes to the scheme.

Worms 2 Tournament scheme

Worms 2 schemes are split in 2 files, one for weapons and one for options. Players can select the intrinsic file named "Tournament" for both types. Selecting both "Tournament" files to represent what should be Tournament scheme in its integrity, is different from WA/WWP scheme, not only due to the unique features of each game differences, but things like the ammo are also different.

History

The scheme has been around as long as the game Worms 2 itself (released in 1997) and later in Worms Armageddon (released in 1999), having been provided as part of the default schemes in the base of both games. WWP (released in 2001) has the same scheme file as WA, but Worms 2 scheme is different.

Competitive events

Tournaments

There was a WO tournament, in 2016. It was played as best of 1 (ignoring that the scheme has decrescent stockpiling and 2 wins to end a match), with 4 worms per player.


This article has a to-do list:
  • Add replay
  • Add image
  • Add gif
  • Write differences from Worms 2 Tournament scheme and WA/WWP tournament scheme
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