NetBlitz

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Game setup
Scheme
NetBlitz:
Download
View scheme settings
Map
Any. Randomly-generated maps are usually recommended for conventional gameplay schemes.
Worms
Any. Probably best played with not so many worms, because manual placement may take a lot of time in the beginning. Also, too many worms means that it will be harder to save ammo and transport tools for the last rounds.

NetBlitz is a scheme included with the game, but it doesn't show up in menus (it was found "buried" in wa.exe). It's conventional gameplay, being similar to Elite, because it doesn't have hotseat-time, there is manual placement, the turn time is restricted to 20 seconds only, and the ammo is very limited. It is also similar to Pro and Tournament, in the sense that it uses the anti-stockpiling setting, encouraging players to manage their weapons very carefully.

Worms begin with 100 HP, and 10 minutes before Sudden Death (medium - 20 pixels - water rising with Poison). All types of crates may spawn (10% for weapons, 3,3% for utilities and 3,3% for 25HP). There are both terrain random fuse (never dud) mines and oil drums. The scheme has the Special Weapons feature turned on, the same for the Super Weapons that might spawn.

The arsenal that players start is similar to Intermediate. All weapons have standard power. The only weapons with delay are: Air Strike (delay 2), Napalm Strike (delay 4) and Special Weapons. There's no utilities, there are two Miniguns, two Baseball Bats, one Battle Axe, x1 Mine. Note that the only transport tools are the 5 Ninja Ropes, the 5 Parachutes, the 5 Bungees and the two teleports, and the ammo of these weapons must last for all rounds. There are only 5 Blow Torches, 5 Girders and 5 Pneumatic Drills too. Banana Bomb has a chance to spawn in a crate, but players don't start with it. There are no Select Worms at the beginning, they can only be found very, very rarely in crates (1,3% of chance).

Tactics

  • 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 players, especially 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.

History

The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been included with the game, but it doesn't show up in menus. It was found by CyberShadow in wa.exe. This information comes from a Discord message posted by Run on 29th June 2020.

Quote from part of this message:

"i was going through some random replays and i found one from 2007 in which i learned that cybershadow found a scheme buried in wa.exe that wasn't actually used anywhere, called "netblitz". looks like a slightly tweaked Intermediate."

This scheme is available in HostingBuddy.


This article has a to-do list:
  • Add replays for all the rounds needed for a true victory
  • Add image
  • Add gif
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