Difference between revisions of "Ninja Rope"

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=== Rope Knocking ===
 
=== Rope Knocking ===
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. 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.
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Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. 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 [[Etiquette#Scheme 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 disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.
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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 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)]].
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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_(English)#footnotes3|(see Footnote 3 of the ReadMe)]].
  
 
[[TestStuff]] and [[BattyRope]] modes also forces rope knocking to be enabled.
 
[[TestStuff]] and [[BattyRope]] modes also forces rope knocking to be enabled.

Revision as of 12:17, 17 December 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

  • To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor
  • RopeRacing for Dummies (includes videos of rope logic, basic roping tricks, ...)
  • RRkit (tricks with rope, tutorial and maps for Rope Race + other stuff)

Rope Knocking

Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. 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 and BattyRope modes also forces rope knocking to be enabled.

Glitches

External links

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