Difference between revisions of "Jet Pack War"

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{{ParentArticle|[[Scheme ideas]]}}
 
{{ParentArticle|[[Scheme ideas]]}}
{{ReplayBox2|Jet_for_Boom.WAgame|A Jet for Boom match|with FoxHound, baca, DESTRUCTION and Brom||screenshot=Jet for Boom.png|caption=Jet for Boom map: the Jet Pack can go through anywhere}}
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{{ReplayBox|Jet Pack War.WAgame|A Jet Pack War match using the first version|of the scheme, with FoxHound and Bob-MarleyCassio}}
{{Game setup|file=Jet for Boom.wsc|scheme=Jet for Boom|map=Any open island map that lets the Jet Pack go through anywhere|worms=As many as the map will support for automatic placement}}
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{{Game_setup
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|file=Jet_Pack_War.wsc
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|scheme=Jet Pack War
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|map=Open island maps. Best played on maps where the Jet Pack can go through anywhere. ([http://www.blamethepixel.com/filedownload.php?id=4224 examples])
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|worms=As many as the map will support for automatic placement
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}}
  
'''Jet for Boom''' (or '''JfB''') is a scheme idea based on [[Hysteria]] where [[Jet Pack]] skills are important to play. In Jet for Boom, the worms are armed with only drop-and-run weapons. The artillery mode (anchor mode) is on and the worms must move and attack in the jet pack. Each turn lasts 4 seconds, and a health crate will appear, giving 35 HP to whoever collects it. 508% of Fall Damage forces all the players to land and hide very well, otherwise they will fall and loose too much HP (and 155HP of initial health is not too much). The only explosive unlimited weapon of the game is the [[Dynamite]] that with power 1, no longer has a good explosion to launch worms into the water. There is only 3 [[mine]]s that have bigger damage then [[Dynamite]] ([[mine]]s power = 14) and can launch worms easily to the water. The only Low Gravity of the game can be combined with the 3 explosive weapons and is perfect to launch worms to the water. The most powerful weapon of this game is the only [[Ming Vase]] (with delay = 5), that cannot be a bad spent. When the [[Sudden Death]] arrives (80 seconds), no more health crates will appear and the water will rise, so all the caution is little. The 5 seconds of retreat time of the [[Jet Pack]] is very helpful to hide and get crates.
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'''Jet Pack War''' ('''JPW''') is a scheme similar to [[Aerial]], but inspired by the [[Hysteria]] scheme. The core element of this scheme is the very strong [[Fall Damage]]. Players are given a generous <mark>4 seconds</mark> of turn time in which they have to move and attack, using unlimited [[Jet Pack|Jet Packs]] to do so. The main differences from Hysteria are the increased <mark>Fall Damage (508%)</mark>, the plentiful supply of <mark>health crates</mark>, and the somewhat more restricted weapons arsenal - only a few <mark>drop-and-run explosives</mark> are available. This latter difference, along with <mark>artillery mode (a.k.a. anchor mode)</mark>, require the Jet Pack to be used for the vast majority of attacks. Many strategies and techniques that are used in Hysteria, however, are useful in this scheme also.
  
== Map ==
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As with Hysteria, 5 seconds of retreat allow players to glide around the map on the jetpack after dropping an explosive. In this scheme, this additional time can be used to collect health crates, but players should be careful not to run out of retreat time at the wrong moment: the extreme fall damage can easily wipe out any collected health.
Choosing an open island map without closed places or too tiny spaces allows [[Jet Pack]] to go through anywhere. Bridges and other map objects may close areas of the map, so setting "1" to Bridge and Terrain object counts in [[Map Editor Guide|Map Editor]] is recomended.
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== Tips and Strategies ==
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{{anchor|Map}}
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[[Image:Jet Pack War.png|thumb|Ideal map: Jet Pack can go access anywhere]]
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Ideally, the scheme is played on an open-island map with no enclosed spaces, to ensure that everywhere is accessible to the Jet Pack and that no worms begin the game stuck. Selecting the map this carefully however tends to be tedious (as it requires checking how the terrain will be decorated with objects), so teleports are provided for the evaculation of any enclosed worms.
  
=== Jet Pack ===
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== Weapons ==
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[[Image:Jet Pack War icon.png|left|]]
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Along with unlimited Jet Pack and three 'emergency' teleports, players are equipped with unlimited dynamite and cows, three mines and a ming vase. A single low gravity is also available, which can help blast worms into the water, or create more widespread destruction with the ming vase.
  
==== Deactivating the Jet Pack ====
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Though unlimited, the dynamite's crater diameter is 15% weaker, making it more difficult to blast worms into the water. However, its fuse can help guage retreat time on the Jet Pack, as retreat time will run out at the same time that the dynamite explodes.
  
# Due to pressing space: it resets all horizontal velocity, which is handy for landing on pixels that are places where is required good aim to hit the worm.
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Mines' crater diameter, on the other hand, is 58% stronger. This makes them considerably more powerful than dynamite, and so only three are provided.
# Due to running out of [[Jet Pack]]'s retreat time: it keeps the worm's movement and the worm prepares to land. This can be useful to land without worrying about whether the worm will fall by hitting or sliding on the terrain. This method is good to land in difficult places.
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==== Jet Pack's fuel ====
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The cows offer an interesting twist to the scheme. Their damage is zero, so they are not useful for attacking, but can be used to collect crates. Retreat time only activates after the last cow is dropped, so more flight time can be gained by dropping the maximum number of cows. However, jetpack fuel still depletes while the cows are being released... so care should be taken when deploying this tactic. Cows can also be handy for protecting your own worms from taking damage when the time or even the fuel are running out: the Jet Pack worm will not fall due to the retreat time and the cows won't damage your worms on the terrain.
  
When a worm is on a lower place, going to a higher place will need many fuel. Beware about this, if you run out of fuel and fall, the 508% of fall damage ''may'' kill your worm. Another choice: attack a worm in a lower place and use the retreat time of the [[Jet Pack]] to go up.
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== Strategies ==
  
==== The Jet Pack's Retreat Time ====
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Besides those below, most of the strategies from [[Hysteria]] can be applied here as well.
  
It can be used to push mines onto the enemy, get Health Crates to earn HP, receive more time to escape, do not let the fuel run out and hide.
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=== Applying knowledge about the Fall Damage ===
  
==== Dropping Explosives Back ====
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Having notion about the [[Fall Damage#Activation "failure"|Fall Damage's activation "failure"]] and applying it to the game is something very useful, because the damage taken by the fall will be 5.08x stronger. You can be prudent landing your worm to a safe place where is hard to the opponent apply the Fall Damage or you can drop an explosive to induce the adversary's worm hit the map before reaching the ground to activate the Fall Damage.
  
Sometimes when you drop an explosive forward, it hits the worm and not fall as you had aimed. A good way to avoid this is by releasing the explosive back.
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=== Applying knowledge about Jet Pack weapon drop ===
  
=== Ming Vase ===
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Experienced Jet Pack War players dominate the art of attacking from jet pack, specially knowing how to deal with the [[Instant self-bounce/hit of a Ninja Rope weapon drop|Instant self-bounce/hit of a Jet Pack weapon drop]] phenomenon.
  
It can be very useful when you are about to lose, or when you need to kill a worm with too much HP. Use the [[Ming Vase]] when a group of your opponents' worms are close to each other (to the clusters kill every body). It can also be helpful putting underneath a worm with too many HP to make all the clusters explode at once into the worm (the same way as the [[Cluster Bomb]]'s trick), making the worm fly very high and receiving too many damage. This worm probably will die because of the damage, or the damage + Fall Damage or if it fall in the water.
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=== Landing on isolated pixels ===
  
=== Mines ===
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This strategy will make you a difficult target, since it will reduce the dropable zone on your worm. This tip is especially good for worms with low HP, because they can be easily killed on the main terrain and in most cases of this scheme, quantity (worms) is more important than quality (health). A good way for landing on pixels is resetting all horizontal velocity of the worm using the Jet Pack by pressing space (beware not to miss the pixel).
  
# They make good damage and are very useful to make the worms drown due to the good capacity for launching worms and their big explosion. Beware the limited ammo (x3) of them.
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== History ==
# If a mine didn't activate, remember where it is. Because if someone fall on it, it will not be a terrain mine and the damage will be bigger.
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=== Dynamites ===
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[[User:FoxHound|FoxHound]] created this scheme and released it here on this page and on [[BlameThePixel]] (a snapshot [https://web.archive.org/web/20131201110648/http://www.blamethepixel.com/files.php?type%5B%5D=7 here]) on 12th December 2009 thinking about making a scheme with short turn time like [[Hysteria]], using the Jet Pack more and with no rules. The scheme's original name was ''Jet for Boom'', but it was renamed to give more seriousness to the scheme and so this could cause more acceptance by the community, after [[User:Lex|Lex]]'s suggestions. The scheme had been created, tested and divulged before the existence of the [[Worms Scheme Contest]], so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.".
  
When more time is needed, the [[Dynamite|dynamites]] due to the unlimited ammo will not be spent and will activate the retreat time of the [[Jet Pack]], giving to the player extra time to hide and collect crates. The max damage caused by them will be 58-59 (without the fall damage). They are useful to take damage without wasting ammo.
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On July 2010, teleports were added to the scheme after [[User:UISxFighter|Fighter]]'s suggestion. Before then, the scheme could only be played on the [[#Map|recommended map]]. A few days after, cows were added to the scheme too.
  
=== Low Gravity ===
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{{todo
 
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| Upload a replay using the latest scheme update
Useful to make the opponent's worms sink. It can be combined with:
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}}
 
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# [[Ming Vase]]: The clusters will go onto a larger area and the probability to make a worm drown is very high.
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# [[Mine|Mines]]: When the [[Mine|mine]] is well positioned, the probability to make a worm drown is high. If bad positioned: average.
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# [[Dynamite|Dynamites]]: When the [[Dynamite|dynamite]] is well positioned, the probability to make a worm drown is average. If bad positioned: low.
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=== Health Crates ===
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Giving 35HP to a worm for each crate, they can make a worm with very low HP become a healthy worm, giving a good chance to someone that is loosing win. They can also protect the worms against the fall damage, giving them more HP. If your opponent has little HP don't leave crates left.
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=== Fall Damage ===
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508% is more then 5x the normal fall damage, this is really dangerous, so beware. Sometimes the fall damage is not activated, depending on the way that the worm fell. Usually when blood appear after a worm fall, it indicates that the Fall Damage was activated. It can easily kill worms in high places (this can be used by the players as a strategy). A good protection against the fall damage is a good HP, Health Crates can help a lot to that.
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=== Using the Hot Keys ===
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Due to the few time to attack, they are very useful to choose your weapons fast.
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=== Mines of the Terrain ===
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They can be be pushed by the [[Jet Pack]] to do an extra attack and if the player aim well or just have luck, they can make a Combo in the attack. The players must be careful where they will land because their worms may land on a [[Mine|mine]].
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=== Sudden Death ===
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If your opponent has too many life, wait for the sudden death will be an easier way to kill worms that have too much HP (because the water will rise). By the other hand, [[Sudden Death]] can also be good to who have a lot of HP, because it stops the appearence of the Health Crates, without giving HP to the opponent.
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=== Hiding Far Away from the Opponent ===
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It can be useful when you want to protect yourself against attacks, and search for health crates to receive more HP. This method can also make the opponent stop on the middle of the map (on a tentative to attack), making this way an easy method to attack him/her without recieving damage.
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Latest revision as of 00:28, 22 May 2024

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: A Jet Pack War match using the first version
of the scheme, with FoxHound and Bob-MarleyCassio
Download · Info
Game setup
Scheme
Jet Pack War:
Download
View scheme settings
Map
Open island maps. Best played on maps where the Jet Pack can go through anywhere. (examples)
Worms
As many as the map will support for automatic placement

Jet Pack War (JPW) is a scheme similar to Aerial, but inspired by the Hysteria scheme. The core element of this scheme is the very strong Fall Damage. Players are given a generous 4 seconds of turn time in which they have to move and attack, using unlimited Jet Packs to do so. The main differences from Hysteria are the increased Fall Damage (508%), the plentiful supply of health crates, and the somewhat more restricted weapons arsenal - only a few drop-and-run explosives are available. This latter difference, along with artillery mode (a.k.a. anchor mode), require the Jet Pack to be used for the vast majority of attacks. Many strategies and techniques that are used in Hysteria, however, are useful in this scheme also.

As with Hysteria, 5 seconds of retreat allow players to glide around the map on the jetpack after dropping an explosive. In this scheme, this additional time can be used to collect health crates, but players should be careful not to run out of retreat time at the wrong moment: the extreme fall damage can easily wipe out any collected health.

Ideal map: Jet Pack can go access anywhere

Ideally, the scheme is played on an open-island map with no enclosed spaces, to ensure that everywhere is accessible to the Jet Pack and that no worms begin the game stuck. Selecting the map this carefully however tends to be tedious (as it requires checking how the terrain will be decorated with objects), so teleports are provided for the evaculation of any enclosed worms.

Weapons

Jet Pack War icon.png

Along with unlimited Jet Pack and three 'emergency' teleports, players are equipped with unlimited dynamite and cows, three mines and a ming vase. A single low gravity is also available, which can help blast worms into the water, or create more widespread destruction with the ming vase.

Though unlimited, the dynamite's crater diameter is 15% weaker, making it more difficult to blast worms into the water. However, its fuse can help guage retreat time on the Jet Pack, as retreat time will run out at the same time that the dynamite explodes.

Mines' crater diameter, on the other hand, is 58% stronger. This makes them considerably more powerful than dynamite, and so only three are provided.

The cows offer an interesting twist to the scheme. Their damage is zero, so they are not useful for attacking, but can be used to collect crates. Retreat time only activates after the last cow is dropped, so more flight time can be gained by dropping the maximum number of cows. However, jetpack fuel still depletes while the cows are being released... so care should be taken when deploying this tactic. Cows can also be handy for protecting your own worms from taking damage when the time or even the fuel are running out: the Jet Pack worm will not fall due to the retreat time and the cows won't damage your worms on the terrain.

Strategies

Besides those below, most of the strategies from Hysteria can be applied here as well.

Applying knowledge about the Fall Damage

Having notion about the Fall Damage's activation "failure" and applying it to the game is something very useful, because the damage taken by the fall will be 5.08x stronger. You can be prudent landing your worm to a safe place where is hard to the opponent apply the Fall Damage or you can drop an explosive to induce the adversary's worm hit the map before reaching the ground to activate the Fall Damage.

Applying knowledge about Jet Pack weapon drop

Experienced Jet Pack War players dominate the art of attacking from jet pack, specially knowing how to deal with the Instant self-bounce/hit of a Jet Pack weapon drop phenomenon.

Landing on isolated pixels

This strategy will make you a difficult target, since it will reduce the dropable zone on your worm. This tip is especially good for worms with low HP, because they can be easily killed on the main terrain and in most cases of this scheme, quantity (worms) is more important than quality (health). A good way for landing on pixels is resetting all horizontal velocity of the worm using the Jet Pack by pressing space (beware not to miss the pixel).

History

FoxHound created this scheme and released it here on this page and on BlameThePixel (a snapshot here) on 12th December 2009 thinking about making a scheme with short turn time like Hysteria, using the Jet Pack more and with no rules. The scheme's original name was Jet for Boom, but it was renamed to give more seriousness to the scheme and so this could cause more acceptance by the community, after Lex's suggestions. The scheme had been created, tested and divulged before the existence of the Worms Scheme Contest, so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.".

On July 2010, teleports were added to the scheme after Fighter's suggestion. Before then, the scheme could only be played on the recommended map. A few days after, cows were added to the scheme too.


This article has a to-do list:
  • Upload a replay using the latest scheme update
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