Difference between revisions of "Pro"

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(Ok! As you wished oinky. =D [Any proper revision would be Appreciated.]))
(WormsLeaguePRO: More info after finding another version)
 
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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
{{ReplayBox2|WO--2011-08-06-0400PM--Pro--Final_Round--K4Tsis_oinky_AduN_avirex-.wagame‎|An 2v2 game with K4Tsis,| oinky, AduN, and avirex}}
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{{ReplayBox|WO--2011-08-06-0400PM--Pro--Final_Round--K4Tsis_oinky_AduN_avirex-.wagame‎|Final round of a 2v2 game, with|K4Tsis, oinky, AduN, and avirex}}
{{Game setup|file=Pro.wsc|scheme=Pro|map=Most cave maps work well|worms=5}}
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{{Game setup|file=Pro.wsc|scheme=Pro|map=Any cavern map |worms=5 per team 1v1;<br>3 per team 2v2}}
  
[DRAFT]
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'''Pro''' is an intrinsic scheme with a lot of strategic depth. The scheme requires two rounds to win, and uses the anti-stockpiling setting, encouraging players to manage their weapons very carefully. The scheme typically encourages very territorial gameplay, with the limited availability of transport tools promoting a strong focus on securing high ground and maintaining access around the map (and denying opponents the same).
'''Pro'' is the standard default scheme that requires great amount of strategy to play well. It's a deathmatch game where players win the game by defeating all of their enemy's worms. The definiting element of this game are the importance of terrorital control and worm and weapon management. Due to limitation of ninja rope and other transportings, it's important to control certain territory to gain major advantage over enemies, so it's generally good to be in higher grounds for more flexible mobility. It's very important to manage worms properly as they should generally shouldn't be too far or close from each other. Having worms too close to each other will create pile problem while being far will make it difficult for worms to help one and another. Weapons started out what's left from previous round without additional weapon stock which stresses the importance using certain weapons sparingly and at the right moment. Despite having variety of weapons in this scheme, all of weapons help make this game very non-linear and balanced.
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== Additional info ==
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== Description ==
Due to the free worm placement setting for this scheme, players won't get the automated spawn luck advantage which help balance the game well. Sudden death also plays major role in this game as people have to figure out when it's going to occur carefully since the sudden death timer is hidden. Using freeze at the right time can help worms to protect from sudden death nuke. As mentioned earlier, having higher ground is advantageous but it's also because it helps protect against water rise as well.
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The selection of weapons provided in the Pro scheme is very similar to the [[Intermediate]] scheme, with 27 (of the 32) weapons and tools identical in their availability. Pro, however, also provides a [[Banana Bomb]], [[Fast Walk]], [[Freeze]] and [[Suicide Bomber]], while there is no [[Sheep]], 3 [[Ninja rope]]s instead of 5 (which are also weaker, at a power setting of 2), and 1 [[Battle Axe]] instead of 2.
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Weapon powers are also adjusted. The [[Airstrike]], [[Napalm Strike]] and [[Banana Bomb]] are weaker, at power setting 2, while [[Grenade]]s are stronger, on a setting of 4.
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Like the Intermediate scheme, only 8 of these weapons are unlimited in number, and so the anti-stockpiling setting makes a significant difference to the way the two schemes are played. Players of Pro must use the limited weapons extremely carefully, knowing that any they use in earlier rounds will make subsequent rounds much harder. Experienced players will also keep careful track of what their opponents have and haven't used, especially the transport tools, so that they can stay aware of their capability.
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The restricted selection of transport tools (none are unlimited) and the anti-stockpiling setting encourages players to make the map as accessible as possible 'on foot', so that the transport tools can be conserved for especially destructive attacks, winning moves, or emergency situations. Worm positioning throughout the game also becomes very important, as it is often necessary for worms to provide backup for one another (with as little cost as possible to the transport tools). The scheme includes manual worm placement at the beginning of each round, to reduce the luck involved in this aspect of the scheme, helping to balance every match.
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There are '''no rules''' for this scheme.
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== Strategies ==
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'''Timing Sudden Death''' can be a valuable tactic. Sudden Death, set as a Nuke with moderate flooding, plays a major role in Pro. The Freeze provides a possibility of avoiding the radiation poisoning of the nuke, but the round timer is hidden, making it very difficult to accurately time the optimal use of the Freeze. Experienced players will attempt to track the time expired.
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'''Using the advantage of fewer worms''', with the Teleport, can shift the balance against an unprepared enemy. Because Pro does not include [[Select Worm]], either as a start-of-turn setting or as a tool, the Teleport becomes a powerful tool for setting up an attack against an opponent. A worm on a less numerous team, which teleports near an opponent, may be able to get a second turn and attack, before the target has a chance to respond. For this reason, it is important to ensure worms can support each other when on a more numerous team.
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== Variations ==
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=== WormsLeaguePRO ===
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This is [[Team17]]'s edit of Pro which was used for the [[WormNET ranks|ranked WormNET]] channel #WormsLeaguePRO.
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The main differences it has are:
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* 1 sheep (delayed), no banana bomb or suicide bomber, and fewer mortars and longbow
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* 1 select worm, 1 invisibility, and no fast walk
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* Reduced power on mortar and cluster bomb, normal power on other weapons
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* Rope retreat time is only 3 seconds
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* Dud mines, and mine delay set to 3 seconds instead of 0
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* A wider variety of weapons set to appear in crates
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* Less delay on homing missile, no delay on skunk or team weapons
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* Super weapons are enabled
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* No hot-seat time
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* No anti-stockpiling: stockpiling tactics are irrelevant here as ranked games were only played over one round
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It's possible they tweaked the scheme during the time that WormNET ranks were active. One version has only 2 ninja ropes instead of 3.
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== History ==
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The Pro scheme has been around as long as the game itself, having been provided as part of the default schemes in the base game.
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=== Competitive events ===
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It is one of only a few default schemes that have featured in competitive league play, having featured in:
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==== Tournaments ====
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[[Worm Olympics]] tournaments in [http://2011.wormolympics.com/results?scheme=133 2011] and [http://2013.wormolympics.com/results?scheme=133 2013].
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==== Cups ====
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[[TUS]] cup in [https://www.tus-wa.com/cups/cup-679/ 2014].
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{{todo|Include replays for an entire match|Strategy section could do with more info about mobility|Scheme includes airstrikes, but apparently island maps shouldn't be used? Something wrong there, needs clarification|in-built scheme actually doesn't have freeze, fast walk, suicide bomber - lots of questions over the exact specs of the scheme here}}

Latest revision as of 07:00, 2 June 2024

(Up to Schemes)
Click to watch (W:A + Beta Update required) W:A replay: Final round of a 2v2 game, with
K4Tsis, oinky, AduN, and avirex
Download · Info
Game setup
Scheme
Pro:
Download
View scheme settings
Map
Any cavern map
Worms
5 per team 1v1;
3 per team 2v2

Pro is an intrinsic scheme with a lot of strategic depth. The scheme requires two rounds to win, and uses the anti-stockpiling setting, encouraging players to manage their weapons very carefully. The scheme typically encourages very territorial gameplay, with the limited availability of transport tools promoting a strong focus on securing high ground and maintaining access around the map (and denying opponents the same).

Description

The selection of weapons provided in the Pro scheme is very similar to the Intermediate scheme, with 27 (of the 32) weapons and tools identical in their availability. Pro, however, also provides a Banana Bomb, Fast Walk, Freeze and Suicide Bomber, while there is no Sheep, 3 Ninja ropes instead of 5 (which are also weaker, at a power setting of 2), and 1 Battle Axe instead of 2.

Weapon powers are also adjusted. The Airstrike, Napalm Strike and Banana Bomb are weaker, at power setting 2, while Grenades are stronger, on a setting of 4.

Like the Intermediate scheme, only 8 of these weapons are unlimited in number, and so the anti-stockpiling setting makes a significant difference to the way the two schemes are played. Players of Pro must use the limited weapons extremely carefully, knowing that any they use in earlier rounds will make subsequent rounds much harder. Experienced players will also keep careful track of what their opponents have and haven't used, especially the transport tools, so that they can stay aware of their capability.

The restricted selection of transport tools (none are unlimited) and the anti-stockpiling setting encourages players to make the map as accessible as possible 'on foot', so that the transport tools can be conserved for especially destructive attacks, winning moves, or emergency situations. Worm positioning throughout the game also becomes very important, as it is often necessary for worms to provide backup for one another (with as little cost as possible to the transport tools). The scheme includes manual worm placement at the beginning of each round, to reduce the luck involved in this aspect of the scheme, helping to balance every match.

There are no rules for this scheme.

Strategies

Timing Sudden Death can be a valuable tactic. Sudden Death, set as a Nuke with moderate flooding, plays a major role in Pro. The Freeze provides a possibility of avoiding the radiation poisoning of the nuke, but the round timer is hidden, making it very difficult to accurately time the optimal use of the Freeze. Experienced players will attempt to track the time expired.

Using the advantage of fewer worms, with the Teleport, can shift the balance against an unprepared enemy. Because Pro does not include Select Worm, either as a start-of-turn setting or as a tool, the Teleport becomes a powerful tool for setting up an attack against an opponent. A worm on a less numerous team, which teleports near an opponent, may be able to get a second turn and attack, before the target has a chance to respond. For this reason, it is important to ensure worms can support each other when on a more numerous team.

Variations

WormsLeaguePRO

This is Team17's edit of Pro which was used for the ranked WormNET channel #WormsLeaguePRO.

The main differences it has are:

  • 1 sheep (delayed), no banana bomb or suicide bomber, and fewer mortars and longbow
  • 1 select worm, 1 invisibility, and no fast walk
  • Reduced power on mortar and cluster bomb, normal power on other weapons
  • Rope retreat time is only 3 seconds
  • Dud mines, and mine delay set to 3 seconds instead of 0
  • A wider variety of weapons set to appear in crates
  • Less delay on homing missile, no delay on skunk or team weapons
  • Super weapons are enabled
  • No hot-seat time
  • No anti-stockpiling: stockpiling tactics are irrelevant here as ranked games were only played over one round

It's possible they tweaked the scheme during the time that WormNET ranks were active. One version has only 2 ninja ropes instead of 3.

History

The Pro scheme has been around as long as the game itself, having been provided as part of the default schemes in the base game.

Competitive events

It is one of only a few default schemes that have featured in competitive league play, having featured in:

Tournaments

Worm Olympics tournaments in 2011 and 2013.

Cups

TUS cup in 2014.


This article has a to-do list:
  • Include replays for an entire match
  • Strategy section could do with more info about mobility
  • Scheme includes airstrikes, but apparently island maps shouldn't be used? Something wrong there, needs clarification
  • in-built scheme actually doesn't have freeze, fast walk, suicide bomber - lots of questions over the exact specs of the scheme here
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