Difference between revisions of "The Full Wormage (scheme)"
From Worms Knowledge Base
(→Tactics: There is no point of using scales of justice if both allied and enemy have low HP without much difference in the health bar.) |
(→Tactics: detail about Earthquake usage.) |
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** The [[Concrete Donkey]] is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern. | ** The [[Concrete Donkey]] is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern. | ||
** Digging with the [[Pneumatic Drill]] and/or [[Blowtorch]] combined with an [[Armageddon]] helps filter out the exposed worms. | ** Digging with the [[Pneumatic Drill]] and/or [[Blowtorch]] combined with an [[Armageddon]] helps filter out the exposed worms. | ||
− | * If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: [[Scales of Justice]] (for low-health allied teams with a big health bar difference compared to the oppnents only), [[Indian Nuclear Test]], [[Patsy's Magic Bullet]], [[Sally Army]], [[Super Banana]], [[Earthquake]], and [[Priceless Ming Vase]]. | + | * If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: [[Scales of Justice]] (for low-health allied teams with a big health bar difference compared to the oppnents only), [[Indian Nuclear Test]], [[Patsy's Magic Bullet]], [[Sally Army]], [[Super Banana]], [[Earthquake]] (focusing at the worms that can be knocked to plop holes), and [[Priceless Ming Vase]]. |
== Criticisms, problems and weaknesses == | == Criticisms, problems and weaknesses == |
Revision as of 15:25, 10 July 2024
Game setup |
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Scheme |
Full Wormage: |
Map |
Any |
Worms |
Any |
The Full Wormage, or simply Full Wormage, is an intrinsic scheme that, as the name suggests, is all about fully engaging in worm carnage. Worms are free to test out their maximum strength weaponry at their leisure, or just mess around with any weapon or utility they wish. Contrary to its name, not every setting is set to maximum.
Worms start with 200 HP, can move around freely, can choose their starting location (unless CPU teams are present), but only 30 seconds turn time, a modest 15 minute round timer, and cannot choose worm during the beginning of a turn. Every weapon (except Invisibility outside of local gameplay) including super weapons are enabled with no delay, and all weapons (excluding super weapons) have 5 power. Crates are very likely deployed at the end of each round, dropping Utility Crates and Health Crates, with 1 point into Utility Crates and 9 points into Health Crates, and Health Crates give +100 health. Mines are set to a random fuse, both mines and oil drums can appear across the landscape, and dud mines can occur. If Sudden Death occurs, all worms are poisoned by a nuclear explosion and water rises at the maximum rate. No Donor Cards from killed worms.
Contents
Tactics
- Most strategies in Full Wormage revolve around the optimisation of super weapons or other powerful weapons, like Banana Bomb, Mad Cows (x5 of them in one turn!), Holy Hand Grenade, Aqua Sheep, and Minigun. The usage of each weapon will depend of the situation, usually the ideal is to use the most efficient weapon (of ALL) to kill the biggest quantity (often arranged in a pile) of enemy worms (Ninja Rope knocks can be used to pile worms). Most of the strongest super weapons in this game also happen to be types of air strikes.
- The Concrete Donkey is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern.
- Digging with the Pneumatic Drill and/or Blowtorch combined with an Armageddon helps filter out the exposed worms.
- If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: Scales of Justice (for low-health allied teams with a big health bar difference compared to the oppnents only), Indian Nuclear Test, Patsy's Magic Bullet, Sally Army, Super Banana, Earthquake (focusing at the worms that can be knocked to plop holes), and Priceless Ming Vase.
Criticisms, problems and weaknesses
- It is not possible to increase the turn time or round time of Full Wormage directly in-game; attempting to adjust any setting in Full Wormage simply gets rid of the Super Weapons and utility weapons.
- As all weapons are enabled, including every single super weapon, and every power-adjustable weapon is at 5 stars of power (the maximum power that can be set without external scheme editors), it is difficult to settle into strategising for other schemes.
- Since this scheme has unlimited very powerful weapons, it makes more sense to play with many worms on the map. Although, this scheme has manual placement, what can be very boring, since it will 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).
- For standard size maps (1920x696 pixels), this scheme may destroy the map way too easily. So, playing on bigger maps might be better.
History
The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.
Competitive events
There were several attempts of organizing competitions using Full Wormage scheme. None of them were succesful until this edit. Examples are: [1], [2] [3], [4], [5].
Similar ideas
After this scheme
One of Everything and Rowy are examples of schemes that bring all weapons available to the gameplay.
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