Difference between revisions of "Sudden Sinking"

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(Sudden Sinking scheme article.)
 
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{{ParentArticle|[[Schemes]]}}
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{{ParentArticle|[[Intrinsic schemes]]}}
 
{{Game setup|file=Sudden Sinking.wsc|scheme=Sudden Sinking|map=Any|worms=Any}}
 
{{Game setup|file=Sudden Sinking.wsc|scheme=Sudden Sinking|map=Any|worms=Any}}
  
'''Sudden Sinking''' is an intrinsic scheme that, as the name suggests, is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke ([[Poison]]). The scheme settings are very similar to [[Intermediate]]. Some notable differences from it are the generous 60 seconds of turn time, only [[Oil Drum|oil drums]] on the terrain (no land [[Mine|mines]]), infinite [[Kamikaze]], and only x5 [[Grenade]] ammo.
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'''Sudden Sinking''' or '''<nowiki>{{10}}</nowiki>''' is an [[Intrinsic schemes|intrinsic scheme]] that, as the name suggests, is focused on an early [[Sudden Death]] (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke ([[Poison]]). The scheme settings are very similar to [[Intermediate]]. Some notable differences from it are the generous 60 seconds of turn time, only [[Oil Drum|oil drums]] on the terrain (no land [[Mine|mines]]), infinite [[Kamikaze]], x1 [[Freeze]], x1 [[Girder Starter Pack]] and no initial ammo for [[Girder]], and only x5 [[Grenade]] ammo.
  
 
== Tactics ==
 
== Tactics ==
Once this scheme is all about high water rising since the very beginning, a common tactic is to use the available transport tools and [[Worm Select|worms selects]] to remove allied worms from the bottom and knock enemy worms to the bottom of the map.  
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* Once this scheme is all about water rising since the very beginning, a common tactic is to use the available transport tools and [[Select Worm|Select Worms]] to remove allied worms from the bottom and knock enemy worms to the bottom of the map.
  
 
== Criticisms, problems and weaknesses ==
 
== Criticisms, problems and weaknesses ==
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=== Similar ideas ===
 
=== Similar ideas ===
 
There are many schemes that start or have early Sudden Death, some with water rising. Some examples are:  
 
There are many schemes that start or have early Sudden Death, some with water rising. Some examples are:  
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==== Along with this scheme ====
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* [[Armageddon (scheme)|Armageddon]]
  
 
==== After this scheme ====
 
==== After this scheme ====
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* [[Sudden Death (scheme)|Sudden Death]], a 2009 scheme by [[User:FoxHound|FoxHound]] that also starts with Sudden Death and water rising.
 
* [[Sudden Death (scheme)|Sudden Death]], a 2009 scheme by [[User:FoxHound|FoxHound]] that also starts with Sudden Death and water rising.
 
* [[Scramble]], a 2010 scheme by [[People/Run|Run]] that has an early water rising.
 
* [[Scramble]], a 2010 scheme by [[People/Run|Run]] that has an early water rising.
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* [[Twyrfher's Survivor]]
 
* [[Tower Race]]
 
* [[Tower Race]]
 
* [[Dangerous Water]]
 
* [[Dangerous Water]]
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* [[Avoid the Water]]
 
* [[Avoid the Water]]
 
* [[Team Survival Race]]
 
* [[Team Survival Race]]
* [[Flood Race]], a 2021 scheme by [[People/Zalo|Zalo]]
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* [[Flood Race]], a 2021 [[Mole Shopper]]-like scheme by [[People/Zalo|Zalo]].
  
 
{{stub}}
 
{{stub}}
{{todo|Add replay|Add more detailed tactics|Discover an ideal/suggested number of worms and ideal map for better gameplay or possible competitive play|Add image|Add gif}}
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{{todo|Add replay|Add more detailed tactics|Discover an ideal/suggested number of worms and map for better gameplay or possible competitive play|Add image|Add gif}}

Latest revision as of 04:07, 15 December 2024

Game setup
Scheme
Sudden Sinking:
Download
View scheme settings
Map
Any
Worms
Any

Sudden Sinking or {{10}} is an intrinsic scheme that, as the name suggests, is focused on an early Sudden Death (Round Time is zero) with medium water rising (20 pixels). Worms start with 100 HP, with no nuke (Poison). The scheme settings are very similar to Intermediate. Some notable differences from it are the generous 60 seconds of turn time, only oil drums on the terrain (no land mines), infinite Kamikaze, x1 Freeze, x1 Girder Starter Pack and no initial ammo for Girder, and only x5 Grenade ammo.

Tactics

  • Once this scheme is all about water rising since the very beginning, a common tactic is to use the available transport tools and Select Worms to remove allied worms from the bottom and knock enemy worms to the bottom of the map.

Criticisms, problems and weaknesses

  • The worms that spawn near the bottom may die in the beginning, being a luck factor that can be considered unfair or at least unbalanced by players. In a game with 6 players, the 6th player will have no chance to save his/her worms at the bottom from the flood, so the first player will have a good advantage.
  • Despite the early flood, the scheme settings don't differ much from Intermediate.

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 was an attempt of organising a tournament of this scheme on TUS in 2011, but the tournament was cancelled.

Similar ideas

There are many schemes that start or have early Sudden Death, some with water rising. Some examples are:

Along with this scheme

After this scheme



This article has a to-do list:
  • Add replay
  • Add more detailed tactics
  • Discover an ideal/suggested number of worms and map for better gameplay or possible competitive play
  • Add image
  • Add gif
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