Difference between revisions of "Team Wormtress"
From Worms Knowledge Base
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(Doesn't "Only class allowed to use Fast Walk" go without saying, like it seems to for Sniper's Laser Sight?) |
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* Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None | * Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None | ||
* Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None | * Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None | ||
− | * Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | | + | * Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | None |
* Sniper: Shotgun | Laser Sight | None | * Sniper: Shotgun | Laser Sight | None | ||
* Soldier: Bazooka | None | None | * Soldier: Bazooka | None | None | ||
* Spy: Axe (35%), Prod | None | None | * Spy: Axe (35%), Prod | None | None |
Revision as of 15:10, 25 June 2008
(Up to Schemes)
Contents
Map
- Have maps with plenty of land. CTF maps may be preferred.
Scheme Options
- Worm Select: On
- Weapon crates: 15% chance of appearing
- Health crates: 7.5% chance of appearing, 0 health points.
Weapon Options
- Ninja Rope at the Elite power. One repeat swing.
Classes
Health: 150 HP. No health handicaps since that overcomplicates the scheme.
Weapons: Everyone gets Handgun.
Utilities: None unless third column says so.
Movement: No restrictions or bonuses unless last column says so.
- Demoman: Grenades (2 stars), Mines, Dynamite (1 star, [1×], 3 turns delay) | None | None
- Engineer: Blowtorch, Drill, Girders & any weapon obtained from a crate | None | None
- Heavy: Minigun (60 damage) | None | None
- Medic: Skunk (1 star), Scales of Justice ([x1], 6 turns delay) | 3 jetpacks | None
- Pyro: Flame Thrower ([2×], 2.24 seconds), Petrols | None | None
- Scout: Baseball Bat, Rope ([3×], 3 stars), Teleport [5×] | Fast Walk | None
- Sniper: Shotgun | Laser Sight | None
- Soldier: Bazooka | None | None
- Spy: Axe (35%), Prod | None | None