Difference between revisions of "Team Wormtress"
From Worms Knowledge Base
(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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==Scheme Options== | ==Scheme Options== | ||
+ | * Turn time: 45 seconds | ||
* Worm Select: On | * Worm Select: On | ||
* Weapon crates: 15% chance of appearing | * Weapon crates: 15% chance of appearing | ||
* Health crates: 7.5% chance of appearing, 0 health points. | * Health crates: 7.5% chance of appearing, 0 health points. | ||
− | |||
==Weapon Options== | ==Weapon Options== |
Revision as of 13:37, 29 June 2008
(Up to Schemes)
Contents
Map
- Have maps with plenty of land. CTF maps may be preferred.
Scheme Options
- Turn time: 45 seconds
- 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