Difference between revisions of "Team Wormtress"
From Worms Knowledge Base
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(→Classes) |
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Health: 150 HP. No health handicaps since that overcomplicates the scheme.<br> | Health: 150 HP. No health handicaps since that overcomplicates the scheme.<br> | ||
− | Weapons: Everyone gets Handgun.<br> | + | Weapons: Everyone gets Handgun. Only Engineer is allowed to use weapons obtained from a crate? It says something like that down there.<br> |
Utilities: None unless third column says so.<br> | Utilities: None unless third column says so.<br> | ||
Movement: No restrictions or bonuses unless last column says so.<br> | Movement: No restrictions or bonuses unless last column says so.<br> |
Revision as of 07:57, 1 July 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. Only Engineer is allowed to use weapons obtained from a crate? It says something like that down there.
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