Difference between revisions of "Nuclear Bomb (Indian Nuclear Test)"

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(I think I remembered using an Indian Nuclear Test with Jetpack and remembering that I could still move around?)
 
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{{Power-super|label1='''Flooding distance:''' 120 px|label2='''Poison effect:''' 5 hp per turn (Nuclear Test only)}}
 
{{Power-super|label1='''Flooding distance:''' 120 px|label2='''Poison effect:''' 5 hp per turn (Nuclear Test only)}}
 
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__NOTOC__
When activated, the '''Nuclear Bomb''' and '''Indian Nuclear Test''' will cause the water level to rise considerably. The Indian Nuclear Test also has an additional effect of [[Poison|poisoning]] every worm on the landscape, including the user. The poison will remove 2 health points from every worm at the end of each turn to a minimum of 1, and like all other poison effects, it is cumulative each time they are poisoned.
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When activated, the '''Nuclear Bomb''' and '''Indian Nuclear Test''' will cause the water level to rise considerably. The Indian Nuclear Test also has an additional effect of [[Poison|poisoning]] every worm on the landscape, including the user. This poison, referred as "''Nuke''" in [[Terminology|Worms Terminology]], will remove 2 health points from every worm at the end of each turn to a minimum of 1, and like all other poison effects, it is cumulative each time they are poisoned.
  
 
In the weapons panel and when looking at crate contents via [[Crate Spy]], the weapon is named '''Nuclear Test'''.
 
In the weapons panel and when looking at crate contents via [[Crate Spy]], the weapon is named '''Nuclear Test'''.
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* The best time to use these weapons is when lots of opponent worms are by the water level, as they will drown, and your teams worms are high up, as they will be safe.
 
* The best time to use these weapons is when lots of opponent worms are by the water level, as they will drown, and your teams worms are high up, as they will be safe.
 
* When a health crate is collected, all poison effects will be removed from that team. So if you use the Indian Nuclear Test when standing next to a health crate, you can cure your entire team immediately before the end of the turn.
 
* When a health crate is collected, all poison effects will be removed from that team. So if you use the Indian Nuclear Test when standing next to a health crate, you can cure your entire team immediately before the end of the turn.
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== Tricks ==
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* If you use a mobility weapon such as [[Ninja Rope]] or a [[Jet Pack]], and you activate an Indian Nuclear Test, you can still move around, unlike if you only used an Indian Nuclear Test.
  
 
== Criticisms, Problems and Weaknesses ==
 
== Criticisms, Problems and Weaknesses ==
  
* Both of the weapons are SUPER WEAPONS, and so their chance of appearing in a crate follows the same rules as [[Crate_Probability#Super_Weapons |other super weapons]].
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* Both of the weapons are [[Super Weapons]], and so their chance of appearing in a crate follows the same rules as [[Crate_Probability#Super_Weapons |other super weapons]].
 
*The weapon is worthless if your team's worms are on low ground.
 
*The weapon is worthless if your team's worms are on low ground.
 
*The radiation won't only affect the enemy, but also your team.
 
*The radiation won't only affect the enemy, but also your team.
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== Trivia ==
 
== Trivia ==
 
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* [[References to other media]]:
* In WormsDC, the French national anthem is actually sampled from the opening of The Beatles' "All You Need Is Love", and plays before the water level raises. The actual "deployment" of the Nuke interrupts the piece.
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** In WormsDC, the French national anthem ([[w:La Marseillaise|La Marseillaise]]) is actually sampled from the opening of [[w:The_Beatles|The Beatles]]' "[[w:All You Need Is Love|All You Need Is Love]]", and plays before the water level raises. The actual "deployment" of the Nuke interrupts the piece.
 
* The Nuke, [[Handgun]], [[Baseball Bat]] and [[Grenade Launcher]] are the only four "real world" weapons to be introduced in [[WormsDC]].
 
* The Nuke, [[Handgun]], [[Baseball Bat]] and [[Grenade Launcher]] are the only four "real world" weapons to be introduced in [[WormsDC]].
  

Latest revision as of 07:51, 19 August 2024

(Up to Weapons)
Nuclearbombicon.png Nuclear Bomb
Type: Super Weapon
Keyboard selection: [W2] F12 (x3)
[WDC] 0 (x4)
Standard effects: Water level rises
Present in: Worms DC & Worms 2
Indiannukeicon.png Indian Nuclear Test
Type: Super Weapon
Keyboard selection: [WA][WWP] F11 (x4)
Standard effects: Water level rises, Worms get sick
Present in: W:A & WWP
Power settings
  • Power is uneditable.
  • Flooding distance: 120 px
  • Poison effect: 5 hp per turn (Nuclear Test only)

When activated, the Nuclear Bomb and Indian Nuclear Test will cause the water level to rise considerably. The Indian Nuclear Test also has an additional effect of poisoning every worm on the landscape, including the user. This poison, referred as "Nuke" in Worms Terminology, will remove 2 health points from every worm at the end of each turn to a minimum of 1, and like all other poison effects, it is cumulative each time they are poisoned.

In the weapons panel and when looking at crate contents via Crate Spy, the weapon is named Nuclear Test.

Tactics

  • The best time to use these weapons is when lots of opponent worms are by the water level, as they will drown, and your teams worms are high up, as they will be safe.
  • When a health crate is collected, all poison effects will be removed from that team. So if you use the Indian Nuclear Test when standing next to a health crate, you can cure your entire team immediately before the end of the turn.

Tricks

  • If you use a mobility weapon such as Ninja Rope or a Jet Pack, and you activate an Indian Nuclear Test, you can still move around, unlike if you only used an Indian Nuclear Test.

Criticisms, Problems and Weaknesses

  • Both of the weapons are Super Weapons, and so their chance of appearing in a crate follows the same rules as other super weapons.
  • The weapon is worthless if your team's worms are on low ground.
  • The radiation won't only affect the enemy, but also your team.
  • Specifically within WormsDC: Because the team healthbars are displayed at the top of the map and the top actually lowers each time the weapon is used, the HP bars are moved out of view once the Nuke is activated twice or more.

Details

  • The Nuclear Bomb and Indian Nuclear Test raise the water level by precisely 120 pixels.
  • WormsDC's Nuke raises the water level - or rather, sinks the terrain - by precisely 30 pixels.

Tricks and glitches

  • The aforementioned WormsDC health bar problem.
  • Also within WormsDC: As well as sinking the landscape, the Nuke also lowers the upper threshold of the map (i.e. it doesn't create blank space at the top of the map, it simply "closes" the space). Once the top of the map reaches the lowest possible point at which it would become impossible to move the mouse up and down, the Nuke no longer functions. This means the weapon can only be deployed five times in a single round. As the weapon is super-rare, this is an unlikely scenario.

Trivia

External links

See also

Weapons
Jet PackLow GravityFast WalkLaser SightInvisibilityBazookaHoming MissileMortarHoming PigeonSheep LauncherGrenadeCluster BombBanana BombBattle AxeEarthquakeShotgunHandgunUziMinigunLongbowFire PunchDragon BallKamikazeSuicide BomberProdDynamiteMineSheepSuper Sheep (Aqua Sheep)Mole BombAir StrikeNapalm StrikeMail StrikeMine StrikeMole SquadronBlow TorchPneumatic DrillGirderBaseball BatGirder Starter PackNinja RopeBungeeParachuteTeleportScales of JusticeSuper Banana BombHoly Hand GrenadeFlame ThrowerSalvation ArmyMB BombPetrol BombSkunkPriceless Ming VaseFrench Sheep StrikeMike's Carpet BombMad CowsOld WomanConcrete DonkeyIndian Nuclear TestArmageddonSkip GoSurrenderSelect WormFreezePatsy's Magic BulletCrate ShowerCrate SpyDamage x2Double Turn TimeHoming Cluster BombHoming Air StrikeConfused Sheep StrikeCloned SheepNuclear BombGrenade LauncherSheep-on-a-RopeChainsawAbout this imageWeapon navbox.png
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