Difference between revisions of "Shotgun"

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{{ParentArticle|[[Game logic]]}}
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{{ParentArticle|[[Weapons]]}}
The Shotgun is one of the weapons that makes up the backbone of the Worms arsenal, together with such weapons as the [[Bazooka]], the [[Grenade]] and the [[Fire Punch]]. Although a skillful player can generally get more out of the Bazooka and the Grenade, the Shotgun is markedly easier to use: it fires in a straight line with no wind or gravity effect, and its blast radius is far smaller, giving it more utility in a close quarters situation.  The Shotgun also posesses the almost unique quality of giving the player a second shot before their turn ends (only two other weapons in Worms history have this feature: the [[Longbow]] from [[Worms Armageddon]] and [[Worms World Party]]; and the [[Ballista]] from [[Worms Forts: Under Siege]]).
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{{Weapon|[[Image:Shotgunicon.png|64px]]|Shotgun
 
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|Firearm (2 shots)
== Basic Facts ==
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|F3 (x1)
 
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|25hp injury (max.), very small circular crater (for each shot)
{|
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|Worms, Worms DC, Worms 2, W:A, WWP}}
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{{Power|15em}}
 
|-
 
|-
! Weapon select code
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!Power
| F3
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!Maximum<br/>injury
 +
!Crater<br/>diameter
 
|-
 
|-
! Type
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|11
| Straight-line firearm; two shots
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|12 hp
 +
|23 px
 
|-
 
|-
! Damage at normal setting (3 stars)
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|12
| 25hp max per bullet = 50hp max total.
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|17
|}
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|35
 +
|-
 +
|1
 +
|20
 +
|47
 +
|-
 +
|2
 +
|22
 +
|47
 +
|-
 +
|3
 +
|25
 +
|47
 +
|-
 +
|4
 +
|27
 +
|61
 +
|-
 +
|5
 +
|30
 +
|61
 +
|-
 +
|19
 +
|32
 +
|61
 +
|-
 +
|14
 +
|37
 +
|73
 +
|-
 +
|15
 +
|50
 +
|97
 +
{{Power-end|Values are per shot.}}
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__NOTOC__
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The '''Shotgun''' is one of the weapons that makes up the backbone of the Worms arsenal, together with such weapons as the [[Bazooka]], the [[Grenade]] and the [[Fire Punch]]. The Shotgun is markedly easy to use: it fires in a straight line regardless of wind or gravity, and its blast radius is far smaller, giving it more utility in a close quarters situation.
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The one aspect of the Shotgun that makes it so powerful a weapon is its two shots, which can be fired in separate instances. Once the first shot has been fired, the player is free to move around the terrain for the remainder of his turn time before taking the second. This quality, shared only by the [[Longbow]], vastly increases the number of possibilities available and deepens the strategy of the game.
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== Common tactics ==
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[[Image:Chuvash's shotgun.gif|thumb|left|Creative use of the Shotgun]]
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[[Image:Beginner escape with shotgun from girder.png|frame|right|A worm escaping from the girder block, using the ''4 stars (bigger crater)'' shotgun of [[Beginner]] scheme.]]
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The ability to fire two shots independently of one another makes the Shotgun a powerful tactical weapon.
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* The Shotgun can be used to shoot two different worms in two different locations.
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* The first shot can be used to move an enemy worm to a more perilous location (e.g. nearer water or a mine), before finishing it off with a the second shot.
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* The first shot can be used to prepare the terrain for the second shot (e.g. shooting a hole through a bridge and then shooting the enemy worm through the hole)
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* The first shot can be used to overcome an obstacle (e.g. to get access through a [[Girder]]), then the second shot to attack.
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* On a long-distance shot, the first shot can be used as a "tracer" for the second (i.e. firing the first shot in the general direction required, and then refining the second shot based on the results of the first).
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* If there is no better use for the second shot, it can be used to make a safer retreat location out of the land (e.g. a foxhole).
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* At fairly close range, the Shotgun gives it a near-guarantee of 50hp damage.
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* If your worm's health is low enough, the shotgun can be used as a suicide weapon. With your second shot, simply stand on your opponents head, aim straight down, and fire. Your deceased worm's death explosion should do 25 damage.
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* Because [[Worms]] and [[WormsDC]] do not feature retreat time, the Shotgun offers the player a rare opportunity to reposition a worm after a shot. For instance, the Shotgun could be used to take down an enemy worm with less than 25 HP, then the player can use their remaining turn time to move their worm somewhere a little more protected, then either fire the second shot into the air (or at a viable target), or simply wait for the countdown timer to reach 0.
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== Trivia & detail ==
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[[Image:Costage 3 Shotgun Trick.gif|thumb|right|A worm being propelled in the direction of the shotgun shot]]
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* The Shotgun has a curious quirk whereby worms will always be propelled in the direction of the shotgun shot, regardless of where they stand within the shotgun blast (except for the shooter that will always be propelled away from the blast). In exceptional circumstances this can look like the victim worm is getting "sucked into" the blast, and a particularly skilled player can use this quirk to gain an advantage.
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* Gaining a Gold Medal on the Rifle Range training mission unlocks the Golden Shotgun scheme cheat. When activated, the Shotgun deals twice the damage, twice the blast range and twice the shots (firing 2 bullets per round, for a total of 4 bullets per turn).
  
== Tactics ==
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== Tricks and glitches ==
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[[Image:Shotgun trick Oil Drum.gif|thumb|right|In this situation, the oil drum will simply fall, without exploding]]
  
Due to its double-shot nature, the Shotgun has a variety of tactical plays assoiated with it:
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* With careful worm positioning, the shotgun can be fired at a target beneath an overhang from the overhang edge.
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* If there is an [[Oil Drum]] above an horizontal map girder and your worm is below, you can shot the girder with the shotgun to drop the Oil Drum (it will not explode) an then explode it using the second shot.
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* If your worm is positioned behind another worm (extremely close, touching the worm), depending on the angle (aiming upwards or horizontally usually works, downwards sometimes doesn't), the bullet will not hit the worm in front of your worm, it will pass through the worm. This can be useful to unblock your worm while damaging the worm infront of you, still having the second shot to use. This trick is known as '''Ghost Shot'''.
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* In [[WormsDC]], the active worm still gets to fire its second shot [[Worms that hurt themselves with their first Shotgun round still get a second shot|even if it injures itself with the first one, or before taking the first shot at all]].
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[[Image:Shotgun through worm.gif|thumb|left|'''Ghost Shot''': in this situation the bullets pass through the worm, without colliding with it]]
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[[Image:Shotgun overhang trick.gif|thumb|center|The overhang shotgun trick]]
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{{clear}}
  
* Manoeuvring an enemy worm from one location to a more perilous one (e.g. nearer water or a mine), and then finishing off with the second shot (generally superceded by the [[Longbow]] in WA or WWP)
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== External links ==
* Hitting two different worms in two different locations.
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{{Wormopedia}}
* Breaking through a small land barrier with the first shot, then attacking with the second.
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* On a long-distance shot, using the first shot as a "tracer" for the second (i.e. firing the first shot in the general direction required, and then refining the second shot based on the results of the first).
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* Although individual Shotgun shots are not especially powerful, the Shotgun is excellent for hitting barrels next to worms and causing mass devastation that way.
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* At fairly close range, the Shotgun's accuracy gives it a near-guarantee of 50hp damage.
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* The second shot can be used for a spot of impromptu [[Darksiding]] if there are no targets to hit with it.
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== Criticisms, Problems and Weaknesses ==
 
  
* Because of its ease of use, the Shotgun is considered by many to be a cheap weapon, and therefore many schemes either leave it out entirely or limit your supply of ammo for it.
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{{Weapons}}
* According to [[Team17]], the Shotgun is notoriously difficult to program, hence one or two odd bugs when combined with damage from [[Mine]]s in its implementation in [[Worms Open Warfare]] and [[Worms for Xbox Live Arcade]]
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* The Shotgun is obviously not particularly useful when a large mass of land stands between you and the enemy: in such situations you would need the parabolic trajectory of the [[Bazooka]] or [[Grenade]].
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* In [[Worms 3D] and [[Worms 4 Mayhem]], the Shotgun is fired in first person and a wobble is introduced to the sights, in order to stop the gun becoming ridiculously easy to aim.  The holes left in the terrain by the Shotgun in the 3D games are also much smaller, reducing its utility value.
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* The Shotgun behaves nothing like a real-world Shotgun, a device that is short-range and gives a wide area of effect, unlike the long-range precision of the Worms Shotgun.  The only similarity is in the double barrels.  However, there is plenty enough unrealism in Worms already without quibbling too much about this.
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Latest revision as of 19:17, 1 May 2024

(Up to Weapons)
Shotgunicon.png Shotgun
Type: Firearm (2 shots)
Keyboard selection: F3 (x1)
Standard effects: 25hp injury (max.), very small circular crater (for each shot)
Present in: Worms, Worms DC, Worms 2, W:A, WWP
Power settings
Power Maximum
injury
Crater
diameter
11 12 hp 23 px
12 17 35
1 20 47
2 22 47
3 25 47
4 27 61
5 30 61
19 32 61
14 37 73
15 50 97
Values are per shot.

The Shotgun is one of the weapons that makes up the backbone of the Worms arsenal, together with such weapons as the Bazooka, the Grenade and the Fire Punch. The Shotgun is markedly easy to use: it fires in a straight line regardless of wind or gravity, and its blast radius is far smaller, giving it more utility in a close quarters situation.

The one aspect of the Shotgun that makes it so powerful a weapon is its two shots, which can be fired in separate instances. Once the first shot has been fired, the player is free to move around the terrain for the remainder of his turn time before taking the second. This quality, shared only by the Longbow, vastly increases the number of possibilities available and deepens the strategy of the game.

Common tactics

Creative use of the Shotgun
A worm escaping from the girder block, using the 4 stars (bigger crater) shotgun of Beginner scheme.

The ability to fire two shots independently of one another makes the Shotgun a powerful tactical weapon.

  • The Shotgun can be used to shoot two different worms in two different locations.
  • The first shot can be used to move an enemy worm to a more perilous location (e.g. nearer water or a mine), before finishing it off with a the second shot.
  • The first shot can be used to prepare the terrain for the second shot (e.g. shooting a hole through a bridge and then shooting the enemy worm through the hole)
  • The first shot can be used to overcome an obstacle (e.g. to get access through a Girder), then the second shot to attack.
  • On a long-distance shot, the first shot can be used as a "tracer" for the second (i.e. firing the first shot in the general direction required, and then refining the second shot based on the results of the first).
  • If there is no better use for the second shot, it can be used to make a safer retreat location out of the land (e.g. a foxhole).
  • At fairly close range, the Shotgun gives it a near-guarantee of 50hp damage.
  • If your worm's health is low enough, the shotgun can be used as a suicide weapon. With your second shot, simply stand on your opponents head, aim straight down, and fire. Your deceased worm's death explosion should do 25 damage.
  • Because Worms and WormsDC do not feature retreat time, the Shotgun offers the player a rare opportunity to reposition a worm after a shot. For instance, the Shotgun could be used to take down an enemy worm with less than 25 HP, then the player can use their remaining turn time to move their worm somewhere a little more protected, then either fire the second shot into the air (or at a viable target), or simply wait for the countdown timer to reach 0.

Trivia & detail

A worm being propelled in the direction of the shotgun shot
  • The Shotgun has a curious quirk whereby worms will always be propelled in the direction of the shotgun shot, regardless of where they stand within the shotgun blast (except for the shooter that will always be propelled away from the blast). In exceptional circumstances this can look like the victim worm is getting "sucked into" the blast, and a particularly skilled player can use this quirk to gain an advantage.
  • Gaining a Gold Medal on the Rifle Range training mission unlocks the Golden Shotgun scheme cheat. When activated, the Shotgun deals twice the damage, twice the blast range and twice the shots (firing 2 bullets per round, for a total of 4 bullets per turn).

Tricks and glitches

In this situation, the oil drum will simply fall, without exploding
  • With careful worm positioning, the shotgun can be fired at a target beneath an overhang from the overhang edge.
  • If there is an Oil Drum above an horizontal map girder and your worm is below, you can shot the girder with the shotgun to drop the Oil Drum (it will not explode) an then explode it using the second shot.
  • If your worm is positioned behind another worm (extremely close, touching the worm), depending on the angle (aiming upwards or horizontally usually works, downwards sometimes doesn't), the bullet will not hit the worm in front of your worm, it will pass through the worm. This can be useful to unblock your worm while damaging the worm infront of you, still having the second shot to use. This trick is known as Ghost Shot.
  • In WormsDC, the active worm still gets to fire its second shot even if it injures itself with the first one, or before taking the first shot at all.
Ghost Shot: in this situation the bullets pass through the worm, without colliding with it
The overhang shotgun trick

External links


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