Difference between revisions of "Retro"
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'''Retro''' is an intrinsic scheme that mimics the gameplay used in the game [[Worms]] (it's an adaptation). | '''Retro''' is an intrinsic scheme that mimics the gameplay used in the game [[Worms]] (it's an adaptation). | ||
− | Worms begin with 100 HP, have 60 seconds per turn, and 15 minutes before [[Sudden Death]]. Only weapon crates may spawn, with 1 point to weapon crates. There are only mines with instant fuse time and no duds. No retreat time is available after dropping a weapon or roping (the only exceptions are [[Dynamite]] and [[Mine]] that always have 5 seconds of retreat time). If Sudden Death occurs, all worms drop to 1 health with no rising water. [[Fall Damage]] is off, meaning that it will not injury worms, but they still can lose control, and consequently, the turn. | + | Worms begin with 100 HP, have 60 seconds per turn, and 15 minutes before [[Sudden Death]]. Only weapon crates may spawn, with 1 point to weapon crates. There are only mines with instant fuse time and no duds. No retreat time is available after dropping a weapon or roping (the only exceptions are [[Dynamite]] and [[Mine]] that always have 5 seconds of retreat time). If Sudden Death occurs, all worms drop to 1 health with no rising water. [[Fall Damage]] is off, meaning that it will not injury worms, but they still can lose control, and consequently, the turn. This also means that there is no point for aiming and calculating to make the dynamite trigger fall damage to cause more than 71HP (terrain mines should be aimed instead). |
For available weapons in every player's inventory compared to [[Intermediate]], there are no utility weapons, and a lot of missing weapons and transport weapons (notably the [[Parachute]]). More importantly, there are no [[Special Weapons]] or [[Super Weapons]]. All weapons (except Super Weapons, which are disabled) have 3 stars. There is a two-turn delay for Air Strikes and no other weapon has time delays. | For available weapons in every player's inventory compared to [[Intermediate]], there are no utility weapons, and a lot of missing weapons and transport weapons (notably the [[Parachute]]). More importantly, there are no [[Special Weapons]] or [[Super Weapons]]. All weapons (except Super Weapons, which are disabled) have 3 stars. There is a two-turn delay for Air Strikes and no other weapon has time delays. |
Latest revision as of 21:11, 15 July 2024
W:A replay: A Retro TUS cup game with Hurz and XanKriegor | |
Download · Info |
Game setup |
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Scheme |
Retro: |
Map |
Any. In the hosted cups, only randomly-generated maps were used. |
Worms |
Any. In the hosted cups, games were played with 4 worms. |
Retro is an intrinsic scheme that mimics the gameplay used in the game Worms (it's an adaptation).
Worms begin with 100 HP, have 60 seconds per turn, and 15 minutes before Sudden Death. Only weapon crates may spawn, with 1 point to weapon crates. There are only mines with instant fuse time and no duds. No retreat time is available after dropping a weapon or roping (the only exceptions are Dynamite and Mine that always have 5 seconds of retreat time). If Sudden Death occurs, all worms drop to 1 health with no rising water. Fall Damage is off, meaning that it will not injury worms, but they still can lose control, and consequently, the turn. This also means that there is no point for aiming and calculating to make the dynamite trigger fall damage to cause more than 71HP (terrain mines should be aimed instead).
For available weapons in every player's inventory compared to Intermediate, there are no utility weapons, and a lot of missing weapons and transport weapons (notably the Parachute). More importantly, there are no Special Weapons or Super Weapons. All weapons (except Super Weapons, which are disabled) have 3 stars. There is a two-turn delay for Air Strikes and no other weapon has time delays.
Contents
Tactics
- Since this scheme has zero seconds of retreat time, Dynamite and Mine are very important, since they are exceptions that allow the worm to hide (specially from rope). After the Shotgun's first shot, and before the second: this moment can be used as a workaround to simulate a (long) retreat time. The second shot will still make your worm stay where it fired this shot.
- Terrain mines are instant, so launching enemy worms at them is very helpful.
Criticisms, problems and weaknesses
- Remind that this scheme has zero seconds of retreat time, so dropping weapons from rope is very risky because the moment a weapon is fired, the worm will drop from rope. So, players would have to attack at the right momentum to the weapon travel to the enemy without hurting their own worm (weapon launch, not weapon drop) and still think that at this exact moment the worm must land on a safe place, something very hard to do. The only exceptions are Dynamite and Mine that will have 5 seconds of retreat time.
- Attempting to do the Cluster trick will probably cause damage to your own worm as well, due to zero seconds of retreat time.
- Some players may forget that the terrain mines are instant, and then activate them exploding their own worms accidentaly.
History
The scheme has been around as long as the game itself (Worms Armageddon was released in 1999), having been provided as part of the default schemes in the base game.
Competitive events
Cups
There were two Retro scheme cups on TUS, a succesful one in 2015 and other that only had some of the group phase games in 2018.
Similar ideas
Before this scheme
Worms 2 already featured intrinsic schemes that probably were adaptations from previous games: Worms (scheme), WormsUtd, and WormsDC (scheme).
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