Difference between revisions of "Mad Cows"
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− | {{ParentArticle|[[ | + | {{ParentArticle|[[Weapons]]}} |
− | {{Weapon|[[Image: | + | [[Image:Mablak's Cows.gif|thumb|left|Precise cows dropped from the rope!]] |
+ | {{Weapon|[[Image:Madcowicon.png|64px]]|Mad Cows | ||
|Animal | |Animal | ||
− | |F11 (x1) | + | |F11 (x1)<br />{{i-wdc}} 6 (x2) |
− | |75hp injury (max.) per cow, | + | |75hp injury (max.) per cow, Large circular craters |
− | Large circular | + | |Worms DC, Worms 2, W:A, WWP}} |
+ | {{Power|15em}} | ||
+ | |- | ||
+ | !Power | ||
+ | !Max. injury<br/>(per one) | ||
+ | !Crater<br/>diameter | ||
+ | |- | ||
+ | |11 | ||
+ | |37 hp | ||
+ | |73 px | ||
+ | |- | ||
+ | |12 | ||
+ | |52 | ||
+ | |97 | ||
+ | |- | ||
+ | |1 | ||
+ | |60 | ||
+ | |123 | ||
+ | |- | ||
+ | |2 | ||
+ | |67 | ||
+ | |135 | ||
+ | |- | ||
+ | |3 | ||
+ | |75 | ||
+ | |147 | ||
+ | |- | ||
+ | |4 | ||
+ | |82 | ||
+ | |161 | ||
+ | |- | ||
+ | |5 | ||
+ | |90 | ||
+ | |173 | ||
+ | |- | ||
+ | |19 | ||
+ | |97 | ||
+ | |185 | ||
+ | |- | ||
+ | |14 | ||
+ | |112 | ||
+ | |223 | ||
+ | |- | ||
+ | |15 | ||
+ | |150 | ||
+ | |299 | ||
+ | {{Power-end}} | ||
+ | [[Image:Mablak's Cows quadrakill.gif|thumb|right|Quadrakill!]] | ||
+ | '''Mad Cows''' are a herded animal weapon. This means that the number of mad cows fired can be set by pressing a number key from 1 to 5. Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows. When space is pressed, a cow will be released from the worm once every '''25''' frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released. After all cows have been released, the turn will end and retreat time will start. | ||
− | + | After release, a cow walks at a horizontal rate of '''2''' pixels per frame along the ground, and will explode if it hits a wall which is '''5''' pixels higher than its present walking surface (note that this inclination only needs to occur over the cow's 2 pixels of horizontal movement, so any sustained slope steeper than 2 (63.44°) can make a cow explode, since its per-pixel slopes will be a mixture of 2 and 3, and 2+3=5). A cow will jump if it reaches a drop more than '''4''' pixels lower than its present walking surface. The mad cow jumps at a '''45°''' angle and the jump has a random initial velocity between '''1.25''' and '''1.75''' pixels per frame (5.21% and 7.29% of a grenade's full firing power). When the cow hits a wall during its jump, it will bounce off the wall instead of exploding. When it bounces off a wall, there is a '''6.25%''' chance of the cow turning around and travelling in the opposite direction. This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall. | |
− | + | ||
− | After release, a cow walks at a horizontal rate of '''2''' pixels per frame along the ground, and will explode if it hits a wall which is '''5''' pixels higher than its present walking surface. A cow will jump if it reaches a drop more than '''4''' pixels lower than its present walking surface. The mad cow jumps at a '''45°''' angle and the jump has a random initial velocity between '''1.25''' and '''1.75''' pixels per frame (5.21% and 7.29% of a grenade's full firing power). When the cow hits a wall during its jump, it will bounce off the wall instead of exploding. When it bounces off a wall, there is a '''6.25%''' chance of the cow turning around and travelling in the opposite direction. This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall. | + | |
A mad cow's collision mask is a rectangle which is '''7''' pixels wide and '''5''' pixels tall (same as with most other weapon objects). | A mad cow's collision mask is a rectangle which is '''7''' pixels wide and '''5''' pixels tall (same as with most other weapon objects). | ||
− | + | Mad Cows can be chosen as a [[Special Weapons|team weapon]]. If Special Weapon mode is enabled, teams with the Mad Cows are supplied 2 ammo of this weapon with a delay of 1 turn. | |
== Tactics == | == Tactics == | ||
+ | * A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction. (W2/WA/WWP only) | ||
+ | * It can be used to collect crates. | ||
+ | |||
+ | == Tricks and glitches == | ||
+ | There is a glitch related to Mad Cows that has been fixed in the [[Updates (Worms Armageddon)|Worms Armageddon Beta Updates]]. See [[Cow doubling glitch]] for more information. | ||
+ | |||
+ | In ''[[WormsDC]]', if during release the worm releasing the Mad Cows is moved by an explosion (caused by, say, the Cow or a [[landmine]]), any subsequent Cows will spawn facing whatever direction the worm is facing at the time, and from whatever new position the worm is currently in. | ||
+ | |||
+ | == Trivia == | ||
+ | * [[References to other media]]: the name of this weapon is the name of a [[w:Bovine spongiform encephalopathy|disease]]. | ||
+ | |||
+ | == See also == | ||
+ | * [[Animal Jumping]] | ||
+ | |||
+ | == External links == | ||
+ | {{Wormopedia}} | ||
− | + | {{Weapons}} |
Latest revision as of 06:17, 22 October 2024
Mad Cows | |
---|---|
Type: | Animal |
Keyboard selection: | F11 (x1) 6 (x2) |
Standard effects: | 75hp injury (max.) per cow, Large circular craters |
Present in: | Worms DC, Worms 2, W:A, WWP |
|
Mad Cows are a herded animal weapon. This means that the number of mad cows fired can be set by pressing a number key from 1 to 5. Once the desired number of cows in the herd is set, pressing space will activate the firing of the cows. When space is pressed, a cow will be released from the worm once every 25 frames until the number of cows selected have been released, and the turn timer will freeze until all cows have been released. After all cows have been released, the turn will end and retreat time will start.
After release, a cow walks at a horizontal rate of 2 pixels per frame along the ground, and will explode if it hits a wall which is 5 pixels higher than its present walking surface (note that this inclination only needs to occur over the cow's 2 pixels of horizontal movement, so any sustained slope steeper than 2 (63.44°) can make a cow explode, since its per-pixel slopes will be a mixture of 2 and 3, and 2+3=5). A cow will jump if it reaches a drop more than 4 pixels lower than its present walking surface. The mad cow jumps at a 45° angle and the jump has a random initial velocity between 1.25 and 1.75 pixels per frame (5.21% and 7.29% of a grenade's full firing power). When the cow hits a wall during its jump, it will bounce off the wall instead of exploding. When it bounces off a wall, there is a 6.25% chance of the cow turning around and travelling in the opposite direction. This same 6.25% chance of turning around occurs when the cow lands after bouncing off a wall.
A mad cow's collision mask is a rectangle which is 7 pixels wide and 5 pixels tall (same as with most other weapon objects).
Mad Cows can be chosen as a team weapon. If Special Weapon mode is enabled, teams with the Mad Cows are supplied 2 ammo of this weapon with a delay of 1 turn.
Tactics
- A common tactic is splitting the herd into two by switching directions quickly after the cows are released, thus spreading out the destruction. (W2/WA/WWP only)
- It can be used to collect crates.
Tricks and glitches
There is a glitch related to Mad Cows that has been fixed in the Worms Armageddon Beta Updates. See Cow doubling glitch for more information.
In WormsDC', if during release the worm releasing the Mad Cows is moved by an explosion (caused by, say, the Cow or a landmine), any subsequent Cows will spawn facing whatever direction the worm is facing at the time, and from whatever new position the worm is currently in.
Trivia
- References to other media: the name of this weapon is the name of a disease.