Difference between revisions of "Ninja Rope"

From Worms Knowledge Base

Jump to: navigation, search
(forgot to mention HOW to rope knock, added)
(Tips and tactics: I removed my tip, because Qwertyxp2000's one is more complete and references RuffledBricks, not to say it's good to have more variety of editors writing on this wiki.)
 
(45 intermediate revisions by 12 users not shown)
Line 1: Line 1:
 
{{ParentArticle|[[Weapons]]}}
 
{{ParentArticle|[[Weapons]]}}
{{Weapon|[[Image:Ninjaropeicon.png]]|Ninja Rope
+
{{Weapon|[[Image:Ninjaropeicon.png|48px]]|Ninja Rope
 
|Movement utility
 
|Movement utility
 
|F8 (x1)
 
|F8 (x1)
Line 6: Line 6:
 
|Worms, Worms DC, Worms 2, W:A, WWP}}
 
|Worms, Worms DC, Worms 2, W:A, WWP}}
  
{| class="infobox" cellspacing="2" style="width: 23em; font-size: 90%; text-align: left;"
+
{{Power}}
! colspan="4" style="font-size: 150%; text-align: center" | Power settings
+
 
|-
 
|-
 
!Power
 
!Power
 
!Shots
 
!Shots
!Maximum
+
!Maximum<br/>length
length
+
!Angle<br/>restriction
!Angle
+
restriction
+
 
|-
 
|-
 
|1
 
|1
 
|1
 
|1
|294 px
+
|294 to 297 px
 
|45°
 
|45°
 
|-
 
|-
 
|2
 
|2
 
|2
 
|2
|336
+
|336 to 339
 
|45°
 
|45°
 
|-
 
|-
 
|3
 
|3
 
|2
 
|2
|378
+
|378 to 381
 
|90°
 
|90°
 
|-
 
|-
 
|4
 
|4
|3
+
|4
|420
+
|420 to 423
 
|90°
 
|90°
 
|-
 
|-
 
|5
 
|5
 
|unltd.
 
|unltd.
|462
+
|462 to 465
 
|90°
 
|90°
|-
+
{{Power-end|Angles measured from vertically upward.}}
| colspan="4" style="font-size: 80%; text-align: center" | Angles measured from vertically upward.
+
|}
+
  
The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of many schemes including [[Shopper]], [[Wall-X-wall shopper|WxW]], and [[Rope race|Rope Race]].
+
The '''Ninja Rope''' is one of the most popular movement utilities in the Worms series. It is also the basis of all [[Schemes#Roping|roping schemes]], including [[Shopper]], [[Wall-X-wall shopper|WxW]], [[Roper]]; and some [[Schemes#Racing|racing schemes]], including [[Rope Race]] and [[Trick Race]].
  
== Tactics ==
+
Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.
* Useful for getting across the map without losing a turn.
+
* You can fire weapons from the rope (using the Enter key) and make a quick getaway.
+
  
===Tips and tricks===
+
To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.
* [[RRkit]]
+
 
* [[RopeRacing for Dummies]]
+
You can fire weapons from the rope by selecting them and then pressing Enter.
  
 
=== Rope Knocking ===
 
=== Rope Knocking ===
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The best time to rope knock is when a worm or a group of worms is close to a ledge that falls off to either the water or another ledge/platform far bellow. Another usage of rope knocking is making piles of worms to cause more damage. When knocking a worm, you can survive a potentially damaging fall off the edge after knocking by equipping a parachute beforehand. The parachute activates automatically after touching the land if your worms' horizontal speed and height fallen is lower than the limit to receive falling damage. The advantage of rope knocking is that it is a great way of drowning worms close to the edge and does not end your turn. You can use it even on worms immune from attack (due to [[Rules|rules]] restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while another ones forbides it.
+
[[Image:Rope_knocking.gif|frame|A rope knocking example]]
 +
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to [[Etiquette#Scheme rules|rules]] restricting attacking the last player on some schemes), but it will fail against [[Freeze|frozen worms]]. Some schemes are played with rope knocking on, while others forbid it.
 +
 
 +
Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.
 +
 
 +
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_(English)#footnote3|(see Footnote 3 of the ReadMe)]].
 +
 
 +
[[TestStuff]] and [[#BattyRope|BattyRope]] modes also force rope knocking to be enabled.
 +
 
 +
== Version differences ==
 +
* In the PC, Mac, PlayStation and Saturn versions of [[Worms]], the Ninja Rope will not bend on the landscape and will instead pass through it.
 +
* In Worms 2, the rope can be fired at a maximum of 54 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope [[Wormpot]] mode in Worms World Party will increase the angle allowable to a maximum of 54 degrees downwards.
 +
 
 +
== Tips and tactics ==
 +
* Selecting the [[Parachute]] while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.
 +
* Ending the retreat time while using Ninja Rope will cause the worm to stay in a landing/jump posture for a while, without rotating, sliding or knocking worms on the terrain. This can be useful to reach and stop safely on good places. Note that if the turn time ends with the rope attached, this landing/jump posture will not occur. The worm will rotate, slide and knock worms.
 +
* Aside from just travelling purposes, you can also use the Ninja Rope to deliberately miss terrain, substituting the [[Laser Sight]] for aiming the [[Shotgun]] at super long distances.
 +
 
 +
== Rope tricks==
 +
''Main Article: [[Rope tricks]]''
 +
 
 +
There are several tricks or manouvers (they have names) that can be done with the rope.
 +
 
 +
A good way to practice using the Ninja Rope is the Crazy Crates training. Trick Race and [[Trick Before Attack]] are schemes that "force" players to execute specific tricks.
 +
 
 +
== BattyRope ==
 +
[[Image:BattyRope_Newtons-cradle.png|thumb|alt=6 worms on-a-rope forming a Newton's cradle|BattyRope demonstration]]
 +
BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.
 +
It can be enabled by entering "/batty" in the hosting lobby.
 +
 
 +
== Glitches ==
 +
* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information
 +
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]]
 +
* Due to the way collision detection is done for specifically this weapon, the [[Ninja Rope going through walls|ropes may sometimes pass through thin walls]].
 +
* The [[Floating weapon glitch]].
  
Rope knocking is disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.
+
=== First-generation ===
  
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol [[Worms_Armageddon_ReadMe_%28English%29#Footnotes|(see Footnote 3 of the ReadMe)]].
+
* [[WormsDC]] has a number of issues relating to the way the Ninja Rope [[Crate/Ninja Rope interaction|interacts with crates]], including getting your worm stuck in the terrain.
 +
* The [[Indian rope trick]] can be executed after a fashion in WormsDC.
  
TestStuff also forces rope knocking to be enabled.
+
== External links ==
 +
{{Wormopedia}}
  
==Glitches==
+
{{weapons}}
* There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See [[Indian rope trick|Indian Rope Trick]] for more information.
+
* [[Instant self-bounce/hit of a Ninja Rope weapon drop]].
+

Latest revision as of 07:08, 25 August 2024

(Up to Weapons)
Ninjaropeicon.png Ninja Rope
Type: Movement utility
Keyboard selection: F8 (x1)
Standard effects: Moves worm
Present in: Worms, Worms DC, Worms 2, W:A, WWP
Power settings
Power Shots Maximum
length
Angle
restriction
1 1 294 to 297 px 45°
2 2 336 to 339 45°
3 2 378 to 381 90°
4 4 420 to 423 90°
5 unltd. 462 to 465 90°
Angles measured from vertically upward.

The Ninja Rope is one of the most popular movement utilities in the Worms series. It is also the basis of all roping schemes, including Shopper, WxW, Roper; and some racing schemes, including Rope Race and Trick Race.

Depending on the power setting, you may be given a number of repeat swings, this is done by pressing space to let go of the rope, then pressing space again to re-fire it while in mid-air. This does not use up extra ammo. If you dismount and touch the ground, any unused repeat swings are lost.

To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.

You can fire weapons from the rope by selecting them and then pressing Enter.

Rope Knocking

A rope knocking example

Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The advantage of rope knocking is that it is a great way of drowning worms close to the edge or grouping a number of them together and does not end your turn. You can use it even on worms immune from attack (due to rules restricting attacking the last player on some schemes), but it will fail against frozen worms. Some schemes are played with rope knocking on, while others forbid it.

Rope knocking is disabled in offline games by default. It can be enabled for offline play in Worms Armageddon in the Advanced Options screen, but will always be disabled during missions.

In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol (see Footnote 3 of the ReadMe).

TestStuff and BattyRope modes also force rope knocking to be enabled.

Version differences

  • In the PC, Mac, PlayStation and Saturn versions of Worms, the Ninja Rope will not bend on the landscape and will instead pass through it.
  • In Worms 2, the rope can be fired at a maximum of 54 degrees downwards, while Worms Armageddon and Worms World Party restrict the angle based on the power setting and cannot be fired below the horizontal. However the Super Rope Wormpot mode in Worms World Party will increase the angle allowable to a maximum of 54 degrees downwards.

Tips and tactics

  • Selecting the Parachute while on the rope will cause it to automatically deploy if you fall off of the rope (unless you hit your head on the ceiling as lose control). This allows a safe landing in the event of a mistake, and can still deploy even after a rope knock.
  • Ending the retreat time while using Ninja Rope will cause the worm to stay in a landing/jump posture for a while, without rotating, sliding or knocking worms on the terrain. This can be useful to reach and stop safely on good places. Note that if the turn time ends with the rope attached, this landing/jump posture will not occur. The worm will rotate, slide and knock worms.
  • Aside from just travelling purposes, you can also use the Ninja Rope to deliberately miss terrain, substituting the Laser Sight for aiming the Shotgun at super long distances.

Rope tricks

Main Article: Rope tricks

There are several tricks or manouvers (they have names) that can be done with the rope.

A good way to practice using the Ninja Rope is the Crazy Crates training. Trick Race and Trick Before Attack are schemes that "force" players to execute specific tricks.

BattyRope

6 worms on-a-rope forming a Newton's cradle
BattyRope demonstration

BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled. It can be enabled by entering "/batty" in the hosting lobby.

Glitches

First-generation

External links

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
Personal tools