Difference between revisions of "Ninja Rope"
From Worms Knowledge Base
Explorer09 (Talk | contribs) (→Rope Knocking: add a picture) |
Explorer09 (Talk | contribs) (→Glitches: +Ninja Rope going through walls) |
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* 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 | * 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]] | * [[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]]. | ||
== External links == | == External links == | ||
{{Wormopedia}} | {{Wormopedia}} |
Revision as of 06:09, 18 February 2010
Ninja Rope | |
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Type: | Movement utility |
Keyboard selection: | F8 (x1) |
Standard effects: | Moves worm |
Present in: | Worms, Worms DC, Worms 2, W:A, WWP |
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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, WxW, and Rope Race.
Tactics
- 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
- RopeRacing for Dummies (includes videos of rope logic, basic roping tricks, ...)
- RRkit (tricks with rope, tutorial and maps for Rope Race + other stuff)
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 restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while another ones forbides it.
Rope knocking is disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.
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 forces rope knocking to be enabled.
Glitches
- There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See 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 ropes may sometimes pass through thin walls.