Difference between revisions of "Paranoia"
From Worms Knowledge Base
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* Fire Punch is replaced by Dragon Ball. | * Fire Punch is replaced by Dragon Ball. | ||
* There's no retreat time, except if you drop a mine (5 seconds). | * There's no retreat time, except if you drop a mine (5 seconds). | ||
+ | * There are some instant mines around the map. | ||
* Worms' health is 65. | * Worms' health is 65. | ||
* Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds. | * Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds. | ||
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* You need to hold all the needed keys before your turn arrives. That are: | * You need to hold all the needed keys before your turn arrives. That are: | ||
** F-key for a weapon | ** F-key for a weapon | ||
− | ** Number key for grenade fuse ( | + | ** Number key for grenade fuse or bounce (works only if the last used weapon was Grenade) |
** Spacebar | ** Spacebar | ||
** T button if you wish | ** T button if you wish |
Revision as of 20:56, 22 August 2012
(Up to Scheme ideas)
W:A replay: An example game of Paranoia | |
Download · Info |
Game setup |
---|
Scheme |
Paranoia: |
Map |
Specially designed map [1] |
Worms |
4 to 8 |
Paranoia is a scheme similar to hysteria, except the turn time and hotseat delay are 0 seconds, which involves the need in concentrated play, as being prepared to the turn by already holding all the needed keys before the turn starts.
Differences to Hysteria
- Hotseat and turn time are 0 seconds.
- There arent't Jetpack, Low Gravity, Teleport because you don't have time for them.
- Fire Punch is replaced by Dragon Ball.
- There's no retreat time, except if you drop a mine (5 seconds).
- There are some instant mines around the map.
- Worms' health is 65.
- Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds.
Tips and Recommendations
- While talking in the chat, don't forget about your upcoming turn! If you don't press all the keys before the turn, you're doomed.
- You need to hold all the needed keys before your turn arrives. That are:
- F-key for a weapon
- Number key for grenade fuse or bounce (works only if the last used weapon was Grenade)
- Spacebar
- T button if you wish
- Use a team in which you know the going order of your worms (either remembering or numbering is allowed)
Scheme idea by StepS, maps by MEDVEDxEvilPunk