Difference between revisions of "The Full Wormage (scheme)"
From Worms Knowledge Base
(Competitive events and similar ideas.) |
(→Tactics: Mentioning other weapons that are very powerful.) |
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== Tactics == | == Tactics == | ||
− | * Most strategies in Full Wormage revolve around the optimisation of super weapons. Most of the strongest super weapons in this game also happen to be types of air strikes. | + | * Most strategies in Full Wormage revolve around the optimisation of super weapons or other powerful weapons, like [[Banana Bomb]], [[Mad Cows]] (x5 of them in one turn!), [[Holy Hand Genade]], [[Aqua Sheep]], and [[Minigun]]. Most of the strongest super weapons in this game also happen to be types of air strikes. |
** The [[Concrete Donkey]] is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern. | ** The [[Concrete Donkey]] is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern. | ||
** Digging with the [[Pneumatic Drill]] and/or [[Blowtorch]] combined with an [[Armageddon]] helps filter out the exposed worms. | ** Digging with the [[Pneumatic Drill]] and/or [[Blowtorch]] combined with an [[Armageddon]] helps filter out the exposed worms. | ||
− | * If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: [[Scales of Justice]] (for low-health teams only), [[Indian Nuclear Test]], [[Patsy's Magic Bullet]], [[Sally Army]], and [[Priceless Ming Vase]]. | + | * If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: [[Scales of Justice]] (for low-health teams only), [[Indian Nuclear Test]], [[Patsy's Magic Bullet]], [[Sally Army]], [[Super Banana]], [[Earthquake]], and [[Priceless Ming Vase]]. |
== Criticisms, problems and weaknesses == | == Criticisms, problems and weaknesses == |
Revision as of 14:50, 10 July 2024
Game setup |
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Scheme |
Full Wormage: |
Map |
Any |
Worms |
Any |
Full Wormage is an intrinsic scheme that, as the name suggests, is all about fully engaging in worm carnage. Worms are free to test out their maximum strength weaponry at their leisure, or just mess around with any weapon or utility they wish. Contrary to its name, not every setting is set to maximum.
Worms start with 200 HP, can move around freely, can choose their starting location (unless CPU teams are present), but only 30 seconds turn time, a modest 15 minute round timer, and cannot choose worm during the beginning of a turn. Every weapon (except Invisibility outside of local gameplay) including super weapons are enabled with no delay, and all weapons (excluding super weapons) have 5 power. Crates are very likely deployed at the end of each round, dropping Utility Crates and Health Crates, with 1 point into Utility Crates and 9 points into Health Crates, and Health Crates give +100 health. Mines are set to a random fuse, both mines and oil drums can appear across the landscape, and dud mines can occur. If Sudden Death occurs, all worms are poisoned by a nuclear explosion and water rises at the maximum rate. No Donor Cards from killed worms.
Contents
Tactics
- Most strategies in Full Wormage revolve around the optimisation of super weapons or other powerful weapons, like Banana Bomb, Mad Cows (x5 of them in one turn!), Holy Hand Genade, Aqua Sheep, and Minigun. Most of the strongest super weapons in this game also happen to be types of air strikes.
- The Concrete Donkey is a sure-fire way to demolish a congregated area of enemy worms, assuming your landscape is not a cavern.
- Digging with the Pneumatic Drill and/or Blowtorch combined with an Armageddon helps filter out the exposed worms.
- If playing on a cavern, most of the reliable super weapons are filtered out. Among the next most reliable super weapons include: Scales of Justice (for low-health teams only), Indian Nuclear Test, Patsy's Magic Bullet, Sally Army, Super Banana, Earthquake, and Priceless Ming Vase.
Criticisms, problems and weaknesses
- It is not possible to increase the turn time or round time of Full Wormage directly in-game; attempting to adjust any setting in Full Wormage simply gets rid of the Super Weapons and utility weapons.
- As all weapons are enabled, including every single super weapon, and every power-adjustable weapon is at max power, it is difficult to settle into strategising for other schemes.
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
There were several attempts of organizing competitions using Full Wormage scheme. None of them were succesful until this edit. Examples are: [1], [2] [3], [4], [5].
Similar ideas
After this scheme
One of Everything and Rowy are examples of schemes that bring all weapons available to the gameplay.
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