Difference between revisions of "Talk:Team Wormtress"
From Worms Knowledge Base
CyberShadow (Talk | contribs) m (unsigned) |
|||
Line 10: | Line 10: | ||
Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch. | Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch. | ||
But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all) | But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all) | ||
− | Worm Select: available at the start of your turn? | + | Worm Select: available at the start of your turn? {{Unsigned|DarkOne}} |
Revision as of 08:20, 21 June 2008
Having health difference is a bad, bad idea. - DarkOne -
- your face is a bad idea Run! 09:22, 20 June 2008 (MST)
very subtile, Run :P FFie, MoM and I had a test run: we played it on double island-ish maps and BnG -type maps.
first thing we noticed is that there wasn't enough space. double caverns seem to be a must. second off: worms getting low, stay low. digging your way out of isolated spaces can take ages. Maybe a teleport would be good then? Only allow worms to teleport into a group of your own worms? Sometimes, worms get stuck. for engineers, that shouldn't be a probem, since you can use drill/blowtorch. But other worms? should firepunch be available? (perhaps very low power, so you can get out, but can't hit worms above you for a lot of hp; your own fault you got stuck after all) Worm Select: available at the start of your turn? —Preceding unsigned comment added by DarkOne (talk • contribs)