Difference between revisions of "Paranoia"

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{{ParentArticle|[[Scheme ideas]]}}
 
{{ParentArticle|[[Scheme ideas]]}}
 
{{ReplayBox|Paranoia.WAgame|<br>An example game of Paranoia}}
 
{{ReplayBox|Paranoia.WAgame|<br>An example game of Paranoia}}
{{Game setup|file=Paranoia.wsc|scheme=Paranoia|map=Specially designed map|worms=4 to 8}}
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{{Game setup|file=Paranoia.wsc|scheme=Paranoia|map=Specially designed map [http://wormolympics.com/tournaments/maps/883]|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.
 
'''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.

Revision as of 17:25, 22 August 2012

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay:
An example game of Paranoia
Download · Info
Game setup
Scheme
Paranoia:
Download
View scheme settings
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).
  • 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 (it will be set depending on which keys you press)
    • 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

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