Difference between revisions of "The Full Wormage (scheme)"
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Qwertyxp2000 (Talk | contribs) (Here's a starter to this Full Wormage stuff, definitely better than the Retro article, but also unsure about certain bits of information, and plus I will confirm some of the stats of Full Wormage later) |
Qwertyxp2000 (Talk | contribs) |
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{{Game setup|file=Full Wormage.wsc|scheme=Full Wormage|map=Any|worms=Any}} | {{Game setup|file=Full Wormage.wsc|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. | + | '''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|super weapons]] are enabled with no delay, and all weapons (excluding super weapons) have 5 power. Crates are always guaranteed to appear at the end of each round, dropping Utility Crates and Health Crates at a ratio of 3(?):7(?). If Sudden Death occurs, all worms are [[Poison|poisoned]] by a nuclear explosion and water rises at the maximum rate. | + | 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|super weapons]] are enabled with no delay, and all weapons (excluding super weapons) have 5 power. Crates are always guaranteed to appear at the end of each round, dropping Utility Crates and Health Crates at a ratio of 3(?):7(?), and Health Crates give maximum +100 health. If Sudden Death occurs, all worms are [[Poison|poisoned]] by a nuclear explosion and water rises at the maximum rate. |
== Tactics == | == Tactics == | ||
* 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. | ||
+ | * Most strategies in Full Wormage revolve around the optimisation of super weapons. | ||
== Criticisms, problems and weaknesses == | == 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. | * 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 | + | * As all weapons are enabled, including every single [[Super Weapons|super weapon]], and every power-adjustable weapon is at max power, it is difficult to settle into strategising for other schemes. |
== History == | == History == |
Revision as of 05:24, 8 July 2024
Game setup |
---|
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 always guaranteed to appear at the end of each round, dropping Utility Crates and Health Crates at a ratio of 3(?):7(?), and Health Crates give maximum +100 health. If Sudden Death occurs, all worms are poisoned by a nuclear explosion and water rises at the maximum rate.
Tactics
- 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.
- Most strategies in Full Wormage revolve around the optimisation of super weapons.
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.
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