Difference between revisions of "Special Weapons"

From Worms Knowledge Base

Jump to: navigation, search
(Most pages have a Tactics section, so I gave an overview of the different advantages of each of the Special Weapons in Special Weapons Mode. Also had a look at the provided sources in the external links and there's almost nothing mentioned about Old Woman)
Line 11: Line 11:
 
<gallery mode="nolines" widths=80px heights=80px >
 
<gallery mode="nolines" widths=80px heights=80px >
 
File:Flamethrowericon.png|[[Flame Thrower]] <br> <hr> Ammo: x1 <br> Delay: 1 turn
 
File:Flamethrowericon.png|[[Flame Thrower]] <br> <hr> Ammo: x1 <br> Delay: 1 turn
File:molebombicon.png|[[Mole Bomb]] <br> <hr> Ammo: x3 <br> Delay: 0 turns
+
File:Molebombicon.png|[[Mole Bomb]] <br> <hr> Ammo: x3 <br> Delay: 0 turns
 
File:Oldwomanicon.png|[[Old Woman]] <br> <hr> Ammo: x1 <br> Delay: 1 turn
 
File:Oldwomanicon.png|[[Old Woman]] <br> <hr> Ammo: x1 <br> Delay: 1 turn
 
File:Pigeonicon.png|[[Homing Pigeon]] <br> <hr> Ammo: x2 <br> Delay: 2 turns
 
File:Pigeonicon.png|[[Homing Pigeon]] <br> <hr> Ammo: x2 <br> Delay: 2 turns
Line 19: Line 19:
 
File:Supersheepicon.png|[[Super Sheep]] [[File:Aquasheepicon.png|80px]][[Aqua Sheep]] <br> <hr> Ammo: x1 <br> Delay: 7 turns
 
File:Supersheepicon.png|[[Super Sheep]] [[File:Aquasheepicon.png|80px]][[Aqua Sheep]] <br> <hr> Ammo: x1 <br> Delay: 7 turns
 
</gallery>
 
</gallery>
 +
 +
==Tactics==
 +
Each of the Special Weapons have a particular strength that is suitable for different situations. That being said, some of the Special Weapons are more versatile than others.
 +
*Flame Thrower is best used for specifically killing off worms trapped against an enclosed area, especially against a wall. Its damage varies depending on the contact of the flames.
 +
*Mole Bomb specializes at digging through thick terrain, which none of the other Special Weapons can do. The three Mole Bombs and lack of turn delay also allow the player to use them for utility.
 +
*Old Woman can be treated as an extra Dynamite that can slowly walk around during a fuse of up to 5 seconds. Compared to Mad Cows, she is more stable; she can be manually exploded, and combined with her slow walking speed and heavy friction she is almost certain to force herself down narrow slopes.
 +
*Homing Pigeon has greater range and is capable of moving around obstacles but is unwieldy at getting around complicated regions. The damage and explosion radius of the pigeon is comparable to a Dynamite.
 +
*Sheep Launcher launches a sheep fixed at half-maximum power, suitable for sending a sheep across long ranges. It can be used in the same manner as a dynamite launcher, or just give a headstart for the sheep to start reaching areas that aren't accessible normally.
 +
*Mad Cow can be sent multiple times per turn, and game gives you 2 in Special Weapons Mode, essentially giving you an equivalent to 2 literally running Dynamites. Unlike Dynamite, however, Mad Cows instantly explode after bumping into a tall surface, including the sides of worms.
 +
*Holy Hand Grenade has an enormous blast radius that deals extreme amounts of damage. Where the Holy Hand Grenade shines that other Special Weapons don't is its concentration of damage.
 +
*Super/Aqua Sheep, despite its massive turn delay and only 1 ammo, is more versatile by its capability to change direction based on player input. Its key strength compared to the other Special Weapons is its capability to fly through open space and tunnels where most weapons are out of reach, and has a reliable way of collecting crates around the map if steered correctly.
  
 
== Criticisms, Problems and Weaknesses ==
 
== Criticisms, Problems and Weaknesses ==

Revision as of 04:57, 12 July 2024

In other languages: English (en) • français (fr) • +/-

Special Weapons, also called Team Weapons in Worms Terminology, are the 8 weapons that can be chosen by editing a team. The chosen weapon will be a mystery to the other players if the scheme being played enabled this option. Also, these weapons will have specific settings regarding power (always at 3 stars), delay and ammo that cannot be altered if "Special Weapon mode" is on, meaning that they won't appear in crates. The only exception will be Super Sheep that will be turned into Aqua Sheep if that "cheat" scheme option is enabled, or via the Wormpot in Worms World Party.

Flame Thrower is the default special weapon, so if players have not yet edited their team, this weapon will be the selected one.

WA and WWP Special Weapons and their specific settings

All powers at 3 stars (except Mole Bomb which is 4), all have value 1 regarding Crate probability. The weapon order is correctly represented here from left to right, ranging from 0 (Flame Thrower) to 7 (Super/Aqua Sheep).

Tactics

Each of the Special Weapons have a particular strength that is suitable for different situations. That being said, some of the Special Weapons are more versatile than others.

  • Flame Thrower is best used for specifically killing off worms trapped against an enclosed area, especially against a wall. Its damage varies depending on the contact of the flames.
  • Mole Bomb specializes at digging through thick terrain, which none of the other Special Weapons can do. The three Mole Bombs and lack of turn delay also allow the player to use them for utility.
  • Old Woman can be treated as an extra Dynamite that can slowly walk around during a fuse of up to 5 seconds. Compared to Mad Cows, she is more stable; she can be manually exploded, and combined with her slow walking speed and heavy friction she is almost certain to force herself down narrow slopes.
  • Homing Pigeon has greater range and is capable of moving around obstacles but is unwieldy at getting around complicated regions. The damage and explosion radius of the pigeon is comparable to a Dynamite.
  • Sheep Launcher launches a sheep fixed at half-maximum power, suitable for sending a sheep across long ranges. It can be used in the same manner as a dynamite launcher, or just give a headstart for the sheep to start reaching areas that aren't accessible normally.
  • Mad Cow can be sent multiple times per turn, and game gives you 2 in Special Weapons Mode, essentially giving you an equivalent to 2 literally running Dynamites. Unlike Dynamite, however, Mad Cows instantly explode after bumping into a tall surface, including the sides of worms.
  • Holy Hand Grenade has an enormous blast radius that deals extreme amounts of damage. Where the Holy Hand Grenade shines that other Special Weapons don't is its concentration of damage.
  • Super/Aqua Sheep, despite its massive turn delay and only 1 ammo, is more versatile by its capability to change direction based on player input. Its key strength compared to the other Special Weapons is its capability to fly through open space and tunnels where most weapons are out of reach, and has a reliable way of collecting crates around the map if steered correctly.

Criticisms, Problems and Weaknesses

Even though these settings were probably designed to make the game balanced, many players don't see them as well balanced, being some weapons considered Overpowered, being top tiers (usually Cows, Pigeons, HHG, Super/Aqua Sheep and Flame Thrower are the most picked) and the others are rarely picked, being considered weaker (usually Moles, Granny and Sheep Launcher). This may vary according to the map + scheme being played, though.

See also

External links

Personal tools