Ninja Rope
From Worms Knowledge Base
Ninja Rope | |
---|---|
Type: | Movement utility |
Keyboard selection: | F8 (x1) |
Standard effects: | Moves worm |
Present in: | Worms, Worms DC, Worms 2, W:A, WWP |
| ||||||||||||||||||||||||
Angles measured from vertically upward. |
The Ninja Rope is one of the most popular movement utilities in the Worms series. It is also the basis of many schemes, including Shopper, WxW, and Rope Race.
To set unlimited number of shots for a single rope (for playing roping schemes), adjust its power level to 5 stars in the weapon editor.
Tactics
- Useful for getting across the map without losing a turn.
- You can fire weapons from the rope (using the Enter key) and make a quick getaway.
Rope Knocking
Rope knocking is a technique of moving another worm using a rope. It is done by gathering a momentum and flying off of the rope, making your worm bump into another. The best time to rope knock is when a worm or a group of worms is close to a ledge that falls off to either the water or another ledge/platform far bellow. Another usage of rope knocking is making piles of worms to cause more damage. When knocking a worm, you can survive a potentially damaging fall off the edge after knocking by equipping a parachute beforehand. The parachute activates automatically after touching the land if your worms' horizontal speed and height fallen is lower than the limit to receive falling damage. The advantage of rope knocking is that it is a great way of drowning worms close to the edge and does not end your turn. You can use it even on worms immune from attack (due to rules restricting attacking the last player on some schemes). Some schemes are played with rope knocking on, while another ones forbides it.
Rope knocking is disabled in offline games by default. To enable it, execute the registry script OfflineRopeKnocking_On.reg from the Tweaks folder.
In online games, the presence of rope knocking depends on the WormNET channel from which the game was hosted - #AnythingGoes and #RopersHeaven enables it, while #PartyTime disables it. You can also use the wa:// protocol (see Footnote 3 of the ReadMe).
TestStuff and BattyRope modes also force rope knocking to be enabled.
Rope tricks
The following websites contain information about Ninja Rope tricks:
- RopeRacing for Dummies (Direct link) - includes videos of rope logic, basic roping tricks, ...
- RRkit (Direct link ) - tricks with rope, tutorial and maps for Rope Race + other stuff
- No limit freestyle (Direct link) - Rope tricks, videos, maps, etc.
Good methods to practice using the Ninja Rope is the Crazy Crates training and these schemes + variations: Rope Race, Tower Race and all Roping schemes.
BattyRope
BattyRope is a game setting which allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled. It can be enabled by entering "/batty" in the hosting lobby.
Glitches
- There was a trick that allowed a player to fire the Ninja Rope downwards into the terrain. See Indian Rope Trick for more information
- Instant self-bounce/hit of a Ninja Rope weapon drop
- Due to the way collision detection is done for specifically this weapon, the ropes may sometimes pass through thin walls.
- Floating weapon glitch