Special Weapons
From Worms Knowledge Base
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, except Mole with 4), delay, ammo, and crate probability (always value 1 - crates might contain them) that cannot be altered if "Special Weapon mode" is on. 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.
Contents
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. It can also be used to push worms far away or make them slide on flames to plop them. Note that Flame Thrower is not as efficient as a Minigun to kill piles, because the flamelets are weakened by each touch of a worm, so multiple worms will split the damage of the flamelets, while a Minigun can cause 100 damage to all worms together. Minigun is not a Special Weapon, though.
- 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. Players should know it has 4 stars of power, although this has minimal impact in gameplay, because the crater diameter of the mole is the same as 3 stars and the extra damage is only 3 HP of max injury of difference.
- 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 has slower walking speed and heavy friction, so 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. It is very valuable because there are x2 of them on your inventory. It is one of the most powerful weapons during the Sudden Death on a cave map. It can also be aimed and marked straight upwards, to the pigeon fly up and down 100% vertically and guarantee a good hit. 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 Cows 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 Old Woman, however, Mad Cows instantly explode after hitting into a tall surface if they're walking on ground, if they hit a vertical wall in mid air, it will not explode, it will bump at it and will eventually change the direction they are facing. Cows are very powerful because they only have 1 single turn of delay, so at the second turn that often times enemy worms are still on bad spots or grouped, they can easily kill worms with 100HP due to the heard of two cows in one turn. Cows can also be dropped on opposite directions, one cow to the left and other to the right to attack multiple worms. With Ninja Rope or Jet Pack, they can be dropped on different floors.
- 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 great capacity of sending worms to the water (by making them fly or by digging a hole to the water). It depends on Fall Damage being activated wisely by players to kill 100HP worms by damage, unlike Mad Cows that can easily kill 100HP worms by damage in one turn. A bad aspect about HHG is that it has a very long delay, so worms are not grouped or exposed as it is common in the beginning and the worms might also have low HP when HHG is finally available making the damage aspect not as efficient.
- 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. It is one of the most powerful weapons during Sudden Deaths on cave maps. Very useful on island maps with short turn time and far away enemy worms.
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
- Special Weapons discussion on NNN forum
- Special Weapons on Servadac's Ultimate WormPage website archive