Difference between revisions of "Jet Pack War"

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{{ParentArticle|[[Scheme ideas]]}}
 
{{ParentArticle|[[Scheme ideas]]}}
{{ReplayBox|Jet Pack War.WAgame|An excellent Jet Pack War match with|FoxHound and Bob-MarleyCassio}}
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{{ReplayBox|Jet Pack War.WAgame|A Jet Pack War match using the first version|of the scheme, with FoxHound and Bob-MarleyCassio}}
 
{{Game_setup
 
{{Game_setup
 
|file=Jet_Pack_War.wsc
 
|file=Jet_Pack_War.wsc
 
|scheme=Jet Pack War
 
|scheme=Jet Pack War
|map=Any open island map
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|map=Open island maps. Best played on maps where the Jet Pack can go through anywhere. ([http://www.blamethepixel.com/filedownload.php?id=4224 examples])
 
|worms=As many as the map will support for automatic placement
 
|worms=As many as the map will support for automatic placement
 
}}
 
}}
  
'''Jet Pack War''' (or '''JPW''') is a scheme based on [[Hysteria]]. The premise is that the worms have '''4 seconds''' per turn to attack with drop-and-run weapons from the [[Jet Pack]].  The objective is to eliminate all opponents' worms and survive.
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'''Jet Pack War''' (JPW) is a scheme inspired by the [[Hysteria]] scheme. Players are given a generous 4 seconds of turn time in which to move and attack, and unlimited Jet Packs with which to do so. The main differences with Hysteria are the increased fall damage (508%), the plentiful supply of health crates, and the somewhat more restricted weapons arsenal - only a few drop-and-run explosives are available. This latter difference, along with artillery mode (a.k.a. anchor mode), require the Jet Pack to be used for the vast majority of attacks. Many strategies and techniques that are used in Hysteria, however, are useful in this scheme also.
  
== Detailed information and tips ==
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As with Hysteria, 5 seconds of retreat allow players to glide around the map on the jetpack after dropping an explosive. In this scheme, this additional time can be used to collect health crates, but players should be careful not to run out of retreat time at the wrong moment: the extreme fall damage can easily wipe out any collected health.
  
=== General ===
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{{anchor|Map}}
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[[Image:Jet Pack War.png|thumb|Ideal map: Jet Pack can go access anywhere]]
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Ideally, the scheme is played on an open-island map with no enclosed spaces, to ensure that everywhere is accessible to the Jet Pack and that no worms begin the game stuck. Selecting the map this carefully however tends to be tedious (as it requires checking how the terrain will be decorated with objects), so teleports are provided for the evaculation of any enclosed worms.
  
Since artillery mode (anchor mode) is enabled, worms must move and attack from the [[Jet Pack]]. It needs to be fast because of the 4 seconds of turn time. A health crate containing 35 health will be placed each turn.  Fall damage is set to 508% and worm health is set to 155, so players must be careful not to fall from high enough to take fall damage.
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== Weapons ==
  
Beside jet packs, each player is equipped with the following weapons and utilites:
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Along with unlimited Jet Pack and three 'emergency' teleports, players are equipped with unlimited dynamite and cows, three mines and a ming vase. A single low gravity is also available, which can help blast worms into the water, or create more widespread destruction with the ming vase.
*3 [[Teleport]]s, to escape from closed areas in the begining of the game.
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*Unlimited [[Dynamite]]s, blowing 15% weaker, significantly hindering its ability to launch worms into water from a long distance.  
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*3 [[mine]]s, which deal more damage than the unlimited Dynamite.  Mine explosion (58% stronger) is the same of the normal dynamite, enabling them to launch worms into the water from long distances.
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*1 [[Ming Vase]] with a delay of 5 turns, which is provided to cause devastation where necessary later in the game.
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*1 [[Low Gravity]], which can be combined with any of the 3 weapons for increased worm launch distance, and the probability of making a worm drown.
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When [[Sudden Death]] strikes after 80 seconds of spent turn time, no more health crates will appear and the water will rise. Retreat time is set to 5 seconds to facilitate the collection of crates and hiding after an attack.
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Though unlimited, the dynamite's crater diameter is 15% weaker, making it more difficult to blast worms into the water. However, its fuse can help guage retreat time on the Jet Pack, as retreat time will run out at the same time that the dynamite explodes.
  
Due to the limited time to attack it is very important to choose your weapons fast, so learning all the required F-keys helps a lot.
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Mines' crater diameter, on the other hand, is 58% stronger. This makes them considerably more powerful than dynamite, and so only three are provided.
  
=== [[Jet Pack]] ===
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The cows offer an interesting twist to the scheme. Their damage is zero, so they are not useful for attacking, but can be used to collect crates. Retreat time only activates after the last cow is dropped, so more flight time can be gained by dropping the maximum number of cows. However, jetpack fuel still depletes while the cows are being released... so care should be taken when deploying this tactic. Cows can also be handy for protecting your own worms from taking damage when the time or even the fuel are running out: the Jet Pack worm will not fall due to the retreat time and the cows won't damage your worms on the terrain.
  
==== Fuel ====
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== Strategies ==
  
When a worm is in a lower place, going higher will require a lot of fuel. Bear this in mind, as running out of fuel and taking a fall with the 508% of fall damage ''may'' kill your worm. Another choice is to attack a worm in a lower place and use the retreat time to get up.
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Besides those below, most of the strategies from [[Hysteria]] can be applied here as well.
  
==== Dropping explosives back ====
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=== Applying knowledge about the Fall Damage ===
  
Sometimes when you drop an explosive forward, it hits your worm and does not fall as you had aimed. A good way to avoid this is by releasing the explosive with the worm facing back.
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Having notion about the [[Fall Damage#Activation "failure"|Fall Damage's activation "failure"]] and applying it to the game is something very useful, because the damage taken by the fall will be 5.08x stronger. You can be prudent landing your worm to a safe place where is hard to the opponent apply the Fall Damage or you can drop an explosive to induce the adversary's worm hit the map before reaching the ground to activate the Fall Damage.
  
==== Retreat Time ====
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=== Back-facing weapon drops ===
  
It can be used to push mines onto the enemy, collect health crates, receive more time to escape, and cover for the loss of fuel.
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Sometimes when you drop an explosive forward, it hits your worm and does not fall as you had aimed. A good way to avoid this is by releasing the explosive with the worm facing back.
  
==== Deactivation ====
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=== Landing on isolated pixels ===
  
* Pressing space resets all horizontal velocity, which is handy for landing on isolated pixels where you are a difficult target.
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This strategy will make you a difficult target, since it will reduce the dropable zone on your worm. This tip is especially good for worms with low HP, because they can be easily killed on the main terrain and in most cases of this scheme, quantity (worms) is more important than quality (health). A good way for landing on pixels is resetting all horizontal velocity of the worm using the Jet Pack by pressing space (beware not to miss the pixel).
* Running out of Jet Pack's retreat time keeps the worm's movement. This can be useful if landing with no care about if the worm will hit or slide on the terrain. This tip can be explored on decline terrains.
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=== [[Fall Damage]] ===
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== History ==
  
508% is more than 5x the normal fall damage, and this is really dangerous, so beware. If the [[Fall Damage#Activation "failure"|activation "failure"]] is well known it is possible to kill worms in high places depending on the situation. A good protection against the fall damage is stocking up on HP with the Health crates.
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[[User:FoxHound|FoxHound]] created this scheme in 2009 thinking about making a scheme with short turn time like [[Hysteria]], using the Jet Pack more and with no rules. The scheme's original name was ''Jet for Boom'', but it was renamed to gain popularity, after [[User:Lex|Lex]]'s suggestions. The scheme had been created, tested and divulged before the existence of the [[Worms Scheme Contest]], so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.".
  
=== [[Dynamite]]s ===
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On July 2010, teleports were added to the scheme after [[User:UISxFighter|Fighter]]'s suggestion. Before then, the scheme could only be played on the [[#Map|recommended map]]. A few days after, cows were added to the scheme too.
  
When you need more time to move, dropping a dynamite will activate the retreat time, giving you extra time to hide and collect crates. Dynamite's maximum damage is 59 (without fall damage). It is useful for dealing damage without wasting ammo. They can also help you to know when the retreat time of the [[Jet Pack]] will end: when the dynamite explode (after the time reaches 0).
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{{todo
 
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| Upload a replay using the latest scheme update
=== [[Mine]]s ===
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}}
 
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* Player mines deal a good amount of damage and are very useful for launching worms into the water. Beware the limited ammo (x3) of them.
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* If a player mine didn't activate, remember where it is, because it can't be distinguished from terrain mines and will deal a lot more damage.
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* Terrain mines can be pushed by the Jet Pack to do an extra attack and if the player aims well or just has luck, they can make a combo in the attack.
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=== [[Ming Vase]] ===
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It can be very useful when you are about to lose, or when you need to kill a worm with a lot of HP. Use the Ming Vase when a group of your opponents' worms are close to each other (for the clusters kill everybody). It can also be helpful when placed underneath a worm with a lot of HP to make all the clusters explode at once (the same way as the [[Cluster_Bomb#Tactics|Cluster Bomb's trick]]), making the worm fly very high and receiving a lot of damage.
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=== Health crates ===
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Giving 35HP to a worm for each crate, they can make a worm with very low HP become quite healthy again, giving another chance for someone about to lose. They can also compensate for the increased fall damage, giving worms more HP to cope with the falls. If your opponent has little HP, don't leave crates left.
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== Strategies ==
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Some of the strategies are from [[Hysteria]] and can be applied here as well.
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=== Administering the opponent's worms ===
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Since the health crates give 35HP, worms with very low HP can become quite healthy again. Killing those worms will not let the opponent take this advantage. On the other hand, if the opponent has less worms than you, he/she can explore the worm rotation to easily kill your worms.
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=== Killing healthy worms at once ===
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Sometimes an opponent worm is too healthy. When this happens, kill it at once will be very helpful. The easier way is by drowning it into the water, because the fall damage gives no 100% sure about the worm's death. The [[Low Gravity]] can be very useful for drownings, the same way that a well positioned weapon can also explore the fall damage.
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=== Hiding far away from the opponent ===
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It can be useful when you want to protect yourself against attacks, and search for health crates to receive more HP. This method can also make the opponent stop in the middle of the map (on a tentative to attack), making this way an easy method to attack him/her without recieving damage.
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=== Waiting for Sudden Death ===
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Waiting for the sudden death may be very useful to easily kill worms. It stops the appearence of health crates, as well as letting the water rise.
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== History ==
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[[User:FoxHound|FoxHound]] created this scheme thinking about creating a scheme with short turn time like [[Hysteria]], using the Jet Pack more and with no rules. The scheme's original name was ''Jet for Boom'', but it was renamed to gain popularity, after [[User:Lex|Lex]]'s suggestions. The scheme was created, tested and divulged before the existence of the [[Worms Scheme Contest]], so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.". On July 2010, teleports were added to the scheme after [[User:UISxFighter|Fighter]]'s suggestion and no need anymore a specific map.
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Revision as of 06:09, 7 May 2011

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: A Jet Pack War match using the first version
of the scheme, with FoxHound and Bob-MarleyCassio
Download · Info
Game setup
Scheme
Jet Pack War:
Download
View scheme settings
Map
Open island maps. Best played on maps where the Jet Pack can go through anywhere. (examples)
Worms
As many as the map will support for automatic placement

Jet Pack War (JPW) is a scheme inspired by the Hysteria scheme. Players are given a generous 4 seconds of turn time in which to move and attack, and unlimited Jet Packs with which to do so. The main differences with Hysteria are the increased fall damage (508%), the plentiful supply of health crates, and the somewhat more restricted weapons arsenal - only a few drop-and-run explosives are available. This latter difference, along with artillery mode (a.k.a. anchor mode), require the Jet Pack to be used for the vast majority of attacks. Many strategies and techniques that are used in Hysteria, however, are useful in this scheme also.

As with Hysteria, 5 seconds of retreat allow players to glide around the map on the jetpack after dropping an explosive. In this scheme, this additional time can be used to collect health crates, but players should be careful not to run out of retreat time at the wrong moment: the extreme fall damage can easily wipe out any collected health.

Ideal map: Jet Pack can go access anywhere

Ideally, the scheme is played on an open-island map with no enclosed spaces, to ensure that everywhere is accessible to the Jet Pack and that no worms begin the game stuck. Selecting the map this carefully however tends to be tedious (as it requires checking how the terrain will be decorated with objects), so teleports are provided for the evaculation of any enclosed worms.

Weapons

Along with unlimited Jet Pack and three 'emergency' teleports, players are equipped with unlimited dynamite and cows, three mines and a ming vase. A single low gravity is also available, which can help blast worms into the water, or create more widespread destruction with the ming vase.

Though unlimited, the dynamite's crater diameter is 15% weaker, making it more difficult to blast worms into the water. However, its fuse can help guage retreat time on the Jet Pack, as retreat time will run out at the same time that the dynamite explodes.

Mines' crater diameter, on the other hand, is 58% stronger. This makes them considerably more powerful than dynamite, and so only three are provided.

The cows offer an interesting twist to the scheme. Their damage is zero, so they are not useful for attacking, but can be used to collect crates. Retreat time only activates after the last cow is dropped, so more flight time can be gained by dropping the maximum number of cows. However, jetpack fuel still depletes while the cows are being released... so care should be taken when deploying this tactic. Cows can also be handy for protecting your own worms from taking damage when the time or even the fuel are running out: the Jet Pack worm will not fall due to the retreat time and the cows won't damage your worms on the terrain.

Strategies

Besides those below, most of the strategies from Hysteria can be applied here as well.

Applying knowledge about the Fall Damage

Having notion about the Fall Damage's activation "failure" and applying it to the game is something very useful, because the damage taken by the fall will be 5.08x stronger. You can be prudent landing your worm to a safe place where is hard to the opponent apply the Fall Damage or you can drop an explosive to induce the adversary's worm hit the map before reaching the ground to activate the Fall Damage.

Back-facing weapon drops

Sometimes when you drop an explosive forward, it hits your worm and does not fall as you had aimed. A good way to avoid this is by releasing the explosive with the worm facing back.

Landing on isolated pixels

This strategy will make you a difficult target, since it will reduce the dropable zone on your worm. This tip is especially good for worms with low HP, because they can be easily killed on the main terrain and in most cases of this scheme, quantity (worms) is more important than quality (health). A good way for landing on pixels is resetting all horizontal velocity of the worm using the Jet Pack by pressing space (beware not to miss the pixel).

History

FoxHound created this scheme in 2009 thinking about making a scheme with short turn time like Hysteria, using the Jet Pack more and with no rules. The scheme's original name was Jet for Boom, but it was renamed to gain popularity, after Lex's suggestions. The scheme had been created, tested and divulged before the existence of the Worms Scheme Contest, so when the scheme was sent to the 2010 contest it was not accepted due to the rule: "The scheme has to be completely unseen by the public before and during the contest.".

On July 2010, teleports were added to the scheme after Fighter's suggestion. Before then, the scheme could only be played on the recommended map. A few days after, cows were added to the scheme too.


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  • Upload a replay using the latest scheme update
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