Difference between revisions of "Jet Pack War"

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{{Game setup|file=Jet Pack War.wsc|scheme=Jet Pack War|map=Any open island map that lets the Jet Pack go through anywhere|worms=As many as the map will support for automatic placement}}
 
{{Game setup|file=Jet Pack War.wsc|scheme=Jet Pack War|map=Any open island map that lets the Jet Pack go through anywhere|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 worms of the opponents and survive.  The original name of the scheme was ''Jet for Boom'', but it was renamed to gain popularity.
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'''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.  The scheme's original name was ''Jet for Boom'', but it was renamed to gain popularity.
  
 
== Map ==
 
== Map ==
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=== General ===
 
=== General ===
  
Since artillery mode (anchor mode) is enabled, worms must move and attack from the [[Jet Pack]].  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.  The only infinite weapon besides the jet pack is [[Dynamite]], which is set to power 1, significantly hindering its ability to launch worms into water from a long distance.  Players are provided 3 [[mine|mines]], which deal more damage than the unlimited Dynamite.  Mine power is set to 14, enabling them to launch worms into the water from long distances.  1 [[Ming Vase]] with a delay of 5 turns is provided to cause devastation where necessary later in the game.  1 [[Low Gravity]] is provided to be combined with any of the 3 weapons for increased worm launch distance.  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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Since artillery mode (anchor mode) is enabled, worms must move and attack from the [[Jet Pack]].  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.  The only unlimited weapon besides the jet pack is [[Dynamite]], which is set to power 1, significantly hindering its ability to launch worms into water from a long distance.  Players are provided 3 [[mine|mines]], which deal more damage than the unlimited Dynamite.  Mine power is set to 14, enabling them to launch worms into the water from long distances.  1 [[Ming Vase]] with a delay of 5 turns is provided to cause devastation where necessary later in the game.  1 [[Low Gravity]] is provided to be combined with any of the 3 weapons for increased worm launch distance.  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.
  
 
=== Jet Pack ===
 
=== Jet Pack ===

Revision as of 09:58, 5 June 2010

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: An excellent Jet Pack War match with
FoxHound and Bob-MarleyCassio
Download · Info
Game setup
Scheme
Jet Pack War:
Download
View scheme settings
Map
Any open island map that lets the Jet Pack go through anywhere
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. The scheme's original name was Jet for Boom, but it was renamed to gain popularity.

Map

Jet Pack War.png

Players must be able to access every surface on the map. Choosing an open island map without closed spaces allows this. Bridges and other map objects may close areas of the map, so setting Bridge and Terrain object counts to 1 in the Map Editor is recommended.

Tips and Strategies

General

Since artillery mode (anchor mode) is enabled, worms must move and attack from the Jet Pack. 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. The only unlimited weapon besides the jet pack is Dynamite, which is set to power 1, significantly hindering its ability to launch worms into water from a long distance. Players are provided 3 mines, which deal more damage than the unlimited Dynamite. Mine power is set to 14, enabling them to launch worms into the water from long distances. 1 Ming Vase with a delay of 5 turns is provided to cause devastation where necessary later in the game. 1 Low Gravity is provided to be combined with any of the 3 weapons for increased worm launch distance. 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.

Jet Pack

Deactivating the Jet Pack

  • Pressing space resets all horizontal velocity, which is handy for landing on isolated pixels where you are a difficult target.
  • 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.

Jet Pack's fuel

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.

The Jet Pack's Retreat Time

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.

Dropping explosives back

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.

Ming Vase

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's trick), making the worm fly very high and receiving a lot of damage.

Mines

  • They deal a good amount of damage and are very useful for launching worms in to the water. Beware the limited ammo (x3) of them.
  • If a mine didn't activate, remember where it is. If someone falls on it, it will not act as a terrain mine would, but instead will deal a lot more damage.

Dynamites

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 max 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).

Low Gravity

Useful for drowning the opponent's worms. It can be combined with:

  • Ming Vase: The clusters will go onto a larger area and the probability to make a worm drown is very high.
  • Mines: When the mine is well positioned, the probability to make a worm drown is high. If badly positioned: average.
  • Dynamites: When the dynamite is well positioned, the probability to make a worm drown is average. If badly positioned: low.

Health crates

Giving 35HP to a worm for each crate, they can make a worm with very low HP become quite healthy again, giving a 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.

Fall damage

508% is more than 5x the normal fall damage, and this is really dangerous, so beware. Sometimes the fall damage is not activated, depending on the way that the worm fell. Usually when blood appears after a fall, it indicates that the Fall Damage was activated. It can be easily utilised to kill worms in high places (this can be used by the players as a strategy). A good protection against the fall damage is stocking up on HP, Health crates help a lot with that.

Using the hot keys

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.

Mines of the terrain

They can be 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. The players must be careful where they will land because their worm might land on a mine.

Sudden Death

If your opponent has a lot of HP, waiting for the sudden death will be an easier way to kill worms (because the water will rise). On the other hand, Sudden Death can also be good for the player with a lot of HP, because Sudden Death stops the appearence of health crates, and does not give HP to the opponent.

Hiding far away from the opponent

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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