Difference between revisions of "Paranoia"

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Line 11: Line 11:
 
* Fire Punch is replaced by Dragon Ball.
 
* Fire Punch is replaced by Dragon Ball.
 
* There's no retreat time, except if you drop a mine (5 seconds).
 
* There's no retreat time, except if you drop a mine (5 seconds).
 +
* There are some instant mines around the map.
 
* Worms' health is 65.
 
* Worms' health is 65.
 
* Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds.
 
* Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds.
Line 19: Line 20:
 
* You need to hold all the needed keys before your turn arrives. That are:
 
* You need to hold all the needed keys before your turn arrives. That are:
 
** F-key for a weapon
 
** F-key for a weapon
** Number key for grenade fuse (it will be set depending on which keys you press)
+
** Number key for grenade fuse or bounce (works only if the last used weapon was Grenade)
 
** Spacebar
 
** Spacebar
 
** T button if you wish
 
** T button if you wish

Revision as of 20:56, 22 August 2012

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay:
An example game of Paranoia
Download · Info
Game setup
Scheme
Paranoia:
Download
View scheme settings
Map
Specially designed map [1]
Worms
4 to 8

Paranoia is a scheme similar to hysteria, except the turn time and hotseat delay are 0 seconds, which involves the need in concentrated play, as being prepared to the turn by already holding all the needed keys before the turn starts.

Differences to Hysteria

  • Hotseat and turn time are 0 seconds.
  • There arent't Jetpack, Low Gravity, Teleport because you don't have time for them.
  • Fire Punch is replaced by Dragon Ball.
  • There's no retreat time, except if you drop a mine (5 seconds).
  • There are some instant mines around the map.
  • Worms' health is 65.
  • Round length is 1 second, although it never gets exhausted because all the turns are 0 seconds.

Tips and Recommendations

  • While talking in the chat, don't forget about your upcoming turn! If you don't press all the keys before the turn, you're doomed.
  • You need to hold all the needed keys before your turn arrives. That are:
    • F-key for a weapon
    • Number key for grenade fuse or bounce (works only if the last used weapon was Grenade)
    • Spacebar
    • T button if you wish
  • Use a team in which you know the going order of your worms (either remembering or numbering is allowed)



Scheme idea by StepS, maps by MEDVEDxEvilPunk

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