Difference between revisions of "Pro"

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(Just a Draft [Any Grammar Fix would be Appreciated.])
 
(Ok! As you wished oinky. =D [Any proper revision would be Appreciated.]))
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{{ParentArticle|[[Schemes]]}}
 
{{ParentArticle|[[Schemes]]}}
 
{{ReplayBox2|WO--2011-08-06-0400PM--Pro--Final_Round--K4Tsis_oinky_AduN_avirex-.wagame‎|An 2v2 game with K4Tsis,| oinky, AduN, and avirex}}
 
{{ReplayBox2|WO--2011-08-06-0400PM--Pro--Final_Round--K4Tsis_oinky_AduN_avirex-.wagame‎|An 2v2 game with K4Tsis,| oinky, AduN, and avirex}}
{{Game setup|file=Pro.wsc|scheme=Pro|map=Most cave maps work well|worms=5.}}
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{{Game setup|file=Pro.wsc|scheme=Pro|map=Most cave maps work well|worms=5}}
  
 
[DRAFT]
 
[DRAFT]
'''Pro'' is the standard default scheme which requires great amount of strategy. The definiting element of this game are importance of terrorital control, stockpile, and free worm placement. Weapons started out with previous round without additional weapon stock which stresses the importance using weapon at the right moment. Due to the free worm placement, players won't get the automated spawn luck advantage which occurs in many other schemes.
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'''Pro'' is the standard default scheme that requires great amount of strategy to play well. It's a deathmatch game where players win the game by defeating all of their enemy's worms. The definiting element of this game are the importance of terrorital control and worm and weapon management. Due to limitation of ninja rope and other transportings, it's important to control certain territory to gain major advantage over enemies, so it's generally good to be in higher grounds for more flexible mobility. It's very important to manage worms properly as they should generally shouldn't be too far or close from each other. Having worms too close to each other will create pile problem while being far will make it difficult for worms to help one and another. Weapons started out what's left from previous round without additional weapon stock which stresses the importance using certain weapons sparingly and at the right moment. Despite having variety of weapons in this scheme, all of weapons help make this game very non-linear and balanced.
  
 
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== Additional info ==
[IGNORE THIS]
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Due to the free worm placement setting for this scheme, players won't get the automated spawn luck advantage which help balance the game well. Sudden death also plays major role in this game as people have to figure out when it's going to occur carefully since the sudden death timer is hidden. Using freeze at the right time can help worms to protect from sudden death nuke. As mentioned earlier, having higher ground is advantageous but it's also because it helps protect against water rise as well.
Intermediate is the standard default scheme. It's the one played with on Deathmatch games, and the one selected by default when you go to create a game. This scheme is also commonly reffered to as "Normal", but the term "normal" also usually defines any non-specific game scheme based around the standard Worms gameplay. Certain specific other game types go by their own name e.g. [[Elite]].
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The Intermediate scheme contains a large variety of weapons, with many of the basic weapons in large or infinite supply and more powerful ones more limited. The benefit of this scheme is that it's varied enough to allow a few alternative methods of playing whilst remaining balanced. There is a fair number of transportation and defensive weapons, and Sudden Death results in all worms being reduced to 1 health point. Most players of Worms have played this scheme due to it's prevailence offline, and so most people are familiar with it.
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A misconception about Intermediate is that in it, tactics don't play as large a part as they do in other schemes due to its variety, but this is not the case. Due to its variety, tactics can play a very large part in becoming a good player, due to the way you need to prepare against a large number of alternatives. Similarly, being able to use a large variety of [[Weapons|weapons]] effectively will give the player a significant advantage.
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Revision as of 04:51, 9 October 2011

(Up to Schemes)
  W:A replay
An 2v2 game with K4Tsis, oinky, AduN, and avirex
Download · Info
Game setup
Scheme
Pro:
Download
View scheme settings
Map
Most cave maps work well
Worms
5

[DRAFT] 'Pro is the standard default scheme that requires great amount of strategy to play well. It's a deathmatch game where players win the game by defeating all of their enemy's worms. The definiting element of this game are the importance of terrorital control and worm and weapon management. Due to limitation of ninja rope and other transportings, it's important to control certain territory to gain major advantage over enemies, so it's generally good to be in higher grounds for more flexible mobility. It's very important to manage worms properly as they should generally shouldn't be too far or close from each other. Having worms too close to each other will create pile problem while being far will make it difficult for worms to help one and another. Weapons started out what's left from previous round without additional weapon stock which stresses the importance using certain weapons sparingly and at the right moment. Despite having variety of weapons in this scheme, all of weapons help make this game very non-linear and balanced.

Additional info

Due to the free worm placement setting for this scheme, players won't get the automated spawn luck advantage which help balance the game well. Sudden death also plays major role in this game as people have to figure out when it's going to occur carefully since the sudden death timer is hidden. Using freeze at the right time can help worms to protect from sudden death nuke. As mentioned earlier, having higher ground is advantageous but it's also because it helps protect against water rise as well.

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