Difference between revisions of "Realistic"

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! Weapon !! Max Damage !! Starting ammo !! Crate probabilities
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Revision as of 23:12, 4 November 2021

(Up to Scheme ideas)
Click to watch (W:A + Beta Update required) W:A replay: A Realistic final game with Albus
and Mega`Adnan, taken from a TUS cup
Download · Info
Game setup
Scheme
Realistic:
Download
View scheme settings
Map
any, but randomly-generated islands will work well
Worms
many: if 1vs1 8 worms is recommended, if more players, as many as the map will support for automatic placement will work well

Realistic is a scheme in which the premise is about weapons dealing realistic damage, stronger realistic gravity and friction, instant detonation mines, random worm order, worms being able to keep moving after receiving damage, realistically limited ammo and arsenal of weapons. Many crates have Bazooka and Minigun, infinite Ninja Rope, but only 1 shot, that you can aim below the horizon. The weapons of this scheme are very powerful while the worms have small value HP (easy to kill and easy to die). Air Strike and Napalm Strike are the most powerful weapons (but the x1 Dynamite is very powerful too). Think of magic bullet as an artificial intelligence missile. This scheme has no rules.

Detailed scheme settings

  • Loss of control doesn't end turn
  • Each Worm starts with 51HP
  • The only weapons which cannot kill a healthy worm are: Blow Torch (12 damage first contact), Bow (2 x 22 dmg), and Mine (standard damage);
  • Petrol decay is few times slower;
  • Only weapons and HP crates are falling, up to 2 per move, up to 9 on map (63,5% weapon, 35% hp, 1,5% no crate);
  • HP crates give +12;
  • Worms are placed randomly
  • 14 seconds of Hot-Seat time
  • 27 seconds for moving
  • After using a weapon you have 8 seconds before your turn ends (you still have 8 sec to move even if you haven't used weapon);
  • Fall Damage is triggered by explosions
  • Amount of flames from Napalm Strike is increased few times, making it very powerful and terrain-penetrating. It's a weapon with big area of effect.
  • Sudden Death occurs after 7 minutes: water rises 5 pixels and 1 toxic damage between turns.

Weapon settings

Weapon Max Damage Starting ammo Crate probability
Handgun 60 5 -
Grenade 75 2 3.9%
Uzi 100 2 1.9%
Dynamite 112 1 5.9%
Longbow 2 x 22 3 -
Mine 45 1 1.9%
Blow Torch 12 (first contact) 3 -
Petrol Bomb 18 (explosion) 1 1.9%
Bazooka 100 0 23.7%
Homing Missile 100 0 11.8%
Battle Axe 75% 0 1.9%
Flame Thrower 8,96 each 0 9.9%
Holy Hand Grenade 100 0 1.9%
Girder - 0 5.9%
Ninja Rope - Infinite -
Bungee - Infinite -
Parachute - Infinite -
Laser Sight - Infinite -
Worm Select - 1 0.9%
Airstrike 60 per rocket 1 1.9%
Napalm Strike  ? (a lot) 1 1.9%
Prod - Infinite -
Minigun 200 0 13.8% -
Shotgun 2 x 50 0 9.9% -
Patsy's Magic Bullet 100 1 -

Tips and tactics

  • Since in this scheme it is very easy to a worm die (due to low HP worms and massive power weapons), standing near the water is not as worrisome as putting worms together in a pile. A single Dynamite often kills 3 worms (creating a very big crater on the map), for example.
  • The rope is infinite, so in a scheme in which the gravity is so high that the jumps are tiny, you should use it for locomotion being careful not to take damage from instant mines (however sometimes it worths self-damaging at them, to get access of an area to perform an attack, since they usually don't kill initial health worms), reminding that the rope has one single shot.
  • Be aware of all the weapon powers, finding a Homing Missile or simply a Bazooka in a crate means a powerful destruction similar to the goddamn dynamite from far away. A Mine, though, has normal 3-star power, so it will not kill an initial health worm by the explosion damage, but since Fall Damage is triggered by explosions it is not so difficult to use Fall Damage in your favor to kill a worm.
  • Use your grenades wisely at the beginning, since they cause a big crater (good for piles), save your dynamite to kill at least 2 worms and be aware of the delay of Air Strike, Napalm Strike and Magic Bullet, they are free powerful weapons for all players.
  • The Handgun can kill initial health worms, but to do that the shots must be very well aimed. Sometimes it is better to guarantee a kill with a Uzi than risking with the Handgun. The bigger than usual craters of the Handgun can also be used to open paths if you are in a closed cave, once there are no teleports in this scheme and the Blow Torches are limited (x3 ammo).
  • Napalm Strike's power is set to 15, include on top of this the high gravity + the increased limit of flamelets and watch hidden underground worms die. The penetration capacity of the flamelets on the terrain is surprisingly big: the flamelets concentrate at the terrain depressions, causing very deep holes.

Variations

There is also a version of this scheme released on 15th September 2021 (created by the same author) for playing with those, who have older versions of game. There are no v3.8 features like the high gravity, friction and other options: it's poorer, but if needed, it can be downloaded.

History

The author of the scheme is czlowiek-kredens, the first versions of it were created around the north hemisphere spring of 2021, the latest update dating 26th August 2021. The scheme was released on TUS on 20th June 2021.

Competitive events

A Realistic TUS cup happened in September 2021, organized by the author of the scheme along with FoxHound.

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