Difference between revisions of "Super Teleport"

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{{ParentArticle|[[Weapons (Worms Unlimited)]]}}
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A simple device which acts like a regular teleport except that it does not end your turn after use.
 
A simple device which acts like a regular teleport except that it does not end your turn after use.
  
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This tool is a shopper's dream. Multiple Super Teleports would allow for mass crate collection as your worm hops about the map, and could even be used for detonating mines and then teleporting out of the way. More importantly the Super Teleport allows you to invade enemy territory and still have time to do the enemy a nasty injury, since your turn isn't lost.
 
This tool is a shopper's dream. Multiple Super Teleports would allow for mass crate collection as your worm hops about the map, and could even be used for detonating mines and then teleporting out of the way. More importantly the Super Teleport allows you to invade enemy territory and still have time to do the enemy a nasty injury, since your turn isn't lost.
  
A cheap weapon in that it could often be saved for the final kill, if the enemy is trying to hide his last worm out of harms way. But with the [[Teleport Block]] weapon a possibility, this weapon isn't too powerful.
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A cheap weapon in that it could often be saved for the final kill, if the enemy is trying to hide his last worm out of harms way. But with the [[Teleport Inhibitor]]
 
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weapon a possibility, this weapon isn't too powerful.
 
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[[Category:Hypothetical weapons]]
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Latest revision as of 19:18, 15 October 2007

A simple device which acts like a regular teleport except that it does not end your turn after use.

I wouldn't be surprised if programming this weapon involved merely flicking a switch on the standard teleport code.

This tool is a shopper's dream. Multiple Super Teleports would allow for mass crate collection as your worm hops about the map, and could even be used for detonating mines and then teleporting out of the way. More importantly the Super Teleport allows you to invade enemy territory and still have time to do the enemy a nasty injury, since your turn isn't lost.

A cheap weapon in that it could often be saved for the final kill, if the enemy is trying to hide his last worm out of harms way. But with the Teleport Inhibitor weapon a possibility, this weapon isn't too powerful.

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