Difference between revisions of "Talk:Weapons"

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m (New page: Dumping this information here for the moment: ~~~~ ---- Weapon Power Settings - what they mean Items marked with a *** require an external scheme editor to effect. With all weapons exce...)
 
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== the "criticisms" sections ==
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I'm not sure I approve of the "criticisms, problems and weaknesses" sections on most of these weapons pages. It seems to me that all the criticisms are redundant or frivolous. Here's a breakdown of all the 'criticisms' I've seen so far:
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* this weapon requires practice
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* this weapon does shit damage
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* a different weapon does the same thing with more damage
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* a different weapon can do something that this one can't
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* this weapon does something unexpected and harmful (eg. a bug)
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the only valid criticism is that last one, and so few weapons are afflicted by bugs that it's not worth having a whole section one each weapon page for it. A trivia or details section like the HHG or Clusters pages have should be enough for any curiosities in the way the weapon works.
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Anyway I just want to see if there are any objections before i start trundling through all the pages changing everything [[User:Run!|Run!]] 07:23, 22 February 2008 (MST)

Revision as of 14:23, 22 February 2008

Dumping this information here for the moment: Run! 14:21, 10 February 2008 (MST)


Weapon Power Settings - what they mean

Items marked with a *** require an external scheme editor to effect. With all weapons except for those noted below, the damage goes like this:

  • power 11 = 50% of power 3 ***
  • power 12 = 70% of power 3 ***
  • power 1 = 80% of power 3
  • power 2 = 90% of power 3
  • power 3 = 100% of power 3
  • power 4 = 110% of power 3
  • power 5 = 120% of power 3
  • power 19 = 130% of power 3 ***
  • power 14 = 150% of power 3 ***
  • power 15 = 200% of power 3 ***

With Flame Thrower, the amount of flame it throws varies by the above rule, but the power of the flame does not.

Holy Hand Grenade maxes out at power 3.

With Handgun, Uzi and Minigun, the bullet spread actually changes by the above rule (so at a higher power it will be less accurate).

With Mortar, Cluster Bomb, Banana Bomb, Air Strike, and Napalm Strike, not only does the power of each piece follow the above rule, but the number of pieces (clusters, missiles, bits of napalm) changes as well:

  • power 11 = 50% as much damage, 50% as many pieces = 25% total effect ***
  • power 6 = 80% as much damage, 50% as many pieces = 40% total effect ***
  • power 12 = 70% as much damage, 70% as many pieces = 49% total effect ***
  • power 7 = 90% as much damage, 70% as many pieces = 63% total effect ***
  • power 1 = 80% as much damage, 80% as many pieces = 64% total effect
  • power 2 = 90% as much damage, 90% as many pieces = 81% total effect
  • power 3 = 100% as much damage, 100% as many pieces = 100% total effect
  • power 4 = 110% as much damage, 110% as many pieces = 121% total effect
  • power 5 = 120% as much damage, 120% as many pieces = 144% total effect
  • power 9 = 110% as much damage, 150% as many pieces = 165% total effect ***
  • power 14 = 150% as much damage, 130% as many pieces = 195% total effect ***
  • power 10 = 120% as much damage, 200% as many pieces = 240% total effect ***
  • power 15 = 200% as much damage, 150% as many pieces = 300% total effect ***

Skunk poison and longbow damage goes

  • power 1 = 50% of power 3
  • power 2 = 70% of power 3
  • power 3 = 100% of power 3
  • power 9 = 130% of power 3 ***
  • power 4 = 150% of power 3
  • power 5 = 200% of power 3

Axe damage goes

  • power 1 = 25%
  • power 2 = 35%
  • power 3 = 50%
  • power 4 = 65%
  • power 5 = 75%

Rope:

  • power 1 = 1 shot, max length 294 pixels, initial angle restricted to 45° from straight up
  • power 2 = 2 shots, max length 336 pixels, initial angle restricted to 45° from straight up
  • power 3 = 2 shots, max length 378 pixels, initial angle restricted to 90° from straight up
  • power 4 = 3 shots, max length 420 pixels, initial angle restricted to 90° from straight up
  • power 5 = unlimited, max length 462 pixels, initial angle restricted to 90° from straight up
  • WWP super rope = unlimited, max length 840 pixels, initial angle restricted to 162° from straight up, 1/3 roping friction compared to normal

Girder radius:

  • power 1 = 200 pixels
  • power 2 = 400 pixels
  • power 3 = 600 pixels
  • power 4 = 800 pixels
  • power 5 = 1000 pixels
      • [using external scheme editor, this can be increased in steps of 200]

the "criticisms" sections

I'm not sure I approve of the "criticisms, problems and weaknesses" sections on most of these weapons pages. It seems to me that all the criticisms are redundant or frivolous. Here's a breakdown of all the 'criticisms' I've seen so far:

  • this weapon requires practice
  • this weapon does shit damage
  • a different weapon does the same thing with more damage
  • a different weapon can do something that this one can't
  • this weapon does something unexpected and harmful (eg. a bug)

the only valid criticism is that last one, and so few weapons are afflicted by bugs that it's not worth having a whole section one each weapon page for it. A trivia or details section like the HHG or Clusters pages have should be enough for any curiosities in the way the weapon works.

Anyway I just want to see if there are any objections before i start trundling through all the pages changing everything Run! 07:23, 22 February 2008 (MST)

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