Difference between revisions of "Teleport"

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(Added jump post-teleport glitch.)
(I put the gif from BnA page here too. It is a type of telecide.)
 
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{{ParentArticle|[[Game logic]]}}
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{{ParentArticle|[[Weapons]]}}
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[[Image:telecide mine + oil drum.gif|frame|left|Creative telecide using the mine to kill a 17HP worm, causing grave explosion to blow an oil drum that killed 1 worm and almost the other one too. [[Low Gravity]] was used.]]
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{{Weapon|[[Image:Teleporticon.png]]|Teleport
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|Movement utility
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|F8 (x4)<br />{{i-wdc}} F6 (x3)
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|Moves worm
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|Worms, Worms DC, Worms 2, W:A, WWP}}
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__NOTOC__
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[[Image:Teleport_mine_knock_attack.gif|thumb|right|The "miracle teleknock"]]
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The '''Teleport''' (sometimes referred as '''Tele''' in [[Terminology|worms terminology]]) is the ultimate in worm movement utilities. There isn't anywhere a worm armed with a teleport cannot go, as it allows the worm to move instantly into any empty space that it can fit into. Unfortunately, it also causes the worm to end it's turn, unlike the other movement utilities.
  
The teleport is the ultimate in worm movement utilities. There isn't anywhere a worm armed with a teleport cannot go, as it allows the worm to move instantly into any empty space that it can fit into. Unfortunately, it also causes the worm to end it's turn, unlike the other movement utilities.
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== Tips and tactics ==
 
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* The teleport is best used when your worm is in serious trouble in his current location and it's not worthwhile using another utility to escape (or you don't have one). It's especially useful during sudden death if your worm is trapped and the water is rising right under him.
== Basic Facts ==
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{|
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|-
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! Weapon select code
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| F8 x 4
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|-
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! Type
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| Movement utility
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|-
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! Damage
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| None
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|}
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== Tactics ==
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* The teleport is best used when your worm is in serious trouble in his current location and it's not worthwhile using another utility to escape (or you don't have one). It's especially useful during sudden death if your worm is trapped and the water is rising right next to him.
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* There is no range limit on the teleport, so you can move from one end of a large map to the other in a single mouse press. It's very easy to use.
 
* There is no range limit on the teleport, so you can move from one end of a large map to the other in a single mouse press. It's very easy to use.
* If you have a worm with very low health, you can teleport high into the air above an enemy worm and kill your worm with the fall damage, allowing you to hurt the enemy when your worm explodes. This is very useful during the one health sudden death mode and you have more worms than your opponent.
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* If you have a worm with very low health, you can teleport high into the air above an enemy worm and kill your worm with the fall damage, allowing you to hurt the enemy when your worm explodes. This is very useful during the one health sudden death mode and you have more worms than your opponent. This tactic can be referred as "Telecide".
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* As this weapon uses the mouse cursor, it can be used to point something on the map to other players.
  
 
== Criticisms, Problems and Weaknesses ==
 
== Criticisms, Problems and Weaknesses ==
 
 
* Using the teleport ends your turn, so you can't attack or set up a defensive [[Girder]] after moving your worm. This usually leaves you open to attack before your next turn.
 
* Using the teleport ends your turn, so you can't attack or set up a defensive [[Girder]] after moving your worm. This usually leaves you open to attack before your next turn.
 
* Similarly, all of the other movement utilities will allow you to attack and retreat, so teleports are usually only used in desperate situations.
 
* Similarly, all of the other movement utilities will allow you to attack and retreat, so teleports are usually only used in desperate situations.
  
== Glitches ==
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== Tricks and glitches ==
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* It's possible to [[Teleport jump|jump and/or turn right after teleporting]].
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* A Teleport may be [[Firing targeted weapons without aiming|fired without aiming]].
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* It's possible to [[Preselecting target in mid-air|preselect the Teleport target in mid-jump]].
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== External links ==
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{{Wormopedia}}
  
* Teleporting directly on top of land, so the worm doesn't fall, allows you to jump after the teleport completes / before your turn ends. Simply hold one of the jump keys while the teleport animation plays.
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{{weapons}}

Latest revision as of 03:38, 1 February 2024

(Up to Weapons)
Creative telecide using the mine to kill a 17HP worm, causing grave explosion to blow an oil drum that killed 1 worm and almost the other one too. Low Gravity was used.
Teleporticon.png Teleport
Type: Movement utility
Keyboard selection: F8 (x4)
[WDC] F6 (x3)
Standard effects: Moves worm
Present in: Worms, Worms DC, Worms 2, W:A, WWP
The "miracle teleknock"

The Teleport (sometimes referred as Tele in worms terminology) is the ultimate in worm movement utilities. There isn't anywhere a worm armed with a teleport cannot go, as it allows the worm to move instantly into any empty space that it can fit into. Unfortunately, it also causes the worm to end it's turn, unlike the other movement utilities.

Tips and tactics

  • The teleport is best used when your worm is in serious trouble in his current location and it's not worthwhile using another utility to escape (or you don't have one). It's especially useful during sudden death if your worm is trapped and the water is rising right under him.
  • There is no range limit on the teleport, so you can move from one end of a large map to the other in a single mouse press. It's very easy to use.
  • If you have a worm with very low health, you can teleport high into the air above an enemy worm and kill your worm with the fall damage, allowing you to hurt the enemy when your worm explodes. This is very useful during the one health sudden death mode and you have more worms than your opponent. This tactic can be referred as "Telecide".
  • As this weapon uses the mouse cursor, it can be used to point something on the map to other players.

Criticisms, Problems and Weaknesses

  • Using the teleport ends your turn, so you can't attack or set up a defensive Girder after moving your worm. This usually leaves you open to attack before your next turn.
  • Similarly, all of the other movement utilities will allow you to attack and retreat, so teleports are usually only used in desperate situations.

Tricks and glitches

External links

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