Realistic
From Worms Knowledge Base
W:A replay: A Realistic final game with Albus and Mega`Adnan, taken from a TUS cup | |
Download · Info |
Game setup |
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Scheme |
Realistic: |
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.
Contents
Detailed scheme settings
- Loss of control doesn't end turn;
- Each Worm starts with 51HP;
- Petrol touch decay is 20 (and not the standard value of 30);
- Petrol turn decay is 0.11198 (and not the standard value of 0.19998);
- Flamelets limit is 900 (and not the standard value of 200);
- 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 attacking or not attacking, there's always 8 seconds of retreat time;
- Fall Damage is triggered by explosions;
- Sudden Death occurs after 7 minutes: water rises 5 pixels and 1 toxic damage between turns.
Weapon settings
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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 rare HHG is more powerful than the dynamite, causing a wave of multilation on a bigger radius, despite the giant crater.
- The rope is infinite, so in a scheme in which the gravity is so strong 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. This tip is specially useful on flat surfaces on the top of the map, since the rope can be aimed downwards in this scheme.
- Be aware of all the weapon powers. The only weapons which cannot kill a healthy worm are: Blow Torch (12 damage first contact), Bow (2 x 22 dmg), and the Mine (standard damage). These weapons can still kill worms using the Fall Damage (triggered by explosions). Finding a Homing Missile or simply a Bazooka in a crate means a powerful destruction similar to the goddamn dynamite from far away.
- 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 (more flamelets and bigger area of affect). Include on top of this the strong gravity + the increased limit of flamelets and watch hidden underground worms die. The terrain penetration capacity of the flamelets is surprisingly big: the flamelets concentrate at the terrain depressions, causing very deep holes.
Variations
Download (.wsc) · View scheme settings |
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 northern 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. On 27th October 2022 the second cup took place.
Similar ideas
Before this scheme
The idea of "Realistic scheme" already existed, examples are SolidSunny954's Realistic Rope Race, released on 8th August 2017 (1HP RR - if you fall, you die), and a scheme with the same name (Realistic) by leafsaber47, released on 7th December 2018 (it also has different weapon powers, but not drastic changes and no RubberWorm or v3.8 features).