Schemes
April 26, 2024, 08:24 AM

FMA's Pro Mole

FMA's Pro Mole Shopper

Scheme #2089, Viewed 2100 Time(s)

Basic Information
Summary
Util.
F4
F5
F7
F8
F12
Crate probability
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
1.9%
Scheme Rate
4.25 / 5
Total Members Voted: 8
Acronym: FMA's Pro Mole
Name: FMA's Pro Mole Shopper
Type: Battle
Submitted by: Brazil FMA

Download this scheme:
Downloaded 876 time(s).
Example replays: Downloaded 321 time(s)

Time: June 04, 2016, 02:18 PM
Description:
My Mole Shopper scheme is almost the same as Ramone’s scheme that is used in TUS leagues, but with a few differences, which improve the scheme IMO:

There is no Mortar, Uzi or Dragon Ball to be found in crates. These weapons are useless 95% of the time as they have too little offensive and tactical value, thus not being strategically relevant as far as the scheme goes. There is no point in wasting turns to go for crates if you can find useless stuff (they’re empty crates for such a scheme pretty much) while your opponent may find x3 Cluster Bombs in a single crate or even Banana Bomb, so it’s ideal to have enabled only the weak weapons that can actually do something effective, such as Mine and Homing Missile, to balance with the strong ones in your inventory. If you’re going to farm for crates, they must be worth the turns spent, because you could be spending them for other purposes instead.
The other difference is the inclusion of Prod (normal power – 3) as an infinite weapon in the inventory as I’ve seen no reason not to have it. If I eventually find any good reason to remove it or if anyone points out any, I will do it.

Edit:
I only fixed two improper settings originating from Ramone’s scheme, which do not alter anything in regards to the gameplay of the scheme:

The weapon delays Ramone forgot to remove from the Intermediate scheme are now disabled. This setting is required if all players are using Worms Armageddon version 3.8, otherwise the delayed weapons will be prevented from spawning in crates from the beginning of the games.
The Stockpiling mode is now off as teams aren’t supposed to start the game with weapons and utilities from previous rounds, even in the case of a draw, since it’s a shopping type of scheme. This also allows adjusting in-game the Victories Required option according to the number of rounds arranged by the players (e.g. Bo1, Bo3, Bo5…).
Scheme game options
Game options
200
1
100%
Time options
5
45
8
8
5
Crate options
25
Sudden death options
5
Objects options
6
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
1
Fast Walk
1
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
1
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
Inf
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
Inf
Parachute
Inf
Teleport
1
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
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