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Schemes v1.1 May 25, 2012, 11:40 pm *
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  Schemes Home Schemes Scheme Editor/Maker  


Luckless slow-SD lots-of-nerfed-SWs INTERMEDIATE

Scheme #69 General Information, Viewed 427 Times
Acronym: CreamFlavour
Type: Battle
Scheme File:
Click to download
  Downloaded 185 times
Example(s): 
Scheme Image:
We can call it scheme symbol maybe? :D
 None
Submitted By: Kraidhan

1.33 / 5
Total votes : 3
Scheme game Options
Game options
100
2
         
67
Time options
15
45
3
5
5
 
 
Crate options
 
25
 
 
Objects options
8
 
3
 
Sudden death options
 
5
General options
       
 
Informations
Scheme Weapons Options
Weapons general options
             
Info
AmmoDelay
PowerCrates
1
1
1
1
0
Inf
1
0
1
1
Inf
0
1
1
1
Inf
0
1
1
0
Inf
Inf
1
0
Inf
1
1
0
1
1
1
0
0
0
0
3
3
3
1
0
3
3
3
3
0
0
1
1
0
0
0
1
0
0
0
3
0
0
0
0
InfInf
3
0
0
Scheme explanation
This is a funnier version of our luckless slow-SD intermediate.

I recommend you play it before reading (cause there`s a lot of changes) but have in mind that:

- each player will get a set of weakened super weapons instead of his/her super weapon of choice (and a weakened 9-turns-delayed Banana Bomb as well)
- players will have more Parachutes/Bungees in exchange of some ropes
- some strategic weapons (the ones that make the game boring, IMO) were removed.

Now to the rules Wink

Luckless: no crates or dud mines.

Slowest sudden death: water rises as slow as possible with no damage/penalties to worms.

Removed weapons: mortar, cluster bomb, handgun, bow & arrow, molotov & napalm strike.

Reduced to only 1 stock: battle axe, mine & uzzi.

Traded weapons: Sheep is now a Sheep Launcher.

All utility weapons are now available at the same quantity of 3. So:
- Ninja Rope: 3 (default is 5)
- Bungee, Parachute & Teleport: 3 (default is 2)
- Blowtorch, Girders & Pneumatic Drill remain at 3

Extra tools:
- 1x Fast Walk (no delay)
- 1x Laser Sight (no delay)

Extra weapons:
Instead of super weapons, each player will get...

- 1x Homing Pigeon (power set to 1, no delay)
- 1x Flame Thrower (power set to 2, no delay)
- 1x Mole Bomb (no delay)

- 1x Aqua Sheep (power set to 1, 5 turns delay)
- 3x Mad Cow (power set to 1, 5 turns delay)
- 1x Holy Grenade (power set to 1, 5 turns delay)

- 1x Banana Bomb (power set to 1, 9 turns delay)
- 1x Beretta (9 turns delay)
- 1x Earthquake (power set to 1, 9 turns delay)

Delays reduced to 0:
- Jet Pack
- Air Strike
- Homing Missile
(Skunk delay remains 2)

HUD settings: blood & remaining round-time.

This one is CREAM - cause we do need a new intermediate flavour! Cheesy

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Author Comment: First impressions on balance  (Read 424 times)
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Kraidhan
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wormnet #AGoff #AG Offline

Brazil Brazil

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« on: September 17, 2009, 11:32 am »

First notes on tests with my own scheme:

- Each of these 1-star Mad Cow will deal approx. 52 damage (falling damage not included);
- The 1-star HHG in a 90-degree placing will deal 74 damage (falling damage included);
- The 2-star Flamethrower isn't capable of solely dealing 100 damage (not that I could achive myself, but I didn't try that much);
- A well-shot 1-star Acqua Sheep will deal 52~54 damage (falling damage not included);
- A straight-in-the-face 1-star Homing Pigeon will deal 50 damage.

This way, the Beretta and the Banana Bomb are the deadliest weapons in this scheme (that's why they have a 9-turn-delay); however, a well-launched triple Mad Cow strike can provide better results than a random Banana Bomb attack...

I'm thinking, however, about reducing Flamethrower to 1-star OR adding some delay to it. What do you say? Wink
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Rok
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wormnet #AGoff #AG Offline

Slovenia Slovenia
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« Reply #1 on: October 03, 2009, 04:44 pm »

I'm just curious what's beretta? Minigun?
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chakkman> if rok was a girl i d marry the bitch lolz
Pixy
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« Reply #2 on: October 03, 2009, 09:47 pm »

I'm just curious what's beretta? Minigun?

Yes
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