why should we use /ts ? This is the list of stuffs that will be activate:
TestStuff enables BattyRope (which allows the Ninja Rope to stay connected during other players' turns), Rope Knocking, use of weapons during a rope roll, the Indian Rope Trick, worm selection without ending hot seat time, and skipwalking facilitation (up/down/middle arrow keys act like right-clicking while walking); it disables loss of control while roping. TestStuff v6-v9 doubles the maximum speed for roping and jetpacking, and abolishes the speed limit for projectile motion. It enables Circular Aiming, Anti-lock Power, and Girder Radius Assist.
*I have highlighted in red the things that aren't required*
Nades shouldn't hurt more than 45-46 hps (without considering fd). It's better to use:
cira: circular aiming (ts-like)
alp: antilock power (ts-like)
And I would add also:
reaim: auto reaiming at turn start
So we won't lose time to reaim and risk to cow.