Below you can see a detailed explanation with changelog (in red) of the
official professional kaos scheme revision adapted to 3.8 possibilities that improves many tactical aspects in order to prioritize skill in kaos scheme even more.
This scheme will be used for upcoming season of
official kaos league. Some minor aspects may still be consulted and changed, and this thread may be edited until the end of October. Final version of this scheme will be available in Schemes section in coming days.
GENERAL SETTINGS* Random placement of worms on a landscape.
* Initial energy of worms is set at 200 value.
* Worm choice before each turn is enabled.
* Worms can walk and jump normally.
*
Anti-lock aim enabled (resets weapon-aim between turns to default one).
* Fall damage is enabled.
* Initial landscape objects such as Barrels and Mines are disabled.
* Crate-drop rate (before each turn) value is
12 (previously there was a value of 10, but
this was done to boost up the pace of play a bit. This setting allows to spawn a maximum of 12 crates of all types per turn that follow the settings described in Crate Settings section).
* Maximum amount of crates at once on a landscape available is 50 (this has always been like this and while it sounds crazy it's rarely reached, but keeps the gameplay at desired dynamic pace).
* Maximum flamelet count on a landscape is set at
maximum 65535 value to enable maximum possible flames at once.
* Victories required to win a match: 3 (commonly known as "best of 5").
*
Round time of 30 minutes with a sudden death setting of 50 health points lost per turn. (edited after publishing this post)* Since kaos match is a whole process, unused weapons and utilities transfer to following rounds (commonly known as "stockpiling" mode). Otherwise every round would be a separate match. What is more such setting forces players to manage their weapons and utilities even better throughout whole match process which requires more skill. Additionally the scheme is crate-based and not based on fixed weapon set that needs to last the entire round and get renewed each round (like for example Intermediate) thus stockpiling mode being logically justified I think.
* Donor cards are enabled (not applicable to 1 vs 1 and teamgames).
* Blood effects are enabled.
* Glitches disabled except of skip-walking glitch as making it disabled caused a bug - walking worm stopping its motion randomly at times while arrow was still held.
TURN-TIME SETTINGS *
45 second turns with a retreat time of 3 seconds. (edited after publishing this post)* Turn-timer with a crate-counter.
* No delay between turns except for each turn's crates-drop.
* Timer is not paused while firing a weapon (commonly known as former fdpt rubberworm setting - one of kaos root-settings).
* Loss of control doesn't end turn (commonly known as former ldet rubberworm setting - one of kaos root-settings).
* Shooting a weapon doesn't end turn (commonly known as former sdet rubberworm setting - one of kaos root-settings).
CRATE TYPE SETTINGS* 100% probability to spawn a weapon crate within crate-drop sequence.
* 80% probability to spawn an utility crate within crate-drop sequence.
* 60% probability to spawn a health crate within crate-drop sequence.
*
10% probability to not spawn any crate within crate-drop sequence (suggested by StepS to experiment with pre-turn crate-drops).
* Health crates contain 100 points.
*
Health crates cure only the worm that collects the crate (and not whole team).
WEAPON SETTINGSThere is only an infinite Bungee (not available in crates) when the match begins, however you will find crates with many weapons to use in your matches.
In kaos each of these available weapons have a default power set at 60% (3 stars) with the exception of so called super weapons group. These weapons have default power that is not yet possible to be modified. Probably if it would be possible to modify their power some may have been available in official kaos with reduced power. The exception in power settings is Ninja Rope which has a 20% power (1 star) which means it has 1 shot available as well as a maximum of 45 degree angle.
There is no delay applied to any of the weapons, you can use each weapon as soon as it is collected.
Major change section belowProbabilities of most weapons are set to 100% (5 boxes)
however there are some weapons that have reduced probabilities with this revision of a scheme.
Some weapons (mostly super weapons)
are also disabled. Below comes a detailed list of available weapons (sorted by grid for your convenience) in the current revision and
those with a probability other than 100% have suitable info. Select Worm as well as super weapons group probabilities are special and cannot be precisely defined nor modified at this moment of game development.
F1
Bazooka
Homing Missile
Mortar
Homing Pigeon
Sheep Launcher
F2
Grenade
(with a probability of 80% - 4 boxes) - because 3 units per crateCluster Bomb
Banana Bomb
(disabled) - because overpoweredBattle Axe
Earth Quake (disabled) - because affecting landscape globally
F3
Shotgun
Handgun
Uzi
Minigun
Longbow
F4
Fire Punch
Dragon Ball
Kamikaze
Suicide Bomber
(disabled) - because marginal actual usageProd
F5
Dynamite
Mine
Sheep
Super Sheep
(with a probability of 20% - 1 box) - because allowing extensive collecting possibility, potentially more than Jetpack usuallyMole Bomb
F6
Air Strike
Napalm Strike
Mail Strike
Mine Strike
Mole Squadron
F7
BlowTorch
(with a probability of 60% - 3 boxes) - because 3 units per cratePneumatic Drill
Girder
(with a probability of 60% - 3 boxes) - because 3 units per crate, also to limit first turn scenario of locking most worms of the enemyBaseball Bat
Girder Pack
F8
Ninja Rope
(with a probability of 20% - 1 box) - in order to limit the amounts of available mobility tools to enhance creativity in getting weaponsBungee (not appearing in crates)
Parachute
Teleport
(disabled) - because it serves as the most powerful mobility, also it may easily ruin the tactical tense ending of a crucial roundScales of Justice
F9
Super Banana
(disabled) - because overpoweredHoly Grenade
(with a probability of 40% - 2 boxes) - because it is possibly the most powerful weapon in current revision of the schemeFlame Thrower
Salvation Army
(disabled) - because overpoweredMB Bomb
F10
Petrol Bomb
Skunk
Ming Vase
(disabled) - because overpoweredSheep Strike (disabled) - because highly overpowered
Carpet Bomb
(disabled) - because it has the potential to be highly overpoweredF11
Mad Cow
(with a probability of 20% - 1 box) - because 3 units per crateOld Woman
Concrete Donkey (disabled) - because highly overpowered
Nuclear Test (disabled) - because affecting landscape globally with several unwanted sudden death effects
Armageddon (disabled) - because it is not a comet dodging scheme
F12
Skip Go (not appearing in crates)
Surrender (not appearing in crates)
Select Worm
Freeze
Magic Bullet
(disabled) - because overpoweredUTILITIES SETTINGSHowever probabilities of utilities are not possible to be modified manually there are special externally applied probabilities with a fixed settings known as kaosmods. Below are the probabilities of each utility that are controlled with kaosmod4. At this point disabling Double Time is impossible, but it would help this scheme.
I ordered these long ago from Pisto giving him percentages of the roster that summed up to 100%. Imagine whole utility roster being 100%. In theory kaosmod4 used for official scheme (but as any other kaosmod) represents probabilities that should sum up to 100% and they are:
Fast Walk 25%
Laser Sight 25%
Low Gravity 20%
Crate Spy 10%
Jet Pack 10%
Double Time 5%
Invisibility 5%
Crate Shower (disabled)
Damage*2 (disabled)
However theoretically every 20th utility crate is Double Time is still affects the scheme in undesired way.
This changelog contains few changes done after publishing original post.The Laser Sight was meant to be turned off, but it will eventually stay in the scheme, otherwise unbalanced probabilities caused too much mobility available.
You can download this scheme here -->
https://www.tus-wa.com/schemes/scheme-4151/