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.
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.