Schemes
May 06, 2024, 12:16 AM

Tornado1

Tornado 1: Full Wormage

Scheme #1405, Viewed 1109 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
Utility probability
18.1% Fast Walk
13.6% Damage x2
13.6% Low Gravity
13.6% Crate Spy
13.6% Double Time
9% Laser Sight
9% Jet Pack
4.5% Invisibility
4.5% Crate Shower
Scheme Rate
2.66 / 5
Total Members Voted: 3
Acronym: Tornado1
Name: Tornado 1: Full Wormage
Type: Battle, Rubberworm
Submitted by: United States Ytrojan

Download this scheme:
Downloaded 520 time(s).
Example replays: Downloaded 121 time(s)

Time: June 01, 2014, 10:45 PM
Description:
Like full wormage, but now everything is affected by wind. Watch out! You're in a tornado!
Scheme game options
Game options
100
2
100%
Time options
60
60
5
5
15
Crate options
25
Sudden death options
20
Objects options
-1
4
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
Inf
Laser Sight
Inf
Invisibility
Inf
Bazooka
Inf
Homing Missile
Inf
Mortar
Inf
Homing Pigeon
Inf
Sheep Launcher
Inf
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
Inf
Battle Axe
Inf
Earth Quake
Inf
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
Inf
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
Inf
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
Inf
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
Mine Strike
Inf
Mole Squadron
Inf
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
Inf
Girder Starter Pack
Inf
Ninja Rope
Inf
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
Inf
Super Banana Bomb
Inf
Holy Hand Grenade
Inf
Flame Thrower
Inf
Sally Army
Inf
MB Bomb
Inf
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
Inf
French Sheep Strike
Inf
Mike's Carpet Bomb
Inf
Mad Cow
Inf
Old Woman
Inf
Concrete Donkey
Inf
Indian's Nuclear Test
Inf
Armageddon
Inf
Skip Go
0
Surrender
0
Worm Select
Inf
Freeze
Inf
Patsy's Magic Bullet
Inf
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
Help

Author Topic: Scheme #1401, MF submitted by Zalo  (Read 2738 times)

0 Members and 1 Guest are viewing this topic.

Offline Prince_Egypt

Scheme #1401, MF submitted by Zalo
« on: May 29, 2014, 11:55 PM »
Maybe u edit something like :
1-no tele to other fort
2- don't use ground weapons !


Good luck


اليرنس" Pr1nCe"

Offline Zalo

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Re: Scheme #1401, MF submitted by Zalo
« Reply #1 on: May 30, 2014, 12:13 AM »
Hmmm.... I don't think this should be put

1. By using teleport from their fort to enemy's fort Players must pay a lot anyway, because they are exposed to enemy attacks and at the same time they lose their move. If fort owners in 2 Turns can't even clean up a single intruder who just lost his move, it is their problem.

2. Ground weaponz are actually very cool. In the 4-th Replay you can see me invading Quai's fort and placing my Dynamite there. This is what you mean by ground weapons?
« Last Edit: May 30, 2014, 12:17 AM by Zalo »

Offline Prince_Egypt

Re: Scheme #1401, MF submitted by Zalo
« Reply #2 on: May 30, 2014, 12:17 AM »
I mean f3 f4 !

Offline Zalo

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Re: Scheme #1401, MF submitted by Zalo
« Reply #3 on: May 30, 2014, 12:54 AM »
mole forts without miniguns, shotguns, Firepunches?

I think that these weapons are pretty useful. Why would we forbid using them? if enemy is standing next to the crate on the edge of his fort, what is the difference between exploding this crate by minigun, or by homing missile? :P :P

Offline Prince_Egypt

Re: Scheme #1401, MF submitted by Zalo
« Reply #4 on: May 30, 2014, 01:18 AM »
if tele to other fort allow so should we had f3 f4 :D

Offline Zalo

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Re: Scheme #1401, MF submitted by Zalo
« Reply #5 on: May 30, 2014, 07:50 AM »
But man.... Usually no one risks invading the other fort because in 80% cases you eventually lose your worm. People prefer attacking from the distance.. u have 2 options - attack from the distance & visit your enemy. So why do u even wanna forbid anything? Teleport during the game is just 1, and it is Your choice to attack with less damage but without Risk(F3), or attack with a lot of damage and risk your worm being in danger.

First of all, people keep using what they find in the crates... If I invaded their fort, and they find firepunch(F4) why wouldn't they use it on me? When the flood hits the top of the map, then using shotgun/minigun is essential. I dunno why do u even have a suggestion like that. All F3 weapons can be used to make small edges on the Wall of the other fort which later on can lead to climbing on them. I guess you must see more gameplay from the replays.

"if tele to other fort allow so should we had f3 f4"

Check out replay number 2, to see how F4 has been nicely used against me  ::)
« Last Edit: May 30, 2014, 08:31 AM by Zalo »

Offline MycyxPatroN

Re: Scheme #1401, MF submitted by Zalo
« Reply #6 on: July 11, 2014, 03:27 PM »
Donkey and Armageddon should be turn off ( delayed 99 turns ). Theese weaps only spoil matches :|.
Wormnet nick: Mycy / Mycy-snoop