Schemes
March 28, 2024, 10:41 PM

Wind Roulette

Wind Roulette

Scheme #1445, Viewed 1846 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F10
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
Crate probability
7.5%
7.5%
5%
5%
5%
5%
5%
5%
5%
5%
5%
5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
1.2%
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?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
Not rated yet
Acronym: Wind Roulette
Name: Wind Roulette
Type: Battle
Submitted by: Italy ivan

  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 400 time(s).
Example replays: Downloaded 265 time(s)

Time: July 20, 2014, 03:59 PM
Description:
Use the wind like a dice, If you get blue wind use F odd weapons;
If you get red wind use F even weapons;
If you get no wind, if you're last you can use everything, otherwise skip the turn.
Some exceptions:
The utilities, F8 and F12 Are useable anytime.
Any map is suitable for the scheme, Condition is Best of 3 and 4 worms per team.
In case you want to host it with HostingBuddy, wsdb ID is 7449.
Scheme game options
Game options
115
2
100%
Time options
15
45
3
5
5
Crate options
20
Sudden death options
Objects options
8
4
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
1
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
2
Mortar
5
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
1
Longbow
2
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
0
Prod
Inf
Dynamite
1
Mine
Inf
Sheep
1
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
5
Pnuematic Drill
3
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
3
Parachute
5
Teleport
2
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
2
Skunk
1
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
4
Freeze
3
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
Help

Author Topic: Scheme #1500, Hysteria submitted by ivan  (Read 880 times)

0 Members and 1 Guest are viewing this topic.

Offline Sorastar11

Scheme #1500, Hysteria submitted by ivan
« on: June 15, 2017, 03:36 PM »
Advanced Hysteria is a great scheme. Ivan did a great job perfecting it. First of all, the weapons. The weapons are placed at perfect amounts of ammo. Having ammo makes people think about preserving it rather than firing blindly. If you are a regular Hysteria fan, these weapons may seem familiar to you. Second, the crates. Having crates gives you more possible ammo and is a great anti-stalling setting. Darksiders will quickly die when players start to get a hand on these. They are pretty easy to get to. The addition of Superweapons does little to the game but makes it more fun and a bit hectic at times. That is why it is Hysteria. Overall, it is a 9.5/10 scheme. Would play again.
Jonas Avila ;)

Offline STRGRN

Re: Scheme #1500, Hysteria submitted by ivan
« Reply #1 on: June 15, 2017, 03:42 PM »
i cant really say its "advanced" but whatever. looks decent