Schemes
March 29, 2024, 02:45 PM

Wind Roulette

Wind Roulette

Scheme #1445, Viewed 1848 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 #1445, Wind Roulette submitted by ivan  (Read 1874 times)

0 Members and 1 Guest are viewing this topic.

Offline Storm2

Scheme #1445, Wind Roulette submitted by ivan
« on: July 20, 2014, 06:18 PM »
Interesting. I initially thought it was going to be similar to them Tornado schemes uploaded a few weeks ago lol
Disulfur

Friend of the domestic cat.

Offline h3oCharles

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #1 on: June 09, 2017, 09:05 AM »
Worms per player? What maps? Best of how much?

Offline ivan

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #2 on: June 09, 2017, 12:07 PM »
Worms per player? What maps? Best of how much?
Any map is ok, BO3 and 4 worms
« Last Edit: June 09, 2017, 12:14 PM by ivan »

Offline STRGRN

Re: Scheme #1445, Wind Roulette submitted by ivan
« Reply #3 on: June 09, 2017, 12:54 PM »
well, in my opinion the weappanel is a bit too cluttered. I'd rather have 4 or 5 weapons and 2 utilities for each wind direction, and maybe all weapons + a special, unique weapon (e.g. holy nade) when there is no wind (all weaps have inf ammo). the scheme isnt bad though, and i like the way you solved the zook problem. i will create and show you my version of the scheme when my computer is up and running again