Schemes
April 16, 2024, 10:57 PM

SPC 3.1

Specialists v3.1

Scheme #2352, Viewed 1514 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F12
Crate probability
20%
20%
20%
20%
20%
Scheme Rate
3 / 5
Total Members Voted: 3
Acronym: SPC 3.1
Name: Specialists v3.1
Type: Battle
Submitted by: Sweden STRGRN

Download this scheme:
Downloaded 435 time(s).
Example replays: Downloaded 156 time(s)

Time: May 14, 2017, 01:21 PM
Description:
Rules:

Each player has 6 worms. For 5 or more players, the worm count can must be reduced in order to prevent manual worm placement on generated landscapes.

Worm 1 can only use F1 Weapons.

        Infinite Bazooka (Power 3, Regular)
        Infinite Mortar (Power 5, Regular)
        1x Pigeon (Power 1, Special)

Worm 2 can only use F2 Weapons.

        Infinite Grenade (Power 3, Regular)
        Infinite Cluster Bomb (Power 2, Regular)
        1x Banana Bomb (Power 12*, Special)

Worm 3 can only use F3 Weapons.

        Infinite Shotgun (Power 3, Regular)
        Infinite Uzi (Power 5, Regular)
        1x Minigun (Power 5, Special)

Worm 4 can only use F4 Weapons.

        Infinite Fire Punch (Power 3, Regular)
        Infinite Dragon Ball (Power 14**, Regular)
        1x Kamikaze (Power 3, Special)

Worm 5 can only use F5 Weapons.

        Infinite Sheep (Power 12*, Regular)
        1x Super Sheep (Power 12*, Special)
        Infinite Mole (Power 5, Regular)

Worm 6 can only use F7 Weapons.

        Infinite Blow Torch (Power 3, Regular)
        Infinite Pneumatic Drill (Power 15***, Regular)
        3x Girder (Power 255****, Special)

All Worms can use F8 Utilities and Low Gravity

* Power 12 = 70% Damage
** Power 14 = 150% Damage
*** Power 15 = 200% Damage
**** (Almost) Infinite Girder Range

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Every turn, there is a 60% chance that Either a Weapon Crate or a Health Crate drops. Weapon Crates contain random Special Weapons (except for Kamikaze) and Health Crates give 60 HP.

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ALTERNATE RULESET: Instead of losing access to a certain row of weapons when its corresponding worm dies, the worm's weapons are unlocked for the rest of the team to use. This has interesting tactical implications, as it can sometimes be of value to kill one of your own worms in order to expand your arsenal for your other worms. This concept is expanded on further in one of my WIP schemes that will be released soon after 3.8 arrives.



If there is anything in the scheme that needs to be fixed or adjusted, please let me know! :)


NOTE: I highly recommend using a team with number/weapon labeled worms. My Specialists team uses the following worm names:

    1. Soldier
    2. Grenadier
    3. Gunner
    4. Melee
    5. Farmer
    6. Engineer

Good luck & have fun!

Changelog:
Quote
Version 3.1

        Increased Dragon Ball Power to 14 (150%) (previously 3)
        Added Example replay

Version 3.0: Scheme Release

This scheme was made by Proof of Concept https://www.tus-wa.com/groups/PoC/



Scheme image by TheMadCharles
Scheme game options
Game options
120
1
100%
Time options
15
30
5
5
5
Crate options
60
Sudden death options
20
Objects options
8
3
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
Inf
Homing Missile
0
Mortar
Inf
Homing Pigeon
1
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
1
Battle Axe
0
Earth Quake
0
Shotgun
Inf
Handgun
0
Uzi
Inf
Minigun
1
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
Inf
Super Sheep
1
Mole Bomb
Inf
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
3
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
2
Bungee
Inf
Parachute
Inf
Teleport
1
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
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
Inf
Freeze
0
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 #2714, BAxBoggy submitted by leafsaber47  (Read 80 times)

0 Members and 1 Guest are viewing this topic.

Offline leafsaber47

Scheme #2714, BAxBoggy submitted by leafsaber47
« on: December 07, 2018, 12:42 AM »
If you're wondering why your battle axes don't instakill, it's because the scheme editor here mistakenly set their power to 255. Battle axes should have 256 Power, and so this post's attached file is a scheme file that tweaks the single value to its correct state.