Schemes
April 24, 2024, 05:28 AM

RLsc

Realistic

Scheme #2713, Viewed 1809 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
Crate probability
14.4%
12.3%
8.6%
7.7%
6.4%
5.4%
4.3%
4.3%
4.1%
4.1%
3.2%
3.2%
3.2%
3.2%
3.2%
2.7%
2.7%
1.8%
1.8%
0.9%
0.9%
0.5%
0.4%
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?!?%
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?!?%
Scheme Rate
0 / 5
Total Members Voted: 1
Acronym: RLsc
Name: Realistic
Type: Battle
Submitted by: United States leafsaber47

  • 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.
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Time: December 07, 2018, 12:03 AM
Description:
Worms scheme that is limited to weapons that exist in real life.

Plays like Intermediate, but most infinite weapons are limited with a large amount of ammo instead. Some real-life utilities not useful in combat are slim to none and will only show up in crates.

Playing on open maps is recommended as cavern maps restrict the use of the very important airstrike weapons.

Please note superweapons are present in crates and so you may come across some out-of-place weapons like the Concrete Donkey and MB Bomb.

Worms have 75 health instead of the usual 100. Be wary of this, as now fall damage will kill a worm if they fall too far.

Indian Nuclear Test is your weapon of mass destruction and will unlock after a long time. Or Sudden Death drops one.

Crate drops are present and a few weapons have their power tweaked. The Bazooka and Homing Missile are notable examples.

Recommended player setup:
  • Casual: 6 players, 8 worms each
  • Ranked 1v1: 2 players, 8 worms each
  • Ranked 2v2: 2 players on each team, 4 worms each
  • Ranked 3v3: 3 players on each team, 3 worms each

Goal: Last man standing.

Update v1.1: A massive scheme tweakfest: list of changes below.
  • Added Baseball Bat x1, low chance to appear in crates
  • The superweapon Mine Strike x1 is added, large delay of 13
  • Indian Nuclear Test's delay shortened to 25, you can guess why it changed from 43 to 25
  • F7 utils, the Longbow, and the Battle Axe got their crate chance tweaked (among others)
  • Reintroduced utility crates
  • Minigun ammo down to x1
  • Delay added to Mortar
  • De-randomized mine fuse time to 1 sec
  • Barrels removed, object count down to default
  • Parachutes no longer infinite, uncommon crate chance in return
  • ...and other changes that I may have missed...

Update v1.2: More scheme tweaks, mostly based on crate probabilities
  • Ninja Rope more common
  • Explosions can now cause extra fall damage
  • Sudden Death HP decrements now exactly match the damage dealt per turn from the Indian Nuclear Test
  • Increased mine count to 10

Update v1.2.1: Minor tweaks included
  • Homing Missile power changed from 2 to 4
  • Starting ammo for mines reduced from 3 to the usual 2 found in Intermediate

Update v1.3: Another cavalcade of scheme updates
  • Mines detonate instantly again
  • Reverted mine ammo count change from v1.2.1
  • Holy Hand Grenade added w/ a delay of 8 turns - super rare in crates
  • Even more power and delay tweaks; Dynamite notably has a delay of 4 turns

Update v1.4: The mobility update
  • Doubled starting ammo of Laser Sight and Worm Select
  • Many weapons made more common in weapon crates
  • Crate drop rate is increased
  • Parachute made unlimited again and no longer appears in weapon crates
  • Ninja Rope x2 now available at start

Scheme game options
Game options
75
1
148%
Time options
14
25
3
5
5
Crate options
15
Sudden death options
5
Objects options
10
0
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
2
Invisibility
0
Bazooka
6
Homing Missile
1
Mortar
3
Homing Pigeon
0
Sheep Launcher
0
Grenade
12
Cluster Bomb
4
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
18
Handgun
Inf
Uzi
12
Minigun
1
Longbow
2
Fire Punch
Inf
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
1
Mine
3
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
1
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
2
Bungee
0
Parachute
Inf
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
Flame Thrower
1
Sally Army
0
MB Bomb
0
Petrol Bomb
3
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
1
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
4
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Maximum crate count on map at once
15
Sudden Death worm damage per turn
2
Fall damage is triggered by explosions
Blood Level
100
Help

Author Topic: Scheme #151, JetpackRace submitted by Warg  (Read 683 times)

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Offline Lupastic

Scheme #151, JetpackRace submitted by Warg
« on: June 19, 2022, 02:51 PM »
no one asked this in 13 years until now, but why 3 worms exactly instead of 4? :D this is like TTRR with jetpack, and in TTRR there are 4 worms per player from s-f