Schemes
November 24, 2020, 06:50 AM

FMA's SWs Mole

FMA's Super Weapons Mole Shopper

Scheme #3479, Viewed 101 Time(s)

Basic Information
Summary
Util.
F4
F5
F7
F8
F12
Crate probability
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
1.9%
?!?%
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?!?%
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?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
5 / 5
Total Members Voted: 4
Acronym: FMA's SWs Mole
Name: FMA's Super Weapons Mole Shopper
Type: Battle
Submitted by: Brazil FMA

  • 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 10 time(s).
Example replays: Downloaded 6 time(s)

Time: October 24, 2020, 05:46 PM
Description:
The same FMA’s Pro Mole Shopper scheme, but with super weapons enabled for more fun (wider range of weapons). It is not intended to be as pro as the original because of that, but it’s still possible to have very pro and fair matches because a rule must be followed in this scheme in particular: players must not use any of the five unfairly deadly super weapons for such a scheme if they find them, which are Earthquake, French Sheep Strike, Concrete Donkey, Indian Nuclear Test and Armageddon. If a player breaks this rule, they immediately lose the round due to disqualification and the opposing player or team may just quit the game as winner. In the case of a FFA game, there’s no way to properly compensate for a player's misuse of the weapons, so the scheme becomes one like Walk For Weapons, for example, in which players must simply play according to the rules, otherwise it will not work as it should. The reason I don’t disable these weapons is that the inventory becomes cluttered with their icons, which are visually distracting, making it more difficult and time consuming for players to identify and become aware of the weapons that they do have. These weapons are also rare enough to justify leaving them enabled for a clear inventory. None of the other thirteen super weapons are better than x3 Cluster Bombs in this scheme, and they are much rarer than ordinary weapons, which makes them okay to use.


This scheme was actually created shortly after FMA’s Pro Mole, and I decided to document and post it now because it traditionally runs on classic scheme settings, where everybody can play regardless of the game version.
Scheme game options
Game options
200
1
67
Time options
5
45
8
8
5
Crate options
25
Sudden death options
5
Objects options
6
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
1
Fast Walk
1
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
1
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
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
Inf
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
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
0
Freeze
0
Pasty's Magic Bullet
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
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