Schemes
April 19, 2024, 02:08 AM

90normal

90normal

Scheme #3749, Viewed 591 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F10
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: 90normal
Name: 90normal
Type: Battle
Submitted by: Argentina Dario

Download this scheme:
Downloaded 180 time(s).

Time: February 15, 2021, 05:27 PM
Description:
An intermediate-inspired scheme that encourages an even higher diversity of skills, strategies and team weapons. One of the main features is an hybrid sudden death only possible since v3.8 -a nuke with high hp loss every turn insetead of instant 1hp. The skills and tactics involved in this scheme are very similar to intermediate, but it reduces (a bit) shotgun protagonism and radically changes the way you manage worm's health. As intermediate, this should be played with 8 worms per team in random maps.
Still under revision for some final adjustments on shotgun/torch/drill ammo and sudden death damage per turn.

Highlights:
*90 hitpoints: makes it more rewarding to pile/reposition enemy worms with weapons that cause less than 50 damage. Raises the relevance of BnG skills above the "why didn't I just rope and shotgun?" level. Turns holy hand grenade and flamethrower into more reliable killers.
*Nuke SD (25hp/turn): reduces the impact of who gets the first sudden death turn and opens a new branch of tactical thinking.
*4 ropes: balances the fact that 90 hitpoints makes it easier to kill worms, increases the relevance of BnG skills and encourages the use of long range team weapons (pigeons, super sheep, holy hand grenade).
*3 shotguns: forces players to look for more creative ways to cause 50 damage if 50 damage is really needed, also balances the fact that a dyna/sheep on a pile leaves most of the affected worms under 25 hitpoints.


Other remarkable settings:
*3 mines and 3 bows: encourages piling.
*3 petrol bombs: encourages high damage move attempts and terrain/worms-order management.
*5 blowtorches and drills: facilitates terrain management given that shotgun is a limited weapon.
*Aqua sheep: encourages super sheep usage as special weapon.
*Water rise is 29 pixels: this is higher than medium (20 pixels) but lower than high (45 pixels), it encourages more careful positioning and reduces the "just waiting for water to rise" period of some rounds.

Minor settings:
*Drill impairs velocity: horizontal movement while drilling affects the drilled worm so that moving fast enough guarantees that the drilled worm will be pushed in that direction (can result in really strong knocks).
*Rope roll-drops: enables using weapons with the enter key between rope swings or after detaching from bungee. This includes weapons that you can normally use while roping and also the ones usable while jumping. This opens a whole new set of possibilities where the action happens between rope swings, it may be particularly interesting for dropping animals.
*Girder radius assist: when trying to place a girder, the cursor will only be able to move within the girder placement radius so that when you get the boop-denial sound it will always be because the girder is colliding with another object and not because it's out of the placement radius. I find this a quality of life setting rather than a gameplay feature.
*Glitches off (all of them).
Scheme game options
Game options
90
2
100%
Time options
15
45
3
5
5
Crate options
25
Sudden death options
29
Objects options
8
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
1
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
1
Mortar
5
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
3
Banana Bomb
0
Battle Axe
2
Earth Quake
0
Shotgun
3
Handgun
Inf
Uzi
Inf
Minigun
0
Longbow
3
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
1
Suicide Bomber
1
Prod
Inf
Dynamite
1
Mine
3
Sheep
1
Super Sheep
0
Mole Bomb
0
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
5
Pnuematic Drill
5
Girder
3
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
4
Bungee
2
Parachute
2
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
3
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
3
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Gravity
0.23828
Terrain Friction
0.95703
Pneumatic Drill imparts velocity
Petrol Turn Decay
0.19922
Maximum projectile speed
32.00049
Maximum rope speed
16.00024
Maximum Jet Pack speed
5.00007
Sudden Death worm damage per turn
25
Rope-roll drops
As from rope or jump
X-Impact loss of control
Game engine speed
1.00001
Indian Rope glitch
Herd-doubling glitch
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Disabled
Block roofing
Block above
Floating weapon glitch
Terrain overlap phasing glitch
Girder Radius Assist
RubberWorm gravity strength
1.00001
Help

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