Schemes
April 28, 2024, 02:40 PM

Teleporting

Teleporting 3.8 by sbs

Scheme #5253, Viewed 377 Time(s)

Basic Information
Summary
F8
F12
Crate probability
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
3.7%
1.8%
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Scheme Rate
Not rated yet
Acronym: Teleporting
Name: Teleporting 3.8 by sbs
Type: Battle, Rubberworm
Submitted by: Russian Federation SIBASA

  • 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: August 08, 2023, 09:59 PM
Description:
Teleporting is a scheme in which the premise is that with only 10 seconds of turn time you must teleport (only to crates) fast, wisely and carefully and attack/protect many times (due to multishot) from the same spots the crates spawned on a big terrain map which supports a lot of worms and the super weapons that sometimes appear in the crates. The scheme has also Shotgun and Longbow upgrades, anchor mode and the timer pauses while firing.

Rules:

- Take at least 1 crate before any other action, i. e., 1 crate before attack or even before using some weapon in a defensive manner.
- The Teleport must be used only to go into a crate location. Whenever you're using it, your worm must respawn and grab a crate. If you miss it, that teleportation is not valid, it must be repeated until the worm takes the crate.

Gameplay example:

- Your turn begins. You'll have 3 crates available. Think carefully about which one to pick up (and the order of these collects), if not all of these, because the worms will be anchored to the place where you are using teleport.
- To take full advantage of your 10 seconds, be quick in your moves. If you do it well, it will be enough to collect the 3 crates and even to carry out several attacks... Moreover, to perform some defensive action (with girders for example)... Taking full advantage of RubberWorm features (sdet + usw + ldet).

Maps:

- There are different map sizes depending on the number of players in the game. E.g. standard size maps (1920x696) are more suitable for 1v1 games, but maps with larger dimensions work better when there are many players in the game. Keep in mind: the bigger the size the more players may fit perfectly.
- In this regard, a word of warning: too many players with full teams of 8 worms in standard size maps, could cause a tedious manual placement at the beginnig of the game, due to exceeding the limit of available space.

 
Read more description, tactics, tips and tricks, history here: https://worms2d.info/Teleporting



Scheme game options
Game options
150
2
100%
Time options
5
10
0
0
10
Crate options
0
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
0
Fast Walk
0
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
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
Inf
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
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Maximum crate count on map at once
3
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Fractional round timer
Automatic end-of-turn retreat
RubberWorm crate rate
3
RubberWorm extended fuses/herds
Help

Author Topic: Scheme #5253, Teleporting submitted by SIBASA  (Read 280 times)

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Offline Lancelot

Scheme #5253, Teleporting submitted by SIBASA
« on: September 21, 2023, 03:15 PM »
Interesting enough, the scheme is similar to kaos and somewhat reminiscent of action schemes like hysteria.
You need to move quickly, quickly collect crates, calculate teleportation points and attack in 10 seconds.

Maybe I'll add this scheme to the next Wheel of Fortune cup.
   

Online Lupastic

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Re: Scheme #5253, Teleporting submitted by SIBASA
« Reply #1 on: September 21, 2023, 05:13 PM »
Interesting enough, the scheme is similar to kaos and somewhat reminiscent of action schemes like hysteria.
You need to move quickly, quickly collect crates, calculate teleportation points and attack in 10 seconds.

Maybe I'll add this scheme to the next Wheel of Fortune cup.

plz consider this too, Lancy ^^

https://www.tus-wa.com/schemes/scheme-4334/

Tele Shoppa. Worked for a cup well in the past

Offline Lancelot

Re: Scheme #5253, Teleporting submitted by SIBASA
« Reply #2 on: September 21, 2023, 05:34 PM »
Interesting enough, the scheme is similar to kaos and somewhat reminiscent of action schemes like hysteria.
You need to move quickly, quickly collect crates, calculate teleportation points and attack in 10 seconds.

Maybe I'll add this scheme to the next Wheel of Fortune cup.

plz consider this too, Lancy ^^

https://www.tus-wa.com/schemes/scheme-4334/

Tele Shoppa. Worked for a cup well in the past

Oki