Schemes
December 16, 2017, 10:25 PM

Neocombat

Rubberworm

Scheme #576, Viewed 1599 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F10
F12
Crate probability
10%
7.9%
7%
6.5%
6.3%
6.2%
5.5%
5.4%
4.7%
4.6%
4.4%
3.9%
3.9%
3.9%
3.3%
2.7%
2.5%
2.3%
2.2%
2%
1.7%
1.7%
0.3%
Scheme Rate
5 / 5
Total Members Voted: 3
Acronym: Neocombat
Name: Rubberworm
Type: Battle
Submitted by: South Korea DumbBongChow

Download this scheme:
Downloaded 174 time(s).
Example replays: Downloaded 188 time(s)

Time: September 24, 2011, 05:15 PM
Description:

Author:
DumbBongChow
Maps:
Good number of regular sized maps work well including number of WA and WWE starter design maps, but complex island map works best in this scheme. If game is played with additional rounds, map would be better played on less ploppy ones due to stockpiling.
Worms Recommendations:
1v1: 6 for each player
2v2: 4 for each player
2v2v2: 3 for each player
3v3: 3 for each player
3 FFA: 6 for each player
4 FFA: 5 for each player
Rules:
All players may do absolutely anything to win and/or have fun that can also include GLITCHES! This means that any players attempting to tell another player that they're not allowed to do something should not play this game because they don't understand the idea of mixing skill, strategy, attention to detail, fun, and creativity.
Turn and Sudden Death Time:
40 sec / 12 min
RubberWorm Features:
sdet, ldet, wdca, antisink, craterate(5), and cratelimit(15)
Stockpiling:
Additional Weapon Every Round

Note that Wkit and Rubberworm is required to play this game and watch replays.
https://www.tus-wa.com/files/file-42/msg72130/
Any other important information and video of this scheme is at this link
https://www.tus-wa.com/forums/wosc/neocombat/

== Basic Information ==
Neocombat was created out of inspiration from Intermediate and Kaos Normal, but it is still a fairly orginal game. There are no rules in this scheme, and it requires both tactical and various weapon skills while using creativities to play this game well. Antisink is a major part of this scheme as it makes it much harder to drown worms. Worms can be still be plopped if worm gets plopped twice without any pause in motion. Even with antisink, there are still many unique ways to plop worms. Getting crate is not a huge part of this game unlike Kaos because players start out with many different kinds of weapons. There are number of delayed weapons for spawn protection, and the mine fuse time is 3 seconds.

== Additional Notes about this Scheme ==
* Hotseat time is long in this game to allow players to plan a good strategy.
* There are infinite Fast Walks, so it can be used often.
* Skunk, Kamakazi, and Mole bomb\\'s power are stronger in this game.
* Grenade, Banana Bomb, and Mad Cow\\'s power are weaker in this game.
* Girder, Flamethrower, Petrol Bomb, and Etc. can help plop worms even with antisink.
* Blow Torch and Pnuematic Drill can be used effectively as both offensive and defensive tool in this game.
* There are limited number of ninja rope and jetpack, and there\\'re no chance of getting these from crates.
* Girder can be used to pass obstacles which can help save ninja rope and/or jet pack.
* Kamakazi can be used without actually suiciding by taking advantage of antisink mechanics.
* There are various ways to effectively use Handgun and Prod.
* Teleport and Select Worm can help players devise time efficient strategies.
* In sudden death, there will be no more weapon crates, and worms cannot be picked freely without using Select Worm from F12 prior to any action at the beginning of turn.
* Banana Bomb, Axe, Minigun, Kamazaki, Napalm Strike, Baseball Bat, Holy Hand Grenade, Flame Thrower, Petrol Bomb, and Mad Cow have 2 delays.
* All other weapons have 1 or 0 delays.
(Note that any weapon that started with zero stock in the game won\\'t have delay upon getting crate player did not have any before.)

== Updates ==
October 1, 2011
- Ammo of Pnuematic Drill and Shotgun is reduced to 1.
- Delay for Pnuematic Drill is raised to 2.
October 20, 2011
- Sudden death water rise speed raised drastically.
- Ammo of Blow Torch is increased by 1.
- Ammo of Skunk is raised by 1.
- Various crate probabilities have been adjusted.

Scheme game options
Game options
250
2
67
Time options
12
40
0
10
10
Crate options
50
Sudden death options
29
Objects options
10
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
1
Low Gravity
2
Fast Walk
Inf
Laser Sight
0
Invisibility
0
Bazooka
2
Homing Missile
1
Mortar
2
Homing Pigeon
0
Sheep Launcher
0
Grenade
2
Cluster Bomb
2
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
1
Handgun
2
Uzi
0
Minigun
0
Longbow
1
Fire Punch
2
Dragon Ball
2
Kamikaze
1
Suicide Bomber
0
Prod
3
Dynamite
0
Mine
1
Sheep
0
Super Sheep
1
Mole Bomb
1
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
5
Pnuematic Drill
1
Girder
3
Baseball Bat
1
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
1
Skunk
2
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
Pasty's Magic Bullet
0

Author Topic: Neocombat scheme, By DumbBongChow  (Read 1486 times)

0 Members and 1 Guest are viewing this topic.

Neocombat scheme, By DumbBongChow
« on: September 30, 2011, 11:32 AM »
Very well balanced scheme. Great Kaos alternative, less dependent on crates. Keep up the good work, DBC.

Offline DumbBongChow

Re: Neocombat scheme, By DumbBongChow
« Reply #1 on: September 30, 2011, 11:41 AM »
Thanks a lot for your interest in this scheme. I did put tons of effort trying to make the scheme balanced while using sdet and many kind of weapons.
;D
« Last Edit: September 30, 2011, 11:45 AM by DumbBongChow »

I like making myself Feel(S) Good Man!

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