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Worms Armageddon

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Worms Armageddon

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51 results found

  1. It would be nice to set the crate pobability of the super weapons because some of them can be good to find in a crate for a scheme, but others should never appear (armageddon for exemple in many cases). This should be possible without breaking RubberWorm's schemes.

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  2. I like to suggest, if it's possible, that the camera do not follows invisible worms. It's useless to use it if an opponent uses a low resolution and knows exactly where you are.
    Also, in a sidenote, the worms still makes sounds when, for example, jumps invisible. I personally think that i'l be good if it doesn't

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  3. Make it so when you drop any weapon from ninja-rope you will still have ninja-rope at the start of your next turn.

    For some strange reason when you drop banana from rope your next turn starts with rope (banana is not remembered), but if you drop for example grenade or bazooka (which are remembered) then your next turn starts with the weapons in your hand instead of rope. Which causes you to accidentally shoot yourself instead of starting to rope, especially when water level is raised in roper maps and u're standin in water and not able to see which…

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  4. Retreat time settings specific for:

    1 - Jet Pack (seconds and fuel)
    2 - Parachute (seconds)
    3 - Rope (seconds)
    4 - Bungee (seconds)
    5 - Drop-and-Run weapons [dynamite, mine, etc] (seconds; this way it will not be always 5sec)

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    0 comments  ·  Scheme options  ·  Admin →
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  5. Similar to Worms 4: Mayhem

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  6. This may be asking too much but here they go:

    Mystery crates: scheme option that will include mystery crates, as seen in Worms 4: Mayhem. Mystery crates will either be like weapon crates (the easy way, but I see problems with this) or their will be other crates (weapon crate upside down). The crate probability is similar to super weapons.

    From Mayhem:
    Barrel ‘o’ Laughs – A random barrel will explode.
    Big Guns – You will receive a super weapon.
    Bring on the Mines – A random number of mines are dropped (or teleported) randomly on the map.
    Damage incoming…

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  7. Make the mine fuses have the ability to carry on into the next turn without the next turn having to wait for the mines to blow.....If using scheme eddy the mines can exceed 5 seconds which is pretty sweet but the turns always wait on the mines....It would be really really cool if the fuses could carry on over and surprise explode after whatever timer you chose for it.........and just for the below dude...project x allows you to designate whatever fuse you want for mines without affecting pre generated mines...

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  8. Size of the crater diameter, lenght of the ninja rope, number of shots of the weapons, gravity value of the Low Gravity, distance that a blowtorch can reach, damage of the weapons, velocity, max angle that a weapon can aim, etc.

    Probably this is very hard to do, but would be amazing! At least some of these settings would be fine! Imagine: a weapon doing a big crater and the damage very small!

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  9. 1 vote
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  10. Very similar to the WWP mode, just more customisable.
    The biggest theoretical problem I've seen with this is the difficulty of creating a well balanced scheme. The best solution I can think of is to let players edit this scheme in the same way we edit any other scheme, with the addition of being able to change how much each weapon costs and how many "coins" are available.
    In this way we wouldn't have to wait until a new beta update in order to play with a different "points for weapons" scheme. Or there could be leagues with a different…

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  11. The same way of the Jet Pack's 2 turns of delay on intermediate, i think that the delay of all the utilities could be set.

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