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Worms Armageddon

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62 results found

  1. when u play a 2v2 game, sometimes one of the players quit the game,desync or disconnects form the host.So, how about letting his teammate control his team??

    45 votes
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  2. Have a key combination to make the Weapon tray not go away (Like with the Chat Box)
    This may take up space and some players may not like it, but that's why it's an option and not a toggle
    - Ctrl+Right Click
    - Alt+Enter
    - Some other combo

    An alternate would be to have a setting that'll open the tray when a crate is picked up

    1 vote
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  3. it would be great if we have 4 kinds of mines: normal ones-blast ones-poison mines- cluster mines

    12 votes
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  4. I would like the idea of can change the kind of skunk that u throw (by pressing a number) , a example of diferent poison can be these :

    A poison that makes the worms affected to fall asleep.
    The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.

    If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.

    A poison that can paralize a worm. The worms affected by this poison wont be able to move (they…

    11 votes
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  5. Unused in WA:
    --Worm Strike (air strike with worms as payload)
    --Bible Bomb (massive cluster bomb?)

    Available in W2:
    --Homing Strike (air strike with homing missiles)
    --Homing Cluster (cluster bomb with homing clustlets)
    --Cloned Sheep (herdable sheep)

    Available in WWP:
    --Colour mines/intelligent mines (player does not trigger his own mines)

    35 votes
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    I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.

  6. The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

    Add them as default weapons.

    My proposals on the weapons' mechanics:
    1) Laser:
    a two-shot weapon with low damage (~15hp);
    fires a laser beam for a certain amount of time (~10sec);
    can be aimed during firing (like the flamethrower);
    the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
    a worm hit by the beam will get nudged slightly (like the prod);
    the laser beam…

    33 votes
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    I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.

    Edit: maybe I should make it clear that just because someone drew these sprites, it’s still not trivial to add them as new weapons. They need to be converted, palletized, added to the graphics archives and redistributed, not to mention all the game engine changes required to make these work.

  7. It would be good to be able to fire the rope, after Attack from Surf.

    3 votes
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  8. I would like to be able to change The "distance" of some weapons , for example , how much does the drill dig , how much you can move with the blowtorch , The distance of kamikaze , the distance of rope , how far does the dragon ball go , etc.

    It could be selected in pixels.

    4 votes
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  9. I often hear people saying how having teleport in F8 causes problems when switchin between rope and parachute in rope races.

    Simply add it so each weapon can be switched around. Like you could switch around the places of tele and girder or something else

    9 votes
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  10. It would be nice if we have the option of Terrain Underwater , so weps lke homing missile will destroy impacting on it.

    In t17 it wont be nice but yes in others , to make more real.

    3 votes
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  11. I think that only harsh hits to the roof should end the turn. Sometimes, when barely hitting the roof, players even lose their turns without knowing what happened. Is there any chance that this will be changed by default, or will there just be an option to change it?

    1 vote
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  12. Can you make red the girder when it is too far away from the worm?
    "Color alert" would save precious time to position girder!

    9 votes
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  13. So say an enemy worm has 5 life left and you sheep him and he loses 60. He should explode much larger then if you use a shotgun to kill him.

    2 votes
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  14. Who would like the ability to define the turn order rather then have it always be random? add an extra coloumn of boxes next to the health bias/team colour containing numbers from 1 - 6 determining turn order.

    2 votes
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  15. When LOADS of worms are killed in one turn, it can take ages to go through all the animations of the worms dying. Include an option to skip these completely or speed them up. I guess this would be controlled by the host.

    7 votes
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  16. In TS5, when any other worm gets hit, the active player gets stopped and then the damage gets calculated for the other worms. This is annoying in rope games when the active worm just freezes in the middle of roping. Can you change this behaviour so it doesn't freeze the player when damage to the other worms occure?

    4 votes
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  17. What i mean is, when your online, and when you get crate spy, you can only see on your turn. It would be better (in my opinion) if it could be on, even when its not your turn, and when all your teams dead too!

    3 votes
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  18. On shots that are really touch-and-go but you're sure you can make, its often gutting that you miss and can't recreate the conditions to try again. A feature to 'rewind' or reset the worms, landscape and wind to what it was before the shot was taken (i.e. allow it to be taken again) would be great for practice. Obviously only applicable to single player/fun games.

    5 votes
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  19. For example, if you Teleport on top of a Ultilty Crate and you get Double Damage, you won't be able to use it as it will end your turn.
    But if you can carry it into the next turn, you will be able to utilize this Ultility properly.

    3 votes
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  20. An option to have action replays in an online game. This feature is available in offline games and usually happens when a player makes multiple kills or calls a replay manually using the R key. I imagine it was disallowed from happening online due to network code and keeping the game short, as was the parachute being removed from crate drops.

    The feature would be best as an option, which would be disabled by default. The host should be able to cancel an action replay using Escape.

    I ask for this option because many times have I wished, during games…

    1 vote
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    What would trigger an instant replay? Just the default conditions? How would they be skippable, if at all? To maintain sync, everyone should be seeing the same stuff. This is probably untrivial to implement even with the simplest answers to those questions.

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