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Worms Armageddon

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Worms Armageddon

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51 results found

  1. Maybe it is impossible or Team17 woudln't agree with this idea, but, if company (with Cybershadow) will agree (or it is able to do it in rewritten engine), it'll be fun to play with player, that have team of worms with not the same weapon select, different health, etc.
    And I'll guess nobody will agree with this idea, especially Cybershadow with Team17, due to Worms "standards"

    *I mean worm options (health, treat time after using or dropping weapon, how long can you move your worms, availability to move your worms, ammo stocking, positioning)

    3 votes
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  2. I've seen that you're supporting the Fiddler in version 4. In addition to that, why not support Project X? It's the same software, just with more additions.

    5 votes
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  3. maybe for rope races where you have 10 seconds left and come to a huge 20 seconds climb, you skip a turn so those 10 seconds are not lost

    3 votes
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  4. You have to place just the first worm, and all your worms of the team are placed there. Useful for races scheme like TTRR, Big RR, Bungee Race, etc. Even CTF. Could be an option in the host lobby like /ap (auto place). This is different than to mark an area on the map editor or something. Every player choose where to put their entire team.

    43 votes
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  5. By default, the angle is set to 0 degrees (horizontal aim). But what if I need to set 45 degrees?

    For roping it is better to have horizontal aim for sure, but it would be really nice to have diagonal aims for fast-paced schemes like Hysteria, BnG, and other related schemes.

    P.S. bring the auto reaim from /ts as a scheme option :D

    3 votes
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  6. This would make fort games much better. These options would be the same as Worms Forts, but with these changes.
    1. Add all the options currently in the game
    2. Scheme creators pick the look of the buildings
    3. Two sides at maximum (Due to the limitations of 2D graphics)
    4. Scheme creators pick which weapon would require which building
    I hope you implement this!

    3 votes
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  7. 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)

    1 vote
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  8. A new Sudden Death mode
    every Round in Sudden Death came a small Armageddon (1-15 maybe more) meteoroid´s

    18 votes
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  9. Similar to Worms 4: Mayhem

    1 vote
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  10. In Worms 2 when dud mines were firepunched, baseball batted, (probably dragon ball too), and apparently grave explosions would reactivate them/set their timer off. I always thought it was fun to firepunch a dud mine into someone to set it off... So: could this be a scheme option?

    Also, maybe the probability of dud mines could be adjustable (so you could have a map filled with dud mines to bat around or something).

    15 votes
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  11. 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…

    1 vote
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  12. -Liberate option: with this option on more weapons may become liberated, for example;
    -Old woman liberated with timer 5
    -Pigeon flies randomly away and explodes after 3 seconds or after contact with worm/terrain
    -Crazy cow is released
    -When crate containing a firearm is destroyed some bullets randomly fire away
    Of course the change of happening would be low, so it won’t be annoying. It would add a little extra unpredictability to the game.

    -I would also love to see booby trapped crates back! How about another less damaging booby trap ala Worms 4: Mayhem? Like;
    -25 to 75 health removed…

    2 votes
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  13. Someone suggested this to me on WormNET - I haven't considered whether or not it would be a good idea, though.

    I think this would be most usable if they reflected "properly" (like light does) rather than just bouncing back the same direction.

    [00:33:02.66] meteor..muzerWA: yeah i have new idea for 4
    [00:33:07.00] meteor..muzerWA: reflecting arrows
    [00:33:12.76] meteor..muzerWA: its an scheme optin
    [00:33:20.46] muzerWA..meteor: reflecting?
    [00:33:20.78] meteor..muzerWA: arrows reflect when hittin a place
    [00:33:27.14] meteor..muzerWA: yeah
    [00:33:28.32] muzerWA..meteor: oh, right
    [00:33:31.58] muzerWA..meteor: when do they stop? Lol
    [00:33:42.80] meteor..muzerWA: hmm you tell the number
    [00:33:47.26] meteor..muzerWA: in the options
    [00:33:55.60]…

    6 votes
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  14. 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!

    1 vote
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  15. It would be nice if water could be made transparent so that you can see the land and stuff through it. Especially for casual games, its not really fair if you are playing on some random map and happen to walk into a hole because you couldn't even tell if any land was there or not.

    15 votes
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  16. All Worms have their own arsenal of weapons. They start with a random weapon and one utility or mode of transport. Weapons are not shared among the team.

    When a worm is killed (friend or foe), that worms weapons will become part of the killers arsenal to use in the same turn and all consecutive turns. The ammo renews each turn to 1 for all weapons in the personal arsenal. (shoot does not end turn)

    Making chain kills is a good tactic to make you worm even stronger with more weapons!

    Aiming for worms who have collected allot of weapons…

    9 votes
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  17. 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...

    1 vote
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  18. In schemes like elite, there isn't much diversity in viable superweapons for the team. It's almost always a supersheep. In 4.0, will scheme options be expanded further so you can change the power of superweapons in schemes like elite? AFAIK, you can't touch the power of such weapons in the scheme editor. For example, if we chose moles for the team, will we be able to edit the scheme so the power of moles are 4 or 5? If we choose sheep launcher, can we get 2 instead of 1?

    5 votes
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  19. 1 vote
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  20. To have the option to choose which superweapon will drop and which will not drop. for example i want Magic Bullet crates to drop but not Armageddon or Nuckler Test.

    9 votes
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