Worms Armageddon

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Worms Armageddon

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  1. When enabling this mode, the game mutes every sound effect and music track except for the most important gameplay-related effects: turn-end and mine activation beeps. (Am i missing another one?)
    This way players can listen to music without having to either mute in-game sound or have sound effects disturb the music.

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    1 comment  ·  Sound and music  ·  Flag idea as inappropriate…  ·  Admin →
  2. When you join the game and see that there is a lot of players already in the lobby, probably they wrote a lot of things before you join them. With some schemes, the hoster need to write the same message (for exemple descritions or rules of the scheme) for each new player in the lobby. It would be nice to see all the messages written in the lobby before you join the host. They could also receive a different color.

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    0 comments  ·  Network and WormNET  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  4. 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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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  5. I'm refering to the small background image that loops from one side of the map area to the other. It seems very small and barely works as a background image. Back in Worms 2 it was alot taller.
    If WA uses the exact same image file as W2 then it should be easy to just raise its height and reveal that bottom half of the image?

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    3 comments  ·  Graphics  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  7. It appears the Concrete Donkey (like all weapons) has an underwater sprite for when it hits the water. However, it's not actually used - it just sticks with the standard sprite for both above and below water level.
    Maybe its a bug or perhaps an oversight by Team17?
    Either way, could this sprite be used?

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    1 comment  ·  Graphics  ·  Flag idea as inappropriate…  ·  Admin →
  8. 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?

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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  9. The chat window moving the camera can be disruptive to gameplay. The camera should never move when the chat window is opened or closed, no matter what's there.

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    1 comment  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  10. I like the "Pressing Space during the playback of a recorded game will now skip to the beginning of the next turn"

    I was thinking Shift+Space could be used to skip to the beginning of the previous turn.

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    3 comments  ·  Replays  ·  Flag idea as inappropriate…  ·  Admin →
  11. Create replay playlist files or something like that which lets you play several replays at specific times in succession, eg:
    File1 5.12-6.27
    File2 17.01-17.30
    File2 21.13-22.41
    File3.... etc.

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    0 comments  ·  Replays  ·  Flag idea as inappropriate…  ·  Admin →
  12. It's quite annoying to accidentally click there when clicking the exit button. There should be either a way of disabling this through the advanced options menu, or disable it completely.

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    1 comment  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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

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    2 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  15. What about of allowing the worm to stop using a weapon like flamethrower by pressing space ??

    This could work too in , minigun , uzi etc

    It can be useful for making just a bit of damage when moving the sight dont work.

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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  16. A rewind button ("<<") would be wonderful! If there is already FF (Fast Forward) buttons, why not Rewind buttons? You would go back to the part that you liked without remembering the time to start the replay from there, or open the playback again and Fast Forward to the right moment or press M and R to go back again.

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    1 comment  ·  Replays  ·  Flag idea as inappropriate…  ·  Admin →
  17. Would be cool if we could somewhere in-game see what is the fuse

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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  18. Currently, when your turn starts you can see the active worm's health as long as you don't move/choose weapons/etc. If you do something the health bar will vanish and it'll come back if you wait still about 10 seconds. I sometimes forget how much health the particular worm has, it'd be useful if it was shown somewhere during the turn, maybe in the bottom right corner of the screen? Or it could be shown by pressing a key?

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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. 1 vote
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    1 comment  ·  User missions  ·  Flag idea as inappropriate…  ·  Admin →
  20. 1 vote
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
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