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Drury
26 Aug 2011, 11:42
Yeah, this is "ideas" thread, not to be taken seriously by any of WA developers and/or modders.
No, seriously. Don't read this if you know something about WA's code.
You've been warned.
So, ahem.
Remember the "Specialist Worm" mode from WWP? Nope? (http://worms2d.info/Wormpot)
This is basically it, except with 8 classes (excluding Medic, because Medic)(actually, because I have a hunch you (yes, you, who's lurking in WA's code everyday) are reading this even when I told you to not).
So, this is their arsenal (will explain later)(stop reading now):
Sniper
Laser Sight (non-stop)
Longbow
Uzi
Kamikaze
Engineer
Wrench
Pistol
Drill
Girder
Magnet
Bunker Buster
Heavy
Minigun
Shotgun
Fire Punch
Bowling Ball
MB Bomb
-slower than other classes
-disabled backspace
Scout
Fast Walk (non-stop)
Tazer
Baseball Bat
Shotgun
-jumps higher and further than other classes?
Soldier
Bazooka
Shotgun
Suicide Bomber
Air Strike
Demoman
Grenade
Cluster Bomb
Mine
Dynamite
Sheep
Mine Strike
Spy
Invisibility (only applies to this single worm)(oh, you're still reading this?)
Pistol
Dynamite (only one per three rounds)
Sapper
Prod
Skunk
Mail Strike
Pyro
Flamethrower
Petrol Bomb
Fan (same thing as airblast)
Blow Torch
Dragon Ball
Napalm Strike
-ignores fire
Sooooooo... There are two groups of new weapons: Those that you already know (http://www.youtube.com/watch?v=2aoP2DBZ2JM), and those that you don't. Last chance to stop reading by the way, I'm about to explain wrenches and sappers, you won't like that.
So, Wrench. That's kinda complicated. It's basically an ultimate Engineering tool. You can build sentry guns with it, you can destroy them with it, you can whack someone with it.
It would work like this - select Wrench. Hit air. Boom. A toolbox appears on terrain in front of you. You have five seconds retreat time. Enemy's turn. Toolbox is still lying on ground. Let's say your enemy is stupid and he fell in water or something. Now it's your turn... But what's happening? TOOLBOX IS EVOLVING! Toolbox evolved to Sentry Gun! That one turn wait was purely for balancement purposes, because it's kinda unfair when you can pop sentries everywhere in no time. Toolbox is very sensitive and easy to destroy, sentry is not.
Now, this sentry gun will work pretty much same as it already does in PX, except tweaked - seriously, that thing is OP. Perhaps it will have lower firepower/knockback, more HP, smaller detector range. It would be nice if you could continue turn even when sentry damages your worm (STILL reading this?). It will shoot bad guys, ignore good guys and invisible bad guys.
So, let's say your sentry is being sapped (will explain later), badly damaged or simply stupidly positioned. No worries - hit air with wrench again, worm will take out remote control, press a single button there is, and sentry explodes (possibly destroying terrain and hurting worms around). This will consume another round. Then when you hit air in yet another round, it will pop a toolbox again... A ciiiiiiiiiiircleeeeeeeee of liiiiiiiiiiiiiiifeeeeeeeeeee...
When you get close to sapped sentry (again, will explain later) and hit it with wrench, it will immediately destroy sapper and reactivate sentry, which will start shooting all bad guys around. If you're standing next to worm (friend or foe) and hit them with wrench, well... You hit them, knock them and harm them. If there's an invisible Spy in front of you and you don't know about him, and want to destroy/deploy sentry, you'll whack him instead (hilarity ensues). What you can't do with wrench is repairing your sentry, upgrading your sentry and refilling ammo (it has infinite ammo anyways, so duh). There's no such thing as metal - you just can't have two sentries deployed at once with only one engineer.
Now let's explain sapper. As a Spy, you'll use this quite often, as sentry is strong enough to survive dynamite blast. Just sneak invisible to sentry, take out this thing and put it on sentry. This will completely disable sentry for eternity (read: until engineer decides to remove it), but it won't harm sentry. That's demoman's work. When you sap sentry, you'll become visible again and have 5 sec retreat time. But important thing about sapper is, it is not only limited to sentries...
It can also disable Pyro's Fan. But Pyro doesn't have wrench. For this reason, you'll need to move your engi around map even more.
Worm Select enabled, option to choose what and how many classes you wish your team to have. Gamemode doesn't really matter, perhaps when it's possible to have mines respawn on maps it's also possible to port some Gang Garrison 2 gamemodes like Generator?
Also, it would be nice if rocket/grenade jumping was possible. This could be solved as in all Team Fortress games, make explosions deal less damage to worms who fired them.
More impossible-to-make ideas?

Undefined
26 Aug 2011, 12:09
Impossible?
http://wormspx.com/forum/viewtopic.php?f=12&t=242&sid=ce6eda12603147e42e90cd37d97bfb73
Zed's zombie mode actually does that sort of things (different classes, each one with different weapons, ..)
Nothing here you wrote is impossible. I will try :p

RS`Zed
26 Aug 2011, 12:29
its possible, the hardest thing to do imo, its make the pyro immune to fire.
Also why there is no medic?

eddy2000
26 Aug 2011, 14:06
very nice idea.....;)

Drury
26 Aug 2011, 14:58
Yeah, and I just got my lazy ass to reading Project X thread... Well...
Looks like one can't like, use Longbow and Tazer at once. But I'm not sure if that's changeable or not (like if those new weapons don't use root code from default weapons they replace or something).
I left quite a few slots unused (mostly superweapons, they're OP), so perhaps they could be used if possible.
EDIT: Also I think Kilburn might be up for this, seeing how much he likes TF2...

DrMelon
26 Aug 2011, 16:04
Yeah, and I just got my lazy ass to reading Project X thread... Well...
Looks like one can't like, use Longbow and Tazer at once. But I'm not sure if that's changeable or not (like if those new weapons don't use root code from default weapons they replace or something).
I left quite a few slots unused (mostly superweapons, they're OP), so perhaps they could be used if possible.
EDIT: Also I think Kilburn might be up for this, seeing how much he likes TF2...
It's absolutely possible to use both longbow and tazer. The reason being, is that PX adds the ability for extra weapon tables (accessable by pressing the + key)! I myself use a modified version of _Kilburn's wepons.pxs with the secondary weapons table containing the new weapons, leaving the first table with all the weapons intact.

Undefined
26 Aug 2011, 16:22
You can change the slot of a weapon..

_Kilburn
26 Aug 2011, 17:31
Yeah, and I just got my lazy ass to reading Project X thread... Well...
Looks like one can't like, use Longbow and Tazer at once. But I'm not sure if that's changeable or not (like if those new weapons don't use root code from default weapons they replace or something).
I left quite a few slots unused (mostly superweapons, they're OP), so perhaps they could be used if possible.
EDIT: Also I think Kilburn might be up for this, seeing how much he likes TF2...
I don't know, really, I already tried doing something similar in Worms 4 Mayhem and it didn't end up so well. TF2 is all about balance and with the completely different game mechanics in Worms, trying to imitate its class system wouldn't really work as well as you imagine.

Drury
26 Aug 2011, 18:51
Yeah, I expected it wouldn't work too well...
But making Gang Garrison remake might work, though I don't see any sense in making that.

Drury
28 Aug 2011, 13:13
Today I've made a simple PX scheme with _Kilburns weapons, RED and BLU teams with class names and played on different maps. And it worked surprisingly well, though sentry needs to be nerfed. I like idea of placing infinite sentries, magnets and fans, but with big drawbacks. Otherwise Engi is underpowered by the end of round. I already have some ideas, but everything needs to be tested.
I learned Heavy's shotgun is useless, he HAS to be able to perform backspace jumps, Demoman requires a ton of skill and I knew airstrikes would be useful when there is one engi and one pyro left alive. Sniper's bow firing one arrow at time with 40 damage is perfect.
But I didn't learn anything about health/damage/speed balance since specific worm preferences are beyond my 1337 H4X SK33LZ.
EDIT: And, of course, no spies. I can't make only one worm invisible, but I just hope it wouldn't be too OP.
I think I forgot to answer Zed's question, why no medics.
OP, OP, OP.

StepS
28 Aug 2011, 14:22
I like idea of placing infinite sentries
but do not place them on each other, otherwise infinite friction loop.

Drury
28 Aug 2011, 14:34
Of course.
I mean placing sentries forever. You'll never run out of ammo.
But only one sentry per team, one magnet per team and one fan per team. Sentries should take one turn to deploy, magnet stay as it is (deploying it ends turn, but it deploys immediately), fan too (deploying doesn't end turn).
Current sentry deploys immediately, and even though it doesn't shoot worms that are standing still, it's still OP. When a worm gets close to it, it starts shooting him and doesn't stop even when worm manages to escape miles away... IMO it should deal more damage instead, stop shooting worms out of it's sensor range and take one turn to deploy.

_Kilburn
28 Aug 2011, 20:12
Of course.
I mean placing sentries forever. You'll never run out of ammo.
But only one sentry per team, one magnet per team and one fan per team. Sentries should take one turn to deploy, magnet stay as it is (deploying it ends turn, but it deploys immediately), fan too (deploying doesn't end turn).
Current sentry deploys immediately, and even though it doesn't shoot worms that are standing still, it's still OP. When a worm gets close to it, it starts shooting him and doesn't stop even when worm manages to escape miles away... IMO it should deal more damage instead, stop shooting worms out of it's sensor range and take one turn to deploy.
Team17 did it like that in Worms Open Warfare 2 and Worms 4 Mayhem and it's good like that. It takes a little bit of time to lock onto a moving target so you can actually get around it if you're quick enough, and it doesn't have much health anyway. It's meant for blocking an entire side of the terrain, not really for dealing damage, and it's not like it's hard to destroy.
Definitely not OP.

Whisp
11 Sep 2011, 21:43
Oh, i loved the idea xD
I have some suggestions...maybe count for something
Oh...and by the way...excuse my english
Sniper
Laser Sight (non-stop)
Longbow
Uzi
Kamikaze
Teleport x1 (or 2) (Maybe to be located in a better position to shoot)
Heavy
-More HP
Scout
-Maybe Low gravity x1 (or 2)
Soldier
Bazooka
Mortar
Homing missile x1
Shotgun
Suicide Bomber
Air Strike x 1
Spy
(I don't know if it's possible the idea)
-because you could not make invisible only a single worm... The worm has the invisibility for the team...but it has cooldown between the use...maybe 2 or 3 turns.
-unlimited Dinamite. With cooldown too... otherwise it would be very overpowered.
-knife? Deals 50% damage like the axe.
-Ninja rope
-Something to destroy just sentries... i don't know
And i don't get it why not a medic... but i can't give an idea because i don't know if it's possible xd
I just hope you can complete this project =D

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