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?
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?