![]() To do a Mexi-Knock, the target worm must be at the top of a steeper peak of terrain. ![]() This technique was often used in the early days of rope-knocking, but can still be effective today. Angle is very important for this move, so it may take time to get the hang of it. Just after you bounce back from the ground you can let go of the rope with the spacebar, and you will be projected towards the worm, knocking it horizontally. The Standard-knock is speed-limited in schemes like Intermediate or Shopper, but in Rope Knocking you will not take on damage by knocking faster.ĭerived from the rope trick of the same name, this knock is possible by swinging your worm into the ground in an opposing direction from the target worm at a nearly 90-degree angle. Your parachute will catch you, but the target worm will fall to another level or to its death in the water. The result is that you knock into the target worm and with your shared momentum, you both fall over a ledge. The Standard-knock is employed by simply swinging your worm towards a target worm, and letting go by pressing space at the last moment before hitting the worm. If you had any experience playing this game, you’re probably familiar with this. Keep and mind if you knock your head your turn will end. This will help you move farther distances, and also when used with low-powered grenades it will make worms fly further. You will need to know where your rope is going to shoot out so that you can position your worm to connect the rope with a surface.Īs well, keep in mind that you can use low gravity to affect the physics. However, to be good at the scheme, you need to be cognizant of your worm’s rope angle even if it should change, because sometimes you will need to know it to save you when you are parachuting towards the water and you need to activate your rope to save you (You can do this by selecting the rope in the box with F8 then pressing spacebar twice quickly). This will help you connect with the wall when you shoot your rope again in the majority of cases. The second is to ensure when you first latch your rope onto the wall or ceiling, that you keep roughly a 45-degree angle. The first is that you should always press F8 to activate your parachute as your second item (in the box over your worm’s head) after you latch on to a wall with a rope, as the parachute will then auto-activate to save you from falls that would end your turn. There are a few things to keep in mind while roping in this scheme. If you’re advanced see the Rope knocking techniques section. If you’re new to roping, start with ‘Essential Roping Techniques’ below. Rope knocking techniques are partially derived from those used in advanced roping schemes such as Big Rope Race, Warmer, etc. The objective simply is to use a variety of rope knocking techniques to knock the enemy’s target worms through a map until they plop in the water in a 30-second turn. Rope Knocking is unique in that strong roping skills are converted to an attack that, when wielded well, can be a deadly threat plopping many worms. You may also turn off mines and objects on the terrain with the command: !mines 0.ĭetailed scheme specifications available here. ![]() Alternatively, this command will give you a better balance between normal/hyper mode: !maxropespeed 32767.99998.
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