View Full Version : Worms Reloaded: Mission 24
Hey guys, so clearly there's a bunch of uproar over the rope changes. I want to make it absolutely clear this is not about that. There are plenty of other threads about that, go find them.
What I'm asking about is tips on using the rope as is, and what some of the mechanics behind it that make it tricky. I'm having trouble with mission 24 (the rope race) because there are times where the rope simply won't fire while I'm trying to swing around and I can't figure out why. It's really frustrating and I'd like to get some advice from people who understand the mechanics of it better than me, like:
What makes the rope no longer usable during a swing session?
or
What are some good tips to make using the rope easier and more fluid?
I appreciate whatever help you can give me, but please use another thread to complain about the rope. Thanks everybody.
Wormetti
29 Aug 2010, 12:28
It won't fire again if you touch a wall while falling or are too close to a wall.
I must be getting too close the barrier wall then. That missions surprisingly rough for me, then again I never did learn the rope well in other worms games. Thanks for the tip though.
Thanks again for the advice, but the wall mechanics need tweeking I think. Because this (http://www.youtube.com/watch?v=mBGFKEyxbUs)just isn't happening for people who didn't master the rope in the last games. Either that, or there needs to be a better options for firing ranges that can actually train you on ropes. The way the wall mechanics work now though I can't stand to play the game cause even one mistake in that mission and I might as well restart with how much time it takes for the worm to reset.
I don't like saying it, but if it's giving me this much grief I'm not sure it was worth my money. In my opinion some tweeks either need to be made to the mission (changing the are to allow for better training for new players) or the mechanic (not making the walls so unforgiving about dropping near them), which ever would be more beneficial to the end game play.
Wormetti
29 Aug 2010, 16:13
Just read all the youtube comments. I'm very surprised so many people have trouble with that level. I guess it doesn't appeal to anyone since it's way too easy for people who are used to the rope and apparently it's too hard for people who aren't.
Yeah those are a lot of frustrated people. The thing is that I have fun with the rope in the firing range and don't run into problems on it.
My opinion on these kind of games is that the single player is always meant to train the player to use things well in multi-player or skirmish games. If you want to use the ninja rope to climb then that's something a lot tougher with this rope, I guess because of it not working if you're too close to a wall, it's those tight spaces in the mission that are giving me the most grief. It makes the learning curve spike way too hard for new/casual players.
And besides that, I always though the purpose of the rope was to swing over gaps, not climb up awkward cliffs; unfortunately there's no training for that. The jet-pack is much better suited for that vertical kind of movement, like they use it for in the training.
I actually do like the rope in other uses that aren't this mission, but with no good place to practice using the rope in training it's just too harsh to the new/casual worms player.
Still it's a fairly decent game for $20, and hopefully the developers can sift through all the complaints to find good solutions that keep the game distinct while smoothing out the rough spots that there still are in the game as they release future patches and changes. I'd love to see a rope practice in the training section myself, but until then I'll have to settle for trying to make something on the land scape editor (which could probably use more features, but that's a different topic).
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