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BethanyTeam17
30 Apr 2012, 16:17
Worms Revolution features four different classes. Each class plays differently and offers the player different advantages and disadvantages. This week we'll be taking a look on our facebook (http://www.facebook.com/WormsTeam17) at the different classes. We'll be updating this album (http://www.facebook.com/media/set/?set=a.10150776903998476.432569.54059728475&type=1&l=6235023602) with new images and information.

The first class to be announced is....

The Heavy
http://i49.tinypic.com/2rhac0g.jpg

This worm is the largest and most powerful worm in the game, but he’s severely limited when it comes to getting around the landscape and he also makes for the biggest target, meaning he’s easier to hit than the other worms.

The Heavy’s size and lack of agility means he’s simply unable to reach the parts of the landscape that the other classes would take for granted without having to resort to a utility, but even then his extra bulk makes him sluggish on the Ninja Rope and Jetpack. However, the Heavy’s extra bulk can work to his advantage as it means he won’t travel as far, compared to the other classes, when hit, meaning he has a better chance of staying on the landscape.

Phantom
30 Apr 2012, 16:23
Can we choose something like, if we want a team full of heavies or brainies or whatever or are we stuck with the one of each?

BethanyTeam17
30 Apr 2012, 16:39
Can we choose something like, if we want a team full of heavies or brainies or whatever or are we stuck with the one of each?
Hi Phantom, eventually the player will be able to unlock a total of 16 worms (4 of each class) to select from to go into their teams - which makes it possible for a player to take any combination of classes into the game. So it's open to the player, you might prefer to take all four of the same class into the game, or mix and match abilities to get the best results :)


EDIT:
Thought I'd privy you to some more information... there will also be a Versus mode called 'Classic'. Which when chosen gives you a team of standard class worms, and also a few of the new features (which we've yet to talk about indepth) will not be included in this mode. So this will suit anyone fancying a standard game of worms :)

_Kilburn
30 Apr 2012, 17:40
So it was true, class based gameplay. That's pretty damn awesome!


And it looks like the Flamethrower is making a comeback! :eek:

BethanyTeam17
30 Apr 2012, 17:41
So it was true, class based gameplay. That's pretty damn awesome!


And it looks like the Flamethrower is making a comeback! :eek:

It is true indeed. And yeah, I figured a few people would be happy to see that :)

Thurbo
30 Apr 2012, 17:57
16 Worm designs to unlock, too?

It looks like this game is going to be a blast... although I was hyped for Battle Islands as well and in the end the Islands Tactics mode turned out to be somewhat... not as special as I thought :p I hope this time the changes are actually going to change the gameplay a lot more.

hoppi
30 Apr 2012, 17:58
This sounds/looks very very cool!

I do hope there is a standard class, so that we can also still play standard classic modes without different classes.

http://i50.tinypic.com/33w7ig8.jpg

The third worm on the row looks like a standard one.

edit: ah, Bethamari already edited in more info about this in her previous post.

Worm Mad
30 Apr 2012, 18:06
I do hope there is a standard class, so that we can also still play standard classic modes without different classes.

"There will also be a Versus mode called 'Classic'. Which when chosen gives you a team of standard class worms, and also a few of the new features (which we've yet to talk about indepth) will not be included in this mode. So this will suit anyone fancying a standard game of worms :)" - From the Facebook page

But yeah, this looks like it could be cool. The big brained worm intrigues me the most - should be interesting finding out what he can do.

Thurbo
30 Apr 2012, 18:06
http://i50.tinypic.com/33w7ig8.jpg

The third worm on the row looks like a standard one.

It's probably a very fast Worm with a brawny tail. If you take a closer look the tail is relatively big.

Akuryou13
30 Apr 2012, 18:38
Presumably there'll be one worm for bulk, one worm for travel, one worm who's standard, and one who's more utility-based. I don't know if that utility will be weapon-oriented, or some other form of utility that capitalizes on new mechanics, but presumably we'll find out this week.

Either way, I'm interested to see where these classes take the series. It's about time we see a fundamental evolution in the game!

MtlAngelus
30 Apr 2012, 19:18
Can you confirm if we'll be able to play games with more than four worms per team?

philby4000
30 Apr 2012, 19:30
I must say that I'm not a massive fan of the artwork in the game logo, but the in game model of the heavy worm looks pretty good!

Thurbo
30 Apr 2012, 20:27
None of the Worms in the logo resembles a standard worm. I don't think there'll be one.

I also like the in-game graphics a lot :)

Akuryou13
30 Apr 2012, 20:51
None of the Worms in the logo resembles a standard worm. I don't think there'll be one.Really, now? You don't say....

....a team of standard class worms...

_Kilburn
30 Apr 2012, 21:01
Really, now? You don't say....

What if...

there really are standard worms but they aren't featured in the logo. :cool:


On a more serious note, the third worm looks pretty normal to me. The fourth one seems to be a tiny one, it's not very easy to notice in the logo, but if you watch the trailer, it becomes pretty apparent.

Thurbo
30 Apr 2012, 21:25
What if...

there really are standard worms but they aren't featured in the logo. :cool:

On a more serious note, the third worm looks pretty normal to me. The fourth one seems to be a tiny one, it's not very easy to notice in the logo, but if you watch the trailer, it becomes pretty apparent.

Exactly. Though the third worm does have a fat tail so he's not as normal as you'd think :p

Akuryou13
30 Apr 2012, 21:44
Exactly. Though the third worm does have a fat tail so he's not as normal as you'd think :p.....have you looked at your avatar lately?

Scrubber
30 Apr 2012, 21:57
I think we all guessed this but good to hear its official.

This is going to make for some really interesting gameplay and if the classes arent to everybodys taste you can choose an all equal classic mode... Perfect.

Extremist2
30 Apr 2012, 21:58
EDIT:
Thought I'd privy you to some more information... there will also be a Versus mode called 'Classic'. Which when chosen gives you a team of standard class worms, and also a few of the new features (which we've yet to talk about indepth) will not be included in this mode. So this will suit anyone fancying a standard game of worms :)

Sounds good, but if the worms-per-team limit in this mode is also 4, well...

jsgnext
30 Apr 2012, 22:35
I loved the Specialist mode of wwp....so these are good new for me :)
This kind of features gives the worms more personality and makes them unique and different from each other...a lot of new strategies will appear with the new gamemode....

Now, I want to see a screenshot of a heavy using ninja rope....NAO!

Thurbo
30 Apr 2012, 22:42
.....have you looked at your avatar lately?

Not sure what you are on about but the third worm definitely has a brawny/fat tail. Clearly to be seen in the trailer, by the way :p

The standard worms will only be used for the classic mode, apparently.

simum
1 May 2012, 00:33
A class based worms game, I love it! Will the classes be limited in weapons? Like the heavy is the only one that can use the flamethrower and minigun, and the brainy is can use tools like low gravity and mass teleportation, it would be great. If this isn't going to be implemented as the standard, it should definately be a gamemode.

Extremist2
1 May 2012, 01:27
How will Select Worm be implemented in this class setup, if at all?

Akuryou13
1 May 2012, 03:50
Not sure what you are on about but the third worm definitely has a brawny/fat tail. Clearly to be seen in the trailer, by the way :p I'm saying it's a style thing. Your avatar has a chubby tail, maybe the new official worms style uses a chubbier tail than we're used to.

The standard worms will only be used for the classic mode, apparently.Mind pointing me to the place where that's stated as a fact?

Thurbo
1 May 2012, 04:36
I have no proof whatsoever but I'm just thinking logically here. It would really surprise me if a worm with such an unusual tail didn't have any special abilities aside from "standard". Also, a standard worm would be rather boring as one of 4 available classes in the special class mode when there already is a classic mode with standard worms only.

Also the tail of the third worm in the logo has a much chubbier tail than the standard sprites of Worms Reloaded as seen in my avatar, don't you think? :p

matteobin
1 May 2012, 07:32
This game is going to be awesome!

I love the classes idea! :D

BethanyTeam17
1 May 2012, 09:52
Can you confirm if we'll be able to play games with more than four worms per team?
Sounds good, but if the worms-per-team limit in this mode is also 4, well...
It's four worms in a team, though you can pick and choose which class now.

BethanyTeam17
1 May 2012, 10:15
Okay guys, the next class is (drum roll please)...

The Scout
http://i46.tinypic.com/i4efjn.jpg

The Scout is a more agile class, moving faster than the other classes and jumping higher and further, but this is balanced against his weak attack power. His small size presents him as a slightly smaller target, particularly against ranged attacks, and his light weight means he can fall further without taking damage. However this also means that he’s more susceptible to Melee attacks from the other classes or large explosions as the Scout gets blasted further than the other worms.

Deluvas
1 May 2012, 10:28
jumping higher and further

@Scout: I was hoping he can double jump forward !

PS: I like the renders of the classes.

'HHC
1 May 2012, 10:45
I'm still somewhat confused whether all 4 worms will have access to the same weapon panel or whether they are limited to their 'range'?

In other words, does the scout have weak attack power because he has 'noob'-weapons or because when he uses a weapon the damage isn't as substantial?

BethanyTeam17
1 May 2012, 11:00
@Scout: I was hoping he can double jump forward !

PS: I like the renders of the classes.
Thanks :) They've been created using the in-game models.

The Scout is fantastic at jumping :)

hoppi
1 May 2012, 11:15
In other words, does the scout have weak attack power because he has 'noob'-weapons or because when he uses a weapon the damage isn't as substantial?

That'd be cool actually if all the classes had almost similar weapon arsenal, but the weakers types like scouts had just weaker versions of the weapons. Minibazooka instead of bazooka etc. :p (even better if there was weapon power customization and you could see the power in weapon panel, like "bazooka **, bazooka ***...)

Additionally could be interesting to have the option to choose different weapons for every class/whole team before the match. A very bad quickly thought example: "Should the scout take +2 jetpacks for this map instead of +2 ropes or should he drop those and take Invisibility?"

This is just me day dreaming, don't mind me.

I'm dissapointed about only 4 worms per team, you should be able to set more at least in custom schemes. Well, if the game is good otherwise it's not that big a drawback.

Deluvas
1 May 2012, 11:18
I'm dissapointed about only 4 worms per team, you should be able to set more at least in custom schemes. Well, if the game is good otherwise it's not that big a drawback.

I don't understand what the drawback would be if we had a maximum of 6 worms per team instead of four. Would this be a technical problem? Armageddon had a maximum of 8 if I'm not mistaken and it was FUN playing with all 8, watching them fly like rockets around the map and into the water!

BethanyTeam17
1 May 2012, 12:00
I don't understand what the drawback would be if we had a maximum of 6 worms per team instead of four. Would this be a technical problem? Armageddon had a maximum of 8 if I'm not mistaken and it was FUN playing with all 8, watching them fly like rockets around the map and into the water!
Hey, a maximum of sixteen worms is really a technical restriction, as unlike the old games now our worms aren’t sprites they’re poly meshes that can also be customised (so each can wear hats, glasses, and do something new and cool etc.) As well as the worms to manage we also have all of the things that the old games had (persistent objects such as Oil Drums and Landmines) but with the inclusion of Sentry Guns, Electromagnets and a new utility I'll talk about later on.... We also have to manage a large total number of crates (all of which now have a proper physics simulation, unlike the old game) and also fire and clouds of poison.

BethanyTeam17
1 May 2012, 12:12
I'm still somewhat confused whether all 4 worms will have access to the same weapon panel or whether they are limited to their 'range'?

In other words, does the scout have weak attack power because he has 'noob'-weapons or because when he uses a weapon the damage isn't as substantial?
All of the classes have access to the same weapons panel in-game.

Though playing as a certain classes carries different advantages/disadvantages and some are more suited to certain weapons/utilities than their fellow worms. For example, the Heavy doesn't move as easily on the Jet Pack due to his weight, whereas the Scout can navigate on it far quicker as he's a lot lighter.

In the same respect, a Heavy hitting a Scout with a Baseball Bat will send the Scout a lot further and do more damage then it would if the Scout hit the Heavy in the same manner :)

Akuryou13
1 May 2012, 13:15
In the same respect, a Heavy hitting a Scout with a Baseball Bat will send the Scout a lot further and do more damage then it would if the Scout hit the Heavy in the same manner :)OK. that's an awesome little touch of detail!

Deluvas
1 May 2012, 13:50
Hey, a maximum of sixteen worms is really a technical restriction, as unlike the old games now our worms aren’t sprites they’re poly meshes that can also be customised (so each can wear hats, glasses, play with toys, etc.) As well as the worms to manage we also have all of the things that the old games had (persistent objects such as Oil Drums and Landmines) but with the inclusion of Sentry Guns, Electromagnets and a new utility I'll talk about later on.... We also have to manage a large total number of crates (all of which now have a proper physics simulation, unlike the old game) and also fire and clouds of poison.

I appreciate your answer, however I'm a bit shocked. I will start from the fact that, today, most people that play games, have decent machines. There is, however, a percentage with low-end machines, but I'm afraid that besides lowering their video settings, there's not much they can do.

(..) they’re poly meshes that can also be customised (so each can wear hats, glasses, and do something new and cool etc.) As well as the worms to manage we also have all of the things that the old games had (persistent objects such as Oil Drums and Landmines) but with the inclusion of Sentry Guns, Electromagnets (..)

I agree with the facts above (that models are now polygonal in nature, there's customization etc)... however, from a reasonable point of view, I would say it's possible to increase the worm limit to 150% (6 worms) and I will try to be more precise.

Let's talk about rendering first. The maps are relatively big, there's all sorts of objects being rendered (terrain --and its objects--, effects, background, worms, hats, oil barrels, mines, crates, sentries, you name it). Most of them are simply the same model (with different parameters such as skeletal pose or so) being repeatedly rendered over and over. As modern video cards support this (geometry instancing), having the same model many times (like worms, mines or crates perhaps) can be an advantage. As for customization items being rendered (like hats), I think we can agree that 24 hats can't affect performance that much, unless the engine isn't smart enough or the models are very high-poly.

From the trailer, I've noticed that you can zoom in and out. Personally, I like to keep the camera zoomed out to see what's happening on the map. We can agree that this can be a major performance eater, however a good LOD (level of detail) system can easily adjust for this. Now suppose some players like to zoom in; the objects, effects and terrain that can't be seen can easily be checked and not rendered, resulting in a huge performance boost, most of the time.

Coming up about the physics, one can notice that only one worm moves at any time (even if that one worm can interact with the world, however that interaction is most of the time relatively small, compared to all the objects moving at once). Now I don't know exactly if the new game uses a ground-written physics engine or a third party one, but from my experience (with third party physics engines), I've noticed that managing a similar scene wouldn't be such a big problem (even with a destructible landscape). More over, since the game is 2.5D, I assume the physics work in a 2D fashion way, meaning the objects can't slip/move/fall behind or in front of the map, that being in some way, an advantage to the physics engine.

Least but not last, a good scene managment/divison system can make a good difference when it comes to the more than usual payload of data.

In conclusion, while sustaining a more elaborate opinion (even if I know that I didn't cover some things like destructible landscape computation, networking and others I can't think of -- all of these for the increased number of worms), I defintely think, some way or another, that it's possible for the limit to be increased.

Of course, it may or may not be a lot of work, depending on the current plans/design, and I'm not forcing anybody, I've simply stated my opinion for this situation. If developers read this, I respect you, however a great deal is possible with today's technology and there's many ways of achieving the impossible.

I apologize if this seems like a rant, but I just can't keep it in me :)

BethanyTeam17
1 May 2012, 14:29
Bit more detailed information on the Scout for you.

Advantages:

Infiltration: The Scout is great for infiltrating enemy dark-side bases! The Scout’s fast walk speed and small size makes him ideal for quickly reaching the heart of bases and beating a hasty retreat if necessary. The Scout’s small size also allows him to squeeze through the narrowest of tunnels.
Dark-siding: The Scout is a good class for both dark-siding and anti-dark-siding plays. The Scout’s extra speed allows him to dig further than other worms, meaning he can create more complex tunnel networks as well as reach them.
Collecting: A fast movement speed, coupled with a longer and higher jump makes the Scout ideal for collecting weapon crates. The Scout can cover more of the landscape in a turn, as well as access those tricky to reach areas.
Crossing Pitfalls: The Scout’s movement attributes make him an ideal candidate for crossing mine fields, negotiating hazardous objects and sneaking past Sentry Guns.

Deluvas
1 May 2012, 14:42
I'm not familiar with the term 'dark-siding'. What does it mean? Also, what do you mean by "reaching the heart of bases" ... like Forts or .. ? Perhaps I'm missing something xD

BethanyTeam17
1 May 2012, 14:47
I'm not familiar with the term 'dark-siding'. What does it mean? Also, what do you mean by "reaching the heart of bases" ... like Forts or .. ? Perhaps I'm missing something xD
Darksiding is when a player gets buried into the landscape, and creates areas in there (which was what was intended by 'bases') to hide and then attack the enemy uses weapons like Air Strike etc :)

simum
1 May 2012, 15:24
So, will the scout do less damage with a bazooka or only melee weapons? It would kind of make sense if his weapons are smaller and the heavy's weapons are bigger or something.

Also, will there be hats? If there will, will we be able to customize our teams so the little worm looks like a spy, the huge one looks like a war machine and the smart one looks like a mad scientist while they're all on the same team?

Akuryou13
1 May 2012, 15:47
Now THESE are some good points!

So, will the scout do less damage with a bazooka or only melee weapons? It would kind of make sense if his weapons are smaller and the heavy's weapons are bigger or something.it makes sense, but one could also argue that weapons are standard issue, and that any worm allowed into the team would have to be of sufficient size to wield them. I'm curious if it IS going to be different, though. Can we get some official words, Beth, or is this not reveal-able just yet?


Also, will there be hats? If there will, will we be able to customize our teams so the little worm looks like a spy, the huge one looks like a war machine and the smart one looks like a mad scientist while they're all on the same team? I'd like this one as well. Give us some customization options between each teammate. I realize the technical limits of the models, the deformity, the physics, etc and all across the internet without lag or framerate loss, but if it's at all possible to give us multiple hats on the same team that would be fantastic!

BethanyTeam17
1 May 2012, 16:20
So, will the scout do less damage with a bazooka or only melee weapons?

it makes sense, but one could also argue that weapons are standard issue, and that any worm allowed into the team would have to be of sufficient size to wield them. I'm curious if it IS going to be different, though. Can we get some official words, Beth, or is this not reveal-able just yet?
The Scout will do slightly less damage than the other classes across the full board of weapons. The only damages not affected by class type are gas, fire and water damage.


Also, will there be hats? If there will, will we be able to customize our teams so the little worm looks like a spy, the huge one looks like a war machine and the smart one looks like a mad scientist while they're all on the same team?
I'd like this one as well. Give us some customization options between each teammate. I realize the technical limits of the models, the deformity, the physics, etc and all across the internet without lag or framerate loss, but if it's at all possible to give us multiple hats on the same team that would be fantastic!
Customisation will make a return in Worms Revolution. With some old and some new methods of doing so :) Though whatever customisations you apply will be reflected across the team, so they'll look the same. I can get where you are coming from, but it makes it easier to tell which team is whose when there's multiple :)

Hope this helps!

Thurbo
1 May 2012, 17:06
It would still be cool to give a Heavy different accesories than a Scout... fitting accessories for each class, y'know :p

simum
1 May 2012, 17:07
The Scout will do slightly less damage than the other classes across the full board of weapons. The only damages not affected by class type are gas, fire and water damage.

Alright, and the heavy does more damage I assume. Are health points affected by the size of the worm? Can't wait to see what the brainy worms does.

Customisation will make a return in Worms Revolution. With some old and some new methods of doing so :) Though whatever customisations you apply will be reflected across the team, so they'll look the same. I can get where you are coming from, but it makes it easier to tell which team is whose when there's multiple :)

Hope this helps!

Awww, that's a shame, but I get the reasoning behind it. Anyways, thanks for the answers.

Akuryou13
1 May 2012, 17:18
Customisation will make a return in Worms Revolution. With some old and some new methods of doing so :) Though whatever customisations you apply will be reflected across the team, so they'll look the same. I can get where you are coming from, but it makes it easier to tell which team is whose when there's multiple :)This is true. I think in terms of an organized team. It'd be awesome to see a team full of vikings each wearing a slightly different helmet or just viking-themed accessories. If you could reasonably restrict us to just thematic choices like that it would be amazing, but each worm having access to each item/accessory would just make a muddle pile of mess and no one would have any fun with that. Of course, the theme idea is limited as well because there are only so many hats you guys can make with your team and the time restrictions, so we'd probably only get a few themes and every other game you'd see the same combinations of outfits.

I want to have my cake and eat it, I guess.

Melon
1 May 2012, 18:09
Here's my guesses for what 7 of the remaining classes will be:

Spy
Sniper
Medic
Pyro
Soldier
Demoman
Engineer

hoppi
1 May 2012, 18:14
The Scout will do slightly less damage than the other classes across the full board of weapons. The only damages not affected by class type are gas, fire and water damage.

Sounds nice. I hope "slightly" still means a noticeable difference. And if the scout's weapons do less damage than, say the heavy's, it would be a nice touch if the weapons looked a bit different.

Thurbo
1 May 2012, 18:27
Sounds nice. I hope "slightly" still means a noticeable difference.

Well if the shotgun does only 20 points instead of 25 I'd refuse to waste my shotgun on the scout in most instances.

hoppi
1 May 2012, 18:53
Well if the shotgun does only 20 points instead of 25 I'd refuse to waste my shotgun on the scout in most instances.

I meant bigger weapons, like zooka. Scout's strengths should be elsewhere, imho. But 20dmg could actually be good :) Shotgun is overpowered anyway.

_Kilburn
1 May 2012, 19:12
Here's my guesses for what 7 of the remaining classes will be:

Spy
Sniper
Medic
Pyro
Soldier
Demoman
Engineer

Brainy worm will be called the Engineer. Calling it. :cool:

Thurbo
1 May 2012, 19:59
I meant bigger weapons, like zooka. Scout's strengths should be elsewhere, imho. But 20dmg could actually be good :) Shotgun is overpowered anyway.

Overpowered? What? You do realize you are supposed to be able to kill a Worm within two turns with it (hence it's usually limited, unlike Bazookas and Grenades)? Being unable to kill a worm within two turns when playing the Scout sounds like a noticable disadvantage to me.

hoppi
1 May 2012, 20:43
Overpowered? What? You do realize you are supposed to be able to kill a Worm within two turns with it (hence it's usually limited, unlike Bazookas and Grenades)? Being unable to kill a worm within two turns when playing the Scout sounds like a noticable disadvantage to me.

I was only mostly joking about nerfing the scout's shotgun, because you brought it up. I don't know if it would be good change really.

I assume you're talking about Reloaded? I have good amount of playing experience only in WA, in which shotgun is infinite in most modes. It's quite OP if you ask me, but still a fun weapon. It has two shots, which in itself obviously makes it very powerful especially if you know how to use it. And it has maximum damage of 50, which is practically more than e.g. bazooka, grenade and mine. Of course it's a different case if it's limited. But let's not dwelve into this off-topic.

jsgnext
1 May 2012, 20:49
Here's my guesses for what 7 of the remaining classes will be:

Spy
Sniper
Medic
Pyro
Soldier
Demoman
Engineer

I see what you did there...
However, a Worm with spy capabilities would be more than awesome, no joke...

jsgnext
1 May 2012, 21:26
I won't be buying this game if they don't include:
[...]
Tons of gltches (Worms 2 Armageddon XBLA)


God, you must be a masochist....
I would really want to be able to place my worms manually tho, but this thread is for talking about classes...

Extremist2
1 May 2012, 21:55
I'm still somewhat confused whether all 4 worms will have access to the same weapon panel or whether they are limited to their 'range'?

In other words, does the scout have weak attack power because he has 'noob'-weapons or because when he uses a weapon the damage isn't as substantial?

Yes, just what I was thinking.

BTW, why the decision to limit the worm count to four, no matter what the mode? You do know that the most highly regarded game in the series has eight per team?

EDIT: Read the second page. Technical limitations with a 2-and-a-half-D turn-based game? I'm having a hard time swallowing that.

Well, there'd better be one HELL of an arsenal to play with... -_-

jsgnext
1 May 2012, 22:04
Right now what bothers me most is the fact that games will be limmited to 4 players more than team having a limit of 4 worms...
Yeah, im getting used to it since the last game with more than 4 players (with full teams) per match was wwp...but, I still miss having 6 player games anyway....

_____________________
Ontopic: it would be awesome if the aiming and/or power of certain weapons is affected by classes....
Ex: Bazooka is too heavy for Scout, so he cant aim it too high
Ex2: Scout cant throw a grenade at full power because he is not strong enough

Also, it would be EPIC if weak classes recieve recoil from heavy weapons.
Ex: When Scout uses a Bazooka he is knocked back and/or receives damage due to recoil (Aim zooka down and jump for rocket jump (?))

Splapp
1 May 2012, 22:20
Really like the look of the Heavy worm... so can we assume the minigun will be returning? :p

Akuryou13
1 May 2012, 23:42
Really like the look of the Heavy worm... so can we assume the minigun will be returning? :pif it's not, I think we all have to boycott just on principle

_Kilburn
2 May 2012, 08:16
if it's not, I think we all have to boycott just on principle

Also, given the name of the classes so far, I think that asks for a cross promo with TF2. :p

Oh and I quite don't understand the 4 worms limit. Worms Ultimate Mayhem is probably way more graphics intensive than Worms Reloaded or Worms Revolution, and yet you can still have teams with 6 worms.

Actually, why don't you just do the same thing as Worms Armageddon before its beta updates? Since the maximum worm count is 16 (if I remember correctly, 4 teams with 4 worms), let players have 8 worms per team if there are 2 teams, 5 worms per team if there are 3 teams, and 4 worms per team if there are 4. I personally find 1 vs 1 matches to be terribly repetitive and short with such a small amount of worms, especially since most of them can be pushed into the water during the first turns. At least on Intermerdiate, that is.

Extremist2
2 May 2012, 08:50
Actually, why don't you just do the same thing as Worms Armageddon before its beta updates? Since the maximum worm count is 16 (if I remember correctly, 4 teams with 4 worms), let players have 8 worms per team if there are 2 teams, 5 worms per team if there are 3 teams, and 4 worms per team if there are 4. I personally find 1 vs 1 matches to be terribly repetitive and short with such a small amount of worms, especially since most of them can be pushed into the water during the first turns. At least on Intermerdiate, that is.

I'd go for that, although it must be said that increasing the max to 32 (8x4 or 6x6) made things immensely more fun!

Deluvas
2 May 2012, 09:00
(..) let players have 8 worms per team if there are 2 teams, 5 worms per team if there are 3 teams, and 4 worms per team if there are 4 (..)

I'm sure the team already thought about this...

BethanyTeam17
2 May 2012, 10:24
Oh and I quite don't understand the 4 worms limit. Worms Ultimate Mayhem is probably way more graphics intensive than Worms Reloaded or Worms Revolution, and yet you can still have teams with 6 worms.

Worms: Ultimate Mayhem isn't nearly as graphically intensive as Revolution, the landscapes in Revolution have almost 1/2 million polygons and there's also the dynamic water rendering.

Whilst you could have 6 worms in a team in W:UM, it was still a maximum of 16 worms that could be in a game. So you couldn't have four players with 6 worms each.

If there's any more than 16 worms rendering on screen at once - the framerate suffers.

BethanyTeam17
2 May 2012, 10:26
The third class act is here...

The Scientist
http://i45.tinypic.com/2946qyq.jpg

The Scientist plays a support role. His physical attributes make him both weaker and slower than most other worms, but for every turn that the Scientist takes he raises the health of the entire team. The Scientist is also able to build stronger items, such as Sentry Guns and Electromagnets.

_Kilburn
2 May 2012, 11:17
Worms: Ultimate Mayhem isn't nearly as graphically intensive as Revolution, the landscapes in Revolution have almost 1/2 million polygons and there's also the dynamic water rendering.

Whilst you could have 6 worms in a team in W:UM, it was still a maximum of 16 worms that could be in a game. So you couldn't have four players with 6 worms each.

If there's any more than 16 worms rendering on screen at once - the framerate suffers.

So that was true, the landscape really is a gigantic mesh. Quite impressive, I must say. :p
Still, if the maximum worm count is 16, why not allow up to 8 worms per team if there are only two teams?

Also, support class, yay!

bonz
2 May 2012, 11:41
If there's any more than 16 worms rendering on screen at once - the framerate suffers.
So, could you please ask the team what speaks against these combinations then?

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

Since we're allowed to choose any classes freely, even a team with 5 scientists or 8 heavies shouldn't matter at all in terms of balance or game design.

BTW, the "workaround" of assigning two (allied) teams to a player to increase the worm-count actually makes a substantial tactical difference than having one team with double the amount of worms.

BethanyTeam17
2 May 2012, 11:54
The whole game and logic has been built and is balanced for 4 worms per team.

If people did want more than they could set multiple teams to the same allied colour to get around it.

But that's the way the game is, for the reasons already explained :)

bonz
2 May 2012, 12:04
If people did want more than they could set multiple teams to the same allied colour to get around it.
Which gives an advantage to players with less teams, since they can (potentially) use any of their worms available, while players with multiple teams have to alternate their teams.
In fact, one team with a single worm can be much better than two teams with four worms each.

MtlAngelus
2 May 2012, 12:24
So basically, it is the way it is because of lousy design decisions?

Thurbo
2 May 2012, 12:45
[...] but for every turn that the Scientist takes he raises the health of the entire team. [...]

Sounds like you've really spent some time on the game's balance. A team full of scientists sounds interesting to me :D Lower power and moving speed but in return more health. In fact the scientist sounds like a must-have class for darksiders.

By the way, is worship going to be in or has the ability of that item simply been adopted by the scientist class?

BethanyTeam17
2 May 2012, 12:51
Sounds like you've really spent some time on the game's balance. A team full of scientists sounds interesting to me :D Lower power and moving speed but in return more health. In fact the scientist sounds like a must-have class for darksiders.

By the way, is worship going to be in or has the ability of that item simply been adopted by the scientist class?
Yeah, its always a good idea to get a Scientist burrowed away to get the health benefits :)

There's no Worship this time around.

Thurbo
2 May 2012, 13:55
One more remark on the style - I like how their tails are less plane this time around, closer to the Worms 2 artwork :)

vackillers
2 May 2012, 14:37
Think the classes stuff is a really excellent idea, it adds a new twist onto the game thats fer sure! I am much of an old timer here, so i REALLY do like the traditional worms style without the classes as well, and i was happy to see bethany post in the steam forums that the more traditional worms gamestyle will also be in the game as well for people like who'd like to play normal worms without the classes, AS WELL as having the class warfare in there too to mix things up, to add more to the gameplay...

does feel very much like a TF2 themed worms though...

dotelias
2 May 2012, 15:26
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode? :)

simum
2 May 2012, 17:11
The last worm, if it's the regular classic jack-of-all-trades worm, should be called The Boggy.

jsgnext
2 May 2012, 18:04
The Scientist is also able to build stronger items, such as Sentry Guns and Electromagnets.

Im confused now, the weapon panel is restricted per class or not? :confused:

Worm Mad
2 May 2012, 18:17
if a Scientist places a Sentry, that Sentry will be able to take more damage/attacks before it explodes - whereas if it had been placed by another class, it wouldn't be able to withstand quite as much damage :)

and

None of the weapons or utilities are limited to a particular class. Though, certain classes will be able to utilise them better than others :)

From the Worms Facebook page. Hope that helps :)

_Kilburn
2 May 2012, 18:24
Im confused now, the weapon panel is restricted per class or not? :confused:

I think it means that sentry guns and electromagnets placed by the Scientist will simply be more powerful.



oh wait, that's already been said, I should really read the last posts before posting

On a related note, I wonder if electromagnets will be more powerful as well, or if they simply last longer. I found electromagnets in Reloaded to be way too weak and unreliable to be used for anything, especially attracting ones.

SmokeySoft
2 May 2012, 19:50
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode? :)

+1 for this, classic mode should look more like w2 and WA than as reloaded.

I like the classes very much! Very good idea and cannot wait to play it, 4 worms sound fine for that. Keep up the good work!

vackillers
2 May 2012, 22:49
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode? :)

Hell yeah please please, i think this is something that everyone has been wanting acording to the wish lists polls that were posted on the steam forums. People want more teams in matches, and by the looks of things, the map levels "look" much bigger then the worms reloaded maps, which technically speaking could mean more teams can fit in the matches.... DEFINITELY want the classic mode back to have more teams in the games with the ability to add CPU teams to fill empty slots...

Extremist2
3 May 2012, 00:03
Beth, you said there was going to be a "classic" mode with standard worms, could it be possible to get the

2 x 8 = 16
3 x 5 < 16
4 x 4 = 16

combinations in that mode? :)

You took the words right out of my mouth.

jsgnext
3 May 2012, 00:35
After watching the trailer several times (yes, im quite hyped) I noticed that at 0:14 we can see a Scientist emitting waves....Im wondering if those healing waves or something like that? D:
(or maybe is an effect to indicate which worm used the airstrike and im over-thinking things :P)

vackillers
3 May 2012, 05:14
looks like it some sort of weapon with water where you can drown worms that are sitting on the landscape somewhere instead of only getting drowned if they fall into the water? thats what i took away from the trailer lol

BethanyTeam17
3 May 2012, 09:41
....or maybe is an effect to indicate which worm used the airstrike and im over-thinking things :P

http://i50.tinypic.com/30rwmjk.jpg

:)

BethanyTeam17
3 May 2012, 09:45
Here he is, the final class...

The Soldier
http://i48.tinypic.com/2s9pppf.jpg

The Soldier is like the standard worm from the previous Worms™ games, and is the most well rounded worm in the game. The Soldier is good at attacking and getting around the landscape, though he is not specialised in any particular area.

bonz
3 May 2012, 10:14
Here he is, the final class...

The Soldier
http://i48.tinypic.com/2s9pppf.jpg

The Soldier is like the standard worm from the previous Worms™ games, and is the most well rounded worm in the game. The Soldier is good at attacking and getting around the landscape, though he is not specialised in any particular area.
Boggy B. has been on duty for 17 years now.
I think he deserves a medal, maggots!

simum
3 May 2012, 10:47
Doesn't the soldier look an awful lot like the scout?

BethanyTeam17
3 May 2012, 10:48
Doesn't the soldier look an awful lot like the scout?

They are very similar, close relatives :) Its a lot more obvious when you compare the two in-game.

simum
3 May 2012, 11:03
They are very similar, close relatives :) Its a lot more obvious when you compare the two in-game.

Alright, I'm a little bit worried about their silhouettes being so similar though.

_Kilburn
3 May 2012, 11:34
Alright, I'm a little bit worried about their silhouettes being so similar though.

The Scout is noticeably smaller than the Soldier, and he's more skinny as well. It's quite obvious in the trailer.


I really like the new art style, it reminds me a lot of the artwork from Worms 2 and older games.

And we haven't seen a single sheep with dark skin since Worms World Party. :p

BethanyTeam17
3 May 2012, 11:37
Group shot for you:
http://i47.tinypic.com/2rvy78p.jpg

Thurbo
3 May 2012, 12:21
Really? How could I be so wrong? No special abilities for the last class?

Ok Aku, fat tails appears to be the new standard appeareance then :p

simum
3 May 2012, 13:36
If I didn't know any better, I'd say that the scout and the soldier were the same.

hoppi
3 May 2012, 13:53
If I didn't know any better, I'd say that the scout and the soldier were the same.
It's almost twice as small and looks meagre. In trailer you see they're very easy to tell apart :)

I like the new Revolution style too, although the Scientist looks a tad annoying :p in both good and bad way.

Deluvas
3 May 2012, 14:40
I don't know about you guys, but I think the group render fits better in the logo, than the current one.

BethanyTeam17
3 May 2012, 15:14
looks like it some sort of weapon with water where you can drown worms that are sitting on the landscape somewhere instead of only getting drowned if they fall into the water? thats what i took away from the trailer lol

They'll take water damage but not drown instantly - that would be a tad cruel :)

Deluvas
3 May 2012, 15:33
They'll take water damage but not drown instantly - that would be a tad cruel :)

You mean ... ehm ... splash damage xD
Edit: I am hoping the worms will also slip on slopes as the water pours in.

Scrubber
3 May 2012, 16:32
I guessed the last class would be an all-rounder anyway. Can't wait to play this.

Thurbo
3 May 2012, 16:38
You mean ... ehm ... splash damage xD
Edit: I am hoping the worms will also slip on slopes as the water pours in.

According to the trailer they do :)

vackillers
3 May 2012, 17:25
With the classes being specialized in certain weapons, can anyone clarify on exactly what this means? does this mean certain weapons are unlocked and ready for use? get an infinite amount of ammo the specialized weapons the class are good with? increased accurate when going up against wind or something? like to know how the classes play out in gameplay... because of the way worms works, you dont want one particular class of worms to be overpowering over the others.

Worms dont drown? awwwwwww..... that new water weapon could been so kool if it did... makes me a sad panda!!!! im hoping there is a weapon editor this time though so you can adjust the power of something like that new weapon!! and please! make the cluster bomb closer to the damage of the original worms, in W:R it was really really weak.

dotelias
3 May 2012, 17:27
I must say that i like classes added to worms, even though they are too tf2-ish.
I just hope we get a hell lot of weapons just like in WWP and WA.

And Oh ray for the Scientist, he looks really weird, it's already my favorite :)

_Kilburn
3 May 2012, 17:33
With the classes being specialized in certain weapons, can anyone clarify on exactly what this means? does this mean certain weapons are unlocked and ready for use? get an infinite amount of ammo the specialized weapons the class are good with? increased accurate when going up against wind or something? like to know how the classes play out in gameplay... because of the way worms works, you dont want one particular class of worms to be overpowering over the others.

Worms dont drown? awwwwwww..... that new water weapon could been so kool if it did... makes me a sad panda!!!! im hoping there is a weapon editor this time though so you can adjust the power of something like that new weapon!! and please! make the cluster bomb closer to the damage of the original worms, in W:R it was really really weak.

We've already talked about this, all classes apparently access the same inventory, but for instance, a Bazooka will deal a lot more damage when used by a Heavy than when used by a Scout. Movement tools are harder to use as a Heavy and a lot easier to handle with a Scout. And so on.

Also if worms drowned in the water created by that water balloon weapon, it would be horribly overpowered, you'd be able to instantly kill any worm at almost any range. I agree with cluster bombs though, we've always had a quite limited number of them and they have never been really worth using. If they were as powerful as in the first Worms games, I'm sure it won't be a problem due to the limited initial supply.

Akuryou13
3 May 2012, 17:35
With the classes being specialized in certain weapons, can anyone clarify on exactly what this means? does this mean certain weapons are unlocked and ready for use? get an infinite amount of ammo the specialized weapons the class are good with? increased accurate when going up against wind or something? like to know how the classes play out in gameplay... because of the way worms works, you dont want one particular class of worms to be overpowering over the others.it's already been explained. The ninja rope and jetpack allow the lighter worms to move further while the heavier worms are less able. The knock-back effect of weapons is decreased for heavier worms, and smaller worms have a harder time knocking around larger worms as well. The larger worms are also easier to hit with weapons and would, presumably, take more are of effect damage because they take up more of said area. If you're looking for exact details, though, you're not likely to get them spelled out for you, I would imagine.

Thurbo
3 May 2012, 17:58
Well a water bomb used on a 1 hp would, of course, instantly kill it. Probably the water dries out/trickles into the soil after some time and you get to see the regular suicide death animation.

Oh, speaking of which, any chance on a number of death animtions as in Worms 3D and Worms Forts? That would be nice to see :)

Extremist2
3 May 2012, 22:49
Well, on the surface, this class system seems very well balanced and could be a lot of fun. But will it turn out in the end? :-/

boggeyb
3 May 2012, 23:45
Group shot for you:
http://i47.tinypic.com/2rvy78p.jpg

Any chance for a high res version o' this? I'm such a nerd and wanna make it my desktop.

i<3worms:)
4 May 2012, 02:59
All this is looking so amazing! Really loving it :)

vackillers
4 May 2012, 04:29
Thanks a lot guys for the info.. i honestly did not see it posted anywhere or i wouldn't have asked but i thank you for the info, didn't need the exact details, just what you gave me was enough info to basically get the gist of what the classes are all about.

Understand about the water bomb, you could have it though so that the water bomb could only kill a worm if they were in a hole in the landscape that got filled up with water as apposed to isntantly drowning every worm on the entire map remotely.. no that wasn't quite what i was getting at lol... yes that would of course to overpowered and un-balanced :D

BethanyTeam17
4 May 2012, 16:44
Any chance for a high res version o' this? I'm such a nerd and wanna make it my desktop.

Worms Revolution classes (http://www.facebook.com/media/set/?set=a.10150776903998476.432569.54059728475&type=3&l=6235023602).

_Kilburn
4 May 2012, 20:45
I'm hoping you can control the cluster bombs using (right joystick) so when you toss your cluster near your destination you can control them would be a cool feature! :)

no

Also about the worms with classes taking more or less damage using the heavier or scout class why not make the damage equal no matter what if it's a direct hit? Or is it equal just alil comfused.

That, however, is a good point. Do all classes have the same amount of health but have a different resistance to damage, or do they simply have a different amount of health? Although I guess that wouldn't make much of a difference in the end.

Squirminator2k
4 May 2012, 20:50
Thought: Any chance of throwing in a "Retro" model for the Soldier as an optional thing? Something akin to the art style seen in the boxart for first-generation Worms games (or, dare I dream, the model used for the Worms table in Addiction Pinball)?

Thurbo
4 May 2012, 21:58
(or, dare I dream, the model used for the Worms table in Addiction Pinball)?

Show me dat thing. Now.

Wait, are we talking about a 3D model or do you mean the 2D images on that table?

Squirminator2k
4 May 2012, 22:00
Show me dat thing. Now.

Wait, are we talking about a 3D model or do you mean the 2D images on that table?

The 2D images. I assume a turnaround would have been made so the art would be consistent, but then Team17 being the size they were back in 1996 that may not have been the case.

Plasma
5 May 2012, 11:15
That, however, is a good point. Do all classes have the same amount of health but have a different resistance to damage, or do they simply have a different amount of health? Although I guess that wouldn't make much of a difference in the end.
I'm guessing neither, since Beth never said anything of the sort.

SupSuper
5 May 2012, 16:33
That, however, is a good point. Do all classes have the same amount of health but have a different resistance to damage, or do they simply have a different amount of health? Although I guess that wouldn't make much of a difference in the end.I would guess every class has an offensive/defensive damage modifier (probably dependant on weapons too), that would make more sense. So same-class fights would work out the same damage-wise, a Heavy hitting a Heavy has the same effect as a Soldier hitting a Soldier, etc.

vackillers
6 May 2012, 06:14
It just forces you to be a lot more tactfull in your descions at all levels of the game, from selecting you worms at the start, to determining on which worms you attack and go for with that particular class when your in a match.

7h30n
6 May 2012, 16:20
This looks interesting, can't wait to try it out. I hope classes are diverse enough to warrant different playstyles for different worms.

vackillers
6 May 2012, 17:50
From what i've read it should be pretty diverce tactics for all classes, as you'll have to play to your worms class's strengths to get the most advantage possible against the teams weaknesses...

Plasma
6 May 2012, 20:20
Hey Beth, question: will it be viable at all to have a team entirely composed of scientists?

Squirminator2k
6 May 2012, 20:42
Hey Beth, question: will it be viable at all to have a team entirely composed of scientists?

Fairly confident this question has already been answered:

[...]eventually the player will be able to unlock a total of 16 worms (4 of each class) to select from to go into their teams - which makes it possible for a player to take any combination of classes into the game. So it's open to the player, you might prefer to take all four of the same class into the game, or mix and match abilities to get the best results :)

jsgnext
6 May 2012, 22:37
Im wondering if the team composition is selected before the match starts or its static...
Case 1: "team EnGs" is composed by 4 scientists, "Mc donalds" is composed by 4 heavy ones...
Case 2: "team Engys" selected; Now select the team composition...

Squirminator2k
6 May 2012, 23:40
Presumably it's built into the team customization.

Plasma
7 May 2012, 09:26
Fairly confident this question has already been answered:
Nah, I mean would it be possible to use a full team of scientists without putting yourself at a complete disadvantage.

_Kilburn
7 May 2012, 10:57
Nah, I mean would it be possible to use a full team of scientists without putting yourself at a complete disadvantage.

Depends on how much health a single Scientist regenerates per turn. If it stacks then it would be pretty powerful. Combine that with well placed sentries and magnets, and you'd have a nice darkside-oriented team composition.

Akuryou13
7 May 2012, 13:03
Nah, I mean would it be possible to use a full team of scientists without putting yourself at a complete disadvantage.that's obviously a subjective answer. The Scientist heals his team, so a team of them would be awesome, but you're limiting your strategies. Whether it's viable or not is a matter of whether your strategy suits that team build.

vackillers
7 May 2012, 14:49
its a playing style, you can have all 4 worms as the same class, and its only a disadvantage if you dont play good enough to the class strengths, but if the scientists is exactly how you normally play anyway, then the disadvantages wouldn't really matter as your playing to your strategy anyway.

jsgnext
7 May 2012, 18:17
If the Scientist's health wave stacks, and select worm is in....I think the best comp would be 3 Scientist 1 solider...

Thurbo
7 May 2012, 19:41
How will schemes be handled in this game mode?

Think of Mr. Online Game Troll disable all sentries and magnets in his scheme to put his team of Heavies at a clear advantage against a team full of Scientists. That would suck.

A lot.

vackillers
7 May 2012, 20:04
lol, just the way it goes.... you'd have to counter it, which should be easy .....

Akuryou13
7 May 2012, 21:16
I'd like to see PERSONAL weapon lists. Points 4 Weapons mode sort of deal for each team individually.

jsgnext
7 May 2012, 21:32
IMO, most custom schemes wont be balanced for teams composed by an unique class...at all, but having scout teams as an exception, of course...
Ex1: Bng- Team heavies vs team scientists = obvious result
Ex2: Hysteria- Team heavies vs team scout = obvious result
Ex3: Shoopa/roper/Jetpackrace- Team heavies vs <insert team name here> = obvious result

Thats why I think we should be able to choose the team composition in the team selection menu and not in the team creation one...
Something like: "Select your team" ---> "Look at the Scheme"---->"Select your comp" ---> "Start game"

_Kilburn
7 May 2012, 21:36
I'd like to see PERSONAL weapon lists. Points 4 Weapons mode sort of deal for each team individually.

Points 4 Weapons was an awesome concept, although it kinda needed some work. I remember it was possible to put all your points into infinite airstrikes, which gave you quite the advantage most of the time.

Akuryou13
8 May 2012, 04:14
Points 4 Weapons was an awesome concept, although it kinda needed some work. I remember it was possible to put all your points into infinite airstrikes, which gave you quite the advantage most of the time.needs work, sure, but definite potential.

Fijut
10 May 2012, 08:36
looks interestings, shame about this 4 worm per team limit, not sure what the real reason behind that is... sounds like armageddon's engine was better, comparing it to reloaded at least.

Does this mean revolution also won't have an easy way to import custom landscapes, schemes etc and play them online with others like world party/armageddon did?

Squirminator2k
10 May 2012, 17:31
looks interestings, shame about this 4 worm per team limit, not sure what the real reason behind that is... sounds like armageddon's engine was better, comparing it to reloaded at least.

Hello and welcome to "Not Paying Attention" with your host, Fijut!

BethanyTeam17
10 May 2012, 17:37
looks interestings, shame about this 4 worm per team limit, not sure what the real reason behind that is... sounds like armageddon's engine was better, comparing it to reloaded at least.

Does this mean revolution also won't have an easy way to import custom landscapes, schemes etc and play them online with others like world party/armageddon did?

Hi, welcome to the forums.

This has already been covered in this same forum. See posts 1 (http://forum.team17.co.uk/showpost.php?p=770111&postcount=34), 2 (http://forum.team17.co.uk/showpost.php?p=770169&postcount=64) and 3 (http://forum.team17.co.uk/showpost.php?p=770176&postcount=68) for reference.

Let's please not fire up already discussed topics if possible :)

shinryuux
10 May 2012, 21:06
I think the water bomb would be overpowering if it kills the worm instantly. Would it be better if it was damage over time but dries up as well?

vackillers
11 May 2012, 00:46
I think the water bomb would be overpowering if it kills the worm instantly. Would it be better if it was damage over time but dries up as well?

Like that idea!

MtlAngelus
11 May 2012, 04:15
I would like to know how customizable schemes will be in this game. The last several worms games have been extremely limited in this matter, which has been probably the biggest disappointment as far as I'm concerned.

Squirminator2k
11 May 2012, 07:08
I love that people with absolutely zero programming knowledge and experience are attempting to educate a decades-old game developer on the subject of what a games console is and is not capable of doing.

You guys are totes adorbs.

i<3worms:)
11 May 2012, 08:00
I think the water bomb would be overpowering if it kills the worm instantly. Would it be better if it was damage over time but dries up as well?

Your answer is on the 4th page :)

They'll take water damage but not drown instantly - that would be a tad cruel :)

raffie
11 May 2012, 14:31
That would be one of those little things that would be nice if it were customizable, see (worm only gets hurt from water / worm drowns => death).

jsgnext
11 May 2012, 15:40
i sent a pm to bethamari on this mater actually, weather or not T17 staff have pm enabled or not i dunno, but with todays technology, most gaming machines have so much raw power, they should "easierly" be able to handle more then the current number of worms in ReL and Rev, its not like the days of old, where people are using crappy half ass laptops, or have intergrated graphics cards.


Not everyone runs a corei7 with and Nvidia 9999 GT...in fact, most of the people doesnt...
T17 always aims to a bigger target than hardcore gamers with hardcore hardware settings...I mean, if those people with "crappy laptops" can run their game...it will sell better than if only a hardcore hardware can...
The less System requirements the bigger market it covers...

Fijut
11 May 2012, 16:10
T17 always aims to a bigger target than hardcore gamers with hardcore hardware settings...I mean, if those people with "crappy laptops" can run their game...it will sell better than if only a hardcore hardware can...
The less System requirements the bigger market it covers...

I'm pretty sure Worms Reloaded doesn't run on integrated graphics, and it doesn't run at all on my parent's pc, which is a disappointment as i always used to play worms world party a lot with my old man, but then win7 came..

Thurbo
11 May 2012, 17:14
That would be one of those little things that would be nice if it were customizable, see (worm only gets hurt from water / worm drowns => death).

Although the "Let the players decide wether they want to make that weapon completely overpowered and thus ruin their or other players' gameplay experience, they are who play the game after all" direction isn't exactly the one chosen by every game, I see no reason not to hope for this :)

vackillers
11 May 2012, 20:30
Not everyone runs a corei7 with and Nvidia 9999 GT...in fact, most of the people doesnt...
T17 always aims to a bigger target than hardcore gamers with hardcore hardware settings...I mean, if those people with "crappy laptops" can run their game...it will sell better than if only a hardcore hardware can...
The less System requirements the bigger market it covers...

any gfx card that was made in the last 2 years should easierly run a worms game, be serious here man :D I've only got a phenom II X3 with a GTX 260 and can run stuff like BF3 on high just fine, over 3 yr old machine :D worms would not be an issue, and if it is, then dont use more worms, just having the option would be enough. I gave a possible reason with various resolutions of tvs, wide screens ect.. as a possible technical issue, not necessarily hardware related coz todays hardware, shouldn't be an issue was the point i was making.

ZeptOr
13 Jun 2012, 18:47
Points 4 Weapons was an awesome concept, although it kinda needed some work. I remember it was possible to put all your points into infinite airstrikes, which gave you quite the advantage most of the time.

Points 4 weapons was the best mode hands down. I'd love to see it in worms revolution.

Obn3g0n
14 Jun 2012, 02:25
I'm pretty sure Worms Reloaded doesn't run on integrated graphics, and it doesn't run at all on my parent's pc, which is a disappointment as i always used to play worms world party a lot with my old man, but then win7 came..
Worms armageddon is the same as wwp and when patched it works on win7 and has a lot of extra features

fireball87
2 Jul 2012, 10:48
I would like to know how customizable schemes will be in this game. The last several worms games have been extremely limited in this matter, which has been probably the biggest disappointment as far as I'm concerned.

Good custom scheme support is my greatest hope too, it became endlessly disappointing to me when I realized worms/2/reloaded wouldn't let me playably recreate retro, which is too bad seeing as it's my favorite scheme to play. I've never been all that fond of the weapon power balance of the newer schemes, which tend to either offer you a great deal too much power, or only the most standard weapons available. And I like instant land mines... (I'd probably spend a fair bit of time on the original worms still, if there was a decent way to play it online).

The class system does look like it will be entertaining though (though I wish you could have different stockpiles per class, as it would be an interesting tool for some fantastic scheme creation), and the new engine is pretty, so I'll probably pick up the game regardless. (Who am I kidding though, I'm going to buy almost every Worms release, and if I don't like it for some reason or other, just consider it a payment for keeping the WA servers up... game has already paid for itself a few times over.)

Wolv
7 Aug 2012, 14:56
The whole game and logic has been built and is balanced for 4 worms per team.

If people did want more than they could set multiple teams to the same allied colour to get around it.

But that's the way the game is, for the reasons already explained :)

Will it be possible in an online match as well if I want to do a 1vs1 with 16 worms (both player set up 2 teams [4 teams in a 1vs1] which they can control) on a map? Since you weren't able to do that in Reloaded online.

Phantom
7 Aug 2012, 15:07
No, it's not possible to have 16 worms in 1v1 match.
It's four worms in a team, though you can pick and choose which class now.

Wolv
7 Aug 2012, 15:52
No, it's not possible to have 16 worms in 1v1 match.

welp, that's it for me then. Disgusting.

Squirminator2k
8 Aug 2012, 00:54
welp, that's it for me then. Disgusting.

I love how "This game doesn't have this one niche feature most people don't actually give a toss about, therefore the whole thing is disgusting. I am disgusted that Team17 wouldn't cater to the literally tens of people who'd like to play with more than four worms on a team."

You can count on one hand the number of 2D Worms games that allow teams with more than 4 worms, and the last game to support it was released in 1999.

super_frea
8 Aug 2012, 07:53
It's looking like this might just be the first worms game I buy in around 7 years. I've always wondered why they didn't do a 3D but 2D iteration sooner and the new physics engine and classes will seemingly add a whole new dynamic to the game. I'm looking forward to it!

Phantom
8 Aug 2012, 08:06
the last game to support it was released in 1999.
2001 actually. :D

Wolv
8 Aug 2012, 08:53
I love how "This game doesn't have this one niche feature most people don't actually give a toss about, therefore the whole thing is disgusting. I am disgusted that Team17 wouldn't cater to the literally tens of people who'd like to play with more than four worms on a team."

You can count on one hand the number of 2D Worms games that allow teams with more than 4 worms, and the last game to support it was released in 1999.

It's all about customization, you know?

I have a friend of mine who loved to play 8vs8 matches with me back then in WWP. Just the fact alone that Team17 is not able to create a proper online mode with those features which WWP, a more than 10 years old game, had, is indeed disgusting and a cheek.

I see absolutly no reason to buy a 15€ game which still is far inferior in those terms to a game which got released in 2001 (and not 1999).

Thurbo
8 Aug 2012, 15:50
It's all about customization, you know?

That's new to me. Not a third of the games I've played in my life were even close to the customizability Worms Reloaded offers, and they were still great.

By the way, why do you insist on 8 worms per team? Why not make it 100 instead? I know playing with 200 worms on a relatively tiny landscape is extremely bad concept and would cause major performance issues, but it's all about customisation, right?

Bah.

I've never seen anyone complain Left 4 Dead being restricted to 4 players instead of 8 or Team Fortress 2 not offering a free for all mode, or 4 teams instead of 2. Concept design is definetely most important.

I see absolutly no reason to buy a 15€ game which still is far inferior in those terms to a game which got released in 2001 (and not 1999).

Not if you see Worms World Party as a stand-alone add-on to Worms Armageddon which isn't even that wrong I guess.

Wolv
8 Aug 2012, 16:03
That's new to me. Not a third of the games I've played in my life were even close to the customizability Worms Reloaded offers, and they were still great.

We are talking about the Worms series here.


By the way, why do you insist on 8 worms per team? Why not make it 100 instead? I know playing with 200 worms on a relatively tiny landscape is extremely bad concept and would cause major performance issues, but it's all about customisation, right?

Bah.


I have no problems with 16 worms on one map. I have a problem with the lack of customization of your teams in an online match. You're totally missing the point and stop exaggerating so badly.


I've never seen anyone complain Left 4 Dead being restricted to 4 players instead of 8 or Team Fortress 2 not offering a free for all mode, or 4 teams instead of 2. Concept design is definetely most important.


And again, you're missing the point. Left 4 Dead's original concept was anticipated for 4 players and no more. Nobody would have *****ed about the lack of another 4 players, and you see, nobody did. Worms World Party however had those features, which were, as I got to know so far, cut.

One of course could argue with the fact that Worms's newest design is also made for 4 players which is fine with me, but the lack of an option which let's you chose more than one team for one machine in online (so that it is possible to have a 8vs8 like older Worms) is not there.

Thurbo
8 Aug 2012, 17:35
We are talking about the Worms series here.

Exactly.

It's a video game

I have no problems with 16 worms on one map. I have a problem with the lack of customization of your teams in an online match. You're totally missing the point and stop exaggerating so badly.

The point is, you want a feature for the game (more than four worms per team) which it (the game) isn't designed for, is most truly a bad concept, would cause unnecessary technical problems, and most importantly very few people care about. I don't even remember the last time I played with 8 worms per team in an online W:A match. Just think, what's the point in adding a feature barely anyone would make use of and could potentially cause a lot of trouble?


And again, you're missing the point. Left 4 Dead's original concept was anticipated for 4 players and no more.

So was Worms' original concept anticipated for 4 worms per team but let's go on,

Nobody would have *****ed about the lack of another 4 players, and you see, nobody did. Worms World Party however had those features, which were, as I got to know so far, cut.

So in other words you say, if they released another Left 4 Dead with more than 4 players then cut it again in a later incarnation because it proved to be a feature hardly anyone cared about and apparently bad concept, players would rage like they do here?

Nah. A great part of the Worms community seems a little brain-dead, but I'm expecting different from communities of Valve games. At least to this extent.

Squirminator2k
8 Aug 2012, 20:09
If you want 6 players and teams of 8 worms, there are three perfectly serviceable games to cater to your desire. Frankly, with the attitude you've displayed in this thread, that's at least three more than you deserve.