Worms W.M.D
Full Weapon List. (What is confirmed so far)
Weapons that can be crafted with ingredients iv marked ++


Weapons:

Bazooka
++ Bazooka Pie
Grenade
++ Sticky Grenade
++ Gas Grenade
Cluster Bomb
++ Cluster Bomb MK2
++ Delayed Clusters
Banana Bomb
++ Super Banana Bomb
Holy Hand Grenade
++ Holy Mine Grenade
Shotgun
++ Training Shotgun
++ Triple Barrel Shotgun
Uzi
++ Minigun
++ Luzi
Sentry Gun
++ Sentry Gun Lite
Fire Punch
++ Mega Punch
Baseball Bat
++ Alloy Baseball Bat
++ Flaming Bat
Prod
++ Furious Prod
++ 2 Handed Prod
Dynamite
++ Poisoned Dynamite
Mine
++ Vehicle Mine
Sheep
++ Barbecued Sheep
++ Electric Sheep
Super Sheep
++ Super Flatulence Sheep
Old Lady
++ Agile Old Lady
Air Strike
++ Demon Strike
++ Mine Strike
Bunker Buster
++ Tri Bunker Buster
++ Mega Bunker Buster
Homing Missile
++Homing Clustile
Concrete Donkey
++ Angry Concrete Donkey
Armageddon
++ Wormageddon
Sheep on a Rope
++ Sheep on a Long Rope
Carpet Bomb
++ Stinking Carpet Bomb
Dodgy Phone Battery
++ Charged Battery
Unwanted Present
++ Really Unwanted Present
OMG Strike
++ OMG LOL Strike


Utilities/Other

Jet Pack
++ Jet Pack Eco
Parachute
++ Combat Parachute
++ Party Balloon
Magnet
++ Industrial Electromagnet
Girder
++ Girder Girth
Ninja Rope
++ Ninja Rope Pro
++ Newbie Rope
Blow Torch
++ Full Blow Torch
++ Tunnel Kit
Teleport
++ Safe Teleport
Worm Select
++ Worm Select Adv
Skip Turn


Vehicles

Tank
Helicopter.


Weapon Emplacements.

Flame Thrower
Sniper Rifle
Mortar
Machine Gun


DLC Weapons (Pre order bonus)

Minions weapon
Goat on a Rope (Not sure if its just a re skin of Sheep on a rope?)
Kamikaze
Turkey Bomb
Liberty Strike
Dub Step Gun
Ming Vase
Sheep Launcher
Team Fortress Sentry Gun (Might be Sentry Gun reskin?)

Rocket League car (Vehicle)



Автор останньої редакції: Jake Muss; 12 лип. 2016 о 19:56
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Показані коментарі 1630 із 98
Added Wormageddon and Industrial Electromagnet to my list. That should be all? Skip Turn doesn't have craftables. So, 81 weapons/utilities overall + Skip Turn.

Too bad only 34 of them are in schemes without crafting. What a joke :D
Let me be clear. These craftable weapons seem to provide a good new variety to existing weapons but I don't like how it comes at the cost of cutting many old weapons, some being classics that have appeared in nearly every 2D Worms game.

It would be slightly misleading to say the game has 80 weapons/utilities. While technically correct, many craftables are more like upgrades than new weapons, like Angry Concrete Donkey, Bazooka Pie, Barbecued Sheep, and all the other craftables that simply add flames to the explosion of a normal weapon.

I think everyone here can agree that we would rather get unique weapons like Mortar, Longbow, Petrol Bomb, and Dragon Ball than 2 extra prods and 2 extra baseball bats. That's 4 unique weapons that could be freed up by not having those 4 redundant craftable upgrades wasting space in the weapons table. Moving on to utilities in W.M.D, I'd rather see nearly utility in the history of Worms return than half of all the utilities be upgraded versions to existing utilties.

Bring back all the unexpectedly missing weapons and utilities, implement all the common suggestions from your fans on forums everywhere, and W.M.D. could be a solid game rivalling Armageddon.
I hope Team17 are reading this thread.

I just feel they have got incredibly lazy with weapons. Adding poison, fire or electrical effects to standard weapons and then proclaiming its a whole new weapon because 'crafting' imo is slack.

How hard is it to give the fans what they want? I feel Team 17 do anything but listen to the community and it will end up killing the worms franchise.

Weapons that should never have been left out of this game.

Sheep Launcher (God this could have been easily crafted from a bazooka)
Mortar (I know their is an emplacement with a mortar but a personal one could have been crafted from a Bazooka)
Homing Pigeon (Huge classic. Could have been crafted from Homing Missile
Earthquake (Has been in so many worms games yet absent from WMD. WHY? Indian Nuclear Strike could have been crafted from Earthquake as well)
Bow & Arrow (Not a great weapon but good for making ladders out of holes)
Kamikaze (Been in all worms games yet absent in WMD)
Aqua Sheep
Mole
Mole Strike
Drill (Another weird utility to take out)
Flame Thrower (I know there is an emplacement but a personal one still would have been nice)
Salvation Army (Its essentially and Old Lady + Banana Bomb. Why cant you craft this from an Old Lady in WMD?)
Petrol Bomb (Great because the fire burnt for a few turns. But i see WMD has completly remooved long lasting fire)
Skunk (Altho 'Agile Old Lady seems very similar)
Ming Vase (Why cant this be crafted from dynamite?)
French Sheep Strike (Another weapon i thought for sure would be craftable)
Patsy's Magic Bullet
Mad Cows / Buffalo of Lies
Bungee

Some newer stuff they could have added

Gas Pump
Lighting Strike (With all the magnets and sentry guns this is a must have in game)
Poison Strike
Super Bunker Buster
Crate Strike

Автор останньої редакції: Jake Muss; 19 черв. 2016 о 17:49
Цитата допису JakeMuss:
I hope Team17 are reading this thread.

I just feel they have got incredibly lazy with weapons. Adding poison, fire or electrical effects to standard weapons and then proclaiming its a whole new weapon because 'crafting' imo is slack.
Agreed 100%
Автор останньої редакції: Jarzka; 20 черв. 2016 о 7:02
I am worried because team 17 are answering a lot of things here in the forum... but they are quiet about some topics, like this one, so that makes me think there won't be many of these weapons. I hope Im wrong of course.
One would think negatively and see that this "crafting reveal" was just a way to hide the fact that there aren't going to be the promised 80 weapons, just small upgrades to the existing ones that they count unique weapons.

I hope this is not the situation but it sadly seems to turn out like this. Sadly because until this point I was pretty sure that this game is going to be a new gem in the worms series. Now... not sure.

To make sure I'm not understood wrong: I like the new crafting system, but as many people have said, modifications and upgrades should not be counted as new unique weapons. Period.
Автор останньої редакції: Jarzka; 20 черв. 2016 о 8:39
I wanted to give an explanation as to why I feel these weapons and utilities should have been included


-battle axe (classic weapon, does 50% of total HP for damage, so it has to be used wisely. it's also a melee weapon, which means little retreat. great for trimming high HP worms down to size)

-low gravity (this is a no-brainer. low gravity allows people to go places they normally wouldn't be able to go without a rope or a jetpack, plus it's hilarious when a big chain reaction of doom goes off)

-fast walk (a simple utility with a simple purpose. no reason to not include it, especially with maps in WMD being so large)

-invisiblity (a great utility that should be included, but modified... instead of worms remaining invisible until they attack or take damage, it should just last a certain number of rounds - or they attack or take damage, otherwise invisibility can be an ace in the hole)

-homing pigeon (classic weapon with a significant chance of failure or even backfiring)

-sheep launcher (classic weapon)

-bow and arrow (classic weapon that can deal damage, push worms far, make stairs, or even block small entrances)

-dragon ball (similar to fire punch, but can be used at a little bit of a distance, and the arch of the attacked worm is more horizontal rather than vertical... not having it really sucks)

-kamikaze (seriously? we can't kamizake anymore? wtf)

-suicide bomber (a close range self-destruct that also poisons... great for sacrificing that 4 HP worm, dealing a bit of damage, and poisoning some high HP darksiding worm)

-mole bomb (W:A style of course... great for tunneling)

-mole strike (great for exposing darksiders and radically altering landscape strategically)

-girder pack (essential, IMO. this one is self-explanatory and lends itself mostly to smarter players)

-drill (classic utility that can also be used as a weapon, both on and off of the rope. it also makes jagged tunnels that can be used for vertical climbs. leaving it out is silly)

-bungee (a funny and sometimes rewarding movement utility... can be full of fail, or extremely useful)

-earthquake (good ol' fun)

-scales of justice (I see this as an upgraded version of the equalizer... equalizes HP for all worms on map, craziness ensues)

-salvation army (with all of the high powered weapons in the game I can see this one as being a bit redundant, but I still like it. basically an old woman + ming vase)

-petrol bomb (classic. strategic. usually takes some skill and knowledge to use effectively. can block tunnels, plop worms, etc. tons of uses. the fact that it's gone is ridiculous)

-skunk (I'm biased here :D ... the classic poison weapon that can be used at a distance AND deal damage/push worms/open up walls)

-priceless ming vase (kinda redundant, I admit, but cannot be thrown, like a banana)

-french sheep strike (probably the most hilarious weapon ever)

-mad cows (way better than the buffalo IMO, can be released to the left and the right in the same turn)

-nuclear bomb (poisons everyone not otherwise protected from poison, plus causes a decent amount of water rise. a great "oh f*ck!!" weapon to pull out, especially if enemies are near the bottom.

-freeze (essential utility that protects all worms on a team from all damage and poison until the start of next turn, with the weakness being that mines do not activate while worms are frozen, so one can booby trap frozen worms... also can booby trap them with fire so that they take damage immediately upon the start of their turn)

-gas pump (fairly close range poison gun, standard issue by this point and undervalued)

-termites (underrated for quickly burrowing into the ground in random directions. it's actually super useful in the right situations)

-ferrets (a very unique weapon that deals little damage, but can hit worms in hard-to-reach places without leaving the comfort of your hide)

--worship (a great strategic item that siphons HP from enemies and adds it to your own... smart players know to take out enemy statues asap, and those placing them tend to defend them aggressively)

-marked for death (a great utility that increases damage taken for a selected worm... this is for the strategists rather than the casuals who want to throw a banana bomb every turn and giggle)

-steal (I see this as an upgraded "stick-up." Can take one item from any player's inventory, and proximity doesn't matter. can be game-changing)

-poison strike (I am normally not a huge fan of "point and click" weapons, but the poison strike doesn't do much initial damage, and I think poison weapons in general are great because of the gradual effect and the competition over getting health crates)

-lightning strike (super versatile. can blow up mines and barrels. can reverse charms and magnets. can steal turrets. can raise dead worms, and can either harm or heal worms depending on which game we're playing. I personally like the Reloaded style of lightning strike in which it heals rather than deals damage... really should have been included)

-emergency teleport (not for everyone, but good in a pinch, as its name suggests. this is great if you got stuck with crappy placement at the beginning of a match and don't wanna waste a bunch of ropes/jetpacks/teleports getting your worms to better spots... but its risky)

-whoopsie cushion (a grenade-like weapon that can poison and is super bouncy, so it takes more skill to pull off that what I assuming the new 'gas canister' craftable will)

-crate strike (self explanatory)

-teleswap (a great strategic utility that when used properly can help one win a match rather than lose or draw)

-oxygen mask (would prevent poison unless worm takes damage)

-stick up (like steal, only one has to be in very close proximity to an enemy... only for the brave or desperate)

-rqualizer (like scales of justice, only effecting the two worms involved, also has to be within melee range. great for keeping your worm in the fight)

-knockout (a really undervalued and under-utilised utility for forward-thinking players)

-teleshield (kinda like freeze, only the shield doesn't prevent mines from activating, even though it mitigates the damage. For one worm only. Shouldn't prevent poison.)

-grave digger (if you choose to skip an attack and dig up a grave, you get the chance to get a powerful weapon... another one of those items that is for the strategic/brave/desperate, depending on circumstances)

-lucky charm (excellent utility that can heal or harm worms slowly... also effects damage dealt within its radius. can also block worms, plug up tunnels and holes, etc. plus it's trippy to look at)



So there's a brief explanation of what I think the above list should be included in WMD... the sally army and ming vase could be left out TBH, but everything else I consider to be pretty essential for a well-rounded game.


edit: the aqua sheep should definitely be included as well.
Автор останньої редакції: ```skunk3```; 20 черв. 2016 о 16:59
Цитата допису Condemor:
I am worried because team 17 are answering a lot of things here in the forum... but they are quiet about some topics, like this one, so that makes me think there won't be many of these weapons. I hope Im wrong of course.

That list of 81 is final. With Team17 being so quiet all of a sudden you can bet this is the game we are getting.

Everything was so promising for this game. The Armageddon engine, the art style, buildings even the vehicles were a nice new touch.

But this weapon list is a huge let down.


The more I think about the new weapon list, the more pissed off I get. Epic fail, Team17. Epic fail.

I am so let down.
They can still delay the release to fix it. Team 17's leadership is so messed up. I wish they would address us directly instead of hiding.
Цитата допису Obn3g0n:
They can still delay the release to fix it. Team 17's leadership is so messed up. I wish they would address us directly instead of hiding.
The truly mind-boggling bit about all of it is not that Team17 are starting from the ground up and expected to make a good game... they already have all of the makings for a fantastic game. All they have to do is just capitalize upon the past and make improvements, not leave out tons of content and features. What is so hard about that? It is blatantly obvious to me that this move by Team17 is proof of intentional crippling of product. They don't want to make the ultimate Worms game, they just want to make ANOTHER Worms game. I can tell right now that this is a game geared toward casuals. Gimmicky vehicles that don't seem to really add anything worthwhile to gameplay aside from an initial novelty factor that I'm sure will wear off in no time, kid's cartoon looking worms, a single-button jump mechanic with steerable jumps, really high-powered weapons all around, etc. I know that "WMD" implies mass destruction, but I didn't know that they were going to mean it so literally. Every single person I've talked to about the weapon / utility list has expressed overall disappointment. EVERYBODY!
Цитата допису ```skunk3```:
Цитата допису Obn3g0n:
They can still delay the release to fix it. Team 17's leadership is so messed up. I wish they would address us directly instead of hiding.
The truly mind-boggling bit about all of it is not that Team17 are starting from the ground up and expected to make a good game... they already have all of the makings for a fantastic game. All they have to do is just capitalize upon the past and make improvements, not leave out tons of content and features. What is so hard about that? It is blatantly obvious to me that this move by Team17 is proof of intentional crippling of product. They don't want to make the ultimate Worms game, they just want to make ANOTHER Worms game. I can tell right now that this is a game geared toward casuals. Gimmicky vehicles that don't seem to really add anything worthwhile to gameplay aside from an initial novelty factor that I'm sure will wear off in no time, kid's cartoon looking worms, a single-button jump mechanic with steerable jumps, really high-powered weapons all around, etc. I know that "WMD" implies mass destruction, but I didn't know that they were going to mean it so literally. Every single person I've talked to about the weapon / utility list has expressed overall disappointment. EVERYBODY!



I liked the new art style and buildings (Seriously go back and play Armageddon. As great as that game is and always will be. The graphics are very old and tired and desperatly needed an upgrade)
Really high powered weapons have always been a staple of worms really. They just need to be very hard to find in crates instead of being able to be crafted (seriously everyones just going to craft donkeys in ranked)
The vehicles add a new element to the game and i like it (Altho that tank shouldnt be able to jump and go up verticle inclines like it can). Iv got a feeling they have 1 or 2 vehicles left to uncover which will be either a ship or a submarine. Also the vehicles can be turned off so its not a big deal if you dont like them.

The biggest draw to me is the armageddon like engine. Finally it feels like a worms game again. Its just sad we get alot of 1/2 arsed weapon ideas instead of old classics that EVERYONE wants.

Цитата допису JakeMuss:
Цитата допису ```skunk3```:
The truly mind-boggling bit about all of it is not that Team17 are starting from the ground up and expected to make a good game... they already have all of the makings for a fantastic game. All they have to do is just capitalize upon the past and make improvements, not leave out tons of content and features. What is so hard about that? It is blatantly obvious to me that this move by Team17 is proof of intentional crippling of product. They don't want to make the ultimate Worms game, they just want to make ANOTHER Worms game. I can tell right now that this is a game geared toward casuals. Gimmicky vehicles that don't seem to really add anything worthwhile to gameplay aside from an initial novelty factor that I'm sure will wear off in no time, kid's cartoon looking worms, a single-button jump mechanic with steerable jumps, really high-powered weapons all around, etc. I know that "WMD" implies mass destruction, but I didn't know that they were going to mean it so literally. Every single person I've talked to about the weapon / utility list has expressed overall disappointment. EVERYBODY!



I liked the new art style and buildings (Seriously go back and play Armageddon. As great as that game is and always will be. The graphics are very old and tired and desperatly needed an upgrade)
Really high powered weapons have always been a staple of worms really. They just need to be very hard to find in crates instead of being able to be crafted (seriously everyones just going to craft donkeys in ranked)
The vehicles add a new element to the game and i like it (Altho that tank shouldnt be able to jump and go up verticle inclines like it can). Iv got a feeling they have 1 or 2 vehicles left to uncover which will be either a ship or a submarine. Also the vehicles can be turned off so its not a big deal if you dont like them.

The biggest draw to me is the armageddon like engine. Finally it feels like a worms game again. Its just sad we get alot of 1/2 arsed weapon ideas instead of old classics that EVERYONE wants.

I play Armageddon almost daily. I'm a long-time player of the whole Worms series. The graphics don't bother me in the slightest. It's still the most enjoyable Worms game of all, hands down.

I like the art style as far as the terrain goes (but mad about the lack of themes), but the worms themselves look weird if you ask me. I could overlook that if the mechanics were on point, but a one-button jumping system with steerable jumps just goes to show that the series is still suffering from console-itis.

I think that WMD is the most high-powered Worms game yet. There's a major holes in the weapon/utility lineup. There aren't nearly enough utilities, as I've mentioned previously. There's some high-powered weapons in W:A, but they're fairly rare on the whole, as only noobs play The Full Wormage.

We don't know if crafting is going to be available in ranked, but I assume that it will be. I don't think that people can actually craft an item they don't already have though... like I don't think you can just make a donkey from materials. I think you can upgrade a donkey to an angry donkey, but that's it. I think that crate drops should be off for ranked matches unless there's ranked channels for various schemes... if a game is for rank you shouldn't have to suffer a loss because someone gets a random crate with a donkey in it. That's dumb.

I think the vehicles are really lame, to be honest. With a helicopter you can fly basically anywhere on the map without using any of your ropes or jetpacks, and the tank can jump and climb impossible angles, while firing huge shells and protecting the worm inside from damage. I don't see anything redeeming or interesting about the vehicles, personally. The weapon emplacements, yes... vehicles, no.

Цитата допису ```skunk3```:
Цитата допису JakeMuss:
With a helicopter you can fly basically anywhere

The first time I saw the helicopter flying I was like "wtf, why there is no fuel limit".
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Опубліковано: 15 черв. 2016 о 4:17
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