Weapons Guide: Part Three
During the day he's a mild mannered reporter for the Daily Flock, But once battle commences he don's his cape and takes off.
Can't get an enemy with the Bazooka or Shotgun, then the Super Sheep is the weapon for the job, able to move across the landscape in seconds, and cause mass damage.
And remember, the Super Sheep can also used to do a bit of shopping before the fireworks, take the Super Sheep in low to collect the crates, but take care; you don't want to waste it.
This has to be one of the cruellest weapons in the game. Once this has been inflicted upon an enemy they are stuck, and you can use this to wear them down.
The most effective use of this weapon is if you can lure an enemy worm to a very difficult part of the landscape and then Tail Nail it in place whilst you then set about the rest of its team.
Also having an enemy worm stuck in place gives you the opportunity to practice pulling barrels and Mines towards them using the Ninja Rope (see Ninja Rope section). Pulling barrels around a nailed worm stops them from trying anything silly as they "might" blow themselves up in the process. This also gives you the chance to cause maximum damage using a low damage weapon!
Weapons to avoid using against a nailed worm are things like the Fire Punch, Prod and Baseball Bat.
Made to make your mouth water. This is the last option, if you've got a couple of worms on your team, and one of them is on low health, strap a rocket to its back, and let it fly.
This is a one way trip, the worm attached will not be back to fight another day, but will die in a huge explosion, that will cause huge amounts of damage.
This is the ultimate in mobility; you can reach great distances very quickly. This should really be saved for occasions when you need to get to that hard to reach enemy.
Using this utility quickly will leave you at a disadvantage as it will then limit your movement around a particular landscape. You never know when that last minute Jet Pack can get your wriggly behind out of a sticky situation and into the perfect hiding spot, so you can gather yourself and form your counter attack.
Certain weapons can be dropped whilst under the power of the Jet Pack, the trick with those is to make sure you are heading in the right direction and try to anticipate the drop as it has to fall down before hitting the enemy. The easier solution is to try and save fuel (don't always hold the power buttons down; try to fly using bursts of power and direction).
The Ninja Rope is back, your friendly neighbourhood worm has the ability to swing around the landscape with gay abandon once more.
This time however there is an added feature; you can drag or push objects if you aim your crosshair and fire the rope at them (mines, barrels and crates). This opens up the potential for collecting items without moving (i.e. if you're in a good hiding spot and you don't want to expose your worm). Also this opens up the opportunity to move objects around an enemy worm to make that explosion that little bit bigger.
Moving barrels next to an enemy and then either firing a weapon or dragging a mine close and then blow them sky high.
The only real piece of advice for this utility is to pace yourself, when lifting off the floor maintain a steady rhythm and don't get excited. As soon as you start to flap faster you'll lose the rhythm and start to sink. Steady presses of the button will provide enough speed for your requirements and get you where you want to be.
One of the better things about this is that you have the ability to drop weapons whilst in flight. Be warned however, once a weapon has been dropped, you only have the time of the fuse to reach your landing spot, so choose your targets carefully!
Another thing you can practice is trying to increase your descent speed. If your worm is placed high up and your only means of getting down is the Parachute, you'll want to do it quickly before your turn runs out and you plummet to your doom.
When swinging the Parachute left and right (as if to turn left or right) you'll notice that it rocks a little, if you can rock the Parachute left and right enough you can go inverted for a brief time, this accelerates your worms falling speed and may get you down faster. This is something that you need to practice; otherwise your worm will be decorating the ground with its head!
This has been restricted for this version of Worms; it's now more of an aiming aid, allowing you to get a better angle, to fire from. If you are presented with a large hill in front of you which needs to be aimed over then situating a Girder to help get up the slope is always useful.
It is still useful as a pseudo-shield from the enemy, merely placing it above your head (or statue, depending on your game mode) will give you that extra one or two turns which you may need to turn the tables on the baddies.