:;,,,,;: ;LGL; :tjjLLLLLLjji;;,jffi :;ttjfLDDGDGGGLffLGGGfLi :jLLLjjtfE##DGfttjLK#WGjjft;: :iiijj;,,:tfjLEWEGLLffLKWELLLf ..... :tfjfDDDDGft; :tLGffEDGDDDDDGGff; :,ijf; :ifLLLLffLLGGGDt: tDGLLLLGGLGfjt: ;LGGLffLDj ;LjffjjGEKEDDDEKEDEEGLLfGt :;;;;GGGDt jGfjjjLGDEKKKWEDDGDEDffGf: tEDDLfDDGLLLGGDKEGGDEELGGGEELf; :;;;;;;;;fEDEEt :tffLGGDKKDLEjtfffLKfLLLDt jEDDDDDGGLfffGLjffft: tGDEKD;tDLfLGEKffLGDt iLLLffffEGLLLDDELjjf; iGLEKt..fDGDKKGfLLGDt DLGDEEKi: :,::LL,,;::;fGGGGfjLGDGt: :;tfjjfEGGLLGE ::.:jitLLfjffffLLGGGEWf GLfffffEKGjjtj .itiiji..:;ijLGGGKW#G: ;ffjfjjjfDEDfjji;;,:.tiiij;.::itfEWW#W###G: tKWL. ;tDKEEKWKKKGfGfjLLtjfffGDKW##;tK##Ki :itG##D;.:,tGKWWWWKEEKKDGDGDDDGjttGEEW## iK#Wj :jGGDKWEfjjjDEEKKKWKEEWWEEEEDLjjttiLDDEEL :i;. ;jjffGKGGDDGGGGGGGGDKEEEKWWWKKKEGjfffDEDEj tLtjDEEEGGGDGDGLGGGGDEEDLjjffLDKjiGLDEKKEt iLtfDEDKDEEDDEDDDEDEEKGjLDDEDLfDj.,;;;;i;: tGjfGEEEDLffLffffLGDDEfjDEDDKDjGt ;fffjfGDKDLfjjjjjfGGGKGjLDDEEGfDj GEtjfjjjfGEDDEDDGGLGKijt;jtDKL Created by TechDude, unfortunately, the formatting requirements killed it. If you want to see what it looked like BEFORE the 79 10-point character: http://techdude.topcities.com/omgitsamy250char.gif Thanks TD ________ ___. .___ / _____/ __ __ ____\_ |__ ____ __ __ ____ __| _/ / \ ___| | \/ \| __ \ / _ \| | \/ \ / __ | \ \_\ \ | / | \ \_\ ( <_> ) | / | \/ /_/ | \______ /____/|___| /___ /\____/|____/|___| /\____ | \/ \/ \/ \/ \/ _______________________________________________________________________________| Table of Contents ================= I ------- About this FAQ II ------ How Not To Be A Jerk In Gunbound III ----- The Basics a - Getting Started b - The Zones c - The Modes of Play d - Controls e - Gold and GP f - Rankings g - In-Game Items h - Delay IV ------ The Levels V ------- The Bots (Nowhere NEAR being close to completion due to laziness) a - Armor b - Mage c - Nak d - Trico e - Bigfoot f - Boomer g - Raon h - Lightning i - JD j - Asate k - Ice l - Turtle m - Grub n - Aduka o - Special Bot: Dragon p - Special Bot: Knight VI ------ Avatars a - Avatar On vs Avatar Off and other info b - The Stat Sets c - Avatar Planner VII ----- Misc Stuff a - Fun Stuff (Games other than the traditional GBing) b - Guilds c - Money-Making d - GP Hoaring e - Gunbound Terminology f - Other Tricks i -- On-Site: Account/Game Info ii - In Game: Appear Offline VIII ---- Credits IX ------ Contact Me =================================================================== = = = Part I - About this FAQ = = = =================================================================== Author : vgamegirl Email : [email protected] Please read the Section 'Contact Me' before emailing Version : 1.1 Last Update : August 12th, 2004 Game : Gunbound Version Updates: 1.1 -August 12th, 2004 Added the total and true angle measurements, contributed to me by NickBush24 Made some bot corrections 1.0 -August 9th, 2004 Added 'Other Tricks' Added the Turtle, Lightning, Knight and Dragon sections Added some stuff to How Not To Be A Jerk in Gunbound Added some avatar sets Made some typo corrections 0.96-August 1st, 2004 DemiFrost contributed the Trico section (Thanks Demi) Added Raon, Bigfoot, and Armor sections Added some stuff to How Not To Be A Jerk In Gunbound Added an avatar set 0.92-July 28th, 2004 Added an (incomplete) 'Gunbound Terminology' section to explain some of the acrnoyms and terms commonly used in Gunbound Added the Asate section 0.9 -July 27th, 2004 Added 'How Not to Be A Jerk In Gunbound' Added the Nak section Added GP and Money strategies Added Cave A and B to the levels 0.8 -July 26th, 2004 Added the Cake, Aduka, and Grub sections 0.7 -July 22nd, 2004 Added Mobile type and shopt descriptions Corrected some grammatical errors 0.65-July 21st, 2004 Completed the Boomer section Added /loudall command 0.6 -July 20th, 2004 Just wanted to get this published, since if it's actually up. I may somehow possess motivation to finish the bots section, as well as respective strategies for each. Until then, deal with my laziness Copyright Junk This guide was written by vgamegirl, and may not be reproduced, in whole or in part, without my specific written consent. I have no problem letting people host my guide, provided that they ASK FIRST. If you get permission to repost this, it must be kept exactly as-is, with no advertisements, banners, HTML, etc. Keep it as a text file. TO contact me, either to ask permission or you see this guide displayed elsewhere, see the Contact Me section. Thanks. All ASCII art at the beginning of this document is Copyright (C)2004 Nick "TechDude" Green. And may not be used in any way without express permission from Nick "TechDude" Green. =================================================================== = = = Part II - How Not To Be A Jerk In Gunbound = = = =================================================================== Well, as most of us know, the Gunbound community as a whole, to put it midly, is, well, horrid and full of jerks/idiots. Please don't join their number. A few decent players do exist 1.) Thou Shalt Not Scam Yes, there's a few innocent newbs out there that many fall for it, but just don't, please. 2.) Thou Shalt Not Drown High Rankers in Buddy List Requests Please, it's really annoying just ENTERING a channel and getting Buddy list requests JUST because you have a high rank. "OMG A WAND PRO ACCEPT MY BUDDY REQUEST PLZ" is annoying. Chances are, if I don't know you, you're not getting added. In addition to that, if someone denies your request, trying 15+ more times won't change their mind. 3.) Thou Shalt Not Beg Look, if you are a complete stranger to me, do you HONESTLY think I'm going to give you items? I doubt it. Don't ask for "spare" items or whatever. It's annoying. Please just don't. 4.) Thou Shalt Not Spam Yes, if someone hasn't readied in a game, saying their name several thousand times a minute will undoubtably make them hurry up 5.) Thou Shalt Not KS If someone's spent the whole game shooting at a person, who is almost dead, don't go and take the kill, unless it's a time where the kill can win the game, or the other person's almost dead. If, strategically, it doesn't matter who kills, just let the person kill 6.) Thou Shalt Not KS Whine In the event that someone takes your kill, don't whine about it. It's done and over with. If there was a legit reason, like you had been killed already and weren't on the map, or were about to be killed, or something, it's not a KS. It's strategy. Whatever the reason, going and TKing your partner, especially in a larger game, does nothing whatsoever to help your team 7.) Thou Shalt Realize That High Rankers Aren't Aimbots And We Do Occasionally Miss and/or Have Bad Days Seriously. People assume that just because you're a wand or a Battle Axe, you somehow have this inability to miss/get killed. We're human, ya know 8.) Thou Shalt Not DT Whine (Thanks to Hawkeye for the idea) Alright, you get double teamed. It's a perfectly legit strategy. It can be a pain sometimes, especially when you only get a turn or two, but please don't be one of the people that's like 'NO DT. That's cheating' or whatever. Frankly, if someone says 'No DT', I'll go and DT (double team) just to annoy them for thinking that because they said something, the other team will redo their entire strategy just because someone told them not to do something. Double teams, triple teams, even Quadruple teams happen, get over it and deal with it 9.) Thou Shalt Not Scream Jajajajajaja All The Time (Credit to Hawkeye again) Yes, I'm well aware that Jaja translates to haha, but that doesn't change it from being really annoying 10.)Thou Shalt Not Feel The Need To Abbreviate Every Word You Say (Credit to Hawkeye) Pretty self explanatory. I don't mind people saying DT, KS, whatever. But please try to keep your messages legible. 11.)Thou Shalt Not Whine About Being Shot (Credit to NickBush24) Again, pretty self-explanatory, but there's a lot of people who have to say 'Why me?'. You're on the opposing team. Of COURSE you're going to get shot =================================================================== = = = Part III - The Basics = = = =================================================================== Section A: Getting Started -------------------------- Obviously, first you need to go register and download the game. Go to www.gunbound.net and download the game, as well as register an account. Pretty self-explanatory. The gender option affects how you look in-game and what avatars (clothes, hats, eyewear, and accessories, discussed more fully in the Avatars section) are available for you to purchase. Female accounts (besides most of them actually being guys) are prone to 'OMG A GIRL ASL', 'WILL YOU MARRY ME', 'WANNA CYBER', etc. I've personally experienced all of the above. Only good side of that is people occasionally send avatars your way in hopes of befriending you or getting you to send something back. The choice is up to you. After you've installed it and such, run it, put in your username/ password, and you can begin. In the event you do need to change your password, and you forget what the email address you used to sign up was, go to the site, log in and put javascript:document.write(document.cookie) in the address bar. Look through it, and you can find your email, as well as a few other things. Section B: The Zones -------------------- At the time of writing this, there are 12 zones: *Zones 1 and 2 : Beginner Zone, Avatar Off* This is probably the best place to start. You can only get into these zones if your rank is Metal Axe or under. Avatar off indicates that the only avatar stats that matter here are popularity, which gets you more money per shot. Since Attack, Defense, Life, etc don't come into play here, you're on more even footing with your opponents. Be aware that many of the people here are not new at all, they just made new accounts to get money from beating newbs or something, especially those running around in full money suits. *Zones 3 and 4 : Beginner Zone, Avatar On* Just like Zones 1 and 2, only people with Metal Axe ranking or under are permitted to enter here. In this zone, the avatar you wear does have a bearing on the damage you and your opponents receive, the hole sizes, etc. People frequently make new accounts and send avatars from their old accounts to play here. However, if you buy avatars and want to test out them out, go ahead. *Zones 5-9 : Free Zones, Avatar On* Ah, the land of the stat hoar suits. You may want to wait until you have a decent avatar before coming here, otherwise, you'll probably get destroyed. Team stacking (a bunch of good players, or "pros" all on one team, often with full suits) *Zone 10 : Newb-Free Zone, Avatar On* No one under the rank of Double Metal Axe is permitted entry here, and it's avatar on. I'd really like to have another one of these zones, but as an avatar off one. *Zones 11 and 12: Free Zone, Avatar Off* Personally, these are my favorite zones. Like the other Av Off zones, the only stats that take affect here are the ones that increase your money payout, which have no bearing on the game itself, just in the avatar shop. Money suits are a fairly common sight here; beware of the people who are so desperate for money that they always try the hard shots, rarely hitting, and can cost your team the game. Double click on a zone to enter it. In each zone, there's 8 different chat channels, where you can talk to people, and upon entering the zone or leaving the room, you'll be put into one of the first three. Other than those, the others one are fairly empty, so you can carry along a conversation with friends and such. Channel/In-Game Commands: - /m (name) (message) /message (name) (message) /to (name) (message) /m, /message, and /to by themselves tell you how to send a PM (Credit NickBush24) Allow you to PM someone, provided you know their gunbound ID. If they aren't on at the time, they'll see it when they start gunbound again. - /mute (name) Pretty self explanatory, you no longer hear the person you muted - /loud (name) Unmutes the person - /loudall Unmutes everyone - /mutelist List of the people you've muted - /quit Exits gunbound (duh) - /kick (name) This ONLY works if you are in a room and are the keyholder, before the game starts. If there's a person you don't want in your room that is, use this command to kick them out (or sometimes referred to as 'kice' due to Softnyx's typos). The person will be unable to reenter the room until they've logged out, and logged back in. You have 4 kicks before the key is randomly given to someone else in the room. - /h, /help, /guide Lists all commands in Gunbound Contributed by Aurora Sky and NickBush24 - /key Lists all key shortcuts Contributed by Aurora Sky and NickBush24 - /go (room number) Crashes the game. Obviously, this is bugged, so don't bother Section C: The Modes of Play ---------------------------- The 1v1, 2v2, 3v3, and 4v4 options are pretty obvious; they designate how many players to a team. However, there's also a few options to consider: Gameplay Modes ============== Solo: Everyone has a single life. Once you die, the corpses remain. The bodies can still take hits while dead, thus being somewhat effective as a shield, and can block shots for both teams. After you die, if you leave the room during the game, you won't be penalized with a gold loss for abandoning your team. After you die, you are able to participate in the slots. When 3 of the same kind line up, you get to use whatever item it is. Dynamites and hammers can be dropped from the sky four turns after you specify where they fall. These falling objects are affected by the wind as they fall. The lightning slot will case a bolt of lightning to fall and hit the person, and is not affected by wind. These three attacks, while not doing a whole lot of damage, can chip away at health, as well as disrupt the angle of the person or even bunge them (bunging is causing the player to fall of the land they are on, and if there's none below them, they die). The treasure chest can give whatever person gets it after it lands an item to use. It can be retrieved by either team, so it's not limited to being for the team who dropped it. Finally, you can win either 10, 50, or 100 gold from the slots. Tag: Again, you only have one life, but this time, you have another mobile you can switch to. In the room before the game, where you pick the bot, you can pick a second bot. The first click you make will be the bot everyone sees you on. The second bot click will be your tag bot, which people won't see until you tag (F7 on your turn). The second bot will only have half life. After you switch bots during your turn, you can't switch back, so you're stuck until your turn again. Slots, like in solo, come into play here, as well as corpses left on the field. Score: Your team has some number of lives, depending on the number of players (2v2 has 3, 3v3 has 4, 4v4 has 5). After you die, you have a chance to respawn somewhere, and you drop 4 turns after you pick your spawn spot. Everytime someone dies, your team loses a life. Once you hit zero, the game's over. Alternativly, if no one on your team is on the field (all of you are waiting to drop), you lose the game. If you drop, but fail to land on any land, and fall straight through, it doesn't cost the team a life, but it does take you another 4 turns to fall again. Slots and corpses obviously don't come into effect here. Jewel: Easily the least played mode. Instead of shooting your opponent, it's essentially target practice. You need to shoot the little jewels scattered around the stage, worth either -5, 5, 10, or 25 points. The more points they're worth, the more damage they need to take before you get the points for the kill. First team to 100 wins. If you aren't 1v1ing and you're bunged, you have to wait 2 turns to drop. First team to 100 wins. Blood (the item) is very useful in this mode, as it has no extra delay, and normally drains you some of your health, which doesn't exist in this mode. Sudden Death ============ The number of turns until sudden death begins is determined by the death option: Death40, Death56, Death72, obviously indicating the number of turns until it begins. Then there's the type of Sudden Death. If NoDeath is set, obviously sudden death doesn't occur. Items cannot be used during Sudden Death, and except for SS Death, the SS Shot can't be used. Bigbomb: The holes made by the impact of shots hitting the ground are much larger, so bunging is much easier to accomplish. Double Death: Everytime you shoot, instead of only have one shot taken, 2 shots occur, one slightly after the other, but with the same angle and power. SS Death: SS Death is the only Sudden Death where you can use your SS. As opposed to during the regular match, where you can use your SS only once every 4 of -your- turns, it can be used every turn. Basic/Attack ============ This has to do with the slots. When on attack, you won't get things like winning gold quite as often, if at all. Instead, you'll primarily get items you can use to hurt the opposing team, like hammers. Section D: The Controls ----------------------- Typical Gunbound Screen during gameplay ______________________________________________________________________ | | | | | | | | 1 | 2 | 3 | 4 | 5 | 6 | |____|____|___________________|________________|__________________|____| | | | 7 8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |______________ | | | | | | | | 9 | | | | | | | | | |___ | | | 10| 11 | |______________|___|___________________________________________________| | | | | | | | | 12| 13| 14| 15| 16 17 | 18 | |___|___|___|___|____________________________________________|_________| 1 The options menu. Can also be acessed by hitting Esc Shooting Modes: Dragshot - The shot power in the power bar is controlled by the mouse. The longer you take on your shot, the harder it is to control. Some people use it all the time for all their shots. With my junky mouse, I prefer to use it only on full powered shots. Slice - The power increases at a steady rate by holding the space bar. I typically use this shooting style. It's also the easiest to learn, IMO. Sniper - A bugged Slice shot that doesn't really work. Mouse Scroll Speed: How fast the screen scrolls when you put your mouse to the edge of the screen to scroll left or right. Right clicking and using your mouse to scroll is faster to see the other parts of the stage, as well as holding it in place to line up shots instead of having the camera follow the shot of whoever's turn it is. Sound- MP3- MP3 files in general have a higher quality sound than Midis, but they also have larger file sizes. Though I can't say it makes a notable difference in either sound quality or how much slower your computer runs the game, theoretically the MP3 mode would slow your game down more than Midi. Midi- Lower quality sound, but also would have a smaller file and would slow down the game less than MP3 would. Would probably make more of a difference on the older, slower computers. (Credit to Nucky and ChainChump8 for correcting this) Music and Effect Volumes- Controls the volumes for the music and the sound effects (duh). 3D Effect-Obviously higher graphics levels will slow your computer down more, so if you're game lags a bit, it might be helpful to turn this down to Medium or Low. It doesn't effect the gameplay much, just the visual aspects. Since I usually have a dozen or so other programs running at once, I leave it on low, but it depends on your computer. Background-If it's on, you see the nice backgrounds of the levels and such. Personally, I leave it off since it's easier to see whether or not land is the way of your shot (especially on levels like Miramo Town where the background and the land are pretty similar in color). Quit-Quits your current game and returns you to the lobby. It's not always an active button though. Be warned, if you leave a game other than Solo and Tag where you're dead, you give 100 gold to each member of your team in compensation for them having to play down a player. 2 The weather that is currently active 3 The weather that will occur within the next few turns Weather: Force- The picture is a sun, onscreen it looks like a sunbeam. The longer your shot stays in the force, the more damage you'll do. Hurricane- Everyone just calls them tornados, or simply nados. When a shot enters it, depending where it is in its trajectory when it reaches the tornado, it'll either be raised higher up or be brought lower. The shot sort of wraps around it. No real way to explain it. Electricity- Adds damage to your shot if it passes through, but also destroys some more of the land where it hits. Wind Change - Looks like a meteor thing. It changes the wind speed and direction. When there's a wind change on the first turn, it's almost always null wind. Moon- Supposedly adds energy to the mobiles, but bionic mobiles (the creature ones, like Trico, Ice, etc) benefit more than the others. **Edit-Novasol told me that the moon phase heals a percentage of your life, so machines and shields do benefit, though not quite as much as bionics. Since it is a percentage, shield bots, having less life since they've got shields instead of a full bar of HP, benefit the least. Unconfirmed, but healing items may heal more during the moon phase** Item Lock- While this is on, you can't use any items, but you can still use your SS. Thor-More damage done with shots. You need to watch thor's position in reference to yourself and your opponent, otherwise, you might dual on thor, and have the beams hit you instead. Ouch. Aduka's Shot 2 and SS are based off of Thor (talked about in more detail later). There's 6 levels of Thor. Initially, Thor's on level one, but by doing lots of damage while Thor's active will raise its level. Using Aduka's shot 2/ss also powers up Thor. After awhile the level will raise, and it'll do more damage (IE- Level 3 Thor obviously does more than level 2). Look for the in the sky and it's written next to it what level it currently is on. (Credit to Kyle Chao for this info) Thor level | Damage recorded | Average damage per level 1 | 0 to 200 | 150+ 2 | 201 to 700 | 175+ 3 | 701 to 1800 | 200+ 4 | 1801 to 3900 | 250+ 5 | 3901 to 6800 | 275+ 6 | 6801 + | 300+ 4 Your current gold 5 Your remaining in-game items. F1-F6 can be used as an alternative to clicking on them 6 Skip your turn. Can also be activated by hitting F8 instead of clicking 7 The chat area. Just lists what was recently said 8 Shows the wind amount and direction. The wind affects your shots. For example, a wind direction going upwards and with you will carry your shot farther than wind going down and against you. Some mobiles have shots more affected by wind than others. According to the website, 32 wind is the maximum, but I've never seen or heard of (non-hacked) wind above 26. 9 The turn order. Also lists the amount of delay other players have relative to yourself. Dleay is further explained under the delay section 10 Determines who sees your messages. If on All, anyone that's in the game can see them. If on Team, only your teammates can see. F9 or clicking on it can toggle between Team and All 11 Where you type the messages to send out to people 12 When highlighted, you'll use Shot 1 on your turn 13 When highlighted, Shot 2 will be used on your turn 14 When highlighted, you'll use your mobile's SS on your turn You can click on the shots to select them, or use Tab to cycle through. 15 Shows your current angle. It doesn't distinguish between left and right angles, so using the wrong Angle 89, for example, isn't too uncommon. Also useful if you've hit someone already, and they hit you and change your angle. Using Up and Down arrow keys adjusts your angle. 16 Shows which shooting mode is currently being used. This can be switched under options, and the modes are detailed later on in this section 17 The yellow line shows how much power your previous shot used. The red bar (appears while you're shooting) shows how much power you currently are using. You can click on the bar to mark a shot, in the event you need to alter your shot for some reason (help a teammate, a tornado appeared, etc) 18 On solo, nothing's here. In score mode, the current score is displayed. Tag shows your other bot and it's HP, while Jewel will display the score here. Misc: Left and Right Arrow keys control movement. The amount of movement you have is dependent on your bot. Angle range is also mobile-dependent. Am I missing anything? If so email me. Details are under the Contact Me section. Section E: Gold and GP ---------------------- Gold- Gold is used to buy avatars in the Avatar Shop (accessed by being in the Channels and clicking the Avatar button). Obviously, some avatars are worth more than others, usually depending on their stats or looks. You can see the Gold on the top of the screen in the channels. GP- GP is used to rank up. You need certain amounts of GP to reach certain ranks. The gaps between ranks get higher as you go up. Gold and GP Awards (Taken from the Gunbound site, but I've reworded it a bit since Softnyx's translation is ... not the best) Name Gold GP Description ========================================================================== Shot of God +500 +4 Kill two opponents in one turn. You can bunge them, Bonus use thor, whatever, as long as 2 die. More commonly referred to as a DK. Bunge Shot +100 +1 Bunge your opponent (cause them to fall out of the Bonus level through the bottom) Ending +100 +1 Bring an opponent's HP down to zero. Kindly don't Bonus go out of the way to take a kill that isn't yours, unless the game depends on it or your teammate tells you to. Doing so is killing stealing, AKA "KSing" and gets people mad at you. Shot Bonus +10 +0 Do more than 150 total damage during your turn. Good Shot +20 +0 Do more than 250 total damage during your turn Bonus Excellent +50 +0 Do more than 500 total damage during your turn Shot Bonus Hurricane +20 +0 Have your shot through a tornado and do more than Bonus 50 damage to an opponent High Angle +15 +0 Use an angle 70+ and have the shot fly through the air for at least 2.5 seconds and do over 50 damage Ultra High +30 +0 USe an angle 70+ and have the shot fly for more Angle than 4 seconds, delivering at least 50 damage Boomer Shot +20 +0 During the course of the shot, the projectile goes on both sides of the opponent. Most commonly achieved when using grub's shot 2, thus the origins of 'You the gub makese so mcuh money gold' Backshot +25 +0 When your shot goes out to one side of you, then, due to wind, curves back behind you and hits your opponent. Boomer usually gets this bonus more than any other bot 1000 Damage +100 +1 During the game, you deal out over 1K damage to opponents 2000 Damage +100 +2 Deal over 2000 damage to your opponents in one game. 3000 Damage +100 +4 Deal over 3000 damage to your opponents in a single game. Suicide -50 -1 Suicide by killing yourself HP wise or self-bunging Team Damage -25 -1 Do over 50 damage to your team or yourself. If you damage an opponent also, you don't receive this penalty Team Kill -50 -2 Kill a teammate, either via bunge or depleting all their HP. Often referred to as 'TK' Win Bonus: 1v1 +100 +3 Win a 1v1 2v2 +150 +6 Win a 2v2 3v3 +200 +9 Win a 3v3 4v4 +300 +12 Win a 4v4 Section F: Rankings ------------------- Silver Dragon - 1 person Red Dragon - 4 people Blue Dragon - 16 people Diamond Wand - 0.1% Red Wand - 0.2~1% Blue Wand - 2~3% Purple Wand - 4~6% Gold Battle Axe+ - 7~10% Gold Battle Axe - 11~20% Silver Battle Axe+ - 21~30% Silver Battle Axe - 31~50% Battle Axe+ - 51~70% Battle Axe - 71~100% (6900) Double Gold Axe - 6000GP Gold Axe - 5100GP Double Siver Axe - 4200GP Silver Axe - 3500GP Double Metal Axe - 2800GP Metal Axe - 2300GP Double Stone Hammer - 1800GP Stone Hammer - 1500GP Double Wood Hammer - 1200GP Wood Hammer - 1100GP Chick - The rest Alright, little more indepth description. Dragons: These ranks are given to people with the most GP Battle Axes-Wands: This is percentage based and changes daily. The top .01% are the Diamond Wands, etc. Since people are constantly gaining more GP, and more people are hitting 6900+ GP, these GP numbers fluctuate. Section G: In-Game Items ------------------------ There's items that can be used during your turn in the game, obviously having different effects. You have 6 item slots, but many of them take up two slots Dual-Delay 600-2 Slots Does two of the same shot. If shot 1's selected, 2 shot ones will be fired. If shot 2, 2 of those will be shot. Pretty simple. Blood-0 Delay-1 Slot 8% of your remaining HP is lost in order to give your shot 33% more damage. Best item for jewel, since there's no HP, and it has no delay. You can't kill yourself with one. Energy 2 (Medkit)-300 Delay-2 Slots Restores 25% of your max energy. Bionic mobiles (the creature ones) get 5% more HP back Energy 1 (Bandaid)-100 Delay-1 Slot Official description says 'little HP'. Not sure exactly how much that is though. Again, bionics benefit more. Credit to NickBush24 for telling me Energy 1 and 2 were backwards Edit: Hawkeye wrote in to say it's about 20% HP you gain Edit #2: (Applies to both heals, credit to Novasol for telling me): Since heals give you back a percentage of your life, they are least beneficial to shield bots, since they have less HP in order to have shields. Unconfirmed idea is that heals may be more beneficial during the Moon phase. Dual+-250 Delay-2 slots If shot one is selected, using this item will do a shot 1 then a shot 2. If 2 is selected, it'll be the other way around. Definitely good for if a regular shot won't kill the person, but a dual would be overkill and you don't want that kind of delay. Wind Change-150 Delay-1 Slot Highly underrated IMO. When you use it, it'll switch the direction of the wind to the direct opposite (IE-24 wind going southeast becomes 24 wind goign northwest). Can really screw over people's shots, since a lot of times people don't even notice it changed. Team Teleport-50 Delay-2 Slots You switched spots with the person on your team who has the lowest HP. When used correctly, it can actually be pretty good. However, most people either don't use it, or use it to kill their teammates by jumping off a ledge and using it during the fall Shovel-50 Delay-1 Slot Makes the holes your shot does when it hits the land 25% bigger. Great for bunging Power up-150 Delay-1 Slot Adds 33% more damage to your shot. I can't say I really care for this item. there's better things to pack. Thunder-200 Delay-2 Slots The equivalent of sending your shot through the electricity Teleport-100 Delay-2 Slots It's simply a teleport. You land where your shot lands. Very helpful if you're about to get bunged or have a bad position. However, if you send your shot out of the side of the level or below the ground, you just stay where you are. Section H: Delay ---------------- Delay is a VERY important aspect of the game, that many people are ignorant of. It explains why some people get to go twice in a row, or others have to wait a long time for their turn. Alright, start by looking at the turn order. I'll use an example: Opponent 1 -250 Teammate 1 -100 You 750 Opponent 2 +840 Alright, let's start by looking at your own delay. The 760 next to your name means that's how much delay you took on your last shot. Every second you take during your shot adds 10 delay to whatever amount you have. If you look next to Opponent 1 and Teammate 1, it shows negative numbers. That's because delay is shown relative to your own amount. The -250 means they have 250 less delay than you do. +840 means they've got 840 more. Say your target is Opponent 2. If you played this correctly, you could go twice before they go again. Let's say that your previous shot, using shot 1, took 750 delay, and your shot 2 is around 900 delay. Now, instead of just using shot 2 this turn, which would put you behind Opponent 2, since 900 is larger than 840, say you were to use Shot 1. 760 is obviously less than 840, so you would have that turn, then get to go again before your opponent goes. When you use an item, the item's delay is added onto the delay of the shot you're using. If you were going to teleport, wouldn't it be better to add that to your Shot 1, since it has less delay than shot 2 and you'd get to go again sooner? On things like Dual+, on most bots you should have shot 1 go first, since the delay would be added to that shot. The exceptions are bots like JD, where the second shot isn't a regular shot. JD's shot 2 is like a vaccuum, pulling the person closer to where the shot landed. So if you were to use a shot 2 then shot 1 dual+, they'd be pulled in to where the shot 2 landed, then hit with shot 1. So what happens when both of you have the same delay? Whoever went first in the beginning of the game goes first here too (Credit to yhelothar for posting that) =================================================================== = = = Part IV - The Levels = = = =================================================================== Metamine A ---------- The Weather: Force-0 Tornado-2 Electricity-0 Wind Change-3 Moon-0 Item Lock-2 Thor-1 Quick Description: A relatively flat level with a few straightlined depressions or hills. Level width is about medium or so. Towards the middle of the bottom edge, the land takes a sharp downward slope, so it's much thicker there, making this the level that Raon pits usually are played at (described further under the Misc section) Other Comments: One of my favorite levels. However, there's a few too many wind changes. Metamine B ---------- The Weather: Force-2 Tornado-3 Electricity-0 Wind Change-0 Moon-0 Item Lock-2 Thor-1 Quick Description: Two alititude levels. The upper level has a large land mass on each side, with a few, much smaller ones in the middle, strung together by a narrow strip of land. The bottom part has 3 landforms which are closer together than the top level ones. The bottom ones are also connected by a thin land strip. Other Comments: This level can be a pain. Since the wind never changes, if you get stuck with high winds against you, as a boomer it can be impossible to hit your target. If you start on the upper level, on shallow ground with thin land beneath you, a one-turn bunge is quite possible to pull off. Miramo Town ----------- The Weather: Force-2 Tornado-1 Electricity-2 Wind Change-1 Moon-0 Item Lock-0 Thor-2 Quick Description: The level is fairly flat, but is very bumpy (that sounds so contradictory). It doesn't have huge mountains, the alititude changes are within a small range, but it's a jagged surface. A very wide level. Other Comments: The level is home of the tunnel wars (again, see the Misc section). Rarely do you get bunged on this level. However, it's a very wide level Nirvana A --------- The Weather: Force-0 Tornado-1 Electricity-2 Wind Change-2 Moon-1 Item Lock-1 Thor-1 Quick Description: Again, a fairly bumpy surface. Unlike Miramo, however the surface is much thinner, so getting bunged is a definite possibily. The left side has a valley-ish-like depression, while the right side has a mountain-like shape. Other Comments: Another one of the levels I like. However, for some reason, I have a tendency to miss a lot here. Not sure why... Nothing else to say really. Nirvana B --------- The Weather: Force-0 Tornado-0 Electricity-4 Wind Change-1 Moon-0 Item Lock-0 Thor-3 Quick Description: A narrow level, composed of a bunch of floating islands. The only level composed really of height rather than width Other Comments: I hate this level. Since this is altitude-based, I think some of the weather effects could be better. Electricity, since it comes from above, is pretty much useless if you're not on one of the top 2 levels until you get far enoough into the game where there's no land anyways. Thor, since it comes from above, might have to dig through land, or it might end up that someone else is in the way of Thor, so when you shoot, you might do considerable damage to a teammate also. If you're Lightning or Asate, and lower down, it can make it hard to hit your opponent. With boomer, and all the weird shots they use, you might have to dig through a considerable amount of land to just hit your opponent. As Aduka, especially at the lower levels, it might be impossible to hit with shot 2/ss for a few turns. Obviously, if the opponent's in a good position, you can line up your shot with thor to hit them while they have no shot on you. But yeah, this level is really annoying Metropolis ---------- The Weather: Force-1 Tornado-1 Electricity-3 Wind Change-1 Moon-0 Item Lock-1 Thor-1 Quick Description: There's no place on this level that the land is really thick. It's valley shaped, with flattish sections at the top edges Other Comments: Another level I like. Later in the game you become a bit cramped for space though, unless you wanted to get bunged fairly soon after you land. Sea of Hero ----------- The Weather: Force-2 Tornado-0 Electricity-2 Wind Change-1 Moon-0 Item Lock-0 Thor-3 Quick Description: A ledge on each side, with a lower island in the middle. There's a rock in the middle that acts as a divider, so you need to do higher angled shots when shooting to the other side of the island thingy. Other Comments: Only thing I dislike is when you're trying to shoot over the rock in the middle, but have bad wind (well, I'm a Boomer user, so it affects me more than other bots) either too much for or against. Other than that, it's an alright level *Edit*-Tigrr wrote to me to say that the rock as actually the tip of a sword, and the you can see the hilt on the bottom *Edit 2*- Hawkeye thought I should add that people still refer to it as a rock Adiumroot --------- The Weather: Force-1 Tornado-3 Electricity-1 Wind Change-0 Moon-1 Item Lock-1 Thor-1 Quick Description: A pipe that slopes slightly downward from each each side to where it meets in the middle. Other Comments: Fairly easy to get bunged here. In avatar on, with full bunge gear, you can be bunged in a single turn. Since I'm a boomer user, obviously I hate that if you get stuck wiht bad wind at the beginning, it'll stay that way the whole game. Dragon ------ The Weather: Force-3 Tornado-0 Electricity-2 Wind Change-1 Moon-1 Item Lock-0 Thor-1 Quick Description: This takes place on a dragon and it's wind, so slopes downward along the wings until you hit the head in the middle. Other Comments: Very large level. There's little to disrupt shots; only 1 wind change, no item locks and no tornados. Also, lightnings and force always appear in the center of the level, near the head (Credit Smashnuke and Cano for the last part) Cozytower A ----------- The Weather: Force-2 Tornado-1 Electricity-1 Wind Change-1 Moon-0 Item Lock-1 Thor-2 Quick Description: Slighty curved center platform with two pillars increasing in height on each side. Other Comments: Nothing else to really say here Cozytower B ----------- The Weather: Force-2 Tornado-2 Electricity-1 Wind Change-1 Moon-0 Item Lock-1 Thor-1 Quick Description: 8 pillars varying in height Other Comments: This level can be pretty annoying, since you have limited movement and such. Farther into the game, some of the pillars can get pretty well destroyed, leaving fewer spaces to land. Dummy Slopes ------------ The Weather: Force-2 Tornado-2 Electricity-0 Wind Change-1 Moon-1 Item Lock-1 Thor-1 Quick Description: 4 islands that are, as the name implies, sloped. Other Comments: Another level I like. Also pretty good for Grub's shot 2. Nothing important to say though. Stardust -------- The Weather: Force-1 Tornado-2 Electricity-2 Wind Change-1 Moon-0 Item Lock-1 Thor-1 Quick Description: It's a ship with a sort of arch over it. Under the top serface of the ship itself are all these nooks and crevices to fall into. Other Comments: Most people don't like this level much, and it can be really annoying for Asates and Lightning with the arch there. This level also has a tendency to group people very close together, with a few people spaced out (especially in 4v4s) Cave A and B ------------ Cave A Weather: Force-0 Tornado-2 Electricity-1 Wind Change-2 Moon-1 Item Lock-1 Thor-1 Cave B Weather: Force-0 Tornado-2 Electricity-0 Wind Change-1 Moon-0 Item Lock-4 Thor-1 Quick Description: A very small level. It's got one main larger "island" in the center, and two smaller ones on the outer sides, shaped like dragon heads Other Comments: Both caves can only be gotten via Random level, but they come up often. Getting Cave is very likely, and people have even said that selecting random almost always means cave. I personally like melee battles though, so I don't mind. Cave A and B are the same level, excpet with different weather. =================================================================== = = = Part V - The Bots = = = =================================================================== Alright, so now you need to know what the mobiles are that you can use are. There's 14 selectable bots plus the random option, and 2 bots that can be used only by picking random. **NOTE**-Many of the bots here are incomplete. My main mobile is Boomer, and I don't know that much about the others, so please write in with hints, tips.corrections, whatever. Thanks Mobile Types: ============ Creature (Bionic) Most living creatures have high HP, then exceptions being Boomer and Dragon. They're strong against Electric Type weapons, but weak against Laser types. Bionics also benefit more from the healing items (unfortunately, 99% of the games on Gunbound are played without heals because they're "cheap" items. Heaven forbid we may actually have to contemplate using strategy) Creatures: -Boomer -Ice -Trico -Turtle -Grub -Dragon Shields These mobiles have a special defense system. On the end of their health bar, there's a blue section. This blue section represents the mobile's shield. The mobile doesn't actually start losing HP until it's shield has been worn down by attacks. Shields also regenerate over time. It's not a really quick thing, but they will start regaining their shield. Hit type weapons do the most damage to shield types, but they are more resistant to laser attacks. The shield regen stat will make the shields recover more HP per turn. Shields benefit the least from the Moon Phase, since they have less HP, so the percent recovery is lower. Shields: -JD -A.Sate -Mage -Lightning Machines: These bots have high HP and defense, but are pretty weak to Electrical attacks. However, they're strong against Hit types. They benefit more than the shields, but less than bionics from the Moon Phase Machines: -Armor -Nak -Bigfoot -Raon Launcher -Aduka -Knight Credit to Novasol for correcting me about Machines and Shields in the Regen/Moon Phase Weapon Types: ============ Hit: This weapon is Impact-based, so you want to hit your opponent directly, else you'll deal minimal, if any, damage. Hit type weapons are strong against Shield bots Hit-type Weaponey: -Armor -Turtle -Boomer -Ice -Dragon -Nak Laser Lasers are particularily strong against Bionics, but not so much against Shield types. Usually you can miss slightly, but still do some damage. Laser Weapons -Mage -Raon Launcher -A.Sate -Knight -Aduka (Shot 2/SS) Explosive Explosive type weaponry is unique in that there's not bots that are weak to it, but also none that defend particularily well against it. Usually makes larger holes Explosive Weapons: -Trico -Bigfoot -Dragon -Armor Electric Uses lightning to damage the enemy. Electrical attacks are pretty forgiving as far as shot placement goes, since they have the effect known as 'splash damage'. With splash damage, you can pretty much miss, but if you're close enough, you'll do at least some damage, usually anywhere up to 70 or so. Strong against Machine types, often with lower delay. Electrical Weapons: -JD -Grub -Lightning -Aduka (Shot 1) **Other Stuff You Should Read** Something that many newer people don't understand is what "true angle" is. True Angle is the greener/more opaque section of your angle. Some bots ONLY have true angle, while others have both true and non-true (false?) angle. Use the true angle whenever possible, since it does more damage *Credit to NickBush24 for the total and true angle ranges for the mobiles Armor Mobile -------------------------------------------------------------------------- Types: +Explosion +Machine Strengths: 4% More Defense to Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Defense against Electric Bots: -JD -Lightning -Grub -Aduka Shot 1: Base Delay: 770 Total Angle: 45 True Angle: 15 A small missile. Does a bit of land damage, so it's alright to bunge with. Shot 2, however, is the main weapon, and unless you're trying to bunge, use this mostly if you don't want the opponent to get two turns Shot 2: Base Delay: 960 Total Angle: 35 True Angle: 10 Armor's main shot. It shoots one missile, which has two parts to it, so after the first explosion, there's a second part of the missile still there, If you hit, both parts will explode into the mobile. Sometimes, though, only one part will hit the mobile, the other will keep going past it. This shot has a high delay, so armor is sometimes called 'delaymobile'. However, armor has a high defense and does enough damage with it to make up for it. SS: Base Delay: 1320 Total Angle: 45 True Angle: 45 This is a shot that takes 1.5 seconds before it "activates". Hitting before it activates or whatever you want to call it results in mediocre damage. After changing, it does more damage, and missing results in massacring the land, since it does quite a bit of land damage, even when it hits directly (Credit Smashnuke for correcting me) Mage -------------------------------------------------------------------------- Types: +Laser +Shield Strengths: 4% More Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% More Defense against Lasers: -Raon -Asate -Knight -Mage -Aduka Weaknesses: 4% Less Damage to Shields: -JD -Mage -Lightning -Asate 4% Less Defense against Hit types: -Nak -Boomer -Ice -Turtle Shot 1: Base Delay: 750 Total Angle: 35 True Angle: 35 Does around 150 or so damage, and shot 1 does more land damage than shot 2 does. Shot 2: Base Delay: 900 Total Angle: 35 True Angle: 35 Mage's shot 2 is comprised of two shot 1s that weave in and out of one another. When both hit, you can do a decent amount of damage. SS: Base Delay: 1300 Total Angle: 35 True Angle: 35 This is what Mage is mostly known for: its SS. Only use it against shield bots (ones that have the blue bar at the end of their HP). The Mage SS destroys the shield of the bot, and on a direct hit, can do over 500 damage. Be warned though, that Mage itself is a shield bot, and standing too close to the SS can result in your shield being destroyed also. Nakmachine -------------------------------------------------------------------------- Types: +Hit +Machine Strengths: 4% More Damage to Shield Bots: -Mage -JD -Lightning -Asate 4% More Defense against Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Damage to Machines -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% Less Defense against Electric Bots: -JD -Lightning -Grub -Aduka Shot 1: Base Delay: 770 Total Angle: 40 True Angle: 40 Nak's Shot 1 is a regular (though heavy) shot, that does some land damage. Since long range nak can be annoying to hit with (if it's even possible in some cases) with Shot 2, you'll need to resort to Shot 1 for long range. It does do a fair amount of land damage, so you can bunge with it Shot 2: Base Delay: 920 Total Angle: 40 True Angle: 40 Shot 2 is a very unique shot in that it goes underground, then sort of reverses gravity and curves upward again. Junk ASCII version: ___ .~` `~. ./` `\. / \ Nak_________________\_____________(Impact) \ / `\. ./` `~.___.~` The higher the angle you use to shoot, the deeper Nak's shot 2 will go before curving upwards. However, it won't go as far. With a lower angle, it won't go as deep, but goes farther before resurfacing. Shot 2 explodes once it reachs the division between land and air after going in ground. Long distance shot 2 can be hard to hit with, so you may need to rely on Shot 1 for that. Shot 2 makes fairly large holes, and the fact that it comes from below makes it good for bunging SS: Base Delay: 1320 Total Angle: 40 True Angle: 40 Nak's SS is unique in that it bypasses all land and such. It stops upon impact with any mobile, whether it's friend or foe, dead or alive. If it goes through without hitting anyone, it'll just drop out of the level through the bottom or the side. SS also has some bunge capability when it hits someone. Trico -------------------------------------------------------------------------- Types: +Explosion +Creature Strenghts: 4% More Defense against Electric Bots: -JD -Lightning -Grub -Aduka Weaknesses: 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka **Credit to DemiFrost for writing the following section out of what I assume is utter boredom and sending it to me** Shot 1: Base Delay: 740 Total Angle: 40 True Angle: 20 Shoots a green, heavy projectile often referred to a cabbage. Has a large explosion radius and is good for outdelaying and land damage. Should not be a main weapon. Shot 2: Base Delay: 890 Total Angle: 40 True Angle: 20 The trademark shot of the Trico. Shoots the same projectile as in shot 1, but instead has 2 other 'cabbages' revolving around it. A very hard shot to master, but well worth it for the damage:delay ratio. Firing left: The easiest to do in melee, about 2 mobile lengths. The shot comes out parallel and at the angle of firing. This makes it easy to line up all 3 in close range. A method I use in relatively null wind: When the melee just isn't in your range anymore, I revert to what I call a 2 bar method. Starting at about just a little beyond your melee range, I start at 84-87, 2 bars. The farther the target is, the lower the angle. Keep in mind that 1-2 angles won't make a totally noticable difference. I think this works until about 35 angle. When beyond that, I start at 40-70 2.5 bars, depending on distance, same for 3.0 bars for longer distances. Farther shouldn't be necessary. Full screen shot is about 79 full. Firing right: The easier to do in mid range. In close to mid range, I use a 1.5 bar method. Starting at about 1-2 mobile lengths away, I use 84, 1.5 for pretty close, to 81 for 2 mobile lengths away. Again, lowering the angle will make the distance longer. Again, note that 1-2 angles is minimal in change. This method goes down to about angle 35. In mid range-to full screen ish, I use a 2.25 bars method. Starting at about 75 going down to 40 ish, you use the fixed powers and angle differences to reach different spots. Long range, I do 2.5-3.0 fixed bar method, with an angle range of 40-60. Once you get a feel of null range, you will develop an instinct. When you are close shooting right and have no angle available, use a last resort. Get relatively close to the target and let the cabbages unfold into your target. Try not to use too little power or you'll get tossed by salad Compensating for wind change: Use your mind, if you can bear to think in a video game. Examples. The wind is down and against you. A 60, 1.5 would hit your target. Because the wind is against you, it has less airtime and thus less rotation. To adjust, you would raise angle and power so that the required rotation can be fulfilled. The wind is down and with you. A 60, 1.5 would hit your target. This wind has more give and gives a slight push towards your target. Lowering power but raising angle would be logical. The wind is directly against you, at high velocity. Use the same method as 'wind down and against you'. The wind is a floater (up and with you, usually at high winds). This wind is a pain. You have to lower angle by a sizable sum, and reduce power. This is because it has greatly increased airtime and thus have a lot of rotation. Compensating for height difference: The target is about a half screen below you. Therefore, it will get to your target slower. A 60, 1.5 would hit them. I would lower angle, but lower power as well. The target is about a half screen above you. Odds are you will be using a relatively high angle. Because they are higher than you, the cabbages will reach them faster than if they were in front of you. You would raise angle a decent amount and power a pretty sizable amount so that it will reach them. The best situation is if the shot reaches its peak about a mobile length or two above your target and it is lined up vertically. This gives it one more spin which'll line up on your target. Overall, you should get a feel by practicing in different situation and uses insight (past experience). Don't be downed when someone calls you a noob for not hitting. Appreciate the satisfaction from lining up your shot 2's. Trico may have below average life and defense, but its power for decent delay makes up for it. Not to mention the 'omgwtf pro' comments. SS: Base Delay: 1290 Total Angle: 20 True Angle: 20 The trico SS causes a series of mini-explosions when it hits. It's best to drop it at the feet of an opponent, so all, or at least most of the explosions hit, obviously doing more damage. However, the damage is random. Two SSes hitting the same exact spot can do differing amounts of damage. Since it has a series of explosions, it's also great for bunging, as the explosions do a lot of land damage Bigfoot -------------------------------------------------------------------------- Types: +Explosion +Machine Strengths: 4% More Defense to Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Defense against Electric Bots: -JD -Lightning -Grub -Aduka Shot 1: Base Delay: 740 Total Angle: 22 True Angle: 12 This shot shoots a series of missiles out, which spread relativly quickly. Bigfoot is often referred to as a newb bot, since the shot spreads so much that while it's much easier to hit, it does little damage if only a few of the projectiles hit. On the other hand, since the shots spread so much, Bigfoot does a LOT of land damage, and is great for bunging. Shot 2: Base Delay: 890 Total Angle: 22 True Angle: 12 It's important to realize that shot 2 is slightly lighter than shot one. It shoots 6 tiny projectiles in two groups of theree that, when they hit the land, form a fanning out shape, in comparison to shot 1. If you can get all the projectiles to hit your opponent, you can easily break 220 damage or so (Credit Smashnuke for correcting me on some points) SS: Base Delay: 1290 Total Angle: 12 True Angle: 12 Pretty similar to shot 1, except the missiles have a red glow to them, and they do more damage to both the oppponent and the land than shot 1 does. Boomer -------------------------------------------------------------------------- Types: +Hit +Creature Strengths: 4% More Damage to Shield Bots: -Mage -JD -Lightning -Asate 4% More Defense against Electric Bots: -JD -Grub -Lightning -Aduka Weaknesses: 4% Less Damage to Machines -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka Shot 1: Base Delay: 730 Total Angle: 80 True Angle: 30 Shot 2: Base Delay: 880 Total Angle: 80 True Angle: 30 SS: Base Delay: 1280 Total Angle: 80 True Angle: 30 Boomer is the bot with the shots most affected by wind. Unlike most bots, where you simply need to adjust a little to deal with wind, and 1 wind won't totally throw your shot off. The shots you can do with Boomer depend on what the wind speed and direction is. I'll go on to describe each of these shots, excluding the basic lob shot and shot gun. ==========================Hookshot====================================== This is the shot that naturally happens when the wind is going against you (to clarify, when the wind is going in the opposite direction from you that your opponent is. A hookshot angles downward in the air Junky ASCII Version of a Hookshot: Wind Meter Thingy <---(some number greater than 2) /`\ / \ / `\. / `\. (Boomer) (Opponent) When possible, I prefer to use the full-power hook shot for two reasons: 1.) Doing a full powered drag shot takes little, if any, extra time at all, so I won't get a few seconds worth of delay added to my shot 2.) It's a lot easier to miss the correct amount of power on a shot that isn't a full powered shot. So, after you've hit, assuming you watch the wind and your angle, it's sort of hard to miss (unless one of you moves) So what you do you pick an angle you think might hit (this takes some time to learn how to judge), and do a full powered shot against the wind. It should hook downward, sort of like in my stunning ASCII picture above. The way the shot hooks depends on the wind. If the wind is going up and against you, then it'll be a gentler slope down, and go farther. If the wind is going downward, it's be a sharper, steeper slope. If they're an inch away from you, don't try to look all pro and whatnot and try an angle 86 hook or something. Just lob it. Hookshots don't make you extra gold or anything, so don't try to do a fancy shot when they're right there. I myself would rather lob, or, if I happen to be set up in the position for it, I'll shotgun them. I'm personally in favor of the 'I'd rather win hit and win the game than possibly miss and lose it', and chances are, your teammates are like that too. If your shot isn't a full powered one when you use a higher angle, there's the chance it'll curve back behind you, resulting in a backshot, But I'll describe backshots later. The closer you are to someone, the more likely it is to hook back (since you're using a higher angle). 10 wind might not cause an angle 62 shot to go behind you, but it may cause an angle 82 shot to. If the wind is strong, it might hook back anyway. Don't even bother trying to hookshot if the wind is like 21 against you. High winds and angles too high for that wind will cause it to go back. In the event you're put up against wind that curves back on you when you try to shoot, or you know it will, use a lower angle. The higher the wind, the lower the angle that you need to use to make sure it doesn't come back and hit you in the face. Generally, angles under 40 don't come back at you (well, don't use like half a cm of power). Doing it this way still gives your shot a slight hook, but now it looks like: ______-~-______ __---"" ""---___ (Boomer) as opposed to the steeper sloped ASCII version earlier. If the wind is going pretty much horizontal, it'll usually hook on about 2 wind. If it's going much closer to the down or up arrows than the horizontal ones, it may not hook until 5 or so. ==========================Backshot====================================== Next up is the backshot. Unlike the Hookshot, the backshot does bring in extra gold: the backshot bonus. A backshot with boomer essentially looks like this: Wind Meter Thingy 10 -> \`-. \ `-. (B) `(Oppoent) The wind must be going in the same direction as your opponent is from you. (If you look in the stunning diagram above, the person wants to shoot right, and the wind is going right). First, you need to realize that: YOU CANNOT ALWAYS BACKSHOT The wind may simply be not strong enough or the opponent too far away. I absolutely HATE playing on teams with people who can't accept that fact. Alright, now that we got that squared away, we can continue. What a backshot basically is, as shown in my wonderful diagram, is where you shoot out in front of you, and the wind carries it behind you to hit someone. (Remember how wind against you can bring your shot behind you if you use a high enough angle and either too little power or there's too much wind? That's what a backshot it) My personal angle of preference for backshotting is 70. If 70 is just outside of my true angle, I don't mind using like 67 or so. Realize that if your angle is too low, especially with lower wind, like 2 or 3, the shot may just hook out in front of you. For most angles, 2 bars of power, or half of the full guage, is the maximum shot for backshotting, otherwise, it'll actually go less distance. So what you actually do to backshot is face away from your opponent, with the correct type of wind, and take a guess at about how much power you need. Obviously, with more distance, you'll need more power. Again, this is something you need to learn to judge. I can't possibly type out a chart with all the possible wind variations, directions, and distance from your opponent. In addition to the amount of wind, the direction is important. Wind that is going downward will bring your shot down faster. Wind going more upward will carry it farther. The farthest shot for backshotting is the one that is the expection to the rule of 'Don't use more than half power'. Angle 69, about 3 to 3.25 bars of power is the farthest backshot. If that doesn't make the distance, just turn around and shoot normally. ==========================High Angle Shots================================ Well, more specifically Ultra High Angle Shots. While High Angling can be extremely accurate, please don't overdo it. Unless you're trying to use the Boomer SS, please don't be one of the Money Whores that feels obligated to high angle even when their opponent is an inch away to get their 45 extra gold. I myself never use high angling for angles closer than 86 or so, unless there's a major difference in elevation. That said, we can continue. Most people refer to 'High Angling' as getting an 'Ultra High Angle' (UHA) shot, which normally consists of a full powered shot a pretty high angle. ____________________________________________________________ | | | WM | | | | | | | | | | | | (| |____________________________________________________________| Pretend the little "(" is your mobile; you can only see half of it when you measure out angles this way. The little WM is the Wind Meter. The angles here only apply for null wind, that is, 0-1 wind, and you may have to adjust an angle for 2 wind. These angles are for full powered shots in null wind on pretty much level land. If they're half a screen above you, you'll need to just use a lower angle, and vice versa. + Angle 81: The full width of your screen + Angle 86: About a centimeter out from the closest side of the wind meter. In the gorgeous ASCII version of your screen above, an Angle 86 shot would land about a cm to the right of the right edge of the wind meter + Angle 85: About a centimeter to the far side of of the far edge of the wind meter. Diagrammed above, it would land about a cm to the left side of the left edge of the wind meter Everything in between, you have to guess, but that get's fairly easy after some practice. If the person is more than a screen away, look where the screen's width is, and measure from that point. So if say you knew that the person you were shooting was 4 angles away from where your angle 81 is, just do 81-4=77, and try using 77. Obviously, the person may not always be perfectly in line with an angle: you may have to move, hope they move, or just do a little less than full power on some shots. ==========================Final Words===================================== Some of this may be a reitiration of what I've said before, but you'll live. Just a few key points: - You cannot become a pro boomer user simply by having read this. Reading helps, but you need the correct shots to become somewhat of an instinct. That's something you can't learn by reading this. Oftentimes, I'll do what we call in our GameFAQs games 'STUPID SHOT TIME', where I'll dual, dual +, or SS at a shot I haven't even done a test shot for, many times over a full screen away. And I hit pretty often. It's instinct; I've played Boomer enough that I can guess those pretty accurately. I can't teach you that - Realize that sometimes the backshot just can't reach. Don't spend 5 turns trying to backshot someone if they're out of reach. Just turn around and lob it - Don't be a complete money whore. Believe it or not, you don't HAVE to do an UHA shot with Angle 89 if the person's right there, ESPECIALLY if you are outside of true angle. If you are using the SS, I can understand. But if you're taking ALL your shots like that, especially when you're missing, I get a bit annoyed. Raon Launcher -------------------------------------------------------------------------- Types: +Laser +Machine Strengths: 4% More Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% More Defense to Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Damage to Shields: -JD -Mage -Lightning -Asate 4% Less Defense against Electrics: -JD -Grub -Lightning -Aduka Shot 1: Base Delay: 750 Total Angle: 40 True Angle: 40 Shot 1 creates a deep hole, and since it does so much land damage, it's good for bunging. Damage is nothing special, but sometimes you may need to use it when shot 2 won't work well enough Shot 2: Base Delay: 900 Total Angle: 40 True Angle: 40 Shot 2 fires 2 mines out, often referred to as 'babies'. After they're shot, they'll have either a red or green little glow/circle thingy above their head. The green indicates that they are 'inactive', and won't be attacking anyone. Red means they're close enough to someone to walk towards them and attack them on another turn. The direction they face when they're red indicates the direction they'll be walking. If they're red, after a few turns, they'll walk towards the person they're facing. If the opponent is far enough away, it may take them a few "walkings" to get there. Upon imact, they explode, and do some land damage also, directly below the person. While they do the most damage to bionics, the mines are also the least "attarcted" to those bots, so you need to be a lot closer for them to walk towards the bionics. When you shoot the mines, the angle you shoot with does matter on how far apart the two mines are. Use angles closest to 0 or 90 as possible for minimum spread, preferable if you want both to hit the same target. The closer to 45 you get, the farther apart the mines will land. 84 full power in null wind is half screen, 79 full is a full screen. Mine Shotgunning: When you shoot mines, they don't explode until they hit a certain point on the mobile, located in the center of it. So what happens when you shoot mines, and they hit that point upon impact? They explode immediately. Note that the mines have to hit the ground first in order to explode. Shotgunning through the center of the mobile and having them soar way past the target won't help you. It doesn't stop until it hits the land. This is easiest when the opponent is on a slope the ascends as it's going away from you. If you miss, however, and the babies don't explode immediately, the person may be able to teleport, or even just walk away, and the mines may turn on you if you're close enough, especially if the opposing player is a bionic. It may take a little practice, but it's worth learning to do. SS: Base Delay: 1300 Total Angle: 40 True Angle: 40 The SS shots a larger version of the babies, which just walks right after shooting. It walks in the direction it's shot in until it hits something, or 5-6 seconds expire, whatever happens first. The SS will turn around if it encounters a wall too steep for it to climb. When it hits someone, it does do a little land damage, so it's possible to bunge this way. The longer the SS 'walks', the less damage it'll do, so land it as close as possible Lightning -------------------------------------------------------------------------- Types: +Electricity +Shield Strengths: 4% More Damage Against Machines: -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% More Defense against Lasers: -Raon -Asate -Knight -Mage -Aduka Weaknesses: 4% Less Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% Less Defense to Hit types: -Nak -Boomer -Ice -Turtle It's important to note that lightning's shots stop when they hit the ground, not when they hit a mobile Shot 1: Base Delay: 750 Total Angle: 22 True Angle: 22 Shot 1 fires out a tracer that, upon impact with the land, shots a bolt of lightning vertically downward from the top of the screen. In addition to the damage given by a hit, 76 'splash' damage is given to any bots near the shot. Even when you hit, lightning does some land damage where it hits, digging your opponent into a narrow hole, sometimes giving them no shot. Shot 2: Base Delay: 800 Total Angle: 22 True Angle: 22 This shot comes in as two lightning bolts at 45 or so degree angles from each side. Shot 2 also gives 76 splash damage. Sometimes, instead of coming in as a 'V', it goes as a 'y, where the o is the opponent \ / \ / _______________ O./' / / / / SS: Base Delay: 1300 Total Angle: 22 True Angle: 22 Except for maybe turtle SS in some occasions, this is the widest ranged shot. This shoots a large electrical ball, which upon impact, expands to become a huge sphere of electricity, which can hit multiple people. If the people are grouped close enough together, they'll not only get hit from the intial strike, but the splash damage from the people around them. Good for Dks. Edit-Lightning SS doesn't damage teammates, unless they take splash damage (Credit Smashnuke) JD -------------------------------------------------------------------------- Types: +Electricity +Shield Strengths: 4% More Damage Against Machines: -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% More Defense against Lasers: -Raon -Asate -Knight -Mage -Aduka Weaknesses: 4% Less Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% Less Defense to Hit types: -Nak -Boomer -Ice -Turtle Shot 1: Base Delay: 740 Total Angle: 30 True Angle: 30 One of the advantages JD/Cake has over many other bots is it has such a low delay, and since Shot 1 is the primary damage shot, they will often get to go twice between your shots at some point. Shot one has Splash damage, so even if you don't hit, as long as you're fairly close, you'll get at least 60 damage from the splash. Shot 1 makes decent size holes, and combined with shot 2, can bunge opponents well. Shot 2: Base Delay: 830 Total Angle: 30 True Angle: 30 Shot 2 is a unique shot in, not it's damage, but the effect the shot has. It acts as a vaccuum, pulling other bots closer to it. However, if the shot lands too far away, it won't have any effect. Since it makes a hole AND pulls the mobile toward it, it's great for bunging. However, if you aren't going to bunge the person, realize that shot 1 does more damage and has less delay that Shot 2 SS: Base Delay: 1290 Total Angle: 30 True Angle: 30 Cake's SS used to be great for bunging; it would be the opposite of Shot 2, it'd push people away from itself, ideally off edges. Then, Softnyx nerfed it. It no longer can shove people off cliffs, it just does damage. However, it does more damage if the person is right up against an edge. The shot still pushes people outward though. Cake is one of the few bots in which a Dual+, with Shot 2 first, is actually better. Yes, you get more delay, but in a 2-1 dual+, the first shot can pull the bot inwards to where the impact was, so they'll be sitting right where the second shot will hit. Asate -------------------------------------------------------------------------- Types: +Laser +Shield Strengths: 4% More Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% More Defense against Lasers: -Raon -Asate -Knight -Mage -Aduka Weaknesses: 4% Less Damage to Shields: -JD -Mage -Lightning -Asate 4% Less Defense against Hit types: -Nak -Boomer -Ice -Turtle Asate's shots come from (usually) above, unless you're on Nirvana B or something. The position of the satellite that shoots the lasers for the shot depends on which shot you use. The fact that the shot comes from a different angle can be both helpful and detrimental to you. If your foe is above you, you can go below them and shoot. But, if you're stuck on a crummy level like Nirvana B, then you may have to go through some land both your shot actually makes contact Shot 1: Base Delay: 730 Total Angle: 40 True Angle: 40 Doesn't do a whole lot of damage, only 150 or so. This is the lowest position the satellite can be in. This shot fires a single laser at the opponent Shot 2: Base Delay: 880 Total Angle: 40 True Angle: 40 This shot fires a series of lasers as an attack. Works best at closer ranges, since the lasers spread out more at farther distances. On a good hit, you can break 250 damage. However, where you need to place the laser depends on which way you're shooting. Shooting left, it's not so important. Shooting right, however, your shot needs to land farther away from you (in reference to the opponent) for it to hit. Landing it dirctly under them will result in the shot brutally murdering the land in front of you, as opposed to your opponent. Long range shot 2, you want to land the tracer slighty in front of the person, otherwise, the lasers'll go behind them. The satellite height for shot 2 is about double that of shot 1 SS: Base Delay: 1280 Total Angle: 30 True Angle: 30 Again, remember which way you're shooting. On a good direct hit, you'll break 500 damage. This shot fires a series of lasers vertically downward onto the opponent. Take note of which direction you shoot, otherwise you may do serious land damage, but your opponent remaining unscathed Ice -------------------------------------------------------------------------- Types: +Hit +Creature Strengths: 4% More Damage to Shield Bots: -Mage -JD -Lightning -Asate 4% More Defense against Electric Bots: -JD -Grub -Lightning -Aduka Weaknesses: 4% Less Damage to Machines -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka Shot 1: Base Delay: 740 Total Angle: 50 True Angle: 30 Shot 1, in addition to having a lower delay than shot 2, is good for land damage. Usually, it'll do 150 or so damage, but it makes pretty good holes, so you can screw up people's angles with it, as well as bunging them. For damage, however, use this as a test shot before switching to shot 2 Shot 2: Base Delay: 890 Total Angle: 50 True Angle: 30 Shot 2, in addition to doing decent damage, also reduces the opponents defense by 5%. It'll only affect the defense the first four times you hit the person with shot 2 SS: Base Delay: 1290 Total Angle: 30 True Angle: 30 Only does 250 or so damage, but it reduces the defense of the opposing mobile by 20% Ice has the highest HP in the game, and given that it's also a bionic, it benefits well from healing items. Dual+ can also be used in the 2-1 order so that you lower their defense, then hit them again. Again, shot 1 makes good sized holes, so it can bunge as well Turtle -------------------------------------------------------------------------- Types: +Hit +Creature Strengths: 4% More Damage to Shield Bots: -Mage -JD -Lightning -Asate 4% More Defense against Electric Bots: -JD -Grub -Lightning -Aduka Weaknesses: 4% Less Damage to Machines -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka *Note* - Unlike most mobiles, which have 10 delay extra per second, turtle has 12 Shot 1: Base Delay: 740 Total Angle: 25 True Angle: 25 A single shot with a tail behind it. Damage isn't anything special. Shot 2: Base Delay: 890 Total Angle: 25 True Angle: 25 Two shot ones the intertwine in and out of each other for the first three seconds, and (assuming they're still in the air), after those three seconds, go side-by-side to hit the enemy. If you get both to hit, it does quite a bit of damage. The way turtle's shot it, you need to shotgun to hit, or do a high angle shot, since you need that airtime. SS: Base Delay: 1290 Total Angle: 25 True Angle: 25 Like turtle's shot 2, this takes 3 seconds to 'activate'. Initially, this is a big purple bubble. After three seconds, it splits into numerous smaller ones, which, the longer they stay in the air, the farther apart they spread. Ideally, you want it to split right before it impacts the enemy. If this goes through a force and splits, it does lots of damage Grub -------------------------------------------------------------------------- Types: +Electricity +Creature Strengths: 4% More Damage Against Machines: -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% More Defense against Electrics: -JD -Grub -Lightning -Aduka Weaknesses: 4% Less Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka Shot 1: Base Delay: 740 Total Angle: 30 True Angle: 20 Just a basic shot, nothing really special about it Shot 2: Base Delay: 890 Total Angle: 30 True Angle: 20 Shot 2 is what most people think of when they think of Grub. Shot 2 sends out 4 purple spheres that, unlike other shots in the game, have the ability to roll around and bounce of stuff, only for a short amount of time though, Using Grub's shot 2 is the easiest was to acheive Boomer Shot Bonus, and also is the reason for the infamous (to GFAQs anyway) "You the grub makese so much money gold, you know?" Grub's shot 2 is also different in that it can bounce off the sides of the level, in which most shots just normally fly out of, as well as against the ceiling/top of the level. However, the drawback is that that impact counts as the beginning of the few seconds you have until the shots explode automatically. SS: Base Delay: 1290 Total Angle: 30 True Angle: 30 If used correctly, the SS can do a decent amount of damage. Ideally, you want the target to be in very narrow hole, so you can just drop the SS into it. The SS, unlike shot 2, does just explode on contact; it rolls around a bit. Every time it rolls on/past someone, it does some damage, so if it's in a very narrow hole, it's got now place to go, so it continues to spin in the same place, doing lots of damage. Aduka -------------------------------------------------------------------------- Types: +Laser +Electricity +Machine Strengths: 4% More Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% More Damage Against Machines: -Armor -Nak -Raon -Aduka -Knight -Bigfoot 4% More Defense to Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Damage to Shields: -JD -Mage -Lightning -Asate 4% Less Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% Less Defense against Electrics: -JD -Grub -Lightning -Aduka Shot 1: Base Delay: 760 Total Angle: 40 True Angle: 40 Shot 1 isn't anything special. However, it's an electrical attack, so it does some splash damage. Shot 2: Base Delay: 910 Total Angle: 40 True Angle: 40 Shot 2 is what makes Aduka what it really is. It sends out 3 tracers that, upon impact, use beams from Thor to hit the mobile. Since Thor is being used pretty often, and not just when Thor is the current weather, it gets powered up more quickly. The initial shot 2s, when Thor is on a mere level 1, don't do a whole lot of damage, Once you the higher levels, you can do some of the highest damage in the game, breaking 300 on a single shot. You do need to watch where Thor is though, when you're shooting: Thor ______________________________(A) `\.(O) `\. Assume that the 'A' is the Aduka, the O the opponent. If the Aduka was to try to Shot 2 the opponent, the Thor beams would hit the Aduka instead, Shot 2 can miss somewhat, and still hit if you're close enough, since the beams travel from Thor to the tracer. SS: Base Delay: 1310 Total Angle: 40 True Angle: 40 Aduka has one of the coolest SSes in the game. Like Nak's SS, it bypasses all land, and hits only mobiles. But that's where the similarities end. The SS, instead of just stopping when it hits the first person, continues to go, until flying/dropping out of the level. Since you can hit multiple opponents, it's great for DKs (Double Kills). The amount of damage each person takes is based on Thor again. Also, the SS bypasses teammates. so they don't get hit, unless they happen to be standing in the same spot an opponent is. *Aduka's ability to power up Thor has lead to the creation of Aduka Games, using only Shot 2 and the SS during the course of the game. With 8 players powering up Thor, the level increases quickly. These games usually finish rather quickly, and since it's easy to get lots of damage and kills, as well as DKs, they're pretty good for GP. Usually only Duals are enabled, and by the time level 6 rolls around, people can get killed within a few turns* Dragon -------------------------------------------------------------------------- Types: +Creature +Explosive Strenghts: 4% More Defense against Electric Bots: -JD -Lightning -Grub -Aduka Weaknesses: 4% Less Defense against Lasers: -Raon -Asate -Mage -Knight -Aduka Dragon and Knight are 'random only' mobiles, meaning you'll only get to use them if you select random and get lucky. Shot 1: Base Delay: 800 Shoots out a single fireball Shot 2: Base Delay: 950 Shoots out multiple fireballs, which split into two branches, which spread out farther the farther they go, and do a LOT of damage. Dualing shot 2 to a person right next to you can break 1K damage WITHOUT any weather effects SS: Base Delay: 1390 Where the shot lands is the 'center', and little missile-like things Knight -------------------------------------------------------------------------- Types: +Machine +Laser Strengths: 4% More Damage to Bionics: -Grub -Trico -Boomer -Dragon -Turtle -Ice 4% More Defense against Hit types: -Nak -Boomer -Ice -Turtle Weaknesses: 4% Less Damage to Shields: -JD -Mage -Lightning -Asate 4% Less Defense to Electrics: -JD -Grub -Lightning -Aduka Dragon and Knight are 'random only' mobiles, meaning you'll only get to use them if you select random and get lucky. Shot 1: Base Delay: 800 Knight is like asate in that it shots from a floating sword thingy that hovers above it. This shot shoots a single shot from it. Shot 2: Base Delay: 950 Like shot 1, except it fires multiple shots out SS: Base Delay: 1390 Much like Asate's SS, but with more power =================================================================== = = = Part VI - Avatars = = = =================================================================== Section A: Avatar On vs Avatar Off and other Info ------------------------------------------------- Besides the Newb/Free divisions, the main division is Avatar On versus Avatar Off. Avatar On- Stats matter. The more money you invest in your avatar, the more of an advantage you'll have over your opponents. There's several types of "Stat-Whore" suits you see in Avatar On, described in the next section, and a few clueless newbies who get killed very quickly because they don't have High-Stat Avatars. I don't advise entering the Free Zone Avatar On servers until you have a decent set put together. Avatar Off-Stats don't matter here. A Chick is on even footing with a wand. Skill is more important here than how much money have to spend. Some people actually go for original avatars here instead of just based on stats. However, not all stats are off: the popularity stats are still present. So you get a different type of stat-whore here: Money Whores. Some of them are alright with the full money suits, however you will undoubtadely meet some of the few that HAVE to get Ultra High Angle bonus, even if it's a short shot, they NEED to get money on every shot. Except many of them spend the whole time trying to just hit, and don't really do much damage, and you lose the game since they need their Ultra High Angle Bonuses. Even though winning makes you more money. I don't understand it, but that's the way it is. The Avatar Stats: Note: Avatar Stats are capped at 50. You can have 56 defense if you want, but it only counts as 50. Orange Hourglass-Reduces the delay from the shot you're using Edit: 2.5 less delay for each stat (Credit to Aurora Sky) Blue Hourglass-Reduces the delay from the items used ingame Edit: 2.5 less delay for each stat (Credit to Aurora Sky) Popularity (stars)- 1% more gold per stat. 50 stars means that instead of getting 100 gold for a kill, you'd get 150. It really adds up Sword (Attack)- 1% more damage done to your opponent per stat Shield (Defense)- 1% less damage taken per stat Life (heart) - Increases the amount of HP your bot has Shovel- Increases the diameter of the holes your shots make in the land. Shield Regen (Shield in a blue circle thing)- Some bots (like Mage and JD have shields, that as time goes by, they gain back HP during the match). Using this stat will make them gain more health back Misc Avatar Info: - There's 4 types of avatars: Hats/Hair, Faces, Clothing, and Accessories. Accessories are the only ones not gender-defined. - Make sure you buy for the right gender. A girl's golden armor won't be something you can use on a male character. You cannot convert between genders. Guys have some items girls don't, and vice-versa - You can sell an avatar you bought yourself, but you only get back 60% of what you spent for it (IE, 50K avatar returns 30K, 100K returns 60K, etc) - You can gift items to people, by clicking on the item then hitting 'Gift'. - Gifted items cannot be gifted or sold, only deleted - On reaching the rank of Stone Hammer, you're given the Space Marine Helmet and Suit, which can be gifted, but not sold - You can't have negative points - Stats are capped at 50 Section B: The Stat Suits ------------------------- This section is incomplete; I haven't yet incoporated sets with the newer avatars. If you know of one not listed here, please mail me. Also, if you have ideas towards a 'looks' avatar section which I may decide to add, mail me your ideas also. Proper credit will, of course, be given. Avatar On: Clone Suits Girls/Guys: 820K Stats: -Chief Hair Shot Delay-6 Money -6 -Golden Armor Attack -33 Defense -51 -Pet-01 Life -12 Item Delay -0 -Robot X Bunge -3 Shield Regen -0 Girls/Guys: 875K Stats: -Golden Helmet Shot Delay-9 Money -13 -Arch Angel Attack -18 Defense -48 -Pet-02 Life -27 Item Delay -0 -Robot X Bunge -0 Shield Regen -0 Bunge Suit: Girls/Guys: Stats: -Rocker Hair Shot Delay-7 Money -14 -Rocker Suit Attack -12 Defense -0 -Dizzy Glasses Life -0 Item Delay -0 -Bazooka Bunge -44 Shield Regen -0 Money Suits: Guys: Standard (Ugly) Sets: 135K/175K 51 Stars -Punky Brown -Hawaiian Wear -Red Nose (20K)/Monkey Mask (60K) -Vampire Casket -Punky Brown 133K + Missing Item 50 Stars -Hawaiian Wear -Panda Stick -Any 6-Star+ Item Expensive Sets: 432K 51 Stars -Bridegroom Hair -Tuxedo -Moneky Mask -Conga -Bridegroom Hair 348K + Missing Item 50 Stars -Tuxedo -Any 6-Star+ Item -Panda Stick Girls: Standard (Ugly) Sets: 175K/205K 51 Stars -Flamingo Hair -Flamingo -Red Nose (20K)/Money Mask (60K) -Vampire Casket Other Ugly Set: (Submitted by AuroraSky) 163K 50 Stars -Flamingo hair -Hawaiian wear -Red nose -Panda stick -Flamingo Hair 163K + Missing Item 50 Stars -Flamingo -Any 6-Star+ Item -Panda Stick Expensive Sets: 298K + Missing Item -Picnic Hat 41 Stars + Missing Item -Picnic Dress (I personally use the Heart -(Pick a face item) painting to give myself a -Panda Stick total of 47 Stars) Cheap Attack Set: 45/48 Attack, 185K/205K -Pirate Hat -Pirate Coat -Golden Hammer -(Purple/Green Battle Goggles) or Laser Goggles Cheap Life/Def Suit (submitted by AuroraSky) 450K - 41 Life/ 45 Defense -Frankenstein -Mechanic/Mecca Armor -Pet-02 -The Castle Life Def Suit (submitted by AuroraSky) 600K - 47 Life/ 44 Defense -Frankenstein -Arch Angel -Pet-02 -Metallic Wand Submitted by: oharamusashi "All the stats have at least 3 points, except for popularity and shield regeneration. the third suit does have a purpose though: it is only used to fight noobs... ;)" 1. Golden Helmet Angel Of Death Body Pet-AD Robot X Attack: 38 Defence: 48 Popularity: 0 Life: -4 Shield Regeneration: 0 Shot Delay: 9 Item Delay: 6 Bunge: 10 2. Chief Head Kendo Uniform Pet-AD Robot X Attack: 34 Defence: 44 Popularity: 0 Life: 9 Shield Regeneration: 0 Shot Delay: 10 Item Delay: 6 Bunge: 6 3. Great Devil Head Angel of Death Body Pet-AD Bazooka Attack: 52 Defence: 18 Popularity: 5 Life: -4 Shield Regeneration: 0 Shot Delay: 0 Item Delay: 6 Bunge: 30 Submitted by Hawkeye: "My pimpy attack suit, waht I use for hoared jewel(not exactly mine, I use magician hair instead of indian fighter)" -Indian Fighter hair -Pirate suit (secksay) -Green/Purple Battle Goggles(even though they do nothing) -Bazooka (best looking avatar. Ev4r.) Attack: 39 Defence: 0 Popularity: 4 Life: 3 Shield Regenration: 0 Shot Delay: 6 Item Delay: 3 Bunge: 12 Submitted by Aurora Sky: 840K Bunge Defense Suit Golden Helmet Rocker Suit Pet-AD Bazooka Attack: 15 Defence: 42 Popularity: 6 Life: 0 Shield Regeneration: 0 Shot Delay: 3 Item Delay: 6 Bunge: 30 Submitted by Thunder3000 1: 1010K -Great Devil Head -Pet AD -Golden Armor -Robot X Attack: 38 Defence: 45 Popularity: 13 Life: 0 Shield Regeneration: 0 Shot Delay: 6 Item Delay: 6 Bunge: 14 2: Cheap attack suit - 50 Attack 247K/237K -Indian fighter/pirate hat -Samurai clothing -Laser goggles -Golden hammer 3: Substitute for a Clone Suit - 48 Def/33 Attack - 715K -Golden helmet - 350k -Golden armor - 250k -Laser goggles - 50k -Golden hammer - 65k Got any other sets, whether it be av off, av on, stats or looks? Mail me your ideas. Section C: Avatar Planner ------------------------- www.gunboundavatar.net The most useful tool in designing avatars. Since Gunbound only allows you to try on one avatar you don't own, it's harder to plan out sets. Avatar planner lets you use any avatar combo you want to see the stats and how it all looks together. I highly recommend downloading it. =================================================================== = = = Part VII - Misc = = = =================================================================== Section A: Fun Stuff -------------------- Alright, so occasionally Gunbound in itself gets a bit boring. So we'll play something OTHER than traditional GB sometimes. Raon Pit: You get the most damage done in a 4v4. So first, everyone picks Raon and you go to Metamine A. Have everyone Teleport to either side of the small hill in the middle. Someone then does a high-angled shot 1 to make a hole in the hill going more or less veritcally downward. If it's not deep enough, sometimes a second shot is fired. Everyone gathers around the hole and starts using Raon's shot 2 to put the raon babies into the hole. You can have a total of 8 out, and each shot fires 2, so you get 4 shots. Don't fire in on thor, since Thor kills the raon babies. Just F8 your way past Thor. Once everyone has 8 in, all teleport to the same side, and wait for all the Raon babies to move towards that side. Now, they should be all so close to each other that it looks like one raon baby. Now the fun part: someone jumps in. If done correctly, they should make a nice vertical tunnel down, and fall out the bottom, while having massive amounts of damage done, in the thousands. Everyone else just kills each other after that. Tunnel Wars: Have everyone pick Bigfoot or Raon, and pack only shovels, and go to Miramo Town, and Bigbomb Death. Everyone then starts digging downward, sometimes pairing up with someone to dig. After your hole is fairly deep, jump in, and start tunneling your way to other people, and just try to bunge them. Only real rule is that you can't shoot people above ground, you need to wait until you're in the tunnels Aduka Games: Aduka's ability to power up Thor has lead to the creation of Aduka Games, using only Shot 2 and the SS during the course of the game. With 8 players powering up Thor, the level increases quickly. These games usually finish rather quickly, and since it's easy to get lots of damage and kills, as well as DKs, they're pretty good for GP. Usually only Duals are enabled, and by the time level 6 rolls around, people can get killed within a few turns Section B: Guilds ----------------- Alright, you undoubtadly seen people name's with a blue/purple word or just letters and symbols in front of their name, and in games, you can see they have a ranking (like, 24/83) or something. That means they're part of the guild, and that's their rank within the guild. Guilds don't serve any real purpose... you don't get some sort of monetary benefit or anything. However, it is a good way to meet other people. At the time of writing, there are 2 main GameFAQs guilds: GameFAQs, GM is Philip027, and GFAQs402, GM is GundamFreak. So how do you join a guild? Log into www.gunbound.net, then go to Community -> Guild. In the search box, either type the name of the GM or of the Guild. Click on the result, then the on the Apply for Guild button. Fill out the form, and just wait to either be accepted or rejected into the guild. Once you reach the rank of Silver Axe, you have the ability to create your own guild. It'll cost you 20K to do. Again, go to Community -> Guild, and click the Make Guild button. Section C: Money Making ----------------------- In the long run, buying a Money Suit is worth it if you plan to play for awhile. If you're only saving up for a few (cheaper) items, you don't need to invest in one. I bought my money suit (the ugly flamingo one, and later, the Picnic one) early on, and since I've played so long, it definitely was worth it for me. So, if you have many items you want to purchase, definitly get a money suit. Easily, the most profitable thing you can do is win 1v1 games. They finish fairly quickly, and it's easy to get over 500 in a winning match with a money suit on. 2v2s are alright also, but they take longer a little longer too. On the other hand, 2v2ing with a friend is more enjoyable, and you don't get as bored as easily as you do 1v1ing. The next thing is to get good with a decent bot. Even though "the grub makese so much money gold", there's better bots for making money than grub. I can't tell you what to pick, but just learn to play a particular bot well. Personally, I love Boomer due to all the trick shots and the high damage, but it's not good for beginners. Just pick one that you can use well; it's better to get the win bonus by using a bot you can use than trying to use Boomer and high angle all the time and miss, or get Boomer shot Bonus with grub, and not do much damage. Also, while high angling is nice, please don't overdo it. I'm speaking to the money whores that feel they must high angle every damn shot, and take liek 5 tries before they actually hit, at which point they're dead. There are obviously exceptions, but I'd personally rather have you hit your person to do damage and win, then have you miss all the time, and lose, just because you needed your Ultra High Angle Bonus. Aduka Games are also fairly profitable. They finish quickly, and you can do lots of damage and make many kills pretty easily. DKs are fairly common also. To sum all this up: learn a bot, and be good with it. Basically, just win games. That's all there is to it. Section D: GP Hoaring --------------------- Alright, so you want to advance in GP/rank rather than money in this case. Aduka games are alright for this, as it's fairly easy to get 16 or so GP per game. However, 1v1 is still the best. More specifically, 1v1 jeweling, though 2v2ing works well too. In a 1v1 jewel game, they usually take like 2-3 minutes, and with a win, you can get around 8-11 gp or so. 2v2ing works too. I've timed some of my GP-Whoring expeditions. Taking about 4 minutes to win, load, and have random people ready for the next game is well over 100 gp an hour, 150 if you're lucky. Pretty decent hourly rate. The best way to do this is to get a lower numbered room in avatar on, wearing an avatar with a decent amount of attack points. If you don't care for jewel, just do small sided games and win, obviously. Section E: Gunbound Terminology ------------------------------- Babies - Refers to Raon's Shot 2 Botting - A fast (and illegal) way to quickly gain GP and money Bunge - When you kill someone by having them fall out the bottom of the level Cake - Another name for JD, since it looks like a cake Chicken - Another name for the Chick Rank De donde eres - (spanish) 'where are you from?' DK - Double Kill. Killing 2 opponents with a single shot DT/Rape/Gangbang - Double Teaming. When two (or more, sometimes) people aim at a single opponent. This is a perfectly legit strategy, and I hate people who whine about it. If only one more kill is needed, why SHOULDN'T we all shoot at one person so we can win faster? (Thanks, Mike, for correcting that typo, though you coulda been a bit nicer about it =p) GG - Good game Jajajaja - Spanish for hahahaha, but really really annoying KFC - Another name for the Chick rank KS - Kill Stealing. Usually refers to someone doing all the damage to an opponent, then someone else taking the kill, and thus getting the kill bonus, instead of the person who did the damage. However, you also get the people who think that just because they took a single shot at someone, it's "their" kill now, even if more than one person has been shooting La/Lah/Leh/Lar/Siao/Sian - Singlish, which, from my understanding, invloves entering the above randomly into sentences Lag - Lag literally means to fail to keep up with. Lag in GB means that for one reason or another, someone's computer got out of sync with GB, so the game waits for the computer to catch up again, so you all sit there waiting Lovebot - Another name for lightning, since it makes a heart shaped thingy while doing its animation Matalo - Spanish for 'kill it' Mierda - Spanish for 'shit' Mines - Refers to Raon's Shot 2 Noob - Can refer to an annoying (often spamming) idiot, or sometimes is used to refer to a 'Newb/Newbie', which is a person who's new to something NS - Nice shot NT - Nice try PBOD - Purple Box of Death. The name is a reference to Windows' 'Blue Screen of Death', but what it means in terms of gunbound is the purple box that pops up to say 'Access TIme has expired' or something, and closes gunbound. Ready/Rdy/Rdy Up - It's said to tell people to pick their items and bot and hit the ready button so the game can start SG/ShotGun - When a person goes and aims directly at an opponent, often with high power, so that the shot takes a straight line course as opposed to a parabolic (curved) trajectory. Many people call shotgunning 'noob', but personally, I find nothing wrong with the occasional one, provided you do shots OTHER than SG Spam - Quickly and repeatedly doing a whole bunch of messages one after another. Probably the most common is repeatedly saying someone's name to try to get them to ready. TK - Team kill. Obviously, when you kill someone on your own team, though people say it even if you just hit your teammate without killign them True Angle - Some bots have an angle section that is a lighter and less opaque section, and in the middle of the angle, a darker or more opaque color. 'True Angle' refers to that middle section. If your shot is done using an angle that is a true angle, it does much more damage to the person TY - Thank you Section F: Other Tricks ----------------------- On Site: Account/Game Info: =-=-=-=-=-=-=-=-=-=-=-=-=-= Login to gunbound.net, and put javascript:document.write(document.cookie) in the address bar. You get a whole bunch of text. You can look through it yourself, or use this website to convert it into easier-readable data: http://www.kiwibonga.com/gbcookie/index.php Tells you some cool things, like how much damage you've done TOTAL with that account, and other cool stuff In Game: Appear Offline - Submitted by Aurora Sky =-=-=-=-=-=-=-=-=-=-=-= Go to Start > Run > "regedit" > HKEY_LOCAL_MACHINE > SOFTWARE > SoftNyx > Gunbound. Go to BuddyIP, right-click, Modify. Change buddy.gunbound.net to www.gunbound.net. If you want your buddy list loaded back up, change it back to buddy.gunbound.net Customize GB Login Screen =-=-=-=-=-=-=-=-=-=-=-=-= For tutorials, as well as ones to download: www.gbsector.net =================================================================== = = = Part VIII - Credits = = = =================================================================== Not necessarily just for this FAQ, but in general too: -Major thanks to DemiFrost for writing the Trico section, since I am not a Trico user in any way shape or form, and haven't a clue how to use is correctly -Major thanks to Javs for mobile and shot info -All the people who regularly participate in the GFAQs games -The people who would sit there and talk to me on AIM so I didn't get too incredibly bored doing this, most notably yhelothar, wrdazncal, Nucky, Gundam, Javs -Nucky for pointing out various errors -Philip and Gundam for mantaining the GFAQs guilds -yhelothar for the info about who goes first when you've got the same delay -The posters of the Gunbound Board at GameFAQs (those that are cool people, not the beggars, scammers, spammers, and idiots) -Softnyx for making the game -CJayC, for making GameFAQs -http://www.geocities.com/gunbound_canada/index.htm for Shot Delays -RamzaBeoulve259 for noting I missed the /loudall command, as well as correcting a typo -Credit to Alex for noticing some of my grammatically incorrect statements and pointing them out -Tigrr for pointing out that the rock on Sea of Hero is actually a sword -xCrAzYDiZz for typos and just talking to me when I'm sitting here bored -oharamusashi for the 3 avatar sets -Ominay for noting my typo in my own email address (well, there was a comma there) -Hawkeye for DT Whining and Jajajaing to be added to 'How Not to Be a Jerk in Gunbound', as well as various other corrections -Wangtang for suggesting Jajaja and Mierda be added to GB terminology -Novasol for information regarding shields and machines during the Regen/Moon Phase, as well as information about healing with shielded bots -AuroraSky for the Buddylist trick, more ingame commands, some GB terminology terms, info on customized logins, and avatar info -Thunder3000 for some avatar sets -NickBush24 for some more shortcuts, as well as a few other corrections, and another thing to add to 'How Not To Be A Jerk in Gunbound' Also for the angle measurements of both true and total for the mobiles -Thy1, for correcting a typo -Kyle Chao for Thor level and damage info -DarkSpirit for pointing out a typo -ChainChump8 for correcting info regarding Sound Quality -Credit to Elite Raider for correcting a typo -Credit to Nucky for correcting me on some stuff, as well as just being a cool person =p -Smashnuke for thje Armor, Bigfoot, and Lightning corrections, as well as the info about force and lightning on dragon =================================================================== = = = Part IX - Contact Me = = = =================================================================== Email: [email protected] If you're going to mail me, PLEASE put Gunbound FAQ or something similar to identify your mail in the subject, otherwise I may delete it as junk mail. Feel free to mail me if: -You have a correction to make to something I said, whether a grammatical correction, or an informational one -You have a contribution to add, whether it be strategies, tips, avatar sets, whatever -You've got a question that I haven't answered -You're going to yell at me for my laziness of having not finished the FAQ before I posted it Do NOT mail me if: -You have a question and it's answered in this FAQ already, but you just haven't looked (yes, I know I'm a hypocrite, telling you all not to be lazy and actually look for it) -You're going to beg (OMG YOU'RE A WAND SO YOU MUST BE RICH SO YOU CAN AFFORD TO GIVE ME FREE ITEMS!111 doesn't work. It actually will make me regard you as another idiot who doesn't seem to realize that if/when I give stuff away, why should some unknown person I don't even know benefit off my hard work? If anything, it's going to a friend) -You are one of the people that uses 'AOL-Speak" and it renders your message utterly incomprehensible. -You're trying to scam me. Saying 'Go to (insert scam site here) for free avatars and gold' doesn't work on me, I'm sorry.