Gunbound Walkthrough :
This walkthrough for Gunbound [PC] has been posted at 18 Feb 2010 by bearon and is called "Mobile Guide". If walkthrough is usable don't forgot thumbs up bearon and share this with your freinds. And most important we have 16 other walkthroughs for Gunbound, read them all!
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Walkthrough - Mobile GuideGUNBOUND! -An authoritative study on the many different Mobile's of Gunbound - Version 1.6 -UPDATE! by Lee T. HaXXXor currently playing under the Gunbound ID of: mrcanadian for www.gamefaqs.com contact: hisneigeness@hotmail.com for inquireries 0. Table of contents 0. Table of contents 1. About the author 2. Version history 3. Lexical, expressions 4. The Mobiles a. Aduka b. ArmorMobile c. Bigfoot d. BoomerLauncher e. Grub f. Ice g. JD h. Lightning i. Mage j. NakMachine k. RaonLauncher l. A. Sate m. Trico n. Turtle o. Knight p. Dragon 5. Things I need 6. Thanks 7. Copyright *********************************************************************** 1. About the author The author name is Lee T HaXXXor, but you might know me better as the lobbing fiend "mrcanadian" while playing in the Gunbound arenas. I am NOW a true veteran in the sense that my ranking is silver battleaxe and 6th in a guild of 74 players, the guild of Canada(r). I read up a whole lot on Gunbound and try as much as possible to keep myself informed, but if there's one thing I learned it's that theory doesn't have shit on practice and that the main site's English needed a little help. It is my firm belief that the best road to victory is through a firm understanding of your mobile (that is, the tank-thingy that your avatar is riding), hence this project. The good side of choosing Random Mobiles all the time is that you're fairly well acquainted with all of the cute little tank-creatures, hence why I decided building this FAQ. *********************************************************************** 2. Version History. Cataloguing my trek into the unknown! September 8, 2003 - Version 0.8667 completed: Construction of the first version of the Gunbound FAQ has been sent "EXCLUSIVELY" to gamefaqs. It is considered Version 0.8667 because I've only catalogued 13 out of the fifteen tanks and I lack the practical knowledge on the secret tanks. I plan on making this the deepest and most expansive research on the subject of Gunbound Mobiles. September 16, 2003 - Version 0.8668 Completed: A revision rather then an update, I'm writting about what I learned by personal experience. I've added an explanation about shields, reneged on my views over full force in the face, expounded on the topic of bunging and modified the entry of just about all the Mobiles. Still have little to no info on Knight and Dragon though. I've also added a general difficulty level to the Final Analysis section. September 19, 2003 - Version 0.8668: Same Mobile guide, but now I'm sending a copy to IGN or rather, http://faqs.ign.com. Because there's just aren't a lot of Gunbound FAQs out there, right? November 20, 2003 - Version 1.0: Ahoy there! Hopefully, this is my final version. I've updated the Mobiles with their newfound abilities, updated shielding, wrote relative health, put in what a "shotgun turtle" meant, corrected "DEFENSE" with most other spelling mistakes and added the two new kids on the block: Dragon and Knight! There not alphabetically listed: you'll find those two at the end of the guide. December 25, 2003 - Version 1.2: MERRRRRY CHRISTMAS! Your gift tonight is the update on the brand new mobile: Aduka! Known as "the new bot" or "Thor bot", it's an easy bot to pick up but quite difficult to get a whole lotta damage with. Read more about him in the mobile section. I've also updated the individual statistics of each Mobile as needed. Finally, I've added the definition for all three shooting modes: Slice, Snipe and Dragshot. February 11, 2004 - Version 1.5: Thanks to everyone who told me that Knight and Dragon are back on! It has been noted! In other news, I've modified the Strength and Weaknesses paragraphs so as to take into account the new "natural enemies" feature Softnyx recently developed. Read more about natural enemies in the "Lexical, expressions" section of this FAQ. I've also corrected the weapon type for Dragon and Knight. They were both mistakenly listed as (respectively) Hit and Hit/Laser. Read their sections for their corrections! April 21, 2004 - Version 1.6: Made this version compliant with the changes implemented on April 19 by the fine folks at Softnyx (Mainly a huge revamp over how Aduka works). Modified the introduction section to reflect my veteran status (I do believe I earned it). People told me that there's a Canada flag: thank you, I've bought it, I'll stop bitching about it. Wrote explicit permission that dotC could use this guide: they always had permission, I was simply too lazy to write so. Have also amended A.Sate SS according to someone's suggestion... You tell me if it's more accurate this way. June 4th, 2004 - Same version: Basically, this is a non-update to state that I grant permission to Satoshi E from http://www.geocities.com/rts_gamer301/ to use this guide on his website. Generally, if you write me a nice letter, I'll grant permission to use the guide. I also took into account new J.D. firing arc (it's been reduced), corrected the workings of Aduka shot 2 (it does get status effects) and changes to the bigfoot's shot 2. December 13th, 2004 – Same version: Gave permission to Bernd Wolffgramm of http://dlh.net to use this guide on his website. *********************************************************************** 3. Lexical, expressions. AMD: Approximate Max Damage. Considering a direct hit with the opponent's mobile at normal, unchanged strength level, this is the best you should expect. AMD for Delay ratio: I used to play a lot of Everquest. Got sick of it eventually, but it thought me that it's not damage that is most important, it's Damage/Delay. Take your AMD, divide it by your delay, and you have your AMD to Delay ratio. You want the highest ratio possible when you're settled in to deliver max damage. blast back damage: if you hit your opponent from too close, some mobile weapons will hit you back for a small amount of damage. The trade off is that these weapons are quite destructive at close range. Bunging: the process of digging your opponent into a hole; either in the purpose of limiting his playing options or to drop him off the map entirely. WARNING! To Bunge, you need to shoot just at the feet of the opponent or else the Mobile will "take" the hit, shielding the ground. This means that everytime you take the decision to bunge, you must understand that you will do little to no damage. WARNING 2! Bunge shots are a LOT harder to land then normal shots, as the target to get a Mobile to drop is much smaller then that of the Mobile itself. Of course, this difficulty varies per Mobile. See individual entry for which Mobile's bunge best. full force in the face: Unless you're playing Trico or Turtle (to increase spinning of the cabbages or "tighten" trajectory of the water streams), this should simply not be done. It is too easy to waste a shot in that manner, especially in DoubleDeath. Considering how Trico should be avoided, simply do not shoot at full power when it is not necessary. Shield: There are certain Mobile types that are listed as Shield. These are the A.Sate, J.D, Lightning and Mage. Shielding works as such: when you look at your Mobile's energy, you'll see a blue bar directly to the right of your yellow energy bar. This is your Shield bar, and as long as it is present, your Mobile extends a special Shield that reduces damage as it is hit. However, that shielding decreases as you receive damage. Once the blue bar is out, no more increased defenses! Luckily, that blue bar regenerates over time. Sadly, it regenerates VERY slowly. UPDATE!: As of November 14, Shield regeneration has increased by a rate of 20%. This applies to all shield mobiles EXCEPT Lightning. Mobile classification: the following are classifications I created to define the Mobiles and their roles in battle. Someone who knows his mobile's classifications will know who his best target is, and will not be suckered into useless wars of attrition. Just because a mobile is standing right next to you doesn't mean he's your target! You don't play alone (most of the time), so talk to your friends for some supporting fire! Artillery: These Mobiles are best used for long distance snipping, with the weapon 1 used as a practice shot of sorts to gauge correct strength and angle for wind given, while weapon 2 is used to execute the damage proper. You need a steady hand and a constant eye on your angle level for this strategy to work. Close Combat: For those who can't aim, then full force in the face! Close Combat is the number one way to disrupt Artillery mobiles and force them into a war of attrition, a war in which the Artillery tank has no hope of winning. Support: Support mobiles do not deal outstanding amount of damage, but come with special properties that still make them attractive. Whatever these properties are, you need to talk with your teammates so as to formulate a proper strategy. Good tagteams between the right sorts of mobiles is also a plus. Natural enemies: Whatever mobile you choose in the game will have two types of natural enemies. These natural enemies will have an advantage in the amount of damage they can dish out against your mobile. I took the following info from the official gunbound site, and thus have found out that both Dragon and Knight have no natural enemies (on the flip side, neither Dragon nor Knight are anyone else's natural enemies). For the purpose of this update, all instances of Strength and Weaknesses have been modified to take these new rules into account, except as it pertains to Dragon and Knight. Natural enemies (Type): These are your mobile's natural enemies as they relate to Mobile Type and Weapon Type (all Mobile Type and Weapon Type are present in each Mobile's profile). Mobile's shooting you with the mentioned Weapon Type will get a damage bonus while your weapons will do less damage against the mentioned Mobile Type. The Gunbound site does not precise how much of a bonus natural enemies get, but it is safe to assume that it is around the 5% region. I've also written which Mobile Type your weapons work best and which mobiles have weapons that will have the most trouble damaging your mobile. Natural enemies (Mobile): These refer to specific mobiles that receive a damage bonus of around 5% and 10% over your mobile. For the purpose of this FAQ, mobiles designated in normal caps are what I'll call minor enemies (around 5% damage bonus) while mobiles designated in ALL CAPS will be known as major enemies (expect a 10% damage bonus). And we'll call J.D. "Cakebot" so nobody gets confused. I will also write about each mobile's natural prey: mobiles which have you as their natural enemy! Shooting modes Access: If you ever were dissatisfied with your shooting mode then you may change it during gameplay. At anytime during a game, press escape or click the button at the top left of the screen to access the option menu. Amongst the options you will be given your choices of shooting style. Snipe: Your default mode, in which you hold the space bar so as to charge up the power for each of your shots. This only affects the strength by which the shot is fired, not the strength of the shot fired (there is no strength bonus for firing your shot at full strength). It's very basic and even a Battleaxe such as I still use it over all other methods. Sniper: A misnomer if I ever heard one. Sniper is supposed to center your shot around the grey slider mark in the event that you miss ever so slightly. In effect, I've found that Sniper will center your shot on the spot where you dragged your grey slider mark, but rarely center EXACTLY at the mark and often modify the power of your shot by a tiny bit. This means that when you want a shot EXACTLY at one spot, Sniper is not the best option. Sniper is not automatic as you still have to hold the space bar until power reached the desired area so as to get the full effect of this shooting mode. Dragshot: Instead of holding the space bar, you left click your mouse, drag until you reached the desired area and release the left click. Holding left click for an extended time isn't an option, as the power bar will shake and warble and thus prevent precise manipulations. You have to be quick, and it is considered the shooting mode of experts as it allows the expert Gunbound player to bypass time spent in charging up a shot and avoid delay associated with time lost. It's also useful for shotgun turtle strategy (see the Turtle section). *********************************************************************** 4. The Mobiles. a. Aduka Mobile Type: Metallic Health: 3/5 Firepower: Variable Movement: 1/5 Defense: 3/5 Climbing: 3/5 Approximate HP: 1100pts Strength: Against Machine type mobile (shot 1), Against Bionic type mobile (shot 2). This mobile type is strong against shots from Turtles, BoomerLauncher, Nakmachine and Ice. Weakness: Against electrical type weapons, Against Shield type mobile Natural Enemies: LIGHTNING, CAKEBOT Natural Prey: NAKMACHINE, BOOMERLAUNCHER, TURTLE, ICE Visual Description: A grey-purple spider surrounded by various electrical sparks. It's quite similar to Nakmachine in appearance, but I do believe that Nak is a six legged mobile while Aduka is eight legged. Weapon 1: Weapon type: Electrical AMD: 175 Angle range: 40 degrees Delay: 820 Weight: Average Description: It looks like a ball wrapped with electrical sparks. It works quite similarly to J.D.'s Weapon 1 with its wide splash damage radius, although the attack is differently shaped. The good news is that it makes a fine calibration for Aduka's Weapon 2. Weapon 2: Weapon type: Laser AMD: Variable Angle range: 40 degrees Delay: 960 Weight: Average Description: As of April 19, Weapon 2 fires THREE tracer shots that look like NakMachine's SS, but serve as a beacon for Thor. The tracer shots don't spread and follow themselves much like Boomerlauncher's multiple boomers: if the first tracer shot hits the second will land at the same spot too. The tracer shots do not deal any damage by themselves. THE ONLY CHANGE THAT OCCURRED HERE IS THAT YOU SHOOT THREE INSTEAD OF TWO. A SPECIAL SECTION TO EXPLAIN THOR. Thor is the satellite that appears above the playing field in each Gunbound game. At the start of every game, the Thor satellite begins at level 1 with 0 damage points. As the Thor satellite delivers damage, that amount of damage is recorded as damage points. Only the damage specifically delivered by the Thor laser is recorded, so if you damage your opponent both with your regular attack and with the Thor laser, only the portion of the damage given by Thor will be recorded. As Thor damage gets recorded, Thor's power level increases as well; up to level 6. The following is the amount of Thor damage you need to get so as to increase Thor's power level along with the AMD of Thor's laser according to its level. There is no extra damage within any level for reaching a few points short of the next level. Thor level | Damage recorded | AMD per level 1 | 0 to 200 | 100+ 2 | 201 to 700 | 200+ 3 | 701 to 1800 | 300+ 4 | 1801 to 3900 | 400+ 5 | 3901 to 6800 | 500+ 6 | 6801 to beyond | 600+ I cannot be certain about those statistics, so if you have more precise measures, feel free to tell. SS Weapon: Weapon type: Laser AMD: Variable Angle range: 30 degrees Delay: 1320 Weight: Average Description: As of April 19, Aduka SS fires a single tracer shot that passes through everything as it flies by. It's similar to Nakmachine's SS (see appropriate section), save for two differences: this SS also passes through mobiles and the corpses of mobiles (as through solid ground); also, each time that it passes through a mobile, it triggers Thor to fire a single laser. Since the update, its power has been greatly reduced as you may only receive damage for ONE laser shot, and by the time that Thor has been charged up sufficiently, you should be in the Double Death period. Bummer. Final Analysis: Amazingly enough, Aduka is an easy to use Artillery mobile with a bit of fun tacked into it. However, it does have one non- negligible tactical advantage in that it has both an electrical attack AND a laser type attack! No enemy is safe from it! Well, except that it gives pretty pitiful damage both ways going and its bunge power is practically non-existent throughout battle. You'll have understood that success is best met through judicious use of its weapon 2, but here's an additional rub... as far as I can test, bunge items, blood items and power up items do not give additional damage to Aduka's shot 2. Environmental status effects DO affect Aduka weapon 2,except for Thor. READ THIS PART WELL: you get NO bonuses whatsoever for firing weapon 2 while Thor is in effect. They are mutually redundant, much like Lightning's Weapon 1 passing through the Lightning beam. Aduka is easy to use but not very tactically rewarding- nevertheless, this bot gets the thumbs up treatment ever since the April 19th changes. A good bot for beginners or intermediate players. UPDATE: ever since April 19th's update, Aduka has been significantly upgraded in terms of usability by the fact that you have an extra tracer shot for shot 2 with none of the delay! Double Death means firing SIX tracer shots! Very deadly! Can now be used alone in a varied team, but damn deadly if everyone in the team picks Aduka together! *********************************************************************** b. ArmorMobile Mobile Type: Metallic Health: 2/5 Firepower: 4/5 Movement: 3/5 Defense: 3/5 Climbing: 2/5 Approximate HP: 975pts Strength: This mobile type is strong against shots from Turtles, BoomerLauncher, Nakmachine and Ice. Weakness: Against electrical type weapons Natural Enemies: Cakebot, Lightning, Grub Natural Prey: None Visual Description: A cute little red mobile with a grey cannon for a nose, distinctive by the three wheeled tread patterned into a triangular shape. Weapon 1: Weapon type: Explosion AMD: 200 Angle range: 45 degrees Delay: 770 Weight: Average Description: The most basic weapon-type possible, weapon 1 is a single explosive shell that must hit the target exactly to commit full damage. Weapon 2: Weapon type: Explosion AMD: 275 Angle range: 40 degrees Delay: 860 Weight: Average Description: Another single explosive shell attack, the gunbound site nevertheless describes weapon 2 as a double projectile, where a smaller hit would pierce defenses to let through the second explosion. In game terms however, the weapon 2 acts in the same manner as weapon 1. Use it to dig tunnels if you really want to see the double explosion device in action, but be warned that it has a smaller blast radius then weapon 1. Because of it's superior AMD to Delay ration, it is considered the favored weapon for destroying opponents. SS Weapon: Weapon type: Explosion AMD: 450 Angle range: 40 degrees Delay: 1320 Weight: Average Description: Another single shell explosive, but with a twist. After about three seconds of airtime the shell extends into its true form, a rocket, to complete its trajectory. The SS shot must be in its rocket form to inflict full damage. The rocket does not gain additional trust and goes at the same velocity as a normal shell. WARNING: Because it does not possess a better AMD to Delay ratio then weapon 2, the SS weapon should mostly be used when you need one big hit or simply, to show off. Final Analysis: The consummate Artillery tank, the ArmorMobile is great for the long distance shooting of various shell attacks to enemies. It's no-nonsense design makes it easy to pick up for learning lobbers who just want to experiment with the effects of distance and wind on their weapons, not to mention the fine art of high angle attacks. Items that go well with this tank is the Blood (so as not to task the already high Delay stat of this tank) and Dual (in perfect conditions, better AMD to Delay ratio then Dual +). High damage and high-delay makes for a satisfying attack on the enemy- thumbs up! A Beginner bot, easy to handle and will make a good lobber out of you. *********************************************************************** c. Bigfoot Mobile Type: Metallic Health: 3/5 Firepower: 3/5 Movement: 4/5 Defense: 3/5 Climbing: 1/5 Approximate HP: 1000pts Strength: This mobile type is strong against shots from Turtles, BoomerLauncher, Nakmachine and Ice. Weakness: Against electrical type weapons Natural Enemies: Lightning, Cakebot, Grub Natural Prey: None Visual Description: A blue Mobile with a big stout cannon and four huge wheels; just like its monster truck namesake. Weapon 1: Weapon type: Explosion AMD: 200 Angle range: 22 degrees Delay: 770 Weight: Average Description: You fire four small missiles that arc towards the opposing tank. They spread out as they fly and their damage concentration is the pits, so try to get a close shot as you really need all four missiles to achieve max damage. Amazingly, this is the weapon that possesses the best AMD to Delay ratio. Weapon 2: Weapon type: Explosion AMD: 220 Angle range: 22 degrees Delay: 920 Weight: Lighter then average Description: You fire six mini bombs that spread out further as they fly. Its bunging effect leaves to be desired; more often then not, the mini bombs will hit the enemy tank directly from above, sparing the ground on which the tank is standing on. The mini bombs spread out even more then the missiles of weapon 1 at medium/long range. UPDATE: as of April 19th, the path of damage and the damage pit area has been increased by 5%. In effect, the mini bombs spread FAR too far apart to be used as an effective bunge weapon, but make something of a wide ranged screen when you absolutely NEED to hit your opponent with anything, no matter how little the effect. But I'm not kidding about the bunge loss: now even Weapon 1 bunges better... SS Weapon: Weapon type: Explosion AMD: 450 Angle range: 12 degrees Delay: 1320 Weight: Lighter then average Description: You fire twelve bright red bombs in the same manner as with weapon 1. Spreading over distance is similarly comparable to that of weapon 1. This is a MUCH better bunging tool, but why waste the incredible destructive energies of this cannon only for the digging of a hole? Final Analysis: A great Close Combat tank for beginners/first timers, just get next to your enemy and shove it all in his face. You'll rarely get any blast back effect like you would with the Turtle tank. If you can't line up your opponent directly into your optimal shooting angle (it happens, the BigFoot is known for having limited firing angles), then you should lob some mini-bombs with weapon 2. So to recap: frontal assault with weapon 1, lob with weapon 2 if you can't. For maximum fun and GREAT bunging abilities, take the Thunderbolt item and rain down six lightning pillars using weapon 2. It's a tank of limited uses that gets its comeuppance much too soon, but it's fun and easy to use, so it gets a thumbs up. *********************************************************************** d. BoomerLauncher Mobile Type: Bionic Health: 2/5 Firepower: 5/5 Movement: 4/5 Defense: 3/5 Climbing: 3/5 Approximate HP: 975pts Strength: Against Shield type mobiles. This mobile type is strong against shots from Grub, Cakebot and Lightning. Weakness: Against Laser type weapons. Against Metallic type mobiles. Natural Enemies: RAONLAUNCHER, ADUKA Natural Prey: LIGHTNING, MAGE, CAKEBOT, A.Sate Visual Description: Looks like a wooden chariot with eyes and a bright red boomerang twirling on its top. Weapon 1: Weapon type: Hit AMD: 180 Angle range: 80 degrees Delay: 730 Weight: Very light Description: You fire one single boomerang. Boomerangs are VERY light and are the weapons most affected by the wind in Gunbound. Due to its low damage and low delay, it is suggested that you use this weapon as a "practice shot", something to gauge your strength and angle for your real attack with weapon 2. Weapon 2: Weapon type: Hit AMD: 250+ Angle range: 80 degrees Delay: 880 Weight: Very light Description: You fire four boomerangs trailing each other in a close trajectory. If the first boomerang hit, it's a good bet that the three others will hit as well. Very powerful, great AMD to Delay ratio, this is the paydirt weapon of the Boomer. However, it is affected by the wind in the same manner as weapon 1 is. It's also good for digging through the ground when such a resource becomes necessary. SS Weapon : Weapon type: Hit AMD: 450 (or lower) Angle range: 80 degrees Delay: 1280 Weight: Lighter then average Description: AKA the "atomic boomerang", you fire one single boomerang (in the manner of weapon 1) but after about three seconds of airtime, the weapon turns into a golden boomerang to execute max damage on direct hit. SS must be in its golden boomerang form to execute max damage. SS is no good for bunging. UPDATE: as of April 19th, Boomer's SS damage has been increased by 10%. That is a substantial change which makes this SS quite worthy of its title of "Atomic Boomerang"! No word as to how much of a damage bonus that a golden boomerang which changes direction in midair (with boomer bonus) will give. FEAR THE EXPERT BOOMER PLAYER! Stuff that you should know about all of BoomerLauncher's shots: Since quite a while ago, Boomerlauncher's true angle range has been increased (that is, the range for which Boomer gives max damage) and that it delivers MORE damage then noted if the shots are delivered with a boomer bonus: that is, if the general direction of the boomer shot changes direction in mid air before striking their target. To get the best damage for your shot, fire AGAINST the wind so that your Boomer changes direction in midair before it hits your target. Beware as this is quite the advanced tactic. Final Analysis: An Artillery tank, you know you are an expert when you start picking the BoomerLauncher consistently. That said, most expert Gunbound players chose the Nak instead, as it is the more consistent hitter and actually has a better payload on double shots. Speaking of double shots, you really need to pick up Dual when handling the Boomer, as a direct hit of all eight boomerangs easily goes in the 450+ damage range. In my personal opinion however, there are times when heavy winds will completely negate any shots with this Mobile, making its experience quite frustrating. Thumbs down, unless you're a Gunbound master- however, Boomer is the most damaging mobile in the game and deserves serious practice to have its potential unlocked. *********************************************************************** e. Grub Mobile Type: Bionic Health: 3/5 Firepower: 3/5 Movement: 3/5 Defense: 3/5 Climbing: 4/5 Approximate HP: 1050pts Strength: Against Metallic type mobiles. This mobile type is strong against shots from Grub, Cakebot and Lightning. Weakness: Against Laser type weapons. Against Bionic type mobiles Natural Enemies: RaonLauncher, Mage, A.Sate Natural Prey: Bigfoot, ArmorMobile Visual Description: A big yellow slug. With a cannon. Weapon 1: Weapon type: Electrical AMD: 150 Angle range: 30 degrees Delay: 740 Weight: Average Description: A single blue ball of energy, it's a weak weapon but at least acts like a normal shell attack (lobbed, explodes on impact). Used as a fallback weapon when using weapon 2 isn't an option or simply not used at all as is often the case. Because of the potency of weapon 2, you should try using weapon 1 as a crude bunging tool when in a pinch. Weapon 2: Weapon type: Electrical AMD: 200 Angle range: 30 degrees Delay: 890 Weight: Heavier then average Description: You fire four red electric balls that explode after about 1.5 seconds of rolling around the ground. This process of "rolling along the ground" actually ups the damage of each ball, making it more destructive then listed. Just dropping the four balls on the enemy's head will not suffice. As a special note, this weapon actually bounces off the extremities of the playing field. It is the favored weapon of newbs as it is quite easy to rake up shot bonuses with this weapon, namely boomer bonuses. SS Weapon : Weapon type: Explosion AMD: 800-900 (variable) Angle range: 30 degrees Delay: 1290 Weight: Average Description: You fire a single glowing ball that rolls around the ground for about three seconds. As it rolls along the ground, it damages the enemy at an increasing rate without exploding. Only after three seconds does it explodes. Maximize damage by shooting an opponent that is already stuck in a hole. UPDATE: as of April the 19th, Grubs damage has been upped by 10%. It should be noted that getting 900 damage from a Grub SS is quite rare, and you should be satisfied if you only get about 400Dam. Final Analysis: A newb bot that can rake up money in a hurry, the Grub's weapon 2 is nevertheless misunderstood by most players. It is NOT a catch-all weapon for maximum damage, but rather a punishment tool for opponents who ended up in crevasses. Do NOT try to hit someone resting on a tiny pixel with that weapon. Do NOT try to hit an opponent that is just above you with that weapon. I called this mobile a Close Combat tank before, but I think Support Unit is a better qualificative. At close range, the Grub lacks the HP to survive a war of attrition. At long range, it lacks the precision needed to get maximum damage. It offers support fire as in it PUNISHES all bots stupid enough to get bunged or that stay in pits. Like the worm that it is, the Grub is a scavenger that finishes off already injured mobiles. If you can "roll" a No 2 shot at the enemy, add the Thunderbolt item to bunge your opposition straight to hell! Thumbs up for the heavy damage it does, but thumbs down for the ease of abuse you can get with this tank. *********************************************************************** f. Ice Mobile Type: Bionic Health: 5/5 Firepower: 3/5 Movement: 3/5 Defense: 3/5 Climbing: 3/5 Approximate HP: 1175 Strength: Against Shield type mobiles. This mobile type is strong against shots from Grub, Cakebot, Lightning. Weakness: Against Laser type weapons. Against Metallic type mobiles. Natural Enemies: RAONLAUNCHER, ADUKA Natural Prey: LIGHTNING, CAKEBOT, Mage, A.Sate Visual Description: A white wooly mammoth with a turret on top where the player sits. Weapon 1: Weapon type: Hit AMD: 180 Angle range: 50 degrees Delay: 740 Weight: Average Description: You fire a big ice pellet which acts like a normal shell in every shape, way and form. Your basic attack, but which possesses the best AMD to Delay ratio. Weapon 2: Weapon type: Hit AMD: 200+ Angle range: 50 degrees Delay: 890 Weight: Average Description: You fire a white ice rock object which crumbles on impact. Although the damage for it's weapon 2 seems comparatively low, the redeeming factor is that it reduces an opponent's defense Vs Hit type weapons by 5%, up to a maximum of 20% (defenses have been lowered when you see the animation of ice sticking and crumbling off the opponent's mobile). It should be noted that the firing point of weapon 2 is higher then that of weapon 1; that is to say, a direct hit with weapon 1 will NOT lead to a direct hit with weapon 2 under the same firing circumstances. In addition, it has the filthy habit of missing entirely when just a speck off from target. Quite frustrating. The ice rock crumples on the ground when hit, but doesn't do that much bunge. SS Weapon : Weapon type: Hit AMD: 250 Angle range: 30 degrees Delay: 1290 Weight: Average Description: You fire a giant snowflake that expands into a wide blasting radius on contact. However, you have to hit the target exactly so as to register any damage. The SS is known for reducing defenses against Electrical type attacks on successful hits (maybe as much as by 20%). It uses the same firing point as weapon 2, but with reduced firing angle. Final Analysis: A frustrating Mobile which I can only rank as a Support unit due to its defense stripping powers. You not only need to be an expert lobber so as to maximize the use of weapon 2, you need to be an expert team captain so as to get your troops to maximize the ensuing weaknesses. Because it is not a destructive tank, Ice requires as many Power Up items as you can muster (and forget about Dual +, two different firing points means that it just doesn't work). There's too little damage for this Tank to warrant a thumbs up, so I'll leave it only to the expert team player so they can play with it. ADDITION!: It is said that if playing a Score game, the defense decrease will carry on between the different lives. *********************************************************************** g. JD (aka Cakebot) Mobile Type: Shield Shield level: 250 Health: 3/5 Firepower: 2/5 Movement: 4/5 Defense: 4/5 Climbing: 5/5 Approximate HP: 1050pts Strength: Against Metallic type mobiles. This mobile type is strong against shots from RaonLauncher, Aduka, Mage, A.Sate. Weakness: Against Hit type weapons. Against Bionic type mobiles Natural Enemies: BOOMERLAUNCHER, TURTLE, ICE Natural Prey: RAONLAUNCHER, ADUKA, ArmorMobile, Bigfoot Visual Description: A brown and red stout cylindrical platform with a laser-type cannon. It gets its name from an animation it does where the laser pops in, and out comes smaller JD's rising from the top like a segmented cake. UPDATE: As of April 19th, JD's shield recovery has been decreased from 30 to 20. Weapon 1: Weapon type: Electrical AMD: 180 Angle range: 30 degrees Delay: 740 Weight: Light Description: Your basic attack, you fire an electrical ball that does damage on impact. It should be noted that there is a much wider area of damage then most basic attacks of the same configuration. It has the better AMD to Delay ratio, but that's not what you go for when you play Cakebot... Weapon 2: Weapon type: Electrical AMD: 200+ Angle range: 30 degrees Delay: 830 Weight: Light Description: You fire a pulsating electrical ball which sucks in metal tanks and to a lesser degree, bionics. You do not have to do a direct hit for this effect to occur, but you DO need a direct hit to register any damage. The key selling point of weapon 2 is how it bunges perfectly: even if you hit the opponent over the head and wouldn't ordinarily damage the ground under it, Cakebot will suck up the ground from underneath to bunge. In my book, Cakebot is the Number 1 bunging tank so as to suck in and trap opponents in a deep, narrow hole from which no option is possible. SS Weapon: Weapon type: Electrical AMD: 330 Angle range: 30 degrees Delay: 1290 Weight: Light Description: You fire a triangular bullet that expands into a wide blasting radius on contact. The blast does the opposite of weapon 2, pushing metal bots out instead of in (does not affect organics). You do not need a direct hit for this effect to occur, but you do need a direct hit to register any damage. More a method to screw up the opponent more then anything else, I don't particularly care for this SS. Final Analysis: A strange Support tank for the bunge-happy, you do need some good lobbing skills if you wish to maximize the potency of the Cakebot. I call this a Support tank because you don't play Cakebot to do damage; you do it to immobolise and take out enemy tanks inside of deep pits. You can imagine what a Cakebot-Grub tag team can look like, do you? This digger bot is served best with Duals and Bunges, items that maximize the already great bunging ability of the JD. Thumbs in the middle: you kill metal bots with grim efficiency, but bionics will have their way with you in return (did I mention that Bionic bots are strong Vs electrical attacks?). An intermediate bot for the intellectual who doesn't want to kill as much as control. *********************************************************************** h. Lightning (aka Lovebot) Mobile Type: Shield Shield Level: 300 Health: 3/5 Firepower: 3/5 Movement: 4/5 Defense: 4/5 Climbing: 2/5 Approximate HP: 1050pts Strength: Against Metallic type mobiles. This mobile type is strong against shots from RaonLauncher, Aduka, Mage, A.Sate. Weakness: Against Hit type weapons. Against Bionic type mobiles Natural Enemies: BOOMERLAUNCHER, TURTLE, ICE Natural Prey: RAONLAUNCHER, ADUKA, Bigfoot, ArmorMobile Visual Description: A blue mobile with an arrow-head shaped cannon with sparks coming out of it. This Mobile gets its name from the heart animation its electrical sparks occasionally make. Weapon 1: Weapon type: Electrical AMD: 200 Angle range: 22 degrees Delay: 750 Weight: Light Description: The cannon fires a tracer shot that does not damage by itself, but instead calls down a single vertical pillar of lightning from above. Despite what you might imagine this weapon bunges only by very little increments (use Dual for best results). You WILL hit yourself at close ranges, so take a few steps back before firing. Weapon 2: Weapon type: Electrical AMD: 300+ Angle range: 22 degrees Delay: 800 Weight: Light Description: Like weapon 1, this weapon only fires a tracer. However, the tracer calls forth TWO lightning columns coming down from 45 degrees each; hitting the enemy mobile in the crossfires on a perfect hit. A better return then weapon 1, but trickier to use without hitting friendly units (namely, yourself when at close ranges). SS Weapon : Weapon type: Electrical AMD: 180 Angle range: 12 degrees Delay: 1300 Weight: Light Description: This fires a shot shaped like a small sparrow which lands with a tremendous blast radius. It has the noted low damage, but you WILL hit everything is a rather large radius. Including yourself. I personally use it as a practice shot with the added bonus of damage even on misses. Final Analysis: Certainly an Artillery tank, most players I know make the mistake of using this mobile's best weapons for close-combat fighting. Needless to say, DON'T. Weapon 1 is the best weapon in that case, and you STILL need to get as much distance as you can. This is clearly an intermediate 'bot, but for INTELLIGENT players. It's easy to abuse the "you don't have to hit the target directly" option of the tracer shots, but you have to know what attack does what. Good items for this 'bot are the Blood (or maybe the Power-up shot too) and the dual, for the same reasons as for the ArmorMobile. This bot gets a Thumbs up from me. Why? Because it's the first bot I ever made a Double Kill with! Hurray! I made another one since: five so far and twice with lightning! For the rest of you, enjoy the heavy defenses that the Lovebot provides and stay clear of Mage SS weapons. *********************************************************************** i. Mage Mobile Type: Shield Shield level: 220 Health: 4/5 Firepower: 3/5 Movement: 3/5 Defense: 4/5 Climbing: 3/5 Approximate HP: 1100pts Strength: Against Bionic type mobiles. This mobile type is strong against shots from RaonLauncher, Aduka, Mage, A.Sate. Weakness: Against Hit type weapons. Against Shield type mobiles Natural Enemies: BOOMERLAUNCHER, Nakmachine, Turtle, Ice Natural Prey: Trico, Grub Visual Description: A floating blue platform with a canon that looks like some great big baby rattle. It has a cape near its rear. Weapon 1: Weapon type: Laser AMD: 180 Angle range: 35 degrees Delay: 800 Weight: Average Description: A single laser beam that otherwise serves as the Mage's most basic weapon. The beam attack is narrower and longer in length then most normal shell shots. Weapon 2: Weapon type: Laser AMD: 250 Angle range: 35 degrees Delay: 900 Weight: Average Description: Two laser beams shoot out, moving along a double helix pattern. Unlike the Turtle's weapon 2, this helix never merges into one beam. It's a rather useful all-purpose attack with a wider striking range then most. It has a better AMD to Delay ratio then weapon 1. SS Weapon : Weapon type: Laser AMD: 500 Angle range: 30 degrees Delay: 1300 Weight: Average Description: You fire a big glowing ball which lands with a tremendous blasting radius. This SS (Super Shot) is commonly known as the Shield Stripper, as it registers more damages on Shield-type Mobiles then any other. It also hits Shield-type Mobiles that are part of the blast radius, while only a direct hit will do for non-Shield types. It not only deals more damage to Shield-types, it also strips down the Shield, lowering enemy defense. Final Analysis: A really nice all-purpose tank that's very easy on beginners. It could be classified as Artillery, but it does Close Combat just as well. Just line up directly with your opponent and shoot him in the face; there's practically no blast back effect (unlike the Turtle Tank). Items are similarly straight-forward: Duals and Power-Ups being the most popular. Want more reasons to love the Mage? Laser is strong against Grubs, not to mention all the other Bionics! Thumbs up, until you graduate to the big boys. *********************************************************************** j. NakMachine (aka Assbot) Mobile Type: Metallic Health: 4/5 Firepower: 5/5 Movement: 1/5 Defense: 4/5 Climbing: 2/5 Approximate HP: 1100HP Strength: This mobile type is strong against shots from Turtles, BoomerLauncher, Nakmachine and Ice. Weakness: Against Electrical type weapons. Against Metallic type mobiles Natural Enemies: ADUKA Natural Prey: Mage, A.Sate Visual Description: Like a giant brown spider that shoots backwards (out of its ass). Weapon 1: Weapon type: Explosion AMD: 180 Angle range: 40 degrees Delay: 770 Weight: Heavy Description: A normal ball shot that is lobbed through the air and explodes on impact. Nothing special. Serves as a mix-up when using weapon 2 isn't an option, or as a practice shot for the SS. Weapon 2: Weapon type: Explosion AMD: 280+ Angle range: 40 degrees Delay: 920 Weight: Heavy Description: The specialty shot of the NakMachine, weapon 2 fires an electrically filled ball which burrows into the ground before diving back up for impact. The best way to describe this effect is that once the ball reaches the ground, it will burrow at an inverted rate to the angle by which it reached the ground before rising again and exploding. It's like an underground reverse gravity. Personally, I have found that the Nak weapon 2 is the hardest weapon to master and the one that requires the most practice. Theory is simply not sufficient in this case. SS Weapon : Weapon type: Explosion AMD: 300 Angle range: 40 degrees Delay: 1320 Weight: Heavy Description: You fire a mini spider-bot that ignores ground, air, everything until it hits its target. The SS has a low damage output, hence it is most useful for reaching targets that the weapon 2 would not normally hit. An example would be a tank standing on a thin speck of land. Weapon 2 has the SS owned in terms of AMD and Delay... Final Analysis: Not just the Mobile of experts, but the Mobile of champions as well! Weapon 2 is a superb (possibly overpowered) tool to not only inflict heavy damage, but to bunge opponents too. It IS however, a hard tank to master; hence I recommend all those interested to exploder's FAQ. Although harder to master then the Cakebot, the NakMachine is a Close Combat bunging machine that evolves into Artillery quite well in the right hands. I'll take Exploder's pick of Duals and Teleports and give the tank a thumbs up... But a thumbs up that you have to earn for yourself. *********************************************************************** k. RaonLauncher Mobile Type: Metallic Health: 3/5 Firepower: 2/5 Movement: 2/5 Defense: 4/5 Climbing: 2/5 Approximate HP: 1000HP Strength: Against Bionic type mobiles. This mobile type is strong against shots from Turtles, BoomerLauncher, Nakmachine and Ice. Weakness: Against Electrical type weapons. Against Shield type mobiles Natural Enemies: LIGHTNING, CAKEBOT Natural Prey: BOOMERLAUNCHER, TURTLE, ICE, Trico, Grub Visual Description: A three wheeled gun platform that the player hangs on to and rides. It is red on the bottom and yellow on top. Weapon 1: Weapon type: Laser |
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