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Submitted by System on 09/03/2006, 09:50. Print file.
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Maximizing damage FAQ [In depth]
By Cactusjack23


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Table of Contents
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1) Legal junk
2) What does maximizing damage mean?
3) How to maximize damage for each bot
4) Things I need
5) Contact info and thank you's


===========================================
Legal junk
===========================================

This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site
or otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.

This FAQ can currently be hosted on the following sites:
-http://www.gamefaqs.com
-http://www.FreeWebs.com
-Http://dlh.net

If you happen to see this FAQ on any other site, please e-mail me, at
Jamez_soh@hotmail.com OR AIM me at Teh1337oneGB


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What does maximizing damage mean?
===========================================

Ever notice how come some of your shots do less damage, compared to an
opponents, even if they are the same shot with same weather effects
against the same bot? Your opponent either was lucky, or
he knew how to maximize that particular bot's damage. Let me give you
an example. You and your opponent are using turtles. You use shot 2,
and deal a measly 150 damage. On his turn, he high angles you with
shot 2 and hits your for 250 damage. Why? Turtle's shot 2 is spread out
for the first few seconds after it leaves the cannon, so getting both
streams of water to hit is a pain. However, if you high angle it and
let it get airborne for around 2-3 seconds, the water streams merge, and
both streams will hit, resulting in a LOT more damage. Maximizing damage
is essential in winning 1v1 matches, and can help increase your average hit

===========================================
How to maximiaze damage for each bot
===========================================

This is the meat of the FAQ. I will provide instructions on
how to get the most damage out of every bot, other than
dragon and knight. Look for the bot you need with Ctrl + F

The golden rule : ALWAYS use true angle. What is true angle?
For the Boomer, Ice, Grub, Bigfoot, and Armour Mobile, true angle is the
darkened shade of green, in the middle of your angle. Using that part of the
angle to shoot makes your bot do 33% more damage. That is A LOT.
These are, so far, the only bots with true angle.

Another rule : For bots with splash damage, try not to dual
with them. Quite a portion of your damage will come from splash
damage, which will only kick in once a turn. So, if you dual
with a cake, which averages with 100 normal damage and 64 splash,
don't expect to get 164*2 damage. Only the normal damage is done
twice, the splash damage will only kick in once.


ADUKA

Shot 1: Does a measly 150 damage on hit. Out of the 150, 64 damage
is splash damage, so it ignores defence. Shotgun it to get the most
damage. However, the delay on this shot is too high for it to be
used as a staple attack.Stick with shot 2 and SS.


Shot 2: Shoots 3 mini adukas, with thor's laser hitting the area between
thor and the tracer landing spot. If it hit's a mobile,
thor gains experience. Thor starts out at lvl 1. Lvl 6 is the highest
thor will go, doing an average max of 350 per hit. In 4v4 aduka games,
thor's level increases extremely fast, making the game end faster
than a normal 4v4.

SS: Similiar to naks SS, except it doesn't explode on contact.
When the SS touches a enemy mobile, thor's laser hits it.
The best way to use this is to SS the opposing team when they
are in a straight line. Don't worry about hitting teammates,
you won't unless they are in the small splash area. Also,
another effective way to do additional damage is to use the SS
when the enemy mobile is overlapping a tornado. The SS will spin
and hit the enemy twice, sometimes 3 times, doing a total of 500+
average damage.


Additional notes about aduka: In all aduka shot 2/SS games, don't
be afriad to use shot 1 as a first turn shot. The damage to delay
ratio is much better than shot 2 with lvl 1 thor. Sure, you might
get kicked, but there are other aduka games around. However, make
sure you say something to the line of "Opps, wrong shot", or
everyone else will start to use shot 1 for the rest of the
game too, resulting in a VERY slow 4v4.

===========================================

ARMOUR MOBILE

Shot 1: This shot does about 120-150 on contact. The only
way to increase damage is to use true angle, and hit the opponent
exactly in the middle.

Shot 2: Does around 200-250 damage on a normal hit, around 300+
if you hit it correctly. How do you do that? Armours shot 2
consists of 2 rockets, the first one being larger, and the second
one a little smaller than the first. Land your shot a little in
front of your opponent, around the legs area, not in the middle
of him. Why? The first shot penetrates the amour of the mobile,
and the 2nd shell explodes inside it. However, dualing Shot 2
will rarely result in 600+ damage even if you did 300+ with the
first shot of the dual. After the first shot, the enemy mobile
will be lowered, making the second shot hit futher from
the legs. This results in around 200 damage for the second shot. So, when
dualing with armour, make the first shot count. It's essential
if you want those 500 damage duals.


SS: Shoots out a small rocket, which turns into a missle around
1.8 seconds after being airborne. The un-changed rocket does around
200 damage, and after it changes, it does around 400 damage.
Remember to land your SS in the middle of the opponents bot.

Additional notes about Armour mobile: Use armour mobile to
counter Boomer, or other HIT type bots, as they do less damage to Armour
which is a mechanical/metal bot. Also, for hitting more accurately
with the armour, get a few "standard shooting" angles. A few
good ones are 70, for high angling, 32, the base angle you start
on a flat ground, and also an ideal angle for hitting
the opponents legs, for a stronger shot 2. You can also pick
a few other angles of your choice. Practice those angles, and
soon you will be very accurate with the Armour. You can also look
for armour charts, they help a lot.

===========================================

A.Sate

Shot 1: The sate shoots a tracer, and where the tracer lands,
the hovering shooter above sate will shoot a single laser at
where the tracer lands. Note that the shooter hovers pretty
low from the ground with shot 1. Land the tracer just behind
the opponent if you are in a far rage fight. Landing the tracer
directly on the enemy mobile may cause the laser to swoop past
the mobiles head, not doing any damage.

Shot 2: Shoots the same tracer as 1, but the shooter
is at a higher point now. This shot shoots 3 lasers, each
doing around 80-90 damage. Do NOT shotgun all the time
with this. You will miss about half of the shot. There is a
trick on getting all 3 lasers to hit. When shooting from
LEFT TO RIGHT, land the tracer directly ON THE OPPONENT.
If you shotgun it, the tracer will hit the front of the
opponent and so will the lasers. However, when shooting from
RIGHT TO LEFT, shotgunning will make all 3 lasers hit, unlike from
left to right. Generally, when using sate, try to be on the right
side of the opponent. It makes a lot of difference. There
are plenty of sate players that don't know this, and shotgun
this shot, only to have 1 of the 3 lasers hit. At long range,
the sate can only hit an opponent with one or two lasers, as
the lasers spread out too much.


SS: Shoots a similiar tracer, except it's green. However, when the tracer
touches ground, the satelite hovers over to where the tracer lands and
shoots 6 lasers down, doing a total of around 450 damage. The tip to
doing more damage is to make the tracer land lower than the opponent, as
the lasers are more packed being airborne more. Lobbing does the most
damage. Also note that the Satellite is lowered by around 2 mobile
lengthes for this shot.

Additional notes about Sate: There is a very cheap strategy
for all you sate users, play tag games and choose a bungebot,
preferably bigfoot as your main bot, and sate as your tag. Play
a map like miramo town, where the land is thick. Dig a tunnel with
your bunge bot than continue tunneling horizontally until you are under your
opponents mobile. Switch to sate, than tap with shot 2. >_>
Your tracer will land just on you, and the lasers will hit your opponent,
as he is between the sattelite and where the tracer lands. However,
if you see any people with a rank higher than battle axe,
do NOT use this strategy against them. They will know what you
plotting, and they will dig their own tunnel. You will have
to fight a underground match with them, and you only have
a bigfoot.

===============================================================
BOOMER LAUNCHER

Shot 1: Shoots a single boomerang, doing around 150 damage. Hitting in
the middle of the bot does the most damage. Since high angling with 0 wind
is 100% precise, use that to your advantage to hit the middle. A high angle
can vary from 100 to 170 damage, depending on where the shot
lands. Don't forget to use true angle. Also, backshots backshots
and boomer shots increase your damage by 20%.

Shot 2: The shot is excatly same as shot 1, except it fires 4
boomerangs instead
of 1.

SS: Shoots a single boomerang again, and after 1.8 seconds airborne,
it changes into a yellow boomerang. After changing, It does
an increased max damage of 500 damage. There are a few ways to
get the full damage from the SS even in close-mid range distance.
When having hook wind, use a 40 angle, or 38 if there is 20+ wind
to shoot. More often than not, the boomer SS will change on it's
way down from the hook or at the peek of it's hook. When there is
no wind, simply use full power high angles. When there is wind
pointing towards the direction you are shooting, do a 60 angle
backshot. The backshot will let the SS have enough air-time
to change.

Backshotting with the boomer:
Wind above 2 pointing the direction you want your shot to hit is required.
Face against the wind, i.e if the wind is pointing towards the right, you
face your boomer to the left. Using 70 angle will be the best option,
but you can try out new ones. After you got your angle correct, charge your
power. The distance of which your backshot travels is VERY dependant
on the wind power. 26 wind pointing diagonally upwards can make your
shot travel pointing VERY far. Also, for boomer backshots, wind pointing
diagonally upwards is stronger than straight to the right or left.
Another point to take note is NOT to use full power, unless there is very
strong wind, 20 or above. Using full power will result in your
shot curving downwards in front of you, instead of landing behind you.
That kind of shot is called a hookshot, you can use it as an
alterative to normal low angle shooting when the wind is against you.
Boomer is best used when you have a chart handy.


===============================================================

BIGFOOT

Shot 1: Shoots 4 rockets, each doing around 50 damage if you are using
true angle, around 20-30 if you are not. The only way to maximize
damage is to go melee an opponent. I can't apply the "Hit in the middle"
rule here, considering that all 4 rockets split up once
released from the cannon. This is a very powerful weapon when used
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