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Submitted by System on 09/03/2006, 09:50. Print file.
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contact, unless they hit exactly in the middle of a mobile, in which they will explode. Otherwise, the raons will walk to the nearest mobile, within an approximate 1 inch radius. The detecting distance is greatly reduced for bionic mobiles. They do 130-150 damage EACH.
Shotgunning is one of the ways the pros use raon shot 2, as the mines explode on the same turn they shoot if their shot lands accurately.

SS: Shoots a single, walking larger form of shot 2. It's easy to hit with this shot. The more the raon walks, the less damage it does, so try to make it land near to the enemy. Which direction the raon walks is decided on which way the raon was shot from when it lands.

Additional notes about Raon Launcher
Raon is another bot with a high defence. Fightning raon is usually very frustrating for other players, as it is hard to get 500+ damage duals against him. The raon seems to face the same problem as lovebot, not being able to do large amounts of damage at one time. It's insta-explode shot 2 is too hard to pull off in non-shotgun range, and shot 1 does too little damage. Also, in a long battle against organic/creature mobiles, you WILL have to use shot 1 the whole fight. Your shot 2 spreads too much,
If one of them they picks up an organic mobile, the organic can easily move out of the detecting range of the raon, or shoot them.
However, in a melee situation, especially against bots that need an angle to do damage, namely Armour Mobile, Raon Launcher shines.

UPDATE: Apparantly, the Nak can screw up a raon's mines by shotgunning it's shot 2 out of the map's left side, causing all of the mines on screen to explode. I have not tested this, and I need confirmation on this part.

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TRICO

Shot 1: Single cabbage which does most damage in the middle of a mobile.

Shot 2: Shoots 3 cabbages, each doing 80-100 damage each. If the cabbages weren't so hard to line up, this would be the most damaging shot 2 in Gunbound. Here is a pretty good guide for getting 3 in 1s with trico: http://www.rpgexpert.com/1122.html
Unless you are a trico master, which i am not, shotgunning will be the best choice. Another thing to note is that your cabbages are released differently when you shoot from left to right, compared to right to left. I cannot explain how to get 3 in 1's with the trico, as i am no trico pro.

SS: Shoots a rainbow  coloured cabbage. A few explosions will happen where it lands. The most damage can be achieved by shotgunning someone who is on a thin piece of land from below. I've gotten 500-600 damage from tricos SS using that metheod.

Additional notes about Trico :
There are two types of people who would trico. One of them is the newbie, who would complain about it's small angle range and how it's shot 2 is weak, not knowing that they only hit 1 of the 3 cabbages. The other is the pro, who can dual first turn through a sunbeam and across the entire map to hit all 6 cabbages, doing 700+ damage, i.e Gilly.

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TURTLE

Shot 1: Single stream of water, hit it in the middle of the enemy bot, or shotgun.

Shot 2: This shot shoots 2 streams of water, spread out by around
1.5cm. If you lob this shot, you will only do around 120-150 damage, as only one stream of the water will hit, unless you happen to be very lucky with the timing. The only way to get both streams of water to hit is to high angle, keeping it airborne for 2-3 seconds. This results in around
300 damage. The other uber cheap way to use this shot is to have your turtle overlap the enemy mobile. Than, either full blast or  tap lightly.
Your shot will hit excatly in the middle, doing 300-400 damage. Dualing while thor is on with this methoed can kill most bots even when they still have 3/4 of their health left. However,  you will do about
200-300 damage to yourself, and you  should not use this unless your shot will win the game.

SS: Like trico's shot 2, this is amazingly easy to hit with, but takes a master to maximize the damage. Keep the waterball airborne for 3 seconds, and it will turn into many smaller water droplets. It's rare getting a good damage with this. Some tatics of getting all  the balls to hit  is to time your shot so that the waterball changes just a split second before it hits the enemy mobile. The second methoed would be to time it so that it changes when it is at the peak of it's flight. The SS will fall in a pillar like formation. I've done 695 damage using the second methoed before. 695 is weak, considering that is was done against a JD and thor was on.

Jinty has his own metheod about hitting full damage with the turtle.
I'm not too sure about how it works, but apparantly, you have to high angle shot 1 or 2 so that it hits the opponent, than SS, but use just a tad less power.

Additional notes about Turtle :
I take back what i said about turtle being weak. Turtle is quite strong, after looking at Jinty and Mezat play it.

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Things i need
===========================================

-Information on how to get all 8 balls of turtle's SS to hit.

-Corrections to spelling/grammer mistakes, as well as false information or information i may have missed out.

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Contact info and thank yous
===========================================

My contact info:

Email - Jamez_soh@hotmail.com
AIM - Teh1337oneGB
Gunbound s/n - Teh1337one

*Lists out my gunbound friends who helped me with this guide as well as kept me entertained when i was bored*

Dizz
Amy
DabeTse
Mezat
Craiken
GundamFreak
Mezat
Richard

As well as everyone else i've missed out ^_^

I'd like to thank Softynx for making such a great game, as well as GameFAQs for putting up this guide. I hope. o_o

As a last thank you, i've decided to be cheesy and thank you, the reader, for supporting this guide by reading it >_>

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