TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Liero » Liero hints
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03

Sponsors:

_______________________________________________________________________________
LIERO
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
Weapon List, Version 1.31 by Grenadier (Martin Selano)
E-mail: grenadier80@hotmail.com
AIM: Grenadier32
Originally Submitted 10/7/03

This guide can be found at:
http://www.gamefaqs.com
http://www.neoseeker.com
http://gamenotover.com
_______________________________________________________________________________
I. TABLE OF CONTENTS
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
I. WHAT IS THIS ONE!?
II. Introduction
III. Version History
IV. Math Explanations
V. Weapon List
a. Bazooka
b. Big Nuke
c. Blaster
d. Booby Trap
e. Bouncy Larpa
f. Bouncy Mine
g. Cannon
h. Chaingun
i. Chiquita Bomb
j. Cluster Bomb
k. Crackler
l. Dart
m. Dirtball
n. Doomsday
o. Explosives
p. Fan
q. Flamer
r. Float Mine
s. Gauss Gun
t. Grasshopper
u. Greenball
v. Grenade
w. Handgun
x. HellRaider
y. Larpa
z. Laser
aa. Mine
ab. Minigun
ac. Mini Nuke
ad. Mini Rockets
ae. Missile
af. Napalm
ag. RB Rampage
ah. Rifle
ai. Shotgun
aj. Spikeballs
ak. Super Shotgun
al. Uzi
am. Winchester
an. Zimm
VI. Credits
VII. Contacting Me
VIII. Legal Stuff
_______________________________________________________________________________
II. INTRODUCTION
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
Who has heard of Liero? This won't look good on my recognition. . .but anyway,
this guide is an in-depth guide which explains useful techniques and some of
the math behind the weapons in Liero. Why did I make it? Boredom. Boredom rules
all guide writers and is the driving force behind their creation. Any FAQ
writer should know what I'm talking about.

I promise you that in this guide there will be no spoilers. ;)
_______________________________________________________________________________
III. VERSION HISTORY
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
1.00, 1/24/01: -Added all weapons.

1.30, 1/30/01: -Fixed some formatting issues (non-centered words and the like)
-Added Version History
-Added Erik Lindroos to the Credits.
-Fixed "chiquita" error.

1.31, 10/7/03: -Added Gamenotover.com to permissions list.
_______________________________________________________________________________
III. MATH EXPLANATIONS
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
AHHHHHHH! MATH! Don't worry, this won't hurt too much. . .I'm just explaining
what the numbers given for the weapon stats mean.

First and foremost, the Recoil number is how far your worm will be pushed back
when you fire the weapon. Obviously, the higher the number, the further you're
thrown. As a comparison model, the Super Shotgun's recoil is 200, which is
very, very high. The Greenball's Recoil is 0, which is no movement. Recoil will
push you in the opposite direction as the one you are aiming in, so if you're
aiming at the ground, the recoil will push you into the air.

The Loading Time stat is how many frames of the game it will take for the
weapon to reload with Loading Times set to %100. If you set it lower, the game
will take the amount you set it to, multiply it by .01 and multiply the result
by the Loading Time frame amount to determine the amount of frames it takes.

The Delay Between Shots (not to be confused with Loading Times) stat is the
amount of game frames between each possible shot of the weapon. In other
words, the higher it is, the longer you have to wait after you shoot it to
shoot it again. This is between shots that you get in a single reload--which
means, if reloading a weapon gives you three shots, the delay frames will be
between each of those three shots. CAUTION: Most throwing weapons (Big Nuke,
Grenade, Chiquita Bomb) have a Delay of 0, which will mean that if you simply
tap the button with Loading Times set to %0, you will throw about 6 bombs at a
time because there is NO DELAY for loading time. You can hold down the button
to completely devastate the area. Keep this in mind if you want to set to
lower Loading Times.

Last but not least, the Shots per Reload stat is just what it says. It's how
many shots you get every time you reload the weapon.

To actually estimate how long 30 frames is, Liero runs at about 70 FPS. Yes,
this is ridiculous, so let's think of it this way: in Liero, the action
updates about 70 times per second. This is not the same "frames" as graphic
frames relating to smoothness in graphical animation, where the most you'll
ever see is around 30. But anyway, if a weapon has a 30 frame Delay Between
Shots, 30 is about %42 of 70. Thus, there will be about .42 seconds between
each shot of this weapon (disregarding loading times).

There, that wasn't so hard, was it?
_______________________________________________________________________________
IV. WEAPON LIST
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
EXAMPLE:
-----------------------------------WEAPON--------------------------------------


Recoil:
Loading Time:
Delay Between Shots:
Shots per Reload:
Bounce: Yes/No

So, without further ado, here they come. . .

-----------------------------------BAZOOKA-------------------------------------
The Bazooka launches out a small missile, unaffected by gravity, that explodes
on contact. It releases a minimum of particles, and causes little damage. It
also causes little damage to the environment.

Recoil: 15
Loading Time: 410
Delay Between Shots: 75
Shots per Reload: 3
Bounce: No

----------------------------------BIG NUKE-------------------------------------
One of my favorite weapons, it launches out 50 small charges that scatter all
over the place after 170 frames. Another 200 frames later, all of the charges
explode. This is a very damaging weapon, and not to be used the wrong way.

Recoil: 0
Loading Time: 700
Delay Between Shots: 0
Shots per Reload: 1
Bounce: Yes (Charges and original nuke all bounce off terrain)

-----------------------------------BLASTER-------------------------------------
The Blaster shoots a small bomb (affected by gravity) which hits the ground and
explodes. The explosion is larger and launches more particles than a Bazooka.

Recoil: 30
Loading Time: 320
Delay Between Shots: 80
Shots per Reload: 3
Bounce: No

----------------------------------BOOBY TRAP-----------------------------------
The Booby Trap drops a fake crate or health power-up that acts as any other
booby trapped crate. It explodes whenever a worm touches it, causing damage. If
no worm touches it, it explodes in 4000 frames. Take care not to be blown up by
your own traps (although it's pretty funny if it does happen).

Recoil: 0
Loading Time: 300
Delay Between Shots: 0
Shots per Reload: 1
Bounce: Yes

---------------------------------BOUNCY LARPA----------------------------------
Like a Larpa, the Bouncy Larpa will fly out and drop particles all over the
place which cause damage. Unlike the Larpa, the Bouncy Larpa will bounce off
walls for 380 frames or until it hits a worm, whichever comes first. It also
makes a small explosion at every point at which it bounces.

Recoil: 20
Loading Time: 390
Delay Between Shots: 30
Shots per Reload: 4
Bounce: Oh, seriously, do I really need to tell you?

----------------------------------BOUNCY MINE----------------------------------
This one's probably self-explanatory, but I'll explain it anyway. Once dropped,
it will fly forward until it hits a wall. Then it will bounce, making a small
explosion each time, until 12000 frames or until it hits a worm, whichever
comes first.

Recoil: 0
Loading Time: 250
Delay Between Shots: 0
Shots per Reload: 1
Bounce: No (Yes, that is sarcastic)

------------------------------------CANNON-------------------------------------
Excited about using a cannon for a weapon? This thing's name really seems
hypocritical. It launches a small bomb which explodes upon contact. Its damage
is larger than a Bazooka.

Recoil: 40
Loading Time: 450
Delay Between Shots: 10
Shots per Reload: 6
Bounce: No

-----------------------------------CHAINGUN------------------------------------
The Chaingun is a toned-down version of the Minigun. It has less recoil, but
still packs a decent punch if you can get a long series of hits. It naturally
shoots rapidly.

Recoil: 6
Loading Time: 315
Delay Between Shots: 3
Shots per Reload: 50
Bounce: No

---------------------------------CHIQUITA BOMB---------------------------------
"Chiquita" means "banana", which is quite obviously a homage to the devastating
Banana Bomb in Worms. The Chiquita Bomb is not to taken lightly. It explodes
once and releases 22 banana-shaped particles which explode on impact. This
weapon causes major damage to the ground (not to mention unlucky worms caught
near its blast).

Recoil: 0
Loading Time: 600 (!)
Delay Between Shots: 0
Shots per Reload: 1
Bounce: Yes

----------------------------------CLUSTER BOMB---------------------------------
The Cluster Bomb simply explodes and releases tiny explosive shrapnel all over
the place. It's not as devastating as a Big Nuke or a Chiquita Bomb, but it
will probably kill any worm caught in the epicenter of its blast.

Recoil: 0
Jump to page:
01 · 02 · 03

Sponsors:

Other files from this game:
  1. Liero hints by System on 09/03/2006, 09:50
    Weapons list
  2. Liero FAQ by System on 09/03/2006, 09:50
  3. Liero FAQ by System on 09/03/2006, 09:50