SoV offers many gunbound guides here on the site, but even more in our private gunbound forum for SoV members only.




Mobile: Boomer
written by: Hesacon

Boomer is the most wind sensitive mobile, but in reality is one of the easiest to learn and master.

Three things to note about Boomer:

1) Boomer is very wind sensative
2) Boomer has very low HP and Defense
3) Boomer has high attack (except on avatar-on)

Boomer has three basic shots that vary depending on the wind. If you are shooting WITH the wind, you shoot like you would any other mobile, spare the wind sensativity. If the wind is very strong upwards or in the direction you are shooting, it will have a drastic and obvious effect on your shot. I would recomment always shooting at 70 degrees with the wind, it gives you as much range as you could need and puts you in a good standing for using the same angle for other mobiles.

The second shot you need to know is the hook. Your shot will hook when you are shooting AGAINST the wind. When shotting against the wind, you need to lower your angle to lower than 45 (angle 40 is a good bet) or risk your shot coming back and hitting you. You need to shoot much harder while hooking than you would shooting a low angle in no wind. The stronger the wind, the sharper the hook.

The third shot you need to know is the backshot. Backshots require you to shoot against the wind at a higher angle (65-69 recommended, more is harder to control and more limiting in range, and less just limits the range). What your shot will do is go forward a bit before curving around and going backwards. To backshot, you need at least 2 wind against you, though your range is low at that point. Even if the wind is 25 and blowing diagonally up, you won't be able to hit the other edge of the board from one edge, so be careful. Backshot can be tricky, but you do recieve extra damage and a gold bonus for backshots. Two things affect your backshot: wind power and direction. Diagonal down wind has less range than diagonal up wind. Some winds that point straight or nearly straight up or down at high winds won't hook or backshot at all! Be careful!

There are two special shots for Boomer, the high angle hook and the hurricane hook.

The high angle hook goes off the same concept as the regular hook. It only works in moderate winds (10+ it can start failing and backshot, except in extreme direction winds). To high angle hook, you shoot full power at a high angle. It must be full power. The difference between this and other boomer shots is that you vary angle instead of power like with the other boomer shots.

The hurricane hook happens when you ultra high hook in a hurricane. If your shot hooks inside the hurricane, it'll go much farther than normal.






Mobile: Trico
written by: Jesture

Table of Contents:
A. Using Shot 1 with Trico
B. Using SS with Trico
C. Using Shot 2 with Trico
D. Random, but Useful Tips

A. Using Shot 1 with Trico:

You may basically shoot this shot any way you want. If you are a complete noob with Trico and can't use shot 2 for your life, stick with shot 1. It does a reliable 100-150 damage with low delay (720-740). It is mainly used for angle busting, test shooting, or bunging. However, after reading this guide and practicing enough with Trico, your primary shot should be shot 2, and you will rarely use shot 1, except for delaying your opponent or as a test shot (if you must).


B. Using Trico's SS:

It's true that Trico's SS does have random damage but there are ways for you to make sure it does at least 350 damage, and even up to 600 damage.

Here's an example of what not to do:



Don't try to core your target directly. You'll generally only deal around 150-250 damage with a shot like that.

Here is a decent Trico SS:



You'll deal at least around 250-300 damage with this one, but it is possible to deal over 500 damage, especially when shooting through Lightning or with Thor.

An ideal Trico SS:



That's more like it. Yes I'm aware the shot goes a bit beneath their mobile, but that's the trick! You want to hit slightly under the enemy's core. This shot will most likely deal at least 400 if you hit perfectly, and over 500 if you're lucky. However, you also won't always have a setup like this, so when you don't, use the second method.

Trico's SS is also works magnificently when shot through Lightning weather or with Thor when aimed at the core of a mobile at a relatively low angle, such as 50-60. This shot can easily average 500+ damage. Easily tongue.gif


C. Introduction to Trico's Shot 2:

Trico is a very difficult mobile to use as far as it's secondary weapon is concerned, and though it will take a while to understand the mechanics of Trico's shot 2 and a good deal of practice to master it (believe me, it will take some time), the time spent is definitely worth it. Trico's Shot 2 is one of the strongest in the game when you can hit the enemy with all three cabbages, especially in weather.

One of the things that further complicates Trico's shot 2 is that shooting left (west) and shooting right (east) are completely different different. This extra factor makes certain shot near impossible to hit with Trico, so in order to be successful with Trico, you must not only be able to aim his shots well, you'll also need a good deal of strategic planning.

So why are shooting left and right so different? The answer is because the 3 cabbages rotate at a different angle when leaving their point of origin. When exiting out the left side, the cabbages come out at this set angle and rotate counter-clockwise:



Shooting right is a little more difficult at close range because the cabbages come out at the same angle but rotate clockwise:



Although this may not sound like much of a difference if you aren't familiar with Trico's shot 2 ingame, it does make for very different shots when shooting left as opposed to shooting right.

****Important!****

Trico is a fixed-power mobile. You cannot keep your favorite angle 70 (using mine as an example) and say, "Ok, 3.2 bars made my shot go an inch too far, so if I lower the power by 0.2 and use 3.0 bars for my next shot, that should be a good adjustment." If you want to 3-in-1 your shot 2 (make all three cabbages hit the enemy), you can't play like that anymore. Using Trico involves a great deal of thinking, especially when you're learning. It's not like Armor, where you sit there in a tank, dual the enemy mindlessly and pull off 600+'s. You must pay close attention to the distance between you and your target, if they moved, whether or not you or your target moved, slight changes in the wind, differences in elevation, and even falling mobiles (people who have died and know how to use Trico will be assholes and land close to you on your right side). All of what I just said comes from these two statements:

1. Angle controls distance
2. Power controls rotation

So, think about it! If you over-rotate your shot, it's because you used too much power, and if you under-rotate, it's because you used too little power. Similarly, if your shot went too far, then your angle was too low, and if your shot was short of the target, it means your angle was too high. If your opponent is on higher elevation than you are, than you will need to add more power so your shot rotates more than usual, and if your opponent is on lower elevation, use less power so your shot rotates less than normal.

Scenario 1: Your shot's rotation looks good, but it's too short. All you need to do is lower your angle appropriately. Don't change your power, because your rotation is already fine.

Scenario 2: Your shot slightly over-rotates and went a bit too far. In order to adjust for the over-rotation, you would use slightly less power, and you probably won't need to adjust your angle, because the change in power should adjust for the distance.

Scenario 3: The wind is 0 and your target is on a higher elevation than you are. You know the power and angle to use for this shot, but it would only work if your target were on the same elevation. You would need to increase the power to increase the shot's rotation, but you would also need to increase the angle accordingly to make sure that the distance remains the same after your power adjustment.

Scenario 4: Your shot over-rotated and landed short of your enemy. In order to correct the rotation, you'll need to decrease your power. Then you'll need to decrease your angle, and keep in mind that you also need to make up for the decrease in power.

I could give you a million scenarios, but reading all the guides on Trico won't help if you don't practice ingame. Adjusting your shot is extremely important, and it becomes easier and more natural with practice.

Even if you know all the formulas for Trico in 0 wind, you'll be screwed if you don't know how to adjust your shot when the wind changes. Wind changes can mess up anyone/s shot, but it's especially annoying to adjust with Trico.

Lets review: Angle affects distance. Power affects rotation. The longer the shot is airborne, the more it will rotate. So doesn't that mean upwind will make your shot rotate more? Indeed, it does. If you are shooting with upwind, you will need to decrease your power. Depending on the situation, you may or may not need to decrease your angle as well, but only practice and experience can teach you that.

So if upwind forces you to decrease power, then what should you do in downwind? If you said to increase power, then you are catching on, my friend!

If you're confused about horizontal winds, don't be. A general rule is to use the same power and increase angle if you are shooting with the wind (in the same direction) or decrease angle if you are shooting against the wind (opposite direction).

Adjusting for diagonal winds can seem like quite a pain at first, but it's really just combining the adjustments for vertical and horizontal winds. When adjusting for diagonal winds, you'll have to change both your angle and power. If the wind is pointing upwards, you'll need to decrease power, and if it is pointing downwards, you'll need to increase power. If you're shooting against the wind, decrease angle, and if you're shooting with the wind, increase angle. The basics are simple, but you'll only really know how much power and angle to change when you've developed a feel for it, which takes practice, practice, practice.

So you may think that the worst is over, but there is something that slightly complicates things. Angles higher than 50 have a different 3-in-1 power compared to angles lower than 50. Most of the time, you will be using angles above 50, but if you're doing more than one rotation with an angle below 50, you will generally need to add 0.2 bars of power, but it really depends. The change from angle 51 to 50 won't be that great, but there will be a much more noticeable different in rotation as you decrease your angle.

Trico's shot is not completely true angle. If you can't do one shot in true angle, try using a different rotation, but don't be too upset if you can't do any 3-in-1 shots in true angle. The shot that will 3-in-1 out of true angle will deal around the same damage as two cabbages in true angle. However, When shooting through weather, a 3-in-1 out of true angle will deal more damage.

Backshots with Trico's shot 2 may seem complicated at first, but in truth, they're not all too different from the normal 3-in-1 shots.

First you should master backshots with shot 1 or shot 2 without rotation so you can get the feel of how far the wind will carry your shot. The same rules of rotation apply with backshots as with normal shooting. In upwind, decrease required power and in downwind increase power, blah blah, you've read the guide tongue.gif. But if you're doing a backshot, you use the opposite powers. Adjusting your shot remains the same.

One tricky thing that I've noticed is that no matter which way you're facing angle or shooting, angle 90 will always use right shooting powers, so just keep that in mind.


D. Random, but Useful Tips:

1. Never dual the same shot that just cored or you think will core through Lightning. Why? If you hit your target's core with the first shot of the dual it will HURT and deal around 380 damage, but will also lower them slightly so the second part of the dual will only hit with 2 out of 3 cabbages at absolute best. Usually, an average of 1 cabbage will hit with the second shot, making dual+ the ideal shot through Lightning.

2. Be intelligent when using dual+. Keep in mind that shot 1 digs quite well and will lower your target's elevation, so if you plan to hit their core, use shot 2 first. If you want to use shot 1 for less delay, you can take off .05 power so that the shot 1 falls a big shy and digs them into the shot 2.

If you have any more, feel free to suggest them here!

Well, now that you've read the guide, I hope you've gained some understanding of the concept between Trico's different shots. Now get on GunBound and practice!





Mobile: Turtle
written by: Zero

TURTLE

Quite a favorite main for many in Server 5. It is a very easy bot to use, and is versatile in the sense that it has an excellent high angle mechanism paired with a formidable melee capability.

Turtle Shot 1
Average damage: 130-150
Delay: 740 + 12/second

Great delay beater/angle screwer. Looks like a single stream of water.

Turtle Shot 2
Average damage: 220-260
Delay: 890 + 12/second

Your main source of firepower. Looks like two helical streams of water that converge after a certain time (~3 seconds).

Now for the important stuff: how to hit.

I’ll be going over two shooting methods here: Banpao (a.k.a. 3bar) and full power (self explanatory).

Banpao

My preferred method of using turtle. It is a fixed power method involving splitting the screen up into 20 parts, and assigning each of the 20 parts an angle.

However, for closer distances you must take off a tiny bit of power, and for longer distances you must add a tiny bit of power (0.05-0.1 bars usually).

A small landmark chart is below, along with a screenshot of what I was babbling about.

¼ screen: Angle 85 2.95 bars
½ screen: Angle 80 2.95 bars
¾ screen: Angle 75 3 bars
1 screen: Angle 70 3 bars
1 ¼ screen: Angle 65 3.05 bars
1 ½ screen: Angle 60 3.1 bars

Full Power

Kind of a high-angle nubbish way of going about things. Effective in a pinch, in any case. There is a lot less calculating here, because I play this method mainly by feel. Also, it is an irregular number of parts per screen (11), so it takes some visual estimating or paper taped to your monitor.

1/11 screen: 89 full
2/11 screen: 88 full

1 screen: 79 full (some will argue it’s 79 3.95, but screw them)

Beyond one screen, I usually randomly add angles depending on the distance/wind involved.

Another quick hint for the full power method: As there is a large gap in between angles, the key to hitting in those blind spots is to go one angle down, and shoot 3.8 bars, which makes the full power strategy an effective 22 parts per screen method as well. I’m usually too lazy to drag 3.8 bars anyhow.

For forks and timebombs/skybombs, look elsewhere. It’s a *basic* guide, see?





Mobile: Kalsiddon
written by: Zero

KALSIDDON

The high angle whore that is one of the few bots capable of consistently hitting 800-1000+ in avatar off (dual + force + core). Arguably overpowered, but a favorite bot of those learning high angles, with its unique shot type requiring high angles and airtime.

Kalsiddon Shot 1
Average damage: 140-170
Delay: 750 + 10/second

Usually used only as a test shot or delay beater. 2 mushroom-esque missiles.

Kalsiddon Shot 2
Average damage: 240-300
Delay: 890 + 10/second

Again, your primary weapon. Capable of huge damage, especially when paired with force. 4 missiles.

I use the same two forms as turtle when I use Kal: Banpao and full power. However, full power is my preference here, because I’m lazy.

Banpao


A fixed power shooting style. However, with Kalsiddon’s lower shot weight, that power changes. I use a modified Banpao using 2.8 bars instead of 3.

Again, for close/far distances, slight addition and subtraction may be necessary.

¼ screen: Angle 85 2.75 bars
½ screen: Angle 80 2.75 bars
¾ screen: Angle 75 2.8 bars
1 screen: Angle 70 2.8 bars
1 ¼ screen: Angle 65 2.85 bars
1 ½ screen: Angle 60 2.9 bars

Full Power


Ah yes, the lazy kal’s formula, and a popular one it is. Much like the turtle, but a little bit easier, as it is split up into 10 parts per screen instead of an ugly, irregular 11. Use the same key with the turtle full power for hitting in between angles (down 1, 3.8 power) for another effective 20 parts per screen shooting method.

¼ screen: Angle 87 3.8 bars
½ screen: Angle 85 full
¾ screen: Angle 82 3.8 bars
1 screen: Angle 80 full
1 ¼ screen: Angle 77 3.85 bars
1 ½ screen: Angle 74 3.9 bars






Mobile: Ice
written by: Zero

ICE

A hell of a fun bot to use. Ice uses its massive HP and effective shot 2 to whittle enemy’s defenses down so that the “snow cow,” or a teammate can dish out loads more damage. A real team player, Ice can keep screwing you the entire game with its annoying as crap shot 2 and its stacking effect on your defense.

Ice Shot 1

Average damage: 140-170
Delay: 740 + 10/second

One of the shot 1’s I use pretty often. Nice bunge, nice damage. Also does great damage on an enemy whose defense is in the pits (courtesy of shot 2).

Ice Shot 2
Average damage: 175-250 (I know it is a big range, but this is what I’ve seen)
Delay: 890 + 10/second

Here is where Ice becomes the biggest pain ever. Defense is lowered by 5 (I assume 5%) to every mobile it does damage to (even 1 damage). Very versatile, especially in long games where that negative defense begins to pile up. Only problem is the low origin of the shot, which will easily get blocked by a small cliff or ledge in your face.

The shooting methods for Ice are a little different. I sometimes use an even further modified Banpao method, but with Ice’s huge angle range, I usually use full power. The most popular method, however, is angle 70 BJSL (fixed angle shooting). I will post Rem4rk’s Angle 70 Ice Chart here, for those interested (100% credit to Rem4rk).

Banpao

Not at all a popular shooting style for Ice. However, I still find myself using it every now and then. I use 2.6 bars for this one (kind of hazy on that, but it works for me).

¼ screen: Angle 85 2.55 bars
½ screen: Angle 80 2.55 bars
¾ screen: Angle 75 2.6 bars
1 screen: Angle 70 2.7 bars
1 ¼ screen: Angle 65 2.65 bars
1 ½ screen: Angle 60 2.7 bars

Full Power


Ice is another irregular number for full powering: 9 parts per screen. However, it is still effective in a pinch with the half-angle rule (add an angle, 3.8 power) applying here for an enemy in between full power angles.

1/9 screen: Angle 89 full
2/9 screen: Angle 88 full

1 screen: Angle 81 full

Same rules as turtle when I full power over 1 screen. A lot of feel involved for me.

Angle 70 BJSL




To use this form, you first find the distance between yourself and the opponent. Then, you use the appropriate power. After that, multiply the wind by the wind factor (depending on wind direction). Since this windchart implies you are shooting right, add angles that are in blue (when shooting with the wind), and subtract angles that are in red (when shooting against the wind) from your angle. For fractional angles, feel/rounding might really be all you need.

From what I’ve heard, this form wins.