My lil' Cute Gunbound FAQ by Tirodalth Version 0.90a ------------------------------------------------------------------------------- Index ------------------------------------------------------------------------------- Sections: I. - Updates II. - Introduction (A)Starting Out (B)Zones (C)Avatars III. - Joining A Game (A)Game Room IV. - Gameplay (A)How To Play V. - Mobiles VI. - Contact ------------------------------------------------------------------------------- I. Updates ------------------------------------------------------------------------------- 4/2/04 - First release of this faq. 14/3/04 - Added an Index. - Added section numbers. - Edited information. - Added a more in-depth description about Gunbound Mobiles(half completed). 17/3/04 - Finished mobile section. - Plans to add in an advanced section for Avatar selection. Stay tuned! ------------------------------------------------------------------------------- II. Introduction ------------------------------------------------------------------------------- To start off with, let me say that I WILL NOT be teaching you how to install and register the program. You should have some sense in doing so or else you can just forget about playing the game. However, I will tell you what the game is all about :)) To start off with, for all of you who play the game Worms, Gunbound is basically a rip-off. To elaborate, its basically a game where people choose characters called mobiles, and shoot each other(teammates or opponents alike) with their weapons, the motive being to kill off all your opponents. Its pretty simple... So why play? Cos ITS ONLINE (wow!!!), and anyways, they added pretty unique stuff to the game to make it more interesting. Okok... to explain this, just read on... I.(A) Starting Out ------------------------------------------------------------------------------- Ok once again, I repeat: I WILL NOT BE TEACHING YOU HOW TO INSTALL AND REGISTER So, assuming that you have done that, login into your account. Once you're logged in, you should see the big "Softnyx" logo and something like "Gunbound: Thor's Hammer" appearing... skip all that. Once you're done, you should see a list of boxes that have the words "Zone *"(where * represents a number), followed by a short description under that. Taking that you should have JUST started, enter the beginner zones(preferably avatar off). I.(B) Zones ------------------------------------------------------------------------------- Basically Zones have different properties: Beginner zones. Newbie zones meaning players with a rank Single Metal Axe and below that (double stone hammer, single stone hammer, double wooden hammer, single wooden hammer, and a chick) can join these zones. So basically you'll be playing with the rookies(theoretically speaking). Free Zones. They are open to all ranks. Be wary - you don't wanna be in these zones if you are a noob unless you're looking for a butt-kicking. Newbie Free Zone. Its for players with a rank double metal axe and above. Actually its quite redundant - most big players join the free zones... I'll explain this in a while. Free Zones(Avatar Free). It's called avatar free zone for a reason - In this particular zone, avatar equipment (which I'll be explaining below) has no effect, so you could wear all the best equipment in the game, but you would not experience all the bonuses these equipment offer. Beginner Zones(Avatar Free). Same as Avatar free zones, except the ranks are limited(to single metal axe and below). ALL zones except avatar free zones offer the equipment bonuses. Its important to choose the right zone when playing, if you are trying to avoid losses. If you're a newbie, stick to (preferably)avatar free beginner zones. If you're confident you're THAT good, try the free zones. But you've been warned - big guys lurk in these zones. So anyway, on to explaining the avatar system. I.(C) Avatars ------------------------------------------------------------------------------- Ok earlier on I mentioned that you can choose mobiles. These mobiles are the SAME for all players, so basically everyone has to choose from a fixed grid of mobiles. The only difference from character to character is their avatar. Avatars are the human riders you see on the mobile itself. These avatars RIDE the mobile, so ... so... yeah. Whats special is that, you can buy fanciful equipment for your avatars, which will make them either become uber-rigged- powerful, or just plain stupid looking. Items cost 5000 gold and above, which can be bought at the Avatar Shop. The "Avatar" button can be found at the bottom of the screen once you join a zone. Clicking the "Avatar" button, you'll enter the avatar shop, where you can try on the equipment, or buy it. Most of the good stuff cost 50k gold and above, so you'll probably have to wait a long time to get it. Recently, Softnyx also introduced a new system(which is quite ... lame). Now you can pay Softnyx(using your credit card) money for "cash". This "cash" is basically virtual money for your character that Softnyx will give your character(just likegold) It works the same way gold does, e.g. An Indian Fighter Hat costs 50k Gold but only 5k cash. A Singapore Flag costs 20k Gold (I think, again) but only 2k cash. So basically all items that cost X amount of gold, will cost 0.1X amount of cash, or 1 tenth the amount of gold. However, please note that 5k cash will cost you US$5, paid by a credit card. So well, its not really that simple after all. Furthermore, cash only pays for items that are worth less than 100,000 gold in value. So all the good items in the game(like the renowned Chief Hat) will not be accessible to people who have lots of cash. Avatar items can give bonuses to the player wearing them. Just check the item in the shop, to find out which item gives what. A summary of bonuses is as follows: Sword - Attack Shield - Defence Star - Money Heart - Life Shield With Sword Embelm- Movement Hourglass - Delay Blue Hourglass - Item Delay Spade - Explosion Area Each point that the equipment gives offers a (undefined) bonus to that area. Softnyx's website has poor translation, so its impossible to understand the bonus given for each point (of sword, shield, star, etc.) Most of the bonuses I believe I need not explain, except delay(which WILL be explained later). ------------------------------------------------------------------------------- III. Joining A Game ------------------------------------------------------------------------------- When you join a zone, you should be able to see many boxes that have names and say either "Tag", "Score" and "Solo". Below these names theres a number, e.g. 4/8 and so on... In the upper left corner of each box is the room number, say 354 or 19 or 238. Its just a room number. Dont bother. The number 4/8 represents the number of people in that single game room. So 4/8 means four people out of the eight maximum. To join a room, it must have this HUGE BIG FAT UGLY word that says "wait". If it says "play", it means that the game is already being played. If it says "full", basically the room is... full. Just that they haven't started playing yet... DUHHhhhhhhhh. The easiest way to join a room is to click that "waiting" button, which will instantly filter all the "wait" rooms for you to join. Just simply double click a room with the word "wait" to join the room. There is also a "friend" filter, filtering all rooms with your friends(from the friend's list) in it(use f10 for friend's list). The game types also determines the type of play... Solo, Tag, and Score are all different. In Solo: Everyone has only one life. When you die, you get this "jackpot system" which I will explain in a while. When everyone in the opposing team loses, your team wins. In Tag: Everyone has only one life. However, you get to change to a reserve mobile halfway through the game. You just have to press f7 when its your turn. The reserve mobile is shown in the lower right hand corner of the screen. Please note that you can keep changing the mobile indefinitely, but only once a turn, and only during your turn. When everyone in the opposing team loses, your team wins. Tag also has a "jackpot system". In Score: This, by far, is the most popular game type. Your TEAM has X lives + 1, where X is the number of players on the team. So if your team had 4 players, your team would have (4+1=5) FIVE lives. Every time someone on your team dies, one life is exhausted. When it reaches 0, you lose. Bummer, dude. Whenever you die, you get a chance to respawn. Just click on a specific location, and you'll respawn somewhere around there(depending on the wind). Ok. To explain that Jackpot System, basically when you die, you'll see a little jackpot appear at the bottom of the screen. You can't control it, but its useful sometimes. If you get 3 of the same kind, you get to use the jackpot item, or you can simply choose to run the jackpot again. Several items are listed as below: (Once you choose to use, just click on the place you wanna use it) Hammer: Bonk your opponent. Is affected by wind. Does 100 damage plus minus. Dynamite: Same as the hammer. Lightning Bolt: One of the better ones. Zaps the opponent. Not affected by wind Lil' Blue Box: PLEASE drop this on your allies. It gives them a random item (I'll explain items later), or if their inventory is full, it gives them gold. I think 100 gold? Its around there anyway. Lil' Blue Box With Question Mark: I think it gives a random jackpot item. Try your luck :P Ok ok... I'm nearly finishing this section(phew! lotsa data eh...)... Typically its better to join score - because you can keep respawning, you can keep whacking people, so you can keep getting gold. Other game types allow only one life, so once you're dead, all you can do is wait for the game to end :( So join the score games, people! One more thing, you can create a game by clicking the "create" button. You get to choose the game type you want, a password(if you want), and the number of (maximum) players you want. However, if you do create a room, its unlikely that anyone will join the room unless your room number is very small(say less than a 100). Why? Just cos its so. Accept it. III.(A) Game Room ------------------------------------------------------------------------------- In the game room you can see the room number(upper left corner) as well as the room name. If there are players in the room, you'll see their avatar, their mobile they chose, their name, and MOST IMPORTANTLY, their rank. Rank is the best way to decide if you should play in that room. The rank list is shown below: Chick - 1000 GP Single Wooden Hammer - 1100 GP Double Wooden Hammer - 1200 GP Single Stone Hammer - 1500 GP <-You get free equipment(check avatar) Double Stone Hammer - 1800 GP Single Metal Axe - 2300 GP <-You can join guilds Double Metal Axe - 2800 GP Single Silver Axe - 3500 GP Double Silver Axe - 4200 GP <-You can create guilds Single Gold Axe - 5100 GP Double Gold Axe - 6000 GP Metal BattleAxe - 6900 GP NOTE: The free equipment you get consists of: ONE marine hat, and ONE marine armour. All the remaining ranks are decided by your rank(by percentage) in the whole of GunBound amongst the players with GP greater than 6900. Metal BattleAxe + - Top 71% - 100% of players with GP greater than 6900 Metal BattleAxe + - Top 51% - 70% of players with GP greater than 6900 Silver BattleAxe - Top 31% - 50% of players with GP greater than 6900 Silver BattleAxe + - Top 21% - 30% of players with GP greater than 6900 Gold BattleAxe - Top 11% - 20% of players with GP greater than 6900 Gold BattleAxe + - Top 7% - 10% of players with GP greater than 6900 Purple Sceptre - Top 4% - 6% of players with GP greater than 6900 Blue Sceptre - Top 2% - 3% of players with GP greater than 6900 Red Glowing Sceptre - Top 0.2%- 1% of players with GP greater than 6900 They also recently added new "dragon" rankings. Only the top players in GB have those ranks. Blue Stardust Sceptre - Top 0.1% of the players with GP greater than 6900 Blue Dragon - Top 16 players Red Dragon - Top 4 players White Dragon - Player Number ONE (For exact amounts of GP required to meet these above rankings, check the link "Lowest Point Among Equal Level" link on the official GunBound website at gunbound.net) Basically if you see that you're in a team with people of super uber high ranking, stay there. If your OPPONENTS are of super uber high ranking, just leave the room. This way, you'll have a higher chance of winning. In the lower left corner of the screen, you can choose the mobile you wanna play. DIfferent mobiles have different properties, which I will individually be explaining later on. Choose the right mobile for the right conditions. Dont be a fool. In the lower right corner, you can choose items for your inventory, which will be used during the game. These items are FREE. THe number represents the delay that you receive for using the item. The blue lil' box in the lower left corner represents how many slots it takes in your inventory. Your inventory is only 6 slots big. So you might require some proper planning sometimes. (Note: If you're wondering what delay is, I'll explain later) The items are as follows: Dual - You shoot twice with a particular weapon(except for your SS). 600 delay. Takes 2 slots. Dual + - You shoot once with the weapon of choice, followed by your other weapon, which you did not select. 250 delay. Takes 2 slots. Lightning - A lightning bolt strikes vertically the spot where your projectile hit. If your mobile shoots 4 projectiles, you get 4 bolts. 2 slots. 100 delay. Team Teleport - You exchange places with a a teammate with the least health. 2 slots. 50 delay. Teleport - You shoot the location you want to teleport to. 2 slots. 100 delay. Energy1 - You heal yourself. Works better with creatures. 1 slot. 100 delay. Energy2 - You heal yourself. Energy2 takes 2 slots, but heals less than two Energy1's could heal. 2 slots. 300 delay. Bunge Shot - You do 25% more damage. Explosion area is greater. Great for clearing the ugly landscape. 1 slot. 50 delay. Power Up - You do 33% more damage. Thats it. Boring, eh? 1 slot. 150 delay Blood - Sacrifice 8% of your health to do 33% more damage. No delay AT ALL. 1 slot. Wind Changer - Changes the direction of the wind. That simple. Wastes your time. 2 slots. 150 delay. Okie Dokey. Once you're done choosing your items, and your mobile(JUST CLICK TO CHOOSE), click on the ready button in the lower right. Do it quickly, or risk getting kicked. People don't like waiting. Please note that the game will not start till both teams have an equal number of people. Furthermore, everyone has to be ready-d up. When everyone is ready-d up, the server(the guy with the key beside his name) has to click the start game button. So basically, its lotsa waiting. Meanwhile, while you're waiting, you should be observing other things, shouldn't you? OK. Smack at the top in the middle is the Map name. It gives a picture too. Right below that are lotsa symbols and numbers. Those are weather conditions, which once again I'll explaing later. The number represents how often it occurs. So basically if the number was 3, you'd know it occurs many many times more often then another weather condition with the number 0. You cannot change this number, but it informs you what to expect. If the map was set at random, all the numbers should be 0. Below these weather conditions are six other thingies. They appear as buttons and represent some stuff about the game. The upper left button states the game type. The upper right button states the number of players. The middle left button states the type of map. Two maps in Gunbound have so-called sides "A" and "B". This button is to toggle that. The lower left button, represents the items that will be dropped during tag and solo. Remember those little blue boxes in the jackpot system? Well if you put basic, items dropped could be heals or power ups. If its put to attack, items dropped will only be damaging items, like power ups, blood, etc. The lower right button states the number of turns till sudden death. Lastly, the middle right button states the type of sudden death. Bigbomb makes you do bigger potholes with your projectiles. Nodeath means no sudden death at all. SS death allows you to use SS's every turn(when usually you're only allowed 1 SS every 4 turns). Double death allows 2 shots in one turn instead of one. Thats all for this screen. Just wait till the game starts. ------------------------------------------------------------------------------- IV. Gameplay ------------------------------------------------------------------------------- In the game itself there are lotsa things to see. Firstly, the positions of your teammates and opponents can be seen. To move about, hold right click and just wave your mouse about. There're lotsa things to talk about here. To start with, press escape. It should bring up this options menu. the most important thing is the method of shooting. At the top of this menu you should see three choices: "Dragshot", "Slice", and "Sniper". Note to all: Slice and Sniper is (almost)exactly the same thing. Slice and Sniper mean that you shoot using your spacebar. You press AND HOLD the spacebar when its your turn, and the power bar(at the bottom of the screen) fills up. Let the spacebar go when you think its enough power. This generally allows you to shoot your projectiles. Remember that you can only shoot during your turn. However someone has informed me that sniper adds 5% more power to the amount you have pressed(with your spacebar). So in a sense, this is a big big disadvantage(as compared to slice. Thanks to Norman Lee for this). I recommend using slice. Dragshot shoots using your mouse. During your turn, hold the left click button and move it left or right to increase, or decrease the powerbar. Please note, if at any instant the bar is full, your mobile will automatically proceed to shoot. Dragshot is highly inconsistent. The bar keeps jumping, so its hard to make it shoot at a specific amount of power. Only use dragshot if you're using a full bar of power. Most of the time you would be using Slice or Sniper shooting styles. You can experiment with the rest of the things in the option menu, but now on to more important things. In the middle of the screen right at the top is a box with a number in it. It represents the amount of gold you've earned in that particular game. Different things you do determine the amount of gold you earn. A table is as follows: Gold GP Action 400 5 Kill two people in one shot 100 2 Do more than 3000 damage in the game 100 2 Do more than 2000 damage in the game 100 2 Do more than 1000 damage in the game 100 2 Kill one person 50 2 Do more than 500 damage in one round 20 1 Do more than 200 damage in one round 10 0 Do more than 150 damage in one round 20 0 Shoot through a whirlwind and do 50+ damage 15 0 Shot has 1.8 sec hang time, is fired at >75 deg, and does 50+ dmg 25 1 Shot has 2.5 sec hang time, is fired at >75 deg, and does 50+ dmg 300 12 Bonus for being on the winning team in a 4:4 game 200 9 Bonus for being on the winning team in a 3:3 game 150 6 Bonus for being on the winning team in a 2:2 game 100 3 Bonus for being on the winning team in a 1:1 game -50 -2 Killing yourself -50 -2 Killing a teammate -25 -1 Shooting a teammate If you get anything more than 500 even before you win, thats a good game :) Ok right below that box, you should see this circular thingie with an arrow, and a number inside. This is the wind meter. Tells you how strong the wind is. The arrow states the direction, while the number states the magnitude of the wind. It affects a variety of things: Your projectile, bombing items(such as the hammers, dynamites, etc.) and players. When you respawn, wind affects your landing position. In the upper right you should see the items you chose before you played the game. Click on the item to use it. If you click on it while its NOT your turn, it will be somewhat grey-ish and depressed. If you leave it as it is, the item will automatically be used during your turn, unless you click on it again to return it to its original colour. In the upper left corner, on the right side of that "esc" button(which is actually that options menu), theres the weather conditions. This is of grave importance: weather conditions can determine if you win or lose(unless you're as good as me :) just kidding). The weather condtions are as follows: Lightning - A lightning column appears somewhere. All projectiles that pass through will hit the target with lightning bolts zapping the target. Works the same as the item "lightning". Appears as a lightning bolt logo. Hurricane - A tornado looking thingie. Distorts the direction of the projectile Its very irritating :( Appears as a swirly wind logo. Force - A beam of light. Projectiles that pass through do 33% more damage. Works the same as the item "power up". Appears as a sun logo. Meteor - Changes the wind direction. Another irritating condition. Appears as a meteor looking logo. Eclipse - Locks items. Nobody can use items when its activated. Appears as a blackish circle logo. Thor - Everyone's favourite weather :)) Thor is a satellite in the sky. You can look for it by holding right click and scrolling around the screen. It shoots 1 laser beam for every projectile that hits. By the way, if you look at thor(in the sky), it should have a number and Lv. beside it. The number represents damage. The more damage it deals, the higher the level. 250 damage for lv. 2, 750 damage for lv. 3, 1750 damage for lv. 4, and 2500 damage for lv. 5. At each level it does more and more damage. By level 5 its lasers do about 200+ for each projectile you shoot. Thor appears as a blue thing with a red centre. Another thing of concern: The powerbar. Its located at the bottom of the screen Also, notice there is a metallic looking chunk arrow right on top of the bar. This is actually a clip for you to mark the amount of power you used. Just click and drag. Its pretty useful sometimes. On the left of the powerbar is the angle that your mobile is currently set at. Remember it well, so you can judge better and improve your accuracy. Further on the left is the shooting type: Sniper, Slice, Dragshot. Right on the left of this is the weapon that your mobile is currently using: Either Weapon 1, denoted by '1', Weapon 2, denoted by '2', and Super Shot, denoted by 'SS'. Just click on either box to select the Weapon, or you can simply press tab to toggle it. A complete explanation on weapon usage will be featured in the next section The lower right hand corner is the final object of concern. If you're playing score mode, there should be "lives" stated there. As explained earlier, when either team's lives are exhausted, the game ends. So look at that meter carefully if you're playing score. If you're playing solo, there SHOULDN'T be anything there... unless you joined the wrong game, or your myopia just got worse o_0. Lastly, if you play tag, you should see your "reserve" bot there, which I already explained earlier. Just remember to press f7 to switch. ------------------------------------------------------------------------------- IV.(A) How To Play ------------------------------------------------------------------------------- Ok. Now that you're all set and the game is running, how exactly do you play? In the lower left hand corner of the screen, you should also see(right on top of your weapon choice), a list of names, with numbers beside them. The numbers on the left of these names represent the queue number of that particular player . So if your rank is "0", then its probably your turn. If your rank is "7", then you're last(bummer, dude). Basically everyone has to take turns. The numbers on the right are slightly more confusing, if you didn't read the Gunbound website(no? its not on the website? oh ok...). Those numbers are DELAY Ah... yes... delay. Ok delay determines how long till its your turn again. If a player has positive delay(say +476), that would mean that that player has (476) more delay than you. If the player has a negative delay(say -24), then that player has (24) less delay than you. If its +0, then that just means you both have the same delay. The less delay you have, the smaller your queue number, hence the faster you get to play your turn. (Oh by the way, the number on the right of your name refers to the delay you obtained the previous turn) So what actions influence delay? Several things do. Firstly, when its your turn, please note that there will be a 20 second timer in the upper right corner of the screen. You will only have 20 seconds to play your turn, after which it will end. BUT that does NOT mean you can take your time. For every second that ticks off that clock, you will get extra delay(+10 - doesn't really depend on your mobile). Some mobiles will get more delay than others, so you might wanna watch that too. When its your turn, aim and shoot as quickly as possible - try to cut down on your delay. Another thing that affects your delay is the choice of your weapon. Generally speaking, weapon 2 is more powerful than weapon 1 in most mobiles(most, not all). However, weapon 2 has a lot more delay time. Weapon 1 tends to have a average delay range of 720-800, while weapon 2 has a delay range of 800+ to 900+. BUT (as mentioned), some mobiles deal more efficient damage with weapon 1 than with weapon 2. More on this later. Super Shot(or SS), (usually)deals a very significant amount of damage, but its not always suitable to all conditions. Its delay time is the greatest, easily 1300++. So choose the right weapon for the right situation to cut down on your delay. Lastly, items are the third thing that influence your delay. Dual(an item), for example, adds 600 delay on top of your weapon delay. So if you used weapon 1 + dual, you would get 800+600 or around 1400 delay. Please note that when you get THAT much delay(1400), other players which get 800 delay, get to hit you twice, before you get to go again. Playing with delay can sometimes mean that you get extra turns. Its pretty hard to explain using words, but when you see you should understand. Ok when its your turn, the 20 second timer will come up, and you can move around using the arrow keys. Pressing left of right moves your mobile left or right. But you can only move a limited distance, which is reflected by your "move" bar which will only appearing while your mobile is moving. Certain mobiles have more move than others, so once again, this can be used to your advantage. Pressing the up and down keys allow you to change your angle: to increase or decrease it. This can allow you to shoot further away, nearer to yourself, get high angle bonuses, or shoot to difficult places that small angles could not achieve. Experiment and practice with different angles, it will help you. Lastly, to shoot, simply hold on to the spacebar key(unless you're using drag- shot). You should instantly see that the powerbar slowly increases(the red colour). Just release to stop it from increasing any further. PLEASE NOTE: you cannot decrease the power in the powerbar unless you're using dragshot, but dragshot is highly inconsistent, and is highly NOT recommended. Ok let me teach you how to estimate better. This is how i judge my shots. Those ~~ thingies represent the metallic clip looking thing in Gunbound which can be dragged back and forth to mark the amount of power to use. IT WILL NOT help you to shoot automatically, but it helps to REMIND you how much power to use. Its pretty helpful, so just trust me, and use it. ################~~########################################################### Angle #~~#############^##############^###8###########^############## Slice #%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% # 58 ################^##############^###8###########^############## ############################################################################# I know that sometimes its hard to judge how far to shoot, with all that wind blowing and stuff. But here's a brief guide. See those ^ , in Gunbound they appear as light blue arrows above and below the powerbar. Lets call them markers. In total there are 3 markers. So lets call them markers 1, 2 and 3, respectively. Ok, as a brief guide, at 45 degrees, 2.25 markers(at the 8 mark) with no wind, should roughly cover a monitor screen's distance in the game. 1.33 markers will cover roughly half the screen. So what you need to do, is roughly form a sort of guideline for yourself to follow, so you know how much power to use for different situations. Do note, also, that its not necessary that if 1 marker covers X amount of distance, then 2 markers cover 2X distance. The power increases exponentially. So what this means is that, if lets say, 1.5 markers covered 10 metres, 3 markers will not cover 20 metres, but instead, perhaps around 30 metres. So basically if you're using more than 3 markers of power, a slight deviation in power would result in a great difference of the projectile on your screen. I know I'm kinda hard to follow, but if you did manage to understand all that, it would do your shooting good. Sorry but I dont know of any simpler way to explain :P So anyways, back to "Playing The Game". Those people in White Names are your teammates. PLEASE PLEASE do not shoot them. Not only will you lose gold, you also lose GP, your respect, your dignity, and your reputation. Shoot those in RED NAMES. Just always stick to shooting red name dudes and you should be just fine. Lastly, to use an item, just click on it. Its in the upper right corner. Oh yes. And some tips when playing: do not try to steal other people's kills. Its irritating. Do not stay close in a pack. If you stay too close to a teammate, it makes it easier for the opponent to kill the two of you faster, and gives him a nice double kill. On the other hand, if you see your opponents clumping together. Use dual and blast them all away - this way you can deal as much damage as possible. Its just all about efficiently using your turn. Thats it I think (hmm), there shouldn't be much more to explain. ------------------------------------------------------------------------------- V. Mobiles ------------------------------------------------------------------------------- Ok sometimes choosing the right mobile is the key to winning that game. Some mobiles have a HUGE advantage against another, or a huge weaknesss. I'll be giving you some interesting mobile facts in this section. Before I continue, I would like to declare that the gunbound.net website does not offer accurate information on the mobiles. I think that this would be more appropriate. Firstly, you must note this system: There are four weapon types: Hit, laser, explosion and electricity and Three defence types: Creature, Machine and Shield All creatures have at least one weapon and defence type, which have their own advantages/disadvantages. Shield: Weak against Hit, Strong against laser, explosion and electricity Machine: Weak against electricity, strong against hit, neutral against explosion and lasers Creature: Weak against lasers and explosion, neutral against electricity and hit. So from this you assume that Shield mobiles should be the best right? Just because all weapons are weak against them except Hit weapons. Wrong. Simply because all shield units have a terrible amount of life. Besides, this isn't completely accurate. Its just like... 35% accurate or something... Ok. Now for the Mobile profiles: NOTE: The "protection" attribute is the defence against electric shots. The higher the protection, the better the mobile's defence against electricity. All machines are weak against electricity. NOTE2: I've marked popular mobiles with *** IMPORTANT NOTE: Mobile angles have a "light coloured" and "dark coloured" area. You have to be observant about this. The dark coloured area is called "true angle" and the light coloured area called the "fake angle" area. Shooting with a fake angle(i.e. your arrow is in the light coloured area) causes you to do 70% of your actual damage. So remember to use true angle whenever you can, so you can do more damage. I will tell you which mobiles have more/less true angle, and which have complete true angle. Aduka (Electric and Laser Damage, Machine Defence) -Life: Low -Defence: Low -Protection: Very Low -Angle Range: Large -True Angle Range: FULL -Average Damage(Weapon 1): 150-180. Basic projectile. Electricity type. Has very low weight, so less power required for this projectile. Terrible damage. -Average Damage(Weapon 2): Based on thor. Shoots two markers. Thor shoots two lasers at where the markers hit, doing thor damage. Useful in avatar free zones only. Light projectile. -Average Damage(SS): Same as weapon 2, except that 3 markers are shot instead. -Advanced Analysis: Dont use aduka unless at least 2 other people in the game are playing Aduka. The only good point about aduka is it gets increasingly powerful when thor is used, or when other players use Aduka weapon 2(which effectively pumps thor). When thor reaches (max)level 6, Aduka does tons of damage. HOWEVER, the strategy is to use weapon 1 to shoot, until Thor is level 3, before you start using weapon 2. This way, you can do more damage. Aduka is generally easy to use. Use it far from enemies unless the thor level is high(because Aduka dies really fast). High damage against all machines for weapon 1, but weak against all... it dies too fast. (Please read about why you shouldn't use Dual with weapon 1 under the J.D. "Advanced Analysis" section). -Recommended Items: Dual+, Teleport -Rating: 2/5 Armor (Explosion Damage, Machine Defence) -Life: Average -Defence: Very High -Protection: Low -Angle Range: Large -True Angle Range: Small -Average Damage(Weapon 1): 100-130. Basic bazooka projectile. Explosive type. Has very high weight, so requires more power than most projectiles. Average damage. -Average Damage(Weapon 2): 180-240. This bazooka does two hits instead. Quite small explosion area. Heavy projectile. -Average Damage(SS): 400+. This weapon takes 1.8 second to "transform" into a powerful missile, with huge explosion area. After transformation it does 400+ damage. Without transformation, it does only 200-240 damage. Heavy Projectile. -Advanced Analysis: Use the armor mobile in the frontline. Use true angle more because that would ensure 200++ damage. Its projectiles are terribly weak against turtles, strangely. Its delay is NUTS(about 1000+ for weapon 2), so make sure you shoot well or you're dead. It can survive battles because of its high defence, so use that to your advantage. Strong against Grubs and Boomers, Ice, Trico. Weak against Lightning, Cakebot, Grub's SS. Generally it loses out because of its terrible(and I mean terrible) delay. Does not really need teleport because it still hits pretty fine from far away. -Recommended Items: Dual -Rating: 2.5/5 A. Sate (Laser Damage, Shield Defence) -Life: Low -Defence: Low (has shield) -Protection: High -Angle Range: Very Large -True Angle Range: FULL -Average Damage(Weapon 1): 130-150. A.Sate has a small disc above its head. It shoots a marker, and a laser from that disc will shoot to the point where the marker hits. Weapon 1 shoots 1 green laser. Good damage against creatures. Light projectile -Average Damage(Weapon 2): 200-280. Same as weapon 1, except that the disc is higher up now, and shoots 3 yellow lasers instead. Good damage. Light projectile. -Average Damage(SS): 350-400. 6 Yellow lasers will shoot down directly above from where the marker hit. Good stuff :D. Light projectile. -Advanced Analysis: Although its tricky to use, it is a VERY VERY strong mobile although people seldom realise this. It dies very fast, but kills fast too. Best used when opponent is between half to one screen away. Poor accuracy when the opponent is too close or too far, as the lasers tend to miss the mark. Also avoid shooting the opponent if he's not on flat ground(unless you use the SS). Strong against Boomer, Grub, Cakebot, Turtles, Trico,doing tons of damage. Weak against "hit" creatures, which also include Turtles, Boomers, Naks. Also watch out for Mage's shield removing SS. Lightning(item) works well with Sate, with an extra lightning bolt for every laser shot. Try to use lightning if possible. Teleport is an essential item. Being too far, or trapped in a hole is xtremely bad for this mobile. Thumbs up for its (occasional) 250-300 damage. -Recommended items: Dual, Lightning, Teleport -Rating: 4/5 Bigfoot (Explosion Damage, Machine Defence) -Life: Above Average -Defence: Average -Protection: Low -Angle Range: Very Low -True Angle Range: VERY VERY low -Average Damage(Weapon 1): 180 or so. Shoots 4 missiles. The missiles are very spread out, so its hard to have all missiles hit one target(unless you're close). Terrible accuracy. Heavy projectile. -Average Damage(Weapon 2): 180 or so. Shoots many small explosive shells. Shells are very spread out, so it has poor accuracy too. Heavy Projectile. -Average Damage(SS): 300+. Shoots many red missiles. Heavy projectile, but nice damage. -Advanced Analysis: Recommended that you are VERY close to your opponent(nearly kissing range). Use weapon 1 for most shots, as they do about the same damage as your weapon 2. To score more damage, ALWAYS use true angle, or you're screwed. Weapon 2 is great when Thor is on, or when there's lightning. One very good strategy: Use lightning(item), weapon 2, and shoot the ground that the opponent is on(or you can just shoot your opponent directly). This causes an excess of like 6 lightning bolts, thus putting your opponent into a nice, deep hole. Great bunge mobile. Other than this, stick to weapon 1 or SS. Its SS is great for damage. Good for bunging, but otherwise this mobile has no obvious strengths against other mobiles. It is, however, weak against Turtles, Lightning mobiles, and Cakebots. Best used for newbies only. Dual+ works better than Dual, for the reason being that both weapons 1 and 2 do roughly the same damage, so Dual+ cuts delay. -Recommended Items: Dual+, Teleport, Lightning -Rating: 3/5 ***Boomer (Hit Damage, Creature Defence) -Life: Low -Defence: Very Low -Protection: Average -Angle Range: VERY VERY large -True Angle Range: Moderate -Average Damage(Weapon 1): 150-170. Shoots a boomerang. VERY VERY highly affected by wind. Recommended for pros only. -Average Damage(Weapon 2): 180-250. Shoots 4 boomerangs. Same as Weapon 1. -Average Damage(SS): 350-400. Shoots a boomerang that takes 1.8 seconds to transform. Transforms from a red boomerang into a golden, metallic boomerang. -Advanced Analysis: This mobile is GREAT for earning money, provided you're a super good shot. You gotta interpret the wind really well. Its great for Ultra High Angle Shots(50g!), Boomer Shots, and stuff like that. Not easy to get such bonuses, and try using true angle whenever you can, for extra damage. Does tons of damage against shield all mobiles, but terribly weak against Naks, Armor, A. Sate, Turtles. I've seen some people using Dual+ with this mobile, but personally, I feel Dual does better. Try to stay close to your opponents, unless you're sure you can shoot from far away(which isn't easy for newbies). Still does fine in holes, because of large angle range. -Recommended items: Dual, Dual+, Teleport -Rating: 4/5 [Secret Mobile!] 5% to get when selecting the "random" mobile Dragon (? Damage, ? Defence) -Life: Average -Defence: Low -Protection: High -Angle Range: Moderate -True Angle Range: FULL -Average Damage(Weapon 1): 180-240. One fireball. Light and powerful. Terrible delay(800+). -Average Damage(Weapon 2): 250-300. 4 fireballs. Spread out very far apart. Light and powerful, but terrible delay(900-1000). -Average Damage(SS): 400+. Shoots a marker. several tiny dragons head towards the marker and explode when in contact with land/players. Light projectile. -Advanced Analysis: If you get dragon, you're in luck. ALWAYS ALWAYS try to stay close to your opponents, because its weapon 2 spreads a lot. If you can concentrate all your fireballs from weapon 2 onto your opponent, you can do up to 400 damage in one round, without weather effects or items. Dont touch its SS because its quite useless. Strong against all mobiles because of obscene damage but it also takes a lot of damage. Another point: takes negligible damage from Nak's weapon 2, because Dragon hovers above the land, thus being (almost) immune to Nak's weapon 2, as well as the cakebot's weapon 2. -Recommended Items: Dual, Teleport -Rating: 4.5/5 Grub (Electric Damage, Creature Defence) -Life: Average -Defence: Very Low -Protection: Average -Angle Range: Average -True Angle Range: Small -Average Damage(Weapon 1): 100 or so. 2nd lightest projectile in game. Terrible damage. Shoots a blue elctric ball. Explodes on contact. -Average Damage(Weapon 2): 160-220. Same as one, except it shoots 4 electric balls, and the balls can roll around before exploding after a few seconds, or when coming into contact with a mobile. -Average Damage(SS): Up to 600. Rolling blue thingy. Does damage for as long as it is in contact with a mobile. Lasts for a few seconds only. Great for shooting into holes, though. -Advanced Analysis: Although it has pathetic damage, its great for newbies. Its terribly easy to use, especially the weapon 2. From what I've heard, rolling the weapon 2 balls increases its damage. However, this has yet to be proven. Also, lightning works really well with weapon 2, adding lots of damage, and digging a nice deep hole with the lightning bolts. A strategy is to dig holes for your opponent using weapon 2, and when they're trapped in the hole, drop your SS in, doing TONS AND TONS of damage. Grubs are also good for getting bonuses like boomer shot. However, it tends to be weak against many mobiles: Naks, Bigfoots, Armor, Boomer, Trico...etc. In fact, its one of the fastest dying mobiles. So try to stay far away from opponents as much as possible. This mobile has a super thumbs down for its durability. -Recommended Items: Dual, Lightning, Teleport (Dont touch Dual+. Useless.) -Rating: 3/5 Ice (Hit Damage, Creature Defence) -Life: Very High -Defence: Low -Protection: Average -Angle Range: Very High -True Angle Range: High -Average Damage(Weapon 1): 160-180. Very light projectile. Has a great explosion area, so its great for making holes. -Average Damage(Weapon 2): 180-220. Light projectile. Average damage. However it lowers CREATURE mobile's defence per shot, so you should realise that your damage on creatures using weapon 2 will steadily increase. I've seen up to 250 per round. -Average Damage(SS): 200. Terrible damage. Affects only one mobile(despite having that circular area thingie). This SS lowers the defence of shield mobs by 25%(or so I've heard). -Advanced Analysis: Ice has approximate 1.2k hp(1k is usually the standard for all). Its great for teamplay because its weapon 2 lowers defence, allowing great "teamwork" (or gangbanging, as some say). However, its low damage is a disadvantage, furthermore, because of its light projectiles, its heavily affected by wind, so sometimes its hard to shoot. Best used in the front line. Generally has low defence, but no obvious weaknesses. Also note that the angle for weapon 1 and 2 differs: i.e. if you used weapon 1 at 50 degrees and switched to weapon 2, weapon 2 may NOT be at 50 degrees. Watch out for high damage mobiles, which can make quick work of this mobile(e.g. Naks, Boomers, Trico when close range, and Sate). -Recommended Items: Dual, Dual+ (Not much need for teleport) -Rating: 3/5 ***J.D aka Cakebot (Electric Damage, Shield Defence) -Life: Low -Defence: Moderate -Protection: High -Angle Range: High -True Angle Range: FULL -Average Damage(Weapon 1): 180 or so. An electric ball. Light with electrical damage. Affects mobiles in a small area. -Average Damage(Weapon 2): Below 170. This ball sucks the surrounding players towards it. VERY useful for bunge-ing players off the map. Light projectile. -Average Damage(SS): 250-300. Explosion causes a small circular area where everyone in the area takes damage and gets PUSHED AWAY. Light projectile. Please note that if a player is standing at the edge of a cliff, you CANNOT push him off with the SS. This was done in a recent 2004 patch, so players cannot do this anymore. However, you can use weapon 2 to suck him off. -Advanced Analysis: Its popular because its unique. Weapon 1 is great against all machines, but more specifically the Bigfoot(easily 200+ damage). Its low delay gives it a further advantage, and its weapon 2 can suck two players(if they're close enough) together, making a good setup for a double kill. Its SS loses out though - not fantastic damage, nor is it very useful(how useful is pushing, if you can't push people off cliffs?) DONT DONT DONT use dual with this mobile, unless you feel that you have a good reason to. Please note how ELECTRIC weapons work(i.e. weapon 1). If you hit someone with the weapon 1, usually 110-130 damage is dealt first(this is the "hit" damage), after which 70-85 electrical damage is dealt. This electrical damage can be "spread" to other players if they're of close proximity. If you used dual, and weapon 1, you'll hit two balls, and that will do 110-130 damage for the first ball, 110-130 for the second ball, and only 70-85 damage for electrical damage. This comes up to 300+ damage with dual, as compared to 350-400 with dual+, and do note that dual+ has only 250 delay, while dual has 600. If you use dual+, use weapon 2 as your first shot, so you suck your opponent towards the spot where your weapon 2 hit, before hitting with your weapon 1 at that same spot. This ensures greater accuracy. To summarise, J.D. great for dk setups and teamplaying, but watch out for Turtles, Naks, Boomers, and all other hit creatures, which kill this mobile really fast. -Recommeded Items: Dual+, Teleport -Rating: 4.25/5 Lightning (Electric Damage, Shield Defence) -Life: Low -Defence: Very Low -Protection: Very High -Angle Range: Low -True Angle Range: Very Low -Average Damage(Weapon 1): 160-210. Shoots a marker. A vertical lightning bolt strikes down to the marker, doing electrical damage. Average-weighted projectile with area affect. -Average Damage(Weapon 2): 180-220. Shoots a marker, but two diagonally zapping lightning bolts strike down to the marker instead. Same weight as 1, and area affect as well. -Average Damage(SS): Up to 480(I've seen before). Explosion causes small circular area that zaps everyone in the area for 180 damage each. Great for mass orgies :D -Advanced Analysis: Firstly, I'll like to begin by saying that Dual is not a good item to use with this mobile(read the J.D. "Advanced Analysis" section for a greater idea on why so). Instead, use PowerUps, or Blood(if you're desperate) to power up your shot. Try aiming at areas where there are lotsa mobiles crowded, so you can do more damage. Stick to using weapon 1, simply because it does roughly the same damage for less delay. However, sometimes its good to use weapon 2, depending how the terrain: if two players are directly in the line of fire of your weapon 2 bolts, use it. Easily 300+ damage in one round. Try keeping away from most mobiles: Lightning dies easily. The only mobiles weak against lightning are Bigfoots, Naks, Armor and J.Ds. Also, if you MUST have either Dual or Dual+ in your inventory, I'd recommend Dual+ over Dual. But its your choice. This mobile loses out solely because its hard to use: how often do you have opponents clustered together? And thats the only time when this mobile really shines. -Recommended Items: Dual+(only if you wish), Power-Up, Blood, Teleport -Rating: 2/5 (Note: Please dont dont use the item "lightning" in your inventory, thats really silly, seriously. It doesn't add much to your damage). [Secret Mobile!] Knight (Laser Damage, Creature Defence) -Life: Average -Defence: Average -Protection: Average -Angle Range: VERY large -True Angle Range: FULL -Average Damage(Weapon 1): 180-200. Same as A.Sate except it shoots swords instead of lasers. -Average Damage(Weapon 2): 200-260. Same as A.Sate except it shoots swords instead of lasers. -Average Damage(SS): 400. Same as A.Sate except it shoots swords instead of lasers. -Advanced Analysis: It works almost exactly like A.Sate! A great difference is the swords which the knight shoots are much more accurate than the Sate's lasers. So the effective range of the knight is much greater. This mobile has GREAT mobility(can move pretty far), has GREAT damage, but sadly, terrible delay(just like the dragon). It has a very large angle range too, making it a wonderfully versatile mobile. However, its defence isn't very impressive, and can die really fast when up against high damage mobiles(like Naks and boomers). The Knight is probably one of the best mobiles in Gunbound, you're in for luck if you do get to use one. Its highly recommended that you use Dual+ instead of Dual, so as to cut down on the delay. Dont worry too much about damage. With Dual+ you can already pack quite a punch. A teleport isn't necessary with Knight, so you might want to save that slot for a Dual or Lightning, whichever you wish. -Recommended Items: Dual+, Lightning -Rating: 4.75/5 (not getting full marks - its delay is too high) Mage (Laser Damage, Shield Defence) -Life: Average -Defence: Very Low -Protection: High -Angle Range: High -True Angle Range: FULL -Average Damage(Weapon 1): 120-150. Shoots a single laser. Average weight. -Average Damage(Weapon 2): 170-200. Shoots two sinusoidal lasers. Average weight. Average Damage(SS): 500-800. Shoots a small circular area that affects all SHIELD mobiles only. Instantly removes ALL shield from the mobile in the circle and an additional 200 damage on the target it hits. The shield removal is about 300 damage. -Advanced Analysis: This mobile is a weaker version of the Turtle. Much weaker. However, although it is similar to the turtle, its also much easier to use. Its Weapon 2 sinusoidal waves are much closer to each other than the Turtle's, making it easier to hit(especially when shotgunning). Dies very quickly to the hands of "hit" mobiles(Naks, Turtles, Boomers especially). Has one very good advantage though: Its SS is capable of removing shield. This ability is great if the opposing team is full of shield mobiles. But beware: do not get too close when using the SS, or you might have your own shields removed as well. There's nothing fantastic about this mobile otherwise. Do keep teleports/duals with you. Dual+ is not recommended though. What you'll need is more damage if you wanna win playing mage. -Recommended Items: Dual, Teleport -Rating: 3.5/5 ***NakMachine aka Nak (Hit Damage, Machine Defence) -Life: Average -Defence: High -Protection: Low -Angle Range: High -True Angle Range: Average -Average Damage(Weapon 1): 100-120. Shoots an yellow ball. Heavy projectile. -Average Damage(Weapon 2): 200-240. Shoots a fuzzy ball that buries it self in the ground, heads back up to the surface and explodes, dealing damage. Heavy projectile. You may not understand what I'm saying, so you'll probably have to see it for yourself. Very useful mobile. -Average Damage(SS): 250-300. Shoots a mini-nak projectile that goes through all the land. It only stops when it falls out of the screen, or when it hits a player. VERY VERY useful. However, the damage is low. -Advanced Analysis: This mobile is strictly not recommended for newbies. However , if its used well, the Nakmachine is a great mobile. Its weapon 1 does a pathetic amount of damage(so don't use if you don't have to), but its much easier to use(and to hit) than weapon 2. Weapon 2 is difficult to use, but creates nice big potholes for bunging, as well as doing tons of damage. I recommend reading exploder's Nakmachine FAQ on www.gamefaqs.com if you want lessons in using Nak's weapon 2. Strictly speaking, a Nak should always be beside his opponent, however make an exception if you risk getting ganged by the opponent. Dual works better than Dual+(due to the different natures of weapons 1 and 2), and a teleport is essential if you are to get close to the enemy. Naks are weak against Boomers, Lightning, and more specifically, Raon launchers. Although Raon players are a rare bunch, Raon mines can make quick work of Naks because Naks can't walk really far. So a great Raon player can kill a Nak REAL fast(faster if you don't have a teleport). Naks are generally strong against all shield mobiles, as well as Grubs, Boomers, Ice's. (Personally, Nak is my favourite mobile :D) -Recommended items: Dual, Teleport(remember! at least ONE teleport!) -Rating: 4/5 Raon Launcher aka Toybot (Laser Damage, Machine Defence) -Life: Average -Defence: Average -Protection: Low -Angle Range: High -True Angle Range: FULL -Average Damage(Weapon 1): 140-180. Shoots 3 metal worm looking things that are light. It has a high explosion area. Good for bunge-ing. -Average Damage(Weapon 2): Up to 360. Shoots 2 mines. They can be destroyed, but if they aren't, they will activate on your NEXT turn and start walking to a nearby target. If the mines are green, they're inactive. If they're red, they're activated. -Average Damage(SS): 300+. Shoots a walking mine that will keep on walking forward until it hits a target or falls of the map. Its unable to climb slopes, and will turn back if it is unable to climb a slope. Will auto-detonate if it does not touch a target. -Advanced Analysis: This mobile is a unique one. Weapon 1 is great for bunge-ing as I've already mentioned. However it has pathetically low damage. On the other hand, weapon 2 does GREAT damage, but its hard to use. Weapon 2 shoots two mines which are hard to hit directly. If they do not hit directly, which usually is the case, then two things will happen - either they're close enough to a player and become activated(in which case there'll be a red light on their heads, and will automatically attack the player they're facing on your next turn), or they remain neutral(in which case they'll have a green light above their heads, and they'll do nothing). The best time to use its weapon 2 is when you're close to your opponent, and can shoot the mines DIRECTLY AT FULL POWER, aiming at the ground your opponent is on. If you succeed, BOTH mines will automatically detonate on that shot, doing 300 or more damage(works well with thor). Another tactic which is pretty popular is to use Dual+. This causes the mines to spawn your mines withing kissing distance of the opponent, and the second attack(your weapon 1), to blow up the mines. This will deal 300+ damage easily. Explore the possibilities! Mines are FUN, but beware lightining. Lightning bolts destroy mines more effectively than any other weapon in the game. The Raon is particularly sensitive to the Lightning mobile, but otherwise, it doesn't have any natural enemies(I think). Thumbs up for the versatility(of mines), thumbs down for it being hard to use. -Recommended Items: Dual, Dual+, Teleport(so you can put mines easier) -Rating: 4/5 Trico aka WHATALOUSYBOT (Explosion Damage, Creature Defence) -Life: High -Defence: High -Protection: High -Angle Range: Moderate -True Angle Range: Small -Average Damage(Weapon 1): 130-160. Shoots an explosive ball. Heavy projectile. -Average Damage(Weapon 2): 240+-. Shoots 3 explosive balls. VERY irritating cos the 3 balls will rotate, so it makes it hard for all 3 balls to hit a single point. Thus, its not possible to do maximum damage most of the time. -Average Damage(SS): Up to 500. Shoots a rainbow-coloured missile that explodes to form a circular explosive area. Damage is NOT based on accuracy, but how long the player falls through the explosive area. If the player remains in the center of the explosion for a long long time, it IS possible to do 500 damage. -Advanced Analysis: I HATE THIS MOBILE! ITS CAUSED ME TOO MANY LOSSES. Anyway, this mobile has actually quite decent damage with weapon 2, but only if you're kissing the opponent. If you are, just BLAST AWAY. If you aren't, then good luck. Its hard to hit with Trico's weapon 2 because those DARN BALLS JUST KEEP ON ROTATING, making it really hard to hit just one opponent properly. Weapon 1 is usually the weapon of choice if you're far away from the opponent. Also, Weapon 1 tends to make bigger holes(try it if you don't believe me), which can be used to bunge your opponent. Its SS, too, is hard to use. Although its potentially capable of doing high damage, practically speaking, it almost never does so. Usually trico SS does about 360 plus if you used it like a normal projectile(i.e. shooting directly at your opponent). I recommend not using this mobile at all. Although it has high defence and doesn't die too fast, its incapable of doing sufficient damage to help your team. Skip it. -Recommended Items: Dual, teleport -Rating: 1/5 Turtle aka Turtle (Hit Damage, Creature Defence) -Life: Average -Defence: VERY High -Protection: High -Angle Range: Low -True Angle Range: Very low -Average Damage(Weapon 1): 140-160. Light Projectile. Shoots a stream of water. -Average Damage(Weapon 2): 200-240. Light Projectile. Shoots two sinusoidal streams of water. Quite hard to aim sometimes. Best for shooting up close. -Average Damage(SS): Up to 500. Heavy Projectile. Shoots a ball of water. Takes about 2.5 seconds to transform in to 5 balls of water. VERY hard to use. Recommended that this SS be untouched. I only managed to get 500 damage ONCE, out of pure, sheer, luck. It only works if the ball transforms just 0.1 seconds before it hits the opponent, which means ALL 5 balls will hit directly. However this feat is rarely seen. -Advanced Analysis: This mobile is great for shotgun shots. Stay close, blast. Use weapon 2 for fast kills. If you're far away you can either use weapon 1 to shoot your opponent, or use high angled Weapon 2 shots(which mean the two sinu- soidal waves of your weapon 2 will converge as one direct shot, so its easier to score 200+ damage). This mobile is GREAT for killing shield mobiles, but watch out for holes. Turtles dont survive long when in a hole. Hence, J.Ds, Naks, Bigfoots are a potential threat. Turtle defence is also exceptionally strong against Ice, Boomer, Bigfoot and Lightning attacks(I wonder why). This mobile has movement problems - it can hardly move more than a Nak. So its highly recommended that you keep close to your opponent(remember, when you're far away Turtles are disadvantaged). Great damage, low movement. -Recommended Items: Dual, Teleport (dont use Dual+ - damage-wise it loses out) -Rating: 4/5 I'll be adding more in the next update, so stay tuned! ------------------------------------------------------------------------------- VI. Contact ------------------------------------------------------------------------------- Har har. So thats it, folks. Contact me on Gunbound if you wish, BUT do NOT add me to your friend's list. I WILL reject you. You can also email me at Tirodalth@hotmail.com for any questions or suggestions. Please note that the information obtained was either partially from the gunbound.net website, the official site for Gunbound, and my own personal experience(and credit to those who gave me information by emailing me :D). Please do not redistribute my FAQ without at least acknowledging my FAQ. Thanks