Guia de Mobiles (en Ingles)

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    Alto Arjona
    • 19-10-2003
    • 9273

    #1

    Guia de Mobiles (en Ingles)

    Consegui una pequeña guia sobre los mobiles...como estoy apurado la dejo en ingles, mas tarde me siento e intento traducir todo y ponerle dibujitos y cosas lindas pero tenganme paciencia

    Lexical, expressions.

    AMD: Approximate Max Damage. Considering a direct hit with the
    opponent's mobile at normal, unchanged strength level, this is the best
    you should expect.

    AMD for Delay ratio: I used to play a lot of Everquest. Got sick of it
    eventually, but it thought me that it's not damage that is most
    important, it's Damage/Delay. Take your AMD, divide it by your delay,
    and you have your AMD to Delay ratio. You want the highest ratio
    possible when you're settled in to deliver max damage.

    blast back damage: if you hit your opponent from too close, some mobile
    weapons will hit you back for a small amount of damage. The trade off is
    that these weapons are quite destructive at close range.

    Bunging: the process of digging your opponent into a hole; either in the
    purpose of limiting his playing options or to drop him off the map
    entirely. WARNING! To Bunge, you need to shoot just at the feet of the
    opponent or else the Mobile will "take" the hit, shielding the ground.
    This means that everytime you take the decision to bunge, you must
    understand that you will do little to no damage. WARNING 2! Bunge shots
    are a LOT harder to land then normal shots, as the target to get a
    Mobile to drop is much smaller then that of the Mobile itself. Of
    course, this difficulty varies per Mobile. See individual entry for
    which Mobile's bunge best.

    full force in the face: Unless you're playing Trico or Turtle (to
    increase spinning of the cabbages or "tighten" trajectory of the water
    streams), this should simply not be done. It is too easy to waste a shot
    in that manner, especially in DoubleDeath. Considering how Trico should
    be avoided, simply do not shoot at full power when it is not necessary.

    Shield: There are certain Mobile types that are listed as Shield. These
    are the A.Sate, J.D, Lightning and Mage. Shielding works as such: when
    you look at your Mobile's energy, you'll see a blue bar directly to the
    right of your yellow energy bar. This is your Shield bar, and as long as
    it is present, your Mobile extends a special Shield that reduces damage
    as it is hit. However, that shielding decreases as you receive damage.
    Once the blue bar is out, no more increased defenses! Luckily, that blue
    bar regenerates over time. Sadly, it regenerates VERY slowly.

    UPDATE!: As of November 14, Shield regeneration has increased by a rate
    of 20%. This applies to all shield mobiles EXCEPT Lightning.

    Mobile classification: the following are classifications I created to
    define the Mobiles and their roles in battle. Someone who knows his
    mobile's classifications will know who his best target is, and will not
    be suckered into useless wars of attrition. Just because a mobile is
    standing right next to you doesn't mean he's your target! You don't play
    alone (most of the time), so talk to your friends for some supporting
    fire!

    Artillery: These Mobiles are best used for long distance snipping,
    with the weapon 1 used as a practice shot of sorts to gauge correct
    strength and angle for wind given, while weapon 2 is used to execute the
    damage proper. You need a steady hand and a constant eye on your angle
    level for this strategy to work.

    Close Combat: For those who can't aim, then full force in the face!
    Close Combat is the number one way to disrupt Artillery mobiles and
    force them into a war of attrition, a war in which the Artillery tank
    has no hope of winning.

    Support: Support mobiles do not deal outstanding amount of damage,
    but come with special properties that still make them attractive.
    Whatever these properties are, you need to talk with your teammates so
    as to formulate a proper strategy. Good tagteams between the right sorts
    of mobiles is also a plus.

    Natural enemies: Whatever mobile you choose in the game will have two
    types of natural enemies. These natural enemies will have an advantage
    in the amount of damage they can dish out against your mobile. I took
    the following info from the official gunbound site, and thus have found
    out that both Dragon and Knight have no natural enemies (on the flip
    side, neither Dragon nor Knight are anyone else's natural enemies). For
    the purpose of this update, all instances of Strength and Weaknesses
    have been modified to take these new rules into account, except as it
    pertains to Dragon and Knight.

    Natural enemies (Type): These are your mobile's natural enemies as
    they relate to Mobile Type and Weapon Type (all Mobile Type and Weapon
    Type are present in each Mobile's profile). Mobile's shooting you with
    the mentioned Weapon Type will get a damage bonus while your weapons
    will do less damage against the mentioned Mobile Type. The Gunbound site
    does not precise how much of a bonus natural enemies get, but it is safe
    to assume that it is around the 5% region. I've also written which
    Mobile Type your weapons work best and which mobiles have weapons that
    will have the most trouble damaging your mobile.

    Natural enemies (Mobile): These refer to specific mobiles that
    receive a damage bonus of around 5% and 10% over your mobile. For the
    purpose of this FAQ, mobiles designated in normal caps are what I'll
    call minor enemies (around 5% damage bonus) while mobiles designated in
    ALL CAPS will be known as major enemies (expect a 10% damage bonus). And
    we'll call J.D. "Cakebot" so nobody gets confused. I will also write
    about each mobile's natural prey: mobiles which have you as their
    natural enemy!

    Shooting modes
    Access: If you ever were dissatisfied with your shooting mode then
    you may change it during gameplay. At anytime during a game, press
    escape or click the button at the top left of the screen to access the
    option menu. Amongst the options you will be given your choices of
    shooting style.

    Snipe: Your default mode, in which you hold the space bar so as to
    charge up the power for each of your shots. This only affects the
    strength by which the shot is fired, not the strength of the shot fired
    (there is no strength bonus for firing your shot at full strength). It's
    very basic and even a Battleaxe such as I still use it over all other
    methods.

    Sniper: A misnomer if I ever heard one. Sniper is supposed to center
    your shot around the grey slider mark in the event that you miss ever so
    slightly. In effect, I've found that Sniper will center your shot on the
    spot where you dragged your grey slider mark, but rarely center EXACTLY
    at the mark and often modify the power of your shot by a tiny bit. This
    means that when you want a shot EXACTLY at one spot, Sniper is not the
    best option. Sniper is not automatic as you still have to hold the space
    bar until power reached the desired area so as to get the full effect of
    this shooting mode.

    Dragshot: Instead of holding the space bar, you left click your
    mouse, drag until you reached the desired area and release the left
    click. Holding left click for an extended time isn't an option, as the
    power bar will shake and warble and thus prevent precise manipulations.
    You have to be quick, and it is considered the shooting mode of experts
    as it allows the expert Gunbound player to bypass time spent in charging
    up a shot and avoid delay associated with time lost. It's also useful
    for shotgun turtle strategy (see the Turtle section).

    ********************************************************************** *

    The Mobiles.

    a. Aduka Mobile Type: Metallic
    Health: 3/5
    Firepower: Variable Movement: 1/5
    Defense: 3/5 Climbing: 3/5
    Approximate HP: 1100pts
    Strength: Against Machine type mobile (shot 1), Against Bionic type
    mobile (shot 2). This mobile type is strong against shots from Turtles,
    BoomerLauncher, Nakmachine and Ice.
    Weakness: Against electrical type weapons, Against Shield type mobile
    Natural Enemies: LIGHTNING, CAKEBOT
    Natural Prey: NAKMACHINE, BOOMERLAUNCHER, TURTLE, ICE
    Visual Description: A grey-purple spider surrounded by various
    electrical sparks. It's quite similar to Nakmachine in appearance, but I
    do believe that Nak is a six legged mobile while Aduka is eight legged.

    Weapon 1: Weapon type: Electrical
    AMD: 175 Angle range: 40 degrees
    Delay: 820 Weight: Average
    Description: It looks like a ball wrapped with electrical sparks. It
    works quite similarly to J.D.'s Weapon 1 with its wide splash damage
    radius, although the attack is differently shaped. The good news is that
    it makes a fine calibration for Aduka's Weapon 2.

    Weapon 2: Weapon type: Laser
    AMD: Variable Angle range: 40 degrees
    Delay: 960 Weight: Average
    Description: Weapon 2 fires two tracer shots that look like NakMachine's
    SS, but serve as a beacon for Thor. The tracer shots don't spread and
    follow themselves much like Boomerlauncher's multiple boomers: if the
    first tracer shot hits the second will land at the same spot too. The
    tracer shots do not deal any damage by themselves.

    A SPECIAL SECTION TO EXPLAIN THOR.

    Thor is the satellite that appears above the playing field in each
    Gunbound game. At the start of every game, the Thor satellite begins at
    level 1 with 0 damage points. As the Thor satellite delivers damage,
    that amount of damage is recorded as damage points. Only the damage
    specifically delivered by the Thor laser is recorded, so if you damage
    your opponent both with your regular attack and with the Thor laser,
    only the portion of the damage given by Thor will be recorded. As Thor
    damage gets recorded, Thor's power level increases as well; up to level
    6. The following is the amount of Thor damage you need to get so as to
    increase Thor's power level along with the AMD of Thor's laser according
    to its level. There is no extra damage within any level for reaching a
    few points short of the next level.

    Thor level | Damage recorded | AMD per level
    1 | 0 to 200 | 100+
    2 | 201 to 700 | 160+
    3 | 701 to 1800 | 220+
    4 | 1801 to 3900 | 300+
    5 | 3901 to 6800 | 400+
    6 | 6801 to beyond | 550+

    I cannot be certain about those statistics, so if you have more precise
    measures, feel free to tell.

    SS Weapon: Weapon type: Laser
    AMD: Variable Angle range: 30 degrees
    Delay: 1320 Weight: Average
    Description: THE SAME THING AS WEAPON 2. Except instead of two tracers,
    there are three. Real original guys. No seriously, Aduka SS works for
    all intents and purposes exactly like Aduka weapon 2, except it's a
    little quicker then weapon 2 + dual but for one less tracer shot. Your
    call.

    Final Analysis: Amazingly enough, Aduka is an easy to use Artillery
    mobile with a bit of fun tacked into it. However, it does have one non-
    negligible tactical advantage in that it has both an electrical attack
    AND a laser type attack! No enemy is safe from it! Well, except that it
    gives pretty pitiful damage both ways going and its bunge power is
    practically non-existent throughout battle. You'll have understood that
    success is best met through judicious use of its weapon 2, but here's an
    additional rub... as far as I can test, bunge items, blood items and
    power up items do not give additional damage to Aduka's shot 2. In
    addition, attack up items will not give a damage bonus to Aduka's weapon
    2. So you have a main weapon that starts out weak to become mega strong,
    but there's no short cut so as to get to mega-strong status! There's
    also a low amount of items that work well with Aduka (but do try Dual +,
    you'll often get all three attacks to hit on a successful try!). Easy to
    use but not very tactically rewarding- sorry, but that gets a thumbs
    down from me until I find better ways to "cheat" the system. A good bot
    for beginners or intermediate players.

    ********************************************************************** *
    b. ArmorMobile Mobile Type: Metallic
    Health: 2/5
    Firepower: 4/5 Movement: 3/5
    Defense: 3/5 Climbing: 2/5
    Approximate HP: 975pts
    Strength: This mobile type is strong against shots from Turtles,
    BoomerLauncher, Nakmachine and Ice.
    Weakness: Against electrical type weapons
    Natural Enemies: Cakebot, Lightning, Grub
    Natural Prey: None
    Visual Description: A cute little red mobile with a grey cannon for a
    nose, distinctive by the three wheeled tread patterned into a triangular
    shape.

    Weapon 1: Weapon type: Explosion
    AMD: 200 Angle range: 45 degrees
    Delay: 770 Weight: Average
    Description: The most basic weapon-type possible, weapon 1 is a single
    explosive shell that must hit the target exactly to commit full damage.

    Weapon 2: Weapon type: Explosion
    AMD: 275 Angle range: 40 degrees
    Delay: 860 Weight: Average
    Description: Another single explosive shell attack, the gunbound site
    nevertheless describes weapon 2 as a double projectile, where a smaller
    hit would pierce defenses to let through the second explosion. In game
    terms however, the weapon 2 acts in the same manner as weapon 1. Use it
    to dig tunnels if you really want to see the double explosion device in
    action, but be warned that it has a smaller blast radius then weapon 1.
    Because of it's superior AMD to Delay ration, it is considered the
    favored weapon for destroying opponents.

    SS Weapon: Weapon type: Explosion
    AMD: 450 Angle range: 40 degrees
    Delay: 1320 Weight: Average
    Description: Another single shell explosive, but with a twist. After
    about three seconds of airtime the shell extends into its true form, a
    rocket, to complete its trajectory. The SS shot must be in its rocket
    form to inflict full damage. The rocket does not gain additional trust
    and goes at the same velocity as a normal shell. WARNING: Because it
    does not possess a better AMD to Delay ratio then weapon 2, the SS
    weapon should mostly be used when you need one big hit or simply, to
    show off.

    Final Analysis: The consummate Artillery tank, the ArmorMobile is great
    for the long distance shooting of various shell attacks to enemies. It's
    no-nonsense design makes it easy to pick up for learning lobbers who
    just want to experiment with the effects of distance and wind on their
    weapons, not to mention the fine art of high angle attacks. Items that
    go well with this tank is the Blood (so as not to task the already high
    Delay stat of this tank) and Dual (in perfect conditions, better AMD to
    Delay ratio then Dual +). High damage and high-delay makes for a
    satisfying attack on the enemy- thumbs up! A Beginner bot, easy to
    handle and will make a good lobber out of you.


    ********************************************************************** *
    c. Bigfoot Mobile Type: Metallic
    Health: 3/5
    Firepower: 3/5 Movement: 4/5
    Defense: 3/5 Climbing: 1/5
    Approximate HP: 1000pts
    Strength: This mobile type is strong against shots from Turtles,
    BoomerLauncher, Nakmachine and Ice.
    Weakness: Against electrical type weapons
    Natural Enemies: Lightning, Cakebot, Grub
    Natural Prey: None
    Visual Description: A blue Mobile with a big stout cannon and four huge
    wheels; just like its monster truck namesake.

    Weapon 1: Weapon type: Explosion
    AMD: 200 Angle range: 22 degrees
    Delay: 770 Weight: Average
    Description: You fire four small missiles that arc towards the opposing
    tank. They spread out as they fly and their damage concentration is the
    pits, so try to get a close shot as you really need all four missiles to
    achieve max damage. Amazingly, this is the weapon that possesses the
    best AMD to Delay ratio.

    Weapon 2: Weapon type: Explosion
    AMD: 220 Angle range: 22 degrees
    Delay: 920 Weight: Lighter then average
    Description: You fire six mini bombs that quickly go down on an
    opponent. Its bunging effect leaves to be desired; more often then not,
    the mini bombs will hit the enemy tank directly from above, sparing the
    ground on which the tank is standing on. The mini bombs spread out even
    more then the missiles of weapon 1 at medium/long range.

    SS Weapon: Weapon type: Explosion
    AMD: 450 Angle range: 12 degrees
    Delay: 1320 Weight: Lighter then average
    Description: You fire twelve bright red bombs in the same manner as with
    weapon 1. Spreading over distance is similarly comparable to that of
    weapon 1. This is a MUCH better bunging tool, but why waste the
    incredible destructive energies of this cannon only for the digging of a
    hole?

    Final Analysis: A great Close Combat tank for beginners/first timers,
    just get next to your enemy and shove it all in his face. You'll rarely
    get any blast back effect like you would with the Turtle tank. If you
    can't line up your opponent directly into your optimal shooting angle
    (it happens, the BigFoot is known for having limited firing angles),
    then you should lob some mini-bombs with weapon 2. So to recap: frontal
    assault with weapon 1, lob with weapon 2 if you can't. For maximum fun
    and GREAT bunging abilities, take the Thunderbolt item and rain down six
    lightning pillars using weapon 2. It's a tank of limited uses that gets
    its comeuppance much too soon, but it's fun and easy to use, so it gets
    a thumbs up.

    ********************************************************************** *
    d. BoomerLauncher Mobile Type: Bionic
    Health: 2/5
    Firepower: 5/5 Movement: 4/5
    Defense: 3/5 Climbing: 3/5
    Approximate HP: 975pts
    Strength: Against Shield type mobiles. This mobile type is strong
    against shots from Grub, Cakebot and Lightning.
    Weakness: Against Laser type weapons. Against Metallic type mobiles.
    Natural Enemies: RAONLAUNCHER, ADUKA
    Natural Prey: LIGHTNING, MAGE, CAKEBOT, A.Sate
    Visual Description: Looks like a wooden chariot with eyes and a bright
    red boomerang twirling on its top.

    Weapon 1: Weapon type: Hit
    AMD: 180 Angle range: 80 degrees
    Delay: 730 Weight: Very light
    Description: You fire one single boomerang. Boomerangs are VERY light
    and are the weapons most affected by the wind in Gunbound. Due to its
    low damage and low delay, it is suggested that you use this weapon as a
    "practice shot", something to gauge your strength and angle for your
    real attack with weapon 2.

    Weapon 2: Weapon type: Hit
    AMD: 250+ Angle range: 80 degrees
    Delay: 880 Weight: Very light
    Description: You fire four boomerangs trailing each other in a close
    trajectory. If the first boomerang hit, it's a good bet that the three
    others will hit as well. Very powerful, great AMD to Delay ratio, this
    is the paydirt weapon of the Boomer. However, it is affected by the wind
    in the same manner as weapon 1 is. It's also good for digging through
    the ground when such a resource becomes necessary.

    SS Weapon : Weapon type: Hit
    AMD: 450 (or lower) Angle range: 80 degrees
    Delay: 1280 Weight: Lighter then average
    Description: AKA the "atomic boomerang", you fire one single boomerang
    (in the manner of weapon 1) but after about three seconds of airtime,
    the weapon turns into a golden boomerang to execute max damage on direct
    hit. SS must be in its golden boomerang form to execute max damage. SS
    is no good for bunging. (Warning, personal experience has led me to fire
    a direct hit that only got me 224DAM! What a gip!)

    Final Analysis: An Artillery tank, you know you are an expert when you
    start picking the BoomerLauncher consistently. That said, most expert
    Gunbound players chose the Nak instead, as it is the more consistent
    hitter and actually has a better payload on double shots. Speaking of
    double shots, you really need to pick up Dual when handling the Boomer,
    as a direct hit of all eight boomerangs easily goes in the 450+ damage
    range. In my personal opinion however, there are times when heavy winds
    will completely negate any shots with this Mobile, making its experience
    quite frustrating. Thumbs down, unless you're a Gunbound master.

    UPDATE!: The latest on Boomerlauncher is that it's true angle range has
    been increased (that is, the range for which Boomer gives max damage)
    and that it can deliver even MORE damage if the shots were delivered
    with a boomer bonus: that is, if the general direction of the boomer
    shot changes direction in mid air before striking it's target.

    ********************************************************************** *
    e. Grub Mobile Type: Bionic
    Health: 3/5
    Firepower: 3/5 Movement: 3/5
    Defense: 3/5 Climbing: 4/5
    Approximate HP: 1050pts
    Strength: Against Metallic type mobiles. This mobile type is strong
    against shots from Grub, Cakebot and Lightning.
    Weakness: Against Laser type weapons. Against Bionic type mobiles
    Natural Enemies: RaonLauncher, Mage, A.Sate
    Natural Prey: Bigfoot, ArmorMobile
    Visual Description: A big yellow slug. With a cannon.

    Weapon 1: Weapon type: Electrical
    AMD: 150 Angle range: 30 degrees
    Delay: 740 Weight: Average
    Description: A single blue ball of energy, it's a weak weapon but at
    least acts like a normal shell attack (lobbed, explodes on impact). Used
    as a fallback weapon when using weapon 2 isn't an option or simply not
    used at all as is often the case. Because of the potency of weapon 2,
    you should try using weapon 1 as a crude bunging tool when in a pinch.

    Weapon 2: Weapon type: Electrical
    AMD: 200 Angle range: 30 degrees
    Delay: 890 Weight: Heavier then average
    Description: You fire four red electric balls that explode after about
    1.5 seconds of rolling around the ground. This process of "rolling along
    the ground" actually ups the damage of each ball, making it more
    destructive then listed. Just dropping the four balls on the enemy's
    head will not suffice. As a special note, this weapon actually bounces
    off the extremities of the playing field. It is the favored weapon of
    newbs as it is quite easy to rake up shot bonuses with this weapon,
    namely boomer bonuses.

    SS Weapon : Weapon type: Explosion
    AMD: 800-900 (variable) Angle range: 30 degrees
    Delay: 1290 Weight: Average
    Description: You fire a single glowing ball that rolls around the ground
    for about three seconds. As it rolls along the ground, it damages the
    enemy at an increasing rate without exploding. Only after three seconds
    does it explodes. Maximize damage by shooting an opponent that is
    already stuck in a hole.

    Final Analysis: A newb bot that can rake up money in a hurry, the Grub's
    weapon 2 is nevertheless misunderstood by most players. It is NOT a
    catch-all weapon for maximum damage, but rather a punishment tool for
    opponents who ended up in crevasses. Do NOT try to hit someone resting
    on a tiny pixel with that weapon. Do NOT try to hit an opponent that is
    just above you with that weapon. I called this mobile a Close Combat
    tank before, but I think Support Unit is a better qualificative. At
    close range, the Grub lacks the HP to survive a war of attrition. At
    long range, it lacks the precision needed to get maximum damage. It
    offers support fire as in it PUNISHES all bots stupid enough to get
    bunged or that stay in pits. Like the worm that it is, the Grub is a
    scavenger that finishes off already injured mobiles. If you can "roll" a
    No 2 shot at the enemy, add the Thunderbolt item to bunge your
    opposition straight to hell! Thumbs up for the heavy damage it does, but
    thumbs down for the ease of abuse you can get with this tank.

    ********************************************************************** *
    f. Ice Mobile Type: Bionic
    Health: 5/5
    Firepower: 3/5 Movement: 3/5
    Defense: 3/5 Climbing: 3/5
    Approximate HP: 1175
    Strength: Against Shield type mobiles. This mobile type is strong
    against shots from Grub, Cakebot, Lightning.
    Weakness: Against Laser type weapons. Against Metallic type mobiles.
    Natural Enemies: RAONLAUNCHER, ADUKA
    Natural Prey: LIGHTNING, CAKEBOT, Mage, A.Sate
    Visual Description: A white wooly mammoth with a turret on top where the
    player sits.

    Weapon 1: Weapon type: Hit
    AMD: 180 Angle range: 50 degrees
    Delay: 740 Weight: Average
    Description: You fire a big ice pellet which acts like a normal shell in
    every shape, way and form. Your basic attack, but which possesses the
    best AMD to Delay ratio.

    Weapon 2: Weapon type: Hit
    AMD: 200+ Angle range: 50 degrees
    Delay: 890 Weight: Average
    Description: You fire a white ice rock object which crumbles on impact.
    Although the damage for it's weapon 2 seems comparatively low, the
    redeeming factor is that it reduces an opponent's defense Vs Hit type
    weapons by 5%, up to a maximum of 20% (defenses have been lowered when
    you see the animation of ice sticking and crumbling off the opponent's
    mobile). It should be noted that the firing point of weapon 2 is higher
    then that of weapon 1; that is to say, a direct hit with weapon 1 will
    NOT lead to a direct hit with weapon 2 under the same firing
    circumstances. In addition, it has the filthy habit of missing entirely
    when just a speck off from target. Quite frustrating. The ice rock
    crumples on the ground when hit, but doesn't do that much bunge.

    SS Weapon : Weapon type: Hit
    AMD: 250 Angle range: 30 degrees
    Delay: 1290 Weight: Average
    Description: You fire a giant snowflake that expands into a wide
    blasting radius on contact. However, you have to hit the target exactly
    so as to register any damage. The SS is known for reducing defenses
    against Electrical type attacks on successful hits (maybe as much as by
    20%). It uses the same firing point as weapon 2, but with reduced firing
    angle.

    Final Analysis: A frustrating Mobile which I can only rank as a Support
    unit due to its defense stripping powers. You not only need to be an
    expert lobber so as to maximize the use of weapon 2, you need to be an
    expert team captain so as to get your troops to maximize the ensuing
    weaknesses. Because it is not a destructive tank, Ice requires as many
    Power Up items as you can muster (and forget about Dual +, two different
    firing points means that it just doesn't work). There's too little
    damage for this Tank to warrant a thumbs up, so I'll leave it only to
    the expert team player so they can play with it.

    ADDITION!: It is said that if playing a Score game, the defense decrease
    will carry on between the different lives.

    ********************************************************************** *
    g. JD (aka Cakebot) Mobile Type: Shield
    Shield level: 250 Health: 3/5
    Firepower: 2/5 Movement: 4/5
    Defense: 4/5 Climbing: 5/5
    Approximate HP: 1050pts
    Strength: Against Metallic type mobiles. This mobile type is strong
    against shots from RaonLauncher, Aduka, Mage, A.Sate.
    Weakness: Against Hit type weapons. Against Bionic type mobiles
    Natural Enemies: BOOMERLAUNCHER, TURTLE, ICE
    Natural Prey: RAONLAUNCHER, ADUKA, ArmorMobile, Bigfoot
    Visual Description: A brown and red stout cylindrical platform with a
    laser-type cannon. It gets its name from an animation it does where the
    laser pops in, and out comes smaller JD's rising from the top like a
    segmented cake.

    Weapon 1: Weapon type: Electrical
    AMD: 180 Angle range: 40 degrees
    Delay: 740 Weight: Light
    Description: Your basic attack, you fire an electrical ball that does
    damage on impact. It should be noted that there is a much wider area of
    damage then most basic attacks of the same configuration. It has the
    better AMD to Delay ratio, but that's not what you go for when you play
    Cakebot...

    Weapon 2: Weapon type: Electrical
    AMD: 200+ Angle range: 40 degrees
    Delay: 830 Weight: Light
    Description: You fire a pulsating electrical ball which sucks in metal
    tanks and to a lesser degree, bionics. You do not have to do a direct
    hit for this effect to occur, but you DO need a direct hit to register
    any damage. The key selling point of weapon 2 is how it bunges
    perfectly: even if you hit the opponent over the head and wouldn't
    ordinarily damage the ground under it, Cakebot will suck up the ground
    from underneath to bunge. In my book, Cakebot is the Number 1 bunging
    tank so as to suck in and trap opponents in a deep, narrow hole from
    which no option is possible.

    SS Weapon: Weapon type: Electrical
    AMD: 330 Angle range: 40 degrees
    Delay: 1290 Weight: Light
    Description: You fire a triangular bullet that expands into a wide
    blasting radius on contact. The blast does the opposite of weapon 2,
    pushing metal bots out instead of in (does not affect organics). You do
    not need a direct hit for this effect to occur, but you do need a direct
    hit to register any damage. More a method to screw up the opponent more
    then anything else, I don't particularly care for this SS.

    Final Analysis: A strange Support tank for the bunge-happy, you do need
    some good lobbing skills if you wish to maximize the potency of the
    Cakebot. I call this a Support tank because you don't play Cakebot to do
    damage; you do it to immobolise and take out enemy tanks inside of deep
    pits. You can imagine what a Cakebot-Grub tag team can look like, do
    you? This digger bot is served best with Duals and Bunges, items that
    maximize the already great bunging ability of the JD. Thumbs in the
    middle: you kill metal bots with grim efficiency, but bionics will have
    their way with you in return (did I mention that Bionic bots are strong
    Vs electrical attacks?). An intermediate bot for the intellectual who
    doesn't want to kill as much as control.

    ********************************************************************** *
    h. Lightning (aka Lovebot) Mobile Type: Shield
    Shield Level: 300 Health: 3/5
    Firepower: 3/5 Movement: 4/5
    Defense: 4/5 Climbing: 2/5
    Approximate HP: 1050pts
    Strength: Against Metallic type mobiles. This mobile type is strong
    against shots from RaonLauncher, Aduka, Mage, A.Sate.
    Weakness: Against Hit type weapons. Against Bionic type mobiles
    Natural Enemies: BOOMERLAUNCHER, TURTLE, ICE
    Natural Prey: RAONLAUNCHER, ADUKA, Bigfoot, ArmorMobile
    Visual Description: A blue mobile with an arrow-head shaped cannon with
    sparks coming out of it. This Mobile gets its name from the heart
    animation its electrical sparks occasionally make.

    Weapon 1: Weapon type: Electrical
    AMD: 200 Angle range: 22 degrees
    Delay: 750 Weight: Light
    Description: The cannon fires a tracer shot that does not damage by
    itself, but instead calls down a single vertical pillar of lightning
    from above. Despite what you might imagine this weapon bunges only by
    very little increments (use Dual for best results). You WILL hit
    yourself at close ranges, so take a few steps back before firing.

    Weapon 2: Weapon type: Electrical
    AMD: 300+ Angle range: 22 degrees
    Delay: 800 Weight: Light
    Description: Like weapon 1, this weapon only fires a tracer. However,
    the tracer calls forth TWO lightning columns coming down from 45 degrees
    each; hitting the enemy mobile in the crossfires on a perfect hit. A
    better return then weapon 1, but trickier to use without hitting
    friendly units (namely, yourself when at close ranges).

    SS Weapon : Weapon type: Electrical
    AMD: 180 Angle range: 12 degrees
    Delay: 1300 Weight: Light
    Description: This fires a shot shaped like a small sparrow which lands
    with a tremendous blast radius. It has the noted low damage, but you
    WILL hit everything is a rather large radius. Including yourself. I
    personally use it as a practice shot with the added bonus of damage even
    on misses.

    Final Analysis: Certainly an Artillery tank, most players I know make
    the mistake of using this mobile's best weapons for close-combat
    fighting. Needless to say, DON'T. Weapon 1 is the best weapon in that
    case, and you STILL need to get as much distance as you can. This is
    clearly an intermediate 'bot, but for INTELLIGENT players. It's easy to
    abuse the "you don't have to hit the target directly" option of the
    tracer shots, but you have to know what attack does what. Good items for
    this 'bot are the Blood (or maybe the Power-up shot too) and the dual,
    for the same reasons as for the ArmorMobile. This bot gets a Thumbs up
    from me. Why? Because it's the first bot I ever made a Double Kill with!
    Hurray! I made another one since: five so far and twice with lightning!
    For the rest of you, enjoy the heavy defenses that the Lovebot provides
    and stay clear of Mage SS weapons.

    ********************************************************************** *
    i. Mage Mobile Type: Shield
    Shield level: 220 Health: 4/5
    Firepower: 3/5 Movement: 3/5
    Defense: 4/5 Climbing: 3/5
    Approximate HP: 1100pts
    Strength: Against Bionic type mobiles. This mobile type is strong
    against shots from RaonLauncher, Aduka, Mage, A.Sate.
    Weakness: Against Hit type weapons. Against Shield type mobiles
    Natural Enemies: BOOMERLAUNCHER, Nakmachine, Turtle, Ice
    Natural Prey: Trico, Grub
    Visual Description: A floating blue platform with a canon that looks
    like some great big baby rattle. It has a cape near its rear.

    Weapon 1: Weapon type: Laser
    AMD: 180 Angle range: 35 degrees
    Delay: 800 Weight: Average
    Description: A single laser beam that otherwise serves as the Mage's
    most basic weapon. The beam attack is narrower and longer in length then
    most normal shell shots.

    Weapon 2: Weapon type: Laser
    AMD: 250 Angle range: 35 degrees
    Delay: 900 Weight: Average
    Description: Two laser beams shoot out, moving along a double helix
    pattern. Unlike the Turtle's weapon 2, this helix never merges into one
    beam. It's a rather useful all-purpose attack with a wider striking
    range then most. It has a better AMD to Delay ratio then weapon 1.

    SS Weapon : Weapon type: Laser
    AMD: 500 Angle range: 30 degrees
    Delay: 1300 Weight: Average
    Description: You fire a big glowing ball which lands with a tremendous
    blasting radius. This SS (Super Shot) is commonly known as the Shield
    Stripper, as it registers more damages on Shield-type Mobiles then any
    other. It also hits Shield-type Mobiles that are part of the blast
    radius, while only a direct hit will do for non-Shield types. It not
    only deals more damage to Shield-types, it also strips down the Shield,
    lowering enemy defense.

    Final Analysis: A really nice all-purpose tank that's very easy on
    beginners. It could be classified as Artillery, but it does Close Combat
    just as well. Just line up directly with your opponent and shoot him in
    the face; there's practically no blast back effect (unlike the Turtle
    Tank). Items are similarly straight-forward: Duals and Power-Ups being
    the most popular. Want more reasons to love the Mage? Laser is strong
    against Grubs, not to mention all the other Bionics! Thumbs up, until
    you graduate to the big boys.

    ********************************************************************** *
    j. NakMachine (aka Assbot) Mobile Type: Metallic
    Health: 4/5
    Firepower: 5/5 Movement: 1/5
    Defense: 4/5 Climbing: 2/5
    Approximate HP: 1100HP
    Strength: This mobile type is strong against shots from Turtles,
    BoomerLauncher, Nakmachine and Ice.
    Weakness: Against Electrical type weapons. Against Metallic type mobiles
    Natural Enemies: ADUKA
    Natural Prey: Mage, A.Sate
    Visual Description: Like a giant brown spider that shoots backwards (out
    of its ass).

    Weapon 1: Weapon type: Explosion
    AMD: 180 Angle range: 40 degrees
    Delay: 770 Weight: Heavy
    Description: A normal ball shot that is lobbed through the air and
    explodes on impact. Nothing special. Serves as a mix-up when using
    weapon 2 isn't an option, or as a practice shot for the SS.

    Weapon 2: Weapon type: Explosion
    AMD: 280+ Angle range: 40 degrees
    Delay: 920 Weight: Heavy
    Description: The specialty shot of the NakMachine, weapon 2 fires an
    electrically filled ball which burrows into the ground before diving
    back up for impact. The best way to describe this effect is that once
    the ball reaches the ground, it will burrow at an inverted rate to the
    angle by which it reached the ground before rising again and exploding.
    It's like an underground reverse gravity. Personally, I have found that
    the Nak weapon 2 is the hardest weapon to master and the one that
    requires the most practice. Theory is simply not sufficient in this
    case.

    SS Weapon : Weapon type: Explosion
    AMD: 300 Angle range: 40 degrees
    Delay: 1320 Weight: Heavy
    Description: You fire a mini spider-bot that ignores ground, air,
    everything until it hits its target. The SS has a low damage output,
    hence it is most useful for reaching targets that the weapon 2 would not
    normally hit. An example would be a tank standing on a thin speck of
    land. Weapon 2 has the SS owned in terms of AMD and Delay...

    Final Analysis: Not just the Mobile of experts, but the Mobile of
    champions as well! Weapon 2 is a superb (possibly overpowered) tool to
    not only inflict heavy damage, but to bunge opponents too. It IS
    however, a hard tank to master; hence I recommend all those interested
    to exploder's FAQ. Although harder to master then the Cakebot, the
    NakMachine is a Close Combat bunging machine that evolves into Artillery
    quite well in the right hands. I'll take Exploder's pick of Duals and
    Teleports and give the tank a thumbs up... But a thumbs up that you have
    to earn for yourself.

    ********************************************************************** *
    k. RaonLauncher Mobile Type: Metallic
    Health: 3/5
    Firepower: 2/5 Movement: 2/5
    Defense: 4/5 Climbing: 2/5
    Approximate HP: 1000HP
    Strength: Against Bionic type mobiles. This mobile type is strong
    against shots from Turtles, BoomerLauncher, Nakmachine and Ice.
    Weakness: Against Electrical type weapons. Against Shield type mobiles
    Natural Enemies: LIGHTNING, CAKEBOT
    Natural Prey: BOOMERLAUNCHER, TURTLE, ICE, Trico, Grub
    Visual Description: A three wheeled gun platform that the player hangs
    on to and rides. It is red on the bottom and yellow on top.

    Weapon 1: Weapon type: Laser
    AMD: 180 Angle range: 40 degrees
    Delay: 750 Weight: Heavier then average
    Description: It fires a stream of mini mines at the opponent. I
    personally find it to be much stronger then it's written AMD and I enjoy
    using it most of the time. In fact, I consider it to be the best weapon
    1 in the game!

    Weapon 2: Weapon type: Laser
    AMD: 275+ Angle range: 30 degrees
    Delay: 900 Weight: Heavier then average
    Description: The funnest move in the game. Weapon 2 fires two Raons (a
    smaller form of itself) in a hard to control arc. Unless they land
    directly on their target (in which case they immediately explode), the
    Raon stands alert, waiting for a target to come nearby. If their eyes
    are open, it means that the Raon will rush the opponent on your next
    turn and explode. If their eyes are closed, then they enter a sleep
    state. Running over a Raon explodes them immediately. Shooting them will
    eliminate the threat. Electrical splash damage will also eliminate them.
    The Raon alertness range seems to be wider for metal tanks compared to
    bionics. Shooting Raons at ultra close range is a gamble, but one that
    can offer huge returns (600+ when using duals).

    2 ADDITIONS!: I'd like to thank Tom Dubeck for telling me that the note
    on the Gunbound main site about Raon receiving energy from its master...
    Apparently, this is in relation to the fact that Raons will move only on
    the next player's turn. Secondly, I'd like to point out that Raons are
    MUCH more likely to be attracted to non-bionic tank then bionics.

    SS Weapon : Weapon type: Laser
    AMD: 300+ Angle range: 20 degrees
    Delay: 1300 Weight: Heavier then average
    Description: You fire a bigger Raon which starts walking furiously
    about, not stopping until it finds an opponent and blows up into it. It
    usually targets the Mobile closest to its landing spot, but it'll just
    run off on its own if it doesn't find anything (warning: it doesn't
    climb obstacles so well). Usually lasts for 3 seconds before blowing up.
    Sort of a homing walking mine attack.

    Final Analysis: A Mobile that needs more love. I easily get more then
    the listed AMD out of its weapon 1, and weapon 2 is just fun in the
    Dummy Slope stage. Or the Cave stage where everyone is bunched. Don't
    you LOVE being bunched up in the beginning of a battle? Seriously, this
    is a hard to use Support tank that will not have many fans in the
    professional levels. Weapon 2 is near impossible to aim, and although
    weapon 1 is stronger then it looks, it still isn't a killer. The SS shot
    isn't anything to write home about either. Dual + is the perfect item
    for this mobile: with weapon 1 going first to center the successive
    double Raon attack. Or use the written ultra close range Dual weapon 2
    shot if you dare. A hard Mobile to master, and one with more
    psychological games then anything tangible. Thumbs in the middle,
    leading down on a tactical aspect, but thumbs up for the fun.

    ********************************************************************** *
    l. A.Sate Mobile Type: Shield
    Shield level: 200 Health: 3/5
    Firepower: 4/5 Movement: 3/5
    Defense: 3/5 Climbing: 4/5
    Approximate HP: 1050pts
    Strength: Against Bionic type mobiles. This mobile type is strong
    against shots from RaonLauncher, Aduka, Mage, A.Sate.
    Weakness: Against Hit type weapons. Against Shield type mobiles
    Natural Enemies: Nakmachine, Boomerlauncher, Turtle, Ice
    Natural Prey: Trico, Grub
    Visual Description: A floating yellow platform with a greenish
    satellite-thingy orbiting from above.

    Weapon 1: Weapon type: Laser
    AMD: 175 Angle range: 40 degrees
    Delay: 730 Weight: Average
    Description: You fire a tracer shot for your satellite floating high
    above you. The tracer shot deals no damage, but from the satellite will
    shoot a green laser which will reach the target in a linear manner
    (provided that there is no ground between the tracer between the
    satellite and the target). Best used as a practice shot for weapon 2.

    Weapon 2: Weapon type: Laser
    AMD: 275 Angle range: 40 degrees
    Delay: 880 Weight: Average
    Description: Like weapon 1, except that it fires three strong yellow
    laser bursts at the target. It has a better AMD to Delay ratio, bunges
    opponent's better and is generally regarded as the better weapon. An
    interesting weapon that does not necessitate a direct hit for full
    damage, but does require a direct line of sight between satellite and
    target.

    2 ADDITIONS!: Specifically, the three yellow lasers will "home in" on to
    the tracer. If the angle between laser trajectory and target is lower
    then 45 degrees, then the first laser will hit in front of the tracer
    shot, the second one approaching and the third one hitting directly. If
    the angle is greater then 45 degrees, then the first laser shot will hit
    just beyond the tracer shot, with the following two shots closing in by.
    The best way to converge all these laser shots together is to either
    predict a 45 or a 90 degree hitting trajectory. This makes A.Sate all
    the more capricious a Mobile to work with. Secondly, I would like to add
    that when flying through hurricanes, both the tracer shot, and the
    lasers themselves, will be affected by the weather effect.

    Something new that I didn't know!: I would like to thank James Halpain
    for telling me that the satellite will go up a bit higher when using
    shot 2 compared to using shot 1. You don't have to fire to see this
    effect, just switch between weapons to see your satellite bob up and
    down!

    SS Weapon : Weapon type: Laser
    AMD: 400 Angle range: 30 degrees
    Delay: 1280 Weight: Average
    Description: Another tracer shot. However, upon landing, your satellite
    will hover to just over where your tracer shot struck and will fire six
    strong yellow laser bursts downwards. This would be the IDEAL bunging
    tool, if it weren't an SS. It makes DEEP, NARROW holes. The damage isn't
    even a factor anymore because the opponent gets completely immobilized.
    I love it when it works.

    Final Analysis: An Artillery mobile with a twist. You not only have to
    regulate strength and distance of the shot, you must also figure out if
    there's a clean line of site from your satellite to your target.
    Opponents standing at the edge of a platform must be doubly careful or
    they will be summarily bunged by the might of the weapon 2. Those at the
    middle of platforms require the SS to fix their case. A smart, precise
    player can lock down the entire opposing team with this Mobile! Add a
    Lightning item and maybe a Power up for extra damage, then you're set!
    Thumbs in the middle because it takes great practice and precise nerves
    to unlock this tank's true potential. Use it in SSDeath game and have
    the greatest fun ever! An intermediate bot that offers a great learning
    experience.

    ********************************************************************** *
    m. Trico Mobile Type: Bionic
    Health: 2/5
    Firepower: 5/5 Movement: 3/5
    Defense: 3/5 Climbing: 3/5
    Approximate HP: 975pts
    Strength: Against Shield type mobiles. This mobile type is strong
    against shots from Grub, Cakebot, Lightning.
    Weakness: Against Laser type weapons
    Natural Enemies: RaonLauncher, Mage, A.Sate
    Natural Prey: None
    Visual Description: A yellowish triceratops with a leaf platform for the
    gun turret that looks like a giant tulip. Reminds me of Venusaur.

    Weapon 1: Weapon type: Hit
    AMD: 200 Angle range: 40 degrees
    Delay: 740 Weight: Heavier then average
    Description: A basic attack that looks like a green ball of cabbage. Lob
    it at the opponent and it explodes on landing like a normal shell.

    Weapon 2: Weapon type: Hit
    AMD: 360 Angle range: 40 degrees
    Delay: 890 Weight: Heavier then average
    Description: Like weapon 1, but two more green cabbage balls orbit
    around your first bullet. It takes skill (and a fair bit of luck) to
    have all three bullets hit the enemy. Most often, weapon 2 is used when
    someone just wants to hit a target and doesn't care by how much, using
    the wide hitting range of the triple shot to insure contact. This is
    ignoring the fact that weapon 2 has a HUGE delay. The best way to
    maximize its AMD to Delay ratio is to hit the enemy full force in the
    face. That, or lots of experimentation at long ranges. You decide. Noted
    AMD in game is lower then listed. Use shotgun turtle strategies (see
    next section) for best results.

    SS Weapon: Weapon type: Hit
    AMD: 500 Angle range: 20 degrees
    Delay: 1290 Weight: Heavier then average
    Description: It fires a strange egg shaped blast that destroys much of
    the ground upon impact. I think gunbound-HQ is messing with the AMD
    because 400/high 300's is a much better estimation. Hitting someone over
    the head with the SS does not suffice, you have to drop it at their feet
    so that the weapon bunges and catches the opponent in the HEART of the
    many mini explosions. In other words, it takes expert skill for it to
    work...

    Final Analysis: My least favorite Mobile, experience has shown me that
    Trico does not deal the damage shown in these stats. It's an Artilery
    mobile, but much experimentation must be done so as to maximize the
    damage for the HUGE delay this mobile comes with. It can work as a Close
    Combat mobile as well if you fire your weapon 2 point blank in your
    enemy's face at full power. There's a strange difficulty curve
    associated with this mobile: it's so easy to get a hit with the weapon
    2, but near impossible to get significant damage with it. SS in
    particular requires expert aiming so that its potential be revealed.
    Lightning is often associated with this mobile as an item, and maybe add
    a Bunge to work on this tank's natural talent. Thumbs down: this
    dinosaur is extinct.

    ********************************************************************** *
    m. Turtle (aka Mr. T) Mobile Type: Bionic
    Health: 3/5
    Firepower: 5/5 Movement: 2/5
    Defense: 3/5 Climbing: 3/5
    Approximate HP: 1000
    Strength: Against Shield type mobiles. This mobile type is strong
    against shots from Grub, Cakebot, Lightning.
    Weakness: Against Laser type weapons. Against Metallic type mobiles
    Natural Enemies: RAONLAUNCHER, ADUKA
    Natural Prey: LIGHTNING, CAKEBOT, Mage, A.Sate
    Visual Description: Looks like a turtle with a great big water gun.
    Unmistakable. Reminds me of Blastoise.

    Weapon 1: Weapon type: Hit
    AMD: 180 Angle range: 25 degrees
    Delay: 740 Weight: Average
    Description: A water spurt that acts much like a laser beam. Very
    similar to the Mage's weapon 1. Use it as a practice shot to gauge
    strength/angle for your weapon 2.

    Weapon 2: Weapon type: Hit
    AMD: 350 Angle range: 25 degrees
    Delay: 890 Weight: Average.
    Description: Like the Mage's weapon 2, this fires two water streams that
    criss cross around themselves in midair, similar to a double helix
    pattern. However, unlike with the Mage's weapon 2, the streams will
    merge into one if it comes down from a high enough angle. This ups its
    damage concentration and is necessary to reveal the weapon's full power,
    although even in perfect condition, I've found the damage to be a bit
    less then what was listed. You can also shoot your opponent point blank
    at full force in the face for a supremely powerful attack; this is what
    is known as the "Shotgun Turtle" strategy. Easy to do and very
    effective. Since it takes time to have your power gauge hit max using
    Slice, switch to dragshot just before your turn comes up and you'll get
    your shotgun in less then a second.

    SS Weapon : Weapon type: Hit
    AMD: 350+ Angle range: 25 degrees
    Delay: 1290 Weight: Average
    Description: It fires a big ball of shimering water into the air.
    Unimpressive, until you wait for about three seconds of airtime when the
    ball splits off into six smaller balls. This has a very wide range of
    hitting, hence I have no idea how gunbound-hq recieved an AMD of 500+.
    You won't hit all six balls on one opponent, you'll be lucky if you have
    two to hit. This weapon is best used in the hands of an expert; at the
    start of a game when enemy mobiles are still grouped together. You need
    to know how much power your attacks need to stay three seconds in the
    air.

    Final Analysis: A superior Artillery tank, this mobile rewards the
    adventurous lobber of ultra high angle with better damage then normal
    shells could garner. Laser-like attacks are another bonus, as they let
    you judge the ideal angle of trajectory so as to maximize hit potential
    on tiny differences in power (especially with such a narrow blast as
    Turtle's). Overall bunging properties are nothing to write home about,
    but this is a brute damage mobile, nothing too fancy with this one. Load
    up on Blood items, maybe Dual's too, and you're set for battle! Thumbs
    up, you'll get your way around this mobile soon enough, and weapon 2's
    AMD to Delay ratio is probably the best in the game (unless we're
    talking about the Nak's double dig strategy... you need to check
    exploder's strategy guide for that one). You need to be an Expert to
    unlock this Mobile true power: expert at gauging ultra high angle shots
    with the weapon 2, and an expert at knowing how much force is needed for
    a 3 second flight with the SS shot.

    Addition!: Its something that's seldom known, but the Turtle receives an
    additional 12 point of delay for every second it is used during a turn,
    as opposed to the 10 point delay given to everyone else.

    UPDATE!: The latest addition to Turtle is that it's angle range has been
    modified to prevent straight ahead shotgun attempts. You can still
    shotgun if you maneuver yourself underneath your target, but no longer
    if you're just straight ahead.

    ********************************************************************** *
    n. Knight (hidden mobile) Mobile Type: Metallic
    Health: 3/5
    Firepower: 5/5 Movement: 4/5
    Defense: 3/5 Climbing: 4/5
    Approximate HP: Unknown
    Even though Knight is a horse and some guides might call this mobile a
    bionic type, the Gunbound's original Korean site lists Knight as a
    Metalic type mobile, so that's how I'll list it from now on.
    Strength: +4% defense Vs Laser, Explosion type weapons
    Weakness: -4% defense Vs Hit type weapons
    Visual Description: A very knightly-looking horse in armor with a long
    shield hanging by its side. It has a sword looking thing hovering over
    its head, much like A.Sate's satellite. In effect, you'll notice that
    Knight acts a lot like a supped up A.Sate

    Weapon 1: Weapon type: Laser
    AMD: 250+ Angle range: 70 degrees
    Delay: 850 Weight: Average
    Description: Consider Knight's weapon 1 to be equivalent to A.Sate's
    weapon 2. Knight shoot a tracer shot and from the sword satellite comes
    down three or so sword beams going for where the tracer shot landed.
    Unlike A.Sate, the sword shots do not "home in" on the tracer shot, they
    just repeatedly pound the spot where the tracer landed. Determining
    bunge potential is tricky business: I've once seen the sword beams pass
    through solid terrain to hit a target, and another time lay waste to the
    land. My early hypothesis is that if the swords would hit, they could
    pass through terrain so that they may hit (at which point, you will
    rarely if ever notice a bunge factor). If the swords would miss, then
    the sword beams go into land destructor mode.

    Weapon 2: Weapon type: Laser
    AMD: 400 Angle range: 70 degrees
    Delay: 950 Weight: Average.
    Description: If weapon 1 was A.Sate's weapon 2, then weapon 2 is
    A.Sate's SS, minus the bunge factor. Knight fires another tracer shot,
    but once it lands, the sword satellite hovers over where it landed and
    shoots about six sword beams directly downwards. There is VERY little
    bunging power associated to this weapon, as I once completely missed a
    weapon 2 shot, hitting flat land instead: the resulting hole was no
    bigger then an Armormobile's weapon 2 shot aimed directly downwards.
    Needless to say, don't expect much bunging on direct hits.

    SS Weapon : Weapon type: Laser
    AMD: 500 Angle range: 70 degrees
    Delay: 1310 Weight: Average
    Description: So if weapon 1 = A.Sate weapon 2, and weapon 2 = A.Sate SS,
    then SS equals... actually, Knight's SS is basically A.Sate's SS with
    more power but only 3/4 of it's bunging. I got the figure from talking
    around to people and saw that it was just about right. In other words:
    you fire a tracer shot, sword satellite hovers over to where it landed,
    six (maybe more?) powered up swords descend over the spot and lay waste
    to a nice ol' hole.

    Final Analysis: Knight can only be obtained by choosing the random
    mobile and getting a lucky draw, therefore it's hard to build a strategy
    with Knight as you can only adapt your strategy to the luck of the draw.
    It's not like you can pick items to plan a good game with Knight, you
    can only adapt. Consider Knight as your super A.Sate, without the bunge.
    It's an Artillery tank with a great deal of angle range, allowing you to
    hit just about anything with huge damage associated to it. In
    experience, I've found Knight to be MUCH rarer then Dragon, even though
    people seem to value Dragon more. Furthermore, I'd rate Knight's defense
    as much higher then what I listed, according to contradicting sources
    from various websites. A Knight player is only as good as his skill
    while using A.Sate, so despite the high damage input provided by Knight,
    it is still considered a Mobile for the experienced. No thumbs up or
    thumbs down rating: you got Knight, enjoy him!

    ********************************************************************** *
    n. Dragon (hidden mobile) Mobile Type: Bionic
    Health: 3/5
    Firepower: 5/5 Movement: 5/5
    Defense: 3/5 Climbing: 5/5
    Approximate HP: Unknown
    Strength: +4% defense Vs Electrical type weapons
    Weakness: -4% defense Vs Laser type weapons
    Description: A purple, horned dragon with an orange-ish underbelly.
    Really, there's no mistaking him with anything else in the game.

    Weapon 1: Weapon type: Explosion
    AMD: 250+ Angle range: 30 degrees
    Delay: 850 Weight: Light
    Description: A very standard-looking, but exceedingly powerful flame
    spurt. It is deceptively light but bunges only as lightly as other
    standard weapon 1 types would. Your fall-back attack to when you just
    don't have a target under you. You'll soon realize how much of a drag it
    is to rely on weapon 1 when you see weapon 2...

    Weapon 2: Weapon type: Explosion
    AMD: 500+ Angle range: 30 degrees
    Delay: 950 Weight: Light
    Description: Dragon will shoot two parallel streams of two fire spurts
    at the opponent (four fire spurts total). The two streams spread out
    very fast, being completely disconnected at even medium ranges.
    Therefore, it is best used as a close range attack where all four fire
    spurts will hit the opponent, hitting 500+ damage. Indeed, this
    effectively allows Dragon to kill off a perfectly healthy Mobile in one
    turn, using shot 2 and dual together (most people who play the random
    roulette always pick a dual). In addition, weapon 2 bunges quite a bit,
    even on direct hits on account that even a perfect hit will place the
    target between two flame spurts, thus causing great land damage. At long
    ranges, such a weapon becomes ineffective because the streams of flame
    spurts are too far separated to justify the massive delay.

    SS Weapon: Weapon type: Explosion
    AMD: 600 Angle range: 30 degrees
    Delay: 1390 Weight: Light
    Description: After the devastation of weapon 2 + dual, I bring you...
    the comedy SS! Dragon fires a tracer round, much like A.Sate or
    Lightning; and from there five mini-dragons appear over the landing spot
    in something of a half circle. All mini-dragons converge onto the target
    and self-explode into blazing glory. Personally, I've noticed the damage
    to be far less then what is listed. The use of this SS is when you're
    stuck at long range, there's no one near you and you've already
    calibrated your aiming with the weapon 1 so now you want something more
    powerful.

    Final Analysis: Like Knight, Dragon can only be obtained through the
    random Mobile option, and even then the odds of actually getting the
    dang thing are about one in thirty. If Knight was the super A.Sate minus
    the bunge, then consider Dragon as the super turtle, minus the shotgun.
    By this I mean that Dragon is a close combat monster that rips open
    enemies with even more efficiency then even the Turtle, but without the
    necessity for dragshot shotgun tactics (see Turtles for said shotgun
    tactics). Of course, the one thing I didn't talk about was Dragon's
    ability to fly, or more accurately, hover. Dragon's hovering state
    allows it to climb just about anything that isn't slopped inwards, not
    to mention giving him a fairly long walking distance. Dragon's hover
    also provides some form of protection against weapons such as Grub's and
    Nakmachine's weapon 2. It might not have the armor Knight has, but
    Dragon has his own set of defensive abilities! Easy to use once you get
    a hang of the weapon 2 at close range, Dragon doesn't take much to
    master and is always fun to play. No thumbs up or down required when
    playing the hidden mobile.
    Basto escuchar decir esto a Andrea para que mi pija explotara llenándole el orto de leche a tal punto que cuando saque mi verga de su culo pude ver que de su ano salían chorros de semen…
  • Nicolás Verdi
    Sin amigos.
    • 26-11-2003
    • 49126

    #2
    Sobre el Raon launcher:
    Final Analysis: A Mobile that needs more love
    Esto, sumado a que: me hace acordar a Roan, y encima tira roancitos pequeños, y que me gusta bastante como mobil... creo que es el que voy a empezar a usar.

    Ta buena la guía. La había visto en game faqs
    Originalmente publicado por briant
    Todo lo contrario.Vos sos natural. Naciste escribiendo bien. Sos de las mejores plumas del foro junto con (...) Eso pasa. El disfrute no es tanto. La utilidad de saber escribir y expresar tus ideas de manera clara las ves realmente el dia que te toque un juicio oral y tengas que declarar por tu libertad.
    Originalmente publicado por Nopalera
    No estúpido, no hay que agredir a NADIE.

    Comentario

    • Sancho
      Alto Arjona
      • 19-10-2003
      • 9273

      #3
      claa

      voy a ver si se puede traducir ...
      Basto escuchar decir esto a Andrea para que mi pija explotara llenándole el orto de leche a tal punto que cuando saque mi verga de su culo pude ver que de su ano salían chorros de semen…

      Comentario

      • Mélanie
        Rick Grimes
        • 03-03-2004
        • 4543

        #4
        Re: Guia de Mobiles (en Ingles)

        Posteado por: Sancho
        Consegui una pequeña guia sobre los mobiles...

        te parece pequeña?

        Comentario

        • C y g n u s
          Bawn gorno.
          • 08-03-2004
          • 7552

          #5
          UPDATE!: As of November 14, Shield regeneration has increased by a rate
          of 20%. This applies to all shield mobiles EXCEPT Lightning.

          QUE HIJOS DE PUTA ESO RE CAGA AL JD Y AL LIGHTENIN Q SON DE LOS MAS USADOS !!!!

          Comentario

          • Nicolás Verdi
            Sin amigos.
            • 26-11-2003
            • 49126

            #6
            Nooo, fue una decepción el Raon. Mi problema con Gunbound es que no encuentro uno que me guste del todo
            Originalmente publicado por briant
            Todo lo contrario.Vos sos natural. Naciste escribiendo bien. Sos de las mejores plumas del foro junto con (...) Eso pasa. El disfrute no es tanto. La utilidad de saber escribir y expresar tus ideas de manera clara las ves realmente el dia que te toque un juicio oral y tengas que declarar por tu libertad.
            Originalmente publicado por Nopalera
            No estúpido, no hay que agredir a NADIE.

            Comentario

            • Sancho
              Alto Arjona
              • 19-10-2003
              • 9273

              #7
              ya traduci hasta el primer MOBIL

              VAMOS SANCHO CARAJO !!
              Basto escuchar decir esto a Andrea para que mi pija explotara llenándole el orto de leche a tal punto que cuando saque mi verga de su culo pude ver que de su ano salían chorros de semen…

              Comentario

              • Bender
                Roger that jose
                • 18-10-2003
                • 6004

                #8
                cofcofOPERAcofcof

                || Posteá en Los Simpson! || ImageHosting || TinyPic||
                Pincha says: te metias en una cabina telefonica
                y te disfrazabas de HEROE DEL ASFALTO

                Comentario

                • C y g n u s
                  Bawn gorno.
                  • 08-03-2004
                  • 7552

                  #9
                  el raon es el mejor mobil para jugar JEWELS despues es masomenos pero yo ahora uso jd

                  Comentario

                  • Nicolás Verdi
                    Sin amigos.
                    • 26-11-2003
                    • 49126

                    #10
                    Eso pensaba yo antes... que generalmente juego mucho Jewel para practicar puntería que me falla mucho... pero creo que el A.State le hace el culo. El tema es que con el Raon, para que sea capaz de matar las jewels de 10 (200 puntos de daño), necesitaría pegarle con 2 raoncitos de los que lanza con el tiro 2. Eso es casi imposible hacerlo en el turno en que uno los tira. Obvio que apuntando bien, en nuestro siguiente turno se moverían y explotarían y harían daño mas que suficiente... pero el problema es que para entonces, el/los oponentes probablemente hayan tratado de pegarle a la misma jewel (o a los raoncitos específicamente para cagarnos los puntos) y el impacto haya hecho explotar a uno de los raoncitos.
                    Parece una situación muy específica... pero la verdad que según lo que veo, es lo que mas se repite.
                    Otra cosa que sospecho (tengo que confirmar) es que cuando matamos a las jewels en el turno en que las minas se mueven, la plata no nos es dada a nosotros (pero los puntos si van al equipo). ¿Alguien sabe si es asi?.
                    Pero eso si, el Raon es muy bueno para los lugares donde hay 1 o 2 jewels 5, o para una 25 incluso difícil de alcanzar, para darle con el SS. Si es en equipo, es un movil bastante útil para el mismo. Pero por si solo dificilmente gane... a diferencia de otros como el State, que con el tiro 2 pueden destruír las Jewels 10, con el 1 las 5, y con el SS las 25, ademas de que es bastante fácil para apuntar generalmente
                    Originalmente publicado por briant
                    Todo lo contrario.Vos sos natural. Naciste escribiendo bien. Sos de las mejores plumas del foro junto con (...) Eso pasa. El disfrute no es tanto. La utilidad de saber escribir y expresar tus ideas de manera clara las ves realmente el dia que te toque un juicio oral y tengas que declarar por tu libertad.
                    Originalmente publicado por Nopalera
                    No estúpido, no hay que agredir a NADIE.

                    Comentario

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