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Mobile Weapon Guide
| Aduka |
Weapon 1
 |
A single ball, shot from the behind, which has a shock? of 60. |
Weapon 2
 |
Three mini-Adukas, shot from
the behind, which each call down a shot from Thor (even if it is not
activated). Requires proper knowledge of Thor's location and level to
be used effectively. |
SS
 |
A larger mini-Aduka, shot
from behind, which goes through everything and calls down a shot from
Thor at enemy mobiles when it passes through them. It can hit multiple
people, and does not hit allies. Very good when shotgunned level at an
enemy in a hurricane, because it will hit him three times.
|
| Armor Mobile |
Weapon 1
 |
A single shell that has relatively high delay and good splash. |
Weapon 2
 |
A single shell that has two explosions, the second of which all too easily passes through the target. |
SS
 |
A single shell that transforms into much a more powerful shell after 1.8 seconds.
|
| A.sate |
Weapon 1
 |
A single ball which calls
down a single green laser from the low height of the satellite. Fairly
weak, but has very low delay. Quite easy to hit with due to lowness of
the firing satellite. |
Weapon 2
 |
A single ball shich calls
down three lasers from the high height of the satellite. Difficult at
long range because the three lasers spread out more. Better when shot
to the left becase it shoots top to bottom on the left ans bottom to
top to the right. It must be overshot through hurricanes because the
lasers themselves, as well as the ball, are affected by it. |
SS
 |
A single ball which calls down several lasers from the satellite straight above the hit location.
|
| Bigfoot |
Weapon 1
 |
Four shells, one on top, one
on bottom, and two in the middle. Terrible for high angling because the
shells spread out very far. Excellent for bunging. |
Weapon 2
 |
Six small shells which fire three at a time. Bad for anything but shotgunning because they spread out too far. |
SS
 |
Several shells similar to Weapon 1, only many more, and they're red.
|
| Boomer |
Weapon 1
 |
A single boomerang which is very suceptible to wind. |
Weapon 2
 |
Four boomerangs shot in a row, also very suceptible to wind. Able to backshot, high angle, and high angle hook because of it.. |
SS
 |
A single boomerang that transforms into much more a powerful one after 1.8 seconds. Also very suceptible to wind.
|
| Dragon |
Weapon 1
 |
A single fireball which is very light. |
Weapon 2
 |
Four fireballs shot in
succession, which spread out a lot over time. Excellent for bunging,
and possibly the most damage dealing shot in the game if dropped on the
target at very short range. |
SS
 |
A single ball which calls
down five small dragons which appear around the hit location and move
towards it. The target must be in the open in order for it to be
effective. |
| Grub |
Weapon 1
 |
A single ball which is quite weak and very odd. |
Weapon 2
 |
Four balls which can bounce
and roll around on the ground and explode when they hit a mobile or
after a certain time. Also bounces off of the walls and ceiling of the
map. Best if each of the balls hit separately. |
SS
 |
A larger ball that bounces
around and does not destroy land. When its touching a mobile it deals a
continuous amount of damage. Best if used when an enemy is in a small
deep hole.
|
| Ice |
Weapon 1
 |
A single icicle with good splash. |
Weapon 2
 |
A single snowball which
lowers the defence of the target by 5%*. Shot from Ice's trunk instead
of the cannon on top of it, so not recomended when in sizable holes. |
SS
 |
A single large snowflake with
low damage which lowers opponents defense by 5%*. Not recomended since
Weapon 2 is practically the same thing with lower delay.
|
*The maximum negative defense is 50%.
| J.D. |
Weapon 1
 |
A single electric ballwith decent splash which has a shock? of 60. |
Weapon 2
 |
A single electric ball which
does not hit mobiles. It pulls mobiles withing range (greatest against
mechanical, least against bionic) towards the point of impact. Does
less damage than Weapon 1. |
SS
 |
A green triangle spinning in a blue cloud of electricity that pushes enemies away and has a semi-wide radius, but low damage.
|
| J.Frog |
Weapon 1
 |
A single green blob which rotates counterclockwise; it
rolls left when it hits the top of land, and right when it hits the
bottom of land. It rolls for a little while and then explodes dealing
damage. It will cling to land under all circumstances. |
Weapon 2
|
A single green blob which rotates clockwise; it roles
right when hits the top of land, and left when it hits land from the
bottom. It rolls for a little while and then explodes dealing damage.
It will cling to land under all circumstances. Has the same delay as
shot one, as it does the same amount of damage. |
SS

|
A purple blob which rolls in the direction which it was shot, dealing continuous damage as it rolls, and then explodes.
|
| Kalsiddon |
Weapon 1

|
A single shell which breaks into two smaller shells when
the shot peaks (is at highest point). A small green circle is released
which the two shells then follow after swirling around. High angling is
virtually necessary. Can cause major damage if the shot opens directly
inside the enemy. |
Weapon 2

|
A single shell which breaks into four smaller shells when
the shot peaks (is at highest point). A small orange circle is released which
the two shells then follow after swirling around. High angling is
virtually necessary. Can cause major damage if the shot opens directly
inside the enemy. |
SS

|
A single larger shell which opens into four smaller shells
when the shot peaks (is at highest point). A small red circle is
released which the shells then follow. A short time later, each of the
four shells breaks into two yet smaller shells and small purple circles
are released from each as well, which the designated shells follow.
Again, high angling is necessary to get good damage.
|
| Knight |
Weapon 1
 |
A single ball which calls
down three rows of eight swords from the low height of the sword
satellite. Quite strong for a Weapon 1. |
Weapon 2
 |
A single ball which calls
down several swords from the high height of the sword satellite. It
must be over shot through hurricanes because the swords themselves, as
well as the ball, are affected by it. |
SS
 |
A single ball which calls down several swords from the sword satellite straight above the hit location.
|
| Lightning |
Weapon 1
 |
A single ball which does not
hit mobiles, but only land. It calls down a single bolt of lightning
from directly above where it hits. Has a shock? of 90. |
Weapon 2
 |
A single ball which does not
hit mobiles, but only land. It calls down two bolts of lightning at a 45 degree angle
on each side. Has a shock? of 90. |
SS
 |
A lightning bird which hits bodies and has a huge radius but deals low damage.
|
| Mage |
Weapon 1
 |
A single beam with good splash. |
Weapon 2
 |
Two beams swirling around
each other, both beams must hit at the same time to get maximum damage.
Poor for shotgunning because one of the beams often misses. |
SS
 |
A swirling ball which breaks
the shields of shield mobiles and disallows shield regeneration for 5
turns of the person who's shield was broken. |
| Nak Machine |
Weapon 1
 |
A single ball, shot from the behind, fairly weak. |
Weapon 2
 |
A single ball, shot from the
behind, which must go through land and then hit the surface to explode.
It is still affected by wind while underground. Also, if it enters a
hurricane and is still in it as it goes underground then it will remain
in the hurricane as any other shot. Quite powerful when used properly. |
SS
 |
A mini-NakMachine, shot from
the behind, which goes through everything except for bodies. It is very
heavy and often falls short when shotgunned. |
| Raon Launcher |
Weapon 1
 |
Three parts swirling around each other. Good for bunging, and getting people in holes. |
Weapon 2
 |
Two raon babies which are
much like mines. They detect nearby mobiles and crawl towards them on
the shooter's next turn. Detects mechanical mobiles the most and bionic
mobiles the least. Has a tendency to "pop up" on top of a thin strip of
land when shot on the bottom (think Meta Mine Side B). Also, the damage
that the babies do only counts towards your damage bonuses (both
individual and cumulative) when the damage is done on the turn you
shoot them. Also, when dualed, and the shot hits perfectly, only the
first babies count for damage bonuses. |
SS
 |
A large raon baby that crawls
after hitting the ground in the direction it was shot in unless forced
to turn due to land being in it's way. This SS may not crawl out of thor
holes, so beware. It crawls for 5 seconds and can cover about 40% of the screen on flat terrain. |
| Trico |
Weapon 1
 |
A single cabbage which explodes on impact. |
Weapon 2
 |
Three cabbages rotating
around counter-clockwise. Very hard to use at long range due to the
spin. Better when shot left due to the counter-clockwise spin. Good for
short range shotgunning. Extremely messed up from hurricanes due to the
spin. |
SS
 |
A multi-colored ball that has
a semi-wide radius and affects based on how long it is hitting, similar
to grub SS only it also destroys land.
|
| Turtle |
Weapon 1
 |
A single stream of water. |
Weapon 2
 |
Two streams of water swirling
around each other which merge together after approximately 2.5 seconds.
Very difficult to use for anything but shotgunning and high angling. |
SS
 |
A large ball of water which
opens into 6 small balls after approximately 2 seconds. Very hard to
get good damage with because the small balls spread our very fast. |
? - Shock is damage dealt after the damage of the hit itself is dealt,
and has a larger radius than the shot itself. It spreads through
mobiles that are close together, dissipating in damage (usually 20).
After SS is used, it will not be usable again until your fifth turn after.
Original shot images can be found at http://www.geocities.com/gunbound_canada Credit goes to them and their creators.
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