LETHALpyre
New Member
Vote for me and all of your wildest dreams will come true.
Posts: 21
|
Post by LETHALpyre on Apr 17, 2005 13:09:48 GMT -5
If you are close range and ure mobile is turtle, and u cant get an ngl and u cant sg or fork shot, is there any way i can get a good sum of dmg w/o having to resort to shot 1?
|
|
LETHALpyre
New Member
Vote for me and all of your wildest dreams will come true.
Posts: 21
|
Post by LETHALpyre on Apr 17, 2005 13:36:06 GMT -5
Also CreeDo, is there a wind chart for turtle skybomb SS? or will ure 2.4 do the job? thanks (i thought asking another question in the form of a reply would be better so i dont drown u in new threads)
|
|
|
Post by CreeDo on Apr 17, 2005 15:23:13 GMT -5
Is this button not available for you guys, only for the admin? Someone else said there was no way to edit his post. I just want to know so I can fix it (if I can). To answer your question, if you're at what I call "close" range you are always in a position to do one of the 3 things you listed. There's no such thing as a place where you cannot fork, shotgun, or high angle. Maybe you can show me a pic or something? I find I always can do a fork shot as long as I get the right power. A lot of people fail with the forkshot and think it can't be done because there is a big height difference but that height doesn't matter. I'll try to draw some examples of forkshots that can be done. This is very fast and ugly photoshop sorry. But I promise you I have used these shots and they work. Just practice a bit. This is a simple fork shot. Use the highest angle you can get, usually between 45 and 65, and use about 2/3 of 1 bar of power (so .65 bars) from this distance. You use a bit more than you would expect, the most common forkshot mistake is to use too little power. With a single "spin" of your shot you can fork even from this far away. You must use a lower angle and more power, something like 45, 1.1 ... for long forks I try to use near 45 degree angles. For this shot, when you are below the enemy. Sometimes trying for a high angle will be very difficult (maybe the wind is blowing strong towards the enemy, and even angle 90 would make your shot fly far). So the best thing to do is point your aimer a little bit above the enemy. Not a straight line towards the enemy but a little higher than that. Exact angle does not matter. I tried to draw the red aimer line where I would try to aim if I did this shot. Then you choose a power a bit over 1 bar. 1.1 maybe, but it can reach even higher and still hit on the first 'spin'. This is for when you're above the enemy. The trick to this is not to use a high angle. You want the shot 2 to do 1 'spin' (1 helix, 1 circle, 1 loop, whatever you want to call it) before it hits the enemy. For that to happen, the shot must travel a certain distance before it touches the enemy. Too much distance/power and the shot does more than 1 loop. If you don't give it enough distance/power the shot usually will hurt both you and the enemy. So when shooting an enemy below you, if they are not too far below, you want to keep a low angle so that there isn't a lot of distance between where your shot comes out and where it hits the enemy. If you use a high angle it will be in the air too long and go into the 2nd spin. If you use a low angle it can work just like a normal forkshot. In some ways, your job when picking an angle is to always try to keep your aimer about 1 cm away from the target. So a higher angle fork if they're above you, a lower angle fork if they are below you. An 'average' angle if they are right in front of you.
|
|
LETHALpyre
New Member
Vote for me and all of your wildest dreams will come true.
Posts: 21
|
Post by LETHALpyre on Apr 17, 2005 15:55:08 GMT -5
thanks.... and yes there is a modify key under reply and that stuff.
sooo.... for a medium range what should you do if u cant high angle, fork (or maybe u can) sg if u want to have a succ. hit with shot 2. im saying this because there is always that feeling (is it gonna be in the air long enough)
|
|
|
Post by CreeDo on Apr 17, 2005 20:24:01 GMT -5
Like you mean what if you're half a screen away and no angle?
There are a few ways to handle it. Which way I handle it depends a lot on how far the enemy is and some other stuff.
1. If the enemy is only a little bit too far to shotgun/fork, but I could walk close enough in 1 or 2 turns, I will start walking to them. I will walk as far as I can, shot 1, then walk some more, shot 1, then if I'm close enough at the third turn to fork shot I will try it.
2. If the enemy is too far away to walk to, but I could walk to a hill and get angle after wasting 1 turn, I will walk towards the hill, use shot 1 to hit the enemy, then on my next turn finish walking to the hill.
3. If the enemy is the type who gives you angle every time they hit you (like nak, bigfoot, etc) or if the enemy may miss the shot and make a hole I can use for angle, I will stay still and just shot 1 and wait until I get angle on the next turn.
4. If the enemy can be killed without using 2, like I only need a shot 1 and then a dual shot 1 to kill, I will just use 1's. Sometimes enemies leave you alone if you keep using 1, because they are thinking "as soon as I shoot him he will get angle and he can start using 2". It's quite nice to be able to shoot over and over again and nobody even tries to aim for you.
5. If I need angle badly and there's no way I'm going to get it soon, nobody is aiming at me, and all other angles are too far away, I will make my own angle by dropping a shot 1 just behind me. This is especially useful if the enemy has high delay and you know you can get 2 turns in a row on them. A lot of people try method #5 right away, but I think it's a waste of a turn usually. Often they can shoot the enemy and then get an angle just 1 turn later. Better to waste a shot 1 on the enemy for 150 damage than hit then ground for 0 damage.
6. Of course if you absolutely must hit the shot or you lose, and you have no angle, your best bet is to use the highest angle you can and hope your power control is perfect. If your power is just right you can hit even without the shot being in the air a long time. It is mostly luck though, I have no sure formula for it. Some tricks to remember:
- If you have the angle for an ss and know the exact power needed you can try shot 2 with your SS angle. Like you can try 67, 2.0 bars if you don't have the angle for 75, 2.4. Or you can try 48, 2.35 if you can't do 60, 2.5.
- If there's time to calculate it, you can use the magic formula to calculate a half-distance shot. I won't explain it all over again but as an example, 60 1.75 is a half screen shot, 75 1.7 is a 1/4 screen shot. Applying the same formula to banpao, angle 70 2.1 is a half screen shot, 60 2.2 is a 3/4 screen shot. Actually that might be a little off but it's close. Might be 2.25.
|
|
|
Post by HotForevers on Apr 17, 2005 20:57:22 GMT -5
if enemy at 0.5bar close with u. use 50 or 60 angle 0.5 or 0.7power. if enemy at 1bar close with u. use 50/60 angle 1.0 ~ 1.2 power -.-v
n remember 1 thing. the turtle shoot 2 can mix with 1.4/1.5 bar power.
|
|
|
Post by CreeDo on Apr 17, 2005 21:18:38 GMT -5
^^ welcome hotforevers.
I got the idea to try proboards because of your guild site. It's very nice.
Thanks for this info... I didn't know about 1.4/1.5 power. Is that all angles or just some angles?
|
|
|
Post by HotForevers on Apr 18, 2005 4:25:47 GMT -5
^^ welcome hotforevers. I got the idea to try proboards because of your guild site. It's very nice. Thanks for this info... I didn't know about 1.4/1.5 power. Is that all angles or just some angles? not all angle, imagine that u use 30angle 1.5bar power. ur shoot will reach about 3 n half bar range. but ur watergun more chance to hit land coz ur angle too low. i prefer high angle. example like 70angle 1.5 bar will hit 2 bar range enemy.
|
|
LETHALpyre
New Member
Vote for me and all of your wildest dreams will come true.
Posts: 21
|
Post by LETHALpyre on Apr 18, 2005 7:53:34 GMT -5
thanks a ton u guyz. But CreeDo, u didnt post anything about a turtle SS wind chart for skybomb if there is one.
|
|
|
Post by Ransternz on Apr 18, 2005 18:32:12 GMT -5
thanks a ton u guyz. But CreeDo, u didnt post anything about a turtle SS wind chart for skybomb if there is one. There is one.
|
|
|
Post by Ransternz on Apr 18, 2005 18:42:09 GMT -5
Meh, oops. Forgot to log in. Anyway, yes there is one but you have to be a good little member of gbpros to see it.
|
|
|
Post by CreeDo on Apr 18, 2005 19:55:19 GMT -5
Yeah, I have a few things I can't post because they're part of the hidden member forums on gbpros.
For skybomb with up/down wind I recommend you adjust about .25 bars for every 7-8 wind. So in 7 wind down use full power. In 8 wind up reduce from 3.75 to 3.5. Your lowest power will therefore be 3 bars or maybe 2.95 (I never get the magical wind needed to test it).
For winds in between up and forward, you can try using shiliang or trico charts to break the wind down or something. What I do is this: Wind up+forward = half the wind effect of wind pointing straight up. So if I see 10 wind up, I might adjust .3 bars. But if I see 10 wind up+forward, I will adjust .15 (half of that). This might be very wrong, sorry if it is. I try mostly timebombs.
|
|