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Thread: Bigfoot/JD(Cake)/Lighting Guilde

  1. #1
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    SuperKenshin's Avatar
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    Default Bigfoot/JD(Cake)/Lighting Guilde


    -An authoritative study on the many different Mobile's of Gunbound -
    Version 1.6 -UPDATE!

    by Lee T. HaXXXor
    currently playing under the Gunbound ID of: mrcanadian

    contact: for inquireries

    ************************************************** *********************
    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: BO****LAUNCHER, 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.
    UPDATE: As of April 19th, JD's shield recovery has been decreased from
    30 to 20.

    Weapon 1: Weapon type: Electrical
    AMD: 180 Angle range: 30 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

    Weapon 2: Weapon type: Electrical
    AMD: 200+ Angle range: 30 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: 30 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

    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.

    ************************************************** *********************
    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,
    Bo****Launcher, 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 spread out further as they
    fly. 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. UPDATE: as of
    April 19th, the path of damage and the damage pit area has been
    increased by 5%. In effect, the mini bombs spread FAR too far apart to
    be used as an effective bunge weapon, but make something of a wide
    ranged screen when you absolutely NEED to hit your opponent with
    anything, no matter how little the effect. But I'm not kidding about
    the bunge loss: now even Weapon 1 bunges better...

    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.

    Estimated Life/Shield: 725/300
    Rated defence: Good
    Rated Mobility/Climbing: Good/Good
    Shot 1 - Projectiles: Tracer – 1 bolt 90 degrees (from right above the tracer)
    - Average damage: 140(+76 bonus lightning damage)
    - base delay: 750
    - Hits on impact on land.
    - Angle range: 40 - 18 (22)
    Shot 2 - Projectiles: Tracer – 2 bolts at 45 degrees. (One left and one right.)
    - Average damage: 300 (YES 300!!!)
    - Base delay: 800
    - So uhh… 300 damage? HOW?!
    The left bolt hits slightly earlier than the right bolt which makes the right one miss usually. But of course, you can avoid the left bolt bunging the mobile away from the right one which wouldn’t hit. It’s really hard to explain.
    - Angle range: 40 - 18 (22)

    Ingame example of a high damage scenario.

    SS - 1 projectile. This one hits on impact
    - Base delay:
    - Everything in it’s range gets +/- 165 damage. It does only 46 damage to team players. And some little extra damage on players who are outside it’s range, but close to other mobiles that are hit.
    - Angle range: 40 - 18 (22)
    Comments. My second favourite mobile. It has a great damage/delay ratio and some nice defence. Unfortunately its angle range is pretty bad. But its movement compensates for this. Also it has quite a lot shield which is not good with mages close to it.
    What I personally like about this mobile is it’s delay/damage ratio, the ability to put the opponent in a nasty hole to kill his angle, and the fact that people think they can delaybeat every mobile by starting with shot 1. WRONG! Try creating situation to do 300+ damage when you’re sure you will delaybeat. Do this by hitting a shot 1 a little left of the center under him so he falls on the right slope of the hole. So you can use shot 2 on the top of that slope to do 300+ damage.
    Shooting to the right usually has an advantage because it creates nasty holes. (Remember how the left bolt hits first and then the right, which creates nasty shaped holes.)
    Don’t try your luck with duals, too much bunging involved to hit the second shot. Dual+ starting with shot 1 works a little better, especially. Not great though. I usually use dual(+)s when THOR’s around. Choose for defensive powerups like wind turns or something.
    Lightning is THE statwhore killer.

    Guilde off Creedo's site.

  2. #2
    Luigis Pizza Reputation: 10
    maple_allan's Avatar
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    Lol I saw that guide before i joined onrpg ^.^
    Its quite nice but i reckon that liightning rules.
    BTW I can do av 380-420 with lightining
    Whered the Raon LAunch? (ILOVERAONS)
    Click here for a good hack! god mode and 1 mil mesos!

    Maple Accs
    Archmagemic status= basically dead 29 mage
    crusaderMK= totally dead 21 warrior
    AIlansia=Active like hell lvl 45 bandit
    AlIansia=Active lvl 29 sin
    AIIansia=sometimes lvl 17 mage
    Miatos= sometimes lvl 28 fighter to be

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