GUNBOUND!

-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
for www.gamefaqs.com

contact: hisneigeness@hotmail.com for inquireries


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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.
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
Cakebot...

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
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.















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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 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.


Mobile:
Lightning
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.