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Boomer Guide by Creedo version 0.985 ================================================================================ Boomer is a strong mobile, Maybe the best in the game since Armor got weakened. It has massive attack strength (probably the most reliably damaging in the game behind knight and dragon) and he also gets the benefit of good movement, the largest angle range, and very low delay. The only catch is that his HP and defense sucks, so he can die in two solid duals. He's also hard to use, but this guide is supposed to take care of that. ---------------------- Boomer's weapons: Shot 1: A super-low-delay shot 1 that also happens to do pretty decent damage. Arguably the best shot 1 in the game. It isn't used much because boomer's shot 2 also kicks ass. You can use shot 1 to beat someone's delay and get 2 turns in a row on them (or make sure they don't get two turns in a row on you). You can also use it to kill an enemy with only a little life, which gets you the kill and saves some delay. Delay: 730 Typical damage: 150 Shot 2: A very user-friendly shot 2, you fire four projectiles but they all follow the same path and stay clustered, so it might as well be a single shot. It also drills quite a ways through dirt. Delay: 880 Typical damage: 250 SS: This shot requires 1.8 seconds of airtime (I think) before it 'opens up'. If you have used armor or turtle's SS you know what I'm talking about. If you don't keep the shot airborne long enough then it simply hits the enemy for a crappy bit of damage (maybe 250ish). If it stays airborne long enough it stops for a split second, flashes, and transforms into a golden boomerang that can inflict 400-600 damage depending on how perfectly centered and 'clean' the hit is. It causes a little bit more splash damage than your other shots, which means a very near miss might be good for 200-300. What makes this SS really awesome is the fact that boomer's slow-moving shot animation guarantees that your SS will open up for almost any lobbed shot, as long as you aren't just shotgunning it. You can get it to open with as little as .8 bars of power, less if there's upwards wind. Delay: 1280 Typical damage: 450+ ------------------------------------------------------------------------------- A quick note on damage, delay, etc: Damage is based on how clean your hit is, and whether or not your shot was partially blocked by dirt. The damages I give are based on a solid center hit using true angle vs a mobile with average defense. In some conditions your shot will do more or less. I'd say your best shot 1 will be 200 dmg and a miracle shot 2 will do 325. One other important note on damage: your aiming slice has a solid, bright green part and a faded, washed out pale green part. The solid green in the middle of your aim slice is called 'true' angle, any shots where your pointer is in this solid green part will do full, normal damage. The washed out green at the edges of your aim slice is called weak angle. This does about 20% less damage. You therefore should always try to use true angle, which may require moving boomer to get your pointer high or low enough. Delay is fixed, and for every second you take to shoot, the delay for your shot will have 10 points added. Certain items also add to your delay. For example a normal SS fired with no delay is 1280 'time units'. If you used 3 seconds to fire the shot, you are now using 1280+30 time units, so that's 1310 time units. If you use a dual+ item with boomer's shot 1, you are adding 250 delay to your natural delay of 730. Dual+ is therefore 980 delay as long as you use shot 1 first. That means dual+ delay is only 100 more than using a normal shot 2. There's a myth some players spread that doing shot 2 first gives better damage. This is a lie. Use 1 first. -------------------------------------------------------------------------------- Other strengths and weaknesses: PROS: -Good movement (climb and move distance). -Huge aiming reticle - you can achieve any angle you want at any time. -Pretty good gold-earning ability - lots of backshots, high angles, etc. -Fun to use. Impresses people when you make nice shots. CONS: -Low HP/Defense - Boomer can die in two duals vs many mobiles. -Can be difficult to use - wind strongly (and strangely) affects your shot. -No bunging ability to speak of - your shot doesn't disturb the enemy position. -Boring because everyone else plays him. ---------------------------------------------
HOW TO ACTUALLY USE BOOMER -------------------------- Boomer has several different 'shooting modes', and you must be able to switch at any time between one and the next. You can't just pick an angle and use it all the time with boomer, because wind will force you to change it, and judging the correct power to use with one angle would be too difficult when you see how much wind affects your shot. I will list the shooting methods I use - keep in mind that you don't have to master all of these methods and formulas to be a good player, many players use a lot of feel to make nice shots with boomer. Some recommend that you just stick to low angles in place of all formula lobs or hooks. If you had to play boomer using only one method all the time, I'd say you should go with a low angle like 35 or so. Boomer shooting modes: 1. Shotgun - you aim directly at the enemy and cut loose at max power. 2. 'Normal' shot - use a fixed angle like 35, use feeling to find power level. 3. Lob/fixed power shot - in 0/low wind, always shoot with the same power and use a formula to find the angle you need to hit them. 4. Backshot - allow your shot to blow backward to hit them, increases dmg/gold. 5. High angle shot - similar to lob, but you always use max power. Best when wind is 0 or low. You can use formulas to find the right angle. 6. Hook - also a formula shot, use max power against the wind. Shot travels in an inverted "V" shaped arc. Guess the angle based on wind strength/direction. Your shooting plan: -Backshot if there's a fairly easy/safe backshot available, because it's about 20% more damage than usual, and also more gold. If you're playing serious, remember: any true angle shot is better than a weak angle backshot. -Shotgun whenever you can't backshot, as long as you can get true angle. Also shotgun if you aren't confident the backshot will hit. -If you can't backshot or shotgun anyone, follow these rules: WIND TOWARDS THE ENEMY: -Within one screen use lob or high angle if the wind is weak and you think you can easily judge what angle you need to use to hit them. -If wind is kind of strong, a normal shot is safest. -If you can't get high angle for a lob, a normal shot with the lowest angle you can get is usually safest. WIND AGAINST YOU: -If wind is gently against you, use a hook. Remember: in strongish winds, a hook can blow backwards, and the closer the enemy is, the more likely it blows back. -If wind is strong and you fear 'blowback', use a normal shot, angle 35 is good. -Also if you cannot get true angle to make a hook or the enemy is very close, use a normal against-the-wind shot, don't try to get cute with hooks. --------------------------------------------------------------------------------
HOW TO AIM ---------- 1. Shotgun - This is the easiest shot - point your 'aimer' directly at the enemy and use full power. I recommend using dragshot shooting mode for this, it takes less time than the other 2 modes. Shotgunning can (and should) be done at any range, even across an entire map. One nice way to master shotgunning is to play on metamine and try to shotgun enemies from one of the slopes on the end. I have found some useful tips for shotgunning in this particular spot (the map is very popular). Credit to Talent1127 for sharing the information. You can find some good stuff on his guild's home page: http://omega.wynhost.com/forum/ Ok: metamine shotgunning - From furthest left downslope to - *Larger hill to the right of center: Angle 7 *Small 'bump' to right right of the larger hill: Angle 8 *First downslope on the right side: Angle 9 *Flat part between the two downslopes on the right: Angle 10 *Second (furthest) downslope on the right: Angle 11 *Top of the upper platform on the far right: Angle 12 Visual aid (created by Talent): http://media.virtuafighter.com/media/gb/metamine_shotgun.jpg Some other shotgun pointers: *As your shot travels, it naturally drops down from gravity. Even if there's wind pointing upward, it will still drop a bit as it travels across the screen. So for full screen shotguns you may want to use something like angle 6 or 7 to hit an enemy who is roughly even with you. When wind is against you, the drop effect is greater. *If you have an easy shotgun, try to aim just below center (hit their eyeballs) ... a clean hit in their weak spot can do 275+ damage. *If you can get true angle and shotgun, ALWAYS DO IT. Anyone who complains about this is a noob and a whiner. 2. Normal shot - Pick an angle and use it a lot until you have a good feel for it. I like angle 35 because it will never blow backwards under any wind conditions. You may also want to master a slightly higher angle like angle 50, for situations where you need to lob over obstructing land or a teammate's head. There are also fixed angle shooting formulas which tell you the power level to use in different situations... I will mention them here. Fixed angle 35 shooting: 1/2 screen distance: 1.5 bars 1.0 screen distance: 2.2 bars Other angles: 1/2 SD 1.0 SD ---------------------------------------- Angle 50: 1.5 2.2 Angle 60: 1.6 2.3 Angle 70: 1.8 2.8 The following is a way of adjusting your power if there's wind blowing towards the enemy. It is made to work with angle 70 shots. The original author is DSELB (aka blesd). For this formula, use angle 70, know what power you need in 0 wind, then lower your power based on this wind chart. The original image is at: http://www.members.optusnet.com.au/jasonyu/70 The mirrored image is at: http://media.virtuafighter.com/media/gb/set_70.jpg The wind chart says to multiply the wind strength by the wind factor, for example 10 wind * .045 (the factor when wind is pointing directly at the enemy) ... the result will be .45, about half a bar. Therefore in 10 wind towards the enemy, you should shoot with about .45 bars of power less than you usually would. That means an angle 70 1 screen shot (normally 2.8 bars) will be 2.35 bars of power if the wind is blowing at 10 strength directly towards the enemy. On the wind chart, the red area means you should avoid angle 70 shots, a low angle is probably better. For the green area, the further away the enemy is, the bigger wind factor will be. For the yellow area, the closer they are, the bigger the wind factor should be. You just increase or decrease your wind factor slightly. Other normal shot pointers: *If you prefer to use feel, just be aware that low angles are easier to deal with when there's tailwind. If there's a lot of tailwind, remember that a tiny wind difference will alter your shot quite a bit. You might find it's quite difficult to adjust your power in these situations, I recommend moving your boomer a little to compensate for tiny wind changes. This is especially true if you're shooting far away, moving boomer is a lot easier than finding the exact amount of power you need. Normal shots against the wind: *When shooting against the wind, decide how much harder to shoot based both on wind strength and direction. The more downward the wind points, the harder you must shoot. In general you must shoot much harder against the wind using boomer than you would in 0 wind, often harder than any other mobile would need to. There are two formulas you can use to help you: Angle 50 formula (original creator HongHong, translation from soyabean): This formula is a very good method for making shots against the wind with boomer. It is an alternative to hook shots and may help in situations where a hook will fly back. It's also good for showing off and making nice SS shots. Formula: The full formula would be 50 - (WindStrength*WindFactor), power to be judged by user using fixed power points described below. 1/4 screen: 1.5 bars 1/2 screen: 2.3 bars 3/4 screen: 2.9 bars 1.0 screen: 3.35 bars If the enemy is between these set points you must guess beforehand how much power to alter your shot, for example between 1/2 screen and 3/4 screen might use 2.6 bars or so. Once you pick your power, you now choose your angle. Start at angle 50, and in 2 wind against use the power you already calculated. If wind is stronger than 2 against, you can calculate a new angle using a method similar to calculating hooks and backshots. Multiply Wind Strength * Wind Factor. Then subtract the result from angle 50. The new angle can be used with the same power you decided on before. The wind factors are either very similar to or the same as your hook wind factors. Therefore use this guide: http://media.virtuafighter.com/media/gb/HookWind.jpg Some examples: You are on left, enemy is on right. Wind is at 9 o' clock (directly against you). Wind strengh is 15. Enemy is 1/2 screen distance. Starting at 50, you have decided to use the 1/2 screen power 2.3 bars. The wind factor for wind pointing this way is .8, so multiply .8 by wind strength (15). The result is a nice even number, 12. Lower by 12 angles. Now angle 50 has become angle 38. Fire at angle 38, 2.3 bars... and you should hit an enemy half a screen away perfectly. Here I give a lot of examples, this makes sure you can do the math but some of them also point out shortcomings or common problems with the formula: ------- Wind at 6:30, strength 8 Enemy is a bit over 3/4 screen distance, we decide to use 3 bars (a little over 2.9) Wind factor is .7 so we get ...5.6 ... if we lower 5 it might be a little short. Lower 6 and we worry it will be over. I would lower 5 and then move forward a tiny bit. Then you can be sure it won't come short. So the angle you use is 45 (after moving forward a bit) and 3.0 bars of power. Wind at 6:00, strength 22 Enemy is 1/3 screen distance. We decide to add .2 bars of power, so 1.7 bars. Wind factor is .5, which is easy... just reduce 22 by half to get 11. Lower from 50-11 to 39, then 1.7 bars. Wind at 11:30, strength 10 This is tricky. The wind is very floaty, and lowering your angle just makes the shot go further. Therefore you may want to use the usual angles, but judge how to reduce power in order to prevent the shot from flying too far. You may also want to go with a lower angle for more predictable shots, or just switch to full power hooks. Wind at 9:30, strength 25 This is also tricky. The calculation for wind at this angle is Strength * .3 ...you therefore want to lower about 7 angles to angle 43. However at angle 43, any power level you choose will probably backshot. So for this wind you want to reduce to a minimum of 37 and then judge the power level to use. Wind at 6:05, strength 21 Enemy is 1/2 screen distance. We will use 2.3 bars of power. Lower your angle by (Wind/3) and you get 7 angles. Angle 43, 2.3 bars is the result. Here is an alternate against-the-wind shooting formula (angle 35 fixed): Credit to vexez for making it, you can find the original on his guild's page at http://omega.wynhost.com/forum/ The way it works: Assume that in the weakest possible wind blowing against you (2 wind), you can hit a target 1/2 screen away with 1.8 bars of power. Using the chart provided here, you can figure out how much power to add to make your shot when the wind is blowing against you in different strengths and directions: http://media.virtuafighter.com/media/gb/fixed_35.jpg If my chart is unclear, maybe the original from Vexez will help: http://media.virtuafighter.com/media/gb/Boomer35.jpg There is also a version of this formula explained by Talent1127 and xFamex. http://media.virtuafighter.com/media/gb/35_against_wind_alt.txt Other cases - *When the wind is blowing in other directions, some very vague rules are: Wind towards the enemy makes the shot go further, but at low angles don't need to lower power a whole lot to accomodate this. Wind blowing upwards and towards messes up your normal shot the most, you need to drastically reduce power because the wind carries your shot forever. Wind blowing directly down or a bit down and towards requires adding a bit of power, usually no more than half a bar. Wind blowing diagonally down and towards you can almost treat as a normal shot, or you can use slightly less power. 3. Lob/fixed power shot - This follows a simple formula. It can only work within 1 screen distance. Use about 2.25 bars of power, and simply change your angle to hit different areas of the screen. You actually vary your power a little depending on how far away the enemy is. I used to use the same power all the time but realized I was missing a lot of seemingly sure shots that way. I figured out this method: 1/3 screen or closer: 2.2 bars between 1/3 and 2/3: 2.25 bars past 2/3 screen: 2.3 bars. Anyway, you will learn to make the tiny alterations automatically as you play. You can almost get away with using 2.25 all the time but you'll find you cannot quite go 1 screen distance without a bit more power. LANDMARKS: 90 hits yourself (of course) in 0 wind. 80 hits 1/3 screens away. 75 hits half a screen away. 70 hits 2/3 screens away. 60 hits 1 full screen. Lob pointers: *Lob is easiest in very small or 0 wind, and it can only be used if wind is pointing towards the target. When wind is against you, the shot behaves quite differently and your lob will fail. *You can right click and drag the screen around to help you measure the angle between turns. For example, right click and drag the screen so that the all/teamtalk button is directly under you. If you want to shoot a target on the right and the target is positioned directly above your half power (2 bar) mark, you can hit them with angle 80 (2.3 bars and 0 or 1 wind of course). *The distance from the edge of the screen to the divider the separates your yellow SS box and the box that displays your angle.. is a sure 85. *Right click and drag yourself to the left or right edge of your screen, so that your body is half off the screen. Directly below the wind indicator at the top of the screen is where an angle 75 shot will land. *From the left edge of the screen to just in front of your third bar marker is the distance for an angle 70 shot. *The distance from the left edge of the screen to the end of your power meter (the black part that fills up with red) can be hit with angle 66. *If you've already mastered hook shots in low wind, the angle for hitting someone with a lob will be about the same angle you'd choose to hit them with a hook (assuming the hook wind is weak and you're aiming at someone roughly level with you). In rare cases, you can switch between hook and lob shots by simply using the same angle for your target, and merely switching from 2.3 bars to 4.0 bars to make the shot. *Wind adjustment is tricky. A simple rule of thumb when wind is blowing directly towards the enemy is to raise your angle by (wind strength-1) degrees. So if I want a halfscreen shot in 0 wind (angle 75)... then in 4 wind I'd use angle 78... 75+(4-1) = 81. For medium strength wind (like 7+) don't subtract 1, just raise your angle by (wind strength) degrees. The formula is not perfect because as wind strength increases, you must make additional adjustments, for example 12 wind requires adjusting 13 or maybe 14 angles. If wind is up or down as well as towards the enemy, the formula is skewed and you'll need to just use experience/guessing. Up-towards makes it go further, so you raise your angle more. Down-towards makes it fall shorter than expected, so raise your angle less. When wind is strong you must compensate by raising your angle a lot more... for example in 15 wind towards I might raise my angle by 17 or even 18 degrees. For down/towards wind, raise your angle wind/2 degrees. For nearly down wind, you can almost treat the shot like 0 wind, or you may only need to raise the angle slightly. This chart is incomplete but might clear it up: http://media.virtuafighter.com/media/gb/LobWind.jpg If you have trouble controlling power with this lob system, there's another lob system for close range shooting (up to 3/4 screen distance) that uses exactly 2.0 bars of power, which is easy to measure. 1/4 SD: Angle 81 (2.0 bars) 1/2 SD: Angle 72 (2.0 bars) 3/4 SD: Angle 62 (2.0 bars) An alternate lob system that can be used 1 screen and a bit further: Boomer can use the banpao system (sometimes called 3 bar formula because your power level will be close to 3 bars) to aim faraway shots. It's best suited to 0 or low wind, like a normal lob. There isn't much use for it because boomer has well-documented high angle tricks using full power, and there isn't really any advantage to using around 3 bars instead of 4. I guess you could say this is for showing off. Anyway, if you want to try it: Power varies depending on how far the enemy is. 1/2 SD: angle 80. (2.5 bars) 1.0 SD: angle 70. (2.7 bars) 1.5 SD: angle 60. (2.8 bars) In between you must estimate for yourself. Remember it's 10 angles to half a screen, therefore it's 5 angles for 1/4th of a screen. 5 angles using this formula is about the same distance as 7 angles using the 1 screen lob formula (2.25 bars). Power should also be adjusted.. for example between 1/2 and 1.0 screen distances, 2.6 bars may be best. There's a useful power-substitution-formula that will allow you to use this formula in upward wind. It allows you to make long range shots in this difficult wind condition with more accuracy than guessing power or attempting full power shots would. Remember it's for perfectly upward wind, if the wind is even a little bit forward or back the formula will not work. Basically the formula gives you a way to measure how much power to subtract from the fixed power levels used in banpao shooting. The original formula was made by HongHong, but Talent on the feel forums tweaked it to come up with something more accurate - First measure your angle as you usually would with banpao, then do this math: 1/2 SD POWER: 2.5 - [(wind-2)/30] +0.05 1.0 SD POWER: 2.6 - [(wind-2)/30] +0.1 The result will be a very small number, and this number will be how much power you should subtract from your shot in fractions of 1 bar. For example: Enemy is 3/4 screens away exactly. Wind is 20 straight up. Normal banpao angle and power (in 0 wind) would be angle 75, 2.6 bars. Using the formula for 1sd, substitute the wind strength: 2.6 -[(20-2)/30] +0.1 First the easy part, we take care of 2.6 + 0.1 and get 2.7; Now it's 2.7 - [18/30] Dividing 18/30 gives us .6 ... so the math now is 2.7 - .6 final result: Angle 75, 2.1 bars will hit an enemy 3/4 screen distance in 20 wind straight up. More lob systems (using a fixed angle): These measurements assume no wind - Fixed angle 70: half screen = 1.8, full = 2.8 bars Fixed angle 50: half screen = 1.5, full = 2.1 bars Fixed angle 35: half screen = 1.5, full = 2.2 bars Credit to talent on the Lord forums for sharing these. There's also a windchart for the angle 70 lob, credit to dselb for it. http://media.virtuafighter.com/media/gb/Boomer_Set_70.txt First guess the power you want to use in 0 wind. Then you multiply the wind strength by the wind factor on dselb's chart to get a very small number, then reduce your power by that small number. 4. Backshot - Backshots can be done 2 ways: Using feel and using the 2.5 bar fixed power formula. I love formulas, but I recommend you learn backshots using feel... That's because the backshot formula uses a lot of power and requires deep knowledge of wind and lots of calculation. Basically, it's good but not so good you don't need feel anymore. Naturally I'll explain both methods. Backshots are important to master so the only way to learn is to get out there and do them. However, don't cause teammates to lose while you learn ^_^ ...find a friend and 1v1 or something. The idea behind a backshot is this: Wind is blowing towards the enemy. You turn your back to the target, and choose a fairly high angle (close to 70). You shoot with the right amount of power, and your shot will fly up, get blown backwards, and drift into the enemy. You'll notice when it hits that it does a fair chunk of damage, more than usual. That's because (for boomer only) a damage bonus is added for backshots. Backshot pointers: *Obviously the wind needs to be blowing towards the target in order to backshot. A good rule of thumb is that you need at least 2 wind strength pointing towards the enemy in order to backshot, and depending on the wind's direction 2 wind might not blow your shot backwards (i.e. if wind is against but also very up or very down, 2 wind might not be enough). Four or more wind strength is generally safe for any wind direction. *The wind strength determines, to some extent, how far your backshot can fly... but what's almost more important than strength is wind DIRECTION. The more upward the wind arrow is pointing, the further your backshot will fly. The more downward the wind arrow is pointing, the shorter your shot's max range is. A common noobie mistake with backshots is to keep attempting backshots that are beyond the maximum backshot range... if the wind is pointing diagonally down and towards the enemy, then you can safely assume you will never get a full screen distance backshot. If the wind is pointing mostly down and a little towards the enemy, your range is quite tiny, maybe a couple of inches at most. *If wind direction determines the maximum range of your backshot, wind strength determines how much 'stuntiness' you can put into it. "Stuntiness" is a goofy made-up term I came up with to describe backshots that fly very far forward before flying back. The more you can push your backshot forward (before it flies back to smack the target), the more 'stunty' or fancy the shot looks. Almost anyone can do a short range backshot where the shot flies forward half an inch, blows back, and connects with the enemy after less than a second in the air. It takes a stunter to do the same shot at the same distance but make the shot fly forward half a screen before returning like, well.. a boomerang... to hit someone just behind you after 4 or 5 seconds. The stronger the wind is, the more power and distance you can safely put into your backshot. Therefore the ideal wind for super stunts would be wind that blows towards the enemy and also strongly upwards, at very high wind speed (20+). You can then actually make a shot fly forward nearly a screen before it comes back to travel about 1 screen's distance in the opposite direction. Wind strength does also determine the shot's range to some extent, but I always check direction first. *For backshots, more power does NOT always mean more distance. In fact, backshot power is a little goofy. After a certain point, adding power causes the shot to have less range. Then beyond that point, more power actually DOES add more range. Then even further beyond that point, more power will not add to the range. It's quite weird. Some rules of thumb: --Max power is never recommended. If your shot cannot reach the target at ~2.9 bars, then more power is useless and will only shorten your shot. --A very simple rule for short and easy backshots is: 1 bar will travel about 1 bar's length. This won't apply to every wind and every angle but it's a start. --If you just barely cannot reach even at 2.9 bars, try changing your angle. --If the wind is strong and also upwards, try angle 66 for the best distance. --In very weak wind (2 wind against) a backshot needs a lot of power, at angle 70 2.5 bars of power travels a bit less than the distance from the start of your power meter to the 2nd bar. *Angle determines, to some extent, how far a backshot flies. Like power, it's a bit funky. The basic angle for backshooting that a lot of players use is 70. It's rare that you absolutely MUST change that angle to make a shot. Occasionally, 70 won't cut it and you need to get more range. In those situations, you might want to try a LOWER angle to get the shot to fly further. It's weird but it's true, sometimes a lower angle will reach places the higher angle cannot. However lowering your angle doesn't ALWAYS mean more range. Past a certain point, lowering your angle will make the shot land closer. The closer you come to the 'suicide angle'... the angle at which your shot hits yourself... the less likely it is you can get more range out of lowering your angle. The absolute lowest angle I've ever heard of for a successful backshot is 37, the the lowest I've personally suicided with is 45. Therefore I think that angles 60-70 are the ones you need to play with to find your maximum range. Lower than 60 might allow you to make your backshot look more 'stunty' but it won't help you hit the target. One thing that IS safe to say is that raising your angle to points above 70 almost never gets more range, and the higher your angle the closer the shot will land. You can do angle 89 backshots even, and they will land directly behind you regardless of wind. *Generally if the backshot hooks downward sharply instead of travelling in a smooth arc, you are using a higher angle than you ought to or else too much power, and the shot isn't getting the best possible distance. The backshot formula: --------------------- 1. Start at angle 60. 2. Lower your angle X degrees. X is determined by wind strength and direction. You multiply the wind strength by a certain number, and that number can be determined by looking at the wind's direction. For example, wind blowing directly left or right you multiply wind strength by .5, so you'd lower your angle by Wind/2 degrees. If you've done this step correctly you have found the 'tk angle'... the angle at which your backshot will fly directly back at you and cause you to suicide. Sometimes the 'tk angle' isn't truly a suicide shot, it just barely misses your head. The point is that you've found the absolute lowest angle you can possibly backshot with. 3. After step two, you will (usually) have some angle lower than 60. You now are going to RAISE your angle based on how far away the enemy is. Measure the distance between you and your enemy in 'distance units'. There are 30 distance units to a screen, so a half screen's distance is 15 units. You measure your angle by the number of distance units between you and your enemy. Remember: 1/3rd screen is 10 units, half screen is 15, full screen is 30 (which requires some pretty uncommon wind to pull off). Raise 1 angle per distance unit. 4. Now that you've found the angle needed to hit your enemy, cut loose with your backshot using 2.5 bars. That sounds like a ton of power, and it is.. but if you've done your formula correctly it won't hook down and fly forward, and it won't kill you or fly way over the enemy's head. Tips for use: *As I said, sometimes the lowest angle you can possibly use for a backshot won't necessarily be a suicide shot. When the wind is strongly upwards, you should assume that your 'tk angle' will cause the shot to land 1 or 2 distance units behind you... so you'll need to adjust your calculation at step 3 to account for that (for example if the enemy is 5 distance units away but the wind is very strong and upwards, you might only want to raise your angle by 3 or 4 degrees from the 'tk angle'). *You must compensate for height differences and mentally imagine the path the shot will take. For example, if the enemy is half a screen away but also below you, you don't want to raise your angle by 15 to hit them. You need to raise the angle by less than 15. Imagine the path the shot will take to successfully hit the enemy, then mentally draw a straight horizontal line from the center of boomer's body to the imagined backshot path. The length of that line is the number of distance units you actually want to use in your formula. *If your shot can't reach with 2.5 bars, you can either raise your angle or use more power. If you suspect you aren't near your maximum backshot range, you should just raise your angle.. measure the number of distance units between the spot where your missed shot landed and the enemy, then raise your angle by that much. If the shot flies over them you can lower the angle using the same measuring trick. If you suspect the shot has fallen short because of a lack of power, you can try 2.9 bars. You can also just move boomer closer to the target, which is quite safe and reliable. Try not to make the noob mistake of attempting lots of backshots when you've already reached your maximum range. Remember that the absolute best backshot distance will occur at angle 66, using 2.9 bars of power only. *Watch for small wind changes, if your last shot was in 18 wind and the next shot is in 20 wind, you'll need to lower 1 or 2 angles in order to prevent the shot from flying further than it did last time. *If the shot dips down instead of flying back, you've given yourself a tk angle that is too low. Redo your math. *When wind is strongly downwards, your measuring technique becomes much easier. You just want to start at angle 60 and raise your angle 1 to 6 degrees based on the enemy's distance. You can't hit an enemy more than 6 distance units behind you in this kind of wind. If the wind is strong, start at angle 61 and remember that your maximum backshot distance will come from angle 66. Higher than that is useless. *Some links to make it a bit easier: A: The original post by 0o0o0o0, who translated this info and put it on the now-defunct gunbound-hq site: http://media.virtuafighter.com/media/gb/backshot.htm B: My personal backshot wind chart, if you find my style of math easier than calculating numbers like .65 (Mine may have a few small errors, forgive me). http://media.virtuafighter.com/media/gb/BackshotWindChart.jpg *Dealing with tornados: If you must hit an enemy on the other side of the tornado, and you're using the 2.5 bar fixed power method to aim your backshots... find the original backshot angle and then raise your angle by either 5 or 6 (for most situations). A trick to help you decide how many angles to adjust: Visualize the path of a shot that curls around the tornado perfectly to hit the enemy. remember the more upward and strong the wind is, the flatter the path of the shot. Once you've imagined a successful tornado backshot, fire up your imagination again and trace the path the backshot would take if the tornado were not there. Typically this will result in a backshot path that ends up 5 or 6 angles behind the enemy's position. Estimate for yourself whether 5 or 6 angles is correct, and adjust your shot. It is also possible to have a shot enter a tornado, come out, hang in midair, then fly backwards like a typical backshot and come into the tornado again. It then exits the tornado at a point slightly higher than it entered the nado. I don't have a surefire formula for this, but if you want to try it.. you'll want strong wind that is either mostly upwards or diagonally up. Find the angle you'd use to hit your target normally using the 2.5 bar method. Now lower that angle by 1 degree and fire into the nado. the important part is to not use too much power. If the shot has a lot of power exiting the nado or if it hangs in the air too long, it will automatically hook downward instead of fly back. I'd estimate that 1.7 or 1.8 bars is enough, but that also assumes the tornado is pretty close to you. If you do it correctly the shot comes out of the nado above your head at the same place it would if you wanted to backshot without the tornado, and your enemy eats the hit. You only need a very small adjustment of 1 or 2 angles to get the shot in the right position. *Some key stuff I just wanna summarize: Backshot is not just a stunt, it adds more damage and is therefore very useful. If you have a sure backshot, then I recommend using a dual because the damage makes the delay worth it. However if you cannot backshot using true angle, then don't be stupid and use weak angle backshots. Weak angle backshots don't do any more damage than a normal true angle shot, and often they do less damage. You're also making the shot more difficult than it needs to be. One trick for achieving angle... if you have a very steep upwards slope in front of the enemy, you can actually face towards the enemy and backshot. You simply get boomer as vertical as possible and then move your pointer as far away from the enemy as you can (while still keeping true angle). If you can get angle 70 pointing away from them, that's great... but if you must settle for e.g. 75 that's ok too. You don't want to use something like angle 80+ unless the enemy is super close.
5. High angles - High angles are a basic boomer skill, even though they look like showing off. They are best used in 0 or 1 wind, and if there's wind it's best if the wind is low and pointing towards the target. The way to execute a high angle shot is pretty simple: choose an angle (usually over 80) and then cut loose with a full power shot. If you choose the correct angle, you can hit any enemy on the screen and even enemies beyond 1 screen's distance. The hard part is choosing the right angle and figuring out how to adjust for slight differences in height, distance, wind, etc. High angle shots are nice because they allow you to use so many aim tricks to make a guaranteed hit, and you earn a ton of money for them. Some high angle terms: Full = four bars/full power. Unfull = about 3 fingers less than full power, necessary in some situations. SD = Screen Distance, the distance from the left side to right side of 1 screen. When shooting 1 screen distance, assume boomer should be positioned half on and half off the edge of the screen, and he will hit an enemy who is half on/half off the opposite edge of the screen. High angle pointers: *You can measure 0 wind high angles using the little buttons and boxes on your screen. Because you use your screen, it never changes and isn't like using a ruler (i.e. 'cheating' haha). Once you memorize these measurement tricks, you should never miss 0 wind high angles on relatively level ground. Big props to Wood and Lithium for developing/passing on these tricks. A few tricks I use all the time: -A sure 87 full shot: The distance from your 'all/team' button to the 2nd bar/half power mark on your power meter. -A sure 84 full shot: The distance from the 'all/team button' to the ... this depends on your playing mode. In tag/solo/jewel it's to the left edge of the black and yellow striped section at the bottom right. In Score, it's to the red number showing how many team lives you have remaining (the number on the left). -A sure 81 full shot: The distance from the left edge of the screen to the right edge, you and the enemy should both be half off the screen. For easy shortcuts to measure other angles, see this image: http://media.virtuafighter.com/media/gb/highangle.jpg *Beyond 1 screen distance, you can measure by simply mentally marking where one screen would be and then measuring from that point to the enemy. Sometimes this isn't perfectly accurate, and I think the shot tends to fly a bit further than you'd expect (i.e. if you start and 90 and lower 9 angles to hit 1 screen away, you'd think lowering 18 angles would hit exactly 2 screens away. It actually flies a little further). *The distance between angles is large enough that an enemy can be sitting in between two angles... i.e. an 85 full shot lands a bit in front of them, while an 84 full shot lands behind them. There are two tricks you can use in these situations: -Move boomer a little forward or a little back until the enemy can be hit with the angle you want to use. -Use 'unfull' power, about 3.85 bars instead of 4 bars. Sometimes moving is not an option or moving will force you to use untrue/weak angle. *Speaking of untrue/weak angle, don't use high angle shots if you are forced to use weak angle to do it. As always, a true angle shot is ALWAYS better damage than a weak angle shot. There will be times though where you must decide what's more important: Taking a guaranteed, easily measured high angle shot that you know you'll hit with, or gambling on a true angle shot without measurement tricks. Many players take the sure shot, but if you learn the fixed power lob method you won't have to use weak angle as often. *It is still possible to make shots with a bit of wind. The basic adjustment if wind is blowing towards the enemy is to raise your angle by (wind-1) degrees... so if you wanted to hit an enemy 1 screen away, normally you'd use 81 full... but in 5 wind you'd use 81 + (5-1) = 85 degrees. Another guide suggests that you need to move your boomer back a bit (about 1 boomer's width) and then raise your angle using that formula. I'm not sure what's best. If wind is blowing against you, high angles don't work anything like described here, and often you'll find yourself in irritation situations where the wind switches from 0/1 to 2 against you, and your shot must completely change from one turn to the next. *If wind is so strong that using the above formula suggests that you need to raise your angle more than 90 degrees, than you can't high angle using full power to hit the target.. the shot will fly too far if you use angle 90, and if you go backwards from angle 90 the shot hooks strangely. One way to deal with this is to use angle 90 and variable levels of power. A member of the Lord guild posted a trick for dealing with vertical winds: the left column shows some typical vertical wind strengths, and the right shows how much power you need to make the shot land as if you were firing with 4 bars (full power). For example: In 0 wind, angle 81 with 4 bars travels 1 screen distance. If the wind is 15 up, you only want to use 3.4 bars to make the shot travel the exact same distance. wind | power 24 2.9 19 3.15 15 3.4 10 3.65 5 3.8 3 3.9 ______ *The path your shot takes as it falls to earth is sort of diagonal, not just up and down. Therefore if your enemy is a ways above or below you, then your full power angle will be harder to estimate. An enemy who is higher than you needs a lower angle than what you might see on your screen, and an enemy who is lower needs a higher angle. An alternate method for hitting lower enemies is to lower power but it's sort of guesswork how much to lower by... usually no more than 1/3 bar.
6. Hooks - Hooks are another basic boomer skill, because they allow you to make shots against the wind based on a formula. A normal shot against the wind is one of the hardest shots to make in the game if all you have to go by is 'feel'. I see perfectly good boomer players miss 1/4 screen shots trying to make a normal shot at a fixed angle. Once you get the hang of hooks you can make the shot and you only need to estimate the angle, the power is always the same. The method for doing a hook is to pick your angle and cut loose with max power. Which angle to choose can be estimated using some of the pointers below. Hook pointers: *You can measure low wind hooks (2-4 wind) using the little buttons and boxes on your screen. Because you use your screen, it never changes and isn't like using a ruler (i.e. 'cheating' haha). Your results will vary based on wind direction and strength. Thanks to the mystery poster who created 'grid.jpg', which is a visual representation of hook distances based on Wood's high angle guide. -A 1 screen shot depends both on the strength and direction of the wind. If the wind is weak (2-4) and pointing directly against you (i.e. east or west), then a 1 screen shot is approximately angle 57. -The distance from the left edge of your screen to the third power mark is ~70. -A half screen shot in the same low wind conditions is about angle 74. -The distance from your all/team button to the half power mark is ~angle 80. *The more strong the wind is blowing against you, the closer the hook shot will land and the more you'll need to lower your angle to hit a particular target. There's also a greater chance that the hook shot will blow backwards. Wind below 6 is generally not going to blow backwards except possibly for very close shots. For wind at 8 or more, there's a chance a shot will blow backwards unless you fire at a a low enough angle (i.e. you're shooting at a target 1 screen away). I've been told angle 89 never flies back. *Wind direction matters a LOT if you want to judge: 1. IF the shot will hook 2. IF the shot will fly backwards 3. How far your hook will travel at any given angle About 1: The more perfectly left or right the wind is, the more likely it is that your shot will hook. For example 2 wind directly against will hook. Two wind pointing a bit against, but mostly up or mostly down will not hook. You will need to use your best judgment for wind directions that are a tiny bit against but mostly up or down... you might find that at certain wind directions, the wind might hook at, e.g. 17 strength, but not at 16. A pretty good rule of thumb is that wind 4 against will hook in most wind directions. A way to judge whether the shot hooks or not based on other boomer's shots: If a boomer (not you) shoots and you see the shot bend/dip sharply as it travels, then it is 'hook wind'. If a boomer does a backshot, then it is also 'hook wind'. If you see another boomer do a hook then... durrr. There is also a trick that was reposted by Mauvecow to determine whether or not your shot will hook. Imagine the circular wind indicator being divided into degrees, i.e. 90 degrees is straight up, 45 degrees is up/against, 0 degrees is directly against, etc. Look at the wind strength, and then look at the following chart. If the wind pointer is below the 'wind direction angle' given on the chart, it will hook. If it's above that angle, it won't. Wind / Wind Angle (direction) 1 / 0 2 / 60 3 / 70 4 / 75 5 / 78.5 6 / 80 7 / 81.8 8 / 82.8 9 / 83.6 10 / 84.3 15 / 86.2 20 / 87 25 / 87.7 (Credit to Mauvecow, reposted by shotgunkelly. Found on gbgl-hq.) About 2: This is tricky, just remember the further your target is, the less chance you'll get the shot to fly backwards. Also, the more up or down the wind is, the less chance there is the shot will fly backwards... for example even 20 wind won't make the shot fly backwards if the wind is mostly up or down and barely against. Experience is what counts here. Try a hook and if it blows back, forget hooking until the next wind change, or aim for a faraway target. Also be aware some angles are just buggy and want to fly back a lot, for example 87 and 84 seem to fly back when they shouldn't. About 3: The more downward the wind points, the closer the shot will land to you. For example, if a 1 screen shot in low wind is 57, a 1 screen shot with strong downward wind might be 50. Similarly, upward wind makes the shot drift quite a ways after it flips over, so a 1 screen shot with strong upward wind might be 65. In most winds, you will need to lower a few angles or raise a few angles from the measurements listed earlier, how much you lower is a guess but usually you don't need to lower more than 5 or 6 angles from the guidelines. *Wind strength also matters, stronger wind makes the shot land closer regardless of the wind's direction. Therefore even if you can make a shot in 10 wind without causing the shot to fly backwards, you still need to lower your angle a bit more than what my measurements might suggest. Here is a wind chart to help you adjust your angle for hooks: http://media.virtuafighter.com/media/gb/hookwind.jpg Note that in all cases you are lowering your angle except for wind that is blowing mostly upwards. In that sort of wind you'll need to raise your angle. There is also a method for adjusting your hookshot to compensate for a tornado. I credit Rearview for this info, it's on his guild's home page at http://omega.wynhost.com/forum/ *If the tornado is fairly near the enemy, like ~2 mobile widths: Find the angle needed to hit normally, then lower your angle by 4 degrees. *If the tornado is 3-4 mobile widths from the tornado, lower your angle by 3. *If the tornado is 4 or more mobile widths away from the nado, lower by 2. Remember that the hook shot must finish bending before the tornado. Some other information from Petroleum: 1). If hitting tornado at a high point, raise angle by 1 and use 0.3 less power. 2). If hitting tornado at a low point, just lower your power by 0.1. ------------ Summary stuff: *Watch wind every single shot, because it matters more with boomer than anyone else. You must not only watch for the meteor (wind change) weather effect, you must also be careful to watch for variations between your current turn and the last turn. "wind" is no excuse for missing a shot with boomer, because any basic noob boomer must watch it carefully. For a pro to gripe that he missed because he failed to see the wind is like saying "I shot my toe because I forgot to see if the gun was loaded". *It's kind of common sense, but if you didn't figure it out yet: If you can't get a high enough angle facing forwards, just turn around and you can get the angle you need while facing backwards. Backwards facing hooks and high angles are common and useful for boomer. *At the opening of the match, your shot 1 delay is lower than anyone. Therefore if the target went before you, your response should automatically be to shot 1 unless the enemy was another boomer or A.Sate (who also has super low delay for shot 1). Don't use up too much time aiming the shot 1 or you won't win the delay race. *Get in the habit of taking the smartest shot you can. If you know a weak angle shotgun can kill the enemy, then use your weak angle shotgun. If you have a choice between drilling through some dirt to kill someone or trying to shoot over the dirt and risking a miss, then drill through the dirt. That isn't just true for the final shot to kill someone, if you have ugly wind then don't feel ashamed to clear some dirt for a shotgun angle rather than risk a hard shot. Also don't be afraid to change targets if you have to, damage to any bot is generally useful damage, a miss is never useful. *Your SS needs time to open. If you use a high angle or lob, it always has enough time to open. If you use a backshot or hook, it's iffy. Use it with backshots if the target is pretty far. Use it with hooks if the target can be hit with ~angle 80 I think. For very long shotguns, SS is no good... even 2 screen shotguns don't have enough time to open. *For hurricanes, reduce power if the shot will be travelling upwards when it enters, increase if the shot will be travelling downwards. How much to change your power depends on how steep the angle is that the shot enters the hurricane. A rule of thumb some boomers can use with high angle hurricane shots is to raise 1 angle if shooting up into the hurricane and lower 1 angle if the shot will be coming down through the hurri. It's not foolproof though. One formula I've seen suggest that for enemies who are one mobile width or closer to the hurri, lower your angle by 4 angles. For enemies who are 2 or more mobile widths, lower only 2 or 3 angles. Hooking on the way up into the hurricane (especially where the shot is at the top of the hook's arc) causes the hook to exit the hurri in a drifty, weird way. It's almost impossible to reliably hit someone by firing your hook upwards into the hurricane. *Don't forget movement as an option for adjusting your aim. If a shot misses by a hair, just moving boomer and doing the same shot is easier for some people than trying to fire with a hair more or a hair less power. *Remember that you can die in 2 duals, and it's especially common vs Sate, nak, and often another boomer. When you die and choose your drop location in a score game, drop far from those bots, and also drop where you think the wind will be the easiest for you to handle (i.e. if wind is blowing gently left and you think you're pretty good at hook shots, drop on the left side on the screen. If you think you suck at hook shots but rule at backshots, you can drop on the right). *Items: Every boomer should pack at least 1 dual because the ability to kill someone who has nearly half their life remaining is damned useful. Beyond that, I strongly recommend dual+, and teleport is often useful too, though I wouldn't say it's absolutely necessary for boomer (who has no trouble shooting from deep pits etc). Blood isn't bad, and the rest I wouldn't bother with so much. Some players recommend bringing a wind change, but if you bring 1 wind change you then must pack another relatively useless 1 slot item, leaving you room for only 2 of the valuable 2 slot items. My personal item load is dual, dual, dual+. *Trickshots: Some out of the ordinary stunts you can try with boomer: -Reverse hooks - try getting right next to an enemy and doing an 89 full power backshot if the wind is blowing towards them with a fair amount of strength (8+). Your shot takes a surprisingly small arc, flies back, and you get an ugly backshot. As you get better and better at estimating these things, you can use lower angles and let your full power hooks fly back at further distances. It's sort of like a reverse hook method for aiming at enemies who have the wind blowing towards them. Or you can look at it as ugly full power backshots. -Super stunty backshots - if the wind is 20+, you can do full power backshots that move in a smooth curve instead of hooking. There's a formula for judging these: Use HongHong's backshot formula for determining the TK angle. Now mentally divide the screen into 20 parts. You will raise your angle by the number of distance units (20 being 1 full screen) between you and the enemy. Lastly, just fire with full power. If the wind is strong enough and you judged the distance correctly, you can make precise stunt shots this way. -Timebomb SS - by using very low power, around 1 bar of power, you can get an SS to open just in front of the enemy's face, which looks neat. It also has some practical uses - you can use the lowest angle possible to connect with the SS, which means getting true angle for your SS is simple. You can also aim the SS very precisely at close range. The difference between an OK hit and a perfect hit with boomer's SS is about 100 hit points. So being able to aim it very carefully is useful. The easiest way to judge your angle when aiming the 1 bar SS: Measure the distance between you and the enemy in parts, each part is about 5 angles. Each part is about the same size as the parts used to measure a 2.25 lob (i.e. 15 parts to a half screen distance). So to determine the angle, measure how many parts are between you and the enemy, then multiply it by 5. Subtract the result from 90. That will be the angle you need (at 1 bar of power) to hit with your SS. Note that for very close shots, you should probably use angle 80 or so, not 85. You don't want to risk damaging yourself. Also be aware that height differences require a small power adjustment, i.e. use 1.1 bars if the enemy is slightly above you. For hitting enemies beyond the angle 50 mark, you should also start to add power. http://media.virtuafighter.com/media/gb/1barSS.jpg -Booty shot - this goofy trick can be done with anyone. Charge the power for any shot using slice, then juuust before you release the spacebar, turn and face the wrong direction almost at the same time as you let go. You'll face the wrong way but still shoot correctly, boomer appears to shoot from the rear. ---- Ok, that's it. Thanks for reading, and glhf.
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