Figured out the formula for the new bots

Started by Demonchaos77, May 31, 2005, 07:58 PM

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tokys

yeah kalsiddon....
 GLITCHES--> when you can inside sg, or timebomb as i like to call them, the damage doubles up in your total and you get double shot bonuses (backshot/boomer/nado too) also causes person after you to miss their turn and end up after you again most of the time (friendly or foe) BEWARE I'm not exactly sure how to avoid this, but sometimes it backfires and doubles your delay giving 2100 about or a nasty 3300 :S the good thing is it works more than it backfires.

ROCKETS--> I'd suggest that shot 1 has smaller circles but i'm unsure about this, but i do know 1 missiles come out inbetween the two shot 2 missiles on either side. (good to dk if you know how to control) also on shooting, shooting guys on slopes against you work very well, as if you right click at look at your target you can see the green dots go through the mobile and hits land (thats why slopes away from you suck so much)

SHOOTING/TRICKS--> in about 0 wind and about level ground, shots within half a screen or so with 1.9 power should be just over enough for all missiles to curve and hit. timebomb...(aka "the carl" by some idiot who sucked at it yet insisted it was the carl) these shots are very easy once you get the hang of it with great turn outs, shot 2-->350-450 easily if all hit, at close range and having a nice medium angle when they are above you works wonders, and these great for high dmgs/1hit kills if conditions good. (glitches come in check above) BUNGING--> if you can get a negative angle, just use shot 1 for about holes the size of thor hit or somehting, the good thing about doing this is the preliminary rocket (bigger one) goes right through mobiles as well going direct to land.

formula--> yeah i just use full power or 3.2 (anyone find 77 to be edge to edge? cuz thats what i found. and for you who read theory on the misses, yeah i think its right. with mezz's 3 power bar formula for turtle from creedos site I always overshot by a little bit so i'd measure from front, but now i measure middle and voila works great)

WIND--> i wouldn't really care oto much about this, but i'm checking about into wind shots/backshots. All i'm really finding is the angles that will hit you in the face (probably have to find at least 10 for each wind 18+) and anyone find for into wind (i dunno about with it) that you lower wind/2 up to 18 and then lower another at 19 (3.2 again)

DMGES-->I dont' realy get this, thor helps lots, but dmg inconsistant. I low angles a shot 2, 2 hit enemy for 250, another hit ally for 130, then one wipped around and hit me in the ass for 260. dual+/dual dual must do more dmg as it will 1 hit kill, but i'm wondering if dual+ would be better for wearing down guys, i did 1k dmg to a ice with dual+ thor lvl2 yet most times single shot 2 and thor2 does probably 500

STRATEGY--> just survive to kill, try to outdelay if they first and thor coming next. if you hit great then u can just kill next turn (giving you hit first time 90% of time)

Aperama

Sigh.. that Frog formula is never going to work.

Why, you say? Simple.

It depends upon a perfectly flat screen. If moving diagonally or vertically, Frog's shots move slower than if they move horizontally, ergo, making all formulas for it that don't involve hitting a speck of land that the opponent is on, useless.
QuoteYou know, I asked a guy once if he'd mind putting me in a barrel and sending me over the falls. You know what the son of a bitch said? "Drop dead, asshole." Yeah... People are pricks. I asked this guy to take his air compressor and drill me with a six-inch nail right through the eye... What'd he say? "I'm low on nails." Yeah... people are selfish pricks.


achala

When I use frog formulas, i dont use 2 bar for 30 parts, or 2.5 for 20 parts, I calculate where i want the shot to LAND on. and I add about .1 to .2 bars of power. And, Walla! the shot goes where you want it to go. So I guess the formula is a really good guideline, and you do the rest.