Raon guide v2.0

Started by Arthropod, Jul 03, 2004, 09:04 PM

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ltlatimer

creedo, i dualed shotgunned my mines a few games ago, it's not patched yet.

DataSlycer

The mine Slip trick seems to deal more damage  for some reason especially pixels.  I gotten 620-640 dualed avie off unaltered easily this way before when usually I get 550-580.   Maybe this is the same fashion of how I got my 400 damage Raon SS?



I want to add a few things to the guide as well since I recently adopted Raon is one of my primary mobiles.

Aduka- This spider relies on the alpowerful Thor to cause damage on you but it is weak at the beginning.  The best way to fight this mobile is to hit hard and fast before he can land many shots on you with shot 2.  Its shot 1 is somewhat more of a straightforward test shot with average of everything but delay (which is slow).  Since Aduka is technically a tracer mobile, its attack directly come from a origin above meaning that you can get some land between yourself and the origin of fire (Thor in this case) and be temporarily safe from attacks.  Being in a hole is very good in this case (Trenching).  

If so happens that you are up close with no way of "blocking" the baby aduka tracers then most likely you are in close range with it which means that shot 2 is a good option.  Aduka has bad movement range and is a metallic type which means even if you don't/can't land the mines directly on them, you can still trap them in mines since they can't readily escape the detection range.



Armor Mobile- This guy can hurt like hell with both shot 2 and SS and the bunge factor isn't a laughing matter either (look at the size of the SS hole).  However this mobile's primary use is to deal a lot of damage but it's not too error-tolerant though especially its shot 2.  A 2 mm miss can spell the difference bewteen a 175 damage and 260.  Shot 1 is the basic a test shot and bunge purpose.  The bigger problem is the SS which create a nasty crater as well as dealing a lot of pain.  There are three weaknesses you should exploit: bad movement range, low true angle, and one of the worst delays in the game.  

At long range, you should try to use your shot 1 to bust the armors angle so that they have to use their non-true angle or not even give them a shot option at all; shovel works best at this.  If they decide to get too comfortable on a backslope use an SS to butcher it.  If your angle is low or high enough (or the wind is favorable enough, you can rain down shot 2 since armor mobile can't escape the mines very well (delay and movement) and its high dependance on slopes allow the mines to thwart his offensive game.  At close range, you should try to put the armor mobile in a nice little trap hole with shot 1 so that you can fill the place with mines.  Either that or shotgunning the mines would work.  



Asate- A heavy hitter mobile with a low delay which means trouble.  This mobile is primary a fast damage dealing unit with much less reliability on slopes than you.  As with all tracer mobiles, Asate's lasers comes from above which means it shares the weakness of ending up having a bunch of crap blocking its attack if the target is trenching.  Its other main weakness is that its firing point is rather low and forward which means that their shots can be obstructed especially leaning against a steep inclination and if they hit it, it's an instant 100-200 TK damage on themself.  This also makes it easier for you to destroy their offense by putting them in an unshootable hole and Asates HATE these kinds of holes.  So the main moral of the story is Asate hates when either one of you are in holes.  Sometimes it helps to waste a turn to make a trench, you'll get laughed at but they won't be laughing when its hard as hell to hit you.



Bigfoot- Royal angle screwing up and bunging ability is this mobiles strong points, the missle it fires has decent land destruction on their own; the problem is that it fires 4 of these which means thats 4 times the land damage, not to meaning that the shot spreads so that its hard to land all shots direct which allows one or more missiles to destroy land regardless.  You will see the more experienced bigfoot use only shot 1 to conserve delay and that attack can do 200 which adds the danger of fast damage: delay ratio.  Its problem is that it has a ver low angle range which they can just create a firing point by blasting it through and its long range capability which causes the missiles to spread too much.  You should pretty much own bigfoot up close with your shot 2 and shot 1 trap.  At long range, you should try to start messing up its angle a lot so that it can't keep a certain angle for long; specifically you should force it to shoot at a high angle since its shots spread like crazy in this instant.  Just watch your foot and keep on your toes for the high damage easy to use melee SS and you'll be fine.



Boomer Launcher- This is hard to say, Boomer shots defy a lot of Gunbound physics and most people tend to go for the trickies or simplest shots.  Its one of the most annoyingly damanging mobiles of the game which is not limited by range and low delay as well means that it can hit you very hard and fast.  In addition, you can see the with that really big angle range means that you can't really screw up its shots very well.  However, boomers tends to be one of the most fragile mobiles of the game.  Raon's defense is pretty good and possessing a small but noticable bonus defense vs hit type weaponry so don't be shocked if a boomer only does 220 true angle or 150 non-true angle.  A shame its a bionic so mines needs to be either shotgunned or close shotgun to work or have your delay ahead so that your turns comes up before it but its not as common since if its high delay compare to yours.  However you can take this oopurtunity if they used an item beside blood or bandaid to delay out that delay, just remember detection range for mines vs bio is crap.  However if you do manage to, those mines definitely hurts boomers.  Boomers sometimes tend to climb on front slopes to either get a high angle, a back shot, or shotgun, free shotgun for you and a dual can top over 600 damage which is almost 2/3 of their life!  

You can also take advantage of wind factor as well since that is the main element of their shots.  If its blowing against their shot, that means they'll hook shot which is a big problem to dodge considering Raon's considerable height but has a limit of range especially at strong winds.  The other case if the wind is blowing towards their shot.  This can do two things; the first is allow them to backshot, you can either 1) try to get them in a shotgunning position or 2) get away from the maximum shotgun range which is considerably shorter if the wind is blowing vertically than horizontallyl if its long range combat, boomers have a hard to trying to get you sometimes here since even 1 mm of power can spell the difference between a miss and a hit and boomer is a all or nothing attack mobile.  This is exgerated further the further you are, the strong the wind is, and how up/forward the wind is as well.



Grubs- I would say that grub is probably the most fragile moble of the game.  IT appears to have a low performance defensively, offensively, as well as reliance on person to be at low elevation.  However, you still shouldn't unerestimate the worm especially one that knows what they are doing.  Their shot 1 is a pea shooter, literally since it barely deals much damage; what it is used for is to terraform the land so that they have an easier time to land their grenade shots in.  Your biggest concern is if they can use its potential EXTREMELY damaging SS which means two things: don't stay at lthe lowest elevation areas and don't stand next to a wall with wind blowing up against it at close-medium range.  Also it's farly easy for it to land its shots if there are abundance of slopes all ove the place.  

OK maybe its not as weak as people make it but you can still beat it.  Just remember to stay on a spire or any other high point of land and its damage potential is severely reduced (pixels are evil mwahahaha).  If the foe has a tendency to land the bombs to the point that the wind keeps blowing them into you, you should use up a turn to dig a hole between that point, trust me this works wonders.  Rarely does grub climb on front slopes since it gives them an extremely low or high angle, the latter being nearly useless, however if you can either shotgun it or preferably mine slipe it, IT WILL HURT.  



Ice- People often underestimate this mobile up to the point when it "mysteriosuly" starts doing 240 damage average shots towards the late game and boomers starts doing 290 damage shots consistantly.  Ice's attack has a bad tendency to lower your defense and makes it easily for you to hurt.  Add the factor that it can either operate at flat land or back shots means that there's little opportunity to shotgun unless you make it yourself by beating his delay with your shot 1 to his shot 2 (Ice's delay is fairly fast) before shotgunning.  However ice can take a lot of punishment so don't be suprise that 2 dualed shotgun doesn't kill it (You would need 600 damage duals to kill it that way).  

Most likely you won't cripple its offensive ability due it its large angle range, but you CAn hamer it by forcing it up against a wall between you and him.  Because its shot 2 and SS are at the trunk and has a low firing point, it has to rely on its shot 1 to safely shoot from.  However this does make it almost impossible to hit with shot 2 so essentially its an even game at that point.  The other thing you need to worry about is that its shot 1 has good land damage, so don't be careless about the amount of ground you have under you.



JD- Argh!  Fast delay high damage shot 1 and the fact that you are a metallic type makes it easy for JD it push and pull you around.  JDs are real pain in the arse sometimes having a lot of advantage over you especially against your mines.  If you even barely miss your shot 2 shotgun it can do two things: 1. it can hop away from one of the mines, possibly leaving you with the other and JD has among the highest movement range of the game; 2.  It can move back a bit before vacuuming you and/or your mines closer to each other, ouch!.  

This means you need more caution playing against JDs in close combat but you can still deal a lot of damage to it in return if successful.  Also its angle range is fairly bad so you can use your shot 1 to imprison it or ruin its shot capacity, possibly allowing you to throw mines in the hole.  JD can hurt but its long term damage capacity is rather low even with its damaging and error friendly shot 1 since its shot 2 does LESS damage than its counterpart.  Be careful of getting bunged by its magnetic shot 2 that can drag you off cliffs.  

Beware of a special type of JD users called TRAPPER JDs that uses irregular type items and aims to incapacitate you, they have a habit of putting you in holes, then destroying slopes that renders you unable to shoot at all.  The first sign of these guys lurking about is if they are actually using their shot 2 beside bunge purposes.  If this happens, do whatever it takes to try to destroy their angle or your screwed.  These type somewhat deals less damage than their counterpart but is subtlyly more damgerous since their think more strategically.  Luckily they are rare.



Lightning- This is damage mobile with many difference options and VERY error friendly splash damage.  Its shot 1 can easily deal 200 damage and shot 2 can tear up even more if they know how to use it or use shot 2 to lash or from holes so use caution when using your shot 1 in putting lightning in holes too deep.  This is where a small hole is preferableto a large hole, and DON'T GET TOO CLOSE TO THE EDGE OF THE HOLE (shot 2 diag bolt).  Lightning has rather strange characteristic for a tracer mobile, its attack comes from a high point but not from a specific origin but directly align to where the tracer is.  The other thing is that the tracer and lightning only strikes land.  

When fighting this mobile, thinking of it trying to avoid lightning in real life; don't stand at high places.  At long range, you can safely hole the opponenet without retaliation and the fact that its angle range is low and that its a terrible digger means you have an advantage ( tracer mobiles makes terrible digger except aduka and most of them splash themselves) .  Most likely uou won't get a good chance to use shot 2 since lightning clings onto back slopes and almost never uses front slopes, not to mention their superior mobility and glitchy climbing makes it easy for them to avoid mines.



Mage- The straght forward mobile or or more.  You do have to keep in mind that it does take advantage of any situations like a dual projectiles for weapoether effects, decent bunging with its shot 1, fast delay control, and good all true angle meaning that you really can't exploit a weakness.  You need to make mage fight on YOUR terms, meaning don't fight mages far away or don't get in a delay war with mage.  The only very slight weakness you can take advantage is that its shot 2 requires a lot of land since its a helix shot mobile.

(more to come later, I have to go eat)

Kame Hame Luminaire!

creedo

Quotecreedo, i dualed shotgunned my mines a few games ago, it's not patched yet.
zzz yeah I know.. just saying that in one weird case the second pair can miss.  99% of the time they don't.

xiaoxu3

wah so much :lol: but i like it  :wub:  
Damn I'm handsome!!!!!!







ErrorSol

#34
Quote
Quotecreedo, i dualed shotgunned my mines a few games ago, it's not patched yet.
zzz yeah I know.. just saying that in one weird case the second pair can miss.  99% of the time they don't.
But if they patch it, you wouldn't be able to dual with raon. Because the first set of mines drops the opponent, then the second set would miss completely. Rendering the dual shot 2 useless.

Redfoot

#35
I've just started my life as a Raoner and i'm making lots of newb mistakes.. just the other game i shotgunned straight through a guy at full power (lol!) not realizing mines have to land in order to blow up.I've even had babies turn on me and blow up in my face. :P

Anyway thanks for the guide, it'll help allot. =)

Damnit i wanted to check high angles on shot 2 in zero wind.. site appears to be down.  :o  

Draiken

raon has been screwing up A LOT lately, it's starting to get annoying. The Mines point the other way from the enemies.. <_<


ErrorSol

Quoteraon has been screwing up A LOT lately, it's starting to get annoying. The Mines point the other way from the enemies.. <_<
Yes, thats why I stopped using raon.  

n00bkiller02

hmm guess time for me to try roan
"Early to sleep and early to rise, makes a man stupid and blind in the eyes."
                                                   -Orson Scott Card Ender's Game



Ybom

Heh, I must admit that I find quite a few of you trudging along in stuff we already know! I suggest sending me a message in game if you have any questions on our guide.

As for the mines turning the wrong way, there are some ways around it. Don't forget you can also use this to your advantage sometimes.


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GoldenSaiyan

:):  man ur site is soooooooooooooooo good!!

gar

cool.. and yeah, that screenie with the sate surrounded by all those angry babies.. i wonder how much damage that would be... gotta try it  

alexbernabe

this is fine work  :D:  

BentoBox

"raon has been screwing up A LOT lately, it's starting to get annoying. The Mines point the other way from the enemies.. "

Lol so true.






Sigh, but that hasnt kept me from using Raon <3.

And about that dual+ *1-before-2 shot*, contrarily to what others might say, it works wonders for me, (as shown in these pics, unless the babies go buggy buggy~~) the whole point being to surround ur opponent with the babies, once they're in the hole. When in short range, u can easily make it so the babies land in the hole u just digged up, and not around it.


Babiez

ns guide Tony.

Even though you don't play raon anymore..you still helped me get better at it. Thanks  :harticon01:
Proud to be the noobest of the Raoners 8D