Gunbound
Asate FAQ
Created by Smashnuke (8/18/04)
Newest version at: GameFAQs.com
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1)Introduction
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Gunbound is a online shooting/strategy game. You play as one of 18 tanks, out
to destroy all opposition. You have various weapons, items, and tatics to
either kill or 'bunge' your opponent. This guide will give you various
stratiges for the Asate mobile to destroy anyone who gets in your way!
For even more strategies with Sate, check out chloromethane's guide. It gives
you some general strategies for the situations you might run into.
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2)Table of Contents
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1)Introduction
2)Table of Contents
3)Death from Above: The Asate
- Vital Statistics
- The Shots
- Rules of Distance
- Tricks of the Trade
4)Mobile Specific Strategies
5)Map Specific Strategies
6)Avatar Setups
7)Closing
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3)Death from Above: The Asate
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Appearance: A yellow floating bowl thingy which your avatar rides in. Hovering
above this is a satellite which is the business end of this bot. The satellite
is guided by a tracer fired from the 'nose' of the bowl.
Chassis: Shield (strong vs laser weapons, weak vs hit weapons)
Weapon Type: Laser (strong vs organics, weak vs shields)
Health: 750
Shield: 200
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The Shots
============================
Notes: A tracer is fired, and wherever the tracer lands, a green laser will fire
from the satellite. Note how low the satellite is: this is the lowest position
for it. A good way to clear a shot if you get stuck in a hole, due to Sate's
low firing point, and test shots. However, stick with the second shot for
damage.
Damage: 100 for one laser on a perfect hit. The shot consists of 3 lasers, but
the spreading will usually get you 250-275 on a perfect hit.
Notes: The satellite flys off the screen, and will fire 3 lasers where the
tracer lands. These lasers are fired left to right, so if your firing right,
land your shot on their backside or middle for full damage. The lasers will
spread over long range, and can even spread to the point where only one can hit
in very distant shots. Also note that both the tracer and the lasers are
affected by tornadoes, making this a hassle due to a heavy downwards angle of
the shot.
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Special Skill
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Delay: 1280 + 10 for each second
Angle: Shot 2's angle with 5 degrees max and min taken off
Damage: Usually 70 per laser, with 6 lasers fired, meaning 400-450 depending on
how close to the center and their bot type (Excellents on boomer are very easy)
Notes: The satellite is the same as shot 2. A green ball is shot, and upon
reaching the destionation, the satellite will move over the spot where the shot
landed. The satellite fires 6 lasers straight down, moving slightly to the
left and right as the attack progresses. Upon finishing, the satellite returns
to its normal position. Note that the satellite only moves horizontally, so
firing on someone on a high elevation from a low elevation causes screwiness.
Also, the SS is denied any weather effects unless the opponent is actually
INSIDE the weather or the side to side movement causes the satellite to move
into the weather, regardless of wether the tracer went through one. If you were
firing shot 2 from one of the extremes, you will need to adjust your position
or angle for this shot due to the narrower angle.
==============================
Rules of Distance
==============================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Melee/Close Range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is what I consider right on top of your opponent to about full 87 from
Boomer. Here is where you want to be most of the time. Shot 2's lasers stay
bunched up and Good Shots are easily dealt. Your main threats here are Nak,
Turtle, and possibly Raon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Medium Range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Slight damage drop from Melee, but you can still deal some nice damage. 2 lasers
will hit, with the third missing or tapping them for like 25 damage. You tend to
mess up the opponent's angle more at this range. Watch out for Boomer and Mage
since they have easier access to their SS.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Long Range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Avoid this range. Your shots tend to spread too much, making only 1 laser hit,
2 if your lucky. Only stay here in large games if the opposing team is bunched
up. In 1vs1 situations, tele over to your opponent. Any bot except Bigfoot
can beat Sate here.
==============================
Tricks of the Trade
==============================
- Your shots spread heavily at long range, so tele close to your opponents to
ensure you get max damage per shot.
- Never hit the left side of the mobile, due to how the lasers fire. The shots
always hit to the left of the tracer and move to it. You can SG pointing left
but not pointing right. Try to drop it right on their head for best results.
- If you see someone in a Thunderbolt, you can put them in one HELL of a hole
with your SS. Not only will you deal an Excellent Shot, but they will be stuck
in a thin hole and may damage themselves trying to make a shot.
- If the level or land damage allows it, try to get directly beneath your
opponent and do a 0-power shot 2 or SS. Since they are between the path from
the satellite to the tracer, they take the damage. In Tag mode, you could start
with primary Bigfoot and dig down then sideways, then tag to this to unleash
hell. Just make sure you dont go down too far or you could have your satellite
in the earth :P
- If firing to the left, shooting in front of them will make a nice hole. It
isn't as big as what bunge bots can do, but it gets the job done when you can
bunge the opponent easily. It's much harder to get a bot dropped into the hole
a correct shot to the left can do, but it is possible to dig under them a bit by
firing from the right.
- Watch out for tiny ledges, due to the low firing point. If you have no choice
then use your shot 1 to clear a hole and deal less to yourself.
- Sate is heavily offensive, so make your set-up that way too. Bring a tele
always, just in case your stuck in long range (where Sate can only do around 150
max unless you SS) or get caught on the verge of bunging. Duals can easily do
500 or more, so pack one of those. For the last 2 item slots, you could go
Dual or Dual + (since that's all that seems to be in games nowadays -.-') or go
for one of the Power-up items (good just incase you need over 250 but a dual
would be overkill on your delay) or a bunge shovel. Heal items are a bad idea
since the percentage is only applied to your green bar.
- AVOID. NADOS. LIKE. THE. PLAGUE. Your shots will be affected twice, once for
the tracer, and once for the laser(s). Only fire into one if someone is inside
it (aka Free Nado Bonus!). If you have no choice, fire so that the tracer goes
past the bot by a good distance, and pray you tag him for the Hurricane Bonus.
------------------------------
4)Mobile-Specific Strategys
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Mobiles are given a difficulty level out of 5.
Difficulty: ****
If you get caught in long range, teleport over to it. Fire quickly and use your
superior delay to win. You might not be able to do as much damage, but you can
lap it if you play wisely and can consistently hit. Save your heavy offenses
for Thor or a Lightning. Try to give it hard shots or force it into fake angle
to give you as much of an edge against this tough opponent.
Difficulty: ***
Get as close as possible and pound away. From far away, it can hit you with a
SS which will take out your shield and then some if it hits dead on. You are
both strong against each other's attacks, so it will be a bit drawn out in close
range. Dualing or SSing with Thor is your best finisher (you can use either
without Thor if the Mage is at about 1/3rd HP)
Difficulty: *****
Nak's second shot will give you hell, taking off up to 300 damage and digging a
hole. Try to stand back a bit, and play carefully. Don't tele into long range
because his shot one is stronger than your one (then again, what isn't ;p) and
it could still still nail you with a good shot 2 if the wind allows it. One
of Sate's toughest opponents.
Difficulty: **1/2
Another melee monster, so be wary of getting up close, instead hanging back a
bit. You will be able to outdamage it, due to it being organic, so just keep
hitting it and dump a dual or SS on it at about half HP to leave it crying. If
you get too far back, expect either A) your angle to get screwed with constantly
or B) a massive pounding if they can nail the 3-in-1.
Difficulty: *
Don't give him a chance to bunge you, and you should easily outdamage. At long
range, the damage is slightly in your favor provided you can keep your lock on,
and Bigfoot's damage can't hold a candle to Sate's in melee situations.
Difficulty: ****1/2
This is going to be one fast fight, and it is going to be a close one. He's
Organic-Hit, your Shield-Laser. End result: You deal massive damage to each
other. Your SS can take 500 easily, and most players lead with SS against this
mobile, hoping to dual for the kill. You can do this, but if the Boomer can
hit you well, your dead if you fail to kill. Also, this thing will easily
outdamage you at long range, so get over to it with teleport.
Difficulty: ***
Pregbot may make an upset over the Sate if you get careless. Its mines can put
you into a thin hole, and the irreguarities in a shot 1 hole can throw a shot
of yours into your face. You do have type advantage (he's Metallic-Laser, your
strong against his shots while he's neutral to yours), but the tactics employed
by him could cause you to take a few of your own shots yourself. If you can,
try to get the mines to turn on it, but don't waste your time destroying them if
you can't.
Difficulty: ***
Be careful: This thing's shot 1 could take your entire shield in one shot. It
can also pull the same tactics as you, such as getting under you and hitting
you from below. If there is a lot of land above your heads, you should have the
advantage because you can dig through the land faster. Try to shield yourself,
and it -will- fall.
Difficulty: ***1/2
A potential disaster for Sate because of the holes it can put him in. Beware
if he is firing into the wind, as a vertical hole is something you do NOT want
as a Sate user. Your low shot 2 delay should prevent lappage if you get in its
face, but save your power moves, as one shot 2 followed by a 2-1 Dual+ is going
to make you waste a turn getting out. If he does this enough, he could get
enough pokes in with shot one to get him the Ending Bonus.
Difficulty: ****
Don't let him pull any of the tricks I've mentioned. If there are more players
and a nado comes up, shoot at an opponent that isn't behind a nado, and make him
waste time if he REALLY wants to attack.Don't stand in thunderbolts, and if your
going to get close, get to the right side as most Sate users tend to mess up
shots to the right.
Difficulty: **1/2
This guy's loaded on HP, and can do long range much better, so get over to it
with a well placed Teleport. Note that when it has a half bar, a Dual won't be
enough unless Thor or Force is out, so strike with one more shot 2 then SS
finish. Ice can't deal a lot of damage, but it can lower Hit defense. In Score
this carries over from life to life so if you die go for a non-Hitter (aka
not Nak, Boomer, Ice, and Turtle) as your already weak against them due to being
Shield type.
Difficulty: ***1/2
Try to force this thing to move as much as possible, as each second gives it 12
instead of 10 delay. Avoid situations that give it an easy shotgun, as you can
easily lose over 250 health from it. As long as is forced to lob its shots, it
hopefully won't be able to do full damage. Don't bet on this at long range, as
the streams will come together, and Dual+ could easily screw your angle. Pick
a good spot close to it where it has to lob and send yourself over.
Difficulty: *1/2
You the Grub won't be makeseing so much money gold when Sate gets over to you
and pounds you with its superior damaging shots. Just be careful for that SS
if it gets you in a hole, as it is capable of 500-1000 damage easily. If it
just throws its shot 2 into your face shotgun-style, this is the easiest mobile
to beat. If it rolls it to you, expect a tougher fight, but still easy. If it
uses Thunderbolts, expect some trouble, as these things can generate a thin
hole perfect for Grub and anything but for Sate. If it does get you in one, shot
1 one of the walls, then shot 2 there to make a slope away from you, then high
angle for it.
Difficulty: **
Do what you usually do (if it isn't obvious, teleport up close), and start
attacking with 2. You start out easily outdamaging it in a shot 2 duel. Just
be careful if a Thor weather comes up. If you think you can deal enough damage
to kill it, load up Dual or SS and hit it. If you miss, at least you won't pump
Thor's level. If you hit but fail to kill and it can shot 2 and lap, prepare
to be hurting because Thor will probably be a good level and can take around
250 a shot. Hopefully your Shield type chassis will keep you alive to finish
it off. This guy isn't really a threat in 1vs1, but you do have to be careful
in multi-Aduka games. You are neutral to his 1, but strong against 2.
Difficulty: ****
Get into middle range. If you try to get close, you'll get obliterated by shot
2, and the 1 will beat you in long range. Being very large, shot 2 should hit
completely, and its low life will allow you to end it quick. Another option is
to bunge him with shot 2 if he's on a thinnish piece of land. If you survive,
that is.
Difficulty: *****
You're screwed. This thing can easily take off 275 HP, even though it uses
Laser type weapons! It also has all the projectiles sent right at the tracer in
a reverse cone fashion, so it does just as well at long range as in close range
engagements. Taking away Pwny's angle is hard as hell too, as it has the same
range as Boomer but all true. You have the bunge and delay advantage, so pray
that you are on a level that allows for an easy bunge.
Difficulty: *1/2
Get close enough for the 250s while not allowing for the tapshot and Kal gets
OBLITERATED. A mid-range win is also easy due to Kal being such a precision bot.
You should get a good hit due to Kal's large size. However, you should still
try to avoid long range. As usual, a good Dual or SS at a bit less than half
will kill it. Slight angle destruction and big damage will lead to victory.
Difficulty: ***
A very fast bot that can mess you up badly... if given the chance. Get right in
this thing's face with super-effective shot 2s. Use a 1 if you think it is
about to lap, and use a power move at 1/2 health. Avoid other ranges: at mid it
will screw your angle a ton, and if you've actually ~read~ the guide you should
know about long range.
------------------------------
5)Map Specific Strategys
------------------------------
These strategies are usually for team games. You can use the above strategies
for 1vs1 because you don't have to deal with anyone else, and usually in team
games someone is in close already. These games are in matches where all items
are on.
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Cave (A and B)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is usually a good map for Sate, as everyone is bunched together in the
middle. Just pick the closest opponent and open up a can on him. If you're stuck
near a Nak, stand on a different opponent if possible or tele to the dragon head
on either side. You want A Side for Sate, as there are more offensive weathers.
B is a nightmare: 4 Ignorances and a Nado for good measure will stop your heavy
offenses. If you see a large amount of Ignorances coming, fire off a power item
other than the SS, because that can still be used during Ignorance (Item Lock).
If an opponent spawns on your island, target him first. If one of your opponents
is on an island right next to you, send some firepower over while avoiding the
edges so a Cake can't yank you off the map. If the spawn is split (white on one
half, red on the other) and you get stuck far away, you should try to fire on
the 2 mobiles that are closest for some respectable combined damage. Do NOT tele
to an enemy island or you become a prime double team target.
- B Side
A brutal map for Sate. If need be, start with 2 to dig a hole through the roof
so you have a shot. If you can, teleport out of said hole. If not, expect a
rough game due to the bunge factor and all the land in your way. Be ready with
a bunge shovel if you can drop someone, otherwise dual(+) on power weathers.
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Miramo Town
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A Side
You will most likely start with an opponent in middle range, so he will probably
be your first target. If the enemies are farther, then get to teleporting. Try
to land in a spot that doesn't hinder a teammate that already has a target. My
Bigfoot dig strategy is meant for this level, so use that if you want in tag.
- B Side
If you spawn in the middle, pray to whatever diety you believe in that you go
early. The middle of this map is one of the thinnest pieces of land in GB. The
usual 'Get close and terrorize' strat applies, just make sure to stay on thick
land. Bunge shovel the middle if someone gets caught there, and use power items
for killing people on the left and right.
First thing's first: check what the wind is because it ain't changing. As usual,
fire on the closest opponent. In long range, you might want to fire normally.
A missed SS will just about dig through the entire level, and shot 2 can pound
the land and give long range specialists a tough choice on their landing should
they die.
- B Side
Pray you spawn low. No matter what this map is hell for Sate, due to the amount
of land you must dig through. Just getting a shot will take priority :/ You
are just going to have to wing it here.
This industrialized level is a good application of Sate's underground abilities.
You can use the lower platforms to unleash some heavy firepower on those above.
Bunges are really easy here, so use a bunge shovel for some added land damage.
You should still be firing on the closest opponent, but teleport to the higher
portions of the map if noone is nearby (or you can hold your ground and destroy
a lot of land). There are plenty of chances to get a big attack in, and there
are enough thunderbolts that one might spawn on someone just in time for your
SS.
The best starting spot is probably in a tower with an opponent. If you spawn
next to a tower with 2 opponents, you can spread your damage between them with
shot 2. Try to stay on either the towers or the cat statues, as these 2
positions give you the best range of angles, the least chance of being bunged
through land damage, and it's where everyone will eventually flock to to not get
bunged.
- B Side
Everyone hates this map. Sate hates it a lot. It is manageable if you get a
target on a pillar next to you, but if you are forced into long range you are in
trouble. Your teleport has to be dead on: Nail the side of a pillar and you're
dead. Bunging is actually quite hard as well unless there is a cake or the
opponent insists on staying on the edges.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sea of Hero
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A Side
Be careful if you spawn in the middle area, as your tracer is very low compared
to the mobiles up on high. Shoot the closest guy as usual, and don't be afraid
to teleport to a lone opponent to duel him 1vs1. If you're on high, you need to
be careful because the lower bots will be farther away from the satellite than
usual. Don't try shooting from high locations to anywhere past the sword in the
middle.
- B Side
Very straightfoward action here. Attack the closest enemy as usual. Bunges
don't happen that much take the chance if your opponent gets caught on thin land
like where the arches connect. Power items are what you should be using, along
with a teleport so you can get in their face.
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Meta Mine
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A Side
Very standard level with sharp edges. The 1vs1 strategies can be applied here
as long as you don't make yourself a DT target or hinder a teammate. If you dual
based on weather, then you need to loosen up a bit for this level because 1 Thor
is all there is for the offensive weathers.
- B Side
Everyone hates this level (hell, everyone hates B sides in general), and Sate
is no exception. On the bottom levels, your satellite floats under the upper
portion, making your shots really weird (don't use your SS). On the upper areas,
you need to avoid the small landmasses in the middle as they float over pipes
on the lower level. Fire on someone on high and pray you don't shoot them down
or the next few turns are going to go to waste trying to reestablish a lock.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nirvana
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- A Side
This is much like Miramo except for the fact that it is much easier to bunge
someone. Apply all the Miramo strats, but be ready to tele if a bunge seems
imminent. Also note that the weather here is not as offensive as Miramo is.
- B Side
You need to stay in the middle levels so you can be safe while dropping shots
onto opponents. Some bots will be able to drop stuff onto you if you stay high,
and you have to dig through a lot of land and risk a bunge if you get caught in
the low areas. Make sure you aren't accidentally going to fire on a teammate if
you go for trick shots. (And yes, 95 percent of the GB community hates this map
as well)
This is one of those levels that is probably going to require a teleport at some
point, as players spawn far apart. The best scenario is you get someone in mid
range and you aren't stuck in triple team position. If the opponents are far
away, teleport close to one. In a triple team position, try to get them on one
side of you and take the closest guy down as much as you can, teleporting to
the middle or to your team if it gets too hairy. Don't get fooled by the weather
spawns: you aren't going to be close enough to apply them effectively.
- B Side
I think that B means bunge. This map consists of 2 dragon heads and a bunch of
small chunks of land. The upper part is high enough that someone will probably
be INSIDE of Thor within a couple of activations. I think I can see why most
of GBGL and GameFAQs quit >.> Make sure you use a mix of duals, teles, and
shovels.
Most players hate this level, but Sate can make good use of the lower levels.
If someone near you attacks and blows a hole through the thin upper level, drop
down and use the 0-power shot 2 under someone for max damage. You can destroy
the land if they join you, so don't worry about that. Avoid the ends, as you
can't use the 0-power tactic and you become very susceptible to a bunge.
- B Side
A bad map for Sate due to the large towers. They may seem harmless, but your
lasers will plow into them. Try to get someone in your area, otherwise be ready
to teleport no matter what. Lots of Thors mean you get plenty of offensive
chances. Save your SS for when there is a pillar between you and the target
and no teleport is available.
Version 1.1 - 8/26/04 - Few misc. changes, added DLH.net, gave approx. HP count
(only the green bar). I still need some avatar suggestions
Version 1.2 - 3/11/05 - Added difficulty ratings and some more mobile tips,added
map specific strats
Version 1.3 - 8/24/05 - Added the WC mobiles and cra.. err maps. Fixed the
header I copied from my Air Ride FAQ :P
Disclaimer:
This FAQ is copyrighted 2004-2005 to
Robbie Smith A.K.A. Smashnuke
This is for personal use only, you may not put this
in your site or use it to make a profit. If you wish
to use this FAQ on your site, contact me at me e-mail
or IM me and I will consider it.Do not distribute this
document, or alter it in any way, shape or form.
It can be printed out for personal use only. You can NOT
use this document without my permission on your site.
If you find the FAQ on a site other than
- GameFAQS.com
- DLH.net
or have something to add, please contact me at:
robbiethewhiz1@alltel.net
Thanks to:
Softnyx - for making the game
GameFAQs - for posting the FAQ
chloromethane - His Sate FAQ is great for some more Sate info. Check it out.