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[0.00] Table of Contents
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To quickly get to a section, search (Edit-->Find or Ctrl+F) the number
in brackets.
[0.99] Disclaimer
[1.00] Pros and Cons
[1.01] The Official Description
[1.02] My Introduction
[2.00] Nakmachine Overview
[2.01] Shot 1
[2.02] Shot 2
[2.03] Special Shot (SS)
[2.04] A More Detailed Look at Shot 2
[3.00] Items
[4.00] Weather
[5.00] Match Ups
[6.00] Maps
[7.00] Credits
[8.00] Legal Junk
Not all of this information is necessary (but I'd like to think all of
it is helpful), so if you only want to read the most crucial parts,
read section 2 (2.00 through 2.04).
This guide sometimes refers to powers by "bars." The power bar is
divided into four "bars," each marked by the little dots on the top and
bottom of the bar. Four bars is full power, two is half power, two and
a half bars is...you get it, I hope. "Full power" is equivalent to
four bars and so forth.
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[1.00] Pros and Cons
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Pros:
*High damage.
*Good land damage.
*Good defense.
*Ability to incapacitate enemies.
Cons:
*Low mobility.
*Low damage SS.
*High delay.
*High dependence on land and wind at long range.
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[1.01] The Official Description (sic)
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Hu Boee has developed many deep mines and most of them are used
to gather metal. Mechanical engineering has developed to make robot
work in dangerous mine instead of dangerous mine, and also study in
robot's feet and search of ground by oscillation has been done widely.
-->Feature
It is 8 feet walking robot , work of Hu Booee by using mechanical
engineering. It can't walk far but can easily move in various fields.
It's weapon was transformed from oscillation machinery used to search
mines. It also has underground going bomb. It can shoot enemy above
it's head or beyond it's angle.
-->Capacity
Power - 5
Protection - 4
Energy - 5
Mobility – 2
-->Advantage
High shooting angle, Much energy, special and strong oscillation bomb.
-->Weakness
Short moving range , hard to use oscillation bomb
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[1.02] My Introduction
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If that brownish spider-looking mobile has ever dropped right on top of
you then Dualed you for 500+ damage and left you in a big pit, you've
experienced the joy of being Nakked (not naked >_>). And if that
hasn't happened to you, know that Nakmachine is one of the most
intimidating mobiles in Gunbound. Very high firepower, a unique shot
that bunges as much as it hurts, and good defense make Nakmachine (Nak,
for short) a very deadly threat at melee range. At longer range, it
suffers from poor mobility and complications using its main weapon, but
with good support and enough enemies to choose from, Nak can be quite a
threat to any mobile in the game.
Nakmachine:
Weapon Type: Hit. Strong against Shield mobiles, neutral against
Bionic mobiles, weak against Machine mobiles.
Mobile Type: Machine. Strong against Hit weapons, neutral against
Explosion and Laser weapons, weak against Electricity weapons.
Angle: 40 degrees. Resting angle is 30 (meaning it can go down to
10 or up to 50). All 40 degrees are true angle, meaning the shots
do the same damage from anywhere within the angle range.
Firing point: It's a bit low, so overhanging cliffs can block your
shots more often than is fun, especially against enemies like Grub or
Raonlauncher.
Shot weight: All of Nak's shots are heavy (the heaviest in the game).
Despite how different they seem when used, the physics are the same f
for each.
Added Delay: Like every mobile but Turtle, Nak's delay rises by 10 for
every second you take shooting.
Expected Damage: 100-140 (no items or weather).
Delay: 760 (+10 per second spent shooting).
What is there to say about Nak's shot 1? It's nothing special. The
damage is pretty low even on direct hits, especially considering the
delay. It does have fairly decent land damage though.
Since shot 1 does very little damage, the best way to use shot 1 is to
simply not use it. Change targets and find someone you can hit with
shot 2 (if someone complains about this, just ignore them, unless you
had previously agreed not to attack them). If you're forced to use
shot 1 on someone though, shooting at the ground right where their
mobile meets the land is a good strategy, as you can bunge them a bit,
hopefully in a way where they'll have trouble climbing back up. Use
the angle destroying capabilities to your advantage while you wait for
an opportunity to use shot 2.
There are a few instances where you'll want to use shot 1. The first
is when shot 2 will not hit due to land or wind conditions. The SS
does more damage, but it should be saved as much as possible for when
it is needed, so shot 1 is your best bet. The second is when you need
to bunge someone on a small pixel. Sometimes shot 2 passes through
because it doesn't hit the land, but if you use shot 1, you can hit the
mobile directly and drop them. The third is to kill people with a very
small amount of health left (obviously).
Warning: Shot 1 has a good deal of splash damage. If you are trying to
tunnel or clear an overhang, shot 1 often does enough damage back to
you to earn you that nice TK penalty. Shot 2 works well for clearing
ledges because it explodes after exiting and usually does less to you.
As for tunneling, you'll have to just stand further away.
Expected Damage: 240-310 (no items or weather).
Delay: 910 (+10 per second spent shooting).
Shot 2 is Nak's trademark move. It lands in the same place as shot 1
would, but then actually continues its trajectory underground. It
keeps going until it comes to land again, at which time it explodes,
doing a lot of damage to anyone that happens to be standing on that
land and destroying the land in the process. The best way to describe
the way shot 2 acts underground is a sort of "reverse gravity" with a
thicker atmosphere. Given deep, level land, if you imagine a normal
shot's arc, Nak's shot 2 will enter where the normal shot would hit the
land and then continue in a mirror image of that shot, but smaller.
For example, if you fire at full power at 89 degrees, the shot will go
quite high (so high you can't see the map anymore), then come down and
hit the land. After it hits, it will burrow down at a similarly steep
angle, but it will not go nearly as far down as it went up. Then the
"reverse gravity" really takes hold and brings the shot back up to the
surface. Similarly, a shot at angle 20 will travel quite a distance
horizontally, then burrow a slight way into the ground and continue a
horizontal path until it resurfaces. Really, the easiest way to
understand how Nak's shot 2 works is simply to use it.
Shot 2 should be your main weapon. The explosion damage from a close
miss with shot 2 often does more than a direct hit with shot 1, and it
messes up the enemy's land. Nak's shot 2 is the one shot you want to
*overshoot* with in Gunbound, as if you don't use enough power, you may
ruin your own land, and that's incredibly frustrating. The best way to
use shot 2 is to shoot at a fairly high angle and get it to come up
from directly under the enemy. It will explode, causing them much pain
and dropping them in a nice crater.
The main difficulties in using shot 2 effectively are bad wind and bad
land. A strong wind with your shot makes it travel very horizontally
underground, and bad land makes it impossible for you to hit your
target. As far as weather goes, shot 2 is affected by weather if it
passes the weather line (imagine a vertical line where the weather is)
at any time in its shot. The exception to this are Hurricanes, which
are explained more later.
More on shot 2 in section 2.04.
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[2.03] Special Shot (SS)
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Expected Damage: 150-300 (no weather).
Delay: 1310 (+10 per second spent shooting).
Nak's Special Shot, aside from being cool in that it shoots a min-Nak,
is great for dealing with bad land. It ignores all land and doesn't
stop until it hits a mobile. Dead mobiles in Solo or Tag mode will
stop it, as will Raon babies (the mines from shot 2), so beware. The
SS will pick up weather effects just like shot 2.
The SS is mainly useful for finishing people off when you have no clear
shot on them with shot 2 (shot 2 is still stronger). Alternatively, if
there is an overhanging ledge, you can hug the cliff and SS to hit the
enemy. This makes them unable to get a clean hit on you and they
should hopefully clear a shot for you.
The most popular way to use the SS is to shotgun it (point at the enemy
and use full power). People often think the SS is heavier than the
other shots because when shotgunning the shot drops quite rapidly.
This is because you usually shotgun at a fairly horizontal angle. If
you use the SS like shot 1 at a higher angle, you can see that its
trajectory is the same as shot 1 or 2 (before it enters the land,
obviously). That said, if you're shotgunning someone horizontal from
you, you will need to raise your angle a bit depending on how far they
are from you and the wind.
From madfx:
"Regarding shotgunning, about 12 degrees at full power is one screen
length. Adjusting for wind isn't too difficult. Strong down wind
usually requires the most change to your angle. You'd raise the angle,
by about half the wind number. Down wind of 8 would have angle 12
increase to about 16 degrees."
There is another way you can effectively use the SS. If you can shoot
more gently than shotgunning and get the SS to catch the front edge of
a holed mobile, you can create a sort of egg-shaped crater on the side
of the hole nearest you. Effectively this means your enemy is in a
slight pit with a wall that is close to vertical or even curving back
over them very slightly. It's not the most effective way to use the
shot, but when you're too horizontal to use shot 2, can't get an angle
for shot 1, and want to be risky to buy a couple turns, it's worth a
shot.
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[2.04] A More Detailed Look at Shot 2
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If you only read one section of this FAQ, this should be it. Winning
with Nak requires using shot 2 effectively. Unfortunately, it's one of
the hardest shots to use in the game. On the bright side, it makes the
game more interesting when you have to get creative, and it's just more
satisfying to barely clear a ledge, have your shot drop into a pit,
then climb up a cliff to hit someone, rather than just landing one on
him (boring, eh?).
Nak is great for dealing with intervening land – actually its dependent
upon it. Being stuck in a pit usually isn't too much of a problem and
it's sometimes even smart to jump in one. However, with the exception
of an enemy standing a good height above you about a mobile-width away
(think a very deep pit with a steep cliff), you can't maximize your
damage from a pit. The reason for this is that when you do underground
shots, the shot won't hit as cleanly under the mobile as you want it
to, *especially* when Dualing, due to either a non-vertical rise or the
second exploding on the first's crater before the mobile actually
drops.
Maximum damage comes from using shot 2 like a normal shot – in the air
– especially with wind against your shot and/or a high enough angle.
Luckily, this is easier than doing shots straight underground, in my
opinion. Each type of shot is a key tool to have, but to maximize
Nak's effectiveness, you'll have to be good at shooting shot 2
"normally."
Hurricanes don't affect shot 2 any differently than other shots, with a
couple exceptions:
If shot 2 passes through the ground where a Hurricane would be if you
extended it through the land (but the Hurricane isn't actually
showing), the shot acts as if the Hurricane isn't there.
If shot 2 hits the ground in the course of its spiral along the
Hurricane, it will actually get carried along the spiral underground
(even though you can't see the Hurricane underground). The shot will
then rise after burrowing much deeper than usual. To adjust for
this...well, it's hard. A higher angle can compensate for the extra
burrowing depth, but there's not easy solution, as with many shots.
--------------------
Wind
--------------------
The wind affects how shot 2 flies through the air in the same manner it
affects other mobiles' shots (and shot 1 and the SS), but it can
dramatically affect how the shot acts upon landing.
When the wind is with your shot, it makes it burrow more horizontally
than it would in 0-1 wind, which can be really frustrating. If you
can't get a lock on the person with the different wind, you can counter
it by either using a wind change, using a shallower angle (if
feasible), switching to shot 1, or switching targets.
Wind against your shot is wonderful. When it's fairly strong and you
use a high enough angle (I tend to use angle 70 almost all the time),
your shot will sort of stall in midair, then fall more or less straight
down, and rise straight up under the enemy (I'll refer to this as an
"up-down" shot – this is the shot you want!). This is a great time to
Dual, especially with Force or Thor (or Lightning), as this is how you
get maximum damage. If the wind is very strong against you, your shot
will actually do a boomer shot in midair (change direction back to you)
and then continue to come back to you after it lands. That means you
will have to shoot to land your shot *past* the enemy so it comes back
to hit them. Damage isn't as much as when it comes straight up, but
it's sure cool. Beware of wind fluctuation. Due to the heavy shot, it
doesn't usually matter, but when doing these "up-down" shots, a 1 wind
change can make it burrow at a forward or backwards angle.
Trepp gives this advice about shooting against the wind:
"In 24 wind against you can full power and drop a shot vertical at over
a screens length. Indeed I think you can go so low as 58 in winds above
24 against but I am not completely sure. This can be useful to know. I
don't know when it starts to boomer instead of dropping, but I find in
high wind against 64 is a really useful angle. The reason this is good
to know is because you can essentially trust 64 and under to not
boomer, ever. Which is very very important at times. But at high wind
with 64 you're using a lot of power, use more than you think you'll
need at first because the wind has a nasty effect on your shot once it
gets up there."
Other people's preferences are different. For high winds (>15), I like
to use an angle of about 70 for shots under 1/2 screen and about 60 for
shots from 1/2 to 1 screen. Otherwise I usually stick to angle 70.
It's a good all-purpose angle for Nak.
The key to shooting against the wind is to get your shots to fall
straight down and come straight up. There's no real trick to doing
this. It's mainly just using the right angle (not too high, or it will
boomer) and going by feel. Intuition is key, even more here than
usual.
------------------------------
Melee range
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At melee range (less than 1/4 screen apart I'd say), you want to get
close and simply overpower them. Use a high angle and drop the shot in
front of their mobile. It will burrow a very small amount (because
it's such a soft shot) then come up underneath them. They'll probably
have to climb up on the slope nearest you to get an angle to hit you,
so you can just keep it up. Melee range gives you an opportunity to do
the most boring (but very powerful) "drop shot*".
*Anything with quotes around it is just a term I made up to describe a
generic type of shot. Don't take them too seriously.
To do a "drop shot," simply put your enemy in a pit, stick your rear
end over them, and use as little power as possible. Your shot will
simply fall and come straight up. Dualing like this is quite
effective. Just try not to Thor yourself. Due to Nak's poor climbing,
it's also a good idea to stay out top of the pit while you can, unless
you have a reason to jump in.
*Note: When doing "drop shots," check the wind. A higher, more
horizontal wind can affect how your shot goes, so even if you just drop
it, it might actually curve and go too far one way. Some of this can
be countered by actually using the lowest angle you have so it spends
as little time in the air as possible, but more often than not you'll
just have to think about what the shot will do and compensate.
Another aspect of melee fighting is doing "underground shots." By
"underground shots," I mean shots that you just fire straight into the
ground. Use these when you're in a pit and you want to hit someone
higher than you. There are two basic methods. The first is to shotgun
the person. Aim at them, adjust a bit down to compensate for the
"reverse gravity" (the shot rising), and use full power. This is
generally not recommended, but it can work.
The other way is to sort of "float" the shot to the person (usually
using anywhere from half a bar to two bars of power). This method
generally gets the shot to travel more vertically than a shotgun, but
still not *that* vertical. Because the shots don't come up vertically
doing these ground shots, duals will not hit as cleanly and do less
damage (sometimes topping 500 can be hard). Even if they do come up
vertically (if the enemy is practically on top of you), the second shot
often explodes while the mobile is still falling down, still doing less
damage.
A pit is still a fine place to be, but just not the best place to
maximize your damage. A 450 damage dual is still nothing to be ashamed
about though, so don't worry. Naks do quite well in pits. When you
have an opportunity to avoid enemy fire and still hit them, take it.
*Note: When doing these shots, you should still watch the wind. It
doesn't affect how the shot acts in the ground, but it can affect how
it acts just before it enters, which depending on how strong of a shot
you're doing, may make a difference.
Occasionally, you and your enemy may both be in pits. When this
happens, your two options are either to shoot over the "wall" and hope
to hit them, or to shoot directly at them.
Shooting over the wall can be hard when the wind is with your shot,
because if it lands in the pit, it'll carry too far, and if it lands in
the wall, it'll explode out the side. If the wind is against you, you
can get an "up down" shot, so hope for wind against you.
Barring this, the other option is to try to shoot under them
horizontally. To do this, walk away from them up the other slope of
the pit and get the lowest angle you can. Fire with some degree of
power (depending on how shallow the angle is – a more horizontal angle
will require more power, as you have to slip it under the enemy before
it rises too much) and you can try to slip the shot under the enemy.
This is generally not a good situation to try a Dual because the first
shot will explode and the second will hit its crater, doing little to
no damage. Making a crater in front of them can be a good thing to
take away their angle, so you might want to do this in some cases,
although I'd generally use two turns rather than a Dual. Beware that
this won't work on Ice or Boomer very well, as they'll just walk to the
other side to get an angle. Also remember that the SS can do some
damage and even ruin angles while you wait for a better shot.
You can also do shorter "horizontal shots" when you're slightly lower
than your enemy and very close. Just shoot underground with a bit of
power and the shot will travel a very short distance and explode under
them. These shots are really hard to land and don't' do very good
damage due to the angle at which they're fired, so I wouldn't really
recommend this shot unless they put you in a tiny hole with an
overhanging ledge.
It's a sad sight to see people using Nak by simply walking up to
people, melee-Dualing with shot 2, then basically missing until they
die, at which point they respawn and land on someone else. Don't get
me wrong. Melee-Dualing with Nak is wonderful. Nak is at its best at
close range. But it can still be quite a threat from a farther
distance, provided you take some time to learn.
The single most important thing to remember about ranged shooting is
that Nak is the opposite of every other mobile in the game in that you
want to *overshoot* your target. If you undershoot even once, you can
ruin your shot. Always guess on the side of more power, even for shot
1. It's frustrating when allies ruin your land, but it's even worse
when you do it yourself. Always overshoot.
*Note: When shooting with a high angle from a good range, beware that
the shot may explode out of the *bottom* of the land when the map is
thin. In these cases you'll have to use a lower angle or a softer shot
on someone closer.
I tend to use angle 70 a lot (High Angle Bonus!). An angle around 70
is often a good angle to hit people from a bit further away.
In 0-1 wind with the enemy on a level plane and suitable land:
1/4 screen distance: 1.3 bar power
2/4 screen distance: 2.1 bar power
3/4 screen distance: 2.5 bar power
4/4 screen distance: 3.0 bar power
Angle 30 is also a good angle to use in certain situations (like the
wires on Metamine B). Just beware that the shot will travel further
and shallower underground, and this angle is no time to try a Dual.
You can use these shots as a starting point for how to hit people when
the terrain is not so Nak-friendly. Adjusting the power and keeping a
fixed angle (70 works well) is fairly effective and lets you get some
degree of consistency in feeling out shots without worrying about how
the burrowing changes because of your anlge.
Ultra-High Angles (UHAs) are simply full power (4 bar) shots that are
aimed skyward. Usually these are done for money, but with Nak, there's
a tactical advantage in that it allows your shot to rise more
vertically than it would with a softer lob. The same wind factors
discussed earlier apply here (Boomering if the wind is too strong
against you, losing verticality if the wind is too strong with you).
In 0-1 wind with the enemy on a level plane and suitable land:
1/4 screen distance: 87
2/4 screen distance: 85 (hits in front a bit)
3/4 screen distance: 82
4/4 screen distance: 79
As with all UHAs, watch the wind carefully. A change of 1 can have a
huge effect on where your shot goes.
In addition to the damage, Nak can also really mess with angles in
other ways than simply putting someone in a hole. Here are some
examples:
Flatten land (sometimes shot 1 may be better) to force mobiles out of
true angle.
Dual a "horizontal shot" to blast away the side of a pit. This can
really mess up someone's angle to shoot over that "wall" at you. The
damage won't be anything spectacular, so use this at your own
discretion.
Dual with the shot traveling slightly horizontally (angle 70 can do
this well enough). The first shot should come up around the back side
of the mobile and the second should come up and hit the crater of the
first. The effect you are trying to get is the enemy on a downward
slope that hopefully has some high land in the way. They waste a turn
shooting out of it, clearing you a shot, and you hit them again. (This
may not work so well with Boomer/Ice, in which case it'd just mess you
up, so use discretion.)
Note: The SS can also be used to ruin angles (see the SS section
[2.03]).
This certainly isn't all there is. Be creative.
------------------------------
None of That Works!
------------------------------
Say the land is just not right (ally Boomers and Bigfoots with bad aim
can be a real pain sometimes) and you can't hit in any of these ways.
How do you use shot 2 then?
Well, there's not much to say except feel it out. Imagine how the shot
will travel and try to shoot what you imagine. All this is ideal and
you will find situations where you can UHA, but usually it's not that
pretty. Being good with Nak depends on having good intuition, and that
comes with experience. Don't be intimidated by bad land – there's
usually a way to use it despite how ugly it looks.
The best tip I ever got for Nak was to simply not use shot 1. You
might mess up a lot at first, but the added practice of using shot 2
all the time will increase your skill dramatically, and you'll find you
can hit the shots that aren't so simple.
Naturally, there are times you simply can't hit, and that's when you
either change targets, teleport, or switch to shot 1. At all other
times, use shot 2.
Dual (600 delay, two slots): Simply put, Dual + Nak = pain. A no-
weather Dual can easily top 500. Force Duals can top 700. Carry one
Dual. Or two. Or three.
Dual+ (250 delay, 2 slots): Due to how shot 2 works, Dual+ is not as
useful. A 1-2 Dual+ can work at melee range, though often shot 1 might
hit you for a bit. A 2-1 Dual+ can also work at melee range. If you
do it right, the second shot (shot 1) drops down and ruins their angle
even more to prevent a shotgun. The only other times Dual+ is worth it
is when your shot comes straight down (wind against you), when you need
to use shot 1 to clear a piece of land for shot 2 to hit, or to hit two
people in separate places. Some people really like Dual+s for the
opportunity of double kills by hitting two people in separate
locations, and some players would rather stick with Duals for ensured
usefulness. It's really up to you.
Blood (0 delay, 1 slot): Nak has good defense and high delay, so
sacrificing a bit of health for that extra damage at no delay cost is
great.
Bandaid/Energy up 1 (100 delay, 1 slot): Since Nak is a machine, it
doesn't get the healing bonus for creature mobiles. Nak is so
offensively oriented, you'd be better off packing a Powerup item to
help a teammate get a kill quicker than trying to stay alive a bit
longer.
Medkit/Energy up 2 (300 delay, 2 slots): Just like a Bandaid, but you
sacrifice two slots, so you could have taken *two* Powerups, a Dual, or
a Teleport. Don't take Medkits. They're just not worth it.
Powerup (150 delay, 1 slot): Just like Blood, except instead of
draining your health, it adds delay. Also a good choice, because
you're probably going to be outdelayed anyway, so you may as well add
on 150 – it usually won't make a difference.
Bunge Shot - (50 delay, 1 slot): In addition to being a powerhouse, Nak
is a great bunger, and Bunge Shots are a bunger's friend. Works very
well with shot 1 placed at the enemy's feet, or shot 2 for making a
large crater (this can actually make landing another shot 2 easier at
times). I still find the damage-oriented items more useful overall,
but Bunge Shot's can certainly be lifesavers at times.
Windchange (150 delay, 1 shot): Wind with your shots can be a real
pain, so packing a Windchange can be a good idea (plus it can mess with
your enemies). It might be useful to get an easier hit on someone in
smaller games (1v1 or 2v2), but in most cases I'd suggest simply
switching targets and focusing on more offensive items.
Team Teleport (50 delay, 2 slots): This is a great item for Nak. Since
you can deal with being in a hole just fine, you can swap in for a
stranded ally and then deal some big damage to the enemies close to
you. Your high defense lets you not get immediately owned upon
swapping places.
Thunder (200 delay, 1 slot): Thunder is nothing special with Nak. You
don't get the multi-hit shot of Boomer or Grub, so you're better off
with a Dual or two Bloods/Powerups.
Teleport (100 delay, 2 slots): Teleport is great with Nak. Most
players use it defensively, but with Nak, you can use it offensively.
Teleport on top of them and let them have it. Just hope they don't
teleport away. Like Windchanges, this is a good item to carry in
smaller games, but in larger games, I'd opt for more offensive items
and just change targets. Plus, as you get more experienced, you'll
find you need to Teleport into close range less and less.
Due to the rarity of items other than Dual, Dual+, and Teleport, my
recommended setups would be:
Dual, Dual, Teleport (1v1s and 2v2s)
Dual, Dual, Dual (3v3s and 4v4s)
If all items are on, I would take a selection of Duals, Teleports, Team
Teleports, Bloods, and Powerups.
Examples:
Dual, Dual, Dual (I want 3K damage bonus!)
Dual, Dual, Teleport (2K is enough for me...)
Dual, Dual, Team Teleport (2K and helping people. ^_^)
Dual, Dual, Blood, Bunge Shot (Get that edge in the delay battle.)
Really, just focus on doing damage and ruining angles, and take
whatever helps you accomplish that goal.
Take advantage of weather. All mobiles can do extra damage given the
right weather conditions, but Nak can top 350 easily with a single shot
2 with weather effects. Duals can top 700.
Force is wonderfully painful with Nak, as is Thor. Lightning is less
so, but still powerful. Not much to say but take advantage of them
when they're up (read: Dual).
*A note on Force: If you can get a potential "up-down" shot in a Force
beam where a mobile is, DUAL. The potential to do 800+ damage due to
the shot being in the Force beam for so long is worth the chance you
may horribly miss. I'm still waiting for this opportunity.
Hurricanes can affect shot 2 in weird ways. See the detailed section
on shot 2 for more information. Otherwise, dealing with hurricanes is
just like other mobiles.
Very minor wind changes (fluctuations during non-Wind Change weather)
don't affect Nak as much as other mobiles due to the heavy shot, but
when a Wind Change turn comes up, pay attention, as always.
The Moon (healing) turn doesn't really benefit Nak that much. Nothing
more to say really.
Item Locks are better for Nak than other mobiles because of Nak's
bunging and good defense. You can Dual before the Item Lock and take a
Dual then another shot or two single shots fairly well (better than
most). Use this to your advantage.
----------------------------------------
[5.00] Match Ups
----------------------------------------
*Note: All these match ups are for ideal Nak range, which is roughly
1/2 screen distance or so. At very long range, most mobiles except
perhaps Bigfoot and A.Sate have an advantage on you.
Aduka: It's Aduka. Only threatening in Aduka-only games, just treat it
like a "normal" mobile. No real threat here.
Armor: Nak's shots are weaker against Armor, and its shots are only
reduced by your good defense. The good news is Nak can easily take
it out of true angle, so take away its angle and make its shots hurt
less. If both hit well, Nak should be able to take Armor.
A.Sate: Watch out for the SS as a block against shot 2 (and that's a
pit you don't want to jump into). Other than that, it doesn't really
pose a real threat. You should be able to outlast and overpower it.
Bigfoot: A great bunger doesn't really threaten Nak unless you're on
thin land. Nak will easily outdamage Bigfoot, so the only threat is
being bunged, which you can't really do anything about with your
shots. Hope to Teleport (perhaps even if you're on thick land, so
when you get put in a pit, you can get a more vertical "underground
shot").
Boomer: One mobile you can't take the angle away from (but you can and
should try to take away its true angle). The good news is you're
strong against Boomer's Hit type weapon (a true angle Dual 2 shotgun
does less than 450 usually), and it has pitiful defense and less
health. If you both hit, Nak should come out on top, easily. Watch
out for Boomer's UHA as a land ruining block. Either change to a
higher angle, wait for wind against your shot, or switch to shot 1.
Dragon: The floating makes shot 2 nearly worthless, and shot 1 does
pitiful damage. If you have to face a Dragon, try to bunge it, and
if you can't do that, try to get a Good Shot Bonus before you die.
Grub: Grub's shot 2 can also create those nasty overhanging ledges and
can get you stuck in some bad holes. Watch out for that, because its
SS *hurts*. Other than that, it can't really match your power, so
just do your normal tricks. Angle destruction works well because
shot 2 ricochets and may come back to hit them if they're not paying
attention.
Ice: Nak can't kill it in two turns barring some nice weather, but then
again, you'll last for a bit against it too. You can't really take
away its angle and its true angle is pretty big, but you should be
able to overpower it if you hit well and force it out of true angle.
JD: I almost feel sorry for JDs that have to face Naks. Just don't let
them incapacitate you too much and you should be able to overpower
them in a turn and a half.
Knight: Not much to do here. Knight's lasers are more precise than
A.Sate's, so try to get it to miss. You'll need more than the usual
number of shots to kill Knight, but it can be done.
Lighting: It's weird bunging can make overhanging ledges or put you in
narrow pits, it can run away from you pretty well, it can hit fairly
hard (especially since Nak is a machine), and it's nearly impossible
to outdelay. In skilled hands, a tough opponent. Rely on hitting it
fast and hard.
Mage: Great ability to get out of holes you make and run away, and a
fairly good angle radius. You can still outdamage it by a good deal,
so it's not a huge threat.
Nakmachine: Fighting another Nak can be a pain. You both get bunged
and have to result to "horizontal shots." Since the match up is
even, delay management (and of course accuracy) will win you the
battle.
Raon: Raon is a tough opponent. Its mines will chase you from a good
distance and they have a nasty habit of putting you in a tiny pit
with a shelf that blocks your shot, making you eat your own splash
damage. Not to mention Raon is strong against your shots, and can
use shot 1 to eat away any angle destruction you happen to inflict.
Not much you can do but try to ruin the angle to prevent shot 2 and
hurt it more than it hurts you.
Some nice tips on fighting Raons from madfx:
"Don't be afraid to eat the damage of one baby to distance yourself
from another. I usually get onto a hill and drop a shot one close by
to form a "baby pit". Very similar to how you stand on a spike of land
to avoid grub's shot two. The babies have horrible climbing. And if
they try to cut you down using shot one to destroy your perch, they end
up killing the majority of the babies waiting below. I really don't
find raons to be that much trouble anymore. The most dangerous is when
they're somewhat close and higher than you. (providing them with great
opportunities for shotgunning) Once you get stuck in a tight narrow
hole (like a raon dual shotgun with shot two, or a dual shot one from
lightning mobile) nak's in a lot of trouble. So long as you avoid
that, you're in the game."
Trico: A good Trico player is painful, but luckily it's defense isn't
anything to write home about, and due to the weird shot 2, you can
try to take them out of true angle with some land damage. Nak should
be able to win this, as most Trico players can't hit shot 2
consistently enough to be a real threat.
Turtle: Though its shots are weak against Nak, Turtle can still hurt if
it gets a high angle. Take that away and its defense will keep it
around for a while, but it won't be able to significantly damage you.
Adiumroot: Adiumroot can be a bit of a hassle because it's so thin.
If you try to UHA, your shots will explode out the bottom. Use a
softer shot or more horizontal angle and you should do ok. Try not to
land a shot 2 in a Hurricane as it'll probably come out the bottom of
the map this way too.
Cave A: Nak lives here. Good weather, close fighting. Not much to say
but let your melee skills shine. Cave is one of the best maps to jump
in a pit on since you can still hit most places. When people respawn
on the outer islands, you can drop shot 2 in the side and float it up
to them, or shoot up and drop it down normally.
Cave B: Same as Cave A, but more item locks. A lot more. Abuse the
turns where you can Dual.
Cozy Tower A: This map is a bit of a pain for smaller matches because
of the weird land, but for larger matches, the only thing to watch out
for is the bridge in the center, where your shots can go out the
bottom.
Cozy Tower B: A royal pain for Nak in smaller games. Use shot 1 until
you get wind against you. Too many small games here and you'll want to
just give up Nak forever. Larger games are more manageable, as
shooting one or even two columns away is manageable. Still not the
best map.
Dragon: A fun map for long range shooting, especially with the
wonderful Force and Lightning weather in the middle and frequent Thor
turns. Deep land helps long range shooting, and the slopes generally
don't interfere too much. A good Nak map.
Dummy Slope: This one is a bit harder because the islands are fairly
small and the wind doesn't change much, so if it's bad, you'll have a
tough time. If it's good though, the offensive weather will help you
deal some great damage. Harder in smaller games, but great for hurting
people in larger games due to the small map size.
Metamine A: Overplayed, yes, but this is one of the best maps for Nak.
Frequent wind changes means you won't get screwed over (for too long at
least), and deep land is great for long range shooting. The terrain is
flat enough that with some thinking you can hit most anywhere with
relative ease. One of the best Nak maps for smaller games, and very
good for larger games as well.
Metamine B: A bit difficult due to the weird layout, but you can set up
bunges quite well and incapacitate people on the lower land masses, so
it's not too bad for larger games. Due to the small islands and weird
layout, getting close shots is more essential here than on other maps.
Metropolis: This map can be really annoying if you undershoot up onto
the high side land and ruin your own shot, but generally is manageable.
To shoot from the middle to the sides, take a high angle (70 or so) and
loft it up (don't UHA). To shoot into the middle, setting up bunges
works well, as does ruining angles, all depending on the situation.
Miramo Town: Another good Nak map. Like Miramo in its deep land, but
more of a pain due to the slopes. Sometimes your shot will explode on
the downslope of the hill it entered rather than going as deep as you
wanted it to, but in general, it's fine. The other best map for
smaller games, but more suited for larger games due to its size.
Nirvana A: Nirvana A works well. The weather is fairly offensive, the
land is manageable, and it's thick enough to be able to get a good
angle. Don't ruin your own shot and you should be ok.
Nirvana B: Nak is actually one of the best mobiles for Nirvana B.
Shotgunning or floating shot 2 through the islands is great, and you
get the double bonus of damaging and bunging. Just beware of your poor
mobility so you don't get stranded without an angle, and keep shooting
up from under or down from above ("tap shots" are great here too).
Sea of Hero: A fun map due to insanely offensive weather and a very low
Thor. When you're in the middle, you can either get up against the
sword point to get a high angle for firing to the opposite side of the
sword (still hitting on the middle low island) or firing a high angle
up to the other island, or you can go to the edge of the middle island
and fire up through the ground to hit an enemy above you. From up
high, hitting the middle island is good fun and not too hard. The main
difficulty is shooting from one high island to the other. If you're
forced to do this, shot 1 may be your only option. Changing targets is
highly recommended. A very fun map.
Stardust: Stardust is a bit of a pain due to the incredibly weird land,
but fun because it simply requires a lot more thinking than most maps.
This is a map where using your intuition about how your shots will act
really comes into play. With good opportunities to bunge and hit from
places you can't be hit, Stardust can be a good Nak map, especially (as
usual) in larger games.
My primary thanks go to Softnyx for creating Gunbound and GameFAQs for
being GameFAQs, without either of which this FAQ wouldn't exist.
People to thank:
Trepp – For being an avid Nak user and inspiring me to use it again,
and for various help (more than what's directly quoted).
madfx – For lots of helpful points (more than what's directly quoted).
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[8.00] Legal Information
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I wrote this for GameFAQs exclusively, so please ask my permission (my
contact info is at the beginning of the FAQ) before placing it
somewhere else. Without my permission, this is its only home.
Softnyx owns Gunbound and all its intellectual property or whatever,
naturally.