+=====================+ | N A K M A C H I N E | +=====================+ Nakmachine guide by Exploder (edb_mail@yahoo.com) Tha Nakmachine is my favorite tank in Gunbound. It requires a bit of skill, practice, and tactical thought to use properly. But if you put in the effort to learn it, you'll be rewarded with the double threat of great bunging potential and awesome damage output. +================+ | Quick Overview | +================+ Advantages: - Great damage output - Excellent bunging potential - Good staying power - Tactical versatility Disadvantages: - Poor movement and climbing - Below-average SS attack - Does not gain 5% healing bonus for living tanks - Requires practice to use effectively +============+ | Statistics | +============+ Type: Hit Machine Firepower: Great Defense: Good Health: Average Movement: Poor Climbing: Poor Shield: None Weapon 1 Max Damage: 190 Delay: 820 Angle Range: 40 Type: Single Explosive Projectile Weapon 2 Max Damage: 300+ Delay: 850 Angle Range: 40 Type: Single Explosive Projectile (Penetrates land) SS Weapon Max Damage: 300 Delay: 1320 Angle Range: 40 Type: Single Explosive Projectile (Ignores everything but tanks) The Nak is a metal tank. That means it's affected strongly by JD (Cakebot)'s secondary and special attacks. It can take an above average amount of punishment, and can deal out a huge amount of pain. Since it's a machine and not a living creature, it doesn't benefit as much from healing items. It has no shield, so the Mage's SS attack is not as much of a threat. Even though the Nakmachine is a spider, its movement and climbing are quite weak. You should try to avoid rough terrain, since it's easy to get stuck in a seemingly navigable crater. On the positive side, the Nak has the best tools of any tank to deal with intervening land. The Nak is the only tank that fires out the back. This has absolutely no tactical effect since any tank can face either direction at will, but it does look cool. +=========================================+ | Primary, Secondary, and Special Attacks | +=========================================+ Primary Attack -------------- It's just a typical single projectile. It does very nice damage on a direct hit, and digs pretty well if you land it right in front of your opponent. It's good for long range fighting since you can do quite a bit of damage, while messing up their angle with near misses. Remember that, as with all tanks, you will do more damage if your angle is within the solid green area, compared to the outer transparent green part. Secondary Attack ---------------- The "signature move" of the Nak. It flies just like the primary attack, but it does not detonate on impact. Instead, when it hits the ground it continues in the same direction horizonally, but it begins to curve upward as if gravity had been reversed. It detonates when it exits from the ground. This is useful in many situations, which I'll detail later on. The damage for a direct hit with this attack is among the highest non-SS attacks of any tank in the game. SS Attack --------- I find this to be only rarely useful. It's a single projectile that does below-average damage for a special. It completely ignores land, only detonating on a direct hit with a tank. Mainly I use it when there's land in between me and my almost-dead target, and there's a gap in the intervening land (otherwise I'd use the secondary attack instead). +==================================+ | Using the Nakmachine effectively | +==================================+ The Nakmachine is fairly effective at long range, with its damaging primary attack. However, it is a holy terror at close range, since the secondary attack can be used reliably, so that's where you want to be when possible. Long Range ---------- You'll want to use your primary attack at long range. If you and your opponent score direct hits every turn, you will win against most tanks since the Nak's damage is above average. But watch out for Mages and Turtles. The reason the Nak is only fairly good at range, though, is its very poor movement and climbing. It's fairly easy for your opponent to either put you in a hole you can't climb out of, or damage the ground in such a way that you are unable to get the proper angle to fire back at him. So if the opponent has a lock on you, it's best to aim your primary attack just in front of them instead of going for the direct hit. You can destroy a lot of land this way, and hopefully kill their angle before they do it to you. Especially if you're fighting against an excellent long-range tank (Mage, Turtle, Grub), it can be a good idea to teleport next to them. Very few tanks can survive a melee fight against the Nakmachine. The best time to teleport is right after they use their SS attack, or a Dual item. That way they won't get two attacks in a row on you after you teleport. Short Range ----------- This is where the Nakmachine shines. Get right next to the enemy, set a fairly high angle, use about an inch of power (you'll have to practice to judge it right--you want it to hit the ground right at the near edge of the enemy tank), and let loose with your secondary attack. It will tunnel a short way into the ground, come up under your victim. If you've judged it right and get a direct hit, you'll nail them for 300+ damage, and drop them into a sizeable hole, with you on the edge at the top. On your next turn, since you have your shot worked out, use a Dual, and do the same thing. Now they're down 600+ more damage, and in a very deep hole. Often you will have bunged or killed them by this time, if they were already hurt. What if they get the first attack and drop you into a hole instead? That's no problem for the Nak! Here's some ASCII art to demonstrate the proper response: <-> (ooo) <--- Enemy Tank ##### ####|################ ##### ######|################ ##### #######|################ ###### ######/################# ###### ######|################# ###### ######/################## ##### ######/################### ###### ####/###<-- Path of #2 Attack ###### ####/##################### ##### ##-/###################### ##### You *_O -/######################## ###### /||\ ########################## ########################################## ########################################## ########################################## You just face whichever side the enemy is on, and let loose a #2 attack with low power (again you need a little bit of experience to judge it properly). If you did it right, it will fly upward and nail your enemy from below. This is also a PERFECT time to use a Dual item, since you're hitting the enemy from below (very important--I'll explain below). Using the Secondary Attack Properly ----------------------------------- The secondary attack only takes 30 more delay than the primary attack, which is great. You can use the best attack for the situation without worrying too much about your delay. Almost every other tank's secondary takes 100 extra delay. It has the same weight as the primary attack, meaning you can aim with the primary and then switch to the secondary and it will hit the same spot. But when it hits the ground, instead of detonating right there, it starts to "burrow". I think of it as "reverse gravity" while it's underground...instead of curving down, it curves upward. This means that the underground curve is dependent on two things (at least--I don't know about wind)...the angle it hits the ground at, and the speed. If it hits the ground at a shallow angle (near horizontal), it will travel a long way before it comes back up. On the other hand, if you make a very high-angle shot, then it'll go almost straight down and come almost straight back up. It detonates when it comes out of the ground, only. It has nothing to do with hitting a tank or anything else. And it will pass right through tanks if it hasn't hit ground yet. If it comes out of the ground directly under a tank it can easily top 300 damage. When using the secondary attack with a Dual item, it is entirely possible to top 700 damage. But this is ONLY possible when using the proper angle. The proper angle is straight up from below. Here's the reason why... Assume that the first shot is a direct hit on the enemy tank. BAM!! 300+ damage, and a big hole in the earth all around him. Now, before the second shot arrives, the enemy FALLS TO THE BOTTOM OF THE HOLE, like so: ################### ############################## ######################################### *_O ############################################ /||\ ################################################# ### ############################################### ## ############################################## # ################################--------------X # -------############------------/############### <-> ## #######\----------/############################# (ooo) ### #####################################################X######## #####################################################|######## #####################################################|######## #####################################################|######## #####################################################|######## Remember, the secondary attack detonates as soon as it exits from underground. Notice the difference in the detonation point of the second attack for a horizontal and a vertical angle of approach. If your shot is coming mostly horizontal when it hits, then you shouldn't use a Dual. The second shot won't do more than 50 damage. (Note that this is an excellent way to attack a tank, just not a good time to double up). However, if the angle is close to straight up, then definitely use a dual and watch both shots score a direct hit. Also notice how deep the hole will get! Look at the position the Nak is in to see why it's so deady at very short range. +=========+ | Bunging | +=========+ For anyone new to Gunbound, "bunge" means to cause someone to fall off the screen, by destroying all the land below them. You get a 100g bonus for bunging someone, to make up for the 100g kill bonus that you don't get. (Unless you kill *and* bunge them, in which case you get both bonuses!) Along with the Raon Launcher and Bigfoot, the Nakmachine is among the best tanks in the game for bunging. We're talking about the secondary attack here. The reason is that it hits the enemy from below, so you can get direct-hit damage, plus full land destruction effect. Attacks that hit from above usually destroy very little land on a direct hit, and conversely do very little damage if they miss slightly and thus dig a lot. Other attacks are very prone to leaving the enemy on a small bit of land which ends up being shielded by their body. Let's say the enemy is positioned on a thin strip of land like so: #### <-> ####### (ooo) ################################## ################################## ######## ###### Now, with a normal attack, such as the Nak's primary attack or just about any other attack in the game, you can either miss slightly and destroy the land near (but not directly under) the enemy. Or you can hit them directly and not destroy much of anything other than their health. The enemy tank acts as a shield for the small bit of land that is actually holding them up! But if you hit with the Nak's secondary attack, it goes straight through the enemy tank, and probably right through the thin strip of land as well. When it comes out the bottom side, it blows a big fat hole for the hapless opponent to fall through. And if you can execute the dual-secondary attack diagrammed above, you can drop them through a very sizable chunk of land in one turn, in addition to inflicting crippling damage. +======================+ | Item Recommendations | +======================+ I always use the same loadout: Teleport Dual x 2 The Teleport is a necessity for the Nakmachine since its mobility and climbing are so poor. It is also extremely useful for getting into very close range where the Nak can simply demolish almost any other tank. I also carry two Duals because they are so deadly when used with the secondary attack. If you manage to create the right situation (see "Using the Secondary Attack Properly"), you can finish just about anyone with two double shots. +=================+ | Closing Remarks | +=================+ The Nakmachine, in the hands of a skilled player, is one of the strongest and most versatile tanks in the game. It can hold its own at long range, and at short range it is simple devastating. It is one of the best tanks for bunging, and is unique in its ability to do heavy damage and destroy a lot of land at the same time. Take the time to learn its nuances, and it'll serve you well in almost any situaton.