(Insert Fancy ASCII Art Here) General Trico Guidelines and Tips by Strata9976 Last Updated: May 3, 2004 Table of Contents I. Version Info II. Intro III. Trico Story IIV. Pros - Cons V. Guidelines & Tips on shots, angles, and powers VI. The Power Bar VII. Presets, Scenarios VIII. Elevation IX. Wind - Power Specifics X. Wind - Power General XI. Trico art by DaveTse XD XII. Credits XIII. Legal Info I. ------------------------------------------------------------------------------- 1.1 - 8/16/2004 Added info about power bar, guideline info on angles and powers, specifics on wind effects on power. 1.2 - 8/18/04 Touched up the scenarios fixing some errors, and added important guideline info on angle and power relationship. 1.2b - 9/2/04 Added info on angle ranges, and a theory about the Trico SS. 1.2c - 10/14/04 Fixed scenario that was incorrect. Major changes on rotation section under guidelines & tips. 1.2d - 2/20/05 Fixed some number errors on the picture portion. 1.2e - 2/22/05 Whoa, fixed some massive errors on the scenarios and cleaned up the explanations as to make them more cohesive and understandable... I hope. II. ------------------------------------------------------------------------------- This is basically a compilation of things that I have learned so far in my playing of Trico for a few weeks. They are general for the most part and I do that on purpose. The following things allow the player to throw in their own judgment when it comes to power and angles while still offering I hope a useful guide when it comes to dealing with shots. Basically I offer you everything but the math XD. Anyway, on figuring out how to truly fine tune on your own, I think you will be the better player for it. Or you could keep a calculator and notebook handy, as well as a sheet of formulas next to your keyboard if you want >.>. Hopefully the number guides that are included within this guide will become second nature to you the more you play. I my self have learned most of them just after I wrote this from gilbertyang, so now I'm learning Trico all over again with this new information. But with this nice guide, you can all start off on the right foot and save yourself time =). Even though some numbers are included now...Trico story stays XD III. ------------------------------------------------------------------------------- A Trico Story: You: *scribbles on notepad* Hmm angle 62 huh *punches numbers* GB: 10...9...8...7... You: Wait a minute; oh no I forgot to calculate the elevation differences!! *furiously begins writing and smashing the calculator* Your team: OMG WTF SHOOT WHAT ARE YOU DOING!?!? You: ...Divide by 150 *calculates* Yes I got it! Time to Sho- Situation: Your mobile is nowhere to be seen, you have been dead for 3 turns, and your teammates hate you >.> IV. ------------------------------------------------------------------------------- Pros: - Big Damage for good delay - Unique and varying shots - Shots can be interchangeable - Great when playing in large games - PRO Cons: - Low Life - Low Defense - Very situational at times - Angles and wind changes, even slight, can throw off shot 2 completely If you can’t get a bead on your opponent with shot 2 rather quickly in a 1 vs. 1, you are basically dead - Right Shooting V. ------------------------------------------------------------------------------- Guidelines & Tips: Left Shooting: Cabbages come out in a straight line and spin counter-clockwise Right Shooting: Cabbages come out at an angle (about 45 degrees above a straight line) as opposed to straight and spins clockwise. --- The angle ranges for shot 1 and shot 2 are the same. The SS angle is equal to the True angle range of shot 1 and shot 2. A note, when you tab through shots and you tab to ss, your angle range will become smaller, and will stay that way if you switch to shot 1 or 2. Thus be careful and pay close attention. --- When using shot 2, the center cabbage is the path that your shot 1 would follow if you used it. Knowing that information you can interchange your shot 2 with your SS or shot 1 using the middle cabbage as your “marker”. --- The SS damage is random and to make the best of it shoot it at your opponent’s feet. Most of the time this guarantees a 300-400 damage hit. Oh, and I love shot gunning dragons in the chest with Trico SS XD Try it sometime. Thus I actually do use it as a final blow hit quite often, but it is also an extremely great bungee tool. --- SS Theory: There is a theory floating out there that the damage done by the Trico SS is in relation to the amount of land destroyed, which would explain why hitting a mobile dead on would do less damage than if the SS is shot at its feet. Again, this is just a theory. --- Shot 2 can be used to eat away land, ruin an angle, set up a bungee, or deal deadly damage. Shot 1 is great for eating land, making a nice hole to set up a Trico angle for shot 2, or as a back up if shot 2 fails. Don't forget to shotgun shot 2 either. --- First off due to the way Trico's shot 2 works, with the 2 outer cabbages rotating equally along the middle one, any missed shot you make with Trico can be interpreted in 2 ways based on which end cabbage you look at. To make this whole thing simpler, base over spin or under spin on the first outer cabbage to touch land. Anyways what I'm saying is that trico shot 2 rotates in a circle, a circle has 360 degrees. Think of the first cabbage to hit in a perfect shot as being at 180 degrees. x is the location of that cabbage. x < 180 = underspin. x > 180 = overspin Look at it this way. o o O For that large "O" cabbage to reach that spot again it has to rotate 360 degrees Take that and apply it to when that first cabbage hits perfectly. Treat that cabbage as being at 180 degrees. Play along with these angles and pictures, even though they might not be visually exact. Perfect shot: ...o... ......o..... ..........O........ .............X...... That same shot like this: ................o... .............o.... ..........O........ .............X...... Would be a 90 degree overspin. x = 270 x > 180, thus overspin That same original shot like this: ................O... .............o.... ..........o........ .....................X...... would be a 90 degree underspin x = 90 x < 180, thus underspin Again using the first picture here: ...o... ......o..... ..........O........ .............X...... Notice the change in the original image and the lower one here is very drastic if you keep focusing on that cabbage. ....O.. ......o.... ........0....... ...........X...... This would be a GIANT underspin, say it's at a position of 5 degrees, when it should be at 180 like in the perfect shot. Well this is only if you focus on that cabbage. If you switch it up and treat the other end cabbage (0), which is at 185 degrees, as your reference you wont have to make such drastic adjustments and can treat is as a minor overspin, instead of a gross underspin. It's usually to best to pick the cabbage that hits your opponent, or the land first, as your reference. That is NOT always the case though, so treat whichever end one causes you to make less adjustments (is closer to the 180 marker at a perfect hit), as the one to go by. --- A good idea as well is to have a friend help you by sitting with you, choose a flat land level and f8 until 0 wind. From there try out angles 50, 60, 70, 80 with each set of powers for right shooting and left shooting (See section VII). Adjusting your direction of course to match each type of shooting, and get an idea of where those angles with said powers in 0 wind will land. That way it will be easier to adjust in a real game situation, having a good idea of where your shots would go in 0 wind. Then you can just use the wind adjustment guide farther below in orderto properly compensate. --- The key thing to know about tricos shot 2, is that angle controls distance, while power controls spin. This is very important to know. Lower angle = more distance Higher angle = less distance More power = more spin Less power = less spin --- It is also important to note that at angles under 45, shot 2 needs quite more power to fully rotate than it would at higher angles. VI. ------------------------------------------------------------------------------- The Gunbound power bar can be split up into quarters of course, and each quarter then can be split up into 10ths. [---------|---------|---------|---------] VII. ------------------------------------------------------------------------------- Angles 50-89 will be the general guidelines for the following scenarios now whoamg. These fixe angles and powers are for 0 wind flat land situations. To make adjustments out of 0 wind, use the information found in the rest of the guide. Fixed powers for angles 50-89 Shooting Left: 0.9, 2.2, 3.2 Shooting Right: 1.6, 2.6~2.7, 3.6~3.7 --- I’m writing these next scenarios based on mid and long range. I will not know until testing if the same can be done for close range shots. (The following Scenarios are as long as the wind does not change in-between shots) --- Scenario 1: Shot 2 hits perfectly. Adjust angle slightly to compensate for any land destruction that might change the opponent’s position. --- Scenario 2: Shot 2 overshoots and overspins. Decrease the power as necessary, raise the angle to compensate. With a minor over spin simply decrease power. Since the shot over spun we are going to have to decrease the power to bring back that rotation to a perfect hit. To compensate for the overshooting the angle might have to be raised (raised angle = less distance) if the decreasing of power didn't already move the shot back enough. Again no angle adjustments are usually necessary with a minor overshot and spin since the decrease in power will move the shot back that tiny bit as well as correcting the spin. --- Scenario 3: Shot 2 overshoots and underspins. Raise power a bit, raise angle to compensate. The raising of the power will fix the rotation, allowing the shot to rotate more into a perfect hit, and the increase in angle will move the shot back. --- Scenario 4: Shot 2 undershoots and overspins. Lower power as necessary, lower angle to compensate. The lower power will decrease that spin and move it back while the lower angle will give the shot the extra distance needed. --- Scenario 5: Shot 2 undershoots and underspins. Raise power as necessary, lower angle to compensate. For a minor undershot and under-spin simply raise the power. Raising the power will, you guessed it, take off that extra spin you don't want. The lower angle will give you that needed distance. --- Scenario 6: Shot 2 overshoots but hits perfectly. Increase angle. --- Scenario 7: Shot 2 undershoots but hits perfectly. Decrease angle. VIII. ------------------------------------------------------------------------------- Scene 1: Opponent is above, raise angle and power slightly Scene 2: Opponent is lower, lower angle and power slightly. IX. ------------------------------------------------------------------------------- This is a general key for power adjustments to make from a 0 wind situation to any situation below: 3 - 7 wind = .1 - .2 power 8 - 12 wind = .2 - .3 power 13 - 17 wind = .3 - .4 power 12 - 22 wind = .4 - .5 power For wind against you, or wind blowing downwards, add said power amount. For wind with you, or wind blowing upwards, subtract said power. X. ------------------------------------------------------------------------------- Wind 1: Wind against you, lower angle increase of power. Wind 2: Wind with you, higher angle decrease of power. Wind 3: Wind blowing upwards, lower angle and power. Wind 4: Wind blowing downwards, raise angle and power. XI. ------------------------------------------------------------------------------- MM7 MMMMMS MMX rMMMMMMMMM MMM 7BX .XMMM MM. MMMMMMMW2rrMMa iMMW MMS:i;iSZMMM;SM ZMM 7M@aS7r777;rS@WMMMM MMMM M8aBWMWW7;;r7.8MSMM MMMMMMMM8,irSXMMMMMXiM;7MM 7MM8i;;;i:Xa2MWMMMM2 MMMM0B@W0ZMM Mr MM MMWMMW0M0 MMa M B0WB08BW Z88B MMMBMW;MM aMMMMMMMMMMMMMMMMMBMMMM MMM7SMM a8SMMMMai.,,:7X,, X0MMMMMM0MM M0MMMMMMMMMMM8; XBr .:,WMX MMMMB MM0 i7X MMM..77:. 2MM8 WMMM 7MW .MMMMMMM M MM20MMXi rMMMMMM7i MMM MM MMW MM. MZMMM,7WMMMMMMMMMMMMM8:SMB ,@M i,SM aMMi7MX XMMMMWZ7i :2B0MMM Mr 2MMWS ZMMM .Xa 28BMMMMMMMMMMMMMMMMMMMM MMM0 @MM ,S27 rSM M. 7MM Z .W2MM7 M,2@ MM ,0BZ. : MMM0.MMMMSMMM MMMMZ MXM M0ZMM M MMMM 0W ,MMS : @X 0MMW2M 0M M@ . M8XXMM M@ M MMMMM: MM:.::,: 0MMM0,rZMZ 0M M2M8 M8, MM MMaMZ MMMMM0ZMM:.::. ;MM; .0M W@MMM0 M XBWBZMW@SXa M MMM . SMMMM MMX .. iMMi ., ;MMWM@MMMM: :,i7ii ir0MBM MM ,i. :0WWS .SMMa .:::. M,0BZ7SM r7r;;;i,;aM2M XX .;XB2 ,i::.i7,M MMM77MM i7rrrr:rS0MM WMi7, :ZMMr .i;XZa, :iii,ii;iM,;S2SaXM ,rrrr;:72BMB;SZMM MMMMMMMW2. :rrri:Xi..ii:.iX7.M8ZZZZ8rMX irr;rr7X0M MM :M MM7 MM8MMMMMMMMMMMMMMMM;.:i,;iXZSMir77rr,MM ir7;7XSS0M M8MMMiM M; MB .::.ri;aWMMMMMMMMMMMM; 77i7XrSM iZM8 8MZ MZ ,:, 7:ia@,MM M WM X;;7;rM SWX,MM Mi ..,,i0MMMr M MM 7;iXXZMMMMMMMM; B@@W0BB0Za2S M2aWaXXSX;77i,S Trico ~ DaveTse XII. ------------------------------------------------------------------------------- Credits: -I would like to thank that DaveTse'D fellow for reading this over and helping me make some corrections on the scenarios. And for the Trico art =P -I would also like to thank mauvecow for his amazing Trico guide that I happened to glance through, which helped me get on my Trico feet. His guide consists of in addition angles, powers, stage recommendations, mobile match ups, and an item guide. Said guide can be found at http://www.gbgl-hq.com/ -Thanks much to that crazy Trico Pro gilbertyang who looked over my guide and tremendously helped me with the scenarios and provided me with fixed powers for angle 50-89 as well as power adjustments for wind as well as general info. Also, for spending time practicing Trico with me and teaching me. I'm still learning @.@ -DemiWind, for catching my error on site links. -sh00tl00ps for the angle range changing on tabbing. -RLceGuy for catching an error. -Ryan Jim for catching the "circle has 380 degrees" error XII. ------------------------------------------------------------------------------- This document is a non profit document for personal use and is not to be used on any site outside of the ones listed below or altered in any way without my express permission. Copyright 2004-2005 Strata9976 (tyshalle1337@yahoo.com). All comments and concerns regarding this FAQ, may be sent to the previously stated e-mail address. www.geocities.com/tyshalle1337/ www.freewebs.com/kthxbai/ www.GameFAQs.com --- Gunbound is a (C) of Softnyx