Gunbound the computer game


















You can play along with your couple or party and play with your friends anywhere anytime appropriate with modern lifestyle. Download GameLoop from the official website, then run the exe file to install GameLoop.

Heim Spiel New Gunbound - old. Smart Key Mapping. Android 7. Gegen Betrug. Just enjoy New Gunbound - old on the large screen for free!

No need to wait turn. Do not let your guard down. If you only rely on Mobile, then you will not last long. For each use, 1 unit of the manufactured reserves will be consumed. You can upgrade your Battle Items up to 3 levels. The higher the level the higher the effect, however, it will accumulate more delay and will require more materials to manufacture.

Distinctive Map New Gunbound has different areas to explore, each with different landscapes, terrain, and environments.

Fight and achieve victory in all of them! In addition to the possibility of exploring different landscapes, players can choose between 2 types of terrain in each of them. This variety of zones and environments will make players live in different situations for every battle. Each bot has three types of weapons. They are known as "1", "2", and "SS". Each bot has a "delay" rating. This rating is a number that adds up as players complete their turn.

The higher a player's delay is, the more likely they are to miss a turn to another player with lower delay. Factors such as mobile type, shot type, and used items factor into this number. The 18 mobiles GunBound Revolution are:. Armor is a vehicle which shoots highly explosive ammo. It has good defense but its strengths lie in its power. Even a non direct hit can hit extremely hard with the explosion afterwords. Shots: Shot 1 shoots a big rocket-type bullet with large explosion range.

Shot 2 shoots a smaller harder to hit rocket with smaller explosion range but above average damage. SS shoots a large rocket which will unfold into a larger more powerful rocket with enough airtime. Mage is a magical shield-enabled vehicle which excels in taking out enemy shields and has average stats of all of the stats. Shots: Shot 1 shoots one direct laser with precision. Shot 2 shoots two lasers which twist around each other in the shape of a double helix.

This shot has more power but less precision. SS is a wide ranged magic attack which deals heavy damage to those within the range. The key to properly using Mage is to use Mage on other sheild type mobiles. Mage's SS does fairly heavy damage to regular mobiles, but if a mobile has a shield Mage's SS does 2x - 3x the damage. Ice is a large mammoth mobile with a high health rating. Being bionic it has no real general weakness.

Ice has the ability to lower the target's defense. Shots: Shot 1 fires a small crystal of ice at enemies. This does average damage and is good at breaking the landscape around you to clear shots.

Shot 2 is the main attacking shot for Ice, it shoots a snowball which does more damage than shot 1 and has a lasting effect of -5 defense on the target. As a match goes on an Ice player can get every enemy to a maximum of defense. Due to having low delay, though, Ice is used well with other Ices, the added up negative defenses on the enemy team adds up quickly for a large lead. SS shots a radial shot similar to that or Mage and Lightning, the key element to Ice's SS is that everything in its range receives damage.

Ice is best used in team games. Trico is a bionic mobile which looks like a triceratops. It has the highest health rating of all of the mobiles in the game. The difficulty of landing hits properly with shot 2 make Trico one of the most difficult mobiles to master.

Shots: Trico's shot 1 fires a single explosive which looks a lot like a cabbage. The delay of shot 1 is about the same delay as shot 2 but weaker, making shot to the primary attack for Trico. Shot 2 fires three explosives in a line which rotate clockwise as they go through the air. The difficulty of landing all three of these on one mobile makes this a rarely used mobile. A perfect hit shot 2 with a dual will take off half of an enemy's health bar. SS is a radial one like most of the others in the game, the primary difference is Trico's SS digs a lot of the landscape as it hits.

Boomer is a bionic mobile that shoots boomerangs at its enemies. Boomer is the hardest mobile in the game to use due to its heavy dependency on the wind. Shots: Shot 1 shoots a single boomerang at the target. This is one of the weakest regular attacks in the game. Shot 2 fires multiple boomerangs in a straight line at the target.

If hit directly with no buffs a single shot 2 can deal upwards of damage in an avatar off server. SS works similarly to Armor and Turtle's, Boomer fires a golden boomerang at the target, after 4 seconds in air the boomerang extends its blades, making the SS much more powerful. If a SS hits without having proper time to open it is very weak with a maximum potential of about damage.

The expertise with Boomers shot comes from knowing how to use the wind properly. Doing the exact same shot at the exact same angle one turn as you did before with only a single digit change in the wind 7 left then 8 left can drastically change the trajectory of your shot. This is what makes Boomer a commonly played vehicle by higher level players.

A player must have played the game enough to have a feel for Boomer's physics in relation to the different wind currents to properly use boomer. Backshots occur often when playing Boomer at a very high angle. Hook shots are caused by shooting at a low angle against the wind. This causes the trajectory to change downwards on an angle in the shape of a capital "A".

Lightning is an Electrical shield mobile. Lightning is one of the lower hitting mobiles but it has the strongest shield of all mobiles. Shots: Shot 1 fires a single ball of electricity at the enemy dealing minimum electrical damage. Wherever shot 1 lands Lightning strikes straight down on top of the location of contact for small amounts of damage. Shot 2 works the same way as shot 1 but instead of a single vertical stream of lightning, there are two streams of lightning coming in diagonally in a "V" shape.

Nak is a vehicle whos main interest is its underground shooting. Its stats are all average with great strength and good defense it is a good all around mobile but hard to operate. Shots: Shot 1 is a compacted ball of energy which will not be used much unless one is trying to find a good distance or prevent delay. Shot 2 is where Nak finds most of its strengths. Shot 2 shoots out a ground-burrowing, pulsating, big, ball of energy.

Eventually it will rise up to the surface and with correct aiming and correct angle it will come up underneath an enemy mobile. SS shoots a mini version of the Nak vehicle through the course until it either hits an enemy hard or falls down.

JD is used widely as a supplementary vehicle to Raon Launcher or Bigfoot in tag bungee matches. It is primarily an electrical mobile with average movement distance. Shots: Shot 1 is a simple shot of a ball of energy, it has no extra elemental damages to it. It hits for less damage than shot 2.

Shot 2 is the primary damage and bungee shot. Shot 2 is essentially the same as shot 1 but with more damage and the side effect of pulling mobiles towards the location of the hit. Within a close range shot 2 sucks all nearby mobiles in towards it.

This is the shot that makes JD a commonly played mobile in Bungee matches, simply hitting near the edge of a platform when an enemy is close could pull them right off the map. It has the effect of pushing all mobiles away from the center point of the shot. In World Champion and onward mobiles can be pushed to a certain point near the edge but cannot be pushed off.

Sate is a shield mobile which uses satellites and receivers to damage enemy mobiles. Sate regenerates its shield at an average pace.

Shots: Shot 1 orients the satellite a short height above the A. It fires a ball at the enemy and a single laser is shot from the satellite to the location where the ball landed.

Shot 2 raises the satellite to a much greater height. This time the satellite fires 6 instant laser shots in the general location where the ball landed.

SS does not make use of the satellite above the player's head. SS fires a large series of lasers straight down onto the location of the ball no matter where it is located. Frog is a Bionic mobile which fires little green blobs which move left or right, depending on the shot, a short distance from the location of impact. Shots: For J. Frog it is important to note that shot 1 and shot 2 do the same damage. Shot 1 simply travels left a short distance from where the shot lands. Shot 2 travels right the same distance.

SS also fires a small blob but it travels forward in relation to the way J. Frog is facing when it shoots. SS travels through multiple enemies and travels the ground for a longer range than the regular shots, while constantly doing damage along the way. Kalsiddon is one of the two mobiles added to Gunbound with the World Champion update. Kalsiddon has an appearance like Bigfoot but it actually has a very unique play style of its own. Shots: Shot 1 fires a small missile which over time breaks apart into a receiver spot and two miniature missiles.

The closer the shot lands on someone the less of a chance you have of the two missiles hitting their target.



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