| Trico
wind calculator
Migrated from GBHQ, and I'm still adamant about not editing it regardless
of how wrong some parts of it are.
Please note
you can also find it over on my web space. Link to whatever you
want.
----
This will be
the last time this guide is updated. Ever. I do not care about glaring
mistakes anymore.
----
As before, this
guide is intended for advanced players or those who want to know
why Trico is so difficult to use effectively. However, now I am
including information on all of Trico's shot types as well as general
information about the mobile.
Remember, if
you choose this mobile, you will be whatever shots you have available,
not the ones you want to do. Even if this means ignoring someone
right next to you. This is because Trico is extremely angle dependent.
Teleports are your friend.
----
Power is indicated
in this guide in a scale of 0-4. That is, each 1 is 1/4 the total
power, or one set of arrows on top of/bottom of the power meter.
The slice/drag meter is 400 pixels wide, and evenly divides out
to this scale. This means that 2.50 power can also be treated as
250 pixels.
----
Trico information
HP: 925
Hit box size: approx 45x25
Pros:
- Very high power
- Very heavy shots
- Versatile array of weapons
- Good delay for its damage
- Smashes Boomers well
- Infinite supply of cabbage
- Constant supply of "omg" when you do it right
Cons:
- Very low HP, tied with Boomer.
- Extremely angle-dependent
- SS is a gamble
- Right shooting melee sucks
- Wind can be a huge pain in the ass
- Newbie bigfoots give you headaches
- Constant supply of "omg fukin noob" when you don't
----
One important
thing to note is that all of Trico's weapons have the exact same
weight. This means that you can interchange them with no trouble
whatsoever.
Something which
causes some confusion is that larger weight is more wind resistance.
This is, and is not true. All weapons in the game are affected equally
by wind. However, the different weight means that you spend a different
amount of time in the air, because the power required is different.
Boomer's shots are very light, and thus require very little power
to go a significant distance. You will also note that they take
longer to move than shots of other mobiles. Thus, the longer something
stays in the air, the more wind affects it. Trico's shots, being
the heaviest in the game (next to Nak #1), tend to spend the least
time in the air of all weapons in the game, and this means wind
has the least effect.
Basically, Softnyx
oversimplified: Weight is supposed to affect what power will do,
and more importantly momentum through the wind. A higher momentum
would be more difficult for wind to affect. However, all they did
was change the gravity for different weapons, and nothing else.
This is an important distinction to know.
----
From this point
on I'm going to include links to graphs made with gnuplot, showing
the path and spin of the shots taken. This is meant as a visual
aid for those who don't see what effect power and angle will have.
There are, however,
a few things to note about these graphs:
- The numbers
indicating position are in pixels. Gunbound's play area is 800 by
517 pixels.
- While the destination point is accurate, the spin is not exactly
perfect, so take it with a grain of salt. Better than it was before,
though.
- The graph covers an area 820 pixels wide by 600 pixels tall. However,
for 'high' shots it will go up to 1000 pixels.
- The origin point of shooting is 20,40 (or -20,40 for left-shooting),
to pretend that the center of the Trico, on level ground, is at
the center. Note that this is not possible for high angles, and
should be considered.
- I will mostly be using right-shooting pictures because they are
both more versatile for range and easier to see the effects of.
- The purple oval is your target's hit box. This is to show how
sometimes strange looking spins will hit the target.
- Lastly, the red line is the original shot, and the blue and green
lines are the rotating cabbage.
- Yes, the green is searing on the eyes. Deal with it.
----
Trico Shot #1
Damage: 160 avg
Weapon type: Explosive
Blast radius: 100x70 pixels
Delay: 740
True Angle: 20 degrees
Full Angle: 40 degrees
Lowest angle: 10 degrees
Starts at coordinate from center of mobile: 20, 40
The rather low
damage and low vertical blast radius of this weapon makes it best
for an angle destroyer, or for sinking multiple targets down if
dualed. Fortunately, the delay is low.
I generally
only use this weapon when I need angle, need to make sure the opponent
doesn't, or if there is no other way to make a shot. I also find
it useful for when meleeing when facing right; Drop one on their
feet at the first turn to dig them in slightly, and to give yourself
shotgun angle. If they move closer to use the angle, so much the
better for you.
On many maps
it can be valuable to spend one turn making angle by firing a shot
at the ground. Practice will show which locations need you to do
this and which ones do not.
One useful thing
to know: 78 degrees, full power (not just short of, as stated earlier
- I apologize), is Trico's full screen shot in null wind. This applies
for all of Trico's shots. If you ever have the need to do high angle
ruler Trico, that's the way to go. I find it most useful on Stardust.
Here is a graph. Graph.
----
Trico Special
Shot
Damage: 300 avg
Weapon type: Explosive
Blast radius: Varies
Delay: 1290
True Angle: 20 degrees
Full Angle: 20 degrees
Lowest angle: 20 degrees
Starts at coordinate from center of mobile: 20, 40
Trico's SS is
the most random in the game, making it somewhat less than reliable
for deathblows and such.
Basically, wherever
you hit, it spawns several mini-explosions around it, and they are
randomly placed. The amount of damage done is based on the proximity
of the mobile to the mini-explosions. The more of them you catch,
obviously the more damage you will do. This is why hitting directly
on top of someone tends to not do very much: They only catch the
bottom half of the explosions.
Blasting it
so that it goes into the mobile in some fashion is ideal, and generally
landing it at their feet will do well enough; The explosions seem
to have more horizontal tolerance than vertical tolerance.
This does not
mean that you will get proper damage if you hit someone perfectly:
I once SS'd a mammoth perfectly and watched it do an awe-inspiring
173 damage.
A much better
use of the SS is for bunging. While, again, the randomly placed
mini explosions make it unreliable at times, you are generally guaranteed
at least 100 pixels of vertical destruction wherever you hit.
Also, similar
to shot #1, you can drop it at the feet of your enemy on the first
turn to give yourself some angle for right-shooting.
Given how random
it is, I cannot tell if Force has any effect on its damage.
----
Trico Shot #2
Damage: 270 avg total
Weapon type: Explosive
Blast radius: 64x48 per cabbage
Delay: 890
True Angle: 20 degrees
Full Angle: 40 degrees
Lowest angle: 10 degrees
Cabbage distance: approx 43 pixels apart
Starts at coordinate from center of mobile: 20, 40
Finally, the
meat of this guide. Trico #2 is a very versatile weapon, if difficult
to control. It has a significant amount of power for its delay and
can be used to destroy the land in a variety of different fashions.
The first thing
to understand is how Trico shoots - Read this part carefully, as
it contains the fundamentals of all Trico use.
When fired all
three cabbage are contained at the same location. In a small fraction
of a second they will split apart. This means that if you do not
give enough power, they will expand into your mobile. This is similar
to other mobiles that have more than one projectile on a shot, and
should be well familiar to Mage and Turtle users.
The center cabbage
is your normal shot and has the same trajectory as shot #1 or SS.
The other two rotate around an imaginary central shot. If they are
separated, they will continue to spin around where the original
would have been. In tornadoes, the outer cabbages move independently,
and do not spin around their tether. Yes, this is a royal pain in
the neck: I vote against even trying to use it in them.
Firing left
has all three cabbage coming out in a straight line with respect
to your firing angle, and will spin counter-clockwise. ie: If you
fire at 60 degrees, they will come out at a 60 degree angle. At
less than 0.5 power or thereabouts, the rear cabbage will expand
into your mobile. Functionally, this means that you have a 'minimum'
range, because at close range you will be unable to put enough spin
on it at lower angles. On the other hand, it is very easy to do
melee lobs in this direction; A little bit of practice is all it
needs. It will do this for all directions <90 degrees left regardless
of facing.
Firing right
has them at a right angle to your firing angle, or perpendicular.
In other words, sideways. It also spins in a clockwise fashion.
This causes a rather significant problem: A significant amount of
airtime is required to cause them to spin into the target, which
in turn significantly degrades your ability to melee when facing
right. If you just shoot normally, they will land flat on the ground,
which unless your opponent has about 60 hp is not going to do much
good. It will do this for all directions <90 degrees right regardless
of facing.
One way to compensate
for the weak power in right-shooting melee is to walk up VERY close
to your opponent and shoot with the lowest true angle you can get
and extremely low power. As in, 1/10 to 1/4 power. Odds are fairly
good you will hit yourself a little (70 seems like a good average
here), but it's better than hardly doing any damage at all.
The spin and
initial spawn of 90 degrees is based on your current direction.
Due to the fact
that the spin is different depending on the angle, it means that
backshots are in no way easier than normal shots. And are probably
more difficult, to be honest. Anyone who says otherwise is a dirty
liar.
----
Shotgunning
is, of course, an important part of playing Trico. But there are
a few things to note: Because of the way the cabbage split, the
direction you are facing affects the effectiveness and range of
your shotgun. When shooting left you can hit with all three with
little land damage for up to half a screen. Here is a graph at 9
degrees. Graph. (I think this graph is way wrong. but what do I
know, anyway?)
When shooting
right, you will still hit for up to about 1/4 of a screen, but you
cannot dual because it will chew up the ground. Only if you hit
them on the top of the mobile, where the land damage won't be as
much, can you dual safely when shooting right. Additionaly, if you
are far enough away, you can shotgun well at range. Here is a graph
at 9 degrees. Graph.
----
The first step
is to know your zero wind shots with Trico, and how to adjust for
position.
Left-shooting:
- Melee, no spins: Low angle, low power. Graph. You'll notice that
the top cabbage goes over - This is normal. If you think about it,
you'll realize that the hit boxes of enemies are large enough that
it will soar into them anyway. This shot should require practice
and you should not require figures for it.
- Half screen, 1st spin: 66 degrees, 2.05 power. Graph. Yes, adjusted.
The old figure has been slightly wrong for a very, very long time.
Even I wasn't using it.
- Full screen, 1st spin: 44 degrees, 2.5 power. Graph. Note that
this is just barely on the edge of being able to hit them. This
shot does not extend much further without a significant power increase.
- Half screen, 2nd spin: 81 degrees, 3.2 power. Graph. Yes, it really
does require 81 degrees. But think of the "omg" spam you'll
get when you hit with it.
- Full screen, 2nd spin: 71 degrees, 3.22 power. Graph. Yes, almost
no power adjustment, believe it or not. High angles don't require
much adjustment.
Any further
spins will require more than full power to do, and thus are not
to be attempted. The high angle shots are for reference only, and
are not recommended to be used unless you have absolutely no choice,
due to the sensitivity of power required.
Right-shooting:
- Quarter screen,
1st spin: 68 degrees, 1.45 power. Graph. Some things (almost) never
change.
- Half screen, 1st spin: 50 degrees, 1.72 power. Graph. You'll note
that one cabbage goes over. Again, with the low angle and speed
we are coming in at, we are going to smash the hitbox anyway. Remember
that the cabbages themselves have some decent radius (6-7 pixels
or thereabouts)
- Half screen, 2nd spin: 76 degrees, 2.55 power. Graph.
- Half screen, 2nd spin: 77 degrees, 2.65 power. Graph. For comparision
purposes.
- Full screen, 2nd spin: 60 degrees, 2.7 power. Graph. Again, some
things never change.
- Half screen, 3rd spin: 84 degrees, 3.9 power. Graph. Ultra High
Angle Trico!
- Full screen, 3rd spin: 77 degrees, 3.85 power. Graph. This shot
is crazy.
Any further
spins will require more than full power. Heck, the 3rd spin ones
are almost full power themselves. I don't recommend using the really
high angle ones... They're not as reliable.
I removed the
section on angle ratios because, on further inspection, it's wrong.
;)
----
Of course, being
able to hit just certain points of the screen isn't terribly useful.
Adjusting your shot it going to be the bulk of your time playign
Trico, and learning how to use it.
Horizontal changes
are relatively easy: Treat the angles for a given spin like you
do rulers for high angle shots. For example, if you know 60 degrees
is full screen right, and 76 is half screen right, then 3/4 screen
right is going to be 68. Interpolate power and there you go. Example:
68 degrees, 2.6 power. Graph.
Note that yes,
this means each individual spin type will give you a different 'ruler'
to go by. They're fine-grained enough that you generally do not
have to worry about things like between angles for the shots under
3 power.
This does break
down for lower angles, however, and you will need to add power.
How much is difficult to tell.
Vertical changes
involve a change of both power and angle. When shooting up, you
will need to add angle. When shooting down, you will need to lower
angle. The reason why you have to change angle will be explained
in the next section.
An example here
is the right full screen shot: Shooting up by 200 pixels requires
4 degrees and .35 more power: 64 degrees, 3.05 power. Graph. If
you don't raise angle, you get this: Graph.
Shooting down
by 200 pixels requires -4 degrees, and -.28 power: 56 degrees, 2.42
power. Graph. If you don't lower angle, you get this: Graph. (This
one comes out moderately alright, but is not sustainable for much
further!)
----
Of course, if
all we ever shot in was null wind we'd never actually have to think
about our shot. We could just ruler everything. So unless we all
run aimbots, we have to know how to adjust our shots.
The first step
is to know how to adjust the spin of the cabbage. Since that they
spin downwards/outwards from you regardless of the direction you
face, it keeps the process fairly simple.
This part is
very important, learn it well. The key to controlling spin is to
control airtime. That is, how long your shot stays in the air. The
way to think about this is that power affects airtime, angle affects
destination. Angle also affects initial spin, meaning you may have
to change power again too!
The general
rule is that you raise power (and thus, angle) for more spin, because
your shot will stay in the air longer. Conversely, lower power and
angle for less spin. In general you only need minute amounts for
both for proper adjustment - Practice will tell you how much.
To apply this
properly, you have to watch your shot as it sails gracelessly past
your target, and then note what changes you'll have to make. Not
just position, but also in spin. This, needless to say, takes a
sizable portion of time.
Because of all
this, whenever you change position, you must also change spin -
this includes when changing vertical position. If you cut power
enough so that you hit your target, the spin ends up being just
short enough that it does not hit properly.
----
That's great
and all, but we have to hit the first time. Or at least the second.
And certainly not the fifth. So, for this, we have to understand
how wind affects Trico's shots and how to adjust for them.
Vertical wind
is relatively straightforward. It changes gravity, and thus it affects
airtime only.
Upwind you have
to reduce both power and angle. This is because if you reduce only
power, you will over-spin: Remember, you are travelling the same
distance, but it takes longer because your power is lower. This
also means that you will have difficulty making some shots because
it will significantly reduce your range: Some shots become nearly
impossible. The 1st spin half screen right shot comes to mind. Here
is a graph of full screen right, 2nd spin, in 20 wind up: 54 degrees,
2.33 power. Graph.
Downwind is,
obviously, the other way around, and forces you to raise both power
and angle. For a similar reason: You will underspin if you do not
raise angle, because you are traveling the same distance, but going
faster doing it. Unlike upwind, this actually increases the range
of your shots significantly. However, doing the mental math to actually
make this worthwhile (and not doing a, I don't know, EASIER shot...)
is more work than it is worth. Here is a graph of full screen right,
2nd spin, in 20 wind down: 66 degrees, 3.2 power. Graph.
Yes, there IS
a ratio here. There has to be, it is only a gravity change and nothing
more. 20 wind is equivalent to a 20% change in angle based from
90 degrees. Power is then compensated for based on expected spin.
(Picture the new ruler position for that angle, then cut power until
you get the destination you want.) Total airtime does not change.
This is important to know when you are compensating for multiple
winds. While your trajectory changes, your spin time basically does
not. Since this means horizontal wind's effect will be identical
if you compensate for vertical correctly, I recommend figuring out
vertical wind after you do horizontal calculations.
Horizontal wind
is NOT straightforward and is very difficult to do correctly. Even
I have significant trouble with it, although far less than I used
to. Horizontal wind does not affect airtime at all, and this is
very important to remember. However, power does control airtime,
and you do need to change power in order to change spin.
Power is what
controls the width of the rulers, so to speak, and the strength
of the wind affects the starting position of it. The starting position
is exactly the same regardless of power. 79.3 degrees at 20 wind
left will hit yourself regardless of how much power you put into
it. Upwind affects the ratio here, as it does with most things.
(The 20% rule still holds.) This is why the common wisdom is add
or subtract half the wind power to your angle. However, it's still
wrong once you move away from the very high angle shots, because
the ruler is non-linear, and that means each angle will move less
than the last.
Wind at you
requires lower angle and more power. Why? Because you need to both
travel further, -and- the wind will change the angle which you will
come in at, so you need a different power. Only practice (or entirely
too much math) will tell you how much you need to do. Again, use
power to control the spin it comes in at, and then choose your angle.
Here is a graph of full screen right, 2nd spin, in 20 wind left:
53 degrees, 3.0 power. Graph. And here's one of it at 3rd spin,
67 degrees, 4.0 power. Graph. Half screen right, 2nd spin, 66 degrees,
2.75 power. Graph.
Wind away from
you, of course, requires higher angle and less power. This is because
you need to travel not as far, and you need to come in at a lower
spin for when you impact. I still have yet to come up with a decent
algorithm - But the amount of angle that requires changing is significantly
greater than that of wind towards you. Maybe 1.5 to 2x. Here is
a graph of full screen right, 2nd spin, in 20 wind right: 70 degrees,
2.55 power. Graph. And here is a graph of full screen right, 3rd
spin, in 20 wind right: 88 degrees, 3.8 power. Graph. Aaaaand here's
half screen right, 2nd spin, in 20 wind right: 87 degrees, 2.55
power. Graph. Note that the only one that had its power changed
was 2nd spin full right. This is because of its lowish angle by
comparision to the rest.
It is important
that you interpret each wind separately. This means if you are facing
16 wind at a 45 degree angle, you want to treat it as 11 wind of
both. I recommend compensating for horizontal first, then vertical.
Yes, this means
that your initial shot in strong wind will be very time consuming
and difficult. But from then on you can rely on your knowledge of
shot adjustments.
----
Some example
shots: (All diagonals are at 45 degrees from the axises)
- Full screen
right, 2nd spin, wind 12 upright: 62 degrees, 2.45 power. Graph.
(From 60, up to 64 due to rightwind, then down to 62 due to upwind)
- Full screen right, 2nd spin, wind 12 upleft: 54 degrees, 2.65
power. Graph. (From 60, down to 56 due to leftwind, then down to
54 due to upwind.)
- Full screen right, 2nd spin, wind 12 downleft: 59 degrees, 3.00
power. Graph. (From 60, down to 56 due to leftwind, then up to 59
due to downwind.)
- Full screen right, 2nd spin, wind 12 downright: 67 degrees, 2.85
power. Graph. (From 60, up to 64 due to rightwind, then up to 68
due to downwind)
- Full screen right, 2nd spin, wind 8 left: 56 degrees, 2.80 power.
Graph. (From 60, down to 56 due to leftwind.)
----
Other things
you can do with the crazy swirly cabbage:
If you use the
wrong direction's shot, you get what is equivalent to a spreadfire.
Good if your opponent has very little life left or if you want to
flatten out the ground to thwart their attempts at angling.
If you come
in slightly short of your target, both in position and spin, you
will 'dig' your opponent in. The first cabbage will hit at his feet,
then the next will hit in the hole (digging him in), then the third
will go in further. It generally does about 150-160 damage. I did
not practice enough to be able to do this reliably, but it can be
useful. Warning: This WILL give him angle. You'll have to follow
up with a #1 or SS to cut that off.. Preferably the latter.
Yes, 90 degrees
full power straight up will make you hit yourself with all 3 in
zero wind. Not that there is any reason to do this other than goofing
off.
----
Trico vs other
mobiles: (alphabetical order)
Aduka: DINO
SMASH. High power mobile balanced only by its HP/angle vs delayed
power mobile with little to no angle destruction power (if it wants
to do anything!!!) equates to pretty fast death of the Aduka.
Armor: This
is a nightmare matchup in melee. Armor has high hp, high def, and
hurts like hell. Your best bet is to run the hell away and get into
a lob war. You may have to deal with the SS nuke, but it's better
that he misses and you get a chance to take him and his angle down.
Armor can't do anything without its angle, like Trico. Even better,
its firing point is fairly low, so you don't have to worry quite
so much about that. Trico has fairly low delay, but it's not enough
to make up for Armor's power.
A.Sate: High
damage, but not that much trouble at range. The real problem is
at midrange, where it tends to flatten the ground as well as pack
some serious punch. Either melee it or long range it, but try not
to stay where it's going to cause you problems in more than one
way.
Boomer: Pray
for non-null wind. All in all though, this could go either way.
They are both low HP, high power mobiles, meaning it becomes more
a matter of who hits who more, and who uses delay better. Neither
can really mess up the other's angle. Staying in lob position from
them generally tilts the odds in your favor though. If you can melee
them, you have already pretty much won. It takes 4 solid hits to
kill a Boomer. That is not much. (I have even killed them from full
in a mere two duals before.)
Bigfoot: Skilled
bigfoots are actually not your biggest worry here. It's the "flattening
all the ground around you and pecking you for 80 damage" type
that's a problem; Continuously losing your angle and also position
can be a serious problem in the long run. Yes, even newbies will
cause you trouble. Not much can be done about it though. Just don't
play bigbomb or something. ;) On the other hand, Bigfoots have hilariously
low defense, giving Trico the most damage it can do against any
mobile.
Dragon: What
is fun? Landing an SS right in the belly of an airborne dragon.(450
damage average!) Additionally you don't eat any ground when shotgunning,
so you can safely dual right at further distances than you normally
could. Thor won't take any either: I once did a 1/3rd screen right
dual shotgun during Thor to kill one. If you can't utterly clobber
the thing (with help from teammates, heh) like this, you'd best
stick to range. Real no brainer here.
Grub: Some basic
precautions basically nullify most of their power, but you have
to be worried about their ability to mess up your angle and dig
you in. Meaning you should never, ever let them roll their shots
into you while you're in a ditch of any form: You'll get completely
screwed.
Ice: Smart ones
will lower your def then go into serious angle destruction mode
at range. You're best off meleeing them if you can, otherwise be
prepared for a long, drawn out angle destruction war. In general,
I tend to favor the Trico in this fight in the long run though.
JD: Oddly, not
as much of a problem as you might think. The ones that just machine
gun #1 aren't really a big threat at all. Only at range, when they
are smart enough to eat your angle... But the explosion radius is
big enough to usually give you angle again. One smart enough to
Dual #2 you into a hole, though, will be problematic. You're basically
going to be fighting a war where you plow through the ground in
order to hit your target. Depending on the wind you can generally
get out of having this happen with a good teleport.
Knight: Treat
it like a Boomer. It has basically the same effect on your fighting.
As long as you don't get clobbered with Thor on you're good.
Lightning: Do
not underestimate this mobile. In the hands of a good player a dual
can send you into a hole where you can't do anything. And he'll
keep digging it deeper. Lightnings are tough to destroy, as well,
so you have to keep dancing around your terrain while fighting them.
Beware ones below you on Metropolis. Getting rid of their angle
is not always the best solution: Odds are good they can still hit
you with #2 unless you are sufficiently far away.
Mage: Kinda
like a low grade Armor with better delay. Except this one you can
melee safely; Trico basically has the advantage as long as the Mage
is not playing the angle-destruction game. What's he going to do?
SS your Trico shield?
Nak: Now this
is a problem. You need angle to hit them, but, oops, they smash
the ground out from under your feet if you try to get it. Skilled
Naks can cause you more trouble than any other mobile, since there
really IS no safe terrain. You'll be forced to stick to low angle
shots. Trying to stay at long range here is a real no-brainer.
Raon: #1's hole-making
ability is not anything to worry about, since, hey, it gives you
angle. The damage is low, as well. The SS can be problematic (Especially
in SSDeath. Curse you pockets) if the terrain is not in your favor
about it. The real trouble here only lies in the hands of the kind
of skilled Raon players that can dump mines on either side of you
at about 20 pixels apart from half the length of the arena. This
is more a war of hitting more than they hit you, and keeping the
mines from doing too much damage. (Walking over one of them to get
far enough away to make the other fall asleeep)
Turtle: I have
fought so few skilled turtles that I can't even think of anything
to say on this matter. Keep screwing their angle, is about it. They
can't move terribly far, so if you flatten the ground out they really
can't do much.
Trico: In the
unlikely event you find yourself playing a skilled Trico user, you
should know the mobile well enough by now in order to thwart them.
If not, there is no real strategy: Keep doing damage, and try to
screw up angles whenever possible.
You may have
noticed a theme about your angle by now. That is because it is far
more important than taking damage. Trico is about dealing damage,
not taking it! If you want that, play Ice.
----
Maps:
Adiumroot: No
wind changes, which could be blissful or nightmarish, depending
on what you get. Dozens of tornadoes don't help you much, especially
not in double death unless you go the bunge route. Trico #2 can
chew through half of the pipe's thickness, though, so if you use
the bunging technique with it you can get some good effects. If
I'm not meleeing I pretty much always spend one turn to make some
angle, though.
Cave: Everybody's
favorite map of complete mindlessness! If you start facing left,
you're good. Otherwise, you're not, unless you can get some good
distance. Back in the old days I'd have suggested teleporting to
the left head and sniping away, but seeing as how half the time
you are now either eating wind change or tornado, sniping from there
is not very viable anymore. Feel free to try though. Since you have
low HP you cannot face two mobiles at once, so either try to get
someone to meat shield or try to run away if that circumstance occurs.
The terrain at least gives you decent places to angle from.. Not
that you need it.
Cozy Tower:
The center bridge is a bad place to be. Everyplace else is good
though. Strategy is really no different from that of any other mobile
- Stay away from where you are easily bunged.
Dummy Slopes:
The right perch on the leftmost platform is the tastiest place for
Trico to be. Perhaps in the entire game. There are lots of places
to get angle here, but not always where you need them. Being on
a downward slope is a bad thing, especially on the far side platforms.
Dragon: This
map is the worst, because the ground is predominantly curved downwards,
and you have lots of humps to shoot over. This means you don't get
much angle and you need a lot of it. The best position to get is
just left of the first large ridge left of center.
Meta Mine: Cave
with more breathing room and readily available angles. This would
be Trico Map Of Ultimate Doom #2 if it weren't for the fact that
you have to deal with 2x wind change and 2x tornado, as with Cave.
Either way, the terrain works well for you, so use it.
Metropolis:
A headache, but not as bad as Stardust. Shooting up the right incline
is cake. For the most part you're going to be itching for some terrain
to angle from, though - This is one of the maps where I prefer to
make myself some angle if I spawn up top and cannot get any easily.
Miramo: Here
it is, Trico Map Of Ultimate Doom #1. Free angles everywhere, long
distances, a tolerable amount of wind changes, almost no chance
of being bunged... What more could you ask for? A good Trico can
dominate on this map if not stuck into a melee fight.
Nirvana: This
map is far too lacking in good angles to be a Map of Ultimate Doom,
but it's still above average. Bunging is usually not much of an
issue. Try to stay away from the flat center and the downcurve to
the right of it. Neither is particularly healthy for you.
Sea of Hero:
For the most part there are few 'bad' positions on this map. Far
right is the worst if you need to do ranged, but it's great if you've
got osmeone to melee up there. Second to far right is probably the
worst overall because you are in a relatively easy to hit spot if
you try to get angle to hit in either direction. Overall this map
is right about average for Trico though.
Stardust: This
map is a serious problem after a few turns. Why? Because when you
are in the middle, when facing right your ONLY choice is to high
angle and smash through the ground above you. This is the only place
where I can seriously recommend high angle ruler Trico with #1 and
SS. On the other hand, as long as you can stay up top you're pretty
much safe.
Cozy Tower Side
B: If nothing else this map is great ranged practice. And punishing
with bad aim on teleports. No real good or bad positions here.
Meta Mine Side
B: Now this map is a problem. As in Stardust, you need to be able
to lob over: You have more range to do so, but trying to aim all
the way up to the top of the screen, accurately, is a... problem,
to say the least. If you can get everyone down low you're pretty
much safe. Also, similar to Adiumroot, there are no wind changes,
which is another major problem.
You'll notice
that I have a preference for long range combat. This is correct
- Melee is too much 'smash or die', and Trico doesn't have enough
HP to really sustain it for very long.
----
Items:
Dual, 600 delay:
Good ole trusty Dual. Given that Trico is such a powerhouse, this
item is probably going to be more or less a given.
Dual+, 250 delay:
Less useful than it could have been, since trying to do shot #1
first tends to pulverize the ground enough that they get knocked
down a smidge too much before the #2 lands. If you can compensate
for that, then great. Better off doing #2 first, though, which reduces
the usefulness of this as an item. Sine Trico is all about damage,
plain old Dual is likely better in the long run anyway, especially
with Trico's decent delay all around.
Blood, 0 delay:
Lose 74 HP, do 1/3rd more damage. See Powerup.
Powerup, 150
delay: Do 1/3rd more damage. Generally this is about +90 more damage,
which is not insubstantial, but is not particularly substantial
either. It takes three of them to make a Dual, and in general if
you're using damage up stuff you want enemies dead right now. They're
a nice idea, but they just don't work out all that well in the long
run. If you're playing Tag, you want deathblows, not slow, creeping
death. And no, one of these will not be enough to allow you to kill
a Boomer in two hits unless you are very lucky.
Bandaid, 100
delay: Half a medkit. Heals 138 HP. Not too fond of these: Generally,
when you need healing, you need it right now. I'd rather play the
delay game and use a medkit -- Trico's decent delay helps that immensely.
Medkit, 300
delay: Heals 277 HP. Enough to survive one more hit, or cancel out
a Dual. Only good for buying you enough time to hone your aim more,
which Trico needs as much of as it can get.
Shovel, 50 delay:
I am not convinced of the usefulness here, but I suppose using the
bunge trick in combination with this would be able to make some
very nice holes for your enemies to stay in. I'll have to try it
more thoroughly one day.
Wind Change,
150 delay: The best defensive item in the game, as long as you're
not stuck in null wind. A good way to thwart Boomers, if nothing
else. If I am facing a big pack of them, I'll seriously consider
taking one.
Thunderbolt,
200 delay: I honestly do not see this as terribly useful for Trico.
The increased damage is better off gotten with a Powerup, the attack
is too inaccurate to really screw up position, etc, etc.
Teleport, 100
delay: Teleports are your friend. There are far too many times where
you will have trouble making your shot from your current position,
or end up meleeing someone that you really do not want to.
For the record,
my usual loadout is Dual/Medkit/Teleport in a Tag/Solo game. In
Score, it's Dual/Dual/Teleport. I don't play Score very often anymore,
though. Jewel tends to be the most entertaining Blood/Blood/Blood/Blood/Teleport
combination.
And no, I didn't
cover Team Teleport. Three guesses why.
----
It's a long
road to Trico mastery. You can get reasonably competent in a few
days, but being able to just toss out whatever you want is extremely
difficult and is the largest challenge in this game IMO.
Well, that's
about it. If you have any questions feel free to PM me in the forums,
or post a topic on it. It's fairly likely I'll respond. I do not
play very much anymore, but usually I'm willing to give a few interactive
lessons. (Particularly with some incentive to do so.)
You are free
to use this guide wherever you wish, as long as I am credited as
the author. If you don't credit me, I will tell you to go stick
your head in a pig in a violent fashion. And nobody wants that.
Enjoy!
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