![]() Good for preventing most enemies from moving. Digger - between tiny and small explosion, 5x 15 dmg. Use with 45 or 135 degrees or use it for taking boxes. Flame - no exposition, 12 flames with 2x 1 dmg each. Don't use too much power and avoid using sharp angles. Rain - no explosion, medium area of effect, 2 dmg per hit (2-20 dmg usually). ![]() Best used if the enemy is on a hill - aim it at the lower part of the hill, near the enemy. Palm - 5x tiny explosions, 15 dmg each, large area of effect. Rapid fire - 10x tiny explosions, 5 dmg each. You need to hit the enemy tank directly if you want it to explode, or you can aim it underground. Tunneler - small explosion, 20 dmg, can go under the ground. Use if the enemy is hiding behind an object. Breaker - breaks into 2 projectiles with small explosions and 20 dmg each (only one can hit in 1 v 1 games, unless the enemy is near a\the bouncing wall). Best used for melee range with about 45 degreese angle. ![]() Splitter - splits into 2 projectiles with small explosions, 20 dmg each. Aim it with a sharp angle at the opponent, better for close range or for taking boxes at long range. Pepper - 10 projectiles with ignorably small explosion (all 10 of them destroy the ground like tiny explosion would) and 3 dmg each. Three-ball - 3x small explosions, 20 dmg each, use with 45 or 135 degrees if the enemy is on the same ground level as you. One-bounce - small explosion, 40 dmg, best used when the enemy is in a hole or in melee range. Heavy shot - small explosion, 20 dmg, best used when you got no other weapons that can hit. Shot - tiny explosion, 10 dmg, best used for taking boxes. The dmg I'm posting is for level 1 weapons. I ignore anything smaller than tiny and say "no explosion" Sizes: tiny (shot), small (heavy shot), medium (massive shot), big (phantom), large (ghostlets), huge (nuke) and colossal (mega nuke). 'Melee range' - within a circle, half the size of the aiming circle (half it's radius) 'Close range' - near or in the aiming circle (the circle around your tank) They sometimes deal damage outside their 'explosion'. There are some exceptions like steam and flaming weapons tho. 'Area of effect' - if a shot has many explosions (flower, area strike, etc) or a lot of projectiles (rain, helicopter strike, etc), this indicates how far can the weapon spread. 'Explosion' - the circle, that appears after the shot has landed. I'm posting the weapon list in ssl2, with 'how to get optimal damage' guide and rank the weapons with stars (0,5-5*) - the rating is determined by dmg, consistency of the dmg and accuracy.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |