The Concept of Formula 
The Concept of Formula 
pf4ugc4 
Mar 18 2009, 01:46 AM
Post
#1

Wooden Hammer Group: Members Posts: 55 Joined: 30January 08 Member No.: 847 IGN: ugc4 Guild: PF4 Main: nak 
I believe this is a new era on gb, where formulas are becoming more and more popular, developed, and necessary. But nobody really takes the time to look deeper into the concept for formulating for gb, so i've taken the first step in this almost essaylooking explanation of it. This will not just help "noobs who do not know how to form," this will help everyone (even though some may already know everything that i am about to say, at least it will help them think into it deeper). Lastly, please please PLEASE do not spam this topic; I want to develop this game, so please respect that and respect me by not posting shit like "fake" or "forms are for noobs" (if someone does, dan please keep an eye out? thanks buddy, u know where im coming from, and i think u'll support this fully). thanks!!!
There are various types of formulas that one can use in GB. Before I list them, consider the factors that are involved in formulation:  angle  power  wind  elevation (vertical position)  distance (horizontal position)  time Essentially, formulas put all these factors together into simple hityourtargetonGB results. Once you play around with those variables, you get a number of types of formulas. So without further due, here are the types of formulas for GB:  Fixed Angle = uses one angle and one angle only; add/subtract power depending on wind, elevation, and tornadoes. Example, fixed angle 35, fixed angle 50, fixed angle 70, etc. (comments on this formula: this type is the most accurate type of formula, but it is more timeconsuming.)  Fixed Power = uses one power and one power only; raise/lower angles depending on wind, elevation, and tornadoes. Example, fixed 3.0 power, fixed full power 4.0, fixed 2.5, etc. (comments on this formula: this type of formula is usually ineffective because of distance. since you change angles up and down and not power, it generalizes a wide range of angles. However, it is faster to calculate.)  BJSL = uses one base angle and one base angle only; raise/lower angles depending on wind, elevation, and tornadoes. Example, 70BJSL, 80BJSL, 60BJSL, etc. (comments on this formula: this is similar to fixed power, and likewise it is not the most effective type of formula, but it is better than fixed power. It is the easiest to calculate).  Fixed Timing = uses one timing and one timing only; raise/lower angles + add/subtract power depending on wind, elevation, and tornadoes. Example, Fixed Timing for Turtle TimeBombs/SkyBombs SS (2.14 seconds). (comments on this formula: this type of formula has the potential to achieve as much precision as fixed angle formulas, or even more, but it usually does not because those who make these usually generalize a group of angles and a group of powers. This formula is more complicated and more timeconsuming than all of the above). Those are the main types, the following are rather useless or just unheard of  Fixed Angle + Power = uses one angle and one power; distance is automatically altered by wind, elevation, tornadoes. An example would be if you wanted to use 70 3.0 for all your shots. This formula would essentially tell you where you need to be in order to hit your targets with that angle and power all the time. (comments on this formula: helps you think outside the box because the changing variable is distance, not the usual stuff. And, i mean, if you have move hack, you could use this formula!)  Fixed Angle + Timing = uses one angle and one time; power automatically altered by wind, elevation, tornadoes. An example is if you wanted to use angle 35 and wanted it to be on the air for 2 seconds and 2 seconds only. This formula would essentially tell you what power you need to use for your angle352second shots. (comments on this formula: there is no practical use for this formula, but you could use it to tell people "that is right, I only use angle 70 for 3 seconds")  Distancebased Timing = uses different fixed timings depending on different distances; angle and power are automatically altered by wind, elevation, tornadoes. (comments on this formula: complicated and timeconsuming, yet it has the potential to have great precision. A common problem is again generalizing a group of angles and powers into one wind chart)  Distance & Wind Based Timing = uses different fixed timings for different distances under no wind, but those timings are affected by wind. angle, power, and time are automatically altered by wind, elevation, tornadoes. Example, Trico shot 2. This formula essentially tells you the angle and power that you need for your shot to have its wind 0 timing based on the distance that your target is at. I believe that would be it. Any questions, concerns, or comments? If there is anything you can contribute to this attempt of categorizing formulas, please do so. *not mentioned in this topic: methods of formulating for specific formula types. 
LoFi Version  Time is now: 19th November 2019  01:58 PM 