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> Yoyobuae's Chart
mezz
post Jul 7 2007, 05:06 PM
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This is a guide for printing out the chart and using it in-game. Crazy, I know.
It will also help anyone who wants to know how to use the chart for deriving formulas.

I have no idea where Yoyobuae is.
I think him, 00Sniper??, and I are the only ones to really use the chart in game and have good results, because we stuck with it and learned it.
As the sole proprietor of this knowledge, I feel obligated to share it.

Here's the chart generator.

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NOTE THAT YOU CANNOT MAKE THIS CHART WITH THE CHART GENERATOR. It's speshull.

This is the turtle 2.15 second aimchart. 2.15 is the time it takes for a turtle SS to open.
There is a unique chart for every airtime (0.1 to 5.9) for every individual bot.

Here's a link the full resolution version, which you will need to print if you wish to use this.

You may not wish to print out the entire chart, for reasons I will go into later. If you crop or scale the chart, just make sure you keep the ruler at the bottom left corner. I did this by copying it into a new layer in photoshop and placing it in the middle of the chart, and then doing any cropping or resizing. Also, you should copy paste that little ruler all over the white space, because you will probably lose them, and hate yourself, and have to reprint the whole thing if you don't.

How to use the chart:
You must view the chart as the playing field. Your bot's shot origin is in the center, where the two thick black lines intersect. This is in the middle, somewhere above where all the blue lines converge depending on the chart.

You are measuring from the shot origin. You are not measuring from the middle of the bot, or it's head, or it's feet or ass.
This is science.
The shot origin is where the shot first appears out of the bot.

You measure the distance between you and your enemy. Each red line on the chart corresponds to 1/4 of a screen in the game. Every 1 screen, the red lines are a slightly different color for easy reference. So if the enemy is to your right 1 + 1/2 screens and up 1/8 of a screen, he is here:
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Got it? Easy.

Now that you have this neat little spot, you're locked on. Bam bam bam.

The next part is wind. You have, say 20 wind facing down and to the right. No problem! This is where the chart is strong. It requires no math, just that cute and easy to lose little ruler.

Rotate that bitchin' thing to match the wind arrow. Then, place the front of the ruler on your enemy's position.
When thinking of what orientation to use, think of "pushing against the wind" to compensate for it. You don't want to measure along with the wind, or your shot will be fantastically wrong.

In our example, we rotate the ruler so it oriented along the same line as the wind arrow, with the scale facing against the wind, and place the 0 mark on the enemy like so:
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Now measure 20 tics for 20 wind.
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That is your enemy's position, after being compensated for wind. I usually keep the ruler there, so I can judge small wind changes between turns. Also keep your enemy's 'before wind' position, for when the wind changes and you need to rotate the ruler to a new position.

Now you have all the information you need in order to make your shot. The last step is simply reading the chart.

The circles!! The angle or the circle is your shot angle. The radius is your power. Easy, right? Yep.
Straight up is angle 90. Every dark line starting from the bottom center is 10 angles. Smaller lines in between those going in the same direction are 2 angles.

The dark radius lines are 1 bar each. The thin ones are 1/4 a bar.

Here's our example:

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Remember, for a turtle ss timebomb you would rather raise 1 angle too much and have a sloppy hit. You don't want 1 angle too low and have it splat in their face without opening.

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So, for a perfect turtle SS to hit a guy 1.5 screens away, 1/8 screen up, in 20 down/right wind is angle 48, 3.18 bars.

TADA!


For printing, I know I will pretty much never need to go up or down more than 2/3 a screen with this chart. So I chop it off 2-3 red lines above and below the black cross. Also, label the dark powers and angles, or else you will spend a long time counting lines.

And don't use this in 1v1. Yeah, really.

special thanks to yoyobuae, wherever he is~
and to me, mezz, because this was kind of a bitch to write and make graphics for, and I don't think anyone will really use it :S


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MagiK
post Jul 7 2007, 05:24 PM
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Thanks, Mezzz

Oh and btw, I will be trying this out at the very least.

:)
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ThaEmbacy
post Jul 7 2007, 05:24 PM
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im not big on formulas but i think i got it
now time to test it in game

Edit:

-.- my printer is not set up,it was set up b4 i reformatted now gotta go find those cool disces


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xDemonessx
post Jul 7 2007, 05:54 PM
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Holy $@#%ing crap.......this is awesome. Definatly trying this as soon as i get home.

You have to play more mezz, you must teach me your ways of awesome.

For the power adjustments, its it 1 bar power = ever 2 red squares, correct?

This seems tooooooo amazingly easy to seem accurate.....somehow it makes sense. This is the kind of formula i need, im a visual learner....

Wow....you could do something like this for trico rotations couldnt you? Its all just air time.....

my mind has been blown.


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mezz
post Jul 7 2007, 06:10 PM
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QUOTE(xDemonessx @ Jul 7 2007, 04:54 PM) *

Holy $@#%ing crap.......this is awesome. Definatly trying this as soon as i get home.

You have to play more mezz, you must teach me your ways of awesome.

For the power adjustments, its it 1 bar power = ever 2 red squares, correct?

This seems tooooooo amazingly easy to seem accurate.....somehow it makes sense. This is the kind of formula i need, im a visual learner.

Interestingly, because it's circles intersecting a square, 1 bar of power = 2 red squares is only true for that instance.
2 bars is not equal to 4 red squares, but you have the right idea for reading correctly from the black cross.

Yoyo tried using this for trico, but he had to print out a chart for every airtime. Every single one. This is because the airtime is slightly different for trico depending on your starting angle and the distance from the enemy.
When you have angle 90 with trico, the initial angle of the balls is different then when you shoot at 45 degrees, so the airtime must also change.

For every other bot, you can just use the same airtime and 1 chart without that problem. You will need more than 2.15 airtime if you want to shoot over a hill or something though, turtle time bomb uses fairly low angles.

The main difficulty with using the chart is learning to fiddle with the ruler correctly and get an accurate reading. I always had the ruler going the wrong way at first, and then I had many shots that were just 1 angle off because I wasn't very accurate in mentally measuring the distance of my enemy height-wise.

After you learn this chart and get good at it, you will practically be able to see the chart in your head and compensate for wind that way. That's what I do now. For turtle shot 2 I just play 60-part screen and compensate for wind in my head visually.


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Sol
post Jul 7 2007, 06:12 PM
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Shit likes this shows that quite a large amount of the GBs user base needs to go outside more often.
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mezz
post Jul 7 2007, 06:18 PM
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QUOTE(Sol @ Jul 7 2007, 05:12 PM) *

Shit likes this shows that quite a large amount of the GBs user base needs to go outside more often.

This particular example only exposes a few of us, but yeah, basically. :)


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hellic
post Jul 7 2007, 06:56 PM
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Mess with the head, and you'll get the shaft!
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QUOTE(Sol @ Jul 7 2007, 07:12 PM) *
Shit likes this shows that quite a large amount of the GBs user base needs to go outside more often.
WHAT A REVELATION! WE COULD BRING OUR LAPTOPS AND CHARTS OUTSIDE AND PLAY GB!!


You're a fucking genius.


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Sol
post Jul 7 2007, 07:20 PM
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QUOTE(hellic @ Jul 7 2007, 07:56 PM) *

WHAT A REVELATION! WE COULD BRING OUR LAPTOPS AND CHARTS OUTSIDE AND PLAY GB!!
You're a fucking genius.


You know what I meant tardbucket.
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Soviet Mudkip
post Jul 7 2007, 07:30 PM
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QUOTE(hellic @ Jul 6 2007, 01:21 PM) *

Nooooooooo, I'm not being sarcastic. Nope, not me.



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mylord
post Jul 7 2007, 07:52 PM
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How i hope there's an option to remove the timer in gb...


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geLid
post Jul 7 2007, 08:11 PM
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very impressive.

what about wind, lol? you have this crazy thing to help determine where it opens but then still have to feel the wind? i'd rather wing it from the get go =p


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[10:38] <`a50> my bro took my calculator, so i cant play gunbound :(
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mezz
post Jul 7 2007, 08:19 PM
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QUOTE(geLid @ Jul 7 2007, 07:11 PM) *

very impressive.

what about wind, lol? you have this crazy thing to help determine where it opens but then still have to feel the wind? i'd rather wing it from the get go =p

The wind is the ruler step, it's the whole point of using the chart, because it's the most intuitive possible approach.


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geLid
post Jul 7 2007, 08:22 PM
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more or less missed that part... very cool concept. i'd just hate to go against people that have this kind of thing down.


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[10:38] <`a50> my bro took my calculator, so i cant play gunbound :(
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1nsanemofo
post Jul 7 2007, 11:13 PM
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its just an alternative to a "normal" windchart, in the fact that you can only have 1 "time" at a time, like you can only have 1 windchart at a time


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mezz
post Jul 8 2007, 01:01 AM
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This is analog so you don't have any rounding errors that come with making a windchart though. Windcharts also only estimate over a certain range, if the airtime is very long or very short compared to when the calculations were made, it isn't accurate. This situation is not the case when it comes to this type of chart though. The only limiting factor is having a fixed airtime (which in turtle's case is also a benefit).


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PUTOOOOO
post Jul 8 2007, 06:21 AM
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this is pretty nice it has the same princepal as my tracing technique so perhaps this could be added to my turtle guide to help others understand it better


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ANBU
post Jul 8 2007, 08:10 AM
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that's one of the trippiest things i've seen in my life
fuck, i dont think i'll even bother with it ._.

look cool though xD
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1nsanemofo
post Jul 8 2007, 03:40 PM
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I think I'll start trying to apply this in-game, like, use my normal "charting" ways to get my angle and power, so I dont run out of time to shoot, and then take my time using thisd thing to see if I get the same results and whatnot


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creativ3s
post Jul 9 2007, 07:59 AM
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Very Helpful Mezz ^^ Alot metter then wat i recieved from the MAS-1 Forum -.-
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