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Trico Guide form Creedo Site

It is raining now, and lightning keeps on striking my router, forcing me to quit the game with inukiM and other GBA dudes. For this reason, + I'm kind of free, I will translate the Shen Pu (knat) 's Trico 3 in 1 guide for you guys. I haven't really tested his method, because it seems harder than DarkSword (knat) 's method which I have been using for a long time. Anyway, the original link: 1. Shen Pu's Trico 3 in 1 guide in Chinese http://www.ibfchina.com/index.php?showtopic=44577 2. DarkSword's Trico 3 in 1 guide in Chinese http://www.tankbb.com/bbs/real_list....id_check=0&x=0 I will start the translation now. (And might skip some less important parts) --There are two shooting methods in GB which have been widely used by the users since long time ago due to their simplicity and effectiveness, i.e. 1. Fixed power method (Adjust angle, e.g. Half toss, full power, etc.) 2. Fixed angle method (Adjust power, e.g. Mage-60, boomer-89, etc.) Fixed angle method is harder than fixed power method, users need to memorize the 'distance-power' table and they need to calculate the power due to affection of resulting wind force, but anyway, to most pros, this method is considered easy, it takes only two steps. Both of the methods above are the mainstream methods in GB, based on them, alot of new methods are born. But, a new calculation is born because of the emergence of trico (and its users) i.e. Fixed timing method (Adjust power and angle). Technically, this method is far more difficult than both mentioned methods, however, a player still need both of the methods as basis of mastering Fixed timing method. Let's stop crapping and get into the topic, i.e. Trico's 3 in 1 calculation. Alot of players might think that the miraculous 3 in 1 shot is done due to luckiness, which actually is based on certain principles. After spending my time on research, I found out the principles, and through these princpiles, I come out with calculations, which are the the steps below: 1. Apply the base power. Which is the power (under 0 wind condition) for hitting 3 in 1 when both users are on the same horizon.

Left->Right: 1.5 ; 2.6 ; 3.6 ; 4.6 Right->Left: 0.9 ; 2.2 ; 3.2 ; 4.2 (Note: 4.2 and 4.6 are used on tail or vertical wind) I suggest you all to practice the power above in some 0 wind stages. 2. Calculate the shooting power Power needs to readjust due to the wind affection. Here are two principles to remember: a. Tail/Up wind: Reduce power b. Opposite/Down wind: Add power The exact data: a. Upward vertical wind: For each 2 wind power, reduce 0.05 power. b. Tail wind (horizontal): For each 5 wind power, reduce 0.05 power. c. Downward vertical wind: For each 2 wind power, add 0.05 power. d. Opposite wind (horizontal): For each 5 wind power, add 0.05 power. You can deduce the power to change for other winds from the data above. Another thing to consider it the horizontal line, for most cases, when target is located about 2 mobiles height above you, add 0.05 power; if the target is lower than you for about 2 mobiles height, reduce 0.05 power. 3. Deduce screen distance from shooting power After knowing the power to use, you have to calculate the angle. The first step in calculating angle is to get the screen distance. The data below are screen distances for different shooting powers, I tested them with =ShangHai=HongHong (knat) , thanks for his wonderful effort. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 power: power: power: power: power: power: power: power: power: power: power: power: power: power: power: power: power: 24.0(h) 22.0(h) 20.0(h) 18.0(h) 16.0(h) 50.0(f) 14.0(h) 40.0(f) 13.0(h) 30.0(f) 12.0(h) 28.0(f) 11.0(h) 26.0(f) 10.5(h) 24.0(f) 10.0(h) 22.0(f) 9.5(h) 20.0(f) 9.0(h) 18.0(f) 8.5(h) 17.0(f) 8.0(h) 16.0(f) 7.5(h) 15.0(f) 7.5(h) 14.0(f)

3.7 3.8 3.9 4.0

power: power: power: power:

7.0(h) 6.5(h) 6.5(h) 6.0(h)

13.5(f) 13.0(f) 12.5(f) 12.1(f)

The definition of 1 full screen distance is quite ambiguous, some say from left edge to right edge, some say from the left edge of "Esc" button to the right edge of "F8" button; But anyway, if I were not wrong, Shen Pu's 1 full screen definition is the latter one I mentioned just now. To apply the data above, let's say you are using 3.2 power, 90 - (9.0) = hitting half screen, 90 - (18.0) = hitting one screen. 4. Deduce target distance from screen distance For this step, it's quite simple, but to make it accurate you need alot of experience. The way I calculate distance is to use the object in screen to calculate. For instance, if enemy is located right after "All"button, and half screen distance = 14 angle, then, your target distance will be 0.5*14 = 7. 5. Calculate angle to compensate with wind For those who's good in Half Toss, it might not a big problem for you, because the wind chart is almost the same. http://www.geocities.com/yuenqe/HalfToss.Wind.Chart.txt This is the wind chart of Half Toss, the wind factor works for shooting power around 3.0. For most of the cases it might just work fine; for 2.0 power, the result you get might have to be reduced by 2; for 2.5 power, the result has to be reduced by 1. Again, practice and learn from experience. 6. Collecting all the data and shoot The formula is: Angle: 90 - (target distance = step 4) + half toss angle (- for opposite wind direction = step 5) Power: The result of step 2 And you will see 3 cabbages draw beautiful curves in the sky and all 3 hit the enemy in 1. As if you miss, it might still be 3 in 1 but hitting the ground. What I can say is.. Formula can only be a way to help you to gain experience, to be more accurate and perfect in shooting, what you have to do is practice again and again. I have been asking Koreans for some tips and what they told me is: "Just practice more and more." I think this is the ultimate "guide" of pros. Remember, this is always true: "Practice makes perfect."

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