"High Parabola Strategy for Good Aim in 'Dandan Tang'"

by shomarjack on 2009-07-31 23:24:54

Before playing GGwan's "Dandan Tang," prepare a calculator on your desk. First, it can be used as a marker; after firing one shot, while others are taking their turns, you can set the exact position and then input the angle on the calculator. This prevents being knocked off course by someone else or forgetting to adjust back to the correct angle after your next shot.

First, when the game starts, you need to analyze the enemy situation. You should aim to eliminate the enemies in front of you first. In addition, you need to visually find a suitable and safe spot from which to launch your attack. Once you've counted the distance to the target, input the numbers into the calculator and set the angle. Pay attention to the wind direction. When others are shooting, remember whether the wind is adding or subtracting force so that when it’s your turn, you don't add the wrong direction to the calculated angle. Now it's your turn. If there's an enemy in front of you, quickly lower the angle and take them out. If there isn't any immediate threat, walk to the previously calculated position, recheck the wind, make necessary adjustments to the angle, and immediately fire the high-caliber cannon to take down distant opponents.

When practicing wind-angle calculations at the beginning, it may feel a bit difficult to calculate clearly. With more practice, you'll get the hang of it. Whole number winds are simple enough, even a first-grader can do it. For decimal point winds, for example, if you're on the left attacking the right, and there's a →0.5 wind, that's 1 degree; with a →1.6 wind, that's 3 degrees; with a →2.7 wind, that's 4+1=5 degrees; with a →3.8 wind, that's 6+1=7 degrees; with a →3.9 wind, that's 8 degrees. Meaning, except for 0.9 winds which we consider as 1*2, all other decimals compensate in the wind's direction. If you're on the left attacking right with a → wind, you need to raise the angle; if it's ← wind, you reduce the angle (just mentally remind yourself: raise when going away, reduce when coming towards). Similarly, for the remaining zero-point-something winds, we compensate with more force, mentally reminding ourselves: “pull back when going away, push forward when coming towards.” That’s what I silently repeat to myself while playing.

When attacking from the left to the right with a →1.6 wind, our angle is 1+1=2+1=3 degrees added to the original angle. Remember the phrase "pull back when going away" when setting the power. So if using a fixed 80 power, slightly decrease to 79. Actually, a difference of 0.1 wind doesn't matter much if you don't pull back. However, for 0.3 wind, you must pull back; for 0.4 wind, you can consider it as 1 degree. Using 80 power also works, resulting in only a 0.1 difference, which is negligible. Of course, pulling back accurately for 0.2 wind is best, but not exceeding is crucial. Exceeding 80 will definitely result in an inaccurate shot. Another important point is observing the cannon marks. If you shoot at 78 degrees with 80 power and miss by just a little, keep the angle at 78 degrees and increase the power to 82 on the next shot, which will be very accurate. Do not change the angle to 77, because doing so will still result in an inaccurate shot. Even if you hit, you'll only manage one shot before the enemy flips over, making it impossible to land a second shot. Similarly, if the cannon mark overshoots a little, we still keep the angle unchanged and reduce the power by 2~3.

GGWAN "Dandan Tang" official website, more great games available at: http://www.ggwan.com