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Tips and Advices
Former Subscriber Arachnophobe
* Member Since: September 11, 2011
posté September 12, 2011, 18:48:49 | #1
Tips and Advices well, i hope some people use this thread. the thing is, every class has a speciality(fight, dodge, pass/receive and sprint)
so...lets make this game more interesting, helping ourselves out.
lets talk about best class combination, uses, and MAYBE...tactics xD

i've seen a lot of people say that u should aim for a team with lots of earth based classes, well...i dont think so, an well balanced team is the key to victory, for me having pass/receive and dodge classes is a must. with my balanced team, i win almost 8 of every 10 games i play.
well, say ur opnions and let the "tactical" debate begin.


Subscriber Gobkool Shearer
* * Member Since: November 05, 2009
posté September 12, 2011, 20:08:29 | #2

Quote (FateMaster-RJ @ 12 September 2011 18:48) *
well, i hope some people use this thread. the thing is, every class has a speciality(fight, dodge, pass/receive and sprint)
so...lets make this game more interesting, helping ourselves out.
lets talk about best class combination, uses, and MAYBE...tactics xD

i've seen a lot of people say that u should aim for a team with lots of earth based classes, well...i dont think so, an well balanced team is the key to victory, for me having pass/receive and dodge classes is a must. with my balanced team, i win almost 8 of every 10 games i play.
well, say ur opnions and let the "tactical" debate begin.
I must say my earth team has a higher winning rate. =) (brakmar beatdown)


EDIT: Looks like I can't back it up. By looking at the official gobbowl rating, I actually seem to have 80% victory.


This post has been edited by Anabone - September 12, 2011, 21:47:55.
Former Subscriber Arachnophobe
* Member Since: September 11, 2011
posté September 12, 2011, 22:16:08 | #3

Quote (Anabone @ 12 September 2011 20:08) *

Quote (FateMaster-RJ @ 12 September 2011 18:48) *
well, i hope some people use this thread. the thing is, every class has a speciality(fight, dodge, pass/receive and sprint)
so...lets make this game more interesting, helping ourselves out.
lets talk about best class combination, uses, and MAYBE...tactics xD

i've seen a lot of people say that u should aim for a team with lots of earth based classes, well...i dont think so, an well balanced team is the key to victory, for me having pass/receive and dodge classes is a must. with my balanced team, i win almost 8 of every 10 games i play.
well, say ur opnions and let the "tactical" debate begin.
I must say my earth team has a higher winning rate. =) (brakmar beatdown)


EDIT: Looks like I can't back it up. By looking at the official gobbowl rating, I actually seem to have 80% victory.
well, it also depends in how u play that team...im sure i couldt play an intire earth team...well, we're praticaly at the same win/loss rate xD


F2P Member * Member Since: September 12, 2011
posté September 12, 2011, 23:46:01 | #4
I've been using a team that consists of Iop, Sacrier, Pandawa, Sram and a Masqueraide. Three earths juking it out and a ball carrier. Masque can become prettymuch anything I need.


Former Subscriber Arachnophobe
* Member Since: September 11, 2011
posté September 13, 2011, 19:01:05 | #5

Quote (Anuer @ 12 September 2011 23:46) *
I've been using a team that consists of Iop, Sacrier, Pandawa, Sram and a Masqueraide. Three earths juking it out and a ball carrier. Masque can become prettymuch anything I need.
i heard that the masque special abilitywas bugged, is that true? i dont have an masque, so i dont know xD and...how it works?


Subscriber Arachnophobe
* Member Since: January 28, 2008
posté October 03, 2011, 00:18:39 | #6
I use an iop and pandawa for blitzing the ball carrier and defense, those are str. I also have two int srams for taking the ball and running the entire length of the field to score. I always go pure str and pure int and I'm successful 9/10 times, if I remember correctly.

However, using str players to huddle the player's offense and then passing the ball back to your str or int player, then having them rush around and run down the sidelines is a nice tactic, the only one to which I've lost.


Subscriber Larva
* Member Since: May 26, 2008
posté December 27, 2011, 08:17:28 | #7
Still pretty new, so not sure how useful my advice is going to be. I started off with Sufokian Snappers, so my strong earth is fairly limited (iop and sac). Osa's, enus, sadi's, feca's are all fairly versitile though and can usually support my blockers pretty well, while of of the aforementioned support characters serve as ball carrier, or picked up a knocked down ball.

Real problem I tend to run into is long posessions, when I have to sit out iop and sac for healing, I'm usually left working with 3 throwers (because they tend to have a glass jaw I like having throwing options) and 2 half-arse blockers

Ok, so after playing a bit more I'm noticing when I go up against newer players, there is a lack of instruction in the tutorial (assuming these folks are even using that)

Some Quick basics to the game to be aware of: (if those reading have corrections to my info/assumtions feel free to correct me)

Each player can move every turn; to be efficent most people will move all 5 players.

Each player can devote a portion of their turn to a specific element (if not using a class ability). The greater the portion of your turn you devote to one element; the greater likelyhood of success. (using all 3 earth when attacking a ball carrier gives you the best chance at knocking them and the ball down, for example)

Air: Pass/Recieve/Pick up -- if you don't expect to do any of these, don't use this skill. I've seen several instances were someone will run several squares across the pitch; but I'm holding the ball

Earth: Fight -- Straight forward; you can use this when attacking a ball carrier, blocker, or anyone else on the other team. The person carrying the ball can also benefit from using some or all of their energy into earth

Water: Get up/Sprint - you can travel the farthest during your turn if all your energy is devoted to water. Even just using 1/3 of your energy in water can result in a greater distance traveled.

Fire: Dodge/Intercept/Pick up -- Again pretty straight forward; I've seen people use this in what looks like an effort to attack, but maybe I'm missing their strategy; or I've gotten lucky and it just hasn't worked on me

When deciding what you will do with a specific player you need to look at their stats, consider their strengths and weaknesses, and compare to what an enemy might do.

As an example, if I have my Osa as ball carrier, since her Air is only 5 I'm not very confident with the idea of throwing the gob, Her Water is only 5 as well, so spinting options are limited, Her earth is 11 though, so fighting through a crowd is an option, but her Fire is 14, so she has the best chance at dodging. Now if there is a cra standing in her path towards the goal, I look at the cra's earth and see it's only 7, if I use all my elemental points in Fire that turn, and just run right over the top of the cra, in nearly every case I'm going to dodge right past them. If, instead of a cra, it is a Sac standing in my way with 15 earth, I have to rethink the plan. I can attempt the same run over them using Fire, but with stats that's close I might find my Osa knocked flat if the Sac uses all points in Earth.

Most often you are going to see Earth matched up against Earth or Fire. (if someone using earth matches up against someone using just air or water it's not really a match up, the air/water user are going to be laying flat)

Thought of another tip to add; this time I won't be as verbose

Be mindful of your player's respective health. You only get to substitute at half time, or after a score. If round after round you are using the same players, you will quickly find they get knocked out faster, or even worse, reduced to 0hp and poof and you're left a player short.

When there is a long drive between scores, there's no helping it, you're going to lose some players, but there isn't much excuse for losing your sac in the first couple of turns because you put them out to play with only 3hp.


F2P Member Larva
* Member Since: February 10, 2012
posté February 11, 2012, 14:08:55 | #8
Can somone help me! my chr. allways die so easy, why??'