Shotgun/es: Difference between revisions

From DDraceNetwork
(Spanish translation to Shotgun)
 
(Updating to match new version of source page)
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{{DISPLAYTITLE:Escopeta}}
<languages/>
{{LangNavBox}}
<div lang="en" dir="ltr" class="mw-content-ltr">
{{Infobox weapon
{{Infobox weapon
| name = Escopeta
| gameskin = Shotgun.png
| gameskin = Shotgun.png
| crosshair = {{Game.png|Shotgun crosshair}}
| crosshair = {{Game.png|Shotgun crosshair}}
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| remove = {{Tile|game|226}}/{{Tile|game|197}}
| remove = {{Tile|game|226}}/{{Tile|game|197}}
}}
}}
</div>


La '''''escopeta''''' es un arma automática, la cual dispara un rayo recto y su uso se centra en el movimiento. El rayo es el mismo que el del {{Laser}}, puede rebotar en las paredes y termina al impactar a un tee o cuando llega a su rango máximo.
<div lang="en" dir="ltr" class="mw-content-ltr">
Si un tee (el tuyo o el de otro) es impactado por el rayo, este se verá atraído por el rayo. Esta atracción puede usarse para ganar velocidad en cualquier dirección.
The '''''shotgun''''' fires a straight beam and is a mobility focused, automatic weapon. The beam is the same as the {{Laser}} and will reflect off walls and ends by either hitting a tee or by reaching its maximum range.
</div>


== Movimiento Horizontal ==
<div lang="en" dir="ltr" class="mw-content-ltr">
If a tee (your tee or another tee) is hit, it will be pulled towards the beam. The pull can be used to build up speed in any direction.
</div>


Para ganar velocidad horizontal, el tee debe ser impactado por un disparo de escopeta.


=== Con 2 Tees ===
<div lang="en" dir="ltr" class="mw-content-ltr">
== Horizontal Movement ==
</div>


* Los 2 tees deben estar mirándose frente a frente, a cierta distancia
<div lang="en" dir="ltr" class="mw-content-ltr">
* El primero empieza a avanzar
To build up speed horizontally, a tee needs to be hit by a shotgun shot coming its way.
* El segundo le dispara con la escopeta al primero
</div>


¡Ten en cuenta que es muchísimo más eficiente si el primer tee alcanza la mayor velocidad al caminar antes de ser disparado!


<div lang="en" dir="ltr" class="mw-content-ltr">
=== With 2 Tees ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
* Get the 2 tees to face each other at a distance
* First tee starts running
* Second tee shotguns the first tee
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Keep in mind that it is much more efficient if the first tee reaches full walking speed before it gets shot!
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-2.mp4|400px|gif|muted]]
[[File:Shotgun-2.mp4|400px|gif|muted]]
</div>


=== A ti mismo ===


* Busca un bloque al que puedas dispararle horizontalmente con la escopeta
<div lang="en" dir="ltr" class="mw-content-ltr">
* Avanza hacia él y ve apuntando
=== By Yourself ===
* Dispárate a ti mismo, haciendo que el rayo de la escopeta rebote en el bloque contra ti
</div>
* Esquiva el bloque (generalmente saltando)


Al igual que con 2 tees, es mucho más eficiente si estás seguro de si alcanzaste la mayor [[Movement|velocidad al caminar]] antes de que el rayo te impacte.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Seek out a block that you can hit with a horizontal shotgun shot
* Run towards it, line up your shot
* Hit yourself by shooting the block and having the shotgun beam reflect off it
* Dodge the block (usually by jumping)
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Just like with 2 tees, its much more efficient if you make sure you’ve reached full [[Special:MyLanguage/Movement|walking speed]] before your shot hits you.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-1.mp4|400px|gif|muted]]
[[File:Shotgun-1.mp4|400px|gif|muted]]
</div>


== Movimiento Vertical ==


Ten en cuenta que si hay 2 cosas que te impulsen hacia arriba (Ej. un [[jump|salto]], el [[hook|gancho]], etc.), puedes combinarlas para que tengan un efecto mayor.
<div lang="en" dir="ltr" class="mw-content-ltr">
== Vertical Movement ==
</div>


=== Con 2 Tees ===
<div lang="en" dir="ltr" class="mw-content-ltr">
Note that if we have 2 things that lift up upwards (eg. a [[Special:MyLanguage/jump|jump]], shotgun shot from above, [[Special:MyLanguage/hook|hook]], etc.), using them in combination will have a much greater effect.
</div>


Cuando necesitas levantar a un tee que está '''[[Freeze|descongelado]]''' y muy fuera del rango de tu gancho:
* El de abajo salta
* El de arriba le dispara con la escopeta justo despues de que salta


Cuando necesitas levantar a un tee que está '''[[Freeze|congelado]]''' y fuera del rango de tu gancho:
<div lang="en" dir="ltr" class="mw-content-ltr">
=== With 2 Tees ===
</div>


* Dispárale al tee un par de veces
<div lang="en" dir="ltr" class="mw-content-ltr">
* Agárralo una vez esté a tu alcance
When you need to pull up an '''[[Special:MyLanguage/Freeze|unfrozen]]''' tee that is out of hooking range:
** Si el tee no está en el rango de tu gancho y ya le has disparado varias veces, puedes intentar que tu primer disparo rebote en una pared cercana, luego continúa disparándole al tee directamente. Esto hará que el tee se impulse mucho más hacia arriba, ya que los dos disparos le llegaran mucho más rápido.
* Lower tee jumps
* Upper tee shoots the lower tee right after
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
When you need to pull up a '''[[Special:MyLanguage/Freeze|frozen]]''' tee that is out of hooking range:
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
* Shoot the lower tee a couple of times
* Hook it, once it is in reach
** If the tee doesn't reach hooking range after being shot multiple times, you can try to bounce your first shot off a nearby wall, then continue to shoot the tee directly. This will pull the tee further upwards as the first two shots will hit the tee in faster succession.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-4.mp4|500px|gif|muted]]
[[File:Shotgun-4.mp4|500px|gif|muted]]
</div>


=== A ti mismo ===


Similar a ganar velocidad horizontal por ti mismo con la escopeta:
<div lang="en" dir="ltr" class="mw-content-ltr">
=== By Yourself ===
</div>


* Busca un bloque al que puedas dispararle verticalmente con la escopeta
<div lang="en" dir="ltr" class="mw-content-ltr">
* Apuntale al bloque, ligeramente hacia un lado
Similar to gaining horizontal movement by yourself using the shotgun:
* Salta y dispara justo después
</div>
* Esquiva el bloque moviéndote para el lado


<div lang="en" dir="ltr" class="mw-content-ltr">
* Seek out a block that you can hit with an vertical shotgun shot
* Aim at the block, just slightly to the side
* Jump, shoot right after
* Dodge the block by moving to the side
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-up.mp4|500px|gif|muted]]
[[File:Shotgun-up.mp4|500px|gif|muted]]
</div>


Al no tener ningún tipo de impulso inicial (aquí dado por el salo), la escopeta no te llevará muy alto. Sin embargo, cuando ya tienes algún impulso por otras fuentes (Ej. ser lanzado por otro tee), puedes usar los mismos pasos, solo que sin el salto.
<div lang="en" dir="ltr" class="mw-content-ltr">
Without some upwards starting momentum (here given by the jump), the shotgun shot won’t get you very high. However, when you already have some upwards momentum from another source (e.g. being thrown up by another tee), you can go through the same steps leaving out the jump.
</div>


== Disparos Indirectos Avanzados ==


En mapas más difíciles, es necesario obtener velocidad vertical u horizontal sin un bloque puesto convenientemente para hacer que tu escopeta rebote.
<div lang="en" dir="ltr" class="mw-content-ltr">
== Advanced Indirect Shots ==
</div>


=== Horizontalmente ===
<div lang="en" dir="ltr" class="mw-content-ltr">
In harder maps you will be required to build up horizontal or vertical movement without a convenient placed block to reflect your shotgun shot off.
</div>


Para conseguir velocidad horizontal, puedes hacer que tu escopeta rebote en el suelo por el que vas. Con un muy preciso y correcto ángulo, el laser te empujará hacia adelante, dándote el impulso deseado.


* Apunta hacia adelante, con cierto ángulo hacia abajo
<div lang="en" dir="ltr" class="mw-content-ltr">
* Avanza hasta llegar a la velocidad máxima
=== Horizontally ===
* Dispara
</div>


¿No funcionó?
<div lang="en" dir="ltr" class="mw-content-ltr">
To build up horizontal speed, you can reflect your own beam off the floor you are walking on. With the correct, very precise angle, the beam will push you forwards, giving you the desired boost.
</div>


* Si has sido ralentizado por el rayo o este rebotó detrás de ti, apunta más arriba.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Si el rayo no te alcanzó y pasó delante tuyo, apunta más abajo.
* Aim forward and a bit downwards
* Get to walking speed
* Shoot
</div>


'''¡Ten en cuenta que el ángulo deberá cambiar dependiendo de tu velocidad!'''
<div lang="en" dir="ltr" class="mw-content-ltr">
It didn’t work?
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
* If you were slowed down by the beam or if the beam reflected off behind you, aim higher.
* If the beam missed you and went in front of your tee, aim lower.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
'''Keep in mind that the correct angles changes with your speed!'''
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-6.mp4|gif|muted]]
[[File:Shotgun-6.mp4|gif|muted]]
</div>


=== Verticalmente ===
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Vertically ===
</div>


Al igual que con el truco en horizontal, puedes usar una pared para conseguir un impulso vertical con la escopeta.
<div lang="en" dir="ltr" class="mw-content-ltr">
Similar to the horizontal trick, you can also use a wall to get vertical momentum with the shotgun.
</div>


Mientras que tu velocidad horizontal generalmente se mantiene al correr, tu velocidad vertical cambia constantemente debido a la gravedad. Entonces, mientras el truco es exactamente el mismo que el horizontal, el ángulo correcto de tu disparo cambiará constantemente durante tu salto.
<div lang="en" dir="ltr" class="mw-content-ltr">
While your horizontal speed usually stays constant while you are running, your vertical speed changes steadily due to gravity. So while the trick is the exact same as the horizontal one, the correct angle for your shot changes constantly during your jump.
</div>


* Párate directamente frente a una pared
<div lang="en" dir="ltr" class="mw-content-ltr">
* Apunta hacia arriba y un poco hacia la pared
* Stand directly next to the wall
* Salta y dispara justo después
* Aim up and a bit to the wall
* Jump, shoot right after
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-7.mp4|400px|gif|muted]]
[[File:Shotgun-7.mp4|400px|gif|muted]]
[[File:Shotgun-up-wall.mp4|400px|gif|muted]]
[[File:Shotgun-up-wall.mp4|400px|gif|muted]]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
It didn’t work?
</div>


¿No funcionó?
<div lang="en" dir="ltr" class="mw-content-ltr">
* If you were dragged down by the beam or if the beam went above you, aim further into the wall.
* If the beam missed you and went in below your tee, aim further up.
</div>


* Si el rayo te arrastró hacia abajo o si el rayo te pasó por encima, apunta más adentro de la pared.
* Si el rayo no te alcanzó y pasó por debajo de tu tee, apunta más arriba.


=== Método de esquina vertical ===
<div lang="en" dir="ltr" class="mw-content-ltr">
También puedes impulsarte hacia arriba al ir cayendo y disparar a la esquina inferior.
=== Corner vertical method ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Also you can pull yourself up when falling down and shooting in the bottom edge.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Shotgun-wall-shot-down.mp4|gif|muted]]
[[File:Shotgun-wall-shot-down.mp4|gif|muted]]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
* Stand directly next to the wall
* Aim bottom and a bit to the wall
* Double jump and shoot before you fall on a ground
* Jump from a ground
'''Keep in mind that the correct angles changes with your speed!'''
</div>


* Párate directamente frente a una pared
* Apunta hacia abajo, un poco hacia la pared
* Usa tu doble salto y dispara antes de caer al suelo
* Salta desde el suelo
'''¡Ten en cuenta que el ángulo deberá cambiar dependiendo de tu velocidad!'''


== Comportamiento Avanzado ==
<div lang="en" dir="ltr" class="mw-content-ltr">
== Advanced Behaviour ==
</div>


* Cada vez que el rayo de la escopeta impacta en una pared, hay un corto retraso antes de que pueda rebotar.
<div lang="en" dir="ltr" class="mw-content-ltr">
* Dado que la escopeta es un arma automática, puedes mantener el disparo indefinidamente, lo que te permite disparar directamente cuando te [[Freeze|descongelas]]
* Whenever a shotgun beam hits a wall, there is a brief delay before it gets reflected off the wall
* Su láser, de hecho, no te atrae a la dirección de la que vino, sino que te atrae hacia su origen, ya sea desde donde se disparó o desde el último punto en el que rebotó. Esta es la razón por la que los disparos indirectos avanzados funcionan.
* Since the Shotgun is an automatic weapon it can be held down to shoot indefinitely, which also allows you to directly shoot on [[Special:MyLanguage/Freeze|unfreeze]]
* The beam does not in fact drag you in the direction it came from. Instead, it pulls your tee towards the origin of it, so either where it was shot from or from the last point it reflected off. This is also the reason why the advanced indirect shots work.
</div>


[[Category:Weapon]]
<div lang="en" dir="ltr" class="mw-content-ltr">
[[Category:Shotgun]]
[[Category:Weapon{{#translation:}}]]
[[Category:Shotgun{{#translation:}}]]
</div>

Revision as of 20:05, 11 February 2023

The shotgun fires a straight beam and is a mobility focused, automatic weapon. The beam is the same as the Laser and will reflect off walls and ends by either hitting a tee or by reaching its maximum range.

If a tee (your tee or another tee) is hit, it will be pulled towards the beam. The pull can be used to build up speed in any direction.


Horizontal Movement

To build up speed horizontally, a tee needs to be hit by a shotgun shot coming its way.


With 2 Tees

  • Get the 2 tees to face each other at a distance
  • First tee starts running
  • Second tee shotguns the first tee

Keep in mind that it is much more efficient if the first tee reaches full walking speed before it gets shot!


By Yourself

  • Seek out a block that you can hit with a horizontal shotgun shot
  • Run towards it, line up your shot
  • Hit yourself by shooting the block and having the shotgun beam reflect off it
  • Dodge the block (usually by jumping)

Just like with 2 tees, its much more efficient if you make sure you’ve reached full walking speed before your shot hits you.


Vertical Movement

Note that if we have 2 things that lift up upwards (eg. a jump, shotgun shot from above, hook, etc.), using them in combination will have a much greater effect.


With 2 Tees

When you need to pull up an unfrozen tee that is out of hooking range:

  • Lower tee jumps
  • Upper tee shoots the lower tee right after

When you need to pull up a frozen tee that is out of hooking range:

  • Shoot the lower tee a couple of times
  • Hook it, once it is in reach
    • If the tee doesn't reach hooking range after being shot multiple times, you can try to bounce your first shot off a nearby wall, then continue to shoot the tee directly. This will pull the tee further upwards as the first two shots will hit the tee in faster succession.


By Yourself

Similar to gaining horizontal movement by yourself using the shotgun:

  • Seek out a block that you can hit with an vertical shotgun shot
  • Aim at the block, just slightly to the side
  • Jump, shoot right after
  • Dodge the block by moving to the side

Without some upwards starting momentum (here given by the jump), the shotgun shot won’t get you very high. However, when you already have some upwards momentum from another source (e.g. being thrown up by another tee), you can go through the same steps leaving out the jump.


Advanced Indirect Shots

In harder maps you will be required to build up horizontal or vertical movement without a convenient placed block to reflect your shotgun shot off.


Horizontally

To build up horizontal speed, you can reflect your own beam off the floor you are walking on. With the correct, very precise angle, the beam will push you forwards, giving you the desired boost.

  • Aim forward and a bit downwards
  • Get to walking speed
  • Shoot

It didn’t work?

  • If you were slowed down by the beam or if the beam reflected off behind you, aim higher.
  • If the beam missed you and went in front of your tee, aim lower.

Keep in mind that the correct angles changes with your speed!


Vertically

Similar to the horizontal trick, you can also use a wall to get vertical momentum with the shotgun.

While your horizontal speed usually stays constant while you are running, your vertical speed changes steadily due to gravity. So while the trick is the exact same as the horizontal one, the correct angle for your shot changes constantly during your jump.

  • Stand directly next to the wall
  • Aim up and a bit to the wall
  • Jump, shoot right after

It didn’t work?

  • If you were dragged down by the beam or if the beam went above you, aim further into the wall.
  • If the beam missed you and went in below your tee, aim further up.


Corner vertical method

Also you can pull yourself up when falling down and shooting in the bottom edge.

  • Stand directly next to the wall
  • Aim bottom and a bit to the wall
  • Double jump and shoot before you fall on a ground
  • Jump from a ground

Keep in mind that the correct angles changes with your speed!


Advanced Behaviour

  • Whenever a shotgun beam hits a wall, there is a brief delay before it gets reflected off the wall
  • Since the Shotgun is an automatic weapon it can be held down to shoot indefinitely, which also allows you to directly shoot on unfreeze
  • The beam does not in fact drag you in the direction it came from. Instead, it pulls your tee towards the origin of it, so either where it was shot from or from the last point it reflected off. This is also the reason why the advanced indirect shots work.