Mad Orbs

Strategy guide

From your first match to the top of the scoreboard

Mad Orbs is easy to start and hard to master. This guide explains the mechanics that decide a fight, the ones the game inherited from Babo Violent 2, and how to use them. If you are new, start with How to play.

Movement: play with the momentum

Your Orb is a ball, not a soldier. It takes a moment to pick up speed, keeps rolling when you let go of the keys and skids in the turns. Fighting well starts with that:

The counterweight aim

The camera doesn't stay on your Orb: it follows a point between your Orb and the mouse cursor. Moving the mouse away drags the view to that side, and the world moves under the cursor, so the aim ends up almost twice as far as the cursor, with a soft delay. That is the "counterweight" of the original game, and it has two uses:

Online, what you see is what you hit: the game checks your shots against where the enemy was on your screen, within your ping. Keep the aim on the target, even with a high ping.

The right weapon for each range

Choose with the map in mind: small arenas like DM-MiniArena and DM-Arena reward the shotgun and the flame thrower; open fields like DM-Field reward the sniper. The maps guide has tips for each one, and the weapons guide has every number.

Grenades, molotovs and the secondary weapon

Items on the floor

Respawn and streaks

You are back 5 seconds after going down. The death screen lets you change weapons for the next life: if someone keeps beating you with a shotgun, take one too, or keep your distance with a rifle. Kills in a row are announced (Double Kill, Triple Kill, Dominating, Unstoppable), and ending someone's streak of three or more is a great way to change a match. Killing the player who took you down last is a Revenge Kill.

Team Deathmatch

Capture the Flag

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