___________________________________________________________________________ ( Gunz: The Duel - FAQ/WALKTHROUGH ) ��������������������������������������������������������������������������� ==================================== Gunz FAQ/Walkthrough | ==================================== Written by : Ruchirkc | Last Updated: 22nd Dec. 2006 | Platform : Windows-PC | Version : 1.00a | E-Mail : [email protected] | ==================================== ~~~~~THIS FAQ CAN BE FOUND AT~~~~~~ GameFAQS - http://www.gamefaqs.com/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +---------------------------+ |+-------------------------+| ||USING THE FAQ/WALKTHROUGH|| |+-------------------------+| +---------------------------+ It is pretty simple to use this faq/walkthrough as it has a pretty simple layout. Also, the heading of each section are in the CONTENTS section to as to aid you in finding a section quickly. To access a section immediately you can also use the search feature in NotePad. Here are the instructions to use it: 1. Click on Edit, the edit menu will open up. 2. Click on Find Next 3. Fill in the text you want to search in the document in the textbox next to 'Find What' 4. Click FindNext; The text found by the search wil be highlighted. NOTE: INSTEAD OF DOING THE 1,2 STEPS YOU CAN ALSO BRING UP THE 'FIND NEXT' WINDOW BY PRESSING "CTRL+F" ON YOUR KEYBOARD. +------+ |+----+| ||NOTE|| |+----+| +------+ This FAQ/WALKTHROUGH is written only for people playing Gunz-India (inGunz). There are many other servers of Gunz. All of the servers of Gunz are at different progress (Eg: Korean is released,InGunz is in Open Beta etc) levels. So this document may/maynot contain information about others. inGunz is currently in 'Open Beta' stage and according to some sources, its commercial release is estimated to be either in early 2007 or late 2007. The information in this guide will only be upto the level the Indian Server has reached. Also, this document is best veiwed on 1024x800 resolution, in NotePad with Word-Wrap on, with the NotePad window Maximised. Happy Reading! +----------+ |+--------+| ||CONTENTS|| |+--------+| +----------+ PART: 1 - INTRODUCTION ====================== 1. "What are MMORPGs?" A. How does it work 2. About Gunz 3. Official Servers of Gunz PART: 2 - GETTING STARTED ========================= 1. Getting the Gunz Client 2. System Requirements A. Minimum System Requirements B. Recommended System Requirements C. System Requirements for BEST Gameplay D. Checking your PC config. 3. Game Client Installation 4. Creating your Account 5. Logging-in and Creating your Character A. Logging-In B. Character Selection C. Character Creation 6. The User Interface A. Game Lobby B. Channels C. Equip D. Store 7. The Different Types of Games & Joining Them A. Game Details B. Game Room 8. Controls A. Basic Controls B. Advanced Controls C. Commands 9. Kill System PART: 3 - GAMEPLAY MODES ======================== 1. Official Gameplay Modes A. Allready Released B. Planned for Release 2. Player-Made Game Modes PART: 4 - WEOPON INFORMATION ============================ 1. Gunz 2. Melee 3. Grenades 4. Accessories PART: 5 - WEOPON-COMBO SETUPS ============================= PART: ?? - CREDITS, COPYRIGHT INFO, CONTACT ME ETC ================================================== 1. Wanted 2. Conact Me 3. Credits/Thanks 4. About Myself 5. My Other Faqs A. Completed/Allmost Completed B. Being Written 6. Version History 7. Copyright Info A. Disclaimer ====================================================== | PART: 1 - INTRODUCTION | ====================================================== +---------------------+ |+-------------------+| ||"WHAT ARE MMORPGs?"|| |+-------------------+| +---------------------+ A Massive(ly) Multiplayer Online Role-playing Game or MMORPG is a multiplayer computer role-playing game that enables thousands of players to play in an evolving virtual world at the same time over the Internet. These games only work with a braodband internet connection and are completely played online. +-------------------+ | How does it work? | +-------------------+ Players run a client (game files installed on their pc) an then connect to Game server. This allows the users to log into a virtual world. The virtual world continues regardless of who is logged in or not. When a player logs in, they are represented in the game world by a graphical representation of the character they play. The players are allowed to shape their own experience by providing multiple (or customizable) characters that the player can use. Once a player enters the world, they can engage in a variety of activities with other players who are accessing the game the same way from all over the world. Most MMORPGs run several identical copies of the virtual world, called "shards", "sub-worlds", "continents", "servers" or "realms", that the player can choose from. Some of the most popular commercial MMORPGs report over 200,000 subscribers and The South Korean MMORPGs claim the highest subscription numbers by far reporting millions of registered users. Most MMORPGs provide support for large in-game groups of players, commonly called clans but also sometimes called "guilds" or other names depending on the game. A clan can be a social group or have a specific game-related purpose, ranging from helping newbies to teaming up in player versus player combat. Most new MMORPGs feature "raids", challenging encounters designed for one or more clans to participate in. +------------+ |+----------+| ||ABOUT GUNZ|| |+----------+| +------------+ GunZ the Duel, also simply known as GunZ, is a Third-Person Multiplayer Online Shooting/Role Playing Game (MMOTPS/MMORPG), created by Korean-based MAIET Entertainment. InGunZ, in its beta, is currently free to play, and is planned to remain free after its official release, though exclusive items will be introduced after the beta, which you can buy with real money (these items with their special properties can sometimes give an advantage over others). The game allows players to perform exaggerated, gravity-defying action moves, including wall running, flipping, tumbling, and blocking bullets with swords and much more... GunZ: The Duel Info: Developer(s) MAIET Entertainment Publisher(s) MAIET Entertainment & ijji & LevelUp! Designer(s) Venister Engine GunZ Engine Release date(s) N/A Genre(s) Online Third-person shooter (MMOTPS) Mode(s) Online Multiplayer Rating(s) N/A Platform(s) Windows-PC Media Internet Download +--------------------------+ |+------------------------+| ||OFFICIAL SERVERS OF GUNZ|| |+------------------------+| +--------------------------+ There are currently 5 localized versions of GunZ available and 1 international version of Gunz: [*] Japan Gunz (Full Release) Sponsored by NetMarble [*] Korea Gunz (Full Release) Sponsored by NetMarble [*] International Gunz (Open Beta) Sponsored by MAIET [*] India Gunz (Open Beta) Sponsored by Level Up! [*] Brazil Gunz (Open Beta) Sponsored by Level Up! [*] North America Gunz (Open Beta) Sponsored by NHN via their game portal ijji. http://gunz.ijji.com/ There are also plans to bring a localized version to the Philippines that will be sponsored by Level Up!. ====================================================== | PART: 2 - GETTING STARTED | ====================================================== +-------------------------+ |+-----------------------+| ||GETTING THE GUNZ CLIENT|| |+-----------------------+| +-------------------------+ Before downloading, you should make sure you atleast meet the minimum system requirements given below. To download GunZ, head over to the official GunZ Online Download page. When the download is complete, install and run the game. Be sure to complete any additional updating instructions before playing. To get your Gunz Game Client you can download the Game Client from: http://www. / [URL N/A] *NOTE: It is ideal to download Gunz with a dowload accelerator since it is quit a big download (Approx. 141 MB) +---------------------+ |+-------------------+| ||SYSTEM REQUIREMENTS|| |+-------------------+| +---------------------+ To enjoy inGunz fully, please see that your system meets/exceeds the configuration mentioned below. Please note that the minimum configuration mentioned below will let you start playing Gunz but may not give you the best experience. +-----------------------------+ | Minimun System requirements | +-----------------------------+ Windows 98/2000/XP DirectX 9.0c+ Pentium III 500 MHz 256MB RAM Direct3D 9.0 Video Direct3D Sound Keyboard & Mouse 64 Kbps Broadband Net (for people playing from India) 512kbps (for people playing from outside) +--------------------------------+ | Recommended System Requirments | +--------------------------------+ Windows XP Pentium IV 2.8 Ghz 512 MB RAM Directx 9.0c+ Direct3D 9.0 Video Direct3D Sound Keyboard & Mouse 256 Kbps Broadband Net (for people playing from India) 1mbps (for people playing from outside) +--------------------------------------+ | System Requirments for BEST Gameplay | +--------------------------------------+ Windows XP SP 2 (All updated with the latest UpdateS) Pentium IV 3.2 GHz 1GB RAM (& above) Directx 9.0c+ Direct3D 9.0 Video Direct3D Sound Keyboard & Scroll-Mouse 512 Kbps Broadband Net (for people playing from India) 2mbps (for people playing from outside) +--------------------------------+ | Checking your PC configuration | +--------------------------------+ CHECKING PROCESSOR SPEED & RAM: =============================== Follow the steps given below: 1. After getting into windows, right-click on 'My Computer' and click 'Properties' 2. This will give you the information on your processor and RAM +--------------------------+ |+------------------------+| ||GAME CLIENT INSTALLATION|| |+------------------------+| +--------------------------+ Once you are sure that the computer on which you are installing inGunz meets the system requirements for this game, follow the steps given below: a. Create an account at http://www.gunzonline.co.in/ b. Click on the 'Register' link to begin registration process. Follow the instructions on the site After you have registered, i.e. you have made a Gunz userid, follow the steps given below: 1. Double click the setup file 2. The Installation screen will automatically open on your screen. INSTALL. STEPS COMMING SOON!! +-----------------------+ |+---------------------+| ||CREATING YOUR ACCOUNT|| |+---------------------+| +-----------------------+ From the GunZ Online Download page, you can select the "Join" button at the top right of your screen to begin the account creation. Be sure to read the License Agreement and click Agree if you agree to its terms. After that, you can enter your desired username, password and verified password and click Sign Up to create your account. +----------------------------------------+ |+--------------------------------------+| ||LOGGING-IN AND CREATING YOUR CHARACTER|| |+--------------------------------------+| +----------------------------------------+ +------------+ | Logging-In | +------------+ After GunZ loads, you will see a login screen. The server you select does not determine where your character will be saved as your character is saved globally on the GunZ servers. Select the desired server and enter your username and password and press Login. Currently, there are only 2 servers to choose from: Match Server & Clan Server +---------------------+ | Character Selection | +---------------------+ After you've successfully logged into the game, you will see the Character Selection screen. From this screen, you can Select, Create and Delete characters on your account. Since you do not have a character yet, select Create at the bottom-left. +--------------------+ | Character Creation | +--------------------+ At the Character Creation screen, you can select the name, sex, appearance and starting gear for your character. The weapons drop-down menu just determines your starting weapons and does not have any other impact on your character. You will be able to buy different weapons after Character Creation if you are uncomfortable with your starting set. Here is a list of all starting sets: [*] Axium Gun Knight: Rusty Dagger, Renard, Raptor 50, Canox FG1 [*] Travia Gun Fighter: Rusty Sword, Renardx2, Canox FG1 [*] Axium Assassin: Rusty Dagger, Minic 567, Renard, Canox SG1 [*] Travia Scout: Rusty Sword, Raptor 50, Minic 567x2, Canox SG1 [*] Axium Gun Priest: Rusty Sword, Raptor 50x2, Canox SG1, Medical Kit MK-1 [*] Travia Doctor: Rusty Dagger, Minic 567x2, Repair Kit MK-1, Medical Kit MK-1 My personal suggestion for easiest class to pick up the game and level with would be the Travia Gun Fighter. Its Dual Submachine Guns and Frag Grenades will make leveling alot easier. After you've made your character to your desire, click Okay to enter the Game Lobby. +--------------------+ |+------------------+| ||THE USER INTERFACE|| |+------------------+| +--------------------+ +------------+ | Game Lobby | +------------+ You should now be looking at the Game Lobby. From here, you can: -Edit your Options -Switch Channels -Go to the Store -Change your Equip(ment) -Join a Game -Create a Game -View Replays -Change Characters -Logout Most of these are self-explanatory, so I'll move to the Channel dialog. +----------+ | Channels | +----------+ If you've just made your first character, you've been dropped into one of the Entry-level Channels. From here, you can find games with people from levels 1-5. You see different games available to join depending on which channel you are in. (eg. You will see different games if you are in Entry-level Channel 1, than if you are in Entry-level Channel 2). The Free Channels are open to any leveled characters. Keep in mind, that most games in the Free Channels will not have level restrictions so you might find yourself paired up against high levels. I suggest hopping between the Entry-Level channels looking for a nice game. +-------+ | Equip | +-------+ This is where you can view what your character has equipped and in storage. Your character can only wear one piece of armor per area at a time. This includes: Head, Armor, Gloves, Pants and Shoes. At this time, there is no headgear available, but there are plans to implement them. You have one slot dedicated to a melee weapon and two other slots open for whatever weapons you please. You cannot equip two of the same weapon, but you can equip two of the same type of weapon. You also have two slots for rings and two slots for equipment. In the two slots for equipment, you can hold grenades (fragmentation, flash or smoke) and/or healing items. Keep in mind that your equipment's total weight cannot pass 100 (though you can increase the weight limit a little bit by wearing some rings). In order to sell an item, you must first unequip it and then go to the Store to sell it. +-------+ | Store | +-------+ In the store, you can purchase weapons, armor and equipment to enhance your character. Bounty refers to how much currency you have at hand. The Quantity of an item is the cost (in Bounty) to purchase the item. When selling an item, the Value is how much Bounty you will receive when you sell the item. Note: You are unable to equip items for which you do not meet the level requirements and if putting on the item will push your total weight past your maximum. +---------------------------------------------+ |+-------------------------------------------+| ||THE DIFFERENT TYPES OF GAMES & JOINING THEM|| |+-------------------------------------------+| +---------------------------------------------+ +--------------+ | Game Details | +--------------+ At this time, there exist 6 Game Modes: - Deathmatch (Solo) (Skull): This is your average deathmatch. The game ends when someone's kills reaches the Round Limit or the Time Limit runs out. In the Score screen, characters are ranked according to the Experience gained in the game. - Deathmatch (Team) (Two Skulls): This is like Deathmatch (Solo) except with two teams (Red and Blue). You remain dead until one team is destroyed. - Gladiator (Solo) (One Sword): This is like Deathmatch (Solo) except only melee weapons can be used. - Gladiator (Team) (Two Swords): This is like Deathmatch (Team) except only melee weapons can be used. - Assasination (Crosshair): This is like Deathmatch (Team) except each team will have one member who will glow the team's color. When this person dies, the other team wins the round. - Training (Muscle): In this Game Mode, you do not gain experience from killing or dying. It's a place to train. - Berserker (Skull with flames): At the beginning of the game, who ever get the 1st kill, will be designated as the "Berserk". His health will drain slowly and his damage is increased. He will gain health as he kills other people, but as soon as he is killed, his killer becomes the "Berserk". +-----------+ | Game Room | +-----------+ Once you Enter the Game Room, you will either see a large button saying "Intrusion" or a button saying "Ready". If you see "Intrusion", a game is currently underway and you can join while it's in progress and start playing. If you see "Ready", the game host is waiting for everyone to Ready so he can start the game. Also, in the Game Room, you can select what color team you are if the Game Mode allows it. +----------+ |+--------+| ||CONTROLS|| |+--------+| +----------+ +----------------+ | Basic Controls | +----------------+ W (Default) - Go Forward S (Default) - Go Backwards A (Default) - Strafe Left D (Default) - Strafe Right 1 (Default) - Melee Weapon 2 (Default) - First Equipped Weapon 3 (Default) - Second Equipped Weapon 4 (Default) - First Equipped Item 5 (Default) - Second Equipped Item Q / Wheel Up (Default) - Previous Weapon E / Wheel Down (Default) - Next Weapon Left Click (Default) - Slash/Attack Right Click (Default)- Perform a Knockdown Attack with your melee weapon R (Default) - Reload Shift (Default) - Defense Space (Default) - Jump Esc (Default) - Menu Tab (Default) - See Record F11 (Default) - Record/Playback F12 (Default) - Take Screenshot +-------------------+ | Advanced Controls | +-------------------+ *Note: If you have re-configured the WASD & other controls, then place the keys for them instead of the original keys. Double Tap W + Melee Weapon - Dash Forward Double Tap S + Melee Weapon - Dash Backward Double Tap A + Melee Weapon - Dash Left Double Tap D + Melee Weapon - Dash Right Double Tap W + Non-Melee Weapon - Somersault Forward Double Tap S + Non-Melee Weapon - Somersault Backward Double Tap A + Non-Melee Weapon - Somersault Left Double Tap D + Non-Melee Weapon - Somersault Right Spacebar + Running Perpendicular at a wall - Run up the wall Spacebar + Hitting a wall while in the air - Jump off the wall Spacebar + Running Diagonal at a wall - Perform a wall run Spacebar + While being knocked down - Recovery Holding Left Mouse Button + Melee Weapon - Power up a Charged Attack Right Click + Melee Weapon + Against a wall in the air - Dig your weapon into the wall and hang there +----------+ | Commands | +----------+ +----------------+ | Basic Commands | +----------------+ /help - Show the list of chatting commands. /whisper [character name] [what to say] - Whisper to the party designated with ID. /r [what to say] - Reply a message to a person who sent a message. /report (or /112) - Report the details of the chatting /kick [character name] - Suggest ban the relevant character to all players in a game. (Supported in games only) /taunt - Make a fool of others in a game. (Supported in games only) /salute - Character bows to salute. (Supported in games only) /wave - Character waves hands. (Supported in games only) /laugh - Character laughs. (Supported in games only) /dance - Character dances. (Supported in games only) /suicide - The character currently in the play gets immediately defeated. Some XP loss occurs in this case. (Supported in games only) +---------------+ | Clan Commands | +---------------+ /clan open [Clan Name] [Member #1] [Member #2] [Member #3] [Member #4] - Start a new clan with promoter. /clan close [Clan Name] - Close the clan currently open. Only the Clan Master can use this command. /clan invite [character name] - Accept the designated character as a new member. Only the Clan Master or the clan operator can use this command. /clan leave - Voluntarily withdraw from the clan. However, the clan master him(her)self cannot withdraw. /clan dismiss [character name] - Force the designated character to secede from the clan. Only the Clan Master or the clan operator can use this command. /clan promote [character name] [authority] - Change the authority of the selected character within the clan. Indicate "admin" or "member" in . (Ex: /clan promote David admin) Note: "admin" is different with Clan Master. /clan msg [message] - Enter a dialogue in the clan chatting channel. You can clan chat easily by attaching # in front of a dialogue when not using this command. +------------------+ | Friends Commands | +------------------+ /friend add [character name] - Add the relevant character as a friend. /friend remove [character name] - Delete the character selected from the list of friends. /friend list - Show the list of friends. This is very useful as it can be used within a game. /friend msg - Send messages to your registered friends. +----------------+ | Color Commands | +----------------+ ^1[text] - Color that test Red ^2[text] - Color that text Green ^3[text] - Color that text Blue ^4[text] - Color that text Yellow ^5[text] - Color that text Dark Red ^6[text] - Color that text Dark Green ^7[text] - Color that text Dark Blue ^8[text] - Color that text Dark Yellow ^9[text] - Color that text White ^0[text] - Color that text Gray +-------------+ |+-----------+| ||KILL SYSTEM|| |+-----------+| +-------------+ Scoring kills in GunZ earns a player "bounty", which enables one to buy new clothes, weapons and accessories. Weapons include dual firearms, swords, daggers, kodachis, and grenades. Other items which directly affect the player's attributes are also sold, i.e. rings and health/armor packs (providing HP and/or AP). In the Korean version, many items such as "eyes" and hats are sold. However, they are not appearing in inGunz until the full release of the version is releases. Players acquire EXP, or Experience Points, by killing other players. These points contribute to the progression or advancement of a player's 'level'. Higher levels allow players to wield better weapons and wear better armour. The amount of EXP, as well as bounty, a player receives for a successful kill depends on the level of the enemy defeated. However, suiciding or accidental death results in EXP subtraction past level five. When a player's EXP drops to the point in which a character has negative EXP, it is possible to delevel, or move back one level. In addition, when a low level player kills a player level 21 or higher, the latter loses EXP (in the range of 7 level difference or more). In GunZ, when a player achieves a kill, they receive one or more of four animations: [*] Excellent - When a player deals excessive damage to multiple targets at the same time and kills several other players, a golden aura is displayed above the player's head. [*] Fantastic - When a player deals the majority of the damage to a single target, a purple aura is shown. The player does not have to eliminate the target; another player can finish the target off, and both players will receive the aura. It may also be displayed if the target commits suicide. [*] Unbelievable - When a player deals excessive damage to a single target in a very short period of time, a blue aura is shown. It is also displayed when the target commits suicide. [*] Headshot - When a player eliminates a target by hitting them in the head, a red bullseye with an eagle is shown above the player's head. Headshots can be achieved by guns only. ====================================================== | PART: 3 - GAMEPLAY MODES | ====================================================== +-------------------------+ |+-----------------------+| ||OFFICIAL GAMEPLAY MODES|| |+-----------------------+| +-------------------------+ +-----------------+ |ALLREADY RELEASED| +-----------------+ [*] Deathmatch - The standard game type found in many shooters. All players fend for themselves. The first person to reach a specified number of kills wins. The game ends when a player reaches the number of kills equal to the number of rounds. The symbol of Deathmatch is a skull. [*] Deathmatch + Berserker - The first person who gets a kill at the start of the game is selected as the Berserker. The Berserker can be easily identified by him or her glowing blue. This player's guns will be more powerful during this mode, but their health will slowly drain during the match. The Berserker must defeat other players to regain health. Any player that defeats the Berserker will in turn become Berserker and regain full health. The previous Berserker will become a normal player upon respawning. The symbol of Berserker is a skull with flames in the eye sockets. [*] Team Deathmatch - Players are divided into two teams in which they work together to defeat the opposing team. Each round, both teams fight each other - if a player dies, they can not respawn until the round is over, where their team or the opposing team is defeated. There is no specified kill limit. The symbol of Team Deathmatch is two skulls. [*] Gladiator - Same as Deathmatch, except players are only allowed to use melee weapons. The symbol of Gladiator is a vertical and diagonal sword clashing together. [*] Team Gladiator - Team Deathmatch with Gladiator rules. Bow rules are not uncommon. The symbol of Team Gladiator is a vertical and two diagonal swords clashing together. [*] Assassination - Similar to Team Deathmatch, however, one person on each team is randomly selected as a target. A team must defeat the targeted player on the other team to win. The symbol of Assassination is a purple circle with two orange borders, resemblant of an aiming reticle. [*] Training - Similar to Deathmatch, but no experience or bounty is gained from kills, and experience is not lost through suicides or from level difference. The symbol of Training is an arm. +-------------------+ |PLANNED FOR RELEASE| +-------------------+ [*] Classic - A gameplay mode being developed. It is the exact reverse of Gladiator; guns only. There are no item-packs like in Gladiator, as well. [*] Team Classic - The team version of Classic. [*] Team Deathmatch + Extreme - Players are divided into two teams in which they work together to defeat the opposing team. Victory is obtained by the team who reaches the objective number of kills (which can be set at the beginning of the game) first. Unlike Team Deathmatch, players do not have to wait until the round is over to respawn. The symbol of Team Deathmatch Extreme is a pile of skulls. [*] Duel Mode - Players are involved in a tournament setting, where players actively fight 1vs1 (one-on-one) battles, and move up the ranks until the last player remains, who is declared the winner. The symbol for Duel Mode is a pistol pointed to the right. [*] Survival - A gameplay mode being developed. It pits a team of players against wave after wave of Quest Mode monsters. Rewards of EXP and bounty are given after each survived wave. The symbol for this is a Goblin's face. [*] Clan War - A gameplay type available only to specific Clan War servers. This pits clans against equally numbered and similarly leveled clans for ranking. There are five rounds of three minute games in a Clan War. When playing a Clan War game, players do not lose experience from being beaten by those that are much lower level than them; they also get 1.5 times the experience as normal. Interestingly, when starting a clanwar, the map is selected at random. [*] Ladder - A gameplay mode being developed. This mode's details are entirely unknown, except that it contributes to personal ranking rather than clan. [*] Quest - A gameplay mode available only on Quest Mode servers. It is currently in testing. It pits players in a team of up to four against NPC monsters which get harder as players level up. Currently there are around 23 monster types; the only ones currently being tested, however, are five types of Goblin. The progression of standard scenarios is very straight-forward; destroy every NPC in a room to advance to the next room. After all rooms have been cleared, items gained throughout the mission are distributed to each participant remaining. In addition to standard scenarios, there are more difficult special scenarios, gained through the sacrifice of quest items in different combinations in the waiting room. Special scenarios involve fighting bosses and much harder enemies. NPC attacks in any scenario can be physical or magical, with magic abilities having various effects, from healing NPCs, to slowing down players. Currently, only quest items can be gained from Quest Mode (these items don't have much of a use except to sell them for bounty). Items that may drop later range from quest items, to Monster Bible information, to event items, to equipment. [THOUGH THIS MODE HAS BEEN RELEASED IN inGunz, I PUT IT IN PLANNED FOR RELEASE SINCE LevelUp HAVE REMOVED THE QUEST MODE FOR NOW...] +------------------------+ |+----------------------+| ||PLAYER-MADE GAME MODES|| |+----------------------+| +------------------------+ [*] Attack and Defend - Played in a Team Deathmatch or Assasssination game. Teams take turns "attacking and defending". The attacking team leaves their spawn point and travels to the other team's spawn point and begins attacking them. The defending team must stay at their spawn point and defend themselves from the attackers. The attacking and defending teams switch every round. This type of game is commonly played in the map Mansion. [*] Rejoin at ## Kills - Played in a Deathmatch or Berserker game. The ##s are replaced with a number lower than the amount that ends a game (ex. 95 in a 100 kill limit game). The point of these games is for players to gain large amounts of EXP without being interrupted by the game ending and/or waiting for other players to start the game. [*] Naked - Played in a Deathmatch or Berserker game (often combined with a "Rejoin at ## game"). Players are expected to join the game without any armour, equipment or rings with Armour Point bonuses. This allows for easier kills and faster rates of gaining EXP. [*] Bow Rules - Common in Team Gladiator matches where the player must use the "/bow" emote before a 1 v 1 with another player. [*] Swap - Commonly Team Deathmatch game where one player usually gets ## kills and the other player gets ## kills, and they continue to take turns as such. Many experienced players disapprove of this action because it makes inexperienced players open to join experienced games. [*] Line Swap - Commonly Deathmatch or Berserker game where a group of players (usually four) take turns killing each other for experience. The swapping is done in a line where the one in front will get killed, followed by the second, third, and so on. Line swapping is common in the Expert and Elite channels. [*] Unofficial Clan War - Two clans fight each other in a normal Team Deathmatch, normally played in the map Town. The game is usually passworded, and takes place in one of the clans' clan channel. ====================================================== | PART: 4 - WEOPON INFORMATION | ====================================================== In the game, there are 7 types of ranged weapons, 3 types of melee weapons (2 additional versions yet to be released), 3 types of grenades, and 5 types of accessories (24 if one includes every elemental variant; one type of accessory is unreleased, and the level one elements are only available in the Korean and Japanese versions): +------+ |+----+| ||GUNS|| |+----+| +------+ +---------+ | Pistols | +---------+ Pistols are a good all-purpose weapon, with a quick rate of fire, good accuracy, and low weight. However, pistols are ineffective in close-quarters, as they do not do much damage in comparison to other weapons and their bullets do not spread like a revolver or shotgun. Pistols are the second most accurate weapon in the game. +-----------+ | Revolvers | +-----------+ Revolvers have a relatively slow rate of fire, and a small cylinder size. However, they deal extraordinary amounts of damage and are quite light. Much of this damage is dealt straight to the health of an opponent due to the incredibly high Critical Rate (See end of section), possibly killing them off when they still have a large amount of armour left. They are useful at all ranges, making them more popular than pistols. Revolvers are the third most accurate guns in the game. +----------+ | Shotguns | +----------+ Shotguns are capable of dealing the most damage of any gun, but they can only hold a small amount of ammunition. Shotguns fire 12 pellets per shot, and if a full blast hits, a shotgun can easily take most or all of an opponent's health and armor. However, each individual pellet is comparatively weak. A shotgun's pellets spread randomly around the aiming cursor, which makes it ineffective at long ranges. Among players who use Korean-Style, shotguns are the most popular and arguably the most effective weapon for the style, because the gun works well at mid-range due to the spray and can combo with the style's attack methods to do enormous amounts of damage quickly. +--------+ | Rifles | +--------+ Assault rifles are one of the easier weapons to use for new and mid lvl players. Their automatic fire, best accuracy in the game, and good magazine size make them a desirable weapon among many types of players. They are generally the most accurate weapon in the game. However, rifles deal the least damage of all automatic weapons, and it is difficult to use at close range; its lack of spread makes it difficult to hit the opponent with many shots. +-----------------+ | Submachine Guns | +-----------------+ Submachine Guns (SMGs) have the highest rate of fire of all weapons, and have the highest damage of all automatic weapons, making these weapons have enormous damage potential. They are, however, much less accurate, and heavy. SMGs are the heaviest weapons in the game (with the heaviest weapon in the SMG sub-class weighing 32 WT, in comparison to the heaviest rocket launcher, which weighs 30 WT). SMGs are most popular among those who frequent Deathmatch or Berserker modes, but they are a comparative rarity in team games. SMGs are also a favorite among new players, as all but two of the starting packs of equipment contain Renard(s), the weakest SMG. They are also very forgiving of bad aim because of their enormous spread. +------------------+ | Rocket Launchers | +------------------+ Rocket launchers do the most damage for a single shot among all guns, with a staggering 55 damage for the strongest version. Rockets travel at a set speed, instead of bullets which will instantly hit the target. Rockets create an explosion upon impact, which can deal damage to blocking opponents. The explosion will deal splash damage to all opponents within the range of the explosion. The closer the target is to the point of impact, the more damage they receive. Rocket launchers reduce speed by 10% and prevents wall running when in use. +--------------+ | Machine Guns | +--------------+ Machine guns are automatic weapons that do a large amount of damage and hold the most amount of ammunition per magazine of all guns. They have a slower rate of fire than the SMGs, and the spread of the shots is quite large, which limits their use to short to mid range. However, they weigh less than most dual Submachine Guns, and can sustain their fire for much longer. Machine guns reduce speed by 10% and prevents wall running when in use. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=IMPORTANT INFO=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *NOTE: Pistols, Sub-machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets have twice the reloading speed and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons is only done if both bullets hit. *NOTE: A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the ignoring of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and (Large) Swords have the lowest. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +-------+ |+-----+| ||MELEE|| |+-----+| +-------+ +----------------+ | Katanas/Swords | +----------------+ Katanas deal the greatest damage and have the lowest attack speed of the current three types of melee weapons. The secondary attack is an uppercut which knocks the opponent into the air, capable of knocking them off edges or leaving them open to attack. It is possible to recover from the uppercut by pressing the jump button at or before the peak of the flip. Katanas can block, blocking bullets and melee attacks by using the default shift button or by holding both mouse buttons. If a melee attack is blocked, the blocked attacker is thrown off balance, and the defender gains an instant Massive Strike (see later in the section). Blocking cannot protect the lower body, and blocks fail after a certain period of time or amount of bullets. +---------+ | Daggers | +---------+ Daggers have the highest attack speed of the melee weapons, but also do the least amount of damage. The secondary attack is a forward thrust that pushes the player forward and can knock down an opponent. The forward thrust suffers from start-up and recovery time. It is possible to recover from a thrust by pressing the jump button before falling (the window of opportunity is smaller than that for katanas/kodachis). A unique feature of a dagger is the ability to attack while running, which no other melee weapon possesses. Daggers of any kind are incapable of blocking. They are also the lightest melee weapons, making them ideal for users of heavy ranged weapons. +----------+ | Kodachis | +----------+ Kodachis do more damage than daggers and are faster than swords, although they are heavier than both. The final attack in a ground combo deals double the normal damage. Their secondary attack functions the same as the sword, but the animation is longer, and it is harder to hit with. However, a player can carry their momentum while using it, unlike the sword. Kodachis can block as well, though a different animation is used. Kodachis are not popular among players due to their low damage compared to swords and high delay compared to daggers, along with their higher weight. +--------------+ | Dual Daggers | +--------------+ Weapons that have been coded into the game that have yet to be added. Additional information: Currently, Dual Daggers have no attack animation for ground, air, or massive strike. The secondary attack is similar to kodachis, a spin with both blades. Visually, dual daggers make the user look hunched over with arms and legs spread, breathing heavily. When walking, the user takes long, light strides. Aside from asthetics, the posture has a unique feature; it shortens the height of a player's hitbox by 25%, reducing the likliness of receiving a headshot from enemy fire. Like Daggers, Dual Daggers can move while attacking, and the secondary attack does damage. More information as it comes, as Dual Daggers are only partially coded. Please note, though the blocking animation for dual daggers exists, it is not yet known whether or not they will be able to upon release. *Fun fact: The stance of the dual daggers is an actual fighting style of Korea. It is seen used by one of the characters in the Korean movie "To Catch a Virgin Ghost" and others. +--------------+ | Large Swords | +--------------+ The absolute strongest melee weapons, the weakest one doing 18 damage per hit. Incidentally, they are also the heaviest and slowest. The weight equals the attack power, and the delay is always over 250, the lowest being 260. The normal attack executes a standard four hit combo like with swords. The secondary attack is a slow spin and a half, which launches the opponent into the air. The unique aspect of large swords aside from the slow speed and insane power is the Parry Blocking. Parry Blocking is executed when the block button is released, and shows a quick flick of the sword. During this flick any bullets are blocked, as well as melee attacks. Unlike the swords and kodachis, the large sword does not throw the opponent off balance when one blocks successfully. It does, however, grant the player an instant massive strike. Wall running is disabled with large swords. *NOTE: All melee weapons have the ability to charge up if the left mouse button is held for a few seconds. Once charged, a white glow will appear around the blade of a player's weapon. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player s witches weapons, and the user is vulnerable to attack after using it. +----------+ |+--------+| ||GRENADES|| |+--------+| +----------+ +-----------------------+ | Fragmentation Grenade | +-----------------------+ Thrown and explodes after a set amount of time, regardless of contact with the ground, dealing damage to anyone within its blast radius. Normally used for unexpecting campers, for a group of people in a crowded area, and to make sure an area is safe before going in. +-------------------+ | Flashbang Grenade | +-------------------+ Thrown and explodes after a set amount of time. They burst into a flash of light after a set amount of time. An affected player will not be able to hear anything and cannot see anything around them for a set amount of time. The person must be looking at the grenade when it explodes for it to take effect. Flashbangs will affect any player, including teammates in team games. Also, it has been known to cause strange "color" errors in cases where minimal quality graphics cards are involved in which the character models become glitched. +---------------+ | Smoke Grenade | +---------------+ Thrown and explodes after a set amount of time. They release a cloud of smoke, creating a visual barrier around the grenade. Three smoke grenades are needed to fully conceal an area. They are notorious for creating lag for other players, especially when multiples are in effect. *NOTE: The smoke can be hidden by a change in graphic settings. +-------------+ |+-----------+| ||ACCESSORIES|| |+-----------+| +-------------+ +-------+ | Rings | +-------+ Rings have a varied effect. They can add AP, add HP, or even increase weight capacity. Rings have two of their own separate sections on the Equipment screen. +----------+ | Med Kits | +----------+ Med Kits can be used to restore HP in increments of 10. They are available in sets ranging from 2 to 4. +-------------+ | Repair Kits | +-------------+ Repair Kits can be used to restore armor in increments of 10. They are available in sets ranging from 2 to 4. +-------------+ | Bullet Kits | +-------------+ Bullet Kits are unreleased but fully coded items. Like the on-stage ammo pickup (yellow bullet), they restore ammo of the currently held gun (or Gun I if melee is currently being used). Unlike the on-stage ammo pickup, it only adds one full magazine to the player's reserve. +----------+ | Elements | +----------+ Elements are magical attributes applied to the user's melee weapon. Only one may be equipped at a time, and it must be in the Item I slot. To activate an equipped element, simply gain a Massive Strike by blocking or charging. There are four elements, with four varying effects. Note: Elements are only available in the Japanese and Korean version of GunZ. [*] Fire burns for five seconds, and removes opponent's AP; once AP is gone, it begins to burn HP. Fire has a flaming red sprite on both the weapon and the victim. [*] Ice slows the opponent down, and removes their ability to dash or wall run for a short period of time. Ice has a blue snowflake sprite on both the sword and the victim. [*] Lightning stuns the opponent in the air for a brief time, damaging them slightly as they are stunned. A note, after the stun animation ends, the opponent will be unable to move from their current position, but will be able to attack or defend. This lasts until the lightning effect is complete. Lightning has a bluish gray static-like sprite on the weapon and an electrocuted animation on the victim. [*] Poison drains enemy HP slowly and has a bubbling green sprite on the weapon and a greenish tinge on the victim. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=IMPORTANT INFO=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *NOTE: Elements have five levels. At the first level they last for the shortest time and do the least damage. At level 5, they are the strongest and last for the longest time. Note that there are graphical changes to one's melee weapon; the streaks that follow the player's blade when they slash are colored to match the element. When a melee weapon is charged, the element surrounds it in varying degrees, as well as when the blade is uncharged at level 2 and 3. Note that there are two intensities of level one (Coin and Hand Stamp) and level two (Medal and Jewel). Coins can be bought at the GunZ cash shop on Korean and Japanese versions. The rest can be acquired through Quest Mode only, but have not been inserted in the program format. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ====================================================== | PART: 5 - WEOPON-COMBO STEUPS | ====================================================== *Setups that are marked with 5 stars (*****) are ideal, 3 stars (***) show the setup is average, 4 starts (****) shows the setup is above average +---------------------+ | Revolvers+Revolvers | +---------------------+ Allows you to do Recoil step a usefull move plus can damage HP very fast. Use recoil step for very long range as it will have on the dot accuracy. Also more ammo in a clip than a shotgun and slighty faster shot so you can Ss, Half step and half half step. Good for up close and long range. (*****) +-------------------+ | Revolvers+Shotgun | +-------------------+ Good damage for long and short. Use shotgun up close to deal good hp and use shotgun to destroy their ap in 1 shell. When all ap gone hp goes down by 1.5 up to 2 times more damage from each hit so a good revolver shot should kill them as shotgun should weaken. 50 damage revolvers Times 2 is 100 hp gone. (*****) +-------------------+ | Pistols+Revolvers | +-------------------+ Ahh a good choice if you wish to destroy hp first rather than ap. Both of these do hp damage more than ap. Revolvers deal massive damage to hp and little damage to ap. Pistols do over average damage to hp and average ap damage. Pistols destroy ap then pistols and revolvers will hurt them badly. Also pistols not recomended till over 20 as then they do more damage and accuracy. +------------------------+ | RocketLauncher+Shotgun | +------------------------+ Shotgun as you all know good damage up close while rocket launcher good for ppl reloading or hiding. Also massive damage if direct hit to both ap and Hp. But this combination has weaknesses. Not much ap you will have as a decent shotgun is 18-20 Weight and rocket launchers are about 30 weight. Try flying off walls and shotgunning or rocketing your apponents. That will make you harder to hit plus splash damage helps. (***) +-----------------+ | Rifle+Revolvers | +-----------------+ Ahh rifle is an ap destroyer. Use million step and try and destroy their ap. Then go all out with revolvers and rifle to crush your opponent with massive mounts of damage as they have no ap left. Also try hiding and massive strike them then rifle and revolver them. A pretty good setup up close and long range thanx to the rifle's superb accuracy. Make important use of the ammo and the speed of the bullets. Good for all ranges also. (****) +---------------+ | Rifle+Shotgun | +---------------+ Here comes another perfect combination of weapons. Use the rifle at long range while use the shotgun up close. These weapons will both destroy ap first rather than hp. Use million step with the rifle and if long range just stand and walk around with it shooting away in the distance. A recomended rifle would be the lvl 18 for its accuracy and speed plus its ability to hold more bullets. Once these guns destroy all the ap thats when the hp gets destroyed by the hp crushing shotgun and the ultra fast rifle. A good setup for all ranges. Good for E Stylers and K Stylers so this is a setup which will apeal to everyone. (*****) [My Personal Setup] *Note: Avenger is very good when used up close, also good for when tumbling around. +--------------+ | Pistols+Smgs | +--------------+ An E-style orientated combination of weapons. These weapons are an average combination together. Pistols will do average damage to hp and ap while smgs will unleash hell on the ap. Use the smgs for spraying while use the pistols for accuracy shots. Both hold alot of ammo in 1 clip and are both fast weapons. A good weapon if you are a sprayer or E Styler is a dagger. Don't try to always sneak up on the enemy try other things like wait for the enemy to come around a corner then dagger lunge them. Lay medis or armour pickups and use them effectivily eg. laying them around a corner to lure the enemy near you then to dagger lunge them or spray them up close with the smg. Need to reload when you sprayed them after a dagger lunge and they stay alive? Then bring out the pistols which should finish them off, if not it will seriously hurt them alot. ====================================================== | PART: ? - AIMING GUIDE | ====================================================== Yeah, aiming. What some people have troubles with, others that are good with it. So, me and my friend did a little test thing awhile ago, where we would just walk back and forth, aim at each other with Revolvers, and fire until empty. Once that was done, we'd go hide, and tell how many times the other person hit. One round, I had hit him twice, yet didn't see the counter. Another round, I had seen the hit counter three times, yet I didn't hit at all. So, these are my conclusions: +------------------+ |+----------------+| ||YOUR HIT COUNTER|| |+----------------+| +------------------+ Don't trust this completely. It can be good if the person is standing still, or even moving towards/away from you. However, side to side, up and down, the likes, it's not to be trusted. It's like your parents telling you about Santa Clause, or the Easter Bunny, etc etc. +-----------------+ |+---------------+| ||KNOW YOUR RANGE|| |+---------------+| +-----------------+ No, I'm not talking about distance. The range in which your weapon fires. Go buy the level 0 pistol. Use the first crosshair (Type 1). Yeah, I know, it's huge and bulky and what not. Just use it for now. Now, fire and hold the mouse button. Notice how the zone is increased in size? That's the range in which the bullets will now hit. In other words, the faster you fire, the less accurate you will be. So how do we fix this problem? Simple. Fire, wait a second, and it'll go down. If you ever play with me, you'll always notice that my Revolvers don't fire fast. Why? Because then I'm inaccurate. I typically fire, wait for just under a second, but not less than half a second, and then fire again. That ensures my accuracy to hit you. However, this doesn't solve everything. +----------+ |+--------+| ||THE PING|| |+--------+| +----------+ Everyone's got it. Some are low, some are high. Basically put through, depending on how much they have, depends on how much you'll need to lead the person. The best way to practice this is to go into a game that is somewhere in the low levels of people (one's who just begun), and fire at the ones that roll around. My estimate is that for every 50 ping, you'll need to fire about one head equivalent to that of your opponent's body. So, if they have 100 ping, fire two heads forward. 150 ping, fire three heads forward. For 200 ping, I'd recommend more of about five heads forward. If you're playing with someone who has 250 ping and up, then you're a moron... or the-people-who-voted-'No'-because-they-were-on-their-team are. +------------+ |+----------+| ||WHAT ELSE?|| |+----------+| +------------+ That's about it. Probably the only other tip I can give you is that with every gun you buy, go back and find the range in which the weapon shoots. Also, the second crosshair (Type 2) can also be good, because when you target someone, it'll go from red to white, which is a lot easier to recognize than the red name, in my opinion. Start out with rifles, and then go onto using pistols. Rocket Launcherss, Shotguns, SMGs, and Machine Guns are pointless for this excercise, seeing as they are either too inaccurate, or they have an area damage effect. ====================================================== | PART: ? - DAGGER TECHNIQUES GUIDE | ====================================================== +--------------+ |+------------+| ||INTRODUCTION|| |+------------+| +--------------+ "Why do you use a dagger?" I get asked this alot (though I use it pretty rarely). I use it because I like seeing variety in games, and the natural speed of daggers is intoxicating. It makes movement so much more apparent and has a more "in control" feel than a sword. The dagger makes weapon switching fast due to its quick spin-out animation. Reasons you'd want to use a dagger include weight, speed, uniqueness, and challenge. One thing to consider, throw out any KStyle philosophy when using a dagger. It isn't about sticking to a few core moves repeatedly, though alot of times you'll want to. They're all about knowing when to do each thing. They're weapons of timing, with that, lets get onto techniques. +---------------------+ |+-------------------+| ||STANDARD TECHNIQUES|| |+-------------------+| +---------------------+ These are the ones you ALWAYS hear being associated with daggers. The standard, easiest to do techniques. [*] Stab - A common, fast stab. You just left click. Don't just walk around spamming this. You'll get blocked hardcore with bad timing. The speed of it rarely shows the stabbing animation to enemies, so you'll get called hacker by the n00bish of people, just for using the basic attack. This makes it hard for gun toting enemies to attack, epecially if you hit forward, because you will be behind the gun, it'll be firing perfectly past you. [*] Push - This is the move that makes people hate daggers and call them n00bish. Alone, it's rather useless. You simply tap the right mouse button and go flying into your enemy. If they fail to safefall, it's the ground for em. If not, you might, depending on your timing and placement, suffer a shot or two. The best use for this is a feint and a guard breaker. Against a butterflier, if your timing is perfect, you can gatling gun this. I'll get into that later. Don't be afraid to use this, but by no means, NEVER over-use this. [*] Circling - This is number one with side to side movement thrown in, this is what you do against those trying to run away. You just circle, turning your mouse in a tight arc. [*] Cornering - This is number one, but forcing your enemy into a corner, preventing any escape. A very gratifying opportunity for any daggger user, seek out corners, and love them. Then these are the ones that require some effort: ================================================= [*] JSD - This is a move that uses the quick spin-out of the dagger quite effectively. Like with the Slash Shot, you almost have to relearn aiming. The most effective use I've found for it is repeating it before an enemy using revolvers. I'm unsure of the steps in full, so to avoid coming off as being a know-it-all, I'll give you the gist of it. While in the air with your gun, you shoot. You hit a key or use the mousewheel (I prefer this), switch to your dagger. You dash with the switch as you can do this right after the spin-out. You land, switch back to your gun and repeat. Esentially, it's a wide moving attack that goes back and forth. You end with dagger on both sides. Flow this into Fade Shooting, YoYo Hopping, and Dagger Hopping. [*] Fade Shooting - It involves tumble, which many KStylers will instantly poo-poo. It's harder to hit than most people assume, rockets are its major weakness. Very majorly a distance move. I've only seen this used by a few people. You shoot, tumble, hold mouse button, if timed right, you'll shoot the most you can, with a shotgun this is twice. At the end of the roll, you can do two things after switching to your dagger and finishing the spin-out animation: Jump and go any direction with a dash, or dash along the ground the opposite way. Mixing it up is the best strategy. If your timing is good, you an switch your gun mid-dash and do this in rapid succesion. Just don't tap any directions if you switch to keep the speed. Flow this into YoYo Hopping, Reverse Stabbing, Tenth Hopping, JSD and Dagger Hopping. Repeating this is good if your enemy insists to stay at a distance. Best against automatic weapons. [*] YoYo Hopping - Not neccessarily dagger exclusive, but far easier with a dagger from my experience. This can be done in any direction, and is essentially alternating between dashing silently with a dagger and dashing with your gun. Both a movement and attack technique, this is a wonderful flow-in technique. It throws off your enemy's train of thought, and helps you get behind for an Instafall or just a good shot. If you don't use it as a fade in, you have to jump first going in a direction. At the peak of the jump, maybe a bit before, dash the other way. You will hit the ground, instantly jump back up, with your dagger still in your hand. Switch to your gun of choice. Shoot for as long as you are in the air still going in the same direction if you like. At the peak of your jump, double tap the other way. With proper timing, you will float back the other direction with dashing speed. Hitting the ground again, continue switching to any weapon. With great timing, you can do this from gun to gun, in any direction, possibly twice in one hop. Easiet to go dagger to gun in succession. A great get around technique. Can be used at any range. If you rail the timing with the gun and tumble, no worries, just go into Fade Shooting. If you do it right, you can flow it into Fade Shooting, Tenth Hopping, Dagger Hopping, JSD, Reverse Stab, and you can also Space Invade with it. [*] Dagger Hopping - Both an offensive and a movement technique. You group jumps, dashes, and stabs into any order really. The best order is dash, jump, stab, dash, repeat. If you feel gutsy, go dash, stab, jump, dash, repeat. This order is alot like Reverse Stab. It's a great move to use to get around places and to attack solitary targets. You can easily flow this into any dagger move, easiest is Reverse Stab. [*] Reverse Stabbing - A voidstep-esque move that can easily confuse people. You dash, and stab to cancel, then dash another direction. Great when cornering people or just dodging. It's my primary tool for dodging revolvers and automatics. Also great for getting behind butterfliers. Doing that is alwasy risky though. Your Reverse Stab is sweet because it's a half length dash and can flow into any move very well. Particularly Dagger Hopping and Tenth Hopping. [*] Space Invading - Moving like an enemy from space invaders. Mix YoYo Hopping and Reverse Stabbing. You dash forward, dash to a side, forward, another side. Great for dodging rockets and automatic fire. [*] Dagger Training - Basically a ground based Dagger Hop. Dash, then stab and repeat. The name comes from the fact that you look like a train while doing it. [*] Dash Hop - A slightly quicker dash. You jump, dash, switch to gun, back to dagger, and dash. You can go with less interruptions this way, it feels slightly faster than the normal dash. [*] Wall Raiding - Run onto the wall. Reach a desired height, and stab. Right after the stab, hit jump again. You'll stick to the wall and keep running. You can do this at any time, as much as you want. If you time it right, you can, while on a wall, hit a person near a wall up to 9 times. Flow this into Reverse Stab, Dagger Hop, YoYo Hop, Dagger Flash and more Wall Raiding. An effective use of it is to hit once, jump off the wall, dash behind the enemy, repeat. The closer you can stay, the better. [*] Dagger Flash - You jump, you dash. Natural dagger instinct right? Natural instinct with any melee weapon really. Then there's flashing, you stab midair, suddenly your dash stops. Dagger Flashing is dashing any number of directions in one jump. Typically it's two dashes. Jump->Dash->Stab->Dash->Stab. The second stab is just to keep you from staying stuck in a dash too long. A great Space Invading technique, as it can really speed up movement. Flow this into Dagger Hopping, Tenth Hopping, YoYo Hopping, and more Dagger Flashing. [*] Dagger Machine - The equivalent of the Butterfly for daggers, a fast hopping attack that blows things away, particularily gunners. It's more or less Circling +5. Using this against swordsmen is risky, but if you can Reverse Stab well, it should be no problem. Maximum mouse sensitivity helps a lot. You stab, jump, dash stab, stab, repeat. You HAVE to be dashing around in a circle, turning your mouse in a very tight arc. Both hands need to be moving fast for this to work. If somebody has their gun out, they'll have trouble taking something else out, this move can force people into the hit animation twice in one stab(you'll hear the melee impact sound effect twice) because the dagger hits once passing in, and again passing out. Flow this into Dagger Hop, Reverse Stab, and YoYo Hopping. [*] Flip Stab Shot - The equivalent of the SlashShot for daggers, making the gun move like a melee weapon. However, there's a difference. You NEED the flipping off of a wall animation for it to work. It's hard to time correctly. You hit the wall, preferably from the side, with your dagger. You flip off of it, right after the flip starts, stab and switch in one movement, holding the mouse button down. You'll shoot while your gun goes forward during the flip, switch back to your dagger, dash away. Handy move. Flow it into Dagger Flash, or if low, Dagger Hop and YoYo Hop. +----------------------------+ |+--------------------------+| ||ADVANCED DAGGER TECHNIQUES|| |+--------------------------+| +----------------------------+ These ones are harder to time and often riskier to do. When you do them well, it's amazing what they do. [*] Tenth Hopping - You will fail at this alot, it's hard to time. Essentially, it mixes YoYo Hopping, Dagger Hopping, JSD and Reverse Stabbing. You go in a very small area in any combination of directions, floating to and from location, kicking up lots of dust. You dash, stab, jump, switch to gun, shoot, switch, dash another way, stab, dash another way, jump, repeat. I doubt I got the steps right, but when done side to side, you stab on one side, shoot in a very close center, stab on a very close other side. You're both up and down in each location once before moving on. Not something to rely on. If you do, it's a good technique to use right after a series of Dagger Hops and YoYo Hops. Great in maps like prison. If you fail, flow it into Fade Shooting most likely. If not, flow it into Reverse Stabbing. [*] Instafall - This is a hard move to time as it uses the animation of you AND your target in it. You start out with a normal stab, the enemy will ideally get hit. The hit animation will take place about 1/4 the way through your stabbing animation. Once the hit animation is half way through and your stab is 3/4 the way through, right click. You bypass the wind up for the push. If timed right, your enemy will get hit by the lunge RIGHT before the animation finishes. The flying back animation will be GONE, and they'll fall instantly. I've aggrivated people terribly with this move and Dagger Gatling at dungeon before. Again, hard to time due to the fact that you have to use the end of the enemy's animation as well, a very situational technique. [*] Dagger Gatling - Pushing in great incredible succesion. You WILL take damage while doing this, it's required. The plus side is you use the unblockable lunge as fast as the normal stab and don't move. You have to be facing a sword, typically a butterfly. Stab normally as their animation begins, as soon as the sword gets close, right click. You will stop. Your attack will continue on and move forward. If this doesn't knock them over, keep repeating. It often gains the Instafall effects. +--------------+ |+------------+| ||GENERAL TIPS|| |+------------+| +--------------+ [*] Feint, alot. By this I mean fake your enemy out. Alot of people who play GunZ don't expect this for some reason. In a gladiator match for example, start charging your Massive Strike. When your enemy gets close, lunge into them. The charge stops instantly and you fly into em. Surprisingly effective. [*] Walls are very useful, this always applies. Daggers have the fastest natural wall strike, make use of it, wall bounce on your back and sides too. [*] For those times when you go up against turtles and butterflies, Dagger Hop and Reverse Stab. Here's a tip, stab in the second half of your jump and dash. If you go in close, time it so that you hit with the second half of the stab. You're alot less likely to give the opponent a massive strike, and get thrown off balance. [*] If they DO get a massive strike and you aren't thrown off balance, STAY CLOSE TO THEM IN THE FRONT. Alot of times it'll go right around you. To help this, turn a quick 45 degree angle with a weapon switch. It's not consistant, but can be a life saver. If they reverse massive you, keep spinning. Again, not constant, but can be a life saver. [*] Remeber the basic techniques, and use them creatively. For example, somebody is chasing you, or behind you and there's a wall in front of you, run up it, and hold backwards as you Flip Stab Shot, or Dagger Flash behind them. This does kill alot. [*] If somebody insults daggers in game, try to get them to fight you 1v1. You may not win, but if you focus, you will get a good practice opprotunity. You'll learn more about any style you fight every time you fight it, this is universal. However, if they don't agree, a psychological warfare comes into play. Go for them first, make 'em mad, make 'em steam. The more angry a player is, the less they can focus, the easier they are to kill. ====================================================== | PART: ? - HITBOX GUIDE | ====================================================== +-----------+ |+---------+| ||TARGETING|| |+---------+| +-----------+ The mechanics for hit boxes in Gunz are not very complicated. There are only two hit boxes, each dealing different damage percentages to HP and AP. When there is no AP remaining, 100% of the wepaon's damge is taken away from HP. On the diagram, area 1 on super cool Aqua Man represents the headshot range, which deals 75% of the weapon's damage to HP, and 25% to AP. Headshots are preferable for this reason, since lowering your enemy's HP is the primary goal. Area 2 represents body shots, which deal 50% of the weapon's damage to HP and 50% to AP. Body shots are not as effective as headshots, but easier to accomplish. +-------------------------------------+ |+-----------------------------------+| ||NOTES ON ARMOR CONCERNING TARGETING|| |+-----------------------------------+| +-------------------------------------+ Armor points add up for a total score. The location of the armor is not important. For instance, someone wearing 10 AP boots and nothing else has the same exact armor effect as someone who wears 10 AP chest armor, no matter where the person is shot. +------------+ |+----------+| ||IN SUMMARY|| |+----------+| +------------+ [*] Hits to the very upper chest + head deliver 75% of the damage to HP and 25% of the damage to AP. [*] Hits to the lower chest and below deliver 50% of the damage to HP and 50% of the damage to AP. [*] If the damage equates out to an odd number, health takes the lower amount and the extra point is taken away from armor. [*] Armor Points are global. It doesnt matter which armor pieces you're wearing, only the total number of points. Not wearing armor over a peice of the body does not effect that part of the body more or less than any other. [*] If you run out of AP, 100% of the weapon's damage is taken away from your HP. ====================================================== | PART: ? - GENERAL TACTICS | ====================================================== +---------+ |+-------+| ||OPENING|| |+-------+| +---------+ Believe it or not, this is probably one of, if not the, main points of the game. Some take longer than others, some go quickly. All depends on your playing ability. There is no 'more important than others', but there are somes that will more commonly be used. This will be separated by a general look out, and the maps of the game. +---------+ |+-------+| ||GENERAL|| |+-------+| +---------+ There are tactics that can be used just about everywhere. Here's just some things: +--------------+ |KNOW YOUR MAP:| +--------------+ Not knowing where you're going can be a lead to death. If you're running backwards, it'll be really bad if you don't know about the area to turn, or where you can lead people. +--------+ |RUNNING:| +--------+ This is a tactic, yes. Running and reassessing your situation is the best thing to do in most cases. However, you do NOT run with your back to your opponent, unless you are sure you can get away, or wall-canceling a lot, etc etc. Still, my favorite quote is "You play weird. Like scared. Run away." That's why I tend to get about 20-30 kills at the least per dungeon or castle TDM I play. +---------------+ |HIDING/CAMPING:| +---------------+ Uh, DUH. Of course you're going to hide. If you always stay in the open, then you're screwed. If you're the last one alive, and there's about 3 people on the other team, then you'll want to hide and pick them off one by one. Patience is of the issue. Which leads us to the next topic... +---------+ |PATIENCE:| +---------+ Not everything is in-game. You've got to also be able to have your patience if you're camping, or if you're trying to hit someone, but you can't seem to hit them. Losing your patience is a good way to get killed. +-------------+ |CHANGE IT UP:| +-------------+ Oh hey, you snipe a lot. Guess what? They'll be looking for your areas then. You can't be just a sniper all the time, and if you are, you've got to change your positions a lot. If you snipe from a cliff in Island a lot, they're going to look for you there. +------------------------------+ |BE AWARE OF YOUR SURROUNDINGS:| +------------------------------+ There's a grenade coming at your face. Move. There's an enemy moving a way. Cut them off. This ties in with the 'Know your map', but consequentially, if you're hiding, you've got to be able to hear enemies' footsteps and dashes, as well as reloads. If your enemy goes to hiding, they might be reloading. If you hear a reload, then CHARGE. Don't give 'em a chance to med either. +-----------------+ |MAKE PREDICTIONS:| +-----------------+ Sometimes you don't know what your enemy is going to do. However, based on sounds and previous actions, you can guess pretty well as to what's going to happen. In that sense, backfire their plan. If they're coming around, turn around and hide, and shoot as they come to find you, only to ask 'What the...?' +--------------------------------+ |HAVE SOMETHING THAT RELAXES YOU:| +--------------------------------+ Some people need music to play. Some people need silence to play. This is all key to a well-played game. Find something that you can relax too while playing. If you're stressed while playing, you'll only get killed, and be led to more stress. +------+ |+----+| ||MAPS|| |+----+| +------+ There are specific things for each map. I don't know every one of them, but I can give a number of general areas. +--------+ |DUNGEON:| +--------+ There are several things to use in the dungeon. You can stun, you can knock, you can snipe, you can trap. Just about anything. Here's some things: [*] Crystals: These can be key in them. Mostly used at the stairs. If you're a sniper and you maneuver to these here, you'll cause your enemies a lot of grief. [*] Use the stairs: Mostly for if you can wall-cancel well. For example, at the health spawn point, you've got not just 1 or 2 areas you can pop up and shoot at the people standing there. You've got more like... 7 or 8. Who says you've got to keep right next to the health to shoot? [*] Lead them to traps: If you've got a partner, and they charge up a stun, charge out at someone, get shot by them, then charge back where you came. As you go by, you can have your partner stun them, and then you can waste your enemy. [*] Knock 'em: This is another stair thing. Think about it: You've got pits a plenty. If they're just standing there, knock them into hell. It's not only fun to do it, it's also fun them to whine and complain about your 'noobness'. Just reply by saying "If you got noobed, then who's the real noob?" +-------+ |CASTLE:| +-------+ My main key for this area is the big bridge. Then again, you've got to know how to wall-cancel like nothing else. You can pop up in a lot of areas and shoot at them, or you can stand on the bridge, if you can't wall-cancel, and snipe people. Also, the map is about 1/4 filled with low ceilings that people visit regularly. That's a perfect opportunity for a 'Situational Insta-kill'. You know, right click, do a 3 combo sword chain, then blast away with your gun. (OTHER MAPS WILL COME SOON) ====================================================== | PART: ? - MELEE GUIDE | ====================================================== +--------------+ |+------------+| ||INTRODUCTION|| |+------------+| +--------------+ This guide will go into detail and compare the different types of melee weapons: Kodachis, Daggers and Swords. We will have a look at their strengths and their weaknesses. We will touch on statistics as well as some of the lesser known traits of each weapon. +------------+ |+----------+| ||STATISTICS|| |+----------+| +------------+ +-------+ |BOUNTY:| +-------+ I never found Bounty to be too much of a limiting factor in GunZ, but I thought I should touch on it. It isn't huge, but there is a difference in price between the different melee weapons. Kodachis are a tad more expensive than Swords, which are a tad more expensive than Daggers. Again, like I said, unless you're spending money frivolously, trying to buy all the best guns to try them out, or just bought a couple rings, bounty should not limit your decision. +-------+ |WEIGHT:| +-------+ Like Bounty, the weight of your offence shouldn't sway your decision too much when choosing weapons, but it's still something to think about. Unlike Bounty, the difference in weight is significant. Let's take for example the level 9 Dagger, level 10 Sword and level 10 Kodachis. We're looking at 6 Weight, 12 Weight and 18 Weight respectively. That being said, the average armor you can net per weight is about 2. So going from a Dagger to a Kodachi may mean a difference in 24 Armor. Yikes! +-----------------------+ |SUSTAINED DAMAGE (DPS):| +-----------------------+ Now we're getting to the fun stuff. Sustained Damage, or DPS (Damage per Second) is the damage that can be done over time to a single target. This would mean the damage done if the target were standing there and you just kept swinging. We'll just talk about the Sword and Kodachis because the Dagger is quite a ways behind these two in terms of damage. The Sword and Kodachis have very similar Sustained Damage and this was most likely done on purpose. For example, the level 43 Kodachis damage sits right between the level 40 and level 50 Swords DPS. I'd say if you were looking for swing damage, dagger shouldn't be on your list and you should consider a Sword or Kodachi. +-------------+ |SPIKE DAMAGE:| +-------------+ An often over-looked type of damage. It's defined as the ability to do big number damage, or alot of damage over a short period of time. Often, in Gladiator matches or in more Korean-style oriented Deathmatches, you'll be lucky enough to sneak a melee hit in every now and then. What you're looking for, is for that hit to do the most damage it can, and that's where Swords shine. They have the best damage per hit which can explain why many people opt for this weapon when do Gladiator or Korean-style so when one Sword swing does manage to get through someone's block, it hurts. As well, that would also explain why many of these types of players use Shotguns (for their high Spike Damage). +------------+ |+----------+| ||KNOCKDOWNS|| |+----------+| +------------+ +------------+ |INTRODUCTION| +------------+ A topic so important, it deserved its own section. The Sword and Kodachi have similar, if not identical, knockdowns. The opponent is uppercutted in the air and then drops to the floor a couple feet infront of user on their back. The Sword does an uppercut animation, while the Kodachis have a spin-and-slice animation. The Dagger-user lunges forward and attempts a stab. If successful, the opponent collapses and is knocked back a few feet, then falls on his back. +-----------------------+ |GETTING TO THE OPPONENT| +-----------------------+ This is where the Dagger shines. Upon right-clicking when using a dagger, your character will lunge forward to stab your opponent. This makes it alot easier to get close and to nail your knockdown. With the Sword and Kodachis, you have to be right upto your opponent and he has to be within melee range for your knockdown to hit. While swinging, you also remain still on the ground. This can make it almost impossible to execute a knockdown without the Dagger if the ennemy is running away. +---------------+ |TIME TO RECOVER| +---------------+ I may not be 100% correct, but when using the Dagger knockdown, it would seem the bracket in which you can hit Spacebar to recover (so you or the opponent isn't knocked down) is shorter when using the Dagger animation which means people are most likely to miss or not have enough time to hit their spacebar. The victims of Sword and Kodachi knockdowns can recover anytime while they ascend up in the air. +--------------------------+ |POST RIGHT-CLICK ANIMATION| +--------------------------+ So you missed your knockdown or they recovered? Unfortunately, for Dagger users, they're stuck inplace doing a stabbing animation for a second. This leaves them quite vulnerable to be attacked. Fortunately, for Sword and Kodachi users, after an uppercut swing, they are free to move as they please. +---------+ |KNOCKBACK| +---------+ All the melee weapons knockdowns have sort of way of knocking back the user. This comes in handy in maps such as Island or Dungeon where there are gaping pits to feed your ennemies. The Sword and Kodachi users remain the same position and knock your opponents up and backwards and even if they recover, they are unable to move in any direction to avoid the fall. Unfortunately for Dagger users, when you lunge, you may fallback with your opponent and end up in the same hole as them. +----------+ |+--------+| ||BLOCKING|| |+--------+| +----------+ An incredibly important part of the game is the ability to negate any bullets and slashes on the upper half of your body. One can only do this while Blocking with a Melee weapon. A tremendous disadvantage to those using daggers is they cannot block at all! This feature is reserved only to Sword and Kodachi users. How much Blocking is valued, varies from person to person, but speaking for myself, it's quite important. +--------+ |+------+| ||COMBOS|| |+------+| +--------+ Combos with melee weapons happen when you click multiple times on your left-mouse button and your character executes a sword swinging combo. For some of us who are a click happy, this means your character will go into combos when you don't want them to. Your opponent may have run away, but you're still standing there finishing off your combo swings because you were so eager to get a swing in that you clicked frantically. Dagger users need not fret because there are not combos for Dagger users, every swing was like the last. +------------------------+ |+----------------------+| ||SWINGING WHILE RUNNING|| |+----------------------+| +------------------------+ Only Dagger users may swing their weapon while running through maps. This does help when pushing someone else into a corner and keeping them there. Sword and Kodachi users must stand still to swing. +-------------------+ |+-----------------+| ||KOREAN STYLE PLAY|| |+-----------------+| +-------------------+ This is a rising trend in the world of GunZ. It involves flying through the air, weilding a sword, scaling walls and performing quick Shotgun shots. Unfortunately for Dagger users, performing some moves such as scaling walls felt alot more sluggish. Your toon tends to bounce off the wall rather than scale it. However, Kodachi users rejoice! The lower delay made a significant difference as it allowed you to get more swings in the air or against a wall which makes it quite a bit easier to perform some of the more elusive moves. For more info on Korean-Style see my detailed section on it below... +---------+ |+-------+| ||SUMMARY|| |+-------+| +---------+ What it all comes down to, is what you want to do with your weapon. If you're a knockdown type of guy, dagger may be the weapon for you. Beware, however, in higher level rooms, users are more and more aware of knockdowns and will recover more and more as levels get higher. Swords are the most mainstream and are appropriate for average and extended use. Kodachis have their niche, but don't do anything too special that make them worth their extra weight. ====================================================== | PART: ? - ADVANCED TECHNIQUES/STYLES | ====================================================== +--------------+ |+------------+| ||INTRODUCTION|| |+------------+| +--------------+ In GunZ, you will find 3 Styles of players, "Korean", "Euro", and Hybrid styled players. Here is a brief summary of each: +-------+ |K-STYLE| +-------+ You've probably heard of "Korean"-style players or "Slashshooters" somewhere in GunZ. If you haven't, a "Korean"-styled player/"Slashshooter" is a player that: -Often is seen with a Shotgun/Revolver/Rocket. -Uses "Korean" moves, such as the slash-shot, half-step, flash-step, wall-cancellations, and the such. -Rarely, if not at all, seen with automatics. The "Korean"-Style was supposedly introduced by a well-known player by the name or "Korean", or "Kraise". This is how the style got it's name. He was the one who originally kicked off the idea of slashshooting to GunZ players. +-------+ |E-STYLE| +-------+ "Euro"-Style players are entirely different than the "Korean"-Style players. They are players that: -Often are seen with a Revolver/Rifle/MG -Do not use the majority of the "Korean" moves. Many people think that "Euro"-style is the lesser of the 2 styles, although this is generally untrue. E-Style simply looks unimpressive compared to the K-Style, but fares very well against K-Styled players if used well. +------+ |HYBRID| +------+ Hybrid style is the combination of both fighting styles. A hybrid player excels in both K-Style and E-Style, and this ultimately makes them the most versatile type of player. They can use Shotguns and Rockets as well as they can use Rifles and MGs. They know all the K-Style moves and use them frequently. Hybrid players are rare, anyone who takes the time to learn K-Style will usually use K-Style 100%. *NOTE: Some people think that D-Style or Dagger-Style is another of the styles but since so little amount of people use Daggers for all their times, it is still under consideration to be a "style". +----------------------------+ |+--------------------------+| ||ADVANCED PLAY FUNDAMENTALS|| |+--------------------------+| +----------------------------+ GunZ has fundamentals that every player must be familiarized with before they start playing at the higher levels or start using and following the advanced styles. These are just some of the major points that help define a good player: +----------------+ |PHYSICAL STAMINA| +----------------+ If you are K-Styled, GunZ becomes a very physical game. You'll be averaging 7 keys a second at higher levels of play, which tires many people out very fast. Many K-Styles often overlook their physical limitation and tire out mid-fight. +------------------+ |KNOWING YOUR ENEMY| +------------------+ By studying the players on the opposite team, you can learn several things about them. You will find out: -The Armor/Equipment the player is carrying -The style the player uses -How fluent he/she is with that style -The patterns he/she uses -The ping that that player has (Useful for Leading shots) After you know a little bit more about your enemy, you can attack in ways that gives you the upper-hand. (Such as aiming at the central point (Where half-step begins and ends) of a K-Styler that half-steps in one direction, getting up close to a E-Styler that uses long range weapons only, Keeping distances from rocket users) +------------------------------+ |EQUIPPING FOR THE BATTLE AHEAD| +------------------------------+ Fighting rocket users? Pack a long-range weapon. GunZ has a sort of an RPS system of a sort when it comes to weapons, it's important to be able to counter a kind of weapon when it is used. +------------------------------+ |KEEPING BASIC THOUGH IN FIGHTS| +------------------------------+ Not SSing near blocking players, Starting combos when someone is block-spamming, fleeing and chasing at the right times. +-------+ |FLEEING| +-------+ Running will keep you alive. You should always have an escape plan when entering a fight with another team. +-----------------------+ |MANAGEMENT OF RESOURCES| +-----------------------+ Keeping your ammo above 0, medding at the right times, also depriving others of the chance to gain Ammo/Health/Armor pickups. +--------------------+ |BEING AN OPPORTUNIST| +--------------------+ Killing others with their back turned, intruding in on a 1v1 in a TDM, chasing someone who is trying to med, Killing typers, Camping the ammo spawn when an enemy needs it. Even though this seems negative, tactics like this cripples the other team and wins you games. +-------------------------------+ |PLAYING SMART IN ODD SITUATIONS| +-------------------------------+ An example of this is when you and an enemy meet in close quarters. You should always be prepared for a meeting like this when running through them, and have a plan of action ready to execute when the time comes necessary. +--------------------------+ |ADAPTATION TO CIRCUMSTANCE| +--------------------------+ The change of state of mind when a rush occurs, when a Xv1 occurs, or when you are rushing. The style of your play will change depending on the current circumstance, so the lesser the time taken to adapt to it, the better off you are. +----------------------+ |AIMING & LEADING SHOTS| +----------------------+ Anyone can pull off a half step perfectly, but can they aim while doing so? I see many slashshooters with terrible aim, mainly because they are solely concentrated on pulling off the combo rather than actually hitting the player. LOOKING IMPRESSIVE IS LESS IMPORTANT THAN WINNING. Remember this =] Leading shots is sadly a factor in GunZ play. Leading shots is when you predict where a player is going to be due to lag. If the player's ping is ~100, you should aim a second ahead. If the players ping is ~50, aim 1/2 seconds agead, you get the idea. An easy way to get around having to lead shots is to line your shot up in a way that the enemy is moving vertical to your character, and not horizontally. See more on this in my section "Killing a High Pinger". +----------------------------+ |COMBO ACCURACY & SUCCESSSION| +----------------------------+ Being able to pull off advanced combos with a high accuracy rate, and being able to run combos together. +----------------+ |MAP MEMORIZATION| +----------------+ Once you know where everything is to the point where you don't have to think about it, a map will become very easy to play with. Knowing where to be able to flee too even when faced in the opposite direction is a valuable skill in survival. +------------------+ |TEAMWORK & TACTICS| +------------------+ In Scrims and Clan Wars, you'll be going nowhere without proper teamwork and tactics. Even though one player may be better than all of the rest, he can easily get rushed by the opposite team. You'll have to start working with the team/clan you are with so that you give yourself and eachother the advantage over the opposite team. +--------------------------------+ |RELATIONSHIPS WITH OTHER PLAYERS| +--------------------------------+ Often overlooked, depending on the relationship that you have with the opposite player can give you an advantage. You can easily drive fear into an opposite player by saying the right things, or by just achieving a certain level of fame. A battle can be won before it has begun in some kind of sense, if the relationship is right. ====================================================== | PART: ? - KOREAN-STYLE (K-STYLE) | ====================================================== Expanding on the original techniques, what is commonly known as the Korean Style (K-Style) of play is technically a style of play mostly based on a programming oversight within GunZ: the ability to cancel certain moves. Much like in Fighting Games such as Street Fighter, this allows a player to cancel a move into another, or even allows a player to repeat actions when they shouldn't be able to, thus creating complex combo moves. Because it's based on a programming oversight, people using K-Style were often considered to be cheating, but this opinion has since changed. However, there are also other types of styles and gameplay methods that are not listed here. They are European-Style (E-Style), and Dagger-Style (D-Style). K-Style, however, is the most popular fighting style in GunZ; nearly every game room has a player who uses K-Style, either in full or the use of certain moves. Most new players by default are E-Stylers, relying more on the core techniques to avoid damage. Gear Taps are common variations of the entire bunch of slashshot steps. The difference in Gear Taps (name is derived from the Korean GunZ website) is that the dash and the jump are switched. Rather than jump, then dash, then perform the rest of the step, in Gear Taps the dash is performed before the jump. There are all Gear Taps as there are regular steps, ie Half Gear Tap, Half Half Gear Tap, Full Gear Tap, etc. +--------------------------+ |+------------------------+| ||BASICS BEHIND CANCELLING|| |+------------------------+| +--------------------------+ +------------------+ | Guard Cancelling | +------------------+ At any point during a slash with a sword or kodachis, players may immediately cancel the animation by pressing block. +-------------------+ | Switch Cancelling | +-------------------+ At any point during a slash in the air with a sword or kodachis, players may immediately cancel the animation by switching weapons. Daggers must complete the stab animation before being allowed to switch weapons. +------------------+ | Slash Cancelling | +------------------+ Wall Interaction - At any point during a jump off a wall from either a wall jump or a wall run, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, and block by slashing with a sword or kodachis or stabbing with a dagger. Dashing - At any point during a dash, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, block, or dash by slashing with a sword or kodachis or stabbing with a dagger. +-------------------+ | Reload Cancelling | +-------------------+ At any point after shooting a ranged weapon, players may cancel the delay in switching weapons by tapping reload. +-----------------+ | Jump Cancelling | +-----------------+ At any point before a dash, players may cancel the delay from the previous dash by jumping; this can also apply to dashing while already airborne. +----------------------+ | Wall Hang Cancelling | +----------------------+ At any point after the end of the animation of a wall run or wall jump, players can cancel the locked state by beginning a wall hang. However, this cancel was actually built into the game intentionally, more or less, as Wall Hang was meant to be used in order to climb walls. But, the wall hang animation will cancel the locked state, regardless if the animation is finished. +---------------------+ |+-------------------+| ||MOVEMENT TECHNIQUES|| |+-------------------+| +---------------------+ +---------------------------------------------------------------+ | Infinite Walljump / Flying / Slash Climbing / Wall Cancelling | +---------------------------------------------------------------+ ( WALL JUMP -> SLASH -> DASH ) This consists of cancelling a Wall Jump with a slash. Slashing cancels the neutral state of the Wall Jump that doesn't allow players to do anything, which allows them to dash back towards the wall to jump again. Players are able to repeat this indefinitely. It is possible to execute while facing any direction. Slashshot (Full Step) can be done mid-air while executing this by inserting a switch to gun after the slash. +-------------------+ | Quick-Slash Climb | +-------------------+ ( WALLJUMP -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH TO WALL ) This is a variant of the Infinite Walljump. It consists of cancelling the wall jump with a slash, then quickly cancelling the delay after that slash by the switches. Players are able to repeat this indefinitely. This allows the player to climb much faster than by not cancelling the slash. +-----------------------+ | Wall Spring / Propell | +-----------------------+ ( DASH TOWARDS WALL AT ANGLE -> JUMP -> SLASH -> JUMP ) This consists of cancelling a wall-run right away in order to flip off the wall and gain forward aerial momentum quickly. This move can be done in mid-air with two jumps, similar to the Aerial Horizontal Wallrun, and can be chained when two walls are close together. +------------+ | Light Step | +------------+ ( JUMP -> DASH -> SLASH -> DASH ) Allows players to dash twice during one jump by cancelling the slash with another dash. It increases one's running speed and can be used to dodge faster. A jump can be added in before the second dash, resulting in a slightly slower Light Step called Advanced Light Step. +--------------------------------------------+ | Aerial Horizontal Wallrun / Multi-Wall Run | +--------------------------------------------+ ( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> WALL JUMP -> JUMP ) Allows players to execute a wallrun in midair. This is done by cancelling the very first frames of a Wall Jump with an attempt to Wallrun. +------------+ | Super Dash | +------------+ ( FALL -> DASH REPEATEDLY ) After falling for roughly 1.5 seconds, the character model's animation will freeze and will be able to dash indefinitely, regardless of what weapon the character is wielding. Effective to reload on a long fall, such as on the wall at the stairs in Dungeon. A female character wielding a rocket launcher will have its animation freeze sooner than with any other weapon. +------------+ | Flash Step | +------------+ ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH ) Combining the principles of the Quick Slash and the Light Step, this allows players to move around much faster than a normal dash, as it dashes more than the length of a regular dash, with the same repeatability as a regular dash, as the Light Step allows the player to move further, and the Quick Slash allows the player to end slashes quicker. This move can also be used as an offensive melee attack as well. A jump can be added in before the second dash, resulting in a slightly slower Flash Step called Advanced Flash Step. +--------------+ | STYLISH STEP | +--------------+ (JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH -> BLOCK) This move has the same principle as the Flash Step, except there is a block at the end to deflect bullets. It may also be done with a second jump before the second dash, similar to the Advanced Flash Step, but the name of the technique does not change. +--------------+ | Quick-Switch | +--------------+ (Walljump--> Slash--> Switch to Gun--> Switch to Sword--> Dash to wall) An advanced version of Slash Climbing in the fact that you climb much faster. +-----------------------------------+ | Pendulum Swing/ Wall to Wall Jump | +-----------------------------------+ (Dash at wall--> Jump--> Slash--> Jump) This step alows you to go from one wall to the next. But if you try to go back and forth you seem to add momentum, making it harder to go where you want. The following are some glitches that add some level of unpredictability to the game, but aren't as widespread as the ones listed above. They are related to melee weapon use. +-------------+ |+-----------+| ||THE CANCELS|| |+-----------+| +-------------+ +------------------+ | Guard Cancelling | +------------------+ When you consider to tap the 'Attack Button' 3 too many times, just press block then you do not have to go through the entire animation! +-------------------+ | Switch Cancelling | +-------------------+ When slashing through the air, you can always switch weapons to cancel a slash! +------------------+ | Slash Cancelling | +------------------+ When you jump off a wall, you don't have to do the entire 'Flip Animation', when you slash cancel the flip animation. +-----------------+ | Dash Cancelling | +-----------------+ To semi-cancel a dash, just press block button. +-------------------+ |+-----------------+| ||COMBAT TECHNIQUES|| |+-----------------+| +-------------------+ +-----------+ | Butterfly | +-----------+ (Jump--> Dash--> Slash--> Block) Now THIS is the most used step in all of Gunz, no matter what kind of Gunz you are useing. Butterfly/Bfly allows the player to attack whilst moving. But also you block right after you slash, cancelling the slash early. So you fall quicker than a normal jump, but also you are attacking and blocking almost instantaneously. This is one of those steps that the more you work on, the more of a killing machine you become. Effective in gladiator mode, as well as in general combat. +------------------------+ | Quick-Slash Butterfly | +------------------------+ ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> BLOCK ) This move has the same speed as the regular butterfly, and is used similarly. Its speed is not faster than that of the regular butterfly - the only noticeable difference from the regular butterfly, when done quickly enough, is a switch sound effect. +---------------------------+ | Double Butterfly (DBFly) | +---------------------------+ ( JUMP -> SLASH -> BLOCK -> DASH -> SLASH -> BLOCK ) This move allows 2 butterflies in one jump, increasing the amount of slashes possible in a shorter amount of time. One use of Double Butterfly is INSTA-FALL -> DOUBLE BUTTERFLY, where the player on the ground will be hit with the slashes of the double butterfly, therefore resulting in another form of Instant-Kill. +-----------------------+ | Slashshot (Full Step) | +-----------------------+ (Jump--> Dash--> Slash--> Switch to Gun--> Shoot--> Switch to Sword--> Repeat) Almost the most used step in the history of Gunz. After slashing you switch to your gun then shoot and then switch again to gun and repeat. +-----------------------+ | Jump-Shoot-Dash (JSD) | +-----------------------+ ( JUMP -> SWITCH TO GUN -> SHOOT -> SWITCH TO SWORD -> DASH ) An alternative to the Slashshot, this technique does not allow players to move while shooting, although it is easier to master. It is used with daggers in place of Slashshot. +-----------+ | Half Step | +-----------+ (Jump--> Dash--> Slash--> Switch to gun--> Dash--> Shoot) A quicker Slashot. You can dash at the same time as you pull out your gun, giving you a quick dodging opportunity mid-switch. +-------------------------------+ | Half-Half Step / Quarter Step | +-------------------------------+ (MIDAIR DASH -> SLASH -> SWITCH TO GUN -> JUMP -> DASH -> SHOOT) This variation of the Half Step has the character land on the ground first and jump before they perform the dash. A correct Half Half Step should appear as if the character dashes into the ground, and bounces in another direction. +-----------+ | Wall-Post | +-----------+ ( JUMP -> DASH AT WALL -> SLASH -> WALLJUMP -> SWITCH TO GUN -> DASH AWAY FROM WALL -> SHOOT ) A Wall-Post is a Half-Step or Slashshot off of a wall instead of the ground. +--------------+ | Million Step | +--------------+ (MIDAIR DASH -> SLASH (HOLD) -> SWITCH TO AUTOMATIC GUN -> JUMP -> DASH -> RELEASE FIRE) The gist of this move is being able to aim and land a stream of bullets in a row for large damage. It is technically just a Half Half Step with an automatic weapon. Release fire after 3-5 bullets depending on the delay of the automatic weapon. +------------------------------------+ | Wind Step / Mos Step / Reload Shot | +------------------------------------+ (HALFSTEP OR FULLSTEP; AFTER SHOOTING, TAP RELOAD -> SHOOT WITH SECOND GUN) Contrary to popular belief, this is NOT reload shot. Players mentioned MosNanDa's "Wind Step," and in the same few days, other players introduced Reload Step, which is a move that many players in Korean GunZ use. Reload step and Wind Step however, are not one and the same. Wind Step is a shooting step similar to half step, halfhalf step, or full step, but only a few players know the actual Wind Step. It is basically a Half Half Step with an extra Jump Dash for connection. The core of this technique is pressing reload immediately after shooting from a Half Step or Full Step, in order to switch to another gun and shoot. This will only work with the shotgun, which has a weapon switch delay after shooting. +-------------+ | Quick Slash | +-------------+ (MIDAIR SLASH -> SWITCH TO GUN -> SWITCH TO SWORD) This makes a sword attack much shorter by cancelling the full slash animation into the animation of the weapon draw. +----------------------+ | Swapshot (Streaming) | +----------------------+ (WHILE MOVING, SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> ...) This technique allows players to consecutively fire two high-delay weapons in an alternating fashion, allowing them to output a high amount of damage in a short amount of time. While moving back and forth quickly and using this technique with revolvers, players can negate the "recoil" effect of the revolvers and shoot accurately repeatedly. A player can combine this with the reload portion of Wind Step to fire two [shotgun] shots consecutively. It may be done in mid-air while falling, while walking, or while wall-running. Med Kits and Repair Kits are streamable, although players must use different packs for it to work. For ease, players may run into a wall while switching and dropping the packs for all of the packs to land in the same spot. +---------------------------+ | Instant-kill / Insta-kill | +---------------------------+ (SWORD / KODACHI LAUNCH -> SWITCH TO GUN -> SHOOT) This technique simply allows players to shoot an enemy mid-air after a launch; shooting multiple times with Swapshot will increase the damage. In battle, a Massive Strike counterattack will enable them to perform the Insta-kill more easily. Rifles and other automatic weapons will keep an enemy aloft in the air for some time if hit directly from below and followed properly. With the initial launch, one can cancel the animation, allowing more time to shoot. Because this is often done with shotguns, the amount of damage done in total is so high that very often players can completely kill an opponent through this method, particularly when using higher level guns such as the Avenger series. Players can also continue the combo if they miss; when they land, launch them up again and repeat (very deadly if mastered). As mentioned earlier in the Launch Combo, another variation of this Instakill can be done with automatic weapons. +------------------+ | Sword Insta-kill | +------------------+ ( SWORD LAUNCH -> SLASH WHILE UNDER ENEMY ) After the apex of the sword launch, dash underneath the enemy, Butterflying or slashing to juggle them in midair. In a successful chain, the enemy will be killed without being able to defend. The person being juggled can however slash back. As with other launch techniques, players may block to cancel the initial launch animation, although it is not as useful. This is also known as butterfly juggle. +-------------+ | Instal-Fall | +-------------+ ( UPPERCUT -> BLOCK -> JUMP -> SLASH ) This technique performs the Sword Launch move then immediately slashes them in the midair as the opponent is being launched. This makes it much harder or impossible to use the safefall technique after being launched, making them vulnerable while laying on the ground. It also cuts the rising animation and, true to its namesake, causes the opponent to fall almost instantly. This is normally used in conjunction with weapon switches as another instant-kill, for example in the combination UPPERCUT -> BLOCK -> JUMP -> SLASH (causes the insta-fall) -> CHANGE TO GUN -> SHOOT. +---------+ | Spiking | +---------+ (UPPERCUT > BLOCK > JUMP > SLASH) This technique performs the Sword Launch move then immediately slashes them in the midair as the opponent is being launched. This makes it much harder or impossible to use the safefall technique after being launched, making them vulnerable while laying on the ground. The following are some glitches that add some level of unpredictability to the game, but aren't as widespread as the ones listed above. They are related to melee weapon use. +---------------------------------+ | Reverse Massive (Glitch Strike) | +---------------------------------+ Due to the odd collision detection in melee attacks, it is possible to bypass someone's guard when executing a Massive Strike. To hit someone who is blocking facing toward the player, turn away entirely and execute a Massive Strike. To hit someone who is blocking facing upwards, strike while facing upwards. To hit someone who is blocking facing downwards, strike while facing downwards. +--------------------------+ | Blocking Massive Attacks | +--------------------------+ Based on the above Reverse Massive, players must predict where and how their opponent will throw their Massive Attack and block accordingly. If the opponent often turns away to hit the player with a Massive Attack, then they should turn away at the same time they do to prevent themself from being hit. If a player's opponent looks down when doing it, they should look up instead, and vice-versa. +--------------------------------+ | Low Ceiling Sword Launch Combo | +--------------------------------+ In areas with low ceilings, players can prevent someone from safefalling when they do a sword or kodachi uppercut by slashing two-three times while they are in mid-air. This is also known as the Snorlax. +------------+ | Foot Slash | +------------+ Players can prevent oneself from bouncing off someone's block by looking straight down while slashing. It will register to them as though they had blocked the attack, but players may continue to follow up unhindered because the game client will not consider that they have been blocked. This lets players hit them while their guard falls due to their game client thinking they've successfully blocked an attack. +-----------+ | Void Step | +-----------+ ( DASH -> SLASH -> BLOCK ) This move allows the player to slash while in place, while displaying dash lines behind them. It is often used in gladiator, where players may attempt to confuse enemies. +-------------+ | Reload Shot | +-------------+ ( SHOOT -> TAP RELOAD -> SWITCH TO DIFFERENT WEAPON ) The core of this technique is pressing reload at the same time as pressing the key to switch to the second weapon AND immediately after shooting the first gun. This technique uses reload cancelling to minimize the delay in weapon switching after shooting, and will will work with any weapon that has a long shooting animation. +--------------------+ | QUICK GROUND SLASH | +--------------------+ ( SLASH AND HOLD -> REPEAT ) This move allows players to slash quicker while on the ground. Upon execution, the character will appear to stop mid-slash, and can be repeated. This move is often used with kodachis; it gives them a larger delay reduction than with a sword. +-----------------+ |+---------------+| ||BUTTERFLY GUIDE|| |+---------------+| +-----------------+ Butterfly is a K-Style technique which is easy to master if you have the patience but is fustrating. However once you've mastered it, you'll own BAD. Butterfly is the first step to being a professional K-Styler. Reasons you should and should not learn Butterfly: Pros: ----- -Is helpful in Gladiator -Is helpful in small areas -Will be useful when you have learnt SlashShot and want to learn Butterfly SlashShot -Because it's just so cool! Cons: ----- -Fustrating -Increases your blood pressure -No real reason why you should not learn, so just learn it! +-----------------+ | Butterfly Steps | +-----------------+ Jump >> Dash >>Slash >> Block >> Repeat Spacebar >> W/A/S/D >> Left Mouse Click >> Shift >> Repeat That is practically it and at first it seems hard, but have patience and when you get the rhythm, you'll start mastering butterfly and once you've mastered it, look at your friend's open mouths as they see how you pawn them! For Tips on using the butterfly see the 'Butterfly Tips' Heading under the 'Tips & Tricks' Section. ====================================================== | PART: ? - EUROPEAN-STYLE (E-STYLE) | ====================================================== COMMING SOON! ====================================================== | PART: ? - MATCH TACTICS & STRATEGIES | ====================================================== In this I will go over a few techniques that could enhance your gameplay. Little strategies that can be used 3/4s of the time playing GunZ. Most of these strategies are quite effective. Pay attention... [*] Use corners and 3rd person view to your advantage. ALWAYS. Hide behind a corner, and when someone's running by, pop them in the face with your shotgun. Make sure you shoot a little bit before he gets close to you, as there is a high chance that lag isn't perfect, and that the foe is actually one step ahead of where you see him. (When I say "pop them in the face with your shotgun", I meant just blast them. Don't actually aim for the head with the shotgun. Most hits will not connect. Always aim for the stomach. More hits will connect with it.) [*] Charge your melee weapon and hit someone with the smash. They will be unconscience if you didn't miss, they're lagging, or if they blocked it. This gives you the perfect time to pull out any weapon (preferrably a shotgun) very quickly and cap them in the face. Do this ASAP, as you want to deal out as much damage as you can. Also, react one step ahead of the enemy. When they get out of unconsciousness and are still alive, you might have the tendency to still be standing still after they have moved, so time it right and get out of the way. This technique can also be used in conjuntion with the first tip I stated. (When I say "cap them in the face", I meant just blast them. Don't actually aim for the head with the shotgun. Most hits will not connect. Always aim for the stomach. More hits will connect with it.) [*] If you play lots of team games, med-kits are a god-send. If you're low on HP, run away, heal up, and then go back to fight. Very, VERY useful. If you 4 med-kits or more, you will then find it's effectivness. Saves me all the time. +10 HP per med-kit by the way. Also, Repair kits(AP healing) are a no-no, unless you've started with them and they're a part of your only starting accessories. Med-kits are just better. Trust me. [*] If you've ever used magnums or pistols, you may have noticed that they actually have recoil after each shot(Thus, the shot getting more inaccurate after each repeated shot if shot fast). To shoot fast and still have its pin-point accuracy for each shot, just shoot the pistol/magnum, switch to melee(Not sure if you can change to any other weapon, but you probably can), then switch back to your magnum/pistol, and shoot again. Although, this is A LOT faster if you shoot and switch to the sword in mid-air, then jump, switch to gun, shoot, switch to sword, etc. etc. It still Works wonders. [*] If you know someone is lagging (like 100+ ping), try and aim a step ahead of a foe. Works most of the time. [*] The level 18 rifle is mandatory for everyone. Once you can use it, use it. [*] Running away and faking it is a fantastic plan. Just run away, and the foe will probably chase you. Then hide and pop out with a melee smash or something. Look at the first two tips for some nifty ideas. [*] As I've stated before TWICE, don't aim for anywhere else but the stomach with the shotgun. More hits will connect. [*] Use walls as your advantage. Jump off 'em for suprise, evading attacks (especially while you're reloading), and just for the heck of it, caz it looks cool and makes you look good. [*] Once you're around level 20 or so, try out pistols. More preferably raptors because they are more accurate and shoot faster. The piercing damage is great as pistols arn't AP magnets like rifles. But ammo might be a problem if you spam it too much. I just use my pistols for long range or if I know the guy is almost dead. Or just for the heck of it. [*] If slash shooters are owning you, use the tactic I call, "Nub Spray." Get like a rifle, MG, or heck, even an SMG, and just tumble mostly backwards, but left and right to dodge a little, and SPRAY. But aim kind of... I've killed many using this technique. With a game full of Slashshooters, etc. I got 45 - 11 in a game that I just nub sprayed. [*] Once you're around level 20, play team games. Team games = skill. If you need the EXP, then go for some Solo DM. [*] On over head walls such as the ones in the middle of battle arena, use multiple wall jumping on those walls. Once you can see above it, you can quickly pull out a gun and shoot anyone in your sight. This is a nice quick way to pull off suprise attacks. You might want to use a magnum, shotgun, or pistol because those weapons can do much damage in a short period of time. You can keep repeating this as much as you want. ====================================================== | PART: ? - KILLING HIGH-PINGERS | ====================================================== +--------------+ |+------------+| ||LEADSHOOTING|| |+------------+| +--------------+ Leadshooting is shooting toward someone , so if you think where he is gonna to go you shoot there . So Shoot where you think he is gonna go to. How to know , how far to leadshoot: Ok to leadshoot , when you know how to do it it is not difficult anymore : Example: Your enemy has 150 Ping , Then you Leadshoot 1,5 Second(s) before him , so its simple : You shoot where you think he will be in 1,5 seconds. If someone has 150 ping => shoot 1,5 seconds before him where he gonna move to If someone has 200 Ping => Shoot 2 seconds before him where he gonna move to If someone has 50 or lower Ping => you can just shoot at his body +-----------+ |+---------+| ||BUTTERFLY|| |+---------+| +-----------+ If you want to butterfly someone, go around him not on his body but around him , go in circles around him and keep distance between him and your butterfly circle . Then you will see that he gets hurt , and when you hurt him so he stops moving for 1 sec. Then immediately shoot he will get hurt. +----------+ |+--------+| ||MASSIVES|| |+--------+| +----------+ Massive is the same thing, massive where you think he will going to run to. And if HE massives, then you have to shoot immediately (his feet is best). Because his massive will take about 1.5/2 secs so the ping is gone and you can shoot him. ====================================================== | PART: 10 - CLANS | ====================================================== +--------------+ |+------------+| ||INTRODUCTION|| |+------------+| +--------------+ Before doing anything stupid, start up with what name you will give it, which members will be in it, who will become the Admin, the clan website (optional), keep them in and keep an eye on them to see if they dont betray you or spoil your clan for nothing. DONT KEEP ANYONE RETARDED. Think if its right if you become the Clan Master. A clan master should be Friendly, Strict, A Little Harsh, Pro-InGame, and a positive guy. +---------------------------+ |+-------------------------+| ||LEVEL RESTRICTIONS & BANS|| |+-------------------------+| +---------------------------+ Here are some guidelines you should follow/enfore in your clan so that it can be a successful one: 1. Rules and Regulations - Without a solid set of rules. A clan will fail to achieve. You have to think about a lot of different varieties of rules. 2. No hacking � Generally if one hacks, they all hack is the stereotype mind frame in gunz, don�t put up for it. No warnings - Instant ban 3. Swapping � Isn�t skillful, can attract less experienced players, or just plain levellers, you could put up with it, but personally, I wouldn�t allow it to go beyond a limit, for respect reasons. 4. Level restrictions - Generally level + accounts are better to have, for the better armour ratios, but its not required, if it�s a active account, it�s acceptable. 5. Team requirements � Must not be a total n00b, has good English or whatever language. 6. Contact details for out of game - Msn, TS, Mirc, Xfire, Aol. Its good to contact your players out of game, to organise team training, tournaments and anything else in day to day life in a clan. 7. Clan size - do you want less, but more experienced players, or more but less active ? Its your choice. 8. Dedication to clan � Without a dedication to a clan, people will come and go like a whore house. Try to find those 'gem players'. They are there, underneath all the social retards and flaming idiots... 9. Banning policy - two or a three strikes, 'your out' rule is very efficient. How this works is that you warn first time, ban second or third, with proof ofcourse. 10. Age Restrictions � people are more mature as they get older. Especially males, generally females are well-mannered, have good writing and wont let you down. Its true. See the average 13 year old male compared to a female. There is a huge difference. Start of low, get social players that are active at your times, build up skill, and see how they fight as a team. As you start to win, your popularity will increase. Eventually more and more skillful players will come to you, I would recommend being at least level 25+ to be a clan master, you will get more authority and respect for your skill and level. +----------------+ |+--------------+| ||YOUR OPERATORS|| |+--------------+| +----------------+ Make any guy whoever you trust, an Opertator/Admin. Don't make anyone an Admin unless he/she can be trusted, he is Online most of the time, has brains, skills and maturity. If anyone says "Pls make me admin, I've been Admin In every clan" Let that dude quit your clan or be sissy or watever. Never fall in their newbie thoughts. Your clan can get devastated if you make just anyone an admin. Happened to me once. ====================================================== | PART: ? - USEFUL MISC. INFO | ====================================================== +------------+ |+----------+| ||EXP. STATS|| |+----------+| +------------+ Experience Required Per Level: 1 0 2 200 3 800 4 1800 5 3200 6 5000 7 7200 8 9800 9 12800 10 16200 11 20000 12 24200 13 28800 14 33800 15 39200 16 45000 17 51200 18 57800 19 64800 20 72200 21 80000 22 88200 23 96800 24 105800 25 115200 26 125000 27 135200 28 145800 29 156800 30 168200 31 180000 32 192200 33 204800 34 217800 35 231200 36 245000 37 259200 38 273800 39 288800 40 304200 41 320000 42 336200 43 352800 44 369800 45 387200 46 405000 47 423200 48 441800 49 460800 50 580200 51 600000 52 620200 53 640800 54 661800 55 683200 56 705000 57 727200 58 749800 59 772800 60 796200 61 820000 62 844200 63 868800 64 893800 65 919200 66 945000 Experience Required Per 5 Levels: From lvl 1 to lvl 5 u need 6000 exp. From lvl 5 to lvl 10 u need 51000 exp. From lvl 10 to lvl 15 u need 146400 exp. From lvl 15 to lvl 20 u need 291000 exp. From lvl 20 to lvl 25 u need 486000 exp. From lvl 25 to lvl 30 u need 731000 exp. From lvl 30 to lvl 35 u need 1026000 exp. From lvl 35 to lvl 40 u need 1371000 exp. From lvl 40 to lvl 45 u need 1766000 exp. From lvl 45 to lvl 50 u need 2311000 exp. From lvl 50 to lvl 55 u need 3206000 exp. From lvl 55 to lvl 60 u need 3751000 exp. From lvl 60 to lvl 66 u need 5219000 exp. All together u need : 20370000 exp to get to lvl 66 from lvl 1 MORE USEFUL MISC. INFO COMMING SOON! ====================================================== | PART: ? - TIPS AND TRICKS | ====================================================== +--------------+ |+------------+| ||GENERAL TIPS|| |+------------+| +--------------+ *If you are unhappy with the default controls edit them the way you want. We all have different sized hands. Best thing to do is to make a private game then test different controls till you find the perfect set which suits you. +-------------+ |+-----------+| ||WEOPON TIPS|| |+-----------+| +-------------+ Here are tips which can be used with all kinds of weapons. +------------------+ | Machine Gun Tips | +------------------+ *Use all the tips in smgs but tumble more often and move around alot more. Take advantage of the massive ammo in 1 single clip. Don't hold down the mouse if the opponent hides as this wastes valueable ammo. *Quite usefull in million step if you want to spray the hell outta the enemy. Try hiding and luring the enemy near you then uppercut or dagger the enemy then spray them to death with the guns high power. This will probably kill them as you won`t need to reload so you can continue the assault for a long time. *Use this in mansion as this will work better than the smgs as the enemy will reload but you probably won't have to plus it will spray more so tumble around in the tight spaces and hallways especially at the sides of the main room where there are usually massive amounts of people to spray down. This will damage the opponent and alot of the enemies at the side and behind the opponent aswell. *Practice your aim on your friends as you will sort of need it to keep the gun under control plus use it to practice long range, medium range and close range shooting so it improves your accuracy in all distances. +----------+ | SMG TIPS | +----------+ [*] If you are looking for alot of EXP and bounty get the weakest smgs as they are still *VERY* effective. Now enter the highest number of people in a Death match a 8 or 10 person will do then enter with your smgs. Great spray map is mansion as you can spray at the sides of the main room and into tight spaces like the hall ways. Gets You alot of EXP and bounty quickly. [*] Use the enviroment to your advantage and hide behind pillars then when a oppnent walks past massive strike or dagger them then spray at them. This will kill even lvl 30 armour with the weakest smgs. If you like to dash and wall-fly or butterfly,uppercut instead with the sword or Kodachi. Try and land a few hits with the smgs in mid air then finish them off when they are on the floor stunned.That way you still deal damage even if they flip back up. [*] Smgs may have alot of recoil and not much accuracy but you can still spray up on the roofs and high places.This will get you a few kills and will improve your accuracy a bit at the same time. Also try flying off the walls or even better do some wall running along the sides of the main room when theres a crowd of people as this will get you alot of kills. [*] Try doing SS with the smgs (Million Step) as this will still spray bullets in ss meaning you still won't need good or perfect accuracy. The recoil won't matter in ss as it will spray the bullets. Get creative and wall fly then try spraying on the way down as it will give you more mobility plus extra fast and cool dodging rather than just tumbling all the time. [*] A tip which works with every weapon is to hide then jump out and massive strike your opponent. If you are equipping a dagger, you can massive strike them then get a chance to dagger lunge them then spray-spray-spray. If they are not dead and still stunned, switch to pistols which will finish them off. This is the most common technique which is used with Smgs. +--------------+ | SHOTGUN TIPS | +--------------+ [*] Hide behind something then jump out and massive strike them then double shotgun them up close to instant KO them. Set traps to use the shotguns most tactical trick. [*] Another similar tactic which E-Style players use alot. Uppercut or dagger then double shotgun away. If you want to you can hide then sneak up behind and then quickly double shotgun before they get chance to turn around. Amazingly works well with an avenger which will probably kill them. [*] Shotguns can be used for anything.They can be used in ss, Half step, Half-half step etc.Also get creative and try flying and bouncing off the walls then ssing or continuelly double shotgun them in mid air.You can also use them in wall run and are very good in Flash step. Mix up all these skills to do with the shotgun and try and be as creative as possible. [*] Shotguns are better than revolvers because of the spread.You need good aim for revolvers but for the shotgun you don`t need perfect aim.Take advantage of it`s ap damage as it will destroy it alot.Try and get up close and ss or Half step as they will inflict loads of hp and ap damage. [*] Use powerups and pickups to lure the enemy near you then jump out and shoot them or massive strike then shoot them. [*] If you have a good shotgun, tumble around as I heard it ecpecially works well with an Avenger. +------------+ | RIFLE TIPS | +------------+ [*] Good to use in nice small, tight areas. Great for gun fights expecially if you have good aim for it's speed and accuracy. Take advantage of the clip size and only reload when you are definately sure it's safe to reload. [*] Rifle isn't just an E-style weapon, get creative and million step of the walls and always try to move around to dodge incoming bullets and rockets. Also million step is ss with a rifle it's mainly called million step as you shoot loads of bullets while ssing or half stepping. Try and be as unpredictable as you can so when ssing or half stepping move in different directions to keep your oppenent guessing. Also wally-fly in different directions too. [*] Rifle is alot better than smg when you dagger or uppurcut them as you will land almost all bullets on them thanx to the accuracy. Also, hide behind corners or walls then when the person comes around massive strike them or shoot them with the rifle or another strong weapon. [*] Never have a rifle as just 1 weapon as you will need a powerful hp damager aswell as a Rifle is a Ap magnet. You may have alot of ap but you will need a good hp damaging weapon like a shotgun, revolver or pistol. You should still have good ap even after equiping any of these weapons. [*] My all time favourite trick is to lure the enemy or opponents to some pickups. A great way is to lay a medi around a corner then as they go around bam pop em with your strongest gun. +-------------+ | PISTOL TIPS | +-------------+ [*] Make use of the pistols accuracy, don't hold the mouse down as this makes the gun inaccurate; take 1 shot then wait half a second. You don't need to wait 1 whole second like with revolvers as pistols have less recoil. This will ensure that where ever you aim thats where the bullet or bullets will go. [*] If you used revolvers and thought they were too inaccurate or slow, try pistols. They do average damage to hp and ap meaning they have no disadvantages or strengths. They are also twice as fast as a revolver so use the speed wisely. They hold more bullets in a clip than revolvers and have alot less recoil. [*] If you thought revolvers were useful in K-Style why not try pistols? If you are accurate with revolvers you will be even more accrate with pistols. Revolvers may have more power in ss but in a ss gun battle unless your opponent has a pistol he will reload alot more than you. Thats the best thing in K-style and E-style with pistols is that you can fire more shots before you have to reload plus they last longer with more ammunition. [*] Don't start buying pistols till you are over lvl 20 as they weak and are not that fast plus not as much ammunition. When you are over lvl 20 they go alot faster, are more accurate plus have alot more power to go with the speed and ammunition. Unless you are desperate for some pistols, try revolvers till you are lvl 20 and then you can switch to pistols. [*] Revolvers may be effective in sword uppercuts and then shooting on the way down and when there on the floor stunned but try them with pistols too. You can shoot them with more bullets plus the accuracy with be higher so you will probably land more bullets when they are coming down in the air. Also use pistols when you have massive striked someone or when you want to jump out and shoot someone as they come around a corner. [*] Get creative like with revolvers but do not use recoil step with pistols as they will shoot alot slower. Try wall-running and shooting or wall-flying and shooting on the way down.You can do loads of good dodging tricks with them, or if you prefer just tumble around shoot away as that is effective too. Either way it's your choice, your decision and your style. [*] Ask a friend to go on the highest floor of the mansion map and ask him to stand still and then you can practice sniping him off in the distance if you want to improve your long range accuracy. If you can't do it in the mansion you can go on the crystals and platforms in the dungeon or go on the roofs and balcony in town. Choose what ever suits you. +---------------+ | REVOLVER TIPS | +---------------+ [*] Take advantage of the revolvers power and massive damage to the hp, but always check how much ammo left in your clip and reload *ONLY* when you are sure it's safe.When you fire shots make sure you don't always fire straight at them if there ping is over 100, aim 1 step ahead of them (see the section 'How to kill high pingers') +-------------------+ |+-----------------+| ||WEOPON COMBO TIPS|| |+-----------------+| +-------------------+ +--------------------------+ | SMGs & PISTOL COMBO TIPS | +--------------------------+ [*] Wait for the enemy to come around a corner then dagger lunge them. Lay medis or armour pickups and use them effectivily eg. laying them around a corner to lure the enemy near you then to dagger lunge them or spray them up close with the smg. Need to reload when you sprayed them after a dagger lunge and they are still alive? Then bring out the pistols which should finish them off, if not it will seriously hurt them alot. [*] Use the speed and power of these weapons wisely. Also never hold the mouse down on an smg or smgs unless you want to spray bullets everywhere. Move from left to right with smgs so they land more on the enemy. If your having trouble with smgs accuracy try and test a rifle for it's speed and accuracy. Having trouble aiming with pistols then ask a friend to stand still then try moving around and shooting. When you think you are getting used to the aiming ask a friend to move around getting faster and faster each time. Hope fully this will help with your accuracy. Only reload when you are sure you are safe. [*] If you E-Style don't be afraid to butterfly or wall-slash a little. It won't make you a K-Styler and will boost your e-style abilities more. If you know wall-slash try and fly off the walls and smg on the way down or shoot pistols on the way down. Get creative and try and make up your own techniques which suit you. Pistols have recoil too ya know so do a Tsuteto and shoot wait half a second then shoot again as pistols don't have as much recoil as revolvers. +---------------+ |+-------------+| ||MATCH TACTICS|| |+-------------+| +---------------+ [*] Use the walls and enviroment to your advantage. If someone is shooting don't always tumble around hide behind a wall or a box or any other good cover you find. If they try to shoot you with smgs or rifle or anything similar most likely they will continuely shoot. Wait for them to reload then pop up and shoot them a few times then hide behind again. [*] Lure the enemy near you then massive strike them. A good example in the arch of the castle map leave the health alone then as they walk past jump out and massive strike them then recoil step for instant KO. Don't just use health, use other pickups you don't need like ammo or armour etc. Always set traps for the enemy but be caeful as they may turn the tables and lead you into there trap instead. [*] Use the enviroment to hide behind and lay out traps like medis to lure the enemy near you then jump out and shoot them, or better, dagger lunge or massive strike them. All these can be used with any weapon but if your gonna jump out and shoot them a recomended weapon would be a spraying gun like an mg, smg or a rifle so that you can waste them way before they can revover. +----------------+ |+--------------+| ||BUTTERFLY TIPS|| |+--------------+| +----------------+ [*] Try not to change swords no matter how much you want to when you're trying to master it as different swords have different delay time and once you get a rhythm, it might be lost when you change to a faster sword. [*] Try not to use kodachis because theire delay is very short and if you master butterfly with it, you'll have problems with swords. [*] Try to master it with rusty sword and when you can kill off some high levels with a rusty sword, move on to better ones or you can just stick to the good old rusty sword. [*] Try to learn butterfly first before you train on the other skills like slash shot, flash step and half step because butterfly can help you in both gladiator and deathmatches but the others can't. +-----------------+ |+---------------+| ||DEATHMATCH TIPS|| |+---------------+| +-----------------+ +------------------------+ |AVOID GETTING SANDWICHED| +------------------------+ Sandwiching is when there is at least one person on both sides of you firing at you at the same time. This means you're going to be taking twice as much damage as you would one on one and you're probably going to die quickly. If they aren't targeting you, the crossfire will more than likely kill you anyway. To avoid this, stay away from the middle of long walkways and common areas that are bound to have people coming form multiple entrances. +---------------------------------------+ |SANDWICH OTHER PEOPLE WHENEVER POSSIBLE| +---------------------------------------+ If you see two people fighting, try getting on the outside and let the bullets fly. If you're lucky, sometimes you can get three or more in a single area and shoot them in a line. Not only will this royally piss them off, but also it's going to land you a lot of quick, low risk kills. Don't feel bad; they'd do it to you if they had the chance. +--------------------------------+ |WASTING AMMO WILL GET YOU KILLED| +--------------------------------+ Ever run out of ammo and wondered, "Wtf do I do now?" There are pickups that you can get to increase your ammunition, but the odds are strong that running out of ammo is going to seriously reduce your capability to kill people and will more than likely get you killed since you can't really defend yourself. If the enemy isn't in your crosshair, lay off the trigger until they're back in it. It's hard to do sometimes, but it's best to keep it in mind. +-----------+ |KEEP MOVING| +-----------+ Running in a straight line means you're an easy target. Rolling, dashing, and jumping will make you a much more difficult target. If you have an accurate ranged weapon, rolling away from your target would be the best option. If you have inaccurate mid-range damage, rolling to your target would be the better option. +-----------------+ |UTILIZE OBSTACLES| +-----------------+ If someone is focusing on you, use obstacles to waste his ammo and strike back. If two people are attacking you, use the map to only let one see you at a time. +------------------+ |FOLLOW YOUR TARGET| +------------------+ If someone is following the previous two tips, don't let them lose you. Switching targets once you've caused damage to someone means you just handed someone else a free kill. This also means you now have a stronger target to deal with. +-------------------+ |READ YOUR OPPONENTS| +-------------------+ An enemy running away means a weak enemy. Usually, if you see someone trying to distance themselves into a defensive position, you'll want to follow them and pull the ol' trigger. +-------------------------+ |GRENADES ARE YOUR FRIENDS| +-------------------------+ A properly placed grenade in a group of unaware brawlers means loads of kills for you. Likewise, avoid finding yourself in an unaware group that gets grenaded. +--------------+ |SWORD FIGHTING| +--------------+ Generally in a deathmatch, if you pull out your sword, someone will be carrying their gun, and that guy is going to drop you with all quickness. If you find yourself in a situation where you can get the person one on one and are pretty decent with the sword, that might be the time to bust it out and do some chopping. Right-clicking will knock down your enemy, leaving him vunerable to attack from your ranged weapons. Holding down the sword attack button will charge your weapon with a stun attack. Releasing the attack will cause stun damage over an area of effect. Note: blocking and quick movements are going to be necessary even if they also pull out a sword. +--------------------------+ |COUNTERS TO SWORD FIGHTING| +--------------------------+ Blocking is only effective against shots to the face and chest. If someone is blocking with a sword, shoot them in the legs or toss a grenade. If those two aren't options for you, going sword vs. sword might be a good idea if you know what you're doing. Blocking will be key, as a successful block will instantly charge up your sword and deliver a decent amount of damage in a large area of effect. If someone tries to use a sword knockdown on you, hit your jump button to quickly reverse the effects before you hit the ground. +-------------------+ |WEOPON COMBINATIONS| +-------------------+ Some maps are more favourable to certain weapon types. For large open maps or maps with long hallways, using accurate ranged attacks like rifles and pistols will give you an advantage. For smaller areas taht have lots of corners, shotguns or SMG's might be preferable. In either case, having a diverse array of weapons will usually play out in your favour. When your enviroment makes it appropriate to use a sword, one good tactic is to charge your sword, deliver the charged attack which will stun your enemy leaving him defenseless, and follow the stun attack with a ranged attack. +---------------------------------------+ |UTILIZE THE MAP'S HEALTH AND ARMOR KITS| +---------------------------------------+ If you're low on health and are somewhere close to a health or armor kit, take the time to get it. They're worth it. If you don't know what they are, they're the glowy items you can get that instantly raise your health or armor when your character runs by them. If you don't know where they are on the maps, find out. Making sure that your enemies don't get to them when they need it can mean the difference between you or them dying. usually, the hardest health kit to get is the most rewarding. +---------+ |RELOADING| +---------+ Reload at every safe moment possible, even if you have some ammo in your clip. This will reduce the amount of reloading in firefights and it will maximize efficiency from ammo pickups. +---------------+ |KILLING LAAGERS| +---------------+ Often times, you may fire off target only to strike the fatal blow. What?! It looks like it went strait through air. But no! It nailed him. The key to the game, while using semi-automatic weapons, is to predict your enemy's movements and shoot a step or two of where he currently is. Your hit indicator will not beep when you do this, but if you develop your skills, you will notice considerably faster skills. For more to killing laagers see my section: "Killing High-Pingers" ====================================================== | PART: ? - FAQ [FREQUENTLY ASKED QUESTIONS] | ====================================================== +---------------------+ |+-------------------+| ||GENERAL INFORMATION|| |+-------------------+| +---------------------+ Q: Will I ever have to pay for this game? A: No, the game is free of cost and no monthly fee. That means you can download the game anywhere, install it, create an account, and play for free. Q: When will GunZ come out? A: No release date has been confirmed for IGunZ or InGunz, but I expect it to come out during 2007. Versions for North America, Korea, and Japan have already been released. Q: Where can I buy a hat? A: Hats will be implemented as Money-only items, that is you pay cash to buy them. But unfortunately, they will be released in inGunz when inGunz is fully released. Q: What are enchants? A: They will be equip able items in your weapon slot which will grant you elemental bonuses such as stunning on hit (Lightning) or damage over time (Poison) etc. Like hats, enchantment upgrades will be Money-only items. Q: What type of game is GunZ? A: GunZ is a third person shooter with MMORPG aspects. As you get kills, you gain exp. Items are a factor but the game play is generally pretty level. The noticeable differences are between very big differences in level. Q: Is there in-game support for Clans and Guilds? A: Yes. As of now, you can create and manage your clan and arrange clan matches. During these matches, you earn 1.5x extra exp and bounty for each kill. +----------------------------+ |+--------------------------+| ||LOGIN & CHARACTER CREATION|| |+--------------------------+| +----------------------------+ Q: Can I have a space in my character name? A: At this time, no. Q: What class is best? A: The only difference between classes are the starter weapons. The easiest class for a beginner would be the Travia Gun Fighter (since it has the 0 lvl double smg and the 0 lvl grenades as the starter weopons-the best of all at this lvl) +----------+ |+--------+| ||COMMANDS|| |+--------+| +----------+ Q: How do I add a friend to my friends list? The command doesn't work! A: You have to be in the same channel as your friend to add them to your friends list. Q: How/Why can't I create a clan? A: You can create a clan by using the command or going to the clan section at the bottom right of your screen. You must be in the same channel as four other founding members to create a clan. +----------------+ |+--------------+| ||BASIC GAMEPLAY|| |+--------------+| +----------------+ Q: Does my character gain more life and do more damage when he levels up? A: Not passively. As your character levels, you meet the requirements for higher damage weapons and clothing, some of which add health and armor points. Q: Does it matter where my bullets and slashes hit? A: After some testing, it has been noticed that when your character is hit in the upper chest and head, a smaller percent of damage is directed towards armor, so more damage is done directly to your hit points. Q: Can I lose experience? A: From levels 1-20, you do not lose experience when you are killed by another player. However, you do lose experience if you mistakenly fall in a hole or kill yourself with a weapon. When you hit level 21, you lose experience when you are killed by characters well under level 21. Q: Is there a difference in experience on different maps? Yes, larger maps yield more experience per kill. Q: How do I record replays? A: Pressing F11 (Default key) begins and stops replay recording. You can create an infinite number of replays every game, so you're not limited in any way. The average size of a replay is less than a megabyte, so don't be afraid of the number that you record. The only noticeable change will be a slight drop in FPS. +-----------------+ |+---------------+| ||TROUBLESHOOTING|| |+---------------+| +-----------------+ Q: I see spikes coming out of my gloves and armor. What do I do? A: Check off "Shader" in your video options. Q: What can you tell me about Ping? Why is my Ping 0? A: Ping is the time it takes information to go from your computer to the other person's computer and back. Unlike games like Counter-Strike, you view pings between you and other players, rather than pings between other players and the server, so obviously the time taken for info to travel between your computer and YOUR computer will be 0! ====================================================== | PART: ? - ANNOUNCEMENTS | ====================================================== COMMING SOON! ====================================================== | PART: ? - GUNZ ETIQEUTTE | ====================================================== Here are some rules regarding etiquette in Gunz which will hopefully keep gunz a fun place to play. *Taken from GunzIndia forums If you follow these commandments, you are bound to have a fun time in Gunz :) +-----------------------------+ |+---------------------------+| ||THE 10 COMMANDMENTS OF GUNZ|| |+---------------------------+| +-----------------------------+ ---------------------------------------------- 1) Thou shall not whine that other players Lag ---------------------------------------------- If you fully understood how ping works and lag occurs, this shouldn't be a problem. Sadly, a high number of noobs complained about "omg u lag", "omg he lag" and claims that he understands how lag work. If he does, he wouldn't be complaining about it because... - You are lagging to the guy too - Is it the player's fault he lived far from you? You're not the centre of the universe. Only under situations such as the person getting 400~+ ping to you and probably most players, is the player's problem. Else, it is a mutual problem that no player is at fault. ---------------------------------------------- 2) Thou shall not complain on how players play ---------------------------------------------- Be it the guy is a sprayer, or a slash shooter, you have no right to complain how he plays. If he wants to be a sprayer, so be it. Don't complain "Omg u gay noob fag blah blah blah". Or a dagger lunger too, those are free kills, so let them be. Besides, Sprayer is a term losers use to describe people who uses auto weapons, regardless of their aim. ----------------------------------- 3) Thou shall respect other players ----------------------------------- Disrespectful name calling like "noob" only degrades yourself. If he is bad, so be it. If he sucks, so be it. You are only degrading yourself, as well as the gunz community by shouting "noob! noob!" all around. ----------------------------------------------- 4) Thou shall not chat in the middle of a fight ----------------------------------------------- If you chat and get caught and killed, you have NO RIGHT to whine "omg chat killer". It is your fault for chatting in the first place in the middle of nowhere. Short messages such as "lol" "ok" "yeah" ect shouldn't be a problem. These are so short, I believe it takes less than a second to type them. If you really need to chat, at least make an effort to hide. However, if you are discovered and killed, you still have no right to whine chat killer. Its your problem for chatting in the first place. -------------------------------------------------------------- 5) Thou shall not complain canceling is cheating, noobish, ect -------------------------------------------------------------- Since when is canceling is cheating? Are you Maiet? Who are you to determine it is cheating considering it is _HARDCODED_ into Gunz. How is that cheating? Moreover, Maiet has already acknowledged canceling as an integral part of Gunz, most specifically, through their trailers. Anyone whining "cheater" when you do canceling is most probably those who can't do them without the sun crashing towards earth, or self proclaimed "Honorable Competitive gamer" who I know as Poser Gamers because they just suck at everything except whatever they do, thus establishing the fact that whatever they do is the best (which sucks). Saying canceling in Gunz cheating is the equivalent of saying buying Guns in Counter Strike is cheating. Same with saying "Omg Butterfly is noobish! Slashshot is for n00bs!". Its the same. If you insist on creating your own imaginary barrier on what is cheap and acceptable for you and what is not, you are only going to brand yourself as a scrub. As the infamous David Sirlin has said, *"The scrub would take great issue with this statement for he usually believes that he is playing to win, but he is bound up by an intricate construct of fictitious rules that prevent him from ever truly competing. These made up rules vary from game to game, of course, but their character remains constant. In Street Fighter, for example, the scrub labels a wide variety of tactics and situations �cheap.� So-called �cheapness� is truly the mantra of the scrub. Performing a throw on someone often called cheap. A throw is a special kind of move that grabs an opponent and damages him, even when the opponent is defending against all other kinds of attacks. The entire purpose of the throw is to be able to damage an opponent who sits and blocks and doesn�t attack. As far as the game is concerned, throwing is an integral part of the design �it�s meant to be there�yet the scrub has constructed his own set of principles in his mind that state he should be totally impervious to all attacks while blocking. The scrub thinks of blocking as a kind of magic shield which will protect him indefinitely. Why? Exploring the reasoning is futile since the notion is ridiculous from the start." *Source: http://www.sirlin.net/Features/feature_PlayToWinPart1.htm ------------------------------- 6) Thou shall not hack or macro ------------------------------- Hacks are practically pointless in Gunz because you still suck at Gunz and not accomplish anything other than humiliation, you'll be too "robot" with a macro, lacking flexibility (not to mention the dozens of macros you'll need). A relatively interesting quote from .hack//AI Buster, a novel that is part of the multimedia project, .hack (pronunced as Dot Hack): "In an offline game, a player can cheat all he wants and there are no consequences. It's no big deal because he's only cheating himself out of the full game experience. However, when someone cheats in an online game, it affects other players. Not only isn't it fair, but it also destroys game balance." "When someone cheats, part of The World shifts, and the more cheaters, the more the shift becomes uneven, until the entire game could be unhinged. Not only would that drive away players, but that drive away business." Not only does it destroy game balance, it also proves how insecure the player is, having to resort to cheating in order to show his "Superiority" in online games. This is interpreted that he is such an outcast of the society, a failure in life, thus resolving to showing his "superiority" through illegit ways in online games. -------------------------------------- 7) Thou shall not stack/unbalance team -------------------------------------- Obviously, when the teams are balanced evenly, you should not jump across to the winning team just because they're winning. The consequences are obvious. It not only gets people to hate you, you waste other people's time for changing teams to balance it out, and chances are, you will be kicked. Come to think of it, changing to a better team when you suck only lessens the chance of getting a kill because all your kills gets taken by the good ones. -------------------------------------------------------------- 8) Thou shall not killswap and spam killswap messages in lobby -------------------------------------------------------------- Killswap only gives you level without skill, which is pointless because you are only getting yourself mocked at in play. Kill swapping messages in lobby is annoying too. In the end, you're shortchanging yourself. ------------------------------------------------------------------------ 9) Thou shall not ask how to play on InGunz If you are not from India ------------------------------------------------------------------------ The Indian version for Gunz is only for people in India. That means if you are not residing in India or for some reason staying in India and somehow using a non-Indian isp you cannot play gunz. Since lug would prolly block your ip address. So dont bother asking in the forums why you cant seem to play on ingunz. You can always checkout the international versions of gunz. --------------------------------------------------------------------------- 10) Thou shall follow and respect bow and 1v1 rules, as well as many others --------------------------------------------------------------------------- When the room is a gladiator room, if "Bow" is written on the room name, you should follow bow rules. Bow rules are simply 1v1 rules, where you bow to signify you are ready to fight, and when the opponent bow back, it means both sides are ready, and the fight can commence. It is that simple. Gladiator rooms usually enforces bow rules, and breaking them only result in people disliking you and kicking you. Not only when the room has the name Bow, but if the game is a bow rule enforced room, you should follow it. This applies to training rooms as well. It probably is either an 1) Role Play Room 2) Practice Room 3) 1v1 Room Following rules ensure that no one hates you and you do not get kicked. Bowing shows that you are ready. When theres an interuption during any 1v1s, when the interuption is over, bowing shows that you are ready to continue to fight. Both sides bow to continue, this will avoid confusion/"I'm not ready" cases. Other rules include Naked Games Rules, where players create a Deathmatch game with the title "Naked games" or anything with the same meaning. The point of naked Death Matches are to gain EXP and bounty quick. Without AP, 100 HP can go off really quickly, hence gaining faster and more kills in a shorter amount of time. Rules of Naked Deathmatches, are well, be naked. Wear no armor equipment, meaning AP is 0. Similar rules for both Deathmatches and Naked Deathmatches, which is a welcomed act, is that when one gain roughly 25 kills, nearing the score limit of 30 (or any other if the room is strange and stupid enough), leave to the room and rejoin. This resets your kill count and prolong the deathmatch indefinitely. This is a very welcomed act by everyone, because the main reason why deathmatches are played is to gain EXP and Bounty. Getting to 30 kills will end the game, effectively stopping it for a while. During this break, its common to find around half the players leaving the room. Hence, the room gets broken up. ====================================================== | PART: ?? - CREDITS, COPYRIGHT INFO, CONTACT ME ETC | ====================================================== +---------+ |+-------+| ||WANTED!|| |+-------+| +---------+ IMPORTANT: !!CONTRIBUTION NEEDED!! ================================== MORE INFO COMMING SOON! +------------+ |+----------+| ||CONTACT ME|| |+----------+| +------------+ You can contact me by e-mail at [email protected] You may contact me to ask questions about the game, or to correct mistakes in my guide. There are no guarantees that the information found in this FAQ is correct. Most of the info contained in this faq have been collected over the Internet, which may be false. If something is wrong in this FAQ, then please contact me at the address given above. If you have any questions or information you would like to see in this FAQ, please contact me. P.S.: Any ideas, thoughts, questions , suggestions and tips about the game, whatsoever are most welcome at my e-mail address provided above. Please provide me with the feedback, it will be a reward for me for this attempt made by me. I would be grateful if you wrote the subject of your e-mail as 'Gunz FAQ Feedback'. So I would be able to organize all my feedback mails into one folder. This way you will get a quicker response. Also, whoever that sends me info for my faq will get credited in the CREDIT/THANKS section and I will personally reply their mail with a thanks! +----------------+ |+--------------+| ||CREDITS/THANKS|| |+--------------+| +----------------+ I would like to give a special thanks to the following people: MAIET Entertainment - For making this great addictive MMOTPS! (me) - For writing this guide. LevelupGames Lmtd - For publishing Gunz in India GameFaqs - For posting my faq on their website And Everyone I've had the pleasure to play with. The following people/websites I would like to thank for their contribution to my FAQ/WALKTHROUGH: inGunz Official Website: https://www.gunzonline.co.in / inGunz Official Forums: https://www.gunzboards.levelupgames.com/ GunzFactor Gunz Fansite: https://www.gunzfactor.com/ +--------------+ |+------------+| ||ABOUT MYSELF|| |+------------+| +--------------+ Hi, My main char (as of now) is DawnofDeath My Chars' info (if you wannt to see me ingame): Nick: DawnofDeath; Level: 35; Clan: DaNinjas I am an amature K-Style user & E-Style user (Yep, you have guessed it right, I am hybrid ^_^). My personal weopons combo in Deathmatch is Rifle & Machine Gun and in TDMs it's Rifle and Shotgun. That's All!! Hope to meet you ingame! NOTE: You won't be able to meet me in-game as of now. Because of my father's posting, we had to move to another country. The net speed available here is pretty bad. But still you can expect me to come back in late 2007/late 2008. *sob* *Sob* I miss Gunz *sob* *Sob* (T_T) +---------------+ |+-------------+| ||MY OTHER FAQS|| |+-------------+| +---------------+ By the way, as you all know I like writing Faq/Walkthroughs alot, and I like helping people on games also. This is not the only Faq/Walkthrough I have written. There are a few more, and more are comming in the near future. The full list of all my Faqs/Walkthroughs completed and in writing: +---------------------------+ |COMPLETED/ALLMOST COMPLETED| +---------------------------+ A3 - MMORPG Faq/Walkthrough A3 - Crafting Guide Gunz: The Duel - MMORPG FAQ/Walkthrough Quake III: Arena - Faq/Walkthrough LINKS TO ALL OF THESE COMMING SOON! +-------------+ |BEING WRITTEN| +-------------+ International Cricket Captain (ICC) 2002 - Faq/Walkthtrough Cricket 2004 - Faq/Walkthrough +-----------------+ |+---------------+| ||VERSION HISTORY|| |+---------------+| +-----------------+ VERSION: 0.1 - Allmost completed and submited to IGN & GameFaqs VERSION: 1.00 - Completed in it's entirety. But there's always something to add... VERSION: 1.00a - Restructured the guide a bit +----------------+ |+--------------+| ||COPYRIGHT INFO|| |+--------------+| +----------------+ This game is Copyright MAIET Entertainment. All Rights Reserved. This FAQ is for personal use only. This is not to be used for commercial or personal gain. Websites publishing this guide without permission will face punishment under the law. Sites authorized to host this file: IGN FAQS - http://faqs.ign.com/ GameFaqs - http://www.gamefaqs.com/ SuperCheats - http://www.supercheats.com/ NeoSeeker - http://www.neoseeker.com/ Please check the host displaying this file. If it does not correspond to any of the above listed site urls, consider the entire text illegally hijacked, and therefore STOLEN. Be quick to report any such criminal offences, and your professional help will be correspondingly awarded. Thank you. =) Offenders attempting to meddle with Copyright laws backing me and my work will be discovered and taken care of. This action includes a discontinuation of the text belonging to me being shown on their websites and this will come about initially with 'kind' emails sent to the owners and if this does not connect, sooner or later their server'll be called in to see for themselves. Beware, charlatans. I may even demand legal monetary compensation for such goings-on behind my back, in the near future. NO PART OF THIS FAQ/WALKTHROUGH CAN BE REPRODUCED, COPIED, SENT OR BE DONE ANYTHING ELSE TO WITHOUT THE WRITTEN PERMISSION OF THE AUTHOR. PEOPLE WHO ILLEGALLY COPY OR DO ANY OF THE ABOVE TO THIS FAQ/WALKTHROUGH ARE CRIMINALS AND THEY WILL BE DISCOVERED AND PROSECUTED SEVERELY. Please abide with the terms. This document is copyright RUCHIR, 2006. All Rights Reserved. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. +----------+ |DISCLAIMER| +----------+ There are no guarantees that the information found in this FAQ is correct. Most of the info contained in this faq have been collected over the Internet, which may be false. _______________ ________________/ _____________ \_____________________ /_________________/End Of File \______________________\ / Gunz: The Duel \_____________/Copyright 2006 Ruchir \ | FAQ/Walkthrough _____________ [email protected] | | _________________/ End Of File \______________________ | \ \_____________/ / \______________________________________________________/