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GunZ The Duel
GunZ: The Duel (International Edition)
Developer(s): MAIET Entertainment Publisher(s):
MAIET Entertainment Designer(s): Unknown
Engine: GunZ Engine Release date(s):
June 2005 (Beta Edition) Genre: Shooter Mode(s):
Online Multiplayer Rating(s): Unknown Platform(s):
Windows Media: Internet Download System
requirements: Windows 98/2000/XPDirectX 9.0c+Pentium III
500MHZ256MB RAMDirect3D 9.0 VideoDirect3DSound Sound Input:
Keyboard / Mouse
GunZ The Duel, also known simply
as GunZ, is a Multiplayer Online Shooting/Role
Playing Game (MOSRPG) created by Korean-based MAIET Entertainment.
GunZ is currently free and in beta stages, and
it will remain free for everyone to play. GunZ
is played from a 3rd-Person view, with no clear way of changing
this announced. Though the International Edition is in beta stages,
the Korean version has long since been more complete with much more
to the game. The full version is expected to be released sometime
in December of 2005, but this is very uncertain.
The game's most recognizable characteristic is the ability to perform
gravity defying Matrix-esque stunts while in play that allow you
to fight your opponents in a myriad of ways. However, to gain points
you must defeat your fellow players, taking them on in a multitude
of different game styles featuring different ranged and melee weapons.
By gaining XP, you also acquire bounty, which is the currency used
in the GunZ world. The unit value given for one
kill is 1.2 times the level of the person you killed, with a maximum
gain of double the amount someone would get for killing you. With
bounty, you are given entertaining RPG style shops at which to buy
new clothes, weapons and acessories. These include weapons such
as dual guns, rifles, long swords, kodachi, and grenades. You can
also purchase health packs.
As in other role-playing games, with enough XP, you can also level
up. This enables you to wield better weapons and wear better armour.
The amount of money (bounty) and XP you get depends on the level
of your enemy you defeated.
In the early stages of its International Version life, Gunz
had problems coping with the mass influx of users. The Beta still
has issues coping with the high number of users and servers are
still difficult to access.
Contents[hide]· 1 Version History· 2 Weapons o 2.1
Ranged Weaponso 2.2 Melee Weaponso 2.3 Grenades· 3 Techniques·
4 Cancelling Techniques o 4.1 Basics Behind Cancellingo 4.2 Movement
Techniqueso 4.3 Combat Techniques· 5 External Links
Version History
The company consists of around 12 people that only expected several
hundred users to play their game during beta -- not several thousand.
2005-06-09: The GunZ team set up another server
to deal with the high amount of users. Players could then choose
between Server 1 and Server 2. However, users from
different servers are not able to interact with one another.
2005-06-20 Server 3 and Server 4 were added.
Two more servers, Server 5 and Server 6, were added on July 29th,
2005, following the incredible popularity the game has faced. The
update disabled the replay mode
temporarily and changed the netcode.
2005-08-09 The launcher was fixed, presumably for future Japanese
and Chinese language releases.
2005-08-02: A minor sound bug was fixed.
2005-08-07: "Berserker" game mode was added. A small glitch
also came with it that let players below level 21 to play the expert
only maps (Dungeon and Castle), causing people to think they were
"unlocked."
2005-09-01: The maps glitch was fixed.
2005-09-15: Fixes to GunZ concerning abnormal termination
(crashes) of the program were implemented. Also, a change to the
"Berserker" game mode was made. Now, the player who kills
the "Berserker" will automatically gain full HP.
2005-10-13: The method for "Port Forwarding" was changed.
Now you can set the range for it. Some localization issue fixed.
A new animation was added. Now a player falling to hell doesn't
see themselves landing, but falling into a bottomless pit. Any other
object such as health packs and rockets also fall endlessly. Also
some sounds were added/changed.
2005-10-24: A different way of updating was introduced, making a
Peer-to-Peer (like BitTorrent) update download program. This helped
resolve the issue with bandwidth on their FTP site.
2005-11-1: The GunZ Team added the Locator Server.
2005-11-2: Today, they discovered some issues involving 'unidentifiable
IPs'. Very heavy traffic on the website.
2005-11-14: They were supposed to release GunZ
officially, but decided to postpone the release until they could
fix lag issues. The lag problem is caused by people half way around
the world playing in the game. MAIET is looking to make a Tagalog
version of GunZ, and may localize GunZ
in many other countries.
2005-11-24: They added a fix so you could see the amount of players
in a server.
2005-12-19: Added Port map for Expert channel and Snow Town (a variation
of town) for the new channel "Elite" (level 35+). Snow
Town gives more exp and bounty, but is only available during the
winter season. Auto-team balance has also been added, but is a bit
glitchy. Also, a number of hacks have been disabled.
Weapons
In the game, there are 7 types of ranged weapons, 3 types of melee
weapons, 3 types of grenades, and 3 types of accessories:
Ranged Weapons
· Shotgun: This weapon blasts out 12 low-damage
pellets at a slow refire rate. The standard shotgun is called the
"Breaker". The advanced version, the "Avenger",
displays much higher firepower at the expense of reduced ammo. The
weapon is very inaccurate. Shotgun blasts are soaked up easily by
AP due to the low critical rate on the pellets. A close- to mid-range
firearm, its potential and damage are at their highest in close-range
combat. This gun can be a friend for gunners against melee warriors.
· Rocket Launcher: Shoots high damaging
rockets that do splash damage with a low critical rate, and thus
soaked up easily by AP. There are two versions: a high-ammo, mid-damage
lighter model set with a decent fire rate, and a low-ammo, high-damage
heavier model set with a slower fire rate. The user cannot run up
walls and receives a movement speed penalty of -10%. Strictly a
mid range weapon, as being too close may result in damaging oneself
and being too far makes it very predictable. It's often used in
deathmatches. Using this weapon on a group of people or opponents
with their backs to a wall is the most efficient way to wield it.
· Submachine gun (SMG): Sprays out bullets at low
accuracy at a 80 to 120ms delay. The dual wield versions are very
powerful during the first 10 levels or so. Different models offer
different fire rates, hit damages, accuracy, weights and clip sizes.
As close- to mid-range weapons, they are hard to dodge at mid-range
due to the "damage cone." It's often used in deathmatches.
· Pistol: A fair-damage weapon with a decent
repeat rate; often a starting weapon. They are fairly accurate,
more accurate than revolvers, but they are not as threatening on
the damage scale. They have a decent critical rate. The weapon's
greatest strength is that it is adequate in any range of combat.
· Revolver: A high-damage weapon with few
rounds. They have an incredibly good critical rate, often ignoring
AP entirely. Can be dual wielded. An alternative series of Revolvers,
the Dynax series, offers higher clip size and refire rate at the
cost of some damage. They are somewhat accurate and thus can be
used fairly well at close and long range, but their real strength
lies in mid-range combat.
· Assault rifle: The most accurate weapon
also has the pleasure of having the gun with the best fire rate.
The most accurate and rapid-firing model, the Maxwell, is also the
most popular, although other models offer more damage per bullet
and varying clip sizes. It does decent damage and is suitable at
close and mid range, but some may find it as 'too accurate' at close
range combats.
· Machinegun: The biggest automatic weapon
is available only to characters who have achieved levels 25 and
higher. The user cannot run up walls and recieves a movement speed
penalty of -10%. This gun is the most inaccurate machine gun, shooting
at medium delay, but the biggest advantage is its huge clip size;
it rarely, if ever, needs to reload, and thus can be held down and
fired for a very long time before it does so. There are only three
models, and each new machinegun simply increases the damage dealt
per bullet by 1. A close- to mid-range weapon, particularly because
they are hard to dodge at mid-range due to the "damage cone".
It's often used in deathmatches.
Melee Weapons
· Dagger: Stabs opponents. The primary attack
is a stab and can has uses from stopping enemies from attacking,
persuading enemies to draw their melee weapon or infinitely stabbing
enemies in a corner. The alternate attack is a lunge that knocks
your opponent back severely and leaves him open for enemy fire,
although this attack has terrible recovery and can easily be safe-falled.
You can use it to climb walls by jumping at a wall and right-clicking.
Close range. Light weight.
· Sword: Slashes at opponents. The primary
attack is a normal slash which can be done four times for an attack
string. The alternate attack is an uppercut that sends your opponent
flying into the air (they cannot move even if they safe-fall in
mid-air, and thus uppercutting people off into pits is a popular
tactic, particularly in Dungeon where there are many suitable spots
where the player is nearly invincible as long as he/she is uppercuting),
which leaves your enemies prone mid air or on the floor if they
did not safe fall, where they can be shot or followed up with a
mid-air attack. You can use it to climb walls by jumping at a wall
and right-clicking. Close range. Medium weight.
· Kodachi: Two swords instead of one. The
primary attack consists of a very quick slash with very low delay
that can be repeated often if timed correctly, or can be done five
times as an attack string. The alternate attack is a quick cross-slash
that knocks your enemies into the air much like a sword uppercut.
It has shorter range than normal swords. You can use it to climb
walls by jumping at a wall and right-clicking. Close range. Heaviest
weight of melee weapons.
All melee weapons except daggers can deflect bullets by holding
down block, however they will not block bullets striking your lower
area or anywhere besides your front area. All melee weapons, including
daggers, can also be charged up for a more powerful attack by holding
down attack or blocking an enemy's melee attack.
Grenades
· Frag Grenade: Thrown and after a set amount
of time blows up, dealing damage to anyone in the vicinity of the
explosion. At full health it is almost impossible to be killed by
a single grenade unless you are standing on the grenade with 100
HP and 0 AP.
· Flash Grenade: Bursts into a flash of light, blinding and
deafening anyone in the vicinity.
· Smoke Grenade: Releases a cloud of smoke,
blurring the vision of that area. It also has the effect of making
the area "laggy", and if someone were to wallclimb near
the area, they would lose control and fall if not careful.
Techniques
One of the key features of Gunz is the ability
to execute many different wire-fu acrobatic stunts featured within
the game.
Vertical Wallrun
While running straight against a wall hold forward and press jump.
Horizontal Wallrun
While running at about a 45 degree angle to a wall hold forward
and jump.
Wall Jump
While in the air next to a wall press jump.
Wall Climb
While in the air next to a wall and equipped with a melee weapon
press and hold right click to stick to the wall. Hold forward and
jump again and right click again to repeat the process.
Wall Hang
While in air with melee weapon and directly facing a wall, right-click
to hang on wall.
Tumble
With a ranged weapon equipped double tap forward, sideways, or back
to perform a tumble in that direction.
Dash
With a melee weapon equipped double tap forward, sideways, or back
to dash in that direction.
Cancelling Techniques
Expanding on the original techniques, what is commonly known as
the Korean 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 you to cancel a move into another, or even
allows you to repeat certain moves or activate moves where you shouldn't
be able to, thus creating complex combo moves.
Basics Behind Cancelling
Guard Cancelling
At any point during a slash with a sword or kodachis, you may immediately
cancel the animation by pressing BLOCK.
Switch Cancelling
At any point during a slash with a sword or kodachis, you may immediately
cancel the animation by SWITCHING WEAPONS.
Slash Cancelling
At any point during a jump off a wall from either a wall jump or
a wallrun, you can cancel the fixed state of either and regain movement
control in the air by slashing.
Dash Cancelling
At any point during a slash with a sword or kodachis, you may dash
as long as your previous 'dash' has ended.
Movement Techniques
Infinite Walljump / Flying
( 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 you to do anything, which allows
you to dash back towards the wall to jump again. You are able to
repeat this indefinitely. Basically, when you flip off the wall
after a horizontal wallrun, slash and dash towards the wall so that
you are almost parallel to it. Then press space bar twice quickly
to flip sideways and immidiately start wallrunning again.An advanced
version of this technique has people executing the "Quick Slash"
instead of a standard slash. It is possible to dash into the wall
and jump off it sideways, and you are also able to Full Step (SlashShot)
mid-air while executing this.
Light Step
( JUMP -> DASH -> SLASH -> DASH ) Allows you to dash twice
during one jump by cancelling the slash with another dash. It increases
your running speed and can be used to dodge faster.
Light Step Variant
( JUMP -> DASH -> SLASH -> JUMP -> DASH ) A variation
of the Light Step that's easier to perform continuously. The main
problem is that it doesn't increase your running speed, so this
is basically used only for dodging.
Aerial Horizontal Wallrun
( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> WALL JUMP -> JUMP
) Allows you to execute a wallrun. This is curiously done by cancelling
the very first frames of a Wall Jump with an attempt to Wallrun.
Silent Step
( GLITCH ) ( FALL -> DASH REPEATEDLY ) After falling for a fairly
long period of time (2-3 seconds), your model's animation will freeze
and you will be able to dash indefinitely, regardless of what weapon
you're wielding. Effective to reload on a long fall, such as on
the wall at the stairs in Dungeon.
Flash Step
( JUMP -> DASH -> QUICK SLASH -> DASH -> QUICK SLASH
-> DASH ) Based on both the Quick Slash and the Light Step, this
allows you to move around much faster than a normal Light Step due
to the quicker ending of your slash. This also has the added effect
of putting sword damage in your movement trajectory, and can thus
be used as an offensive technique as well, much like a faster, unblockable
Butterfly Step.
Combat Techniques
Full Step (Slash Shot)
( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> GUN WILL SHOOT ->
SWITCH TO SWORD ) The basis of almost all quick-movement combat
within the game, this is one of the first types of cancelling most
people learn. It consists of cancelling a mid-air slash (with the
mouse button held down) immediately into a weapon switch, then waiting
for the shot to go off before switching back to your sword to move
again.
Butterfly Step
( JUMP -> DASH -> SLASH -> BLOCK ) The best use of guard
cancelling available, this allows you to continuously cancel slashes
into guards, giving you very short slash attacks very repetitively
while allowing you to move forward or dodge side to side.
Half Step
( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> DASH -> GUN WILL
SHOOT -> SWITCH TO SWORD ) One of the first variations on the
Full Step, this allows you to dash as you draw your gun to shoot,
giving you a quick dodging opportunity mid-switch.
Half Half Step
( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> JUMP -> DASH
-> GUN WILL SHOOT -> SWITCH TO SWORD ) This variation of the
Half Step allows you to string multiple Half Steps together.
Million Step
( MIDAIR SLASH (HOLD) -> SWITCH TO AUTOMATIC GUN -> JUMP ->
DASH -> RELEASE FIRE -> SWITCH TO SWORD ) The execution may
not be completely accurate. The move is described by Kraise simply
as "unstop Half Half Step with rifles or 120 gun". The
gist is being able to aim and land a perfect stream of quick bullets,
much like how slash-shooting is intended to land the perfect shotgun
blast. It is technically a Half Half Step with an automatic weapon.
Quick Slash
( MIDAIR SLASH -> SWITCH TO GUN -> SWITCH TO SWORD ) This
makes any sword attack incredibly shorter by cancelling your full
slash recovery into the delay of your weapon draw.
Swapshot (Streaming)
( WHILE MOVING, SHOOT -> SWITCH TO OTHER GUN -> SHOOT ->
SWITCH TO OTHER GUN -> SHOOT -> ... ) This technique allows
you to consecutively fire two high-delay weapons in an alternating
fashion, allowing you to output a high amount of damage in a short
amount of time. Effective with things like Shotguns, Revolvers,
Rockets or a combination of the three. Don't forget Med Packs and
Armor Kits, they can be streamed too to throw them out faster. It
may be done in mid-air while falling, or while walking.
Launch Combo
( SWORD / KODACHI LAUNCH -> SWITCH TO GUN -> SHOOT ) This
nasty technique requires a decent amount of control on the mouse
and good aim, and simply allows you to shoot an enemy down mid-air
after a launch. Rifles will keep an enemy aloft in the air for some
time if hit directly from below and followed properly.
Instant Kill
( MASSIVE COUNTERATTACK -> SWORD LAUNCH -> SWITCH TO GUN ->
SHOOT -> SWITCH TO OTHER GUN -> SHOOT ) This is the proper
execution given for the deadly "Instant Kill", essentially
an expansion of the Launch Combo and almost completely guaranteed
to land. After a counterattack done with a massive attack off a
block, you can dash in and launch your opponent into the air and
shoot them twice in mid-air. Because this is often done with shotguns,
the amount of damage done in total is so high that very often you
can completely kill an opponent through this method, particularly
when using higher level guns such as the Avenger series.
The following are some glitches that add some level of unpredictability
to the game, but aren't as widespread and popular as the ones listed
above. They are mostly related to
melee weapon use.
Unblockable Strike (Glitch Strike)
Due to the odd collision detection used in determining if slashes
hit or not, it is possible to bypass someone's guard when executing
a Massive Attack. To hit someone who is blocking facing you, turn
away entirely and execute a Massive Attack. 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 Unblockable Strike, you must predict where and
how your opponent will throw their Massive Attack and block accordingly.
If your opponent often turns away to hit you with a Massive Attack,
then turn away at the same time they do to prevent yourself from
being hit. If your opponent looks down when doing it, look up instead,
and viceversa.
Short Ceiling Sword Launch Combo
In areas with short ceilings, you can prevent someone from safefalling
when you do a sword or kodachi uppercut by slashing two-three times
as they are in mid-air.
Foot Slash
You can prevent yourself from bouncing off someone's guard by slashing
at their feet. It will register to them as though they had blocked
the attack, but you may continue to follow up unhindered because
your client will not consider you have been blocked. This lets you
hit them while their guard falls due to their client thinking they've
successfully blocked an attack.
External Links
· Official Gunz Site
· GunzFactor
Resources
Wikipedia |