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    Extensive Weapons Guide

    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:16 pm

    This is one of the more famous big guides on the ijji forums which I also thought would be good to add here. I'll go through this whole guide later during my vacation and edit the parts which I think are incorrect.

    What can you find in this guide?


    - Every weapon in the shop, including statistics and reviews straight down to how much damage the gun does per second.

    - Tips and tricks for using your weapons either effectively or intelligently.

    - Reviews of all premium weapons.

    - Explanations on items, including elementals.

    - Guide on using your weapons in quest.

    - And so much more!


    How do you understand this guide?

    It's very simple, here's a small diagram to help:

    Weapon of Choice: Ammo per clip x Total Clips (Total ammo in all)
    Damage per bullet (DMG) [Total damage per clip, Total damage in all
    clips] Weapon's damage per second.


    Stat: OOO Bad.
    Stat: OOOOOO Fair.
    Stat: OOOOOOOOO Great.

    How do you calculate DPS (Damage-per-second)?
    Damage per second (DPS) is calculated like so:

    1000 / Delay of Gun * Damage per shot

    1000 Delay = 1 Second. So 1000 divided by the delay of the gun times the damage per shot.

    Table of Contents

    1) Introduction
    2) Weapons for levels one through twenty
    3) Weapons for levels twenty-one through thirty-four
    4) Weapons for levels thirty-five and beyond
    5) Premium weapons, elementals, and items
    6) Weapon combinations
    7) Melee Weapons
    Cool Quest Mode
    9) Tips and Tricks
    10) Conclusion, credits, and Change Log

    Starting Out [Lv. 1-20]

    Being a new player you are somewhat limited to what you can use. The
    obvious choice is the Sub-machine gun for it's damage and recoil,
    however Pistols and Revolvers can play a huge role in defeating those
    simply sticking to SMGs. It's a good idea to pick out weapons you enjoy
    using and figuring out your own strategies for fighting against various
    opponents.

    There are some important things to know about each gun which can help drastically. This information can be found in the Tips and Tricks post.

    Pistols
    Damage: OOOO
    Range : OOOOOOO
    Accuracy : OOOOOO
    Clip : OOOOO
    Speed: OOOOOO
    Does even damage to AP and HP.
    Light Weight weapon.

    Single Pistols
    Raptor 50: 10x6 (60) 8 DMG [80 Per clip, 480 Total] 32.00 DPS
    Raptor 80: 12x6 (72) 8 DMG [96 per clip, 576 Total] 40.00 DPS
    Raven 5: 10x6 (60) 10 DMG [100 per clip, 600 Total] 40.00 DPS

    Dual Pistols
    Raptor 50x2: 10x6 (60) 16 DMG [160 Per clip, 960 Total] 64.00 DPS
    Raptor 80x2: 12x6 (72) 16 DMG [192 Per clip, 1152 Total] 80.00 DPS
    Raven 5x2: 10x6 (60) 20 DMG [200 Per clip, 1200 Total] 80.00 DPS
    Raptor 120x2: 12x6 (72) 18 DMG [216 Per clip, 1296 Total] 90.00 DPS

    Pistols are fast, accurate, and have a surprisingly low weight. In
    terms of damage, they lack in total DPS compared to every other weapon,
    but are good for the accuracy starting out.

    Raptors: Faster, accurate, and lighter. These pistols are the best for doing what pistols were meant for.

    Ravens: High caliber pistols. Obviously has a purpose because
    doing more damage per shot is more helpful then missing more often, and
    also gets the biggest benefit from berserker and head shots.

    Revolvers
    Damage: OOOOOOOO
    Range : OOOOOOO
    Accuracy : OOOOOO
    Clip : OOOO
    Speed: OOOO
    Does more damage to HP.
    Light weight weapon.

    Single Revolvers
    Minic 567: 6x8 16 DMG [96 Per clip, 768 Total] 40.00 DPS
    Dynax 7000: 8x8 (64) 14 DMG [112 Per clip, 896 Total] 46.67 DPS
    Minic 567 Limited: 6x8 (48) 18 DMG [108 Per clip, 864 Total] 45.00 DPS
    Zaurus A: 6x8 (48) 20 DMG [120 Per clip, 960 Total] 50.00 DPS
    Phantom Cruise: 6x8 (48) 22 DMG [132 Per clip, 1056 Total] 55.00 DPS

    Dual Revolvers
    Minic 567 x2: 6x8 (48) 32 DMG [192 Per clip, 1556 Total] 80.00 DPS
    Dynax 7000 x2: 8x8 (64) 28 DMG [224 Per clip, 1794 Total] 93.33 DPS
    Minic 567 Limited x2" 6x8 (48) 36 DMG [216 Per clip, 1726 Total] 90.00 DPS
    Zaurus A x2: 6x8 (48) 40 DMG [240 Per clip, 1920 Total] 100.00 DPS
    Phantom Cruise x2 6x8 (48) 44 DMG [264 Per clip, 2112 Total] 110.00 DPS

    Revolvers are pistols with smaller clips and slower firing rates and
    worse accuracy, but stronger damages per shot. Revolvers are best used
    for picking off targets from long range, but work good at almost all
    ranges thanks to the great burst damages.

    But what really helps revolvers the most? It's the fact it fires in
    high damage shots. While the DPS may be lacking compared to other guns,
    it's still very useful to take off so much life in one shot. Say your
    opponent has 41 HP left and you shoot him with a 50 Damage revolver,
    you instantly kill him instead of the 1-2 seconds for a machine gun to
    catch up and hit him. However, this is also a double edged sword. If
    your opponent has 51HP left and you hit him with a revolver shot, it
    will take another whole 50 damage shot to kill him, which hinders it's
    damage ability. Keep this in mind when using High Damage, slow weapons.

    Single revolvers have a faster reload speed and are more accurate, but
    do less damage. I don't normally recommend using any single weapons
    unless you are running heavy and lack a second gun, but single
    revolvers still have a decent use.

    Minic: Standard revolvers. These ones are decent in about every
    field except for firing speed. Very usable. You will be using these a
    lot.

    Dynax: More accurate revolvers, with more rounds per clip and a
    faster firing speed, however the damage is much less per shot. Those
    two shots matter, making Dynax my favorite brand.

    Zaurus A: Balanced revolver. Has decent stats in every and is highly usable in any revolver situation.

    Phantom Cruise: Powerful Revolvers. These replace the Minic and
    Zaurus series for the mid levels. While having good damage, they lack
    in accuracy and firing speed.

    Sub-machine Guns
    Damage: OOOOOOOOO
    Range : OOOOO
    Accuracy : OOOO
    Clip : OOOOOO
    Speed: OOOOOOOO
    Does more damage to AP.
    Heavy weight weapon.

    Single SMGs
    Renard: 32x5 (160) 7 DMG [224 Per clip, 1120 Total] 77.78 DPS
    Walcom S5: 36x5 (180) 8 DMG [288 Per clip, 1440 Total] 88.89 DPS
    Ellan: 60x5 (300) 5 DMG [300 Per clip, 1500 Total] 55.56 DPS

    Dual SMGs
    Renardx2: 32x5 (160) 14 DMG (448 Per clip, 2240 Total) 155.56 DPS
    Walcom S5x2: 36x5 (180) 16 DMG (576 Per clip, 2880 Total) 177.78 DPS
    Ellenx2: 60x5 (300) 10 DMG (600 Per clip, 3000 Total) 111.11 DPS

    SMGs are close-range automatics that sport the highest DPS in the game,
    but have a small clip and bad control. SMGs are used best when your
    target is moving around a lot, as they have a wide spread and a wide
    shot. However, SMGs are very heavy compared to other guns.

    Single SMGs have a faster reload and a better accuracy, but are pitiful
    on the damage for a weapon that's based around doing a lot of damage
    fast. But in the end, these weapons as a single can still hurt. High
    end single SMGs still have a decent DPS and have a faster reload rate,
    making them very usable. I suggest using these if you are running heavy
    and don't want pistols or revolvers, you may just be surprised. They
    are very usable and still a great side arm.

    Renard: Typical SMG. At the beginning, they are what you will
    start off using. They tend to fire faster and be slightly more
    accurate, but do less damage per shot. Good SMGs to start with if you
    aren't very good with them. However, at this level, the Walcoms will be
    better.

    Walcom: Powerful SMG. They benefit from more damage per hit, but
    at the cost of a wider spread. If you are good using SMGs, you will
    benefit from the increase in Damage-per-second.

    Ellen: High clip SMG. Only have one gun in the entire SMG
    market. Ellens are very useless. They sport low damage, and a lower
    DPS. The only thing they benefit from is a larger clip, but that
    doesn't really help when they don't do much damage. Stay away from
    these.


    Rifles
    Damage: OOOOOOO
    Range : OOOOOOO
    Accuracy : OOOOOOO
    Clip : OOOOOO
    Speed: OOOOOO
    Does more damage to AP.
    Middle weight weapon.

    Nico R5: 32x5 (160) 12 DMG [384 Per clip, 1920] 91.67 DPS
    Walcom Warrior 77: 24x5 (120) 15 DMG [360 Per clip, 1800 Total] 150.00 DPS
    Maxwell LX30: 40x5 (200) 13 DMG [520 Per clip, 2600 Total] 162.50 DPS

    Rifles are great for when your target is moving forwards or backwards,
    but worse when it comes to them moving left or right. They have good
    damages and firing rates, as well as having some of the best accuracy
    out of any gun in the game. Good at medium to long ranges, but when the
    target is closer it's harder to make every bullet hit and they do less
    damage then other close range weapons. Thanks do their high accuracy,
    their damage is really good.

    Nico: Standard rifle. Does decent damage at a decent accuracy
    with a standard clip. A good rifle in it's own right, however at this
    point the other guns will quickly out perform the Nico R5, so keep
    upgrading when you can.

    Walcom: Powerful rifle. Has the highest damage per hit for rifle
    in the game, as well as a higher DPS, but lacks in clip size and
    accuracy. Better for fighting at close and medium ranges, however it
    does better long range then the other automatics like SMGs and MGs.

    Maxwell: Accurate rifle. Weaker damage per hit, however it's
    much faster and does much more damage over time then the others, while
    being pin-point accurate even from a crossed the map. If you like
    rifles, use this one, no exceptions at this point in time.

    Shotguns
    Damage: OOOOOOOOO
    Range : OOOO
    Accuracy : OO
    Clip : OO
    Speed: OO
    Must go through AP before HP.
    Middle weight weapon.

    Breaker 5: 5x5 (25) 6 DMG (72 Per shot) [360 Per clip, 1800 Total] 72.00 DPS

    Shotguns are slow firing, close-range, high damage weapons. Good at
    close and even medium ranges, they are great to carry around because of
    the high spike of burst damage that can be applied to a target,
    especially in the lower channels were bounty and premium armor isn't
    very prominent.

    Breaker: High clip shotgun. The only shotgun at this point.

    Rocket Launchers
    Damage: OOOOO
    Range : OOOOO
    Accuracy : OOOOOOOO
    Clip : OO
    Speed: OOO
    [X] Can't run on walls.
    [-20%] Movement Speed.
    Does more damage to AP.
    Heavy weight weapon.

    Maxwell RW-66: 5x4 (20) 30 DMG [120 Per clip, 720 Total] 30.00 DPS
    Walcom L1: 3x4 (12) 50 DMG [150 Per clip, 600 Total] 41.67 DPS

    Rocket launchers fire explosive projectiles that are capable of an area
    of effect damage, as well as being completely unblockable. The damages
    and DPS are very low, however it's not bad for spike damage and the
    rounds can hit multiple people which increases it's damage but isn't
    included in the calculation. Rockets will knock your opponents around
    and the thick smoke will add even more into the confusion.

    Maxwell: High clip rocket launcher. Has a much higher clip then
    the Walcom, as well as more damage in the entire clip in general, but
    lacks in damage per hit, which is drastically important for rocket
    launchers. It's also faster, but if you are using rockets for pure
    damage this isn't the one for you.

    Walcom: Powerful rocket launcher. Does more damage per hit, but
    is slower and has a much smaller clip. If you are using rockets for
    damage, use this one, however aiming will be very important. With only
    3 rounds per clip, you have to make them count.
    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:17 pm

    Getting There [Lv. 21-34]

    By this time there are too many different weapons to choose from, as
    well as different types of each weapon class. Each gun has a purpose
    and something it is both exceptional at and minimal at. Balancing your
    strategy and playing style can help you when selecting weapons and
    equipment. However, this doesn't mean that one weapon can't be used in
    another situation in which a different weapon would be advised and
    still be highly functional.

    There are a few questions you can ask yourself before choosing what
    weapons to stick with. How do you tend to fight others? How often do
    you find yourself running out of ammo? How often do you have problems
    dealing enough damage before you die? Answering these questions can
    help you select which guns to change to or how to change your playing
    style to work with your selections.

    Pistols
    Damage: OOOO
    Range : OOOOOOO
    Accuracy : OOOOOOO
    Clip : OOOO
    Speed: OOO
    Does even damage to AP and HP.
    Light weight weapon.

    Single Pistols
    Raven 6: 14x6 (84) 12 DMG [168 Per clip, 1008 Total] 54.55 DPS
    Raptor 160: 13x6 (78) 11 DMG [143 Per clip, 858 Total] 61.11 DPS

    Dual Pistols
    Raven 6x2: 14x6 (84) 24 DMG [336 Per clip, 2016 Total] 109.09 DPS
    Raptor 160x2: 13x6 (78) 22 DMG [286 Per clip, 1716 Total] 122.22 DPS

    Mid-level pistols aren't very good, and they still sport a really low
    damage per second. Good on accuracy, but there are other weapons to
    replace that at the moment. They do improve though, so if you have a
    thing for pistols you might as well use these.

    Raven: High damage pistols. Similar concept as to the lower
    leveled sets, but now provides a larger clip and higher damage over the
    Raptor, cutting down it's accuracy and firing speed a bit. It has more
    damage per clip than Revolvers while doing half the damage, so they are
    still very useful if you can aim.

    Raptor Fast pistols. They have a lower clip and lower damage,
    but benefit from a faster firing speed, accuracy, and a higher damage
    per second. A step under rifles in terms of accurate weapons, but very
    useful still. I prefer Raptors for pistols.

    Revolvers
    Damage: OOOOOOO
    Range : OOOOOO
    Accuracy : OOOOOO
    Clip : OO
    Speed: OOO
    Does more damage to HP.
    Light weight weapon.

    Single Revolvers
    Phantom Cruise N: 6x8 (48) 23 DMG [138 Per clip, 1104 Total] 57.50 DPS
    Dynax 8000: 8x8 (64) 18 DMG [144 Per clip, 1152 Total] 60.00 DPS

    Dual Revolvers
    Phantom Cruise Nx2: 6x8 (48) 46 DMG [276 Per clip, 2208 Total] 115.00 DPS
    Dynax 8000x2: 8x8 (64) 36 DMG [288 Per clip, 2304 Total] 120.00 DPS

    Revolvers still hold up as being very good for burst damage and incredibly accurate if you take time between your shots.

    Phantom Cruise: Inaccurate revolvers. They dominate the market
    at this level, however they have the worst accuracy out of any brand of
    revolvers. If you like using revolvers, use these until you can hit the
    Dynax series, otherwise try to find something else like Shotguns to
    cover your burst damage, or rifles for your long range.

    Dynax: Large clip revolvers. These are revolver bliss at this
    level. They have decent damage, and a large clip, and good accuracy. I
    believe those 2 extra shots are very useful, and make these a definite
    upgrade over the previous revolvers. Use them while they last.

    Sub-machine Guns
    Damage: OOOOOOOO
    Range : OOOO
    Accuracy : OOO
    Clip : OOOOO
    Speed: OOOOOO
    Does more damage to AP.
    Heavy weight weapon.

    Single SMGs
    Renard V: 32x5 (160) 7 DMG [224 Per clip, 1120 Total] 82.35 DPS
    Walcom S6: 36x5 (180) 9 DMG [324 Per clip, 1620 Total] 94.74 DPS

    Dual SMGs
    Renard Vx2: 40x5 (200) 14 DMG [560 Per clip, 2800 Total] 164.71 DPS
    Walcom S6x2: 36x5 (180) 18 DMG [648 Per clip, 3248 Total] 189.47 DPS

    SMGs still sport higher DPS then most Guns, but weight starts to become
    an issue and there are plenty of new guns to play with. Since weight is
    now an issue, many people stray away from SMGs and even forget how good
    they are. If you like automatics, I would stick to using these as they
    start showing true promise at this point.

    Renard: Fast SMGs. More accurate with a faster firing speed and a larger clip, but lower on the damage. Very balanced and easy to use.

    Walcom: Powerful SMGs. Does more damage both in DPS and Per
    shot, and very deadly in the hands of someone good with SMGS, but has a
    slightly smaller clip. Great SMGs for doing what SMGs do best.

    Rifles
    Damage: OOOOOO
    Range : OOOOOO
    Accuracy : OOOOOOO
    Clip : OOOOO
    Speed: OOOOO
    Does more damage to AP.
    Middle weight weapon.

    Nico R6: 36x5 (196) 15 DMG [540 Per clip, 2940 Total] 166.67 DPS

    Nico: Balanced rifle. While being the only upgrade to a higher
    level at this point, I still feel the previous Maxwell LX30 will do
    better for you at this point. This rifle manages to screw you out on
    the ammo, offering one clip of 16 instead of 36.

    Shotguns
    Damage: OOOOOOOOO
    Range : OOOO
    Accuracy : OO
    Clip : OO
    Speed: OO
    Must go through AP before HP.
    Middle weight weapon.

    Breaker 7: 5x5 (25) 8 DMG (96 Per shot) [480 Per clip, 2400 Total] 96.00 DPS
    Avenger: 2x5 (10) 10 DMG (120 Per shot) [240 Per clip, 1200 Total] 100.00 DPS

    This is where shotguns really start to show power. There are two types
    to play with now, each with their own uses. Shotguns will also be more
    popular at this point in time and very deadly.
    However, long range still will hurt the shotgun.

    Breaker: Large clip shotgun. Does less damage than the Avenger,
    but has a larger clip and a faster firing speed, as well as a slightly
    larger weight. A very standard shotgun, and most people will use this
    one.

    Avenger: Real shotgun. Lower clip and firing speed, however has
    the ability to kill someone in single shots, as well as being insanely
    powerful. If you can aim a shotgun and don't face very many people at
    once, use this thing. Despite what others say, shotguns are meant for
    Burst damage and the Avenger is king at it.

    Rocket Launchers
    Damage: OOOOO
    Range : OOOOO
    Accuracy : OOOOOOOO
    Clip : OOO
    Speed: OOO
    [X] Can't run on walls.
    [-20%] Movement Speed.
    Does more damage to AP.
    Heavy weight weapon.

    Walcom L1 M.K. II: 3x4 (12) 55 DMG [165 Per clip, 495 Total] 41.67 DPS
    Maxwell RW-77: 5x4 (20) 35 DMG [175 Per clip, 525 Total] 38.89 DPS

    Rocket launchers fire explosive projectiles at a slow pace. Weak damage
    and DPS, but cannot be blocked and the explosion damages everyone
    around it. The smoke and knock back effects are also really good for
    confusing your enemies.

    Walcom: Powerful rocket launcher. Benefits from a small damage
    increase, however it's very expensive to continue upgrading rocket
    launchers. If you use rockets constantly and have the money, obviously
    upgrade, however the original Walcom L1 will keep you going pretty much
    until level 50.

    Maxwell: Large clip rocket launcher. Benefits from a small
    damage increase. Still very weak, but faster with a larger clip. I
    dislike this brand because I believe rockets are only useful for
    powerful hits, however you may want to try this one and see if it works
    for you.

    Machine Guns
    Damage: OOOOOO
    Range : OOOO
    Accuracy : OOO
    Clip : OOOOOOOOOO
    Speed: OOOOO
    [X] Can't run on walls.
    [-20%] Movement Speed.
    Does more damage to AP.
    Heavy weight weapon.

    Nico MG-K8: 120x2 (240) 16 DMG [1920 Per clip, 3840 Total) 160.00 DPS

    Machine Guns have low firing speed, as well as a lower DPS and large
    weight, but they do sport 120 Round clips. Best used to overwhelm
    opponents with bullets, and good at medium ranges where the bullets can
    hit more; but there are better close range weapons and long range the
    damage really plummets. Great when paired with the cash shop Ammo
    Packs, as switching and dropping the item like a med kit will
    completely refill your current clip, and can keep you firing forever.

    Nico: Standard Machine-gun. The only type that bounty can buy.
    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:19 pm

    In The End [Lv. 35 and beyond]



    End-game brings you the ultimate of every weapon class. By this time

    you should have a firm grasp on how you want to play and how your

    opponents fight. Some key things to remember is having the most

    accurate gun isn't always the best, but less accurate guns can do less

    damage over time then others.



    Pistols

    Damage: OOOOO

    Range : OOOOOOO

    Accuracy : OOOOOOO

    Clip : OOOO

    Speed: OOOO

    Does even damage to AP and HP.



    Single Pistols

    Raven 7: 15x6 (90) 13 DMG [195 Per clip, 1170 Total] 61.90 DPS

    Raptor 200: 14x6 (84) 11 DMG [154 Per clip, 924 Total] 68.70 DPS



    Dual Pistols

    Raven 7x2: 15x6 (90) 26 DMG [390 Per clip, 2340 Total] 321.81 DPS

    Raptor 200x2: 14x6 (84) 22 DMG [308 Per clip, 1848 Total] 137.50 DPS



    Raptor: Fast pistols. These guns are great, with their pinpoint

    accuracy and attack speed. Still regarded as the best pistols in the

    game.



    Raven: High power pistols. While doing half the damage of a

    Revolver while having more the twice the ammo, the accuracy is very

    sub-par and the firing speed is slow. It's recommended to avoid using

    these unless you are close range alot and have good aim.



    Lucky Box: Raven 8x2

    Raven 8x2: 14x6 (84) 30 DMG [420 Per clip, 2520 Total] 150.00 DPS

    Raven 8x2 are another item obtained only from the Green Lucky Boxes. It

    has a faster delay then the original Raven, but still slower then the

    Raptor series. It also suffers from the same accuracy problems and this

    time around has a surprisingly high 20 Weight. I suppose if you liked

    the Raven series, use these; but I still think the Raptor 200x2 still

    out perform these.



    Revolvers

    Damage: OOOOOOOO

    Range : OOOOOO

    Accuracy : OOOOOO

    Clip : OOO

    Speed: OOO

    Does more damage to HP.



    Single Revolvers

    Minic 567 M.K. II: 6x8 (48) 25 DMG [150 Per clip, 1200 Total] 62.50 DPS

    Zaurus B: 6x8 (48) 25 DMG [150 Per clip, 1200 Total] 69.44 DPS



    Dual Revolvers

    Minic 567 M.K. IIx2: 6x8 (48) 50 DMG (300 Per clip, 2400 Total) 125.00 DPS

    Zaurus Bx2 6x8 (48) 50 DMG (300 Per clip, 2400 Total) 138.89 DPS



    Minic: Standard Revolvers. Will ultimately be replaced by the Zaurus series, but usuable until then.



    Zaurus: Fast powered revolvers. The most damaging in the game

    with a good accuracy and firing speed, but lower clip then the Dynax

    880C. Still highly usuable.



    Lucky Box: Dynax 880C x2

    Dynax 880C x2: 8x8 (64) 45 DMG [360 Per clip, 2880 Total] 150.00 DPS

    This revolvers boost a higher DPS and clip capacity while only doing 5

    less damage then normal Level 50 revolvers. While certainly not the

    most powerful, they are the best to use.



    Sub-Machine Guns

    Rough Level: 35-50

    Damage: OOOOOOOOO

    Range : OOOOO

    Accuracy : OOOO

    Clip : OOOOO

    Speed: OOOOOOO

    Does more damage to AP.



    Single SMGs

    Renard VI: 40x5 (200) 8 DMG [320 Per clip, 1600 Total] 100.00 DPS

    Walcom SLX: 32x5 (160) 11 DMG [352 Per clip, 1810 Total] 115.79 DPS



    Dual SMGs

    Renard VIx2: 40x5 (200) 16 DMG [640 Per clip, 3200 Total] 200.00 DPS

    Walcom XLSx2: 32x5 (160) 22 DMG [704 Per clip, 3520 Total] 231.58 DPS



    Renard: Fast SMGs. While having lower damage, they do sport a

    higher clip and a smaller recoil while doing less damage. Still highly

    usuable over the Walcom XLS.



    Walcom: Powerful SMGs. Have the best power, but have a lower clip and worse accuracy.



    Lucky Box: Walcom S7x2

    Walcom S7x2: 32x5 (160) 26 DMG [832 Per clip, 4160 Total] 273.68 DPS

    These SMGs are god, and can make you think twice before relying on a

    shotgun for your close ranged damage. If your going to fight in a

    Berserker Deathmatch, and your at the appropriate level, I highly

    suggest carrying a pair of these as they become Auto-revolvers with

    berserker.



    Rifles

    Damage: OOOOOOO

    Range : OOOOOO

    Accuracy : OOOOOO

    Clip : OOOOOO

    Speed: OOOOOO

    Does more damage to AP.



    Maxwell LX44: 40x5 (200) 14 DMG [560 Per clip, 2800 Total] 175.00 DPS

    Nico R7: 40x5 (200) 16 DMG [640 Per clip, 3200 Total] 177.78 DPS

    Walcom Warrior 88: 32x5 (160) 19 DMG [608 Per clip, 3040 Total] 190.00 DPS



    Maxwell: High accuracy, fast rifle. Still regarded as one of the best for it's accuracy and firing rate, however has the lowest damage.



    Nico: Balanced Rifle. Has decent firing speeds and damage with a

    good clip, however isn't the most accurate. Only does a few damage more

    per second then the Maxwell.



    Walcom: High powered rifle. Has the best DPS and damage per

    shot, but lacks accuracy and clip size. Good to use if you can deal

    with the accuracy and fight close range more often with your rifle.



    Lucky Box: Maxwell SWT

    Maxwell SWT: 50x5 (250) 16 DMG [800 Per clip, 4000 Total] 200.00 DPS

    A very good rifle. It holds a rather large clip, good damage, and the

    great accuracy the Maxwell series is known for. There's only one gripe

    I have and that's how the Maxwell series is somewhat of a special

    rifle. While it's heavenly accurate, that's a double edged sword as it

    is easier to miss with and harder to hit moving targets such as

    K-stylers. While professional rifle users may find Garm to be of a

    better choice as it has a higher damage per hit and a more comfortable

    recoil, this is clearly the best bounty rifle you can strive for.



    Shotguns

    Damage: OOOOOOOOO

    Range : OOOO

    Accuracy : OOO

    Clip : OO

    Speed: OO

    Must go through AP before HP.



    Breaker 8: 5x5 (25) 9 DMG (108 Per shot) [540 Per clip, 2700 Total] 108.00 DPS

    Avenger M.K. II: 2x5 (10) 11 DMG (132 Per shot) [264 Per clip, 1320 Total] 110.00 DPS



    Breaker: High clip shotgun. The most common shotgun, and while

    good with it's larger clip you sometimes won't live long enough to use

    all the shots, which doesn't exactly make the Breaker a real contender

    for a shotgun.



    Avenger: High powered shotgun. Does the biggest damage per shot

    and ultimately takes hold of being a real shotgun, however the clip is

    very slow and it has a longer firing speed. However, this Shotgun does

    pose the ability to one shot people, which can be a deal breaker

    between the two.



    Lucky Box: Breaker P9

    Breaker P9: 5x5 (25) 9 DMG (108 Per shot) [540 Per clip, 2700 Total] 108.00 DPS

    A lighter weight Breaker 8, but allows you to easily carry two 9 damage shotguns.



    Rocket Launchers

    Damage: OOOOO

    Range : OOOOOO

    Accuracy : OOOOOOO

    Clip : OO

    Speed: OOO

    [X] Can't run on walls.

    [-20%] Movement Speed.

    Does more damage to AP.



    Maxwell RW-88: 5x4 (20) 36 DMG [180 Per clip, 720 Total] 45.00 DPS

    Walcom L2: 4x4 (16) 55 DMG [220 Per clip, 880 Total] 45.83 DPS



    Maxwell: High clip rocket launcher. Still does lackluster damage

    until the RW-99, and with the Walcom L2 the only benefit the Maxwell

    owns is the faster attack speed, which isn't very useful for a rocket

    launcher.



    Walcom: High power rocket launcher. The most damaging with a decent clip. Very usable, even compared to the newer Maxwell.



    Lucky Box: Maxwell RW-99

    Maxwell RW-99: 6x4 (24) 45 DMG [270 Per clip, 1080 Total] 64.29 DPS

    While obviously having the best amount of ammo, it still isn't the

    strongest. However, that two rockets between doing 5 less damage isn't

    exactly a deal breaker. What this weapon basically does is put the

    Walcom/Maxwell at a stalemate. The better the burst damage per rocket

    is nice, the attack speed and more ammo does help, although it is a bit

    heavier. In the end this Maxwell is at least useful, if not better then

    the Walcom L2, but the Walcom L2 still holds a slightly higher damage

    per rocket.



    Machine Guns

    Damage: OOOOOO

    Range : OOOO

    Accuracy : OOOO

    Clip : OOOOOOOOO

    Speed: OOOOO

    [X] Can't run on walls.

    [-20%] Movement Speed.

    Does more damage to AP.



    Nico MG-KX: 120x2 (240) 18 DMG [2160 Per clip, 4320 Total] 180.00 DPS



    Nico: Heavy machine gun, the only type in production. The

    accuracy doesn't improve, and the speed doesn't either. However the

    Nico MGKX has a 120 round clip, and a 18 DMG bullet to stop even the

    strongest fighters in their tracks. There's no escaping the MG, but it

    does lack in close range damage still compared to SMGs, and the long

    range damage is pathetic. It's great for Death-match and Berserker, and

    pairs well with the cash shop Ammo Packs for quick, full reloads. If

    you can afford those, this turns into a god among men.



    Lucky Box: Nico MG-KX11

    Nico MG-KX11: 120x2 (240) 19 DMG [2280 Per clip, 4560 Total] 190.00 DPS

    Simply, this is an upgraded version of the Level 45 Nico MG. Equippable

    at 55, if you like using Machine Guns, use this for it's increased

    damage. That being said, it's not a whole lot better then the previous

    MG, and only benefits from one more damage per shot.
    chihakuryu
    chihakuryu
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:20 pm

    Premium Weapons



    Iris Pistol x2

    Score: OOO

    Level: 7

    Cost: 27G, Unlimited

    Essentially: Lower level Raptor-Raven hybrid



    Rather useless pistols, but most premium pistols are. These have a good

    accuracy and damage, but lack clip size and delay, making them more

    balanced then simply choosing over Raptors or Ravens, but makes them

    easily out played. The cost is high, and the model is bland; it's best

    to just avoid these pistols.



    Iron Crow Pistol x2

    Score: OOOO

    Level: 15

    Cost: 27G, Unlimited

    Essentially: Lower level Raptor



    Much more useful then the Iris pistols, but still easily replaceable.

    Basically carries good accuracy, damage, and a decent clip size, but is

    still slow on the firing speed; which is the most important factor for

    pistols. If you like pistols and need the mid-level pistols early,

    these will help; but otherwise avoid them.



    Ridic Hunter Pistol x2

    Score: OOO

    Level: 0

    Cost: 17G, Unlimited

    Essentially: Lower level Raptor with AP bonus



    Weak and slow, but has a decent clip size and admirable accuracy; not

    to mention the low weight. These pistols are pretty useless, but three

    things stand out: The Model, the +2 AP bonus, and the low cost. If you

    have a low character or like messing around, think of these as cheap

    entertainment, but as with most premium pistols completely useless.



    Adventurer Pistol x2

    Score: OOO

    Level: 0

    Cost: 17G, Unlimited

    Essentially: Crap.



    Even more useless then useless, here comes the Adventurer Pistols.

    While still sporting better stats then the Ridic Hunter pistols, they

    have nothing unique and will be replaced faster then you realize how

    bland the color scheme on the rather appealing model is. Still, they

    are very cheap and can be used just for the fun factor.



    Peacemaker x2

    Score: OOOO

    Level: 40

    Cost: 36G 7 Days, 41G 15 Days, 52G 30 Days

    Essentially: Higher level version of a lower level gun



    For having such an appealing model, these revolvers are very useless.

    These are basically the same revolvers you can get 4 levels sooner with

    a new model. The only real use you can get out of these are if you use

    two sets of revolvers at once, but even then I don't think the huge

    price tag is going to be worth it.



    Gold Hound x2

    Score: OOOOO

    Level: 24

    Cost: 25G, 7 days / 30G, 15 days / 36G, 30 days / 62G, 180 days

    Essentially: Lower level, high powered revolvers



    These revolvers actually aren't that bad. While they can be replaced,

    they can last for up to 12 levels and have a rather unique model. They

    are also up for 180 day rent for a moderate price, and they have

    slightly better accuracy then most revolvers of it's class. All and

    all, they are useful if you like the model and use revolvers a lot, but

    they do get capped out later on.



    Iris Revolver x2

    Score: OOOOO

    Level: 7

    Cost: 27G, Unlimited

    Essentially: Lower level version of Mid level revolver with good accuracy



    The only thing that buffs up these revolver's score is the accuracy. It

    has next to the best accuracy you can get on revolvers, while still

    doing decent damage at the same time. These could probably be useful to

    you for some time if you like being more accurate with your revolvers,

    and the price isn't too bad. The biggest fail is the model, so bland

    and ugly.



    Iron Crow Revolverx2

    Score: OOOOOOOOO

    Level: 15

    Cost: 27G, Unlimited

    Essentially: Lower level version of a higher level Dynax



    Essentially a higher level Dynax usable at 15, as it has a higher clip

    and decent firing speed, coupled with a decent amount of damage (42,

    compared to a Zaurus Bx2's 50). I would say they are usable all the

    way, and they are surprisingly light weight for the damage they do.

    Great side arm if your running on the heavy side. The accuracy is

    surprisingly good as well. The amount of ammo in a single clip is far

    greater then the 8 damage less per shot. Awesome weapon, well worth

    every penny, even after you reach the Dynax 8800C.



    CRUZ-FX177

    Score: OOOOOO

    Level: 25

    Cost: 31G, 7 Days / 38G, 15 Days / 48G, 30 Days

    Essentially: Expensive Lower level Dynax 8800C



    Geez, are these expensive. Not to mention the fact they have an ugly

    model that doesn't fit in with the rest of the game at all. However,

    unlike most Premium Weapons, these do serve a bit of a purpose. Since

    the Dynax 8800C is the best revolvers in the game but unobtainable

    until the higher levels, these should tie you over until then. Very

    expensive though, and only recommended for Revolver Purists. I

    recommend the Iron Crow Revolvers over these any day, which are usable

    at a much lower level.



    Golden Olympus

    Score: OOO

    Cost: 21G, 7 Days / 29, 15 Days / 42G, 30 Days

    Essentially: Lower Level Standard Revolver



    If anything, you can get the Iron Crow Revolver at the same level which

    has a 8 round clip with 4 less damage per shot, is cheaper and

    unlimited, and ultimately more useful than this will ever be. Really.

    This is the most worthless piece of worthless to ever cross the premium

    shop.



    Iris SMG x2

    Score: OOOO

    Level: 7

    Cost: 27G, Unlimited

    Essentially: Lower level Walcom-Renard hybrid



    These SMGs aren't bad if you are looking for a good set at a lower

    level. They are replaced soon enough, but they offer a few things above

    whatever cou ld replace it. For one, they have a 40 round clip, which

    you don't see until the high 20s. However, the damage is only 16 and

    the delay is that of a Walcom. Not bad, but not really good either. I

    do like the TMP look.



    Iron Crow SMG x2

    Score: OOOO

    Level: 15

    Cost: 37G, Unlimited

    Essentially: Lower level Renard



    This is fail. These are only a tad bit better then the Iris SMG, but

    the model is a complete rip off of the later Walcom series and they are

    still replaced by in the 20s by the real Renards. They aren't terrible,

    but they are too similar to the Iris SMGs and I would probably pick

    those up over these.



    Adventurer SMG x2

    Score: OOOO

    Level: 0

    Cost: 17G, Unlimited

    Essentially: Low level Renard



    While being very weak, I can see a few uses. For one, they have the

    delay of a Renard with the Controllable of a Walcom, but have a 40

    round clip. They are also fairly cheap though, and SMGs are really

    useful when you start out because they have the highest DPS in the

    game, so these aren't a terrible buy. The only problem is they ripped

    the model right off of the in-game Renards.



    Iron Crow Rifle

    Score: OOOOO

    Level: 15

    Cost: 37G, Unlimited

    Essentially: Lower level, slower Nico R6



    Has a decent damage and accuracy, but a standard clip and a slower

    delay. Not a terrible gun, good for it's level, but it's nothing

    spectacular. It's worth it for the few levels where it is the better

    rifles, but it's easily replaced.



    Iris Rifle

    Score: OOOO

    Level: 7

    Cost: 27G, Unlimited

    Essentially: Slowest Nico ever



    While having a very cool model of an MP5, the damage is lackluster and

    the delay is the highest out of any rifle in the game. Everything else

    is standard, and I don't really see a use for this rifle anywhere.

    Easily replaceable by a short later bounty rifle.



    Prime TX

    Score: OOOOOO

    Level: 24

    Cost: 37G, Unlimited

    Essentially: Slower, high powered Nico



    This is one of the few guns to have a small purpose over bounty

    weapons. Before Garm, this rifle had the second highest damage per shot

    compared to a Walcom Warrior, however that's it. It's slow, it has a

    low clip, and it's just mediocre. It's alright, but there are better

    rifles out there.



    Garm

    Score: OOOOOOOOO

    Level: 40

    Cost: Pink Lucky Box

    Essentially: Accurate Walcom Warrior



    Currently probably the best rifle in the game. It has a high damage

    with a high delay, but a good accuracy making it better then the Walcom

    Warrior 88. Having a higher damage per hit is important on a rifle as

    they can miss easily, so this rifle has it's own uses. Highly suggested

    if you use rifles and can stomach a few lucky boxes.



    Iris Shotgun

    Score: OOOOOO

    Level: 7

    Cost: 27G, Unlimited

    Essentially: Lower level Breaker P9 copy



    This shotgun is weak with a high delay, but it has a nice 18 weight

    which can be very useful. You can also use it at a low level, and as

    everyone knows that's really important if you are a K-styler who uses

    two shotguns. A decent Shotgun, but easily replaceable later on. Too

    bad the model is a rip off of an Avenger.



    Iron Crow Shotgun

    Score: OOOOOO

    Level: 15

    Cost: 27G, Unlimited

    Essentially: Faster Lower level Breaker P9 copy



    While this shotgun is similar to the Iris at a higher level, it does

    have one proud point: The delay. It's rather fast for a shotgun, which

    can save you easily in a shotgun fight. A decent shotgun, and can last

    longer then the Iris thanks to the shorter delay, but still easily

    replaceable.



    Cruelizon

    Score: OOOOOOO

    Level: 24

    Cost: 25G 7 days, 30G 15 days, 36G 30 days, 62G 180 days

    Essentially: Lower level, slower Breaker 8



    Great at the level you can use it, however it can be replaced by the

    Breaker 8 at level 45. That is, unless, you use multiple shotguns; then

    you have two 9 Damage shotguns to use at the same time, rather then a 9

    DMG and an 8 DMG; That is until you get a Breaker P9. It also has a low

    weight, but it's a slower shotgun which could harm your spammage speed.



    Pioneer

    Score: OOOOOOOOO

    Level: 40

    Cost: 36G 7 Days, 41G 15 Days, 52G 30 Days

    Essentially: The best shotgun in the game



    Probably one of the best shotguns in the game, because it's very

    similar to the Breaker 8 series except for having one more shot in each

    clip (6x5). Well worth trying to get if you use shotguns alot. Other

    then that, it's a standard shotgun.



    Iron Crow Machine Gun

    Score: OOOOO

    Level: 15

    Cost: 37G, Unlimited

    Essentially: Newb slayer



    While being basically a Nico MG, you can use this one a full 10 levels

    before the bounty one, and it's very rare to see in the lower channels.

    Great for racking up the kills at this time and leveling faster, and

    getting kicked from the game. The weight is pretty low, so it does have

    a use past the standard Nico MG if you can put up with the lower damage.



    Pressure RX

    Score: OOOOOOOOO

    Level: 24

    Cost: 25G 7 days, 30G 15 days, 36G 30 days, 47G 180 days

    Essentially: The best rocket launcher in the game



    This is currently the best rocket launcher you can have in the game.

    It's rather cheap for a 180 Day rent (Which is half a year, that should

    be more then enough) and carries the damage of a Walcom, but the clip

    of a Maxwell. A must have for anyone who uses rockets, and is useful

    forever.



    Iron Crow Rocket

    Score: OOOOOOO

    Level: 15

    Cost: 37, Unlimited

    Essentially: Lower Level Maxwell/Walcom cross



    While having the strangest shape in history, this rocket does have a

    use that might even reach end-game. It has a 4 Rocket clip while doing

    55 damage, which is rather impressive and still does a higher damage

    then the Pressure RX. The only problem is the delay, it's huge. If you

    use rockets and want a good one for awhile, try this one.



    Iris Rocket

    Score: OOOO

    Level: 7

    Cost: 27, Unlimited

    Essentially: Expensive crap



    Basically a gimped Maxwell you can use at a lower level. Other then

    that, it's nothing short of failure. I would recommend avoiding this

    gun more then you do Premium Pistols. Hell, even the model was ripped

    right off the bounty weapons. Not worth your time.
    chihakuryu
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:21 pm

    Elemental Items

    Premium shop only.

    Wearing a elemental allows you to apply various effects to your
    opponent when you hit them with a massive strike. They take up one of
    your item slots, so choose wisely, There are three forms of elementals:
    Eyes: Weak effect. Adds a color to your slash trail, glows with a massive charge.
    Coins: Basic effect. Glows normally, adds a glowing trail with a charge.
    Medels: Strong effect. Glows with a glowing trail constantly.

    Windscar

    Electric Stun.
    When applied, the enemy will be frozen in place and suspended in the
    air for a brief moment of time. This is perfect for gathering quick,
    easy kills. Stunned targets can still fight back, but are unable to
    move for a short period of time. However, it does glitch up
    occasionally and the target will be able to fire back but will not be
    able to move.

    Enia

    Frost Cripple.
    Similar to Windscar, this is a coin with a cripple effect. A person
    under the effect will not be able to dash or roll for a short period of
    time, and is slowed down on movement speed. However, this lasts longer
    then Windscar.

    Canopus

    Fire destruction.
    Canopus ignites the enemy, causing damage to them over time. Great for
    increasing your damage per second and killing people even after you're
    dead. Must destroy AP before HP.

    Giston

    Poison death.
    Weaker then Canopus, however poison directly affects HP and ignores AP.

    Items

    Health Kits

    Bounty, unlimited.
    Premium item, Max 30 days.
    Can hold up to 10.

    Recover depleted health. These are very good after fights, although
    harder to use while in a fight. It will take many of the bounty Health
    Packs to recover just a chunk of your health, but Premium Health Packs
    can restore alot more then the standard bounty ones, and are very
    useful for staying alive in death matches and team games.

    Armor Kits

    Bounty, unlimited.
    Premium item, Max 30 days.
    Can hold up to 10.

    Recovers damaged armor. Not as useful as Health Packs, as armor is
    easilly completely eliminated before health, however if you have a set
    of high AP armor with AP rings, these are definitely worth getting to
    restore that massive amount of armor. Premium Armor Packs restore a lot
    more armor then bounty ones, and are cheap and useful compared to other
    premium items.

    Magazine Pouch

    Premium item only, Max 30 days.
    Can hold up to 6.
    More useful over the previous two in my opinion, however they only
    exist in the Premium Item shop. Essentially, these will restore ammo if
    your clip is low, or if your current clip is full, they will add
    another whole clip to your stock, assuming it's not full. Great to use
    for quick or even skipping reloads, and best when used with weapons
    with higher clips.

    Triangular Seaweed Roll

    Bounty only.
    Can hold up to 8.
    This Green Lucky Box item is similar to Med Kits and Health kits, only
    it recovers a minimal amount of HP and AP at the same time.

    Frag Grenades

    Bounty only.
    Can hold up to 12.
    Grenades do a high amount of damage per hit, and have a great area of
    effect. Highly recommended for carrying around, and best when used in
    tight spaces with lots of people around. Can quickly turn a match into
    complete chaos and "GunZ: The Duel" into, "Bomberman".

    Flash Bangs

    Bounty only.
    Can hold up to 12.
    Flash bang explosions will blind people completely and deafen them for
    a short period of time, making someone under the effect completely
    vulnerable. Has a long fuse, and you can blind yourself if your not
    careful. However, the timer on them is pretty long. These aren't used
    very often, and most people will kick you from a match because they
    aren't intelligent enough to avoid staring directly at one.

    Smoke Grenades

    Bounty only.
    Can hold up to 14.
    Basically useless, as smoke is not very thick. Stick to flash bangs.
    Usable only really for a fun-factor. However, smokes do have a better
    effect at letting you know when they are active, and are used much less
    then Flash Bangs.
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:26 pm

    Weapon Combinations

    A run down of what I think of every possible weapon combo in the game.
    All of these are my opinions, but I encourage you to select something
    you love and make it the best combo in the game instead of going on
    what I think.

    Pistols and Pistols
    Effectiveness: OOO

    Pistols are already pretty low powered weapons, but they are fast and
    accurate. The problem with the Pistol/Pistol combo is there's really
    not enough power behind it, and it will take too many shots just to
    take down one person. Pistols are better when paired with other weapons.

    Pistols and Revolvers
    Effectiveness: OOOOO

    Revolvers and pistols have the same shots, and both are fairly
    accurate. This is an awesome combo because it's extremely light weight
    and has power and speed. It doesn't fair the best against other combos,
    but it still has it's use as against single targets.

    Pistols and Sub-machine Gun
    Effectiveness: OOOOOOO

    SMGs are fast and powerful, Pistols are fast and have almost the same
    damage per shot as an SMG. Both have the same type of two-bullet shot,
    except the SMGs are faster, but pistols are more accurate. Think of the
    pistols as, "Accurate SMGs" and you have a good cover on all areas of
    damage, and Pistols are light weight so it's possible to carry more.


    Pistols and Shotgun
    Effectiveness: OOOOOO

    Good for single target DPS, pistols here are good replacement for the
    Revolvers or Rifle you may carry instead of them. If you like pistols
    or you aren't hitting much with revolvers or a rifle, try using this
    combo.

    Pistols and Rifle
    Effectiveness; OOOOO

    Rifles are fast and accurate, and so are pistols. This combo is great
    if you are good at aiming but low of weight or like pistols. Pistols
    are also a better replacement for shooting your target as it moves
    around, as rifles aren't very good at fast moving targets. While it's
    not a bad combo, it's not very powerful.

    Pistols and Machine-Gun
    Effectiveness: OOOOO

    MGs are great for mowing down targets from medium range, but what about
    longer range? Well pistols will do a little bit more damage per shot at
    a longer distance, and help cover the short comings of the MG. However,
    it's an awkward switch and takes some time getting used to.

    Pistols and Rocket Launcher
    Effectiveness: OOOO

    This combo isn't very effective because of the shot differences between
    the two weapons. While it's nice to get that opening with the rocket,
    it's a waste because of how difficult it is to get damage done with two
    low-damage weapons. Your opponent could easily out damage you.

    Revolvers and Revolvers
    Effectiveness: OOOOOOOO

    Revolvers are powerful already, but combine two and Swap Shot/Reload
    Shot with them and you have 50 damage machine guns. This also makes
    them nearly pin-point accurate, making this combo one of the most
    lethal in the game at all ranges. The one down side is you may need to
    train your aim a bit, but with the amount of shots you are firing you
    shouldn't have a problem. However, your ammo is limited and it takes
    awhile to reload both guns.

    Revolvers and Sub-Machine Gun
    Effectiveness: OOOOOOOO

    SMGs do a lot of damage over time, revolvers do a lot of damage at
    once. Put them together and not only do you have super damage, but you
    cover all ranges and with good aim you will increase your chances of
    living against someone who shoots from corners using instant weapons.
    Highly recommended combo.

    Revolvers and Rifle
    Effectiveness: OOOOOO

    A bit odd at first, but great for almost every range and situation
    except fast moving targets. Hallways/Long Range will benefit you the
    most though. The weight is good and so is the damage, but it's not
    really, "exceptional" at any of them.

    Revolvers and Shotgun

    Effectiveness: OOOOOOOOO

    Another insane combo. This gives you two instant weapons with the most
    power you can see in the game. Many people tend to favor this combo as
    it's easy to use and insanely effective. You can cover high damage at
    all ranges with this, and your all around damage is great. The Weight
    is great as well.

    Revolvers and Machine Gun
    Effectiveness: OOOOOO

    Not much more favorable with then using pistols instead, but Revolvers
    do strong damage and balance out nicely with an MG making you a
    constant threat.

    Revolvers and Rocket Launcher
    Effectiveness: OOOOOOO

    Rockets provide a thick smoke to blind most enemies and the revolver
    shot is quick and powerful. Some people may not even know what you're
    hitting them with. A good combination, but lacks in closer range
    damages and has some situational flaws.

    Sub-Machine Gun and Sub-Machine Gun
    Effectiveness: OOOOOOO

    What's better then one set of SMGs? Two of course! You're DPS will be
    insane, and so will your weight! However, you do have much more ammo
    and the damage is just good enough to help you decimate multiple
    targets and even last at longer ranges. However, with all single-weapon
    type load outs you will lack utility which will lead to a lot of deaths
    by certain weapon types.

    Sub-Machine Gun and Rifle
    Effectiveness: OOOOOOO

    This combo is great for almost every single situation in the game
    except those who hide behind corners shooting
    shotguns/rockets/revolvers at you. The damage is great, the ammo is
    great, and the weight isn't terribly bad. A wise combo to use against
    almost every enemy.

    Sub-Machine Gun and Machine Gun
    Effectiveness: OOOOOO

    A sprayer's heaven, but also very heavy. This provides great damage,
    great ammo, and great multi-enemy fighting. The only real problem is
    that your DPS from anything farther then Medium will be pretty bad, and
    Shotguns can still out damage you close range. However, it's still a
    very balanced combo and isn't limited by range because bullets can
    still hit and hurt.

    Sub-Machine Gun and Shotgun
    Effectiveness: OOOOOOO

    What you achieve with this combo is the strongest close-range DPS and
    strongest close-range burst damage you can find outside of using two
    shotguns. SMGs provide cover and constant strong damage, but when the
    enemy is close you can hit them hard with the shotgun. SMGs are also
    good for picking off running targets you just blasted with the shotgun.
    A very good combo.

    Sub-Machine Gun and Rocket Launcher
    Effectiveness: OOOOO

    A very Medium-range orientated combo. Rockets are no good point blank,
    but SMGs are. Rockets are better at medium range, but SMGs aren't. It's
    a decent single-target eliminator, but it's harder to work with then
    most.

    Rifle and Rifle
    Effectiveness: OOOOOO

    This combo provides some of the best Long and Medium range damages you
    can get. Normally rifles take alot of shots to kill a single target,
    but when you have two of them you have the ammo and the damage to take
    on almost anyone except fast moving targets and point blank targets. A
    good balanced combo that's easy to learn.

    Rifle and Shotgun

    Effectiveness: OOOOOO

    People who use this are normally deemed, "Hybrid" Stylers. This combo
    gives you a typical automatic and a great close range weapon, and helps
    you excel at about every range and situation possible and has a
    surprisingly light weight. Takes some time getting used to, but should
    definitely not be passed up if you're a fan of both weapon types.

    Rifle and Machine Gun
    Effectiveness: OOOOOOO

    A very odd combo, but very useful. The rifle can pick up on the damage
    on distant targets, and the MG provides great close and medium range
    damage. Both guns are similar in shot types, and this combo isn't very
    hard to pick up and use.

    Rifle and Rocket Launcher
    Effectiveness: OOOOOOOO

    A very odd, yet effective combo. I dub thee, "The K-styler Killer". The
    rifle will tear through with DPS as well as allow you to aim at the
    feet when shooting at someone blocking; and rockets will pop them out
    of corners quickly and chip off even more HP. Odd sounding, yet the
    most effective combo I see for dealing with K-stylers.

    Shotgun and Shotgun
    Effectiveness: OOOOOOO

    How I do hate this combo, for multiple reasons, but no one can deny how
    effective it is. Provides the best DPS and the best burst damage in the
    game, at the cost of a lower ammo count. It seldom matters though, as
    you only need 2, maybe 3 shots to kill anyone. Favored by a large
    percent of the population, and the most common combo that has
    effectively broken the game. It's hard to play a duel or a Clan War
    without this combo, and it's very common.

    However, it's biggest problem is that it lacks any kind of utility or
    range. For the most part it's based on luck; whether you hit someone
    from medium range with 8 pellets or 2 is completely up to the random
    shot pattern.

    Shotgun and Machine Gun
    Effectiveness: OOOOO

    Another strange but effective combo. Machine guns have alot of ammo and
    are great for slowing chipping away health, however the Shotgun is good
    at taking away large chunks of health at a time. Put them together and
    you have a great way to take down not only single targets, but last
    multiple fights as well. This is basically the best spike and the best
    constant damage you can get.

    Shotgun and Rocket Launcher
    Effectiveness: OOOOOO
    This is a great combo. Basically, you rely on the rocket to open up
    your opponent, and the SG to do the most damage. This combo is fast and
    hard to track, however it's really only good for single target fights,
    as the ammo is very low.

    Machine Gun and Machine Gun
    Effectiveness: OOOOO

    The one of the heaviest combination in the game, but very useful. To
    put it simply, you have TOO MUCH AMMO. Use it. Your DPS and spike
    damage is low, but you can fire forever, making even long range cower.
    Add in some Magazine Pouches and really tear up the battle. However,
    with all the Double Shotgun users, it is hard to survive using this
    combo. Expect a learning curve for dealing with the accuracy (or lack
    there of).

    Machine gun and Rocket Launcher
    Effectiveness: OOOOOO

    Who doesn't like to be hosed down with bullets and then get slapped in
    the face with a rocket? This combo is all about chipping away as much
    health as possible, and confusing the opponent greatly. It's so unique
    and diverse, not many people not how to deal with it. If you're out of
    options or just want to try something new, try this.

    Rocket Launcher and Rocket Launcher
    Effectiveness: OOOOOO
    As with most double weapon combos, this one pretty decent. You have a
    good amount of power and the explosion effect is pretty good for
    causing complete chaos, but overall your single-target DPS is bad as
    well as your ability to fight one on one. For the most part, shotguns
    will completely tear you apart because you usually have to aim at the
    ground to deal damage to people.

    Recommended by Game Type


    Deathmatch
    Rifle and Rocket Launcher
    Machine Gun and Rifle
    Sub-Machine Gun and Shotgun

    Berserker Deathmatch
    Revolvers and Rifle
    Sub-Machine Gun and Rifle
    Machine Gun and Machine Gun

    Team Deathmatch
    Machine gun and Rocket Launcher
    Shotgun and Shotgun
    Revolvers and Revolvers

    Duels (Or how to get kicked after your first win)
    Rifle and Rocket Launcher
    Sub-Machine Gun and Rocket Launcher
    Revolvers and Shotgun
    chihakuryu
    chihakuryu
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:26 pm

    Melee Weapons

    Due to the nature of these weapons, it's
    impossible to talk about them without referring to a style. Want to
    learn a style? Head to the 'Styles' forum.


    Sword

    The most common weapon in GunZ from
    start to finish. The damage and range is the current best for melee
    weapons, and using abilities such as Double-butterfly gives you a high
    attack speed that rivals the dagger.

    These days, it's impossible to play without a sword. Block is a key ability to survive in GunZ
    anymore, and is useful for protecting most of your body; leaving only
    your knees and down exposed. Ultimately, most people will flock to this
    weapon as the are easy to use and very effective.

    Rusty Sword (Level 0)
    The starting sword, will easily be replaced by the next higher up sword.

    Iron Sword (Level 5)
    The Iron Sword has a stronger attack then the Rusty Sword without
    sacrificing any stats. A complete upgrade and should be the obvious
    move from the Rusty Sword.

    Military Sword (Level 10)
    It's a tad bit heavier, but has two more damage and a faster attack
    speed, which will be really useful in causing damage. At this level you
    should be able to have the free weight and upgrade to this sword.

    Lightweight Sword (Level 20)
    A vastly weaker sword, but much lighter then the others. It's also a
    tad bit faster. This is more a tool, if you need a sword and are a few
    points over your weight limit, equip this one; however the previous
    sword is strong enough to last you until the next upgrade.

    High Class Sword (Level 30)
    One point heavier then the Military Sword, but as fast as the
    Lightweight Sword while doing 20 damage. If you're using a sword,
    obviously you should upgrade to this one if you can work the weight
    into it.

    Devil Slayer Sword (Level 40)
    A complete upgrade from the High Class sword, it boosts damage and
    lowers the weight while keeping the attack speed. A very common sword
    and very deadly boasting such a high attack power.

    Golden Dragon Sword (Level 50)
    Offers more damage while being faster at the cost of one point over the
    Devil Slayer in weight. Every sword users dream, this sword completes
    any high level player looking for a melee brawl.

    Lucky Box: Shura (Level 60)
    This sword is also a complete upgrade from the Golden Dragon Sword,
    almost into the point of being overpowered. It boosts damage and attack
    speed while lowering the weight by a nominal amount, making it the best
    sword in the game while not exactly being the strongest.

    Kodachis

    For how often they are seen, you'd be surprised how good Kodachis are.
    They are similar to swords in every way, except have a faster attack
    speed and a few key moves that only they can do, like Void Step. This
    move allows you to surpass even dagger attack speeds and completely mow
    down a room, sacrificing your movement speed but the combo is easy to
    break and simple to perform. While they lack damage and are heavier,
    Kodachis excel in melee combat.

    Most people do not use Kodachis because of their enormous weight and
    lower damage per slash, but I highly suggest trying these swords out if
    you K-style alot before simply disregarding them. There are much fewer
    kodachis in the game then daggers or swords.

    Iron Kodachi (Level 10)
    Right off the bat you will notice these weapons are heavy, but they
    have a good attack power and attack speed. If you're going the route of
    kodachis, these will be your starting point.

    Lightweight Kodachi (Level 21)
    Unlike the other Lightweight weapons, the Kodachi's are actually better
    in attack and speed while only weighing a little bit more then a sword.
    The dramatic loss in weight can even help these swords replace the next
    ones completely.

    High Class Kodachi (Level 32)
    A deal breaking six weight more over the Lightweight Kodachi, while
    only offering one damage. If you have the space free, feel free to try
    using these as they are stronger and have a very good model, otherwise
    the Lightweight Kodachi's will serve you better.

    Red Blood Kodachi (Level 43)
    While being lighter then the High Class Kodachi, these are still very
    heavy. However, it boasts a 260 Delay and great damage, making it the
    clear choice if you can spare the weight. The model is also one of my
    favorites, next to the High Class Kodachi.

    Lucky box: Dual Scimitar (Level 54)
    While being very heavy like most Kodachis, the damage is top notch.
    While still under those of a sword, the attack speed and the ability to
    use Void Step cannot be looked over with these swords. The model is
    pleasing, and you're more then likely going to be one of the only
    people using these, so try them out before you simply denounce Kodachis
    for K-style. Hell, even if you don't K-style these can still be highly
    usable.

    Daggers

    The complete underdog of the entire melee genera. If swords and
    kodachis do so much better, why even consider the dagger? Well, for a
    few key reasons.

    For instance, the movement. Daggers have a tighter and more
    controllable feel as opposed to the floaty, automatic drift movements
    of Swords. You can effectively turn sharper and move around alittle bit
    faster then a sword, as well as provide great movement around terrain.
    E-lunge is the fastest movement technique in the game, and while very
    difficult to master, is one of the most enjoyable moves to use in the
    game.

    Also, daggers teach you something swords won't: movement and dodging.
    While it's still possible to do this with a sword, you are most likely
    going to either charge your opponent or block. Daggers will always keep
    you moving, and ultimately can teach people some of the best sticky
    targeting you can have. You will also find it's much harder to hit
    someone with a dagger.

    Not very recommended unless you are wanting to break out of the box and
    like a challenge. Daggers are not for the light hearted, and ultimately
    unless you are phenomenal it will take some time to catch up do a
    K-styler using a Dagger. Much harder to master, with much less to gain.

    Rusty Dagger (Level 0)
    Starting dagger, and easily replaced by the next dagger.

    Iron Dagger (Level 5)
    Stronger and faster then the Rusty Dagger while sporting the same weight. Upgrade to this as soon as the chance arrives.

    Military Dagger (Level 9)
    While being one point heavier then the Iron Dagger, this dagger does add in two more damage making it a worthwhile upgrade.

    Lightweight Dagger (Level 18)
    While doing one less damage, it is very fast while also being the same
    weight as the Iron and Rusty daggers. Personally I would upgrade to
    this dagger as attack speed and weight are important, and damage comes
    second hand to daggers.

    High Class Dagger (Level 27)
    This is where you start to choose if you want to go for damage or
    utility. The High Class Dagger is heavier then the military dagger, but
    a tad bit faster while doing one more damage. However, it is also a
    good idea to stick with the Lightweight Dagger for it's lower weight
    and faster attack speed, as dagger damage is somewhat minimal.

    Phantom Slaying Dagger (Level 36)
    A pure upgrade except for one thing, which is the attack speed. With
    daggers, they already attack pretty fast but if you're use to fast
    daggers you might notice the attack speed difference. However it has
    the lowest weight out of the shop daggers while having the highest
    damage up to this point, so it's a good idea to buy one and hold onto
    it encase you are running very heavy.

    Warlords Gut Ripper (Level 45)
    Being one point heavier then the Phantom Slaying Dagger, this blade is
    stronger and faster, making it one of the obvious choices for end-game
    daggers. It's very seldom you will have to switch this out with the
    lighter Phantom Slaying Dagger unless you use alot of heavy weapons and
    armor.

    Lucky Box: Crystal Knife (Level 54)
    As with all lucky box items, this one is also a complete upgrade.
    Boosting the highest attack, speed, while keeping 4 weight, it will put
    all your other daggers to the side.

    Premium Melee Weapons

    Unlike projectile weapons, premium melee weapons are almost always
    useless. Every single one of them will be replaced in the mid levels,
    so buying them is rather wasteful. If you're a dagger user, this goes
    double; it's hardly worth spending G-coins on items you barely attack
    with. However, if you like an item for it's model go ahead and use it.
    I personally love the model on the Adventurer Dagger, and since I'm not
    a purist on damage I use it quite often.

    In the end, none of them is worth buying unless you want something that stands out.
    chihakuryu
    chihakuryu
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:27 pm

    How to fight a K-styler

    Since I know a lot of people who look at this guide might be interested
    in succeeding in a different play style other than K-style, this
    section is to try to share what I've learned on the subject.

    Obviously not every K-styler plays like this, but from my experience in
    duels and death matches, a majority do and the others use a combination
    of these and different tactics. In the end, the best selection comes
    from practice.

    The Load out.

    What you use as your primary weapons can greatly affect what you can
    and can not do, though it's certainly the user that makes the weapon.
    The safest setup is to use one automatic weapon and one burst weapon.
    The automatic weapons are the Pistols, SMGs, Rifles, and Machine Guns;
    while the Burst Damage weapons are Revolvers, Shotguns, and Rockets. By
    now you should know what does what, so it's important to pay attention
    to a few things.

    For one, accuracy. Using SMGs and a Shotgun means you have little to no
    consistent accuracy. To offset this, you can use SMGs and Revolvers,
    which gives you a good amount of accuracy and power. This is a good
    setup if you want to keep moving with good damage. However, it's
    important to realize how good Rockets are. Not only do they go through
    block, but they also can detect users around corners and hit people who
    are hiding. K-stylers themselves like to hide a lot around corners for
    cheap quick kills, so using a Rocket Launcher may solve a lot of
    problems you have and prevents people from healing and reloading, which
    is a K-styler weakness since most of them rely on double shotguns.
    Grenades work in the same effect, albeit much slower. Grenades are
    great for flushing them out into the line of automatic fire, so it's
    best to stay one step ahead.

    As for melee, it's clearly up to you. However, for the best tactical
    effect I suggest a Dagger. The movements from a dagger to a gun are
    more precise and the overall movement is tight and allows you to move
    around a lot more in a less predictable pattern. The biggest problem
    with this is that in a death match you are going to quickly end up
    sword food without block, but the more you play with a dagger the more
    you'll get used to avoiding swords when moving and turning block into a
    liability. There's no reason to take up D-style and practice moves like
    Dagger Gattle and E-lunge, as for the most part you will be more
    effective without it. It's a good idea to almost never lunge, as well;
    it will make you wide open for a shotgun assault.

    Swords work as well, but the general movement of the sword is more
    floaty and uncontrollable. If you are comfortable with swords, simply
    adjust your playing style. Rush less like a K-styler and move more to
    keep your distance and your damage maximum while minimizing their
    damage.

    I suggest a Dagger, Rocket, and any automatic for the best effect;
    however I prefer Rifles for non-laggers and MGs for lagging rooms.
    Rifles are also better for shooting at someones legs, so for the most
    part if you really want to be effective against multiple K-stylers or
    even just one, the best setup I've found is Dagger, Rocket, and Rifle.

    Normal K-styler Behavior

    Almost all K-stylers, even, "pros" will rush like mad. It's highly
    predictable and for the most part, deadly. It's not uncommon for
    someone to chase you for the longest time simply with their sword. It's
    best to constantly move back, but never lose your target. Take quick
    looks behind you to make sure there's not another fight behind you and
    know your terrain to get the most out of your weapons. Never stop
    moving or they can lock you with a sword. They will for the most part
    spam 2 Shotgun shots each chance they get using Reload Shot, which can
    be difficult to avoid completely and deadly if it lands. Finally, for
    the part K-stylers will rely on block and charging than dodging. Lure
    them into this mode and simply shoot them in the feet for easy, cheap
    damage.

    For the most part, you can fight a multitude of ways. The easiest of
    which is simply move backwards and keep up for fire. This is done best
    with Rifles (Medium difficulty) or MGs (high difficulty). SMGs work
    too, but the lack of accuracy and clip size can make it very difficult
    to plan your movements. Another strategy is to burn their ammo by
    moving around a lot and let them spam more. When they are out of ammo
    the will either chase you with a butterfly or stop to reload in a
    corner. This is your chance for attacking for the most part, in which
    you can slap them with a burst damage weapon or with well placed
    automatic fire.

    The third is most difficult, but you can fight head on. This means a
    lot of sword dodging and precise movements, but it's the best way to
    take someone out. Using automatics close range against a K-styler is
    difficult, because of the sword stun and high damage they can put out
    while moving, while automatics you have to constantly move at a normal
    walking pace to fire your weapon. To move quickly, burst while
    switching between your melee weapon and dashing; however it's a little
    less effective because every moment you're not firing you aren't
    putting out damage.

    More advanced K-stylers like to pop out from on top of walls and spam
    shotgun shots. This makes them harder to aim at for sure, but also
    makes them more predictable, easier to dodge, and more susceptible to
    mistakes. Plant your fire where you think they will pop out from in a
    fight like on the castle wall and you will score a lot of easy hits.
    Shoot a rocket to blow them off the wall. All sorts of little things
    you can do to stop even the best of K-stylers.

    However, as you fight more and more you'll realize Shotguns can chip
    away health a lot from far away. The best way to prevent this from
    being your death is to keep up your fire. The more you fire, the less a
    K-styler has a chance to stop and fire at you. The best gun to avoid
    this with is the MG. In example, fighting a K-styler in a Hall Duel is
    difficult sometimes. To make it easier and really throw them off
    balance, use an MG. They can't stop to fire and your damage will be
    more than theirs, and the larger spread makes them easier to hit. When
    they hide, pop a rocket behind the pillar. This means they will have no
    where to hide and running only means they take damage from the MG. At
    this point they will blindly rush, so use rockets to chip away damage
    and keep up your MG fire.

    The best way to move and fire an automatic is by jumping and moving
    backwards. Jumping makes you harder to aim at while keeping your
    momentum, and moving backwards will keep the K-styler in front of you
    and out of their maximum damage range. Never sit still to fire, and
    almost never walk. This is harder with the MG because of the slow down.

    The Ego

    You will deal with it. Everyone does. It will be generic insults, or vote kicks.

    For the Sprayer/Noob insults, it's best to just make a few Macros and
    leave them be or ignore them. Turning off your chat and PMs will make
    them grow bored of you fast.

    For kicks, simply don't press Y or N and die, then wait until the
    respawn timer starts and hit Go to Channel, then re-enter the room.
    This will work most of the time unless you are kicked nearly instantly.

    For taunting, just ignore them. They'll give up eventually.

    Notes

    - Lure a K-styler into a corner to hit them with a rocket, or lure them
    into blocking and shoot them in the feet. Shoot before they turn the
    corner and they'll run into your fire. These are all ways of taking off
    health.

    - Always move back, it keeps their damage at a minimum and gives you
    room to breath. Watch your surroundings to avoid eating random sword or
    shotgun. K-stylers will focus on rushing and spamming.

    - Never give them chance to reload or med. This is where a Rocket will
    win you the fight (and subsequently start your vote kick).

    - If you are sick of it, avoid K-styler zones. You will notice that
    most K-stylers will stay in the Stairwells in Mansion or the bottleneck
    corridor in Castle. Every map has the most populated area of K-stylers,
    and it's sometimes best to lure them out or fight them outside of these
    zones.

    How to fight a D-styler

    A smart D-styler is a tricky opponent, and since it's hard to be
    successful with a dagger, every D-styler you meet could be a
    potentially lethal opponent.

    However, D-stylers are much different than K-stylers in a lot of
    aspects. Most of them will play differently than one another, so it's
    hard to categorize them as a group when compared to K-stylers. Due to
    this, it's hard to make an appropriate tactics manual for them.
    However, as I D-styler myself, I can basically write about what me and
    the few i've seen have done.

    D-stylers will gear themselves in different ways. Commonly they will
    use Double Shotguns to cover the lack of blocking. This can be more
    lethal with a D-styler because a real pro doesn't spend their entire
    time agressing, and D-style as a whole is much more tactical than
    K-style. Since movement is much more easier to control, a D-styler with
    double shotguns is very dangerous. What's even worse is that they avoid
    open areas much easier than a K-styler, so don't expect to see them
    spamming at you from a crossed the map. Dagger skills on these foes are
    less used due to the potential damage from shotguns.

    The other typical type is the tactical, "E-styler" type. These are the
    ones who specialize in both burst and automatic weaponry, as well as
    dagger locking and lunging. A good Tactical D-styler knows how to take
    out the typical K-styler, however there still exists the major flaw
    with close range against a sword. Daggers can seldom compete with
    swords close range, and without double shotguns your damage can be
    lacking if your enemy gets the drop on you. For this, the best way to
    take out a Tactical D-styler is by dodging and moving forward. Don't
    allow them to hit you as much, and save your ammo for when you get in
    close range. If you only have double SGs, think about getting around
    them more than following them strictly down a hallway. Cornering is the
    easiest way to kill them.

    In the end, both users lack block. High powered automatics can make very short work of any type of D-styler.

    Much less informative than the K-styler guide because this foe is so rare and they all play differently.
    chihakuryu
    chihakuryu
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    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:27 pm

    Quest Mode

    With Quest-Mode you should be paying the most attention to: Damage per
    clip, Damage per Total and Ammo per Clip. This is due to the fact that
    you won't be missing a lot of shots, and the ammo power-ups in quest
    are 1 clip. So if you have let's say a Shotgun, that ammo power-up
    wouldn't be very useful because it would only supply 5 rounds, versus
    120 to a Machine-Gun. Don't single-wield, if you want the weight find
    it elsewhere.

    Don't massive, ever. It doesn't stun most monsters for as long as
    you're vulnerable. It doesn't do enough damage. All it does is leave
    you vulnerable to get ganged.

    Block is your friend, it's easy to switch to a Melee-Weapon and hit
    block, but it could save you getting "Flinch-Locked' (Where monsters
    gang you in a fashion that you can't move). Or it could save you that
    last hit before you die, any number of things. Block is your friend.

    Evasion, using the whole map, being a what would be referred to as a
    "Runner-Noob" in a duel, is good. All the mob will do is chase you, and
    by running away you can reload, med, get team support, take cover from
    rangers, you get the idea.

    Normal: Questing with a group of people. More or less anything is
    effective here, if your team sucks watch to need to move a solo-esque
    set.
    Soloing: Questing by yourself. Needs Ammo Capacity, if you run out of
    Ammo, there's no team that has your back. Damage per Shot or per
    Second, you need to people to take out ranged enemies as soon as you
    see them.
    Bossing: Fighting a boss. Ammo Capacity and Damage all round, you're in
    for the long haul, you need to be efficient with Ammo power-ups.

    Pistols

    Normal: OOOOO
    Soloing: OOOOO
    Bossing: OOOOO

    Pistols are more or less your all-round average gun. They are slightly
    better in Quest-Mode than in other Modes (As with most guns), due to
    the fact that quest is easier than other Modes.

    Pistols can provide a good secondary to Sub-Machine-Guns or
    Machine-Guns, or for those more oriented towards Armor can provide a
    back-up to Rifles, another set of Pistols, or Revolvers. Can be used in
    fun Bossing to dual wield.

    Personally I don't like Pistols, since in terms of Damage per Shot, per
    Second, per Total, per Clip and Weight, Revolvers are better. For Rate
    of Fire and Accuracy I prefer a Rifle since Rifles have about the same
    Weight.

    Revolvers

    Normal: OOOOOOOOO
    Soloing: OOOOOOOOO
    Bossing: OOOOOOOOO

    Revolvers excel at handling ranged enemies since most will take only 2
    shots to bring down. Revolvers provide a high amount of Damage, low
    Weight, decent Rate of Fire and good Accuracy.

    Revolvers are a good secondary with just about anything that is
    directed more towards Ammo Capacity or Rate of Fire. A lot of people
    duel-wield Revolvers, personally I think that combo lacks Ammo Capacity
    (And therefore sustained efficiency). Can be used in fun Bossing to
    dual wield.

    I absolutely love Revolvers, in every mode, they're good at just about
    everything there is in Quest-Mode. Combined with Swap-Shot or
    Reload-Shot you could start missing shots or running through Ammo
    quickly but it provides a clear and present Damage boost. Easily one of
    the best choices.

    Sub-Machine Guns

    Normal: OOOOOOOO
    Soloing: OOOOOOO
    Bossing: OOOOOOO

    Extremely good at ripping of huge chunks of life from a Boss or
    decimating a mob. Sub-Machine-Guns have such a high level of Damage per
    Second it's hard to understand why they're so uncommon. Their Weight
    and Ammo Capacity/Efficiency can provide problems.

    Sub-Machine-Guns are a good primary to Revolvers, Rifles, Pistols. SMGs
    need Damage per Shot, Weight and Range effective weapons as a back-up.
    You could decide to go with low Armor, but personally I prefer
    Medium-High amounts of Armor.

    Sub-Machine-Guns only fall down in Soloing and Bossing due to the fact
    that the Machine-Gun just dominates those hands down. With such a high
    Rate of Fire and Damage all round, Sub-Machine-Guns are a
    very-overlooked weapon.

    Rifles

    Normal: OOOOOOO
    Soloing: OOOOOO
    Bossing: OOOOOO

    A primary for the Armor oriented a secondary for those not. Very
    effective at Range, good Ammo Capacity, good Rate of Fire, good Damage.
    Very balanced all around with pretty good Weight. In essence, a more
    effective version of pistols.

    Good primary to Revolvers. Good secondary to Sub-Machine-Guns or
    Machine-Guns. Rifles need Damage per Shot or Ammo Capacity support
    depending on what you're doing. Damage per Shot for Soloing and Normal.
    Ammo Capacity for Bossing.

    Rifles are useful in pretty much any and all situations. The only
    reason they aren't ranked higher is that Revolvers, Sub-Machine-Guns
    and Machine-Guns excel far beyond everything else.

    Shotguns

    Normal: O
    Soloing: O
    Bossing: O

    I have to write something about these? Well um, they suck. Enough said.
    Horrible Ammo, horrible Rate of Fire, horrible Accuracy, horrible
    Damage (It's all Armor, most things will take multiple point-blanks to
    kill) and since they suck so hard, the Weight is also horrible because
    you lost ~20 points on this piece.

    The only weapon I advise you to never use if you're being serious. And
    if you want to have some fun and Solo with dual Shotguns or kill a Boss
    with dual Shotguns go ahead.

    Don't use them. Just... just... don't.

    Rocket Launchers

    Normal: OOOO
    Soloing: OOOOOOOO
    Bossing: OOOO

    Lawlerkets excel at soloing since the mob will only follow you. Which
    means you can rack up 10~ hit combos per rocket. The Damage and such
    might not be great with Rockets, but when that not great hits 10
    monsters at the same time, it becomes pretty damn good.

    I would only use these when soloing and even then you must support them
    with a Machine-Gun otherwise you just don't have the Ammo Capacity you
    need. that of course then causes Weight problems. Not the best choice
    in my opinion but used well, it can dominate Soloing. Also like
    shotguns it has an element of fun in Bossing.

    Use them at your own risk, literally. With teammates running
    helter-skelter and monsters bullrushing you, it can be hard to find the
    space to get a shot off safely.

    Machine Guns

    Normal: OOOOOOOOOO
    Soloing: OOOOOOOOOO
    Bossing: OOOOOOOOOO

    Buy one. Period. Weight? Doesn't matter. Inaccurate at long range?
    Doesn't matter. Buy one. Use it. It is the bread and butter of
    successful questing across the board. There is nothing that can even
    attempt to rival it in Ammo Capacity. It has a Damage per Clip that
    rivals most Damage per Totals.

    Good primary for, well, everything.

    Simply, if you aren't using one, you're either trying to max Armor, or you should be.

    Elemental Items

    I don't find them effective, or necessary in quest. It makes you look
    cool, that's about it. Your melee weapon should only be brought out to
    block, move or if you have no ammo.

    Windscar

    Supposedly has glitches in quest related only to it. But I don't really know. By massiving you're vulnerable.

    Enia

    Don't bother, no extra Damage, the slow-down doesn't make them easier
    to hit, they're plenty easy to hit as is. By massiving you're
    vulnerable.

    Canopus

    Does extra damage, a fair amount at that. Starts by hitting Armor then
    Hit-Points. Not that great. By massiving you're vulnerable.

    Giston

    Extra damage, less than Canopus, does direct Hit-Points, more useful but still not that great. By massiving you're vulnerable.

    Items

    Health Kits

    I don't see why you should have medical kits, if you need health stay
    back. If you're Soloing I'd take one set medical, one set grenades. But
    otherwise grenades or magazine pouches are better.

    Armor Kits

    Don't bother.

    Magazine Pouch

    Great for Bossing, good for Soloing but not a personal favourite.

    Triangular Seaweed Roll

    More or less same thing as medical kits.

    Frag Grenades

    I love them. They act more or less the same way a rocket launcher would
    but with more effectiveness in Normal Questing. Can push teammates
    around which isn't always good. I wouldn't use for Bossing as it can
    ruin someone "lock"ing.

    Flash Bangs

    They don't affect the monsters. Use if you don't like your team.

    Smoke Grenades

    They don't affect the monsters. Use if you don't like your team.

    Melee Weapons

    Sword

    Probably the best choice. Balanced all round. Good Weight, good Damage,
    has block. Can be used to lock in the same way as Daggers, but instead
    of just staying behind the enemy and stabbing, you Double Butter-Fly
    around it (Double Butter-Fly = Jump-> Dash -> Slash -> Block
    -> Slash -> Block(Note: You don't need to dash/I'm not really
    sure where the dash goes, point is, 2 slashes, 1 jump)).

    Kodachis

    Since Void-Step isn't very effective in Questing, I'd avoid them. Too
    much Weight. They have block. (Void-Step = Slash(Hold until right
    before massive would start to charge) -> Repeat).

    Daggers

    Can be used to "Dagger-Lock" which is just stabbing a mob/Boss so that
    it is constantly in a state of flinching and focusing on you, letting
    your team get free shots. Great Weight, bad Damage, lacks block.

    In essence, you need a good balance of Weight, Armor, Grenades, Ammo
    Capacity, Ranged Efficiency, Damage per Shot and Damage all Round.
    Also, you want block.

    Remember: When getting Ammo, try to have either a full or empty clip, so that you get the most benefit.

    Quest Weapon Rewards

    These are all the weapons you can currently obtain from quest mode.
    I'll leave my feed back out of these, because hopefully you'll be able
    to decide if you want them or not. For the most part Quest Weapons are
    trophies anyways.

    Odd Gun x2

    Oddgun x2: 5x8 (40) 47 DMG [235 Per clip, 1880 Total] 117.5 DPS

    "Odd Gun is a very strange gun which is made from various animals' bones and flesh. How the gun operates is stil a mystery."

    Shattered Iron

    Shattered Iron: 8x5 (40) 6 DMG (72 per shot) [576 Per clip, 2880 Total] 120 DPS

    "A fast shooting shotgun with three gun muzzles that shoots metal splinters with extreme speed."

    Goblin King's Rocket

    Goblin King's Rocket: 4x4 (16) 45 DMG [180 Per clip, 720 Total] 40.9 DPS

    "A rocket which was discovered from a Goblin King's dead body. The design is very unique."

    Golden Goblin Launcher

    Golden Goblin Launcher: 3x3 (9) 55 DMG [165 Per clip, 495 Total] 45.85 DPS

    "Gold Goblin Launcher taken from the Thunder Goblin. It looks stronger than the Goblin King's Rocket."

    Palmpow's Launcher

    Palmpow's Launcher: 4x4 (16) 45 DMG [180 Per clip, 720 Total] 40.9 DPS

    "Palmpow's launcher taken from Palmpow. It seems much more powerful than it looks."

    Demon Bringer

    Demon Bringer: 20 DMG, 12 Weight, 350 Delay
    -5 HP
    -5 AP

    "A sword which was taken from the Giant Skeleton. It is extremely strong, but also cursed."

    Battle Axe

    Battle Axe: 21 DMG, 14 Weight, 339 Delay
    +6 HP

    "An expensive looking axe by a human craftsman. It is too small for Lizardman to use so it must have been decoration."

    Goblin Commander's Club

    Goblin Commander's Club: 14 DMG, 10 Weight, 339 Delay

    "Club carried by the Goblin Commander, it looks interesting but it doesn't look so useful."

    Golden Goblin Club

    Golden Goblin Club: 20 DMG, 15 Weight, 349 Delay

    "Gold Goblin Club taken from the Dwarf Goblin King. It looks stronger than the Goblin commander's club."

    Palmpow's Ice Blade

    Palmpow's Ice Blade: 21 DMG, 14 Weight, 350 Delay

    "Palmpow's Ice Blade taken from Cursed Palmpow. It seems as strong as it looks."

    Wings of Catastrophe

    Wings of Catastrophe: 17 Damage, 16 Weight, 290 Delay

    "Wings of Catastrophe is a Kodachi that was modeled on wings and tail
    of Lich. It has been said that a part of Lich's body was used to create
    the weapon."
    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:27 pm

    Tips and Tricks

    Basic Tips

    Shooting

    - It's important to know your limitations as a marksmen. If you really
    have bad aim and you feel there's no way you are going to improve,
    stick to MGs/SMGs. This in no way means you won't beat someone who's
    better at aiming than you, but it's important to know you strengths and
    weaknesses.

    - Using less accurate guns is good against fast moving opponents like
    K-stylers, however you'll suffer from decreased damage at varying
    ranges. Remember this when selecting a load out.

    - When selecting weapons, make sure to pay attention to a variety of
    things such as ammo count, burst damage, damage per second, and
    accuracy. For the most part, it's good to keep one DPS weapon and one
    burst damage weapon.

    - Use less accurate weapons against K-stylers and laggers to avoid
    melting your brain trying hit them and keeping your shots unpredictable.

    - When your opponent is moving around pillers or walls a lot, it's best
    to start unloading at the space they are going to appear at before they
    get there. It wastes ammo, but it's an easy way of landing a good chunk
    of damage before they have time to act.

    Movement

    - The most basic way of movement in GunZ
    is the Dash-switch. Switch to your melee weapon and dash, then switch
    to your firearm and squeeze off a few shots. This is an advanced yet
    very easy move to learn, and it becomes almost basic at higher levels.

    - As you get better with aiming on automatic weapons, it becomes
    crucial to continue moving. The best way to avoid shots and continuing
    shooting with any automatic weapon is by Pogo'ing, that is repetitively
    jumping while firing. It's not as effective as Slash Shot, Yo yo, or
    simply dash-switching, but it will allow you to fire more and can
    really through off someones aim. You would be amazed how few people do
    this.

    - Tumbling isn't effective for a variety of reasons. Most of the maps in GunZ
    are too small to tumble without hitting a wall or object. I recommend
    only tumbling when you are reloading, and for everything else
    Dash-switch.

    Weapon Tips

    Pistols
    1) Pistols do even damage to HP/AP, making them very good for finishing out enemies.

    2) While Pistols are great for longer ranges, close range can be
    managed by shooting in the head. Since the pistol shot is so large and
    so accurate, it's easier to peg someone in the end and boost damage.

    Revolvers

    1) Revolvers are useful because of the Burst Damage. While they don't
    do any better with DPS then Pistols, they fire slower and do more
    damage per shot. This is both helpful and hurtful, as if the enemy has
    49HP left and you shoot him with 50 Damage revolver, you'll kill him.
    However, if he has 51HP left, you'll take two shots; one needing to do
    just 1 damage. Using revolvers effectively means understanding this.

    2) Revolvers go straight through AP, which can mean faster kills but
    also can equal slower kills if you mix them with the wrong weapons. If
    you use Revolvers with a weapon that does solely to AP, you're going to
    slow down your killing time. Try using weapons that work better with
    Revolvers.

    Sub-machine Guns

    1) SMGs are kings at damage dealing, but they do hurt from a lack of
    accuracy. However, they still play by the rules of weapon recoil which
    allows you to use short bursts in order to hit targets from farther
    away. Use a 2-4 shot burst when you see someone a crossed the map and
    you can be surprised how much you can still do.

    2) Just because a weapon isn't that accurate doesn't mean it's a bad
    weapon. Commonly forgotten, the most accurate weapon isn't always the
    best. If a target is moving around alot, or there are multiple targets,
    a less-accurate weapon is helpful because it takes some of the time and
    energy out of tracing them around constantly, which makes SMGs
    effective in their own class.

    3) Unlike rifles, SMGs are best used when your opponent is moving
    around alot because of how wide the two bullet shot is and how fast and
    inaccurately they fire. If you have problems hitting people at any
    range when they move around too much, try using SMGs; the damage is
    lower, but they fire fast enough and do enough damage per bullet to be
    threatening.

    Rifles

    1) The most accurate rifle isn't always the best. It's important to
    remember your own limitations on aiming, and if you have trouble
    keeping up with moving characters or leads hotting lagging characters,
    try switching from that Maxwell LX44 to the Walcom Warrior 88 so you
    can hit more often. No damage isn't better then low damage.

    2) Rifles have amazing DPS, but the best way to utilize every bullet is
    when your opponent is moving straight at you, whether it's forward or
    backwards. This means every bullet in the stream can hit and do the
    maximum damage.

    3) If you're using an accurate rifle but can't hit someone, try using
    small circles while firing to help hit them. Your damage is lower, but
    with rifles hitting people can sometimes be more important.

    Shotguns

    1) Shotguns are king at burst damage, but just like revolvers they
    suffer from the same problems. Want the best way to effectively use a
    shotgun? Carry a shotgun and a fast firing weapon like the MG or the
    SMG. Shoot your shotgun, switch, and then fire some rounds off with the
    SMG before switching again and firing the shotgun. This let's the delay
    from the shotgun shots end and constantly boost your damage, while
    chipping off the little damage left behind from the shotgun blasts
    instead of trying to hit someone with 6HP left with a massive 100
    damage shot.

    2) Shotguns are still useful at longer ranges because the bullets can
    fan out more and hit the target, as well as have a good chance of a few
    stray bullets hitting someone in the head.

    3) Speaking of head, head shots with a shotgun are devastating. Try
    aiming at someone's chest to clip their head with the shotgun blast
    while still hitting them with a majority of the pellets.

    Machine Guns

    1) While being horrible in accuracy, MGs can still really hurt, even at
    distances. When the enemy is at a distance, try just hailing them down
    with bullets. It's hard to miss and the damage is still good. For this,
    the MG is probably the most well-balanced gun in terms in accuracy

    2) Even if the MG slows you down, it doesn't slow down your jumps.
    Instead of walking slowly or standing still to fire an MG effectively,
    try jumping. This throws off the aim of someone shooting shotguns at
    you well enough, while you still chip off HP left and right.

    3) One of the best ways to ignore the speed lowering of an MG is with
    momentum. Try switching to your melee weapon and dashing, then
    switching to your MG and moving forward. You don't take the penalty
    immediately, and combined with jumping will make you harder to hit.
    This is important because you need to keep firing to do damage with an
    MG.

    Rocket Launchers

    1) Aim for the feet! This helps do the best amount of damage because of
    the less chance of missing with the rocket. This also knocks your
    opponent in some direction while jumping them up a little bit, making
    it harder for them to concentrate on shots.

    2) Even though they have a speed penalty, rockets are burst damage and
    you shouldn't be running around with your rocket launcher out. It's
    best to just switch and fire a single rocket and ignore the speed
    penalty completely.

    3) While the rocket travels slow, they are the most accurate weapon in
    the game. Use this to your advantage and predict your shots. For
    example, K-stylers like to use the walls. Fire a rocket up at the
    corner of the wall to score a free hit and knock them off balance.
    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:28 pm

    Counters

    So you see certain weapons people are using, and you want to know what
    you can use to give yourself an edge against it? Here's a few tips on
    this subject as well. None of this is set in stone, but if paid
    attention to correctly you could give yourself the upper hand. This
    basically goes on how a majority of people use one weapon, so this is
    no means a completely reliable section.

    Pistols

    Pistols are kind of a black sheep. They are good, but not many people
    will use them because of their lower damage and lack of an, "oomph".
    However, what are pistols good against? SMGs. If you are at medium to
    long range against SMGs, pistols will clean house. They have the firing
    speed and damage as well as the wide shot to keep your damage going.
    Pistols are worse against Rifles though, because normally with pistols
    you are going to want to fire somewhat straight and Rifles will out
    damage you.

    Revolvers

    Revolvers have a good amount of accuracy and damage, but lack speed.
    They are more common because of their burst damage but lack firing
    speeds for most forms of combat outside medium to long range. SMGs will
    tend to really hurt because you are going to minimize your own
    movements to break in with a more accurate shot, however you'll tear
    apart Machine Guns because of your accuracy and damage.

    SMGs

    Sub-machine Guns are great all around, but they lack a clip and
    accuracy. This can really hurt you in most cases, so you have to make
    sure you kill the enemy before you have to reload. For this, I think
    they do the best against Rifles but worse against Shotguns.

    Rifles

    Rifles will usually have a bigger clip and decent damage per bullet,
    but are worse because of the linear fire. It's harder to aim against
    moving targets, especially those with a wider shot. Even though you
    have a range advantage occasionally, Rifles do worse against SMGs but
    better against other accurate weapons such as pistols as well as doing
    decently against Revolvers.

    Shotguns

    Shotguns are great burst damage, as well as beautiful for medium to
    close range combat. Their firing speed hurts them, as well as their
    hit-or-miss way of firing. Shotguns benefit the most against Rockets or
    Machine Guns, but worse against SMGs and Rifles.

    Machine Guns

    Machine Guns are feared for their large clips as well as their ability
    to chip damage, but they don't do much damage instantly. They perform
    well at all ranges though, making it one of the best overall guns
    except for the fact that close range you don't exactly pump out a high
    enough DPS to compete with some other weapons. You'll decimate most
    Rifles, Pistols, but Revolvers will best you at almost any range while
    Shotguns will beat you in damage.

    Rocket Launchers

    Rockets are great against most weapon types, however close range
    weapons like Shotguns or SMGs will be a real pain. It's hard to hit
    immediately close range using a rocket because of the area or effect,
    however longer ranges make rockets much harder to use because of flight
    time. For this, the rocket is nearly always a medium range weapon.
    chihakuryu
    chihakuryu
    Innovation's Messenger
    Innovation's Messenger


    Female Number of posts : 639
    Age : 38
    Location : seattle

    Extensive Weapons Guide Empty Re: Extensive Weapons Guide

    Post by chihakuryu Sun May 31, 2009 8:28 pm

    Credits

    Figured out how to calculate weapon DPS thanks to: http://www.gunzfactor.com/weapons.php

    And of course, there were tons of suggestions left and right, but here are the people who really put effort into this project...

    Mizzrym, for
    various ideas such as ammo totals and damage totals as well as proof
    reading and formatting suggestions, and even a complete quest guide. A
    huge help to this guide!

    Zerreth, for various fixes. There is only so much one can do, it really helps to have another proof-read.

    Namaru, for everything else and hours out of his life.

    Sponsored content


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