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===Recommended melee weapon arsenal at level 50=== | ===Recommended melee weapon arsenal at level 50=== | ||
For melee weapons, with the exception of light-weight versions, wear each succeeding sword by level. You should buy each succeeding weapon as soon as possible. | For melee weapons, with the exception of light-weight versions, wear each succeeding sword by level. You should buy each succeeding weapon as soon as possible. | ||
====Swords==== | ====Swords==== | ||
*Level 0 Rusty Sword; | *Level 0 Rusty Sword; 100 bounty | ||
*Level | *Level 1 Military Sword; 200 bounty | ||
*Level | *Level 2 Light-weight Sword; 100 bounty | ||
*Level | *Level 3 High-class Sword; 300 bounty | ||
*Level | *Level 4 Devil Slayer sword; 400 bounty | ||
*Level | *Level 5 YONG-WOL-RANG / Golden Dragon Sword; 1000 bounty | ||
====Kodachis==== | ====Kodachis==== | ||
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===Recommended ranged weapons-to-buy up to level 20=== | ===Recommended ranged weapons-to-buy up to level 20=== | ||
For ranged weapons, you may skip certain weapon types that you do not use, in order to save bounty for other weapons. This list only goes up to level 20, because after that level, bounty is more easily obtained, so any weapon is purchaseable within one level, and any weapon choices are the succeeding weapon in that set (for example, a Maxwell LX30 rifle user will upgrade to a Maxwell LX44, and a Breaker | For ranged weapons, you may skip certain weapon types that you do not use, in order to save bounty for other weapons. This list only goes up to level 20, because after that level, bounty is more easily obtained, so any weapon is purchaseable within one level, and any weapon choices are the succeeding weapon in that set (for example, a Maxwell LX30 rifle user will upgrade to a Maxwell LX44, and a Breaker shotgun user will upgrade to a Breaker 7 at level 30; however, a Maxwell LX30 rifle user might not upgrade to a Walcom rifle, or a Breaker shotgun user might not upgrade to an Avenger shotgun at later levels). | ||
*Level 0 Renard x2 sub-machine guns; 60 bounty; high priority | *Level 0 Renard x2 sub-machine guns; 60 bounty; high priority | ||
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*Level 10 Breaker 5 shotgun; 800 bounty; medium priority | *Level 10 Breaker 5 shotgun; 800 bounty; medium priority | ||
*Level 10 Nico R5 rifle; 1500 bounty; low priority | *Level 10 Nico R5 rifle; 1500 bounty; low priority | ||
*Level 12 Zaurus A x2 revolvers; 990 bounty; | *Level 12 Zaurus A x2 revolvers; 990 bounty; medium priority | ||
*Level 13 Walcom S5 x2 sub-machine guns; 1350 bounty; medium priority | *Level 13 Walcom S5 x2 sub-machine guns; 1350 bounty; medium priority | ||
*Level 15 Breaker 6 shotgun; 1600 bounty; high priority | *Level 15 Breaker 6 shotgun; 1600 bounty; high priority | ||
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===Ranged weapons=== | ===Ranged weapons=== | ||
====Comparisons between "types" of weapons==== | ====Comparisons between "types" of weapons==== | ||
In GunZ, there are two categories of ranged weapons; those which do "spike" damage (revolvers, shotguns and rockets), and those which do continuous damage (sub-machine guns, heavy machine guns, rifles, | In GunZ, there are two categories of ranged weapons; those which do "spike" damage (double revolvers, shotguns and rockets are in this group), and those which do continuous damage (sub-machine guns, heavy machine guns, rifles, pistols are included). | ||
'''''Spike damage weapons''''' | '''''Spike damage weapons''''' | ||
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*Can deal a lot of damage with one hit | *Can deal a lot of damage with one hit | ||
*Can be swapped through continuously for halved delay on average with dual sets of weapons | *Can be swapped through continuously for halved delay on average with dual sets of weapons | ||
*Are more suited for use in switch | *Are more suited for use in switch cancelling [[GunZ The Duel/Korean-Style Techniques|Korean-Style Techniques]], because the weapon only has to be out for a split second for its full effect | ||
*Most weapons in this type are only viable at close range, but it is easier to use the full effect of these weapons at this range, as you only need to hit one shot for large damage | *Most weapons in this type are only viable at close range, but it is easier to use the full effect of these weapons at this range, as you only need to hit one shot for large damage | ||
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*Have a high shot delay | *Have a high shot delay | ||
*Have a low damage potential per second (see note) | *Have a low damage potential per second (see note) | ||
* | *Have generally low ammo | ||
'''''Continuous damage weapons | '''''Continuous damage weapons''''' | ||
'''Pros''' | '''Pros''' | ||
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*Are good in Deathmatch modes (regular, Berserker, or TDM+E), or in large games due to continuous fire | *Are good in Deathmatch modes (regular, Berserker, or TDM+E), or in large games due to continuous fire | ||
*Have a greater damage potential per second (see note) | *Have a greater damage potential per second (see note) | ||
*Have generally high ammo | *Have generally high ammo | ||
*Have a low shot delay | *Have a low shot delay | ||
'''Cons''' | '''Cons''' | ||
*Are harder to aim with, as the | *Are harder to aim with, as the crosshair must be kept on the target, making faster targets harder to hit, especially at close range | ||
*Are less suited for use in switch | *Are less suited for use in switch cancelling [[GunZ The Duel/Korean-Style Techniques|Korean-Style Techniques]], because for the weapon to have its full effect, it must be kept out, decreasing the quantity of techniques that can be performed | ||
*Most are inaccurate, making them most useful at close range; however, it is difficult to hit with these weapons at close range as compared to a spike damage weapon as noted above | *Most are inaccurate, making them most useful at close range; however, it is difficult to hit with these weapons at close range as compared to a spike damage weapon as noted above | ||
''Note: Unless in a game with many people, however, it is very hard to hold down the button and shoot down one person or a group of people for a full second - in a normal match, it is difficult to continuously shoot someone for a half a second if they're moving.'' | ''Note: Unless in a game with many people, however, it is very hard to hold down the button and shoot down one person or a group of people for a full second - in a normal match, it is difficult to continuously shoot someone for a half a second if they're moving.'' |