GunZ The Duel/Weapons: Difference between revisions

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{{All Game Nav|game=GunZ The Duel}}
{{All Game Nav|game=GunZ The Duel}}
==Weapons==
==Weapons==
In the game, there are 7 types of ranged weapons, 3 types of melee weapons (2 additional versions yet to be released), 3 types of grenades, and 5 types of accessories (24 if one includes every elemental variant; one type of accessory is unreleased, and the level one elements are only available in the Korean and Japanese versions).
In the game, there are 7 types of ranged weapons, 3 types of melee weapons (2 additional versions yet to be released), 3 types of grenades, and 6 types of accessories (24 if one includes every elemental variant).


Pistols, Sub-machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets reload twice as fast and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons shown in the Shop or on the Equipment screen is only done if both bullets hit.
Pistols, Sub-Machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets reload twice as fast and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons shown in the Shop or on the Equipment screen is only done if both bullets hit. <!-- are two bullets actually fired? one bullet can be off a wall while the other is on the wall; need testing --Kawufix-->


A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the negation of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and (Large) Swords have the lowest.
A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the negation of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and Large Swords (unreleased) have the lowest.


All melee weapons have the ability to charge up if the left mouse button is held. Once charged, a white glow will appear around the blade of a player's weapon. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player switches weapons, and the user is vulnerable to attack after using it.
All melee weapons have the ability to charge up if the left mouse button is held. Once charged, a white glow will appear around the blade of a player's weapon if they do not equip an element; when equipping an element, the glow is the color of that element; red for fire, blue for ice, green for poison, and lightning blue for lightning. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player switches weapons, and the user is vulnerable to attack after using it.


==Recommended weapon purchases==
==Recommended weapon purchases==
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