![]() |
| | #1 (permalink) |
| Member | Version 1.0 March 2008 Content: I. Intro II. Tactics Ammo Conservation Sniping Swords and Combos Map Control Team Play III. Mechanics Recoil Damage Accuracy Slashshot Tumble YoYo IV. Aiming Shot Angles List of Firing Locations V. Aiming (Specific Play Styles) Tortoise Butterflier or Double Butterflier Flash Stepper or Dodger Shotgun Spammer D-Styler Everything Else VI. Crosshairs VII. Replays Guide Format ALL CAPS = EMPHASIS Italics = Special Note === = New Chapter ================================================ I. Intro Since you are reading this guide you probably want to, or have tried to, use revolvers successfully but failed to do so. This guide will hopefully lead you into the right direction by helping you understand the power of this “seemingly” difficult to use weapon, and how to outwit, and outplay, your opponents regardless of what weapons you are up against. This is NOT a gladiator guide, the title may indicate otherwise, but that will be explained in the tactics section. This guide is to show you how to WIN with revolvers. If you only play for fun and don’t care if you lose to just about every shotgun user out there, you should stop reading here. This guide is a collection of knowledge one player (me) accumulated over months of playing GunZ: The Duel and is strictly opinion based. This guide cannot perform miracles. If you are incompetent at GunZ, you should try reading some other guides and playing a bit more before reading this. OK, now let's get down to business. (…cause we all know GunZ is serious business.) ================================================ II. Tactics The first thing that needs to be understood is what a revolver is: it's a sniping gun, so you are obviously going to be sniping with it accordingly. IF YOU ARE TRYING TO PLAY AT POINT BLANK RANGE WITH THEM TOO MUCH, YOU ARE USING THEM WRONG. You are, in fact, taking away half of the advantage of the gun and only hindering yourself. Ammo Conservation The most overlooked, but one of the most important, if not the most important skill besides aiming is conserving your ammo. If you cannot reload well, you are going to put yourself in bad situations. Constantly being in bad situations and at a disadvantage means you are losing.Sniping For the most part, you will probably end up spamming, but if you are at long range you should be OK to safely reload before you are in any danger. Be careful, shotgun spray will do nasty chip damage, so you are better off: (a) not shooting and just reload; (b) long range HS/SS, or whatever dodging + shooting movement you prefer; (c) SAFELY potshot. In most situations, you are better off spamming to do max damage, and there is another reason which will be explained later in the mechanics section.Swords and Combos The reason you should equip a sword is not just because you want to block or do a little more damage per slash: it's because you obtain greater combo ability with a sword. When a revolver wielder utilizes combos, sword and revolver become a synchronized weapon that can annihilate your opponent as fast as a shotgun does in close combat. E.g. a few sword slashes, followed by a quick point blank slashshot, ended with another shot to the feet; can devastate an opponent. With Zaurus B x2 those shots come out so rapidly that the opponent can not move to avoid them in most cases, and nearly all damage is dealt to HP. That's about 120+ damage done directly to HP in under 1 second.Map Control In team games having great map control (total control and awareness of your surroundings and movements) can be more important than almost any skill besides aiming, and in some situations IS more important than just plain aiming. You may find on some maps you get hit more and die easier, or you get double teamed or trapped more than you think you should. You may have even learned the hard way that having no map control can ruin your aim or entire play style. That is probably because you have little to no clue how to play on that specific map without leaving yourself open and showing weaknesses, or how to move in a way which allows yourself better shot opportunities. To correct this problem, you are going to have to play those maps you are lacking in more and THINK about what you are doing wrong.Team Play You are going to have to communicate with your teammates and make sure they know how you are going to play. If they cannot survive double or triple team, they need to get their asses over to where you are or play like you. A team of revolver users can be nasty and make shotgun users piss their pants afraid to go out in the open.================================================ III. Mechanics Before we get into aiming, I decided to add this section because I don't think you can use revolvers to their full potential until you get a grasp of how the weapon actually works in a technical sense. Recoil Any revolver user should already know by now how the recoil works. Simply put, when shooting rapidly, after the first initial shot your accurate is basically cut to about half each consecutive time it's fired. You simply switch to your other gun to prevent this.Damage Revolvers do about 70% damage to HP on body shots, and about 90% on head shots. This means you will kill in 3-5 shots depending on the HP of the victim, or if you headshot or not. Using Zaurus B x2 / Minic 567 MK. II x2 the scale goes somewhat like this:Accuracy First off, revolvers are NOT 100% accurate at a certain range. Putting your crosshairs on a stationary target and shooting will NOT lead to perfectly centered shots every time, no matter how slow you shoot. I’m sure by now you have noticed your piers make statements like “revolvers are very accurate”.That is somewhat true, but the accuracy isn't as good as you are lead to believe, in actuality, it’s overrated. I regularly point my tiny dot crosshair under a car on an opponent’s feet that’s healing; however, when I fire the bullets can fail to make contact with their poor little vulnerable footsies and decide to kill the car or ground instead. Those are golden opportunities and that can be frustrating if you are relying on revolver’s “perfect aim“. |
| | |
| | #2 (permalink) |
| Member | Slashshot Slashshot or any variation of it will significantly change your shot angles and firing location, and could make a nearly perfectly placed shot miss totally, or make the shot hit on your screen, but the opponent is unaffected because the angle allows them to dash or move one millimeter past it. This is most important when you point blank SS fast with revolvers, (e.g. I have point blank SS opponents with male characters while my crosshair is above their heads and the shot hits their feet or legs when my character is still mid air above them.) If you want to elude this problem, you will either have to aim slower and let your firing angle go back to normal center position (not recommend - see italic note below), or just avoid point blank range all together(recommended if you cannot compensate.) Yoyo is another option, but I do not find d-style movement extremely useful when encountering some sword heavy opponents with shotguns.Here are some in-game screenshots to give a visual illustration of what was just aforementioned: Female Male @ Wall Looking up Looking up more Looking up even more ALL SHOTS STILL HIT HERE! Strange Glitch? Tumble Tumbling locks your character in position for half a second, and can allow you to easily shoot opponents in a straight line while making your body smaller to avoid some shots. And during a certain animation of a tumble the shot comes low close to the ground. Believe it or not, in some situations this move could provide a chance of landing more successful shots than walking or slashshooting. So, you should not concern yourself with fear of using this basic but essential move when the opportunity present itself. However, keep in mind that this is in NO way abusable. Tumbling in general is a bad idea.YoYo A move overlooked by most sword wielders because of slashshot, but in actuality, is more suitable in many situations, (e.g. shooting over or around boxes, bunker walls, trucks, avoiding turtle, etc..) This becomes apparent when you are using male characters and firing your bullets into those boxes, bunker walls, trucks, etc. often, instead of where your crosshair or gun is pointing.================================================ IV. Aiming Aiming and leading is probably the most difficult aspect for beginning to intermediate revolver users to deal with, and is the reason most players give up on them. I will make it simple for you: MISS YOUR SHOTS! That's right, YOU WANT TO MISS. If your shots are saying hit on your screen, you are actually missing the opponent. The only time you want to actually hit is when the player is AFK or standing still and typing. This might confuse you, but it's true with this weapon. Your goal should be: the lower the ping, the closer you want to aim at the player WITHOUT actually hitting on your screen. Of course, when a player moves in a straight line at you, you will most likely want to aim at them, but you will rarely have opponents dumb enough to do that too often, so that’s not worth mentioning, and it‘s obvious. You will just have to get in through your head to not worry about hitting until the player decides to make it easy for you and stand still. You want to basically focus on forcing the opponent into hitting themselves with your revolvers instead. Under 25 ping you can try to actually start hitting. But I still suggest low ping lead until you play with your 2 ping sister in the room next door. (That sounded kinda perverted, didn’t it.. ..****in sicko! Get your head out of the gutter. -_-) |
| | |
| | #3 (permalink) |
| Member | Shot Angles Shot angles (where the shot fires from and its' traveling trajectory) is/are something totally overlooked and probably could be argued are some times more important than which part of the body you shoot at. An unknowing player could be shooting and hitting 100% on their screen with revolvers at 30 ping, but if they are all bad shot angles, they will all miss. On the other hand, the same player could be hitting 100%, but this time half of the shots are at a good firing position and angle, resulting in killing the opponent before reloading. Female characters with shotguns benefit greatly from the left side shots, a player could miss totally with the crosshair behind the player to the right, but the shot comes way out from the left so it somehow magically hits full PB. A lot of players will get lucky like this when they are spamming too fast. (Tip: Avoid female shotgun user’s left side if they shoot this way. That would be your right.) I personally don't use revolvers with females because of this, but I'm sure those who strictly use females could compensate. Shot angles are another key reason I advocate staying away from PB range. You get better angles the further away you keep your target allowing you to hit more. Here are a few small diagram examples: List of Firing Location Use this list to adjust your aim when firing at PB accordingly. Male Standing, walking, tumbling, and yoyo-ing: Diagonally down-Left slightly from the crosshair. (Simply where the tip of the guns are pointing.)Female Standing, walking, tumbling, and yoyo-ing: Diagonally down-left slightly from the crosshair. (Simply where the tip of the gun are pointing.)================================================ V. Aiming And Tactics (Specific Play Styles) This section will assume that the opponent is as good as or better than you. Take this “with a grain of salt“, because you want to avoid always playing the same way versus every opponent. It’s optimal to adapt in different situations and to different opponents in this game, and in any game. Tortoise Easy lead until they start jumping or move right when you shoot abusing lag. It is almost impossible to hit these opponents with real aim like this, unless you area psychic. Revolvers aren't shotguns, you can't just aim at the feet and have it hit easy with the pellet spray when they try to abuse lag. A good approach is to not let them get close and just snipe from as far away as you can. If you can't snipe that is when your sword skills should come in handy. A nice sword combo ending with a few revolver shots to the feet does the job nicely. Flip them if they are being careless with their turtle, or insta them if need be. Keep in mind that if you are going to be swording, THEY have the advantage and have you right were they want you. Always remember, one lucky massive, and two point blank shots from shotguns means you are in a body bag.Butterflier or Double Butterflier Honestly, probably the hardest to lead on with revolvers, because half the shots will probably be blocked or miss. Again, revolvers aren't shotguns, so you need a perfectly lead shot to feet which is nearly impossible at some pings, and requires so much concentration that you would probably end up leaving yourself open for a nice shotgun blast if you aren't careful. If you spam at them you will probably waste your ammo. I suggest sniping from as far as possible, try to get behind them as much as possible, and out-swording them when up close ONLY as a last resort. Again, massive, 2 PB, and you are dead.Flash Stepper or Dodger Waste of ammo. Don't shoot. Let them relax their movement to shoot at you and get your shots in then, or just avoid them until you can get them to go where you want and get your shots in then. DO NOT try to stand and spam while letting them get close or you will be losing chunks of health when they pull of their shotguns, potshot instead. It you are forced to exchange blows with them. It’s best to dodge HARD also, and avoid the shotgun's spray as much as possible while you SS/HS/YoYo/etc. with aim/lead.Shotgun Spammer Using the strategy Iayed-out in the sniping section, you should be victorious almost every time. If the opponent is spamming, they are leaving themselves open for easy hits and your revolvers are faster with more ammo.D-Styler The general concept of what was covered earlier apply here; however, now you have the option to start using your sword more than usual because you have the melee advantage.Everything Else The general sniping criteria provided earlier apply here also, including but not limited to rocketeers, automatic gun users, and sword heavy opponents.================================================ VI. Crosshairs Use an accurate small dot crosshairs for maximum sniping efficiency, especially for sniping properly under cars and shooting the head over boxes and bunkers. ================================================ VII. Replays These are recent games of mine that demonstrate the general concept of what was conveyed in this guide. I'm not using my sword in any of these, so I will post other replays later in an update that show some combo-ing. Team Revs (2on2) Me and a teammate using revolvers in Garden - 90 ping on both victims. DOWNLOAD LINK Random #1 (2on2) Town TDM pings 40 and probably 70+? (I don’t know…the other one was kinda laggy player to me) for the other. Notice all shots that “hit” don’t count on the 40 pinger with revs - swan. This is why you miss and lead. DOWNLOAD LINK Mini CW (2on2) Just normal playing in town TDM - 40 and 100 Ping. DOWNLOAD LINK ================================================ Download the text file of this guide (viewable in MS word/works + there’s an extra .txt for notepad.) DOWNLOAD LINK |
| | |
| | #4 (permalink) |
| Member | Expect an update in the future with more details about accuracy/damage for each revolver series (including new ones). I would need to do some REAL tests first. Which would be getting statistics from x out of 100+ shots. (NO, doing x out 6 like someone already did isn’t enough to tell which guns is more accurate. That‘s why their results are so random.) Someone else could do it or multiple people. You just need to: 1. Get a 100% accurate x-hair (use x-hair 4 if you can’t tell if your custom X is 100%) 2. Put your fire key somewhere on the keyboard (the mouse could/will move when you click even if you don’t notice, so put in on the keyboard) 3. Have yourself and a friend/victim stand in the same spot across a long map (it’s best to put the victim in a corner so they don’t move/slide when you hit. And it’s faster/easier for them to get in the same spot after dying without you even needing to touch your mouse. 4. Now aim at the very center of stomach and shoot very slowly to not get recoil. 5. Count your hits until you are empty. You should get something like 30/46 then repeat. That is the only way to get a real feel of how accurate a gun is. |
| | |
![]() |
| Thread Tools | |
| |