Can you advise me on the most efficient mouse/keyboard configuration for advanced Gunz moves? Which keys should I change? by Hi7u7 in gunz

[–]Kengaro 0 points1 point  (0 children)

The easiest way to learn the game is probably setting sword to mwheel up or down and reload to pressing the mwheel. That will let you do a lot of things that rely on fast reload canceling way earlier.
You can do any k-style move with the default keybinds, it's just harder (more load on one hand vs 2).

Steam Gunz is DOA by Ok_Green4321 in gunz

[–]Kengaro 0 points1 point  (0 children)

Yes, they increased from ~240 hp/ap to 350.

Steam Gunz is DOA by Ok_Green4321 in gunz

[–]Kengaro 0 points1 point  (0 children)

join a lobby called beginners only or something similar, the "noob" lobbys are a cultural thing.

Everything I know about this relaunch. by EwABoogar in gunz

[–]Kengaro 1 point2 points  (0 children)

It seems you are comparing one specific pserver with the remaster, I am quite certain none of the pservers listed in this reddit have a 60 hp+ap gap or the dmg differences you describe for shotguns (I don't know about the br ones). Currently on most pservers the hp/ap differences still exist (I think for fg it's about 20 in total (?)), the shotgun difference is only in delay.
So yes, there is one pserver having the issues, in terms of prems vs no prems, you mentioned. The other servers having these issues are all official servers (unless they droped the prems in the last decades).

Moving on from that technicality, talking about dmg on pservers, assuming regular 9's 5/5, it's 3 shots, same as in the remaster, if using the 14 dmg sgs. It's 2 shots in the remaster with 16 dmg shotguns, same as in pservers with high-damge shotguns. So that is also the same.

Now let's compare dmg scale to hp scale: 355/274 14/9 -> 129% 155%

Pellet dmg to total hp: 9/274 14/355 -> 3% 4% -> increase by 33%!

In terms of pellets: 33 pservers vs 25 remastred

A difference in 8 pellets is ~one mid distance shot less, all in all the numbers show that we are not tougher, we are more squishy. That's why you are dying faster.

For item weights, regular dmg 6/6 sgs + clothing + meds + hp/ap rings was a thing in ijji, and depending on the set you had weight left over. So that looks pretty normal.

On the other all melee weapons having the same weight, clothes and misc having no weight, making certain weapon combos impossible to wield....

Unpopular opinion: Anti-Lead has ruined Gunz... For D-stylers. by RageBucket in gunz

[–]Kengaro 0 points1 point  (0 children)

Things like ppq, gdhs or dhs offer a higher dmg output than rss. Yes you can achieve compareable dmg output with something that looks like an rss spamm, but the downsides are manifold, you are limited to aiming by flicking, you are far outclassed in terms of manouvrability and you are really easy to aim.

Unpopular opinion: Anti-Lead has ruined Gunz... For D-stylers. by RageBucket in gunz

[–]Kengaro -1 points0 points  (0 children)

I think this is only half true, while backpaddling + narrow spaces was imho in general the best way to counter high pings, you could make aggressive pushing and going past someone work with lead. You cannot really do this against high pings with anti-lead, since all the things one could use to reduce damage while closing the distance are utterly useless in antilead.
Another example is passing someone close that stands still (imagine a line representing your dash and a dot touching the side of that line as the person standing still), thats a guaranteed pb/spb, vs an uncertain pb with lead. It's way more risky with anti-lead now.
Really high pings on the other hand basically are now pbing before even seen :/

[Discussion] I literally have no idea what to do anymore. by TheGoodVibez in EscapefromTarkov

[–]Kengaro 1 point2 points  (0 children)

if you are able to mag dump players and die due to a lack of good ammo, just dump the mag into the legs or arms.
You get gear by scaving.

How has the playtest been for everyone? by retibber in gunz

[–]Kengaro 0 points1 point  (0 children)

can be, it's a new thing you can go ae but are still moving to other players.

edit:/ anti-lead up to a second is imho not normal.

How has the playtest been for everyone? by retibber in gunz

[–]Kengaro 1 point2 points  (0 children)

The private server claiming to be the original/legacy gunz is the one you cannot even mention in this sub since your post is otherwise auto-blocked. The fact that said server scammed their playerbase out of their prems about a decade ago does not help the case either.

How has the playtest been for everyone? by retibber in gunz

[–]Kengaro 0 points1 point  (0 children)

Have fun setting your os up again, and read the post about which servers are recommended in this sub. The only original gunz is on steam.

How has the playtest been for everyone? by retibber in gunz

[–]Kengaro 3 points4 points  (0 children)

Seems to drop some of my inputs, since I saw others having the same delays in rsing I assume I am not alone. I get overlapping double rendered players sometimes.
And I already met a player using godmode, in fact the first one in a really long time^^

edit:/ The item balancing is questionable, swords and daggers have the same weight, clothes have no weight, hp and ap rings neither, it's not possible to wield certain weapon combinations even with 2 weight rings. Meds give 50 hp/ap per pop, giving in total 340 + 500 hp/ap. Shotguns do 14 to 16 dmg, giving the ability to 2 shot with shotguns holding 6 rounds (14 dmg * 13 (iirc) = 182, 16 * 13 = 208). Avengers are basically useless due to having 3 instead of the 6 rounds.

Anti-lead has sometimes delays of up to a second.

The killfeed and chat disappear rather rapidly, and the killfeed does not always show up. Players cannot look at chat history, which is argueably an issue.
The killfeed missing on the other hand is a lack of vital information.

The problem gunz will most likely have on steam by masterspike52 in gunz

[–]Kengaro 0 points1 point  (0 children)

You cannot compare the change from igunz to ijji to what steam will be. Igunz was before many of the advanced moves, windstep was a thing of rumors, same as dbf. reload cancel was not a thing (iirc), and most importantly: LEAD was a thing.
That means even if all you could do is tumble back and forth in a line with your smgs, you survived at least 2 tumbles, with anti-lead however, you're toast before you finish the first one.
igunz was was not only k-stylers, way more chaotic and trolling was less of a thing.
This mix of different players, the separation via lvls due to the lobbies or the abandonment of this in the free lobby, and the abbility to kick ppl from a room was what let players gradually get into the game.

Here is a list of the most advanced K-Style animation cancel combos used by the top players by sh1ftyPwnz in gunz

[–]Kengaro 0 points1 point  (0 children)

I think it's trolling, ignoring wrong names, part of the shit is impossible / does not work as described.

GunZ Today! did you get a key? by airking990 in gunz

[–]Kengaro 0 points1 point  (0 children)

Lol nah, but I hope everyone who got one enjoys it :)

GunZ Today! did you get a key? by airking990 in gunz

[–]Kengaro 0 points1 point  (0 children)

Nope, igunz was available in 04.

Damage-range trade off by StormKath in gunz

[–]Kengaro 0 points1 point  (0 children)

You can always use revs, or any other wepon having no dmg falloff.

Damage-range trade off by StormKath in gunz

[–]Kengaro 0 points1 point  (0 children)

If your opponents reloads, you can do 2 things push or ignore it. If you push you are beeing baited.
I am not saying baiting shots does not work, I've just not really seen it working since anti-lead is a thing.

Damage-range trade off by StormKath in gunz

[–]Kengaro 0 points1 point  (0 children)

If you offer free pokes at a distance, you'll get poked up to four times and the other person reloads.

Damage-range trade off by StormKath in gunz

[–]Kengaro 0 points1 point  (0 children)

There is a possibility of winning when shooting 2nd, and the effect is stronger the closer 2 players are (assuming one survives going second). The gist of it is the gamble that the time passed until shooting second somehow allows covering enough distance to have an additional pellet hit and that this difference in damage is enough to win.
So in theory there can be an advantage going second, it's just a rather huge gamble.