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GunZ2 The Second Duel Released on Steam Early Access (F2P)

Well... I think we can all agree that the technical skill will be missed. I think besides removing K-Style they didn't seem to make much effort to dumb down the game beyond that, so I can handle it. There are bigger things to worry about like connectivity issues.

Also... do we want to have a NeoGAF clan?
 
i liked all the styles, but k-style is more or less the foundation because the system that allows for k-style allows for all the others too haha

my favorite style is 'lazy fake kstyle' which is what i ended up using, which was to butterfly into tumbles into cover from mid-long range because tumbles were actually faster moving than butterflies (but far less safe)

this also brought in the illusion that you sucked at butterflying so when they got close you could just destroy them because they'd do really weird reckless crap like raw launch or charged attack

the lag was bad enough to where tumbles were actually godly in that scenario because them shooting would miss because of the tumble speed and the lag lead

most people never fought kodachi-style players since it was basically still k-style and they were really annoying to use in comparison to katana butterflying (you had to hit them much faster and much longer with kodachis to kill), but kodachis had some really interesting stuff to them- their power attack was possible to get to be unblockable rather than a mixup power attack of low/high and they actually could butterfly at like probably 2x-3x the speed of katanas due to their incredibly low startup on attack lowering them asap meaning they could move that much faster

i think the movement in the game as it is is slightly similar to d-style but like, it lacks the really strong mobility variability of instant direction changing and speed that d-style was all about. i really feel bad for dstyle dudes 'cuz i think they'll be the most annoyed at the changes because the game makes it 'seem' you can do dstyle movement with the guns having the same dash as the sword but you can't do like triple instant dashes or nonstop fast-dashes or all that crazy shit they had movement-wise

Dash canceling with the dagger pretty much kills 95% of players due to most players just using generic k-style with no real plan. I believe ijji patched dstyle out because the kstyle tears deemed it broken.
 
I was able to finally play the game and, three matches in, I can say that this sure is GunZ. It looks nice and it's kinda fun, in an insane way (aside from the obvious latency issues).

Wish there was FFA.

Ha, just discovered that there's a multiplayer campaign mode? Wonderful.
 
A very disproportionate amount of hours is being poured into this game. I am a very weak person.

Ha, just discovered that there's a multiplayer campaign mode? Wonderful.
Campaign is ridiculously hard even with four players. The boss on the 4th stage
has thirty life bars with no apparent ammo pick ups
and most of the stages expect you to have coins ready to be able to complete them.
 
oh, man i remember i used to play the first one when i was in high school, used to come home during my breaks while working at publix just to play for an hour ahahaha

if it's still f2p i'll most likely check it out again.
 
Campaign is ridiculously hard even with four players. The boss on the 4th stage
has thirty life bars with no apparent ammo pick ups
and most of the stages expect you to have coins ready to be able to complete them.

naw, the campaign's not that hard if you're using elena or max and have a full competent team

the trick for that boss is he is comedically easy to dodge if you just keep dashing in the first form (and blow all your ammo in the first form) and then coordinate the 2nd form by continually dashing away from him until he does either does the super spin attack (wallrun/wall hang for this one, wall hang is better b/c less margin of error but don't jump forward because you can clip through the wall in that arena haha) or the wall ram

the wall ram is the important one, when he does it have everyone just wail on him and then continue dodging .

once he gets to 10 life bars you can basically win for free because he starts only doing the super spin attack and afterwards he has a really long recovery animation where he's like 'argh! my head!' so you basically can't get hit ever unless you're playing max and can't wallhang and fuck up a wallrun

also he actually runs away at 4 life bars lol

for k-style fiends, you can actually do a really ghetto lightstep by just doing jump->immediately dash and slash ->ground dash->repeat

it's really shitty and doesn't have the defensive part but you also go about 1.5x-2x the speed of other people. the example of speed is that in manor, if you do that and there are folks who don't continually dash out of their spawn you can catch them coming out of the corner and murderize them
 
So I played a few hours today.. I was getting bodied at first and was generally raging.. But I got better and starting buying some new gear.. I notice that I'm a good shot but still need work on the melee.. I think my movement is good though.. I was better with the first Gunz with the butterfly movements..
 
for k-style fiends, you can actually do a really ghetto lightstep by just doing jump->immediately dash and slash ->ground dash->repeat

it's really shitty and doesn't have the defensive part but you also go about 1.5x-2x the speed of other people. the example of speed is that in manor, if you do that and there are folks who don't continually dash out of their spawn you can catch them coming out of the corner and murderize them
I was watching a stream and I noticed the player doing what I would consider a similarly ghetto butterfly, where the player was using Rena and constantly jump -> dash -> slashing into the opponent instead of doing a ground combo. I tried this with Ivan and it seemed like it could be possible with him [EDIT: I tried again, I think it's a Rena only thing], though the main skill factor would be pulling off your jump dashes to where you can continue jumping back into the opponent.

The main advantages of jump slashing would be that you can control how much damage you do while putting pressure on your opponent before you put them on the ground to deal with their wakeup game, added unpredictability, and it's very easy to hit someone with a jump slash.
 
I am in a love hate relationship with this game, on one hand it feels like Gunz but there are afew big boneheaded decisions.

What pisses me off about Gunz 2;

  • No health pickups
  • Classes
  • Abilities
  • P2P servers, unless you are host the game always feels laggy, even at 50 ping.
  • Shields
  • Durability on bought weapons
  • Shitty client

The best thing about Gunz 1, every character was the same outside gaining new weapons/armour. No characters that have different moves, no characters that move differently, or no characters that have exclusive weapons. There should one be '1' character and you can customize him or her however you want.

Problem is now they will never implement what i asking for and my only option is to go back to the even more laggy Gunz 1.
 
The server is a lot better, but the game is outright unplayable unless you are the host. This game is designed with Korea internet infrastructure in mind. Block does nothing in Gunz 2 unlike Gunz, so if you see someone blocking, the best option is to run in circle and keep slashing.
 
I have come to realize that GunZ 2 when you first start playing and GunZ 2 after you've played for awhile are quite different games just based on the fact that upgrading your equipment to the 15K gold standards (or using the Tesla shop as alternatives) and getting necessary skills from your character's skill tree, then unless you're playing as Elena or Max, melee becomes much more important than how the game first gives the impression of.
Block does nothing in Gunz 2 unlike Gunz, so if you see someone blocking, the best option is to run in circle and keep slashing.
Blocking generally leaves you at a disadvantage in this game due to it only blocking so many hits (which often the hit that breaks your block is the one that knocks you over)... which is where parrying comes in, which can let you end somebody's combo and put you back in the neutral game which you have a chance to be the one to get a hit in.. if by a miracle nobody comes to gang up on either party the parrying mechanic can lead to the rare sword duel between two people. I'm pretty sure that half the time just blocking can stop various bullet sprays and even sniper shots as well.

This all leads to a slight problem with the skill tree: several mechanics that help you avoid getting steamrolled are universal and have to be unlocked per character. Another problem I have is that insta-death moves can weigh more heavily than skill.
 
That's nuts! Sign me up for the "holy crap I played so much of this in high school" club. So much butterflying... but so fun.. that was one heck of a free to play game.
 
Game got a balance patch.
Hello everyone,

We have an extensive balance patch scheduled today.
Maintenance Schedule:
April 24 04:00 PST – April 24 08:00 PST

Please refer to below patch notes for details of the balance update.

Contents Updates

- Added login event contents
- Supply Crate rewards have been changed

A Supply Crate will now be given after winning 3 matches. Adding 2 more wins afterwards will provide a Quality Supply Crate.
Once player receives a Quality Supply Crate by winning 5 matches, reward count will be reset and player will receive a regular Supply Crate after winning 3 matches again.
Supply Crate now provides 1 or 2 Purified Ore
Quality Supply Crate now provides 1 or 2 Purified Crystal

- Update on Weekly 50% Discount

Discount on sunglasses is over, and following items will be on sale
Napping Cat, Horse Mask, Friendly Chicks, Compact Wind Turbine, Skull Mask
(Weekly Discount does not affect gold prices of the sale items)

- A safety system has been added to permanent unique (orange and blue) item disassemble interface. Players now need to input numeric codes displayed in the interface in order to proceed with disassembling unique items.
- Updates on netcode

Amount of host’s bandwidth usage is greatly reduced.
Anti-leadshot feature has been improved, thus gameplay with bad ping has been greatly improved.
Improved the issue of characters shaking when ping is bad.

- Number of rounds in 1vs1 Team Elimination and Gladiator matches is now increased to 7 rounds.

Balance updates

- Common changes

The distance that a player can travel in the air by dashing after wall jumping has been decreased
Resolved the bug in which characters that are knocked up in the air or knocked down on ground not getting 50% reduced damage from flame thrower and grenade launcher.
Player characters can no longer shoot while on boost run status. (Firing ranged weapon will cancel boost run)
Flipping (knocking up) now keeps targets in the air slightly longer than before.
Continuous dashing motion is now smoother and dash-jumping distance has been increased.
Added new character animation/motion for when getting attacked in mid-air.
Player characters now receive super armor status when rising up from the ground and take only 50% damage when attacked while rising up.
Player characters now take 50% reduced damage while in bash motion.
Getting knocked up again in mid-air now won’t get the target as high as before.
Player characters can only Rise, Rise Attack, or Roll Dodge when knocked down on ground now.
Any action other than these intended ones such as does not cancel rising animation. For instance, players can no longer shoot ranged weapon while rising up.
The following damage reduction skills and states now also reduce damage from active skills (Q, E, R skills):
Armor stat bones
Knocked-down and Knocked-up states
Particular damage reduction skills such as Rena’s Shadow Dancce
Player characters can now move while guarding or taking NPC’s melee attack.
All player characters’ rising attack now have fixed damages instead of damage based on weapon’s attack power
Ivan: 40
Rena: 40
Elena: 30
Max: 40

- Character balance updates

Ivan

R skill, Lightning Blade damage is decreased from 70 to 40 and has 4.5 second cool-down time.
Decreased damage of jump attack by 25%. Ivan can now continue combo attack on targets that are knocked up in the air.
Attack Damage ratio of the final blow of a combo attack has been decreased from 1.8 to 1.5.
Attack Damage ratio of the knock-up attack lead by 3 normal melee attack combo has been decreased from 1.0 to 0.8.
Lucky Bullet now knocks back enemy targets.
Invincibility duration of following skills has been reduced.
Cyclone Kick: 0.9 sec > 0.5 sec
Death Strike: 0.9 sec > 0.5 sec

Elena

Damage of R skill, Home Run has been decreased from 75 to 45. R skill now has 5 second cool-down time.
Increased damage of final blow of LMB>LMB>RMB>RMB combo attack.
(LMB: left mouse button, RMB: right mouse button)
Reduced reloading time of Marauder series (Marauder reduced to 0.1 / Lightning Marauder to 0.05).
Decreased penetration rate of New Tuber from 18% to 15%.
Elena can now deal combo attack on enemy target that is already in mid-air.
Hammerfall now knocks up enemy targets instead of knocking them back.
Decreased DPS of assault rifles by 5%.
Grenade round’s direct hit sensitivity has been reduced.
Before: grenade exploded if an enemy target existed within 20~25 CM radius
Now: grenade explodes if an enemy target exists within 5 CM radius
Invincibility duration of following skills has been reduced.
Hammerfall: 1 sec > 0.8 sec

Max

Seismic Smash damage reduced from 60 to 40, and it now has 7 second cool-down time.
Reduced radius bonus of Seismic Smash gained by Crowd Control skill by 33%.
Fixed the bug of Shield Shock not damaging enemies when casted right above the targets. Reduced damage of Shield Shock from 140 to 120. Shield Shock can also damage knocked-down enemies now.
Reduced penetration rate of flamethrowers by 10%, except for:
Inquisitor - no change
Blast Inquisitor – increased penetration rate by 5%
Slightly reduced DPS of Apocalypse series.
Movement speed when holding miniguns has been increased slightly.
Dash attack with shield now knocks back enemy targets instead of knocking them down.
Damage of Shield Charge has been increased from 160 to 180.
Getting attacked with normal attacks while shooting flamethrower or minigun now does not cancel/stop shooting action.
Invincibility duration of following skills has been reduced.
Shield Shock: when slamming on ground 0.6 sec > 0.3 sec / additional 0.2 sec when activated
Shield Charge: 0.9 sec > 0.5 sec

Rena

Shadow Rush skill damage is reduced from 80 to 40, and it now has 6 second cool-down time.
Cloaking after casting Shadow Decoy now grants her invincibility for 0.2 seconds instead of being invincible for the entire cloaking duration.
Added casting time on Shadow Dance skill, and Rena becomes invincible for 0.2 seconds after casting the skill.
Jump attack damage has been reduced by 15% and Rena can now deal combo attack on enemy target that is already in mid-air.
Shadow Rush now knocks down enemy targets.
While Shadow Rush skill has been an unguardable skill, player characters can now receive Guard Break status when guarding it with melee weapon.


The game servers will be closed during the maintenance.
We’re sorry about the down-time and will do our best to reopen the game servers as soon as possible.

- GunZ Team
 
Looks like they're finally adding the 5th character class. "Wayne the Strider". Also apparently making some changes to the Mansion map (which is good, it needs to be updated to suit Gunz 2 gameplay more).

[Announcement] Maintenance Schedule - 2014-04-30
posted by Guntrix @ 02:24AM on April 30, 2014
Hello everyone,

We have a maintenance schedule today.
Maintenance Schedule:
April 30 02:00 PST – April 30 05:00 PST

Scheduled Tasks:
A new character, Wayne the Strider joins the battle.. New set of items for Strider are also added.
A new map, Gustav Hangar is now available. Campaign mode map, The Beast of Steel, was used to recreate this new PvP map.
All accessory items in Shop will be provided at 50% reduced price permanently. They can also be purchased with Gold now.
Tesla shop updates
New accessory items (times ones) are added to costume packages. (removed green armor items instead)
Weapon packages now only include weapon items of the same character class.
Update on Weekly 50% Discount
Discount on sunglasses is over, and following items will be on sale
Small Fairy Wings, Small Angel Wings, War Banner, Alexsei Backpack, Angry Alexsei Backpack
Weekly Discount does not affect gold prices of the sale items.
A few particular areas of Abandoned Mansion map were advantageous to a certain character class. We have restricted the area in this patch.
We’re holding a new weekly MVP event.
(10 competitors per each group, Thunder Badge will rewarded to the top player of each group)
There was a bug where players could bypass the second target destructible object in Time Assault mode. We fixed the bug and now it cannot be bypassed.

The game servers will be closed during the maintenance.
We’re sorry about the down-time and will do our best to reopen the game servers as soon as possible.

- GunZ Team

EDIT: For those wondering how to get the game, looks like this answers your question. It's going out of early access.

GunZ 2 is now officially released on Steam
posted by Guntrix @ 02:47AM on April 30, 2014
Greetings all,

As of today, we are releasing our game out of Early Access phase. First of all, we would like to thank you all again for supporting us from the very beginning.
There have been ups and downs for the past two and a half month since the launch of early access. Starting with the beta launch hiccup such as the notorious server capability issue, a number of problems such as network issue, hacker situation, optimization problems, and so forth have occurred. At the same time, we also have made significant changes and improvements to the game, although some of you may still disagree. :-P
I’d like to say that today’s official release is just an opening of a new chapter of GunZ 2. We will keep putting everything we can offer into the game for constant improvements. Starting with introduction of Strider, we will continue to add more exciting contents to keep you entertained.
Some of you have been with us for the past few years from GunZ 1. Some of you have joined the community with Steam release. As a small token of gratitude for supporting us from the beginning, we are providing each of you an Early Access Badge. You won’t be able to get the item from any other chance, so I suggest you to hold onto it. :)

Again, thank you very much, and have a great time in the new chapter of GunZ 2.
- GunZ Team
 
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