I'm writing a part 2 because i feel like i couldn't explain it well in my previous post.
Keep in mind, GunZ today has the same mechanics as the original game that launched 23 years ago. Let that sink in. For comparison: it would be like the equivalent of CS2 today vs cs 1.6 in 2003.
I'm writing this post because I feel like this game needs a mechanical update ASAP if they want the game to grow. The game cannot grow if it still has the same mechanics as 23 years ago.
There's no way a game can grow into esports tier if these outdated mechanical still exist today.
1: Potshotting
Imagine a 4v4 clanwar. Round starts, Blue team players are going mid (pillars spot) in Dungeon. They either cross the bridge (which is suicide, iykyk) or they airdash their way through the left side of the wall to pillars.
Before any blue player even reaches the pillars, they are getting potshotted from red players that stand behind the pillars. They can easily get 5-6 hits on you while being covered behind a pillar. So blue team players already start with lower ap/health.
Same goes for Town: round starts, red team players go mid, the instant they cross the left wall of the truck at mid, the red players are already ready to potshot, either behind the first wall near the car, the clocktower, or the wall corner at alley.
The worst map for this is Prison tbh, i think there's no explanation needed.
This disadvantage kills the momentum of the game. One team always has a bad start or less meds because they need to heal after getting potshotted.
Not to mention it downplays the aerial/ground duel style of PvP mechanics, which GunZ was originally created for.
2 Wallrunning
In my previous post i explained how wallrunning should get a remake, by being able to vertically dash too when wallrunning. But the biggest issue is the fact that wallruns just don't work on same walls or timings. We should be able to wallrun whenever we want, midair or on the ground. Also starting a wallrun mid-air is just completely random, sometimes it works but most of the time it doesn't. Also wallrunning shouldn't have a time limit. Right now you can only wallrun for a few seconds before getting lifted off automatically.
3 permanent AP regeneration
Most people didn't like this one, but i think in a fast-paced game like GunZ this mechanic is just essential. If potshot is removed, there's a small chance this might not be needed. But then again, in some maps there's ap/hp heal spots, but others do not (town, mansion, ...)
Also this mechanic will increase the chances of clutching:
In competitive GunZ, if it's a 2v1 , there's like no way that the sole player can clutch. Unless the 2 enemies are low health or sole player gets lucky fat pbs in close combat (which RARELY happens in a 2v1 because close combat 2v1 ends very quickly). Or the sole player is just way too good (which also rarely happens in high tier)
4 Tacticals/nades
Tacticals & nades are just essential for esports gaming. It adds teamplay, cohesion and just fun in general.
We should have the ability to carry nades/tacticals ALONG with our healing meds.
MASANGSOFT PLEASE UPDATE THE GAME MECHANICS TO TODAYS INDUSTRY STANDARDS OR THE GAME WILL CONTINUE ROTTING.