Gang Garrison 2 Trailer:wareya wrote:I'm here to evangelize Gang Garrison 2, which is a multiplayer sidescrolling/platforming shooter based on TF2. There are no hats, it runs locked at 30FPS no matter what (unless you have a really shitty computer) and you don't have to sit in spawn hoping dear god that this pub medic knows how to buff because there are no buffs.
At a basic level, GG2 looks a lot like TF2, with the nine classes and their main weapons in the game, but as soon as things start going it all goes weird. Every weapon, except the sniper rifle, is projectiles based; you only have one weapon; there's no falloff; weapons do is roughly half the damage they do in TF2; classes have a fraction of their TF2 health (around 80%); sentries suck; there's no overheal; ubercharges grant infinite ammo; yadda Rest In Piece Spinjumping yadda Ninja Cat is a Lie and Hail Classicwell yes those are GG2 community inside jokes.
Capture the Flag is the game's main gamemode. It's the only one the game had when it was originally developed, it has the most maps, and the game is designed and alanced around it. It has two gamemodes that TF2 doesn't (normally) have, Dual KotH and Generator, both of which are attempts to make something like CTF in the base sense but both fall short in their own ways (DKotH is considered better than Gen, but not as good as CTF). There is no payload (or MvM).
"Competitive" Gang Garrison 2 is normally played 4v4 with classlimits of 1. The meta currently defines four spots: Healer, Pocket, Assist, and Utility. The analogs are Medic, Pocket soldier, Demoman or Passive scout, and Roamer or scout in general. Every class in the game has some spot in this meta, including the Infiltrator(Spy). The healer slot is always occupied with the Healer (GG2's Medic) dealing with healing and uber, the pocket deals with fighting the other pocket and spearheading teamfights, the assist helps the pocket fight the other pocket when needed as well as protecting them and the medic, and the Utility does whatever they can to help their team get an advantage, as well as handling objectives like carrying the flag or stopping backcaps.
In terms of player preference, ctf_conflict is GG2's cp_badlands. In terms of team composition: Pocket is usually overweight(heavy) or rocketman(soldier). Assist has the wildest diversity and I'm not gonna waste the letters to lie half the classes. Utility is usually runner(scout; wild potential) or infiltrator(for backcaps).
Gamplay (Of my favorite role, the infiltrator):
More gameplay (Not as good a spy as the first I think):
Resources and Game Download:
Game: http://www.ganggarrison.com/
Custom HUD: http://www.ganggarrison.com/forums/inde ... ic=32194.0
Extra Info: http://www.ganggarrison.com/forums/inde ... ic=32076.0
Indicators: http://www.ganggarrison.com/forums/inde ... ic=33541.0
Buddy Damage Indicator: http://www.ganggarrison.com/forums/inde ... ic=32108.0
How to use the plugins: http://www.ganggarrison.com/forums/inde ... ic=32100.0
Useful Guides for specific characters:
*Some stuff said here thanks to Wareya, and this image was copy pasted from that very post.
