Difference between revisions of "Gang Garrison 2/fr"
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==Controls== | ==Controls== | ||
− | [[Image:Screenshotganggarrison.jpg|right|thumb|180px|Un Firebug défend | + | [[Image:Screenshotganggarrison.jpg|right|thumb|180px|Un Firebug en embuscade se défend contre un Runner. A noter que ceci est une des premières versions du jeu, l'ATH a considérablement changé.]] |
− | [[File:GG2.jpg|right|thumb|180px| | + | [[File:GG2.jpg|right|thumb|180px|Un Rocketman de RED attend au respawn de RED. A noter qu'il y a des différences dans l'ATH des premières versions du jeu.]] |
− | Un | ||
− | '''WASD:''' | + | '''WASD:''' Bouger, sauter |
+ | |||
+ | '''Mouse:''' Viser | ||
+ | |||
+ | '''Souris gauche:''' Tirer | ||
+ | |||
+ | '''Souris droite:''' Utiliser la Capacité Spéciale<sup>†</sup> | ||
+ | |||
+ | '''B:''' Laisser tomber l'Intelligence | ||
+ | |||
+ | '''E:''' Appeler le Healer | ||
+ | |||
+ | '''F:''' Raillerie | ||
+ | |||
+ | '''Z, X, C:''' Les menus de discussion (Emoticônes, Interêts, et Commandes) | ||
+ | |||
+ | '''N, M:''' Changer d'équipe/de classe | ||
+ | |||
+ | '''Shift gauche:''' Montrer le Score | ||
+ | |||
+ | <sup>†</sup>''Le bouton de la '''Souris droit''' a une fonction différente selon la classe que vous utilisez. Le Detonator peut l'utiliser pour faire exploser ses mines, l'Infiltrator peut l'utiliser activer son invisibilité et l'Overweight peut l'utiliser pour manger son [[Sandvich/fr|Manvich]], le Firebug peut l'utiliser pour son [[Airblast/fr|tir d'air comprimé]] (ou pour Flareblast[http://www.ganggarrison.com/classy/]), le Rifleman peut l'utiliser pour viser, le Healer peut l'utiliser pour tirer son Pistolet à seringues (ou pour activer son [[ÜberCharge/fr|superburst]]), et le Constructor peut construire des [[Sentry Gun/fr|Autoguns]].'' | ||
+ | |||
+ | ==Différence des Classes entre Gang Garrison 2 et Team Fortress 2== | ||
+ | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
+ | ! class="header" width="17%" colspan=2 | Team Fortress 2 | ||
+ | ! class="header" width="17%" colspan=2 | Gang Garrison 2 | ||
+ | ! class="header" width="50%" rowspan=2 | Différences des Classes | ||
+ | |- | ||
+ | ! class="header" | Classe | ||
+ | ! class="header" | Santé | ||
+ | ! class="header" | Classe | ||
+ | ! class="header" | Santé | ||
+ | |- | ||
+ | | {{Class link|Scout/fr|br=yes}} | ||
+ | | 125 | ||
+ | | Runner | ||
+ | | 100 | ||
+ | | style="text-align: left;" | The 2D environment makes dodging harder but makes double jumping and taking shortcuts easier. Also, the 2D environment also makes sneaking up on enemies harder due to the fact that everyone can see what is around them. However, "dancing" is emulated by many classes having deadzones very close to them where their projectiles cannot appear. Also, the Scattergun's projectiles can be some of the fastest moving projectiles in the game thanks to [http://www.tribesascendwiki.com/Inheritance inertia inheritance], and it has among the highest damage output in the game at point blank range. | ||
+ | |- | ||
+ | | {{Class link|Soldier/fr|br=yes}} | ||
+ | | 200 | ||
+ | | Rocketman | ||
+ | | 160 | ||
+ | | style="text-align: left;" | Rocket jumping is simpler as the Rocketman, not requiring crouching in order to achieve maximum height or speed. Rockets can pass through teammates at any range, however, they disappear some time after being fired, and passing through teammates makes this time earlier. | ||
+ | |- | ||
+ | | {{Class link|Pyro/fr|br=yes}} | ||
+ | | 175 | ||
+ | | Firebug | ||
+ | | 120 | ||
+ | | style="text-align: left;" | The Firebug's [[Flamethrower]] has regenerative ammo while the Pyro's Flamethrower has 200. Afterburn depends on how much targets have been hit by fire, instead of being a set amount of damage over a set amount of time. Airblasting while using primary fire will send a flare flying in the direction the Firebug is aiming, providing a ranged-damage option. | ||
+ | |- | ||
+ | | {{Class link|Demoman/fr|br=yes}} | ||
+ | | 175 | ||
+ | | Detonator | ||
+ | | 140 | ||
+ | | style="text-align: left;" | It is harder to set traps as The Detonator as the foe has better view of the map. The 2D environment makes it harder for foes to dodge stickies. Mines do not need to arm before detonating them, and pass through every character on the battlefield, but not buildings. All explosions detonate mines within their range, including mine explosions. It's possible to knock rockets around with mines, given good timing. It is possible to knock teammates around with mines, making damage-less stickyjumps possible, although it requires incredible coordination. | ||
+ | |- | ||
+ | | {{Class link|Heavy/fr|br=yes}} | ||
+ | | 300 | ||
+ | | Overweight | ||
+ | | 200 | ||
+ | | style="text-align: left;" | The 2D environment makes it harder to go around the Overweight. The Overweight's Chaingun has regenerative ammo and does not need to spin-up while Heavy's [[Minigun]] has 200 ammo and must spin-up to fire. Additionally, the Overweight can jump while firing his Chaingun. The Overweight's [[Sandvich|Manvich]] heals for 200 health and recharges in many seconds, but cannot drop them for teammates. | ||
+ | |- | ||
+ | | {{Class link|Engineer/fr|br=yes}} | ||
+ | | 125 | ||
+ | | Constructor | ||
+ | | 120 | ||
+ | | style="text-align: left;" | The 2D environment makes it harder to go around the Constructor's [[Combat Mini-Sentry|Autogun]], however it is blind to the 90 degrees directly above and below it. The Constructor gradually gains nuts and bolts over time, but can only make a single un-upgradeable autogun and no other buildings. He is also unable to repair the autogun. The Constructor's autogun costs 100 nuts and bolts while the Engineer's sentry costs 130 metal. | ||
+ | |- | ||
+ | | {{Class link|Medic/fr|br=yes}} | ||
+ | | 150 | ||
+ | | Healer | ||
+ | | 120 | ||
+ | | style="text-align: left;" | The Healer's [[Medi Gun]] does not curve around corners. He is also unable to [[overheal]] his allies. Deploying a [[Übercharge|Superburst]] on a teammate will grant them unlimited ammunition as well as invulnerability. | ||
+ | |- | ||
+ | | {{Class link|Sniper/fr|br=yes}} | ||
+ | | 125 | ||
+ | | Rifleman | ||
+ | | 120 | ||
+ | | style="text-align: left;" | The 2D environment makes it harder to hit foes if your teammates are blocking your shots. The scope gives the Rifleman better view of the map. The Rifleman can jump while scoped-in, albeit at a lower height. The Rifleman is unable to perform [[headshots]]. | ||
+ | |- | ||
+ | | {{Class link|Spy/fr|br=yes}} | ||
+ | | 125 | ||
+ | | Infiltrator | ||
+ | | 100 | ||
+ | | style="text-align: left;" | The Infiltrator's [[Cloak]] does not power down, and he cannot disguise. He can only use his [[Knife]] while cloaked, which has a windup and will temporarily immobilize him. Stabs are always a instant kill even if not a [[backstab]], and can kill up to two targets at once. Lacking a [[Sapper]], the Knife can dispose of an Autogun in a single strike. | ||
+ | |} | ||
+ | |||
+ | ==Classes== | ||
+ | {| class="wikitable grid" width="100%" style="text-align: center;" | ||
+ | ! class="header" width="30%" | Class | ||
+ | ! class="header" width="70%" | Role | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_runner_red.png|RED Runner Portrait|50px]] | ||
+ | [[File:Port_runner_blu.png|BLU Runner Portrait|50px]] | ||
+ | [[File:Spri_runner_red.png|RED Runner In-game sprite|50px]] | ||
+ | [[File:Spri_runner_blu.png|BLU Runner In-game sprite|50px]] | ||
+ | <br />'''The Runner''' | ||
+ | | style="text-align: left;" | The ''Runner'' is the fastest class in the game. He excels at recovering objectives like capturing the [[Capture the Flag#Intelligence|Intelligence]] and capturing [[control point (objective)|control points]], thanks to his speed and ability to double jump. His health is 100, and he fires 6 bullets per shot at 8 damage per bullet. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_rocket_man_red.png|RED Rocket man Portrait|50px]] | ||
+ | [[File:Port_rocket_man_blu.png|BLU Rocket man Portrait|50px]] | ||
+ | [[File:Spri_rocket_man_red.png|RED Rocket man In-game sprite|50px]] | ||
+ | [[File:Spri_rocket_man_blu.png|BLU Rocket man In-game sprite|50px]] | ||
+ | <br />'''The Rocketman''' | ||
+ | | style="text-align: left;" | The ''Rocketman'' has very high health and holds a [[Rocket Launcher]]. His Rocket Launcher deals 55 damage per shot, can cause splash damage, and has a large range, but it possesses a slow rate of fire and only has 4 ammo. It can also be used to [[rocket jump]], using the explosion to launch yourself into the air. This allows you to go higher than a Runner, but he is still a much less agile combatant. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_firebug_red.png|RED Firebug Portrait|50px]] | ||
+ | [[File:Port_firebug_blu.png|BLU Firebug Portrait|50px]] | ||
+ | [[File:Spri_firebug_red.png|RED Firebug In-game sprite|50px]] | ||
+ | [[File:Spri_firebug_blu.png|BLU Firebug In-game sprite|50px]] | ||
+ | <br />'''The Firebug''' | ||
+ | | style="text-align: left;" | The ''Firebug'' is the only 'melee' unit in the game. He is quick and packs quite a punch (30 flames per second, each dealing 3 damage). The [[Flamethrower]] has a short range, about 5 times the Firebug's width, and is strongest at point blank range. It also has an [[afterburn]] effect which deals damage over time. The Firebug has the ability to airblast; this can deflects rockets, push sticky grenades away, and extinguish afterburn. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_detonator_red.png|RED Detonator Portrait|50px]] | ||
+ | [[File:Port_detonator_blu.png|BLU Detonator Portrait|50px]] | ||
+ | [[File:Spri_detonator_red.png|RED Detonator In-game sprite|50px]] | ||
+ | [[File:Spri_detonator_blu.png|BLU Detonator In-game sprite|50px]] | ||
+ | <br />'''The Detonator''' | ||
+ | | style="text-align: left;" | The ''Detonator'' hurls up to 8 [[Stickybomb Launcher|mines]] from his gun and can detonate them remotely. Just a few mines can kill any unit (25-50 damage). He excels at long range, but up close, he needs skill and reflexes to take out his enemies. The Detonator is one of the less mobile units in the game. He can jump using the explosions from his mines, but this will take off quite a bit of his health. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_overweight_red.png|RED Overweight Portrait|50px]] | ||
+ | [[File:Port_overweight_blu.png|BLU Overweight Portrait|50px]] | ||
+ | [[File:Spri_overweight_red.png|RED Overweight In-game sprite|50px]] | ||
+ | [[File:Spri_overweight_blu.png|BLU Overweight In-game sprite|50px]] | ||
+ | <br />'''The Overweight''' | ||
+ | | style="text-align: left;" | The ''Overweight'' is really fat which makes him very slow and gives him a very low jump, but it also grants him the most health of any class. He wields a huge [[Minigun|chain gun]], which deals 120 damage per second, at 8 damage per bullet. His bullets are very compact at close range, but spread out over longer distances. A [[Medic|Healer]] is his best friend, together they are a force to be reckoned with due to their constant healing. By clicking the right mouse button, the Overweight can eat one of his [[Sandvich|Manvich]] which can restore his health slightly, but it leaves him defenseless for the duration of its consumption. Unlike the [[Heavy]] in Team Fortress 2, the overweight can jump while shooting his chaingun. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_constructor_red.png|RED Constructor Portrait|50px]] | ||
+ | [[File:Port_constructor_blu.png|BLU Constructor Portrait|50px]] | ||
+ | [[File:Spri_constructor_red.png|RED Constructor In-game sprite|50px]] | ||
+ | [[File:Spri_constructor_blu.png|BLU Constructor In-game sprite|50px]] | ||
+ | <br />'''The Constructor''' | ||
+ | | style="text-align: left;" | The ''Constructor'' is like a cross between the [[Scout|Runner]] and [[Demoman|Detonator]]. He wields a [[Shotgun]] which shoots 5 bullets at 7 damage per bullet and has the ability to make [[Sentry Gun|Autogun]]s. These are stationary gun turrets that will riddle nearby enemies with bullets on sight. However, these Autoguns cannot be upgraded or repaired. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_healer_red.png|RED Healer Portrait|50px]] | ||
+ | [[File:Port_healer_blu.png|BLU Healer Portrait|50px]] | ||
+ | [[File:Spri_healer_red.png|RED Healer In-game sprite|50px]] | ||
+ | [[File:Spri_healer_blu.png|BLU Healer In-game sprite|50px]] | ||
+ | <br />'''The Healer''' | ||
+ | | style="text-align: left;" | The ''Healer'' is the only unit that can heal. To summon a Healer to help you, just yell "MEDIC!" (keyboard key "E"). He constantly regenerates health and can [[heal]] friendly teammates at a steady rate with his [[Medi Gun]] by holding the left mouse button. He can utilize his [[Syringe Gun]] with the right mouse button, which has a very quick rate of fire, but it greatly lacks in range and power. He has average mobility. He is best used as a healing support unit. Healing teammates builds the Healer's superburst meter. When it is completely filled, the Healer can grant himself and a teammate temporary invincibility and infinite ammo! Simply heal a teammate and right click at the same time to activate the Healer's [[Ubercharge|superburst]]. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_rifleman_red.png|RED Rifleman Portrait|50px]] | ||
+ | [[File:Port_rifleman_blu.png|BLU Rifleman Portrait|50px]] | ||
+ | [[File:Spri_rifleman_red.png|RED Rifleman In-game sprite|50px]] | ||
+ | [[File:Spri_rifleman_blu.png|BLU Rifleman In-game sprite|50px]] | ||
+ | <br />'''The Rifleman''' | ||
+ | | style="text-align: left;" | The ''Rifleman'' wields a [[Sniper Rifle]], its shots connect instantly and have the largest range of any weapon. Using alternate-fire, the player can toggle between scoping in and out. Much like in TF2, scoping in will begin charging the power of the shot. A full charge is enough to deal a considerable amount of damage to a target, but its chief drawback is a slow rate of fire. It is mainly effective at long ranges, but if the Rifleman is skillful, he can take enemies down even at close range. Firing his rifle shows a team-colored beam; however, that can give away his location. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Port_infiltrator_red.png|RED Infiltrator Portrait|50px]] | ||
+ | [[File:Port_infiltrator_blu.png|BLU Infiltrator Portrait|50px]] | ||
+ | [[File:Spri_infiltrator_red.png|RED Infiltrator In-game sprite|50px]] | ||
+ | [[File:Spri_infiltrator_blu.png|BLU Infiltrator In-game sprite|50px]] | ||
+ | <br />'''The Infiltrator''' | ||
+ | | style="text-align: left;" | The ''Infiltrator'' is a very sneaky unit. He can [[Cloak]], come up behind you, and shoot you! The Infiltrator can Cloak and uncloak with the right mouse button. He has a [[Revolver]] with a good amount of power and range, but it can only shoot while the Infiltrator is uncloaked. Using primary-fire while cloaked will begin a stabbing motion that is an instant kill, regardless if it's a [[backstab]] or not. If the infiltrator is behind an opponent, the opponent cannot see him. | ||
+ | |- | ||
+ | | | ||
+ | [[File:Spri_quote_red.png|RED Quote In-game sprite|50px]] | ||
+ | [[File:Spri_curly_blu.png|BLU Curly Brace In-game sprite|50px]] | ||
+ | <br />'''The Secret Class''' | ||
+ | | style="text-align: left;" | The ''Secret Class'' can be accessed by pressing Q on the class selection screen. They are Quote (RED team) and Curly Brace (BLU team): characters from [[wikipedia:Cave_Story|Cave Story]], using a Bubbler and the Blade, two weapons from said game. | ||
+ | |} | ||
+ | <br> | ||
+ | == Unused content == | ||
+ | * The [[Civilian]], like in ''Team Fortress 2'', was cut from the game; a frame of its unanimated sprite can be downloaded from the ''Gang Garrison 2'' website.<ref name="Gang Garrison 2 class sprites">http://ganggarrison.com/Class_Sprites.rar</ref> | ||
+ | * There are special sprites for falling autoguns in the source code, which have a parachute attached. Autoguns in Gang Garrison 2 fall to the floor where their Constructor is standing when they're placed, which the sprites are assumed to be for. For some reason, these sprites aren't being used for falling autoguns.<ref name="GG2 unused autogun sprites screenshot">http://imgur.com/KR68aZS</ref> | ||
+ | |||
+ | ==Trivia== | ||
+ | *In the early stages of ''Gang Garrison 2's'' development, Quote was the character used when the engine was being written. When the first version was to be released, Quote was left in as a class for RED team and Beta Quote was used as a class for BLU team. During ''Cave Story'''s development, Quote's beta appearance was Blue and used the name Curly Brace. Much later in Gang Garrison 2's development, Curly Brace replaced Beta Quote as BLU team's secret class representative. | ||
+ | *Every 7th of September, classes will each don a Party Hat to honor the 'birthday' of ''Gang Garrison 2''. In addition, blood spatter is replaced with confetti. | ||
+ | *Gang Garrison 2 released their own version of the [[Saxxys]] called "Haxxys". The contest winners turned into gold statues after dying in game. Another Haxxy was the next year, giving winners golden weapons. The Haxxys were held for a third time the next year, the winners having their in-game heads replaced with a bobble head version of the head of the character Haxton Sale, a parody of [[Saxton Hale]]. | ||
+ | |||
+ | == Gallery == | ||
+ | <br> | ||
+ | <gallery widths=50px heights=50px> | ||
+ | File:Spri civilian red.png|RED Civilian sprite | ||
+ | </gallery> | ||
+ | {{clr}} | ||
+ | |||
+ | ==References== | ||
+ | <references/> | ||
+ | |||
+ | == External links == | ||
+ | *[http://ganggarrison.com Official Site] | ||
+ | *[http://ganggarrison.com/forums Forums] | ||
+ | *[http://forums.tigsource.com/index.php?topic=2491.0 Gang Garrison TIGForums Thread] | ||
+ | *[http://www.teamfortress.com/post.php?id=2479 TF2 Official Blog- I'm gonna be all over ya like shingles.] | ||
+ | *[http://teamfortress.com/post.php?id=3683&p=3 TF2 Official Blog- Gotta move that gear up.] | ||
+ | *[http://www.teamfortress.com/post.php?id=5223&p=1 TF2 Official Blog- How does this blog thing work again?] | ||
+ | *[http://ganggarrison.wikia.com/wiki/Gang_Garrison_2_Wiki Gang Garrison 2 Wiki] | ||
+ | *[http://www.joystiq.com/2010/12/21/the-joystiq-indie-pitch-gang-garrison-2/ The Joystiq Indie Pitch: Gang Garrison 2] | ||
+ | |||
+ | [[Category:Fan games]] |
Revision as of 06:03, 15 September 2014
Cette page est en cours de traduction en français. Si vous parlez français, écrivez sur la page de discussion ou contactez ceux qui ont déjà contribué à cette page (en regardant l'historique). |
Gang Garrison 2 | |
---|---|
Informations de base | |
Développeur : |
Faucet |
Modes : |
Multiplayer |
Créateur(s) : |
MedO, mrfredman, Synnah |
Plateforme : |
Windows |
Gang Garrison 2 est un jeu créé pour le concours "Bootleg Demake Contest" des Forums TIGSource. Comme le suggére le titre du concours, le jeu vise à "défaire" Team Fortress 2 en utilisant des graphismes et des sons rétros tout en gardant les mécaniques du jeu original, le tout en replacant les noms de objets ou des classes de Team Fortress 2 avec leurs versions Gang Garrison 2's. Le jeu a été créé avec le programme Game Maker.
L'interface du jeu ressemble beaucoup à celle de Team Fortress 2'. Le jeu permet au joueur de customiser les options de jeu, et d'héberger des matchs en ligne. Des éléments du jeu original sont parodiés, tels qu'une recréation de l'interface Steam, un remix 8-bit style du thème de Team Fortress 2, et même l'introduction de Valve, étant remplacée par un logo rétro de la compagnie fictive "FAUCET".
Même si certains disent que c'est un jeu 8 ou 16 bits, en vérité il n'est ni l'un ni l'autre, certains éléments ayant différentes résolutions graphiques. Par exemple, les cartes ou niveaux ont une resolution plus basse que les personnages; par contre, certains effets (comme la fumée ou les explosions) ont une résolution bien plus haute que la plupart des éléments.
Gang Garrison 2 a été nominé pour le titre de Jeu Indépedant de l'Année 2010 sur indieDB (anglais). Le jeu n'a malheureusement pas gagné mais fut élu 9ème meilleur jeu indépendant de l'année 2010.[1]
Sommaire
[hide]Jeu
Dans la version 2.4, le jeu a 6 types de parties:
- Capture de Drapeau: Trouvez les documents de l'équipe ennemie et ramenez-les à l'emplacement des vôtres pour marquer un point. Marquez un certain nombre de points pour gagner le round.
- Points de Contrôle: Ce mode a deux variétés, Standard et Attaque/Défense:
- Standard: Capturez tous les points de contrôle pour gagner le match.
- Attaque/Défense: L'équipe RED doit capturer tous les points de contrôle pour gagner le match, pendant que l'équipe BLU doit les en empêcher.
- Arène: Il n'y a pas de réapparition dans ce mode, et la dernière équipe vivante gagne le round. Si aucune des équipes ne tue l'autre, un point de contrôle s'active, offrant la possibilité à une des équipes de la capturer afin de gagner le round. Les points de rounds se cumulent, et l'équipe avec le plus de points à la fin du match remporte ce dernier
- Générateur: Un mode original, exclusif à Gang Garrison 2. Chaque équipe a son générateur, qui sont les objectifs de la carte. Chaque équipe doit protéger son générateur tout en détruisant celui de l'équipe adverse pour gagner. Les générateurs ont des boucliers régénérants afin de les protéger.
- Roi de la Colline: Il y a un unique point de contrôle au centre de la carte. Les deux équipes s'affrontent pour en prendre le contrôle et faire baisser leur compte à rebours. L'équipe qui parvient à garder le point pendant 3 minutes complètes gagne.
- Double roi de la colline: Un mode original, exclusif à Gang Garrison 2lui aussi. Chaque équipe a un point de contrôle. Une équipe doit s'emparer du point de contrôle adverse afin de démarrer son décompte. Quand les deux points de contrôles sont contrôlés par une équipe, leur point de contrôle primaire est verrouillé
Controls
WASD: Bouger, sauter
Mouse: Viser
Souris gauche: Tirer
Souris droite: Utiliser la Capacité Spéciale†
B: Laisser tomber l'Intelligence
E: Appeler le Healer
F: Raillerie
Z, X, C: Les menus de discussion (Emoticônes, Interêts, et Commandes)
N, M: Changer d'équipe/de classe
Shift gauche: Montrer le Score
†Le bouton de la Souris droit a une fonction différente selon la classe que vous utilisez. Le Detonator peut l'utiliser pour faire exploser ses mines, l'Infiltrator peut l'utiliser activer son invisibilité et l'Overweight peut l'utiliser pour manger son Manvich, le Firebug peut l'utiliser pour son tir d'air comprimé (ou pour Flareblast[1]), le Rifleman peut l'utiliser pour viser, le Healer peut l'utiliser pour tirer son Pistolet à seringues (ou pour activer son superburst), et le Constructor peut construire des Autoguns.
Différence des Classes entre Gang Garrison 2 et Team Fortress 2
Team Fortress 2 | Gang Garrison 2 | Différences des Classes | ||
---|---|---|---|---|
Classe | Santé | Classe | Santé | |
125 | Runner | 100 | The 2D environment makes dodging harder but makes double jumping and taking shortcuts easier. Also, the 2D environment also makes sneaking up on enemies harder due to the fact that everyone can see what is around them. However, "dancing" is emulated by many classes having deadzones very close to them where their projectiles cannot appear. Also, the Scattergun's projectiles can be some of the fastest moving projectiles in the game thanks to inertia inheritance, and it has among the highest damage output in the game at point blank range. | |
200 | Rocketman | 160 | Rocket jumping is simpler as the Rocketman, not requiring crouching in order to achieve maximum height or speed. Rockets can pass through teammates at any range, however, they disappear some time after being fired, and passing through teammates makes this time earlier. | |
175 | Firebug | 120 | The Firebug's Flamethrower has regenerative ammo while the Pyro's Flamethrower has 200. Afterburn depends on how much targets have been hit by fire, instead of being a set amount of damage over a set amount of time. Airblasting while using primary fire will send a flare flying in the direction the Firebug is aiming, providing a ranged-damage option. | |
175 | Detonator | 140 | It is harder to set traps as The Detonator as the foe has better view of the map. The 2D environment makes it harder for foes to dodge stickies. Mines do not need to arm before detonating them, and pass through every character on the battlefield, but not buildings. All explosions detonate mines within their range, including mine explosions. It's possible to knock rockets around with mines, given good timing. It is possible to knock teammates around with mines, making damage-less stickyjumps possible, although it requires incredible coordination. | |
300 | Overweight | 200 | The 2D environment makes it harder to go around the Overweight. The Overweight's Chaingun has regenerative ammo and does not need to spin-up while Heavy's Minigun has 200 ammo and must spin-up to fire. Additionally, the Overweight can jump while firing his Chaingun. The Overweight's Manvich heals for 200 health and recharges in many seconds, but cannot drop them for teammates. | |
125 | Constructor | 120 | The 2D environment makes it harder to go around the Constructor's Autogun, however it is blind to the 90 degrees directly above and below it. The Constructor gradually gains nuts and bolts over time, but can only make a single un-upgradeable autogun and no other buildings. He is also unable to repair the autogun. The Constructor's autogun costs 100 nuts and bolts while the Engineer's sentry costs 130 metal. | |
150 | Healer | 120 | The Healer's Medi Gun does not curve around corners. He is also unable to overheal his allies. Deploying a Superburst on a teammate will grant them unlimited ammunition as well as invulnerability. | |
125 | Rifleman | 120 | The 2D environment makes it harder to hit foes if your teammates are blocking your shots. The scope gives the Rifleman better view of the map. The Rifleman can jump while scoped-in, albeit at a lower height. The Rifleman is unable to perform headshots. | |
125 | Infiltrator | 100 | The Infiltrator's Cloak does not power down, and he cannot disguise. He can only use his Knife while cloaked, which has a windup and will temporarily immobilize him. Stabs are always a instant kill even if not a backstab, and can kill up to two targets at once. Lacking a Sapper, the Knife can dispose of an Autogun in a single strike. |
Classes
Class | Role |
---|---|
The Runner is the fastest class in the game. He excels at recovering objectives like capturing the Intelligence and capturing control points, thanks to his speed and ability to double jump. His health is 100, and he fires 6 bullets per shot at 8 damage per bullet. | |
The Rocketman has very high health and holds a Rocket Launcher. His Rocket Launcher deals 55 damage per shot, can cause splash damage, and has a large range, but it possesses a slow rate of fire and only has 4 ammo. It can also be used to rocket jump, using the explosion to launch yourself into the air. This allows you to go higher than a Runner, but he is still a much less agile combatant. | |
The Firebug is the only 'melee' unit in the game. He is quick and packs quite a punch (30 flames per second, each dealing 3 damage). The Flamethrower has a short range, about 5 times the Firebug's width, and is strongest at point blank range. It also has an afterburn effect which deals damage over time. The Firebug has the ability to airblast; this can deflects rockets, push sticky grenades away, and extinguish afterburn. | |
The Detonator hurls up to 8 mines from his gun and can detonate them remotely. Just a few mines can kill any unit (25-50 damage). He excels at long range, but up close, he needs skill and reflexes to take out his enemies. The Detonator is one of the less mobile units in the game. He can jump using the explosions from his mines, but this will take off quite a bit of his health. | |
The Overweight is really fat which makes him very slow and gives him a very low jump, but it also grants him the most health of any class. He wields a huge chain gun, which deals 120 damage per second, at 8 damage per bullet. His bullets are very compact at close range, but spread out over longer distances. A Healer is his best friend, together they are a force to be reckoned with due to their constant healing. By clicking the right mouse button, the Overweight can eat one of his Manvich which can restore his health slightly, but it leaves him defenseless for the duration of its consumption. Unlike the Heavy in Team Fortress 2, the overweight can jump while shooting his chaingun. | |
The Constructor is like a cross between the Runner and Detonator. He wields a Shotgun which shoots 5 bullets at 7 damage per bullet and has the ability to make Autoguns. These are stationary gun turrets that will riddle nearby enemies with bullets on sight. However, these Autoguns cannot be upgraded or repaired. | |
The Healer is the only unit that can heal. To summon a Healer to help you, just yell "MEDIC!" (keyboard key "E"). He constantly regenerates health and can heal friendly teammates at a steady rate with his Medi Gun by holding the left mouse button. He can utilize his Syringe Gun with the right mouse button, which has a very quick rate of fire, but it greatly lacks in range and power. He has average mobility. He is best used as a healing support unit. Healing teammates builds the Healer's superburst meter. When it is completely filled, the Healer can grant himself and a teammate temporary invincibility and infinite ammo! Simply heal a teammate and right click at the same time to activate the Healer's superburst. | |
The Rifleman wields a Sniper Rifle, its shots connect instantly and have the largest range of any weapon. Using alternate-fire, the player can toggle between scoping in and out. Much like in TF2, scoping in will begin charging the power of the shot. A full charge is enough to deal a considerable amount of damage to a target, but its chief drawback is a slow rate of fire. It is mainly effective at long ranges, but if the Rifleman is skillful, he can take enemies down even at close range. Firing his rifle shows a team-colored beam; however, that can give away his location. | |
The Infiltrator is a very sneaky unit. He can Cloak, come up behind you, and shoot you! The Infiltrator can Cloak and uncloak with the right mouse button. He has a Revolver with a good amount of power and range, but it can only shoot while the Infiltrator is uncloaked. Using primary-fire while cloaked will begin a stabbing motion that is an instant kill, regardless if it's a backstab or not. If the infiltrator is behind an opponent, the opponent cannot see him. | |
The Secret Class can be accessed by pressing Q on the class selection screen. They are Quote (RED team) and Curly Brace (BLU team): characters from Cave Story, using a Bubbler and the Blade, two weapons from said game. |
Unused content
- The Civilian, like in Team Fortress 2, was cut from the game; a frame of its unanimated sprite can be downloaded from the Gang Garrison 2 website.[2]
- There are special sprites for falling autoguns in the source code, which have a parachute attached. Autoguns in Gang Garrison 2 fall to the floor where their Constructor is standing when they're placed, which the sprites are assumed to be for. For some reason, these sprites aren't being used for falling autoguns.[3]
Trivia
- In the early stages of Gang Garrison 2's development, Quote was the character used when the engine was being written. When the first version was to be released, Quote was left in as a class for RED team and Beta Quote was used as a class for BLU team. During Cave Story's development, Quote's beta appearance was Blue and used the name Curly Brace. Much later in Gang Garrison 2's development, Curly Brace replaced Beta Quote as BLU team's secret class representative.
- Every 7th of September, classes will each don a Party Hat to honor the 'birthday' of Gang Garrison 2. In addition, blood spatter is replaced with confetti.
- Gang Garrison 2 released their own version of the Saxxys called "Haxxys". The contest winners turned into gold statues after dying in game. Another Haxxy was the next year, giving winners golden weapons. The Haxxys were held for a third time the next year, the winners having their in-game heads replaced with a bobble head version of the head of the character Haxton Sale, a parody of Saxton Hale.
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