So let's talk.http://www.youtube.com/watch?v=97Q1ksP2TyY
Mercenary Kings is a new game from Tribute Games, the group behind Wizorb and Scott Pilgrim Vs The World: The Game. It's a mix of Metal Slug, Monster Hunter, Mega Man and Castlevania: Harmony of Despair. Up to four players co-op their way through some pretty huge levels in (eventually) over 100 timed missions breaking stuff, collecting resources, building guns, armour and character mods and basically making things die and/or explode.
It's very fun. It's still in Alpha.
Two important tips:
The Select button brings up your map. Objectives are marked on the map. Levels are really big, you may want to use this or, if you want a fun challenge and like to explore, then don't!
Running all the way to the right at Base Camp will take you to the Hunting Grounds, a low threat area where you can harvest fruit and animal parts to get easy money and learn the controls.Dalantia's Incredibly Awesome Crash course in weapons making, or How I Learned To Stop Worrying And Laugh Maniacally While Bullets Fly Everywhere.
Important note: This is an alpha. I expect the way this works to change radically before launch, particularly the interaction between weapon power and magazine size. I make no guarantees that this is up to date, and this is broad strokes anyway.
Because I do terrible, terrible things with these guns, I expect people to start asking me questions. "How do I make my own Monstrosity?" for example. So, quick guide.
The very, very basics:
1. Don't rush into something. That little pistol you start with is sufficient for a good long while, and pistols and magnums are good all-around weapons, especially for soloing. Sure, you'll reload more often - but they're accurate, lethal, and they reload quick. Don't think "must get rid of the pistol, must get rid of the pistol". Wait to switch away from it until you've got a solid weapon to switch to, don't just instantly drop it.
2. Test your gun. The Hunting Grounds are a good place to get a feel for how the gun shoots. You don't want to go into a mission and discover, for example, the gun you expected to be fully automatic is actually burstfire.
3. Double-check your magazine every time you come back. Online play currently has a bug where your magazine will disappear, especially if it's not the kind of magazine that's built into the receiver like most machine guns are. While you might want a single-shot weapon (see later), usually it is a bad idea.
The fiddly bits:
The core of your weapon is the Receiver. This is, in essence, how the gun will respond when you pull the trigger - it decides the base power, base accuracy, base ammo, base reload time, and the way the gun fires. There are three kinds of fire types - Semiauto (mostly shotguns, sniper rifles, magnums, and handguns), Auto (machine guns, SMGs, some Assault rifles, some shotguns), and Burst (generally only certain assault rifles). Some weapons have an elemental affinity - we'll discuss that at Ammunition. The receiver is a big influence on what the gun will do, but it does not flat-out decide how it acts. Some guns are complete with just their Receiver (mainly pistols); you won't need to add anything else for a functional weapon, just slap some ammo on it and head into the field.
The next thing to add is the Barrel. This generally influences the range, power, ammo type, and (minorly, usually negatively) accuracy of the weapon. This is how an assault rifle goes from arm's length to hitting three screens away. Mostly, this kind of item is restricted by weight; heavier barrels generally provide more power and range. (Weight is something I'll cover later, too.)
The Magazine is pretty obvious, deciding how many bullets are fired before a reload, and influencing reload time and ammo type. However, something to keep in mind - a weapon's raw power increases if there are fewer maximum bullets in the magazine. "But Daaaaaae, why would I ever want to use a magazine, then?" It's pretty simple - most magazines positively influence reload speed. LMGs' inbuilt magazines are the exception - they're nothing but bad for the weapon, but, instead, those tend to provide a fair amount of Ammo Type to go with their size and clumsiness, allowing you to swap in other parts elsewhere. If you want to cut down on an LMG's reload time, though... (Also, if you miss that one shot, you're going to be jumping around frantically trying to nail the active reload, especially with some slower weapons.)
The Sight positively influences accuracy. Most of them tend to add a big chunk of accuracy, along with being fairly light (most sights are under 1kg). Snipers have the majority of scopes - the rest are mostly just completion and joke items, but they work in their own way. Kinda. Anyway, this is a good time to discuss Accuracy. Aside from the obvious (how straight your average shot will be), I am of the opinion that it also influences glancing shots; shots that show their damage in grey text, and do half damage. The higher your Accuracy, the less likely your shots will glance, and also the more likely you are to score a critical (big red numbers, doubled damage), in my experience. Guns with low accuracy will tend to have huge spreads, sometimes as big as 45 degrees up and down when you're just firing away, and they'll also somewhat frequently glance. Some weapons this matters less with - some it matters more. The choice, ultimately, is yours, whether you want to forego the sight or not.
The Stock influences accuracy, as well as being one of the larger sources of Ammo Type. Not much to say on this one. Usually heavier than a sight.
Ammunition is what comes out of the gun when you shoot it, obviously. However, the type of ammo you pick matters. I mentioned Ammo Type and Elemental affinities earlier - this is where those come into play.
There's two kinds of ammo - elemental, and specialized. These can also be combined.
Specialized first: specialized ammo affects the behavior of a bullet. The basic ammo (a single shot forward) is Soft-Point. Magnum/Large bullets are larger bullets, that push a player standing still backward, and (anecdotal, unconfirmed) tend to crit more, as well as having a larger hitbox. Lead Shot ammo fires a vertical spread, and Armor Piercing penetrates walls (but not enemy armor; it's dumb, I know). Homing ammunition homes in (duuuuuuh), Ball Ammunition bounces off walls, and I -think- Fragment ammunition fragments into smaller parts upon hitting a wall, but I haven't seen any yet. In order to use a specialized ammunition, your weapon must be compatible. The Ammo Type statistic measures how compatible a gun is with specialized ammo - at 100% or above, a weapon will accept specialized ammunition. All weapon parts can affect Ammo Type. Magnums and Machine Guns tend to favor Heavy ammunition. Sniper Rifles and occasionally Machine Guns favor Armor Piercing, and Shotguns favor Shot. Early on, at least, you'll have to assemble a weapon focused around the parts that favor a gun type in order to use specialized ammo, but I can already see that restriction relaxing in some places.
Some weapons have an elemental affinity. In order to benefit from this affinity, the ammunition must be of the same element as the gun's affinity, or else it's wasted; using non-elemental ammo in an elemental gun also wastes the affinity. The elements (that I have seen) are Caustic (Does damage even if the enemy would normally bounce the shot, except against bosses), Fire (+80% damage vs. meat), Electric (Unknown; Personal guess is extra damage vs. machines), and Cryogenic (Chance to freeze enemies in place). The weapon's POW is its non-elemental power - the weapon does this with every shot, regardless of whether or not it's loaded with elemental ammo. There is an elemental version of most of the shots, that I have seen, along with a non-elemental of every specialization.
The weight of your weapon, your installed bionic mods (walk to the left, talk to Ms. Lab Coat), your KNOIFE (you'll unlock access to this middle of Tier 1) and your backpack gear decide how fast you move. The heavier your gun, the slower you move, the more mods you have installed, the slower you move. Two mods, a spear, some grenades and medkits, plus a kitted out bringer of dakka... you'll be pretty slow. Carry just a handgun, a stiletto, no mods, and a couple of adrenaline shots, and you'll be pretty speedy. It's up to you how fast you wanna run around. I get by just fine moving at Normal to Very Slow. Your armor has no weight, and upgrading it is pure bonus.
That's... a lot of text. Not sure if it is helpful, but getting it out there.