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* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting two kills at once or one right after the other]]), with triple and tetra kills giving further bonuses. Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a Quick Scope one. Every class also gets a massive point boost if they can pull off a "360" spin kill.

to:

* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting (getting two kills at once or one right after the other]]), other), with triple and tetra kills giving further bonuses. Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a Quick Scope one. Every class also gets a massive point boost if they can pull off a "360" spin kill.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/krunker_banner_7.jpeg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/krunker_banner_7.jpeg]]
org/pmwiki/pub/images/krunker_io_other_4.png]]



It entered open beta on May 20th, 2018, and hit version 1.0 on January 29th, 2019, though the development is on-going. It is currently a notable mix of gameplay styles and influences: the main default map, burg, is a a remake (or demake?) of the iconic De_Dust from''VideoGame/CounterStrike'' 1.6; the fast-paced movement approaches that of arena shooters like VideoGame/{{Quake}}'' and ''VideoGame/UnrealTournament''; the class system resembles early VideoGame/TeamFortress2'', while the RegeneratingHealth and ADS-focused weapon physics remind most people of ''VideoGame/CallOfDuty''.

The game supports a clan system, and there's already genuine rivalry, with dedicated clan Discords, a Clan Central used to set up Clan War matches, and the tournaments with a series of ranking matches. is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[https://krunkerio.wikia.com/wiki/Map_List Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:

to:

It entered open beta on May 20th, 2018, and hit version 1.0 on January 29th, 2019, though the development is on-going. It is currently a notable mix of gameplay styles and influences: the main default map, burg, is a a remake (or demake?) of the iconic De_Dust from''VideoGame/CounterStrike'' from ''VideoGame/CounterStrike'' 1.6; the fast-paced movement approaches that of arena shooters like VideoGame/{{Quake}}'' ''VideoGame/{{Quake}}'' and ''VideoGame/UnrealTournament''; the class system resembles early VideoGame/TeamFortress2'', ''VideoGame/TeamFortress2'', while the RegeneratingHealth and ADS-focused weapon physics remind most people of ''VideoGame/CallOfDuty''.

The game supports a clan system, and there's already genuine rivalry, with dedicated clan Discords, a Clan Central used to set up Clan War matches, and the tournaments with a series of ranking matches. It is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[https://krunkerio.wikia.com/wiki/Map_List Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:



* {{Bizarrchitecture}}: The [[https://krunker.io/social.html?p=maps&q=search&s=slender_burg Slender Burg]] utterly twists the well-worn default map into something barely recognizable. [[https://krunker.io/social.html?p=maps&q=search&s=tree-house TREE-HOUSE]] map features a couple of utterly enormous trees, comparable in size to the World Tree from ''Film/{{Avatar}}''.

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* {{Bizarrchitecture}}: The [[https://krunker.io/social.html?p=maps&q=search&s=slender_burg Slender Burg]] utterly twists the old version of the well-worn default map into something barely recognizable. [[https://krunker.io/social.html?p=maps&q=search&s=tree-house TREE-HOUSE]] map features a couple of utterly enormous trees, comparable in size to the World Tree from ''Film/{{Avatar}}''.



** The February 2019 Burg update placed shipping containers on it. Many of those are completely empty and can be entered by the players. However, they also provide no protection from bullets.



* DoNotRunWithAGun: Averted. Walking, running or even jumping has absolutely no effect on the accuracy, and standing still is far more likely to just get you killed immediately. Crouching does help accuracy, so a common tactic is to crouch '''mid-jump'''.

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* DoNotRunWithAGun: Averted. Walking, running or even jumping has absolutely no limited effect on the accuracy, and standing still is far more likely to just get you killed immediately. Crouching does help accuracy, so a common tactic is to crouch '''mid-jump'''.



* NoPlotNoProblem: Players joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.

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* NoPlotNoProblem: Players used to joke that the only reason a plot might be needed is to explain where the name "krunker" comes from.from. February 2019 update did add shipping containers with both that name, and a logo.



** Detective: Wears brownish overcoat. Uses nothing but a revolver, which carries six shots and has the second-highest damage per-shot after Hunter's Sniper Rifle.
** '''Marksman''': Wears green clothing, main weapon is a Semi Auto rifle that's an archetypal Marksman gun, with lower damage than a Hunter's Sniper Rifle, but also a faster fire rateand a doubled clip size (6 bullets vs. 3 for Hunter.) Has a pistol as well.

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** Detective: '''Detective''': Wears brownish overcoat. Uses nothing but a revolver, which carries six shots and has the second-highest damage per-shot after Hunter's Sniper Rifle.
** '''Marksman''': Wears green clothing, main weapon is a Semi Auto rifle that's an archetypal Marksman gun, with lower damage than a Hunter's Sniper Rifle, but also a faster fire rateand rate and a doubled clip mag size (6 bullets vs. 3 for Hunter.) Has a pistol as well. 2019 patch increased fire rate and raised mag size to 8, but also lowered his damage.



** There's a setting to leave a "Spray" behind after getting killed. Two of the available options are the faces of Sidney and Vince. Another one is the logo of MMOK, the Map Makers of Krunker who are responsible for some of the best custom maps.

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** There's a setting an option to leave a "Spray" behind after getting killed.by pressing F, though each player can only have one active at a time. Two of the available options are the faces of Sidney and Vince. Another one is the logo of MMOK, the Map Makers of Krunker who are responsible for some of the best custom maps.


The game is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[https://krunkerio.wikia.com/wiki/Map_List Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:

to:

The game supports a clan system, and there's already genuine rivalry, with dedicated clan Discords, a Clan Central used to set up Clan War matches, and the tournaments with a series of ranking matches. is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[https://krunkerio.wikia.com/wiki/Map_List Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:



* ATeamFiring: Neary all of the classes have horrible accuracy when they fire their weapons without aiming them down sights. The [=LMG=] class, Spray N Pray, quite literally sends bullets anywhere within a dozen meters of the reticle if fired without aiming down sights. However, it is only a little less accurate then the other weapons if fired while aiming down sights (better, not ask how that is even possible.)

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* ATeamFiring: Neary all of the classes have horrible accuracy when they fire their weapons without aiming them down sights. The [=LMG=] class, Spray N Pray, quite literally sends bullets anywhere within a dozen meters of the reticle if fired without aiming down sights. However, it is only a little less accurate then the other weapons if fired while aiming down sights (better, (better not ask how that is even possible.)



* BoomHeadshot: Like in most other such games, a headshot is an instant kill. Moreover, the perfectly square heads of all characters make it substantially easier to score headshots than in a typical [=FPS=].

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* BoomHeadshot: Like in most other such games, a headshot is an instant kill.deals bonus damage. Moreover, the perfectly square heads of all characters make it substantially easier to score headshots than in a typical [=FPS=]. However, it is only an instant kill for the high-caliber weapons like sniper rifles and revolvers, and even then the high-health classes are able to survive a headshot.
* BossInMookClothing: A player picked as the boss in the "Boss Hunt" mode simply gets their HP buffed to 5000 (which will also regenerate in time). The actual effectiveness of the boss then depends on which class the player picked at the start of the game. Spray N Pray generally makes for the most powerful boss, since he can unload all of his 100 bullets on anyone trying to attack him, without worrying about getting killed midway through like a normal Spray N Pray would.



* JackOfAllStats: The default Triggerman class. Has perfectly average health and movement speed, his main weapon is an assault rifle with a balanced damage, range, accuracy and rate of fire.

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* JackOfAllStats: The default Triggerman class. Has perfectly average health and movement speed, his andhis main weapon is an assault rifle with a balanced damage, range, accuracy and rate of fire.


Added DiffLines:

* OneHitKill: Hunter does this to every class besides Rocketeer and Spray N Pray with a body shot (limb shots deal reduced damage), and every class besides Spray N Pray with a headshot. Rocketeer does this to every class besides Spray N Pray and itself with a direct hit from his rocket.


** ''Agent'': Wears suit much like the Triggerman, but dual-wields Uzis. The shortest-ranged class in the game, as his guns spray really wildly unless he crouches still in place.

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** ''Agent'': '''Agent''': Wears suit much like the Triggerman, but dual-wields Uzis. The shortest-ranged class in the game, as his guns spray really wildly unless he crouches still in place.


It entered open beta on May 20th, 2018, and hit version 1.0 on January 29th, 2019, though the development is on-going. It is currently a notable mix of gameplay styles and influences: the main default map, burg, is a a remake (or demake?) of the iconic De_Dust from''VideoGame/CounterStrike'' 1.6; the fast-paced movement approaches that of arena shooters like VideoGame/{{Quake}}'' and ''VideoGame/UnrealTournament''; the class system resembles early VideoGame/TeamFortress2'', while the RegeneratingHealth and ADS-focused weapon physics remind most people of ''Franchise/CallOfDuty''.

The game is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[ Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:

to:

It entered open beta on May 20th, 2018, and hit version 1.0 on January 29th, 2019, though the development is on-going. It is currently a notable mix of gameplay styles and influences: the main default map, burg, is a a remake (or demake?) of the iconic De_Dust from''VideoGame/CounterStrike'' 1.6; the fast-paced movement approaches that of arena shooters like VideoGame/{{Quake}}'' and ''VideoGame/UnrealTournament''; the class system resembles early VideoGame/TeamFortress2'', while the RegeneratingHealth and ADS-focused weapon physics remind most people of ''Franchise/CallOfDuty''.''VideoGame/CallOfDuty''.

The game is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps hundreds of playable custom maps]], with some of the most notable collected in [[TheWikiRule the wiki's]] [[ [[https://krunkerio.wikia.com/wiki/Map_List Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:



* AllegedlyFreeGame: It is free to play, but update 0.9.99999 introduced the option to pay for internal currency [=KR=] in order to unlock skins.

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* AbsurdlyHighLevelCap: The maximum level a player can attain is 100. Only one player, X, has currently achieved that.
* AllegedlyFreeGame: It is free to play, but update 0.9.99999 introduced the option to pay for internal currency [=KR=] in order to unlock skins.cosmetic gun skins, hats and backpacks.



* {{Bizarrchitecture}}: The [[https://krunker.io/social.html?p=maps&q=search&s=slender_burg Slender Burg]] utterly twists the well-worn default map into something barely recognizable. [[https://krunker.io/social.html?p=maps&q=search&s=tree-house TREE-HOUSE]] map features a couple of utterly enormous trees, comparable in size to the World Tree from ''Film/{{Avatar}}''.



* BraggingRightsReward: The Alien Blaster is a very powerful secondary weapon that is only awarded to the level 50 players. Due to the way the levelling system works, very few players have reached that state, so they can already dominate everyone else without it anyway. Tournaments are often the only place where such high-level players are challenged, but they ban the Blaster in first place.



** On the custom maps, nearly every object can be made "penetrable", thus allowing for the bullets to pass through them.



* CrateExpectations: Crates are not only present on the default burg map, but most custom maps tend to have them too.

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* CrateExpectations: Crates are not only present on all the default burg map, maps, but most custom maps tend to have them too.



* DeliberatelyMonochrome: The [[https://krunker.io/social.html?p=maps&q=search&s=dark_burg Dark_Burg]] custom edit of the default Burg turns every object into the darkest shade of black, with only a little presence of milky ambient light. Even the players only appear as black silhouettes, though the guns of many classes begin glowing turquoise instead, due to the way their base model was originally coded. This makes it a good map for the Infected mode, especially if the nametags (which highlight players' healthbars by default) are turned off.



* {{Expy}}: While the default level is made to resemble the original Counter-Strike's burg, many custom maps are also styled after famous levels from other games. This includes an interpretation of ''VideoGame/CallOfDutyBlackOps'''s Nuketown, maps made to resemble historical battlefields, and several maps styled after ''VideoGame/{{Fortnite}}'', with players dropping from a floating point above to the battlegrounds below.

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* {{Expy}}: While the default level Burg is made to resemble the original a pretty clear remake of Counter-Strike's burg, many De_Dust, although it was altered a little since then.
** Many
custom maps are also styled after famous levels from other games. This includes an interpretation games, as seen in [[https://krunkerio.wikia.com/wiki/Map_List#Game_.28r.2Fd.29emake_maps this list on the Krunker wiki]]. Highlights include Lumbridge Castle from ''VideoGame/RuneScape'', Suijin from ''VideoGame/TeamFortress2'', or a direct remake of ''VideoGame/CallOfDutyBlackOps'''s the ''VideoGame/ClashRoyale'' playing area. There are multiple maps based on those in the ''VideoGame/CallOfDuty'' games, like Nuketown, maps made to resemble historical battlefields, and Killhouse, Crash, Shipment, Terminal or Ambush. There are also several maps styled after ''VideoGame/{{Fortnite}}'', with players dropping from a floating point above to the battlegrounds below. below.
** Some maps also try to recreate famous historical Battlefields, like D-Day.



* FrickingLaserBeams: The Alien Blaster fires light blue shots that work like this.



* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting two kills at once or one right after the other]]). Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a Quick Scope one.

to:

* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting two kills at once or one right after the other]]).other]]), with triple and tetra kills giving further bonuses. Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a Quick Scope one. Every class also gets a massive point boost if they can pull off a "360" spin kill.



* GunsAkimbo: Agents dual-wield Uzis. They pump out a lot of bullets but are enormously inaccurate, to the point crouching is often the only way to hit mid-range targets.

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* GunsAkimbo: Agents dual-wield Uzis. They pump out a lot of bullets but are enormously inaccurate, to the point crouching in place is often the only way to they can hit mid-range targets.



** Deagle, added as an unlockable secondary weapon for most

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** Deagle, added as an level 15 unlockable secondary weapon for mostall the classes that use secondaries, is also this. It is weaker than a revolver, but is still able to kill most classes in 2 shots, even if the overall DPS is actually slightly lower than that of a pistol. Unlike a pistol, it is also far more reliable at medium and long ranges, thus making Vince and Rocketeer classes far more versatile. On the flip side, it also doesn't award the point bonus.



* MacroZone: By far the [[https://krunker.io/social.html?p=maps most popular custom map is AIM_Room]], which is a remake of Andy's room in ''WesternAnimation/ToyStory'', where all the players are toy-sized. The Krunker wiki [[https://krunkerio.wikia.com/wiki/Map_List#Tiny_player_maps has a list]] of the other macro maps like it.



** Agent's twin Uzis have 15 bullets in each clip, and they empty all 30 within about 2 seconds. The accuracy is horrific, of course, which is why the class is usually used for hit-and-run attacks. Common tactics include dropping onto another player with guns blazing, or running up close and then crouching at the last second, for the sake of an accuracy boost.



* NoFairCheating: The game includes a built-in anticheat, which automatically kicks out any player with active hacks. It'll let them play normally if they disable hacks, but their account will be labelled a "hacker" and they'll lose all the items and KR they earned up to that point, with no ability to earn further KR.



* SniperPistol: Averted with the regular pistol. Even at a medium range, it has a very notable spread, which can be easily ascertained if you take the time out to shoot it at a wall for a while. Played perfectly straight with a revolver.
* SniperRifle: Two varieties. There's the plain black Sniper Rifle used by the Hunter, which has a 3-shot clip, is slow-firing but does more damage than anything else in the game, often capable of killing players at full health with a single body shot. Then, there's the black-and-gold Semi Auto wielded by the Marksman, which does comparatively less damage, but has double the clip size and the rate of fire.

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** Vince is an even more notorious class, because his shotgun can deal lethal damage without needing to aim directly at the target, and it can fire twice in short succession. Krunker.io also downplays ShortRangeShotgun, so it is quite effective at the medium ranges as well. Higher-level players generally go for either Hunter because of his potential for long-range instant kills, or Detective to dominate middle ranges, with some opting for Run N Gun's mobility. However, the Deagle update made Vince more attractive by giving him a reliable source of longer-range damage.
** Spray N Pray is the toughest class, and the only one that cannot be killed in one hit by anything in the game. His 100 bullet ammo capacity lets him fire for 12 seconds straight. However, he's also very slow, and thus unable to chase after other classes, having to wait for them to come to him. He also cannot jump on top of crates and other simple obstacles, thus limiting his movement options and letting the others flank him easily.
* SniperPistol: Averted with the regular pistol. Even at a medium range, it has a very notable spread, which can be easily ascertained if you take the time out to shoot it at a wall for a while. Played perfectly straight with a revolver.
the Detective's revolver, and straighter with the level 15 unlockable Deagle.
* SniperRifle: Two varieties. There's the plain black Sniper Rifle used by the Hunter, which has a 3-shot clip, is slow-firing but does more damage than anything else in the game, often capable of killing players at full health with a single body shot. Then, there's the black-and-gold Semi Auto wielded by the Marksman, which does comparatively less damage, but has double the clip size and the rate of fire.



* TakeThat: One of the "Sprays" available is a faked Discord screenshot with four posts of "everyone" complaining about how overpowered Hunter, Vince, Marksman and Rocketeer are, in order.

to:

** ''Agent'': Wears suit much like the Triggerman, but dual-wields Uzis. The shortest-ranged class in the game, as his guns spray really wildly unless he crouches still in place.
* TakeThat: One of the "Sprays" available is There used to be spray that was simply a faked Discord screenshot with four posts of "everyone" complaining about how overpowered Hunter, Vince, Marksman and Rocketeer are, in order.order.
* TimeStandsStill: Used for some of the custom maps. The most notable example is [[https://krunker.io/social.html?p=maps&q=search&s=tree-house TREE-HOUSE]], which is an utterly enormous map that features several extremely large trees and no less than three cargo planes all stuck in mid-air, allowing the players to climb them. Another one is [[https://krunker.io/social.html?p=maps&q=search&s=eruption Eruption]], which is a parkour map that also has a helicopter frozen in mid-air, and lets the players get to it...by jumping onto solidified cubes of its exhaust.



** There's a setting to leave a "Spray" behind after getting killed. Two of the available options are the faces of Sidney and Vince.
* ZombieApocalypse: The Infected mode, currently only available on the custom maps. Most players begin normally, but convert to zombie players once they get killed for the first time. Zombies lack a weapon, but can advance really quickly to melee their target and convert it to another zombie.

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** There's a setting to leave a "Spray" behind after getting killed. Two of the available options are the faces of Sidney and Vince.
Vince. Another one is the logo of MMOK, the Map Makers of Krunker who are responsible for some of the best custom maps.
* ZombieApocalypse: The Infected mode, currently only available on the custom maps. Most players begin normally, but convert to zombie players once they get killed for the first time. Zombies lack a weapon, but can advance move really quickly to melee their target quickly, and only need to touch a human once to convert it them to another zombie.


[[http://krunker.io Krunker.io]] is a free WebGame FirstPersonShooter, being developed in 2018 by Sidney De Vries, an Australian programmer who had earlier created other web games like ''VideoGame/{{Doblonsio}}'' or ''VideoGame/MooMooio''. Unlike a typical IoGame, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.

Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, with the main default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps]] that can be played (some of which are slated to be added into the default game after final developer polish). There is also a variety of game modes, though most are only available on custom maps:

to:

[[http://krunker.io Krunker.io]] is a free WebGame FirstPersonShooter, being developed in 2018 created by Sidney De Vries, an the Australian programmer who had developer Creator/SidneydeVries. It acts as a SpiritualSuccessor to his earlier created other web games like ''VideoGame/{{Doblonsio}}'' or ''VideoGame/MooMooio''. Unlike online shooters, ''VideoGame/{{Vertixio}}'' and ''VideoGame/{{Karnageio}}'', and uses many of the same character classes. The key difference is that unlike a typical IoGame, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.

Right now, it bears It entered open beta on May 20th, 2018, and hit version 1.0 on January 29th, 2019, though the development is on-going. It is currently a strong resemblance to ''VideoGame/CounterStrike'' 1.6, with notable mix of gameplay styles and influences: the main default map in version 0.9, map, burg, being is a a remake (or demake?) of the iconic De_Dust from''VideoGame/CounterStrike'' 1.6; the fast-paced movement approaches that very map from CS. However, of arena shooters like VideoGame/{{Quake}}'' and ''VideoGame/UnrealTournament''; the class system resembles early VideoGame/TeamFortress2'', while the RegeneratingHealth and ADS-focused weapon physics remind most people of ''Franchise/CallOfDuty''.

The
game is also easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens hundreds of playable custom maps]] that can be played (some maps]], with some of which are slated to be added into the default game after final developer polish). most notable collected in [[TheWikiRule the wiki's]] [[ Map List]]. There is also a variety of game modes, though most are only available on the aforementioned custom maps:



* '''Team Deathmatch''' ([=TDM=]) - the second default mode. Also self-explanatory.
* '''Social''' - everyone's unarmed, and can only move around and chat.

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* '''Team Deathmatch''' ([=TDM=]) - used to be the second default mode. Also self-explanatory.
mode, was removed in favour of the third one.
* '''Social''' - everyone's unarmed, and can only move around and chat.'''Hardpoint''' - team-based mode, where victory depends entirely on which team has controlled a series of Hardpoints the longest.



* '''Clan War''' - one clan = one team. If no clan players are present, then everyone's considered to be on the same team, and can't shoot each other.



* AllOrNothingReloads: The most notable thing about reloading in Krunker is how ridicuously fast it is. Even a rocket launcher can be reloaded and fired again in a mere three seconds, while other weapons are even faster. Moreover, the weapons are always reloaded to full, even when its weapons like a revolver or a double-barrel shotgun, which you would expect to be reloaded bullet-by-bullet.
* ATeamFiring: Aptly-named Spray and Pray class has horrible accuracy with an [=LMG=], to compensate for its large belt size and regular assault-rifle grade damage inflicted by any bullets that do hit.
* BlandNameProduct: None of the guns have names, instead simply going as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.

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* AllOrNothingReloads: The most notable thing about reloading in Krunker is how ridicuously ridiculously fast it is. Even a rocket launcher can be reloaded and fired again in a mere three seconds, while other weapons are even faster. Moreover, the weapons are always reloaded to full, even when its weapons like a revolver or a double-barrel shotgun, which you would expect to be reloaded bullet-by-bullet.
* ATeamFiring: Aptly-named Spray and Pray class has Neary all of the classes have horrible accuracy with an [=LMG=], to compensate for its large belt size and regular assault-rifle grade damage inflicted by any when they fire their weapons without aiming them down sights. The [=LMG=] class, Spray N Pray, quite literally sends bullets anywhere within a dozen meters of the reticle if fired without aiming down sights. However, it is only a little less accurate then the other weapons if fired while aiming down sights (better, not ask how that do hit.
is even possible.)
** The Agent class takes this even further, as he uses dual Uzis, and there's obviously no way for him to aim it down the sights.
* BlandNameProduct: None For the longest time, none of the guns have had names, instead simply going as a "Revolver", "Submachine Gun", "Rocket Launcher", "Assault Rifle" , etc.etc. This streak was broken with the addition of Uzis, soon followed by the Deagle (short for Desert Eagle). There's a FAMAS semi-automatic rifle coming in the near future as well.



* BottomlessPits: Present in the [[https://krunker.io/social.html?p=maps custom maps]] geared for Parkour instead of fighting, like Heavenbound.
* CherryTapping: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.

to:

* BottomlessPits: Present in the [[https://krunker.io/social.html?p=maps custom maps]] geared for Parkour instead of fighting, like Heavenbound.
fighting. Heavenbound is the most notable example.
* CherryTapping: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.quite difficult, though by no means impossible.



* EverythingFades: The dead players instantly disappear from existence in v.09 (slated to be fixed in the dev notes). Bullet holes in the environment take a few seconds to go away.

to:

* EverythingBreaks: This became possible on the custom maps as the game neared 1.0, and literally every object on the map could get health values assigned to it, breaking and vanishing if it ran out.
* EverythingFades: The dead players instantly disappear from existence in v.09 existence. (slated to be fixed in the dev notes). Bullet holes in the environment take a few seconds to go away. Destructible objects also just disappear.



* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the exact system still being fine-tuned in beta. At first, top player generally got 5 or 3 [=KR=], runner-up 2 or 1, and the third-place finisher 1 [=KR=] at most. Later, every registered player got at least 1 [=KR=] when finishing a match, and the top players could get 10 or even 20 [=KR=]. This currency is then used to pay for spins at the store, which then provide the player with a random skin. Of course, some players can just buy some with real money.
* FirstPersonGhost: A typical example of the trope.

to:

* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the exact system still being fine-tuned in beta. At first, top player generally got 5 or 3 [=KR=], runner-up 2 or 1, and going through a variety of changes. In the third-place finisher current version, you get 1 [=KR=] at most. Later, KR for every registered player got at least 1 [=KR=] when finishing 100 points earned in a default match, and with the top players could get 10 or even 20 [=KR=]. limit capping at 25 (i.e. scoring above 2500 points in a match won't yield any further KR.) This currency is then used to pay for spins at the store, which then provide the player with a random skin. Of course, some players can just buy some with real money.
* FirstPersonGhost: A typical example of You can't see your own feet in the trope.first-person mode. However, you get to see your entire character in the third-person mode.



* GlassCannon: The Hunter has a mere 60 [=HP=], in contrast to the 100 [=HP=] of most other classes, let alone 130 and 150 [=HP=] enjoyed by Rocketeer and Spray and Pray. However his damage output is so high he can often kill a full-health "normal" player with a single shot, regardless of where it hits.

to:

* GlassCannon: The Hunter has a mere 60 [=HP=], in contrast to the 100 [=HP=] of most other classes, let alone 130 and 150 170 [=HP=] enjoyed by Rocketeer and Spray and N Pray. However his damage output is so high he can often kill a full-health "normal" player with a single shot, regardless body, and any class but Spray N Pray with a headshot.
* GunsAkimbo: Agents dual-wield Uzis. They pump out a lot
of where it hits.bullets but are enormously inaccurate, to the point crouching is often the only way to hit mid-range targets.


Added DiffLines:

** Deagle, added as an unlockable secondary weapon for most


Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, with the only default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps]] that can be played (some of which are slated to be added into the default game after final developer polish). There is also a variety of game modes, though most are only available on custom maps:

* '''Free for All''' ([=FFA=]) - The only default mode. Self-explanatory.
* '''Team Deathmatch''' ([=TDM=]) - also self-explanatory. Was available as the second default mode alongside [=FFA=] until [[https://krunker.io/docs/versions.txt update 0.9.99998]], and may become default again soon.

to:

Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, with the only main default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps]] that can be played (some of which are slated to be added into the default game after final developer polish). There is also a variety of game modes, though most are only available on custom maps:

* '''Free for All''' ([=FFA=]) - The only the first default mode. Self-explanatory.
* '''Team Deathmatch''' ([=TDM=]) - also self-explanatory. Was available as the second default mode alongside [=FFA=] until [[https://krunker.io/docs/versions.txt update 0.9.99998]], and may become default again soon.mode. Also self-explanatory.



* CosmeticAward: The various skins that can be randomly unlocked through paying for "spins" at the store with the [=KR=] earned during matches.

to:

* ConspicuousConsumption: The game tells you which skin the player who just shot you was using, and vice versa. There's also a chat message going off whenever someone unboxes Rare or Legendary skin.
* CosmeticAward: The various skins and hats that can be randomly unlocked through paying for "spins" at the store with the [=KR=] earned during matches.


Added DiffLines:

* OneHitPolykill: It's possible to kill two players at once with a single shot from a sniper rifle.



* AllegedlyFreeGame: It is free to play, but update 0.9.99999 introduced the option to pay for internal currency [=KR=] in order to unlock skins.



* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the exact system still being fine-tuned in beta. At first, top player generally got 5 or 3 [=KR=], runner-up 2 or 1, and the third-place finisher 1 [=KR=] at most. Later, every registered player got at least 1 [=KR=] when finishing a match, and the top player could get 10 or even 20 [=KR=]. This currency is then used to pay for spins at the store, which then provide the player with a random skin.

to:

* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the exact system still being fine-tuned in beta. At first, top player generally got 5 or 3 [=KR=], runner-up 2 or 1, and the third-place finisher 1 [=KR=] at most. Later, every registered player got at least 1 [=KR=] when finishing a match, and the top player players could get 10 or even 20 [=KR=]. This currency is then used to pay for spins at the store, which then provide the player with a random skin. Of course, some players can just buy some with real money.


Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, using the same 4-minute matches that can be either [[EveryoneChasingYou Free for All]] ([=FFA=]), or Team Deathmatch ([=TDM=]), and with the only default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps]] that can be played (some of which are slated to be added into the default game after final developer polish), as well as further game modes and the rest.

to:

Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, using the same 4-minute matches that can be either [[EveryoneChasingYou Free for All]] ([=FFA=]), or Team Deathmatch ([=TDM=]), and with the only default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps]] that can be played (some of which are slated to be added into the default game after final developer polish), as well as further polish). There is also a variety of game modes modes, though most are only available on custom maps:

* '''Free for All''' ([=FFA=]) - The only default mode. Self-explanatory.
* '''Team Deathmatch''' ([=TDM=]) - also self-explanatory. Was available as the second default mode alongside [=FFA=] until [[https://krunker.io/docs/versions.txt update 0.9.99998]],
and may become default again soon.
* '''Social''' - everyone's unarmed, and can only move around and chat.
* '''Parkour''' - players can pick any class (though unarmed Runners are preferred), but are all considered on
the rest.
same team. Points are awarded for jumping to the certain "scorezones" (typically very high or otherwise hard-to-reach places) instead.
* '''Clan War''' - one clan = one team. If no clan players are present, then everyone's considered to be on the same team, and can't shoot each other.
* '''Hide and Seek''' - everyone's unarmed. All the players who initially join the match are those hiding. After a few seconds, a player is selected as a Seeker, and is locked in place for another 20 seconds, while everyone else is picking places to hide. Anyone who joins the game afterwards is a Seeker, and so are those who were found. Seekers win if everyone's found before the match ends.
* '''Infected''' - Everyone starts with the normal classes on the same team; in 20 seconds two randomly selected players die and respawn as Infected. The latter are of Runner class, and so are unarmed, but move faster than anyone else, and will instantly kill any human player they run into, converting them to Infected once they respawn.
* '''Boss Hunt''' - After 20 seconds, one player is selected as the boss and gets 5000 [=HP=], while everyone else is a single team hunting them.
* '''Competitive''' - like [=FFA=], but first player to get 10 kills wins.
* '''Race''' - like Parkour, but first person to get to the scorezone wins.

The game is undergoing regular changes, so some finer details on this page may become out of date.



* CherryTapping: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.



* CherryTapping: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.

to:

* CherryTapping: CosmeticAward: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get various skins that can be randomly unlocked through paying for "spins" at the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.store with the [=KR=] earned during matches.



* FacklerScaleOfFPSRealism: Krunker is firmly on the Classic end of the scale. While the weapons used are all clearly real-world, pretty much nothing else is.
* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the top player generally getting 5 or 3 [=KR=], runner-up 2 or 1, and the third-place finisher 1 [=KR=] at most. Collecting a 100 [=KR=] allows to randomly earn a skin at the store. (Though as of current Beta 0.9 the store isn't fully implemented yet.)

to:

* {{Expy}}: While the default level is made to resemble the original Counter-Strike's burg, many custom maps are also styled after famous levels from other games. This includes an interpretation of ''VideoGame/CallOfDutyBlackOps'''s Nuketown, maps made to resemble historical battlefields, and several maps styled after ''VideoGame/{{Fortnite}}'', with players dropping from a floating point above to the battlegrounds below.
* FacklerScaleOfFPSRealism: Krunker Krunker.io is firmly on the Classic end of the scale. While the weapons used are all clearly real-world, pretty much nothing else is.
* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the exact system still being fine-tuned in beta. At first, top player generally getting got 5 or 3 [=KR=], runner-up 2 or 1, and the third-place finisher 1 [=KR=] at most. Collecting a 100 Later, every registered player got at least 1 [=KR=] allows when finishing a match, and the top player could get 10 or even 20 [=KR=]. This currency is then used to randomly earn a skin pay for spins at the store. (Though as of current Beta 0.9 store, which then provide the store isn't fully implemented yet.)player with a random skin.



* FriendlyFireproof: During Team Deathmatch games, players on a team are immune to each other's shots. This even applies to explosions from Rocketeers' missiles - even though they can still wound and kill '''themselves''' with wrongly fired shots.

to:

* FriendlyFireproof: During Team Deathmatch games, In the various team modes, players on a team are immune to each other's shots. This even applies to explosions from Rocketeers' missiles - even though they can still wound and kill '''themselves''' with wrongly fired shots.



* HaveANiceDeath: On some maps, it's possible to accidentally die by falling into the deep water, BottomlessPits or the like. In this case, the game humorously describes it in chat as "player X committed neck rope", "player X committed uninstall life", etc.

to:

* HaveANiceDeath: On some maps, it's possible to accidentally die by falling into the deep water, BottomlessPits or the like. In this case, the game humorously describes it in chat as "player X committed neck rope", "player X committed uninstall life", etc."player X committed sudoku" etc.
* HeartSymbol: One of the available sprays.



* {{Retraux}}: The square shapes and single-shaded textures reminiscent of ''VideoGame/{{Minecraft}}'' are pretty retro. However, the unlockable skins are far more detailed.



* StandardFPSGuns: Each class uses one or two of these:
** Triggerman: The default class. Wears a typical "businessman" suit. Uses a [[JackOfAllStats balanced]] Assault Rifle and a pistol sidearm.
** Hunter: An archetypal sniper in brown clothing. Uses a SniperRifle with a 3-bullet clip and a slow rate of fire, but which can easily kill other players with a single shot, but carries a pistol as well. Has the lowest health in the game, with 60 [=HP=].
** Run and Gun: A man in blue clothing, who fights with a submachine gun, and nothing else, and possesses the fastest movement speed. His weapon is more accurate than Spray and Pray's [=LMG=], and has the fastest rate of fire, but also has a quarter of its clip size (24 vs. 100), and does the lowest damage per shot.
** Spray and Pray: A Light Machine Gun user in green clothing, who lacks a sidearm. Has the largest health (150 [=HP=]), and the slowest movement speed. His gun has a 100 bullet belt and can be fired for a long time, but also has horrific accuracy.
** Vince: Black man wearing a purple overall. Uses a double-barelled shotgun and a pistol sidearm.

to:

* StandardFPSGuns: Each class (besides the custom-only Runner) uses one or two of these:
** Triggerman: '''Triggerman''': The default class. Wears a typical "businessman" suit. Uses a [[JackOfAllStats balanced]] Assault Rifle and a pistol sidearm.
** Hunter: '''Hunter''': An archetypal sniper in brown clothing. Uses a SniperRifle with a 3-bullet clip and a slow rate of fire, but which can easily kill other players with a single shot, but carries a pistol as well. Has the lowest health in the game, with 60 [=HP=].
** Run '''Run and Gun: Gun''': A man in blue clothing, who fights with a submachine gun, and nothing else, and possesses the fastest movement speed. His weapon is more accurate than Spray and Pray's [=LMG=], and has the fastest rate of fire, but also has a quarter of its clip size (24 vs. 100), and does the lowest damage per shot.
** Spray '''Spray and Pray: Pray''': A Light Machine Gun user in green clothing, who lacks a sidearm. Has the largest health (150 [=HP=]), and the slowest movement speed. His gun has a 100 bullet belt and can be fired for a long time, but also has horrific accuracy.
** Vince: '''Vince''': Black man wearing a purple overall. Uses a double-barelled shotgun and a pistol sidearm.



** Marksman: Wears green clothing, main weapon is a Semi Auto rifle that's an archetypal Marksman gun, with lower damage than a Hunter's Sniper Rifle, but also a faster fire rateand a doubled clip size (6 bullets vs. 3 for Hunter.) Has a pistol as well.
** Rocketeer: Wears green clothing, and uses a rocket launcher and a pistol sidearm. Has the second-highest health and the second-lowest/lowest movement speed in the game.

to:

** Marksman: '''Marksman''': Wears green clothing, main weapon is a Semi Auto rifle that's an archetypal Marksman gun, with lower damage than a Hunter's Sniper Rifle, but also a faster fire rateand a doubled clip size (6 bullets vs. 3 for Hunter.) Has a pistol as well.
** Rocketeer: '''Rocketeer''': Wears green clothing, and uses a rocket launcher and a pistol sidearm. Has the second-highest health and the second-lowest/lowest movement speed in the game.game.
* TakeThat: One of the "Sprays" available is a faked Discord screenshot with four posts of "everyone" complaining about how overpowered Hunter, Vince, Marksman and Rocketeer are, in order.


[[http://krunker.io Krunker.io]] is a free WebGame FirstPersonShooter, being developed in 2018 by Sidney De Vries, an Australian programmer who had earlier created other web games like doblons.io or moomoo.io. Unlike most other .io games, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.

to:

[[http://krunker.io Krunker.io]] is a free WebGame FirstPersonShooter, being developed in 2018 by Sidney De Vries, an Australian programmer who had earlier created other web games like doblons.io ''VideoGame/{{Doblonsio}}'' or moomoo.io. ''VideoGame/MooMooio''. Unlike most other .io games, a typical IoGame, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.


* CherryTapping: The regular pistol is essentially this. It's mainly used to finish off heavily wounded players to get the 25-point bonus for using it, since using it to kill anyone at full health and using a primary weapon is extremely difficult.



* CrouchAndProne: Unlike most such games, it not done with C, but with Ctrl. Since there's not much waist-high cover around, its main use is to increase accuracy, which also works mid-jump.
* DoNotRunWithAGun: Averted. Walking, running or even jumping has absolutely no effect on the accuracy, and standing still is far more likely to just get you killed immediately. Crouching does help accuracy, so a common tactic is to crouch '''mid-jump'''.



* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the top player generally getting 5 [=KR=], runner-up 2 or 3, and the third-place finisher 1 [=KR=]. Collecting a 100 [=KR=] allows to randomly earn a skin at the store. (Though as of current Beta 0.9 the store isn't fully implemented yet.)

to:

* FictionalCurrency: [=KR=], called "Krunkies" by some players. They are awarded at the end of the match, with the top player generally getting 5 or 3 [=KR=], runner-up 2 or 3, 1, and the third-place finisher 1 [=KR=].[=KR=] at most. Collecting a 100 [=KR=] allows to randomly earn a skin at the store. (Though as of current Beta 0.9 the store isn't fully implemented yet.)


Added DiffLines:

* HandCannon: The Detective's Revolver, which is loud, slow-firing, and easily kills in one or two hits.


Added DiffLines:

* SkillGateCharacter: The Rocketeer is commonly chosen by inexperienced players, due to its obvious power and the reduced need for aiming. More experienced players tend to avoid it, especially in [=FFA=], because the winner is determined by the score, and it's hard to get more than the minimum amount of points for a rocket kill.


Added DiffLines:

* {{Tuckerization}}: The Vince class is named after developer's brother, Vince De Vries, who also assists with the development of the game.
** There's a setting to leave a "Spray" behind after getting killed. Two of the available options are the faces of Sidney and Vince.
* ZombieApocalypse: The Infected mode, currently only available on the custom maps. Most players begin normally, but convert to zombie players once they get killed for the first time. Zombies lack a weapon, but can advance really quickly to melee their target and convert it to another zombie.


* RevolversAreJustBetter: Played straight, as it is the sole weapon of the Detective class, and has to be correspondingly good. Thus, it might have 6 shots per reload instead of pistol's 10, but it does 2nd largest per-shot damage after Hunter's Sniper Rifle, and has no spread, [[sniperPistol always landing at the reticle]].

to:

* RevolversAreJustBetter: Played straight, as it is the sole weapon of the Detective class, and has to be correspondingly good. Thus, it might have 6 shots per reload instead of pistol's 10, but it does 2nd largest per-shot damage after Hunter's Sniper Rifle, and has no spread, [[sniperPistol [[SniperPistol always landing at the reticle]].


Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, using the same 4-minute matches that can be either [[EveryoneChasingYou Free for All]] ([=FFA=]), or Team Deathmatch ([=TDM=]), and with the only default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already dozens of custom maps that can be played (some of which are slated to be added into the default game after final developer polish), as well as further game modes and the rest.

to:

Right now, it bears a strong resemblance to ''VideoGame/CounterStrike'' 1.6, using the same 4-minute matches that can be either [[EveryoneChasingYou Free for All]] ([=FFA=]), or Team Deathmatch ([=TDM=]), and with the only default map in version 0.9, burg, being a remake (or demake?) of that very map from CS. However, the game is easy to mod, and there are already [[https://krunker.io/social.html?p=maps dozens of custom maps maps]] that can be played (some of which are slated to be added into the default game after final developer polish), as well as further game modes and the rest.



* BottomlessPits: Present in the [[https://krunker.io/social.html?p=maps custom maps]] geared for Parkour instead of fighting, like Heavenbound.



* ElaborateEqualsEffective: Averted with the Marksman's Semi Auto, which has a unique black-and-gold design by default and is easily the best-looking gun in the game. Even so, it is often easier to get kills as a Hunter, who has a much plainer rifle.



* HaveANiceDeath: On some maps, it's possible to accidentally die by falling into the deep water, BottomlessPits or the like. In this case, the game humorously describes it in chat as "player X committed neck rope", "player X committed uninstall life", etc.



* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their accuracy

to:

* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their However, their accuracy is horrible to compensate for that.
** Run and Gun's Submachine Gun has "only" 24 bullets, but is far more accurate to compensate for that. Its main downside is the reduced bullet damage in comparison to virtually any other weapon.



* RevolversAreJustBetter: Played straight, as it is the sole weapon of the Detective class, and has to be correspondingly good. Thus, it might have 6 shots per reload instead of pistol's 10, but it does 2nd largest per-shot damage after Hunter's Sniper Rifle, and has no spread, [[sniperPistol always landing at the reticle]].



* ShortRangeShotgun: Less egregious than the usual examples, since it is almost as effective at 10 meters or so as it is at 2-5 meters. Moreover, its spread gives a much larger chance to score headshots at shorter ranges than virtually any other weapon.
* ShotgunsAreJustBetter: At short and even medium ranges, shotguns deal enormous damage, can easily score headshots, and unlike Hunters, they are able to fire two shots one after the other, before needing to reload. As of Version 0.9, shotgun-wielding Vince is second most popular class for competitive clan players, after the perennial favorite Hunter.
* SkeletonMotif: The kill counter is placed on the right side of the screen, next to a skull icon.
* SniperPistol: Averted with the regular pistol. Even at a medium range, it has a very notable spread, which can be easily ascertained if you take the time out to shoot it at a wall for a while. Played perfectly straight with a revolver.
* SniperRifle: Two varieties. There's the plain black Sniper Rifle used by the Hunter, which has a 3-shot clip, is slow-firing but does more damage than anything else in the game, often capable of killing players at full health with a single body shot. Then, there's the black-and-gold Semi Auto wielded by the Marksman, which does comparatively less damage, but has double the clip size and the rate of fire.
* SoundCodedForYourConvenience: The explosion of Rocketeers' rockets makes a different sound depending on whether or not it hit an enemy player. Thus, they can check for enemies around the corners or coming through the doorways in this manner, alerting both themselves and their allies.



* YouAlwaysHearTheBullet: There's a notable variation for Rocketeers: the rocket explosion makes a different sound depending on whether or not it hit an enemy player. Thus, they can check for enemies around the corners or coming through the doorways in this manner.


Krunker.io is a free WebGame FirstPersonShooter, being developed in 2018 by Sidney De Vries, an Australian programmer who had earlier created other web games like doblons.io or moomoo.io. Unlike most other .io games, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.

to:

[[http://krunker.io Krunker.io io]] is a free WebGame FirstPersonShooter, being developed in 2018 by Sidney De Vries, an Australian programmer who had earlier created other web games like doblons.io or moomoo.io. Unlike most other .io games, it is fully [=3D=], though it uses voxel-based graphics reminiscent of ''VideoGame/{{Minecraft}}'' in order to reduce the browser workload and ensure the game is playable even on very old computers.


* ATeamFiring: Aptly-named Spray and Pray class has horrible accuracy with an [=LMG=], to compensate for its large belt size and regular assault-rifle grade damage inflicted by any bullets that do hit.



* EmergencyWeapon: The Pistol acts as one for Triggerman, Hunter, Vince, Marksman and Rocketeer, and no class uses it for their main weapon. Due to its weakness, killing someone with it is rewarded with additional 25 points.



* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting two kills at once or one right after the other]]). Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a QuickScope one.

to:

* GameplayGrading: The matches are won by whichever player/team gets the highest score, not by whoever gets the most kills. A "normal" kill gives 50 points by default, while assisting another player with a kill provides 25. However, 25 bonus points are given for a kill with either yourself or your target in mid air, 50 points are awarded for a headshot and 100 points for double kill ([[CaptainObvious getting two kills at once or one right after the other]]). Most classes can also get 25 bonus points for getting a kill with a pistol. Short-ranged weapons like revolvers, shotguns and submachine guns can get 25 points for long-distance "longshot" kills. Sniper rifles and semi-auto sniper rifles have the highest potential to get bonus points, though, with a 100 points awarded for a NoScope kill, and 75 for a QuickScope Quick Scope one.



* MoreDakka: Spray and Pray's [=LMG=] has a whole 100 bullets in its clip. It's entirely possible for them to start firing before they even turn a corner and still have enough bullets left for an entire engagement. However,their accuracy



* NonFatalExplosions: The killing power of Rocketeers' explosions is quite unpredictable. Full-health players will often have at least a few hitpoints left if a missile didn't hit them head-on but landed at least a meter away. (Unless they were in a corner or next to crates and other obstacles, which cause the explosions to reflect back to the epicentre.) On the flipside, being in the mid-air when rocket hits close to somewhere you were just standing will often allow you to escape all but cursory damage.



* RuleOfFun: As the pretty much the rest of this page shows, the developer doesn't care about following realistic rules of weapon use and engagement, and neither do the people playing the game.



** Hunter: An archetypal sniper in brown clothing. Uses a sniper rifle with a 3-bullet clip and a slow rate of fire, but which can easily kill other players with a single shot, but carries a pistol as well. Has the lowest health in the game, with 60 [=HP=].

to:

** Hunter: An archetypal sniper in brown clothing. Uses a sniper rifle SniperRifle with a 3-bullet clip and a slow rate of fire, but which can easily kill other players with a single shot, but carries a pistol as well. Has the lowest health in the game, with 60 [=HP=].



** Rocketeer: Wears green clothing, uses a rocket launcher and a pistol sidearm.

to:

** Rocketeer: Wears green clothing, and uses a rocket launcher and a pistol sidearm.sidearm. Has the second-highest health and the second-lowest/lowest movement speed in the game.
* YouAlwaysHearTheBullet: There's a notable variation for Rocketeers: the rocket explosion makes a different sound depending on whether or not it hit an enemy player. Thus, they can check for enemies around the corners or coming through the doorways in this manner.

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