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UT Weapons
Impact Hammer
Impact Hammer
"The Hammer of the Gods has nothing on this bad boy. You can demolish your enemies in one of two ways: either get in close and quash them with repeated strikes of the Hammer's business end, or charge it up and let loose with one, bone-shattering thud."
The Impact Hammer is a short range melee weapon and one of your default spawning weapons. The Impact Hammer uses a lead piston that is sucked into its air tanks then shot out at high veloccity to dish out its damage.
Primary: Press and hold down the fire button to charge up the Impact Hammer when it is fully charged (~2 seconds) it will begin to violently shake and make a lot of noise. While it is fully charged it can deliver a devastating hit to an opponent. To use this against someone just simply touch them and the Hammer will discharge automatically. Damage: 135 fully charged
Secondary: This mode fires in short bursts and is very weak, it's usefulness comes from that it is used defensively instead of offensively. You can use this mode to deflect oncoming projectiles when they are within a short range of your player. Damage: Approx. 3-30 points depending on distance. The greater the distance the stronger the hit as long as you stay close to your opponent.
Special: Impact Jumping: Charge up Primary fire then simply point the Hammer towards the ground, then jump and simultaneously let go of the fire button and the force of the impact will propel you into the air. You can use this technique to get to obscure places, make short-cuts, etc. You will absorb 27 points of damage when you attempt to Impact Jump.
The impact hammer is a weapon that requires no ammo and the only time you'll use it is when you have none and even then you might be better off trying to telefrag with the translocator, if it's available.
Enforcer
Enforcer
"Everyone's favourite automatic handgun is back and even sleeker than before. Choose between standard firing mode and "gangsta" firing mode to take out pretenders to YOUR throne of Championship. If you stumble across two of these bad boys, you're ready for Enforcers akimbo - nothing says "Gotcha!" like two fists of high calibre fire power."
Your basic semi-automatic handgun and the most powerful weapon you spawn with. Although it isn't the best weapon in the game skillful use of it can take down a better equipped opponent if you're lucky. You can also pickup a second Enforcer from a player that was killed while using the enforcer, doing so will effectively double the firing rate making the Enforcers a powerful force.
Primary: Has a slower firing rate but is much more accurate. Range: Short - Long Damage: 25 points/bullet
Secondary: In this mode the firing rate is increased but accuracy is extremely poor. Only use this mode when you are up close to your opponent otherwise you will just be wasting ammo. Range: Short - Long Damage: 25 points/bullet
Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 30 Ammo Pickup Amount: 20 Max Holdable Ammo Amount: 199
First thing you need to do when you spawn is look for a bigger gun, though you may get the occasional frag with the enforcer you probably wont last long. Of course pick up another enforcer, after you've killed an equally minimally armed opponent and it becomes twice the weapon.
ASMD Shock Rifle
ASMD Shock Rifle
"If you thought the ASMD was fierce in Unreal, wait'll you get a load of the ASMD Shockrifle. As before, it issues forth blasts of unadulterated, pure energy; if anyone is unfortunate enough to get in front of them, they're most likely toast. New to this model of the ASMD is its rapidity - if you get a bead on an opponent with one of these things, they're going to be worm food before you can say "Boo ya!""
This is the ASMD from Unreal revamped for UT, it's similar to a railgun in primary mode and in secondary shoots out fast flying energy balls. Although the combo has a longer delay than in Unreal it is still an effective weapon.
Primary: A very accurate tracehit shot, although it doesn't look like a tracehit due to the trail that flies behind the hit. Like all tracehit shots do not lead your opponent wait until they are in your crosshair then let 'em have it. Range: Short - Long Damage: 60 points
Secondary: Fires out a somewhat fast moving energy ball with a small splash radius. If the ball hits someone it will knock them around quite a bit and will throw off their aim. Range: Medium - Medium-Long Damage: 82 points
Special: Combo: By firing out the secondary energy ball then when it is lined up with your opponent hit the ball with the Primary tracehit shot and it will release a devastating explosion that deals 247 points of damage with a large splash radius(splash damage decreases over distance). The combo will eat up 4 ammo each time it is done.
Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 20 Ammo Pickup Amount: 10 Max Holdable Ammo Amount: 50
There is also an enhanced version of ShockRifle that is only available via the Instagib DM Mutator. This ShockRifle has reddish orange highlights and is a guaranteed one shot kill if you hit your opponent.
The ASMD shock rifle can be a handy weapon, but it can also be hard to hit a fast moving target with. Best to use it in surprise attacks or if someone is running straight for you.
GES BioRifle
GES BioRifle
"Toxic green goo is always a great way to make an argument for the end of your enemies' lives. Its primary firing mode isn't accurate to a pin point, but your ammo has residual effects; once the green ammo lands on the area surrounding your enemy, it explodes and can cause significant radius damage. Biorifle's altfire charges up to create a huge globule of toxic waste. When it hits, the globule breaks into 9 smaller blobs which explode when someone approaches them. Now THAT'S entertainment."
This weapon fires globs of radioactive waste that is very damaging, and sticks to every surface for a few seconds after leaving the gun.
Primary: Fires globs of radioactive waste.
Secondary: Hold down the fire button to release a huge blob of radioactive waste.
The biorifle is an ideal weapon for firing behind you to kill those, better armed, chasing enemies. The primary fire is slow and hard to aim, but the secondary can be built up and then fired, a direct hit killing most opponents. It can also be used as a time-delayed explosive, ideal for securing key areas.
Pulse Gun
Pulse Gun
"Belt-fed plasma rounds never looked like this before! This is the ULTIMATE mid-range battling tool: it's high speed, its rounds are unbelievably powerful, and it's relatively accurate. If you stumble into a room with a handful of enemies battling among themselves, you can clear the whole room with one sweep of this thing. Has to be experienced to be truly appreciated."
Take a Plasma gun and a Lightning Gun and put them together and this is what you get. You couldn't ask for anything better to dish out burning plasma death than this thing. A good strategy is to bombard your opponent with plasma balls then immediately ream them with the shaft.
Primary: This mode fires a steady series of fast moving plasma balls (that do not cause any splash damage). You will need to lead your opponent but not by much. Range: Short - Long Damage: 30 points/plasma ball
Secondary: The "Shaft" in this mode a continuous stream of plasma is generated, similar to the lightning gun in Quake. The shaft has a limited range but should work at a fair distance. You can use a sweeping motion to slowly take down your opponents health but is best used by keeping the stream trained on your foe to bring them down quickly. Range: Short - Medium Damage: 15 points per every 1/5th of a second
Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 60 Ammo Pickup Amount: 25 Max Holdable Ammo Amount: 199
A good way to use the pulse gun is to try to keep the secondary fire on an opponent as long as possible. Good for sneak attacks on stationary targets trying to guard an area. Because the primary fire doesn't cause any splash it can be hard to get an outright kill with it, it can however cause panic and is useful to fire into groups of opponents, from distance.
SniperRifle
Sniper Rifle
"Ya know, it's only natural that - once in a while - you get the urge to hit your nearest bell tower with a high calibre sniper rifle and take out the occasional passerby. Seeking to appease this natural urge, we've endowed Unreal Tournament with probably the coolest sniping rifle ever. Use the primary fire to make un-scoped pot shots at whoever happens to be nearby. Or, use the secondary fire to zoom in on your target...with a little skill, you can take a head clean off with one good shot."
This is the "one shot, one kill" weapon. It can be used effectively at any range, and will kill instantly with a head shot.
Primary: Fires an instantaneous bullet.
Secondary: Adjusts the zoom view.
Although it can be used at any range, the sniper rifle is most effective from distance, taking out unsuspecting enemies, as they run towards their goal. Because of this its best uses are in the larger maps where you can zoom in on an area from where they are coming, beware you are vunerable to close quater attack while you are zoomed in.
Ripper
Ripper
"You might remember the Ripper from such incarnations as the Razorjack. But, like all the weapons in Unreal Tournament, it got a shot of steroids and came out looking even more bad ass. Spewing out razor-filled death has never been this gratifying!"
The Ripper fires spinning disks at a fast speed that can take off the head of an enemy if aimed properly.
Primary: Disks that bounce around before finally exploding.
Secondary: An explosive disk that explodes on contact of anything.
The ripper is deadly in confined spaces and can also be fired around corners. It is most useful when fired into hordes of battling enemies and can often pick up lucky kills. Be careful of firing it at close quarters, it may bounce back and take you with it. This is where the secondary fire comes in, exploding on contact and preventing any backlash, for most effective use aim this secondary fire at your foe's feet.
Minigun
Minigun
"When you look up "Rapid Fire" in the dictionary, you'll probably find a picture of this high-speed little gem. While the Minigun's primary fire is plenty quick enough to take out even a well-armored opponent in only a few seconds, try its secondary fire for an even more violent (if significantly less accurate) attack. If you've got a steady hand, you might even be able to cut someone in half with it! Wow. Technology at work."
Unreal Tournament's high speed chain-fed bullet machine that delivers a steady stream of lead death to your opponents. In Primary mode it acts more like a machine gun with a slower firing rate and greater accuracy and a chaingun in Secondary with a much faster firing rate and less accuracy.
Primary: Shots are more accurate but fires at a slower rate. Range: Short - Long Damage: 10 + bullet rounds(6)
Secondary: Firing rate is faster than Primary mode but at the sake of accuracy. It is recommended that you use this mode at all times since the accuracy is not impeded much and the faster firing rate more than makes up for any lost accuracy. Range: Short - Long Damage: 10 + bullet rounds(6)
Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 50 Ammo Pickup Amount: 50 Max Holdable Ammo Amount: 199
The minigun is not the most accurate of weapons and it can be hard to hit fast moving players from any great distance with it. It is however a good choice of weapon for short range fighting, especially when there are numerous enemies.
Flak Cannon
Flak Cannon
"Perhaps the most well-balanced weapon in all of first-person-shooterdom. The portable cannon of fiery flak can be used effectively in both close quarters and long distance. When an enemy's in your face, let loose with the primary fire to riddle his body with countless bits of white hot flak. If, however, you've got a long-distance hate-affair going on, bust out the Flak Cannon's secondary fire to deliver an arched, focused projectile of fragmentary death."
A great long range weapon and an even better short range weapon, the Flak Cannon sprays hot shrapnel at its target.
Primary: Scatter shot of shrapnel.
Secondary: Explosive ball that will kill with one shot if the target is not wearing armour.
After the rocket launcher, the second most favoured weapon and the best weapon for close combat. The primary fire can kill in one hit up close, but can be hard to hit a moving target. The secondary fire on the other hand has quite a large splash area and can be equally devastaing, just be careful of the splash, otherwise you'll be dead too.
Rocket Launcher
Rocket Launcher
"Rocket propelled grenades are always a tasty treat, especially when you're looking to take out someone's knee caps. But you've never seen them - or experienced them - like this before. When you think of purely-visceral, spine-removing rocket blasts, you're thinking of the Rocket Launcher (known long ago as the 8 Ball Gun). When your opponent absolutely, positively has to be blown into a pile of stuff even his dentist won't be able to identify, accept no substitute."
The good ol' rocket launcher, but it is much more than a regular rocket launcher, with this rocket launcher you can load up multiple rockets and also fire (multiple) grenades. Although there is an option to use Instant firing rockets it is highly advised you leave that option disabled as someone who can use the Rocketlauncher effectively by loading up multiple rockets/grenades can have a large advantage.
Primary: Rocket Mode, in this mode the Launcher will load up and fire self propelling rockets. You can load anywhere from 1 to 6 rockets by holding down the fire button and have them all fire at once. Rockets explode on impact and have a medium splash radius. Range: Medium - Medium-Long Damage: 112 points/rocket
Secondary: Grenade Mode, works the same as Primary mode except instead of self propelling rockets the ammo is lobbed out and will bounce around. The grenades are quite bouncy so watch out, or you might throw your own grenades right back in your face. In addition to the regular spread pattern when you load up multiple rockets you can press Secondary fire while loading up multiple rockets and they will fly in a tight cluster. Grenades will detonate upon hitting a player or will explode after a few seconds automatically and also has a medium splash radius. Range: Medium Damage: 150 damage/grenade
Special: Heat Seekers: If you can keep your crosshair on your opponent long enough it will change into a red circle and emit a beeping sound, any rockets you load up from this point (as long as you keep your opponent locked) will now seek your opponent to a certain degree. Also note that your opponent will hear an audible beep when they are locked on.
Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 6 Ammo Pickup Amount: 12 Max Holdable Ammo Amount: 48
This is most people's weapon of choice, most of the time. Loading up and firing multiple rockets at advancing enemies will see you get multi-kills, especially good down tight corridors. You can lock on a player from distance and let the rockets go before he has time to react, for those long distance kills. The secondary grenade fire it most useful for firing down onto enemies, or around corners. The major drawback with the rocket launcher in in close combat, you're likely to take yourself out as well as your enemies, but if it stops them succeeding in their mission it might just be worth it.
Redeemer
Redeemer
"This is the Mother of all rocket launchers. You've got two choices here: you can either "fire and forget" into a roomful of enemies (just make sure you're out of the room when it hits because its enormous splash damage will get you, too) or you can - get this - pilot the rocket to the target of your choice! You heard right: you can fire the rocket and then switch to the projectile's point of view, guiding it through the environment until you find a target suitable for blowing to hell. Nice!"
This is the ultimate weapon. The Redeemer is a portable nuclear missile that packs the ultimate punch. You can either fire at a target and let the missile run its course, or you can use the missile camera and guide the missile yourself.
Primary: Fire a nuclear warhead.
Secondary: Fire and guide a nuclear warhead.
Because it has such a large splash area, it's hard to fire the redeemer and not kill yourself. The best way to use it is on the larger maps where you can hide and guide it into a bunch of enemies, killing them all. Of course while you are guiding it you are completely vunerable, so make sure you hide somewhere. Also as soon as the missile hits something it will explode, so make sure you have a clear line of sight.
Translocator
Translocator
"This is - perhaps - the niftiest usable item ever to grace a first person shooter. The Translocator is split into two parts: the source module and the destination module. Using it is really very simple: you throw the destination module anywhere you want. Then, you can hit the "use" button on the source module (which is with you at all times) and you instantly transport to the location of the destination. In addition to allowing you access to lots of wacky areas, it also opens up the possibility for the almighty telefrag: throw the destination module into an opponent's hands and teleport in right on top of him or her!"
Not really a weapon as it is more of a device. It can be used to take short-cuts or to reach previously unreachable locations, or can even be used to telefrag players. The Translocator is only available by default in CTF and DOM games and must be otherwise enabled to be used in the game.
Primary: Deploys the "Destination Module," a small disc that emits a constant beep and has an orangish (or team colour) light on the end of its antenna.
Secondary: After the Destination Module has been deployed use secondary fire to teleport to the module's location. If your module is damaged (by another player) and you teleport to it you will instantly kill yourself, so place the destination module someplace out of the way if you don't plan on teleporting instantly.
Special: Telefragging: Throw the destination module to your opponent then quickly teleport; if done successfully you will teleport right into your opponent Telefragging them. Your opponent will throw the disc back out when they fire though so be quick.
Though telefragging may seem like a good idea it should only be used as a last resort, as it is very tricky. There is a drawback to using this in Capture the Flag mode. If you have the flag, and use it, you drop the flag, of course you can use it to drop the flag deliberately. You can use the translocator to travel large distances in an instant, as well as using it to gain access to otherwise innaccessible areas, and return to areas of stategic importance. Beware when using it like this though, because if someone runs over your translocator destination module it disrupts it, killing you when you try to transport. With this in mind, always run over a discarded module when you see it. Really the best use for the translocator is to teleport up levels and to teleport over large obstacles.