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UT Weapons
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Impact Hammer
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"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."
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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.
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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
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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.
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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.
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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.
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Enforcer
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"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."
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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.
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Primary: Has a slower firing rate but is much more accurate.
Range: Short - Long Damage: 25 points/bullet
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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
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Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 30 Ammo
Pickup Amount: 20 Max Holdable Ammo Amount: 199
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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.
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ASMD Shock Rifle
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"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!""
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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.
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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
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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
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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.
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Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 20 Ammo Pickup
Amount: 10 Max Holdable Ammo Amount: 50
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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.
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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.
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GES BioRifle
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"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."
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This weapon fires globs of radioactive waste that is very damaging, and sticks
to every surface for a few seconds after leaving the gun.
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Primary: Fires globs of radioactive waste.
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Secondary: Hold down the fire button to release a huge blob of radioactive waste.
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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.
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Pulse Gun
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"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."
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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.
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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
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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
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Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 60 Ammo Pickup
Amount: 25 Max Holdable Ammo Amount: 199
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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.
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Sniper Rifle
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"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."
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This is the "one shot, one kill" weapon. It can be used effectively at any
range, and will kill instantly with a head shot.
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Primary: Fires an instantaneous bullet.
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Secondary: Adjusts the zoom view.
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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.
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Ripper
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"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!"
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The Ripper fires spinning disks at a fast speed that can take off the head of an
enemy if aimed properly.
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Primary: Disks that bounce around before finally exploding.
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Secondary: An explosive disk that explodes on contact of anything.
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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.
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Minigun
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"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."
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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.
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Primary: Shots are more accurate but fires at a slower rate.
Range: Short - Long Damage: 10 + bullet rounds(6)
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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)
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Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 50 Ammo
Pickup Amount: 50 Max Holdable Ammo Amount: 199
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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.
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Flak Cannon
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"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."
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A great long range weapon and an even better short range weapon, the Flak Cannon
sprays hot shrapnel at its target.
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Primary: Scatter shot of shrapnel.
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Secondary: Explosive ball that will kill with one shot if the target
is not wearing armour.
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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.
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Rocket Launcher
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"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."
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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.
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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
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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
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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.
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Extended Stats: Respawn Time: 30 seconds Default Ammo Amount: 6 Ammo
Pickup Amount: 12 Max Holdable Ammo Amount: 48
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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.
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Redeemer
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"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!"
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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.
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Primary: Fire a nuclear warhead.
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Secondary: Fire and guide a nuclear warhead.
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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.
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Translocator
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"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!"
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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.
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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.
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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.
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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.
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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.
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