legacy-Shakuurn
07-13-2003, 06:21 PM
Why am I doing this? Somebody make me ask myself why I'm writing this.
Unreal Tournament 2003 offers a wide selection of weaponry designed to reduce your opponents into piles of broken flesh. Seeing how many of these weapons contain nuances that may require some explainanation, this guide was creatified to facilitatorize those who requirate help. I will also indicate what weapon it replaced for those who used to have Unreal Tournament.
LEGEND KEY:
(Primary, Secondary, c) - Indicates type of fire each mode has. The "c" indicates that the gun has something cool about it.
T - Trace hit weapon. That means that the weapon hits the target at the moment you click "Fire."
P - Projectile Weapon. Shoots a projectile that takes some time to reach the target.
E - Energy Weapon. Reflects off the Shield Gun shield.
S - Super Weapon. Create a massive explosion and ignores armor. Instant kill.
Z - A sniper zoom.
C - Cool stuff about the gun.
Anyways, on to TeH wEaPoN5.
WEAPONS:
SHIELD GUN - Formerly the Impact Hammer (Primary: Melee, Secondary: Special, C)
Initial/Max Ammo: 100, recharges.
The Shield Gun is the reincarnation of the Impact Hammer. Don't know what I'm talking about? Well, read on. The Shield Gun is your close-combat weapon/personal shielding device. You get it automatically in a normal weapons game. To use it offensively, simply hold down primary fire to charge up the gun. Holding it down for a longer period of time increases the damage potential. Release primary fire or run into another player to discharge the energy. Be warned that discharging it beside a wall of towards the floor will inflict damage on yourself. Primary Fire requires no ammunition.
Holding down Secondary Fire creates a shield that points in front of yourself. It absorbs enemy fire and has the ability to reflect energy fire, which are marked with an "E" besides the mode of fire later in this guide. However, using the shield uses up ammunition, and if something is absorbed by the shield more ammo is used. However, the ammunition recharges over time. The Shield can be used to protect yourself from damage induced from falling from great heights, but will not protect you from massive explosions (from the Redeemer, for example) or from damage caused by lava, corrosive slime and the like.
An interesting use for the Shield Gun is the so-called "Shield Jump," also known as a Hammer Jump or a Piston Jump. Charge up primary fire to whatever power you choose, point it to the ground, jump and discharge. You should be sent quite a distance vertically. This is useful for reaching greater heights that can't be reached with normal jumping.
ASSAULT RIFLE - Formerly the Enforcer (Primary: T, Secondary: P)
Initial Ammo: 150
Max Ammo: 300
Ammo per pickup: 50
Secondary Ammo: 4
Max Secondary Ammo: 8
Ammo per pickup: 4
The Assault Rifle is the main weapon you spawn with when you are playing a game with normal weapons. Primary fire sprays bullets that do 7 damage each. If you fire your rifle in "bursts" (tap the fire button as opposed to just holding it down), your assault rifle will be slightly more accurate.
Secondary fire lobs a grenade that has the capability to inflict 70 damage with a direct hit. To fire the grenade, you must hold down your Alternate/Secondary fire button to "charge" it up. Holding it down longer means the grenade will fly farther. After firing, the grenade will bounce around and explode, 2 seconds after the first bounce.
BIO RIFLE - still the GES BioRifle (Primary: P, Secondary, P)
Initial Ammo: 20
Max Ammo: 50
Ammo per pickup: 20
The BioRifle fires green, pulsating, glowing goo that will adhere to surfaces and then explode, causing 20-ish damage. Primary fire just throws these globs everywhere; you can quickly create a minefield with this stuff. Do note that shooting a bioglob with more biosludge will result in the glob growing in size and damage. When at sufficient size, the large glob will seperate into many smaller globs.
Secondary fire is just a charged-up version of primary fire. You can load up to 10 units of ammo, and then throw it out as one huge glob of goo that will seperate on impact. If the massive glob hits a player, it will inflict massive damage over quite a large area.
Do note that the BioRifle's goo flies on a parabolic path.
SHOCK RIFLE - still the ASMD Shock Rifle (Primary: TE, Secondary: PE, C)
Initial Ammo: 20
Max Ammo: 50
Ammo per pickup: 10
The Shock Rifle is your basic medium-long ranged laser gun. Primary fire shoots a purple laser beam, hitting instantly and inflicting 45 damage. Be careful if your target is using the Shield Gun's shield, for the beam will reflect off it, possibly ending up shooting you.
Secondary fire shoots a purple glowing ball of plasma energy. It too is reflective. Hitting a target will result in 45 damage with a small splash radius. However, both modes of fire can be used to create a devastating mode of attack known as the "Shock Combo."
The Shock Combo is initiated by first firing a plamsa ball towards the opponent. When the ball is around your enemy's general area, shooting the ball with the primary beam will result in a large explosion causing 275 damage. However, shooting the ball will result in 3 extra ammo being consumed, so use wisely.
LINK GUN - Formerly the Pulse Gun (Primary: PE, Secondary: Special, C)
Initial Ammo: 40
Max Ammo: 120
Ammo per pickup: 30
The Link Gun is a short-medium range energy gun. Primary fire shoots medium-speed green firey balls of plasma that inflict 30 damage but with no splash radius.
Holding down Secondary Fire shoots out a "shaft" of energy, which can be manipulated like a sword. It inflicts 15 damage for every one-fifth of a second; however, it eats up ammo extemely quickly.
Why is it called the "Link" Gun? you may ask. Well, shooting the secondary shaft at a friendly unit with a Link Gun will create the Link - a shaft of flexible energy that increases the damage of you friend's Link Gun. Up to 4 teamamtes can link to you, resulting in a maximum of quadruple your normal link damage. Using the Link results in slower ammo consumption. You projectiles and shaft also change colour to yellow when somebody links to you.
Also, the Link Shaft causes "lockdown" on contact with an opponent. What is lockdown? Lockdown is flinching caused by weapons fire. It prevents the victim from jumping or moving as well. Very useful to keep enemies from running.
MINIGUN - Still the minigun. (Primary: T, Secondary: T)
Initial Ammo: Assault Rifle Primary Ammo + 150
Max Ammo: 350
Ammo per pickup: 50
The Minigun is exactly like its name indicates: A huge gun that shoots bullets with a high rate of fire. It shares bullet ammo with the Assault Rifle, so if one runs out of ammo the other does too.
Primary fire shoots 15 rounds per second, but each bullet does only 6-7 damage and the spread is very wide, making this mode inaccurate at long range but plain murderous at close-up.
Secondary fire shoots 5 rounds per second, doing 12-14 damage and is actually pretty accurate.
Both modes inflict lockdown, however the primary fire is more useful in inflicting this.
FLAK CANNON - Remains as the Flak Cannon (Primary: P, Secondary: P)
Initial Ammo: 15
Max Ammo: 50
Ammo per pickup: 10
The Flak Cannon is the ultimate in close-range and tight corridor combat. Primary Fire shoots 9 shards of flaming hot metal, each chunk doing 13 damage but the damage reduces as it travels further. It has the capability to bounce, making it killer in narrow areas. Do note that a point-blank shot with the Flak Cannon is more-or-less an instant kill to fresh players (100 health), and because the flak bounces off walls you can kill youself using it.
Secondary Fire lobs a Flak Shell - an explosive ball that causes 90 damage with a direct hit, also with splash. It also sends out a few Flak chunks in random directions.
ROCKET LAUNCHER - Remains as the Rocket Launcher (Primary: P, Secondary: P, C)
Initial Ammo: 12
Max Ammo: 30
Ammo per Pickup: 9
The Rocket Launcher is your basic rocket-propelled projectile gun. It differs from the rocket launchers from other games in the aspect that it shoots a lot faster but does not do as much damage, plus you can load multiple rockets too. :P
Primary fire shoots one rocket at a time. Each rocket can inflict 90 damage on a direct hit, with splash to boot. Secondary fire loads up to 3 rockets, which will be very useful in dispatching targets quickly.
The Rocket Launcher also has 2 unique abilities. Holding the crosshair on an enemy target for about 3 seconds will cause the launcher to "lock." It goes to Heat-Seeking Mode which will allow the rockets to home in on the target you locked on. Bot Primary and Secondary fire are affected.
Also, if you press Primary Fire while loading up Secondary, you "spiral" your rockets. Instead of your rockets flying in a straight line formation, they will spiral around each other, going in the same direction, causing a tighter cluster of flaming death.
LIGHTNING GUN - Formerly the Sniper Rifle (Primary: T, Secondary: Z, C)
Initial Ammo: 15
Max ammo: 40
Ammo per pickup: 10
This is your Sniper Rifle. No shooter game would be complete without a sniper rifle.
Primary fire shoots a bolt of blue lightning. A body shot inflicts 70 damage, but a headshot will inflict 140. Secondary fire is a zoom lens for pickup out targets easier. Be warned, the blue lightning makes it easier for an opponent to find your position and kill you.
REDEEMER - Still the same (Primary: PS, Secondary: PS, C)
Initial Ammo: 1
max Ammo: 1
The Redeemer is a thermo-nuclear warhead launcher. primary fire shoots a rocket that, on impact, results in a massive explosion pulverizing anybody in the vicinity. Note that the missile can be destroyed in mid-air.
Secondary fire, which is perhaps the cool thing about it, is the ability to launch a guided missile; you can tell it what direction to move with your mouse. It can still be destroyed in mid air, but you can get better accuracy with this mode. To destroy a guided Redeemer, either blow it up in midair or kill the person flying it.
ION PAINTER - Got rid of the Ripper, put this in instead (Primary: Special, Secondary: Z, C)
Initial Ammo: 1
max Ammo: 1
This is the second superweapon in the UT2003 arsenal, as well as possibly the coolest weapon in the entire game.
First off, to use the Ion painter one must have an Ion Cannon floating in the sky. Look up; if you see a floating satellite, that's the Ion Cannon.
Primary Fires shoots a pink laser beam. By itself, it's pretty much useless. But point it at the ground in line of sight of the ion Cannon and it will brighten up, and a charging sound can be heard. After about 1.2 seconds, the beam will sudden glow very brightly and dissappear. Then the satellite will fire a huge purple beam towards the target area, which then explodes and obliterates anybody in the vicinity. To think, this was originally a mob control device. ;)
Secondary fire is a zoom.
On a side note, I'd like to say that the old Ion Explosion effect looked a lot cooler. Search the forums for old ion effect and you should see what I'm talking about. BRING BACK THE OLD ION EFFECT FOR UT2K4!!!
TRANSLOCATOR - Remains as it is (Primary: P, Secondary: Special, C)
Initial/Max Ammo: 5, recharges
This is one of the coolest gizmos in UT and UT2003. Primary fire shoots a disk with some smoke coming out of it. Secondary fire teleports you to the position of the disk. Cool, right?
If you shoot an enemy translocator disk, you disable it. If the enemy tried to teleport, he gets teleported to the void and therefore gets killed. You will get the frag.
If you throw the disk onto somebody's body and then teleport, part of your body will appear inside the body of the target, causing insteant death. This is known as a Telefrag. However, many people don't like it when people telefrag, so don't do it often.
Pressing the Translocator key ("Q" by default) while you have a translocator disk out will put you in Camera Mode. You will see everything aound the translocator disk. Note that you can't see a thing that's around YOU while in this mode. Press your translocator key again to return to normal view.
Now that this guide has been written, I hope that the number of questions about using the weapons in UT2003 will decline dramatically. If not, I'll seek out and destroy you.
:bulb:
(If there are any errors with this guide, just post here.)
Unreal Tournament 2003 offers a wide selection of weaponry designed to reduce your opponents into piles of broken flesh. Seeing how many of these weapons contain nuances that may require some explainanation, this guide was creatified to facilitatorize those who requirate help. I will also indicate what weapon it replaced for those who used to have Unreal Tournament.
LEGEND KEY:
(Primary, Secondary, c) - Indicates type of fire each mode has. The "c" indicates that the gun has something cool about it.
T - Trace hit weapon. That means that the weapon hits the target at the moment you click "Fire."
P - Projectile Weapon. Shoots a projectile that takes some time to reach the target.
E - Energy Weapon. Reflects off the Shield Gun shield.
S - Super Weapon. Create a massive explosion and ignores armor. Instant kill.
Z - A sniper zoom.
C - Cool stuff about the gun.
Anyways, on to TeH wEaPoN5.
WEAPONS:
SHIELD GUN - Formerly the Impact Hammer (Primary: Melee, Secondary: Special, C)
Initial/Max Ammo: 100, recharges.
The Shield Gun is the reincarnation of the Impact Hammer. Don't know what I'm talking about? Well, read on. The Shield Gun is your close-combat weapon/personal shielding device. You get it automatically in a normal weapons game. To use it offensively, simply hold down primary fire to charge up the gun. Holding it down for a longer period of time increases the damage potential. Release primary fire or run into another player to discharge the energy. Be warned that discharging it beside a wall of towards the floor will inflict damage on yourself. Primary Fire requires no ammunition.
Holding down Secondary Fire creates a shield that points in front of yourself. It absorbs enemy fire and has the ability to reflect energy fire, which are marked with an "E" besides the mode of fire later in this guide. However, using the shield uses up ammunition, and if something is absorbed by the shield more ammo is used. However, the ammunition recharges over time. The Shield can be used to protect yourself from damage induced from falling from great heights, but will not protect you from massive explosions (from the Redeemer, for example) or from damage caused by lava, corrosive slime and the like.
An interesting use for the Shield Gun is the so-called "Shield Jump," also known as a Hammer Jump or a Piston Jump. Charge up primary fire to whatever power you choose, point it to the ground, jump and discharge. You should be sent quite a distance vertically. This is useful for reaching greater heights that can't be reached with normal jumping.
ASSAULT RIFLE - Formerly the Enforcer (Primary: T, Secondary: P)
Initial Ammo: 150
Max Ammo: 300
Ammo per pickup: 50
Secondary Ammo: 4
Max Secondary Ammo: 8
Ammo per pickup: 4
The Assault Rifle is the main weapon you spawn with when you are playing a game with normal weapons. Primary fire sprays bullets that do 7 damage each. If you fire your rifle in "bursts" (tap the fire button as opposed to just holding it down), your assault rifle will be slightly more accurate.
Secondary fire lobs a grenade that has the capability to inflict 70 damage with a direct hit. To fire the grenade, you must hold down your Alternate/Secondary fire button to "charge" it up. Holding it down longer means the grenade will fly farther. After firing, the grenade will bounce around and explode, 2 seconds after the first bounce.
BIO RIFLE - still the GES BioRifle (Primary: P, Secondary, P)
Initial Ammo: 20
Max Ammo: 50
Ammo per pickup: 20
The BioRifle fires green, pulsating, glowing goo that will adhere to surfaces and then explode, causing 20-ish damage. Primary fire just throws these globs everywhere; you can quickly create a minefield with this stuff. Do note that shooting a bioglob with more biosludge will result in the glob growing in size and damage. When at sufficient size, the large glob will seperate into many smaller globs.
Secondary fire is just a charged-up version of primary fire. You can load up to 10 units of ammo, and then throw it out as one huge glob of goo that will seperate on impact. If the massive glob hits a player, it will inflict massive damage over quite a large area.
Do note that the BioRifle's goo flies on a parabolic path.
SHOCK RIFLE - still the ASMD Shock Rifle (Primary: TE, Secondary: PE, C)
Initial Ammo: 20
Max Ammo: 50
Ammo per pickup: 10
The Shock Rifle is your basic medium-long ranged laser gun. Primary fire shoots a purple laser beam, hitting instantly and inflicting 45 damage. Be careful if your target is using the Shield Gun's shield, for the beam will reflect off it, possibly ending up shooting you.
Secondary fire shoots a purple glowing ball of plasma energy. It too is reflective. Hitting a target will result in 45 damage with a small splash radius. However, both modes of fire can be used to create a devastating mode of attack known as the "Shock Combo."
The Shock Combo is initiated by first firing a plamsa ball towards the opponent. When the ball is around your enemy's general area, shooting the ball with the primary beam will result in a large explosion causing 275 damage. However, shooting the ball will result in 3 extra ammo being consumed, so use wisely.
LINK GUN - Formerly the Pulse Gun (Primary: PE, Secondary: Special, C)
Initial Ammo: 40
Max Ammo: 120
Ammo per pickup: 30
The Link Gun is a short-medium range energy gun. Primary fire shoots medium-speed green firey balls of plasma that inflict 30 damage but with no splash radius.
Holding down Secondary Fire shoots out a "shaft" of energy, which can be manipulated like a sword. It inflicts 15 damage for every one-fifth of a second; however, it eats up ammo extemely quickly.
Why is it called the "Link" Gun? you may ask. Well, shooting the secondary shaft at a friendly unit with a Link Gun will create the Link - a shaft of flexible energy that increases the damage of you friend's Link Gun. Up to 4 teamamtes can link to you, resulting in a maximum of quadruple your normal link damage. Using the Link results in slower ammo consumption. You projectiles and shaft also change colour to yellow when somebody links to you.
Also, the Link Shaft causes "lockdown" on contact with an opponent. What is lockdown? Lockdown is flinching caused by weapons fire. It prevents the victim from jumping or moving as well. Very useful to keep enemies from running.
MINIGUN - Still the minigun. (Primary: T, Secondary: T)
Initial Ammo: Assault Rifle Primary Ammo + 150
Max Ammo: 350
Ammo per pickup: 50
The Minigun is exactly like its name indicates: A huge gun that shoots bullets with a high rate of fire. It shares bullet ammo with the Assault Rifle, so if one runs out of ammo the other does too.
Primary fire shoots 15 rounds per second, but each bullet does only 6-7 damage and the spread is very wide, making this mode inaccurate at long range but plain murderous at close-up.
Secondary fire shoots 5 rounds per second, doing 12-14 damage and is actually pretty accurate.
Both modes inflict lockdown, however the primary fire is more useful in inflicting this.
FLAK CANNON - Remains as the Flak Cannon (Primary: P, Secondary: P)
Initial Ammo: 15
Max Ammo: 50
Ammo per pickup: 10
The Flak Cannon is the ultimate in close-range and tight corridor combat. Primary Fire shoots 9 shards of flaming hot metal, each chunk doing 13 damage but the damage reduces as it travels further. It has the capability to bounce, making it killer in narrow areas. Do note that a point-blank shot with the Flak Cannon is more-or-less an instant kill to fresh players (100 health), and because the flak bounces off walls you can kill youself using it.
Secondary Fire lobs a Flak Shell - an explosive ball that causes 90 damage with a direct hit, also with splash. It also sends out a few Flak chunks in random directions.
ROCKET LAUNCHER - Remains as the Rocket Launcher (Primary: P, Secondary: P, C)
Initial Ammo: 12
Max Ammo: 30
Ammo per Pickup: 9
The Rocket Launcher is your basic rocket-propelled projectile gun. It differs from the rocket launchers from other games in the aspect that it shoots a lot faster but does not do as much damage, plus you can load multiple rockets too. :P
Primary fire shoots one rocket at a time. Each rocket can inflict 90 damage on a direct hit, with splash to boot. Secondary fire loads up to 3 rockets, which will be very useful in dispatching targets quickly.
The Rocket Launcher also has 2 unique abilities. Holding the crosshair on an enemy target for about 3 seconds will cause the launcher to "lock." It goes to Heat-Seeking Mode which will allow the rockets to home in on the target you locked on. Bot Primary and Secondary fire are affected.
Also, if you press Primary Fire while loading up Secondary, you "spiral" your rockets. Instead of your rockets flying in a straight line formation, they will spiral around each other, going in the same direction, causing a tighter cluster of flaming death.
LIGHTNING GUN - Formerly the Sniper Rifle (Primary: T, Secondary: Z, C)
Initial Ammo: 15
Max ammo: 40
Ammo per pickup: 10
This is your Sniper Rifle. No shooter game would be complete without a sniper rifle.
Primary fire shoots a bolt of blue lightning. A body shot inflicts 70 damage, but a headshot will inflict 140. Secondary fire is a zoom lens for pickup out targets easier. Be warned, the blue lightning makes it easier for an opponent to find your position and kill you.
REDEEMER - Still the same (Primary: PS, Secondary: PS, C)
Initial Ammo: 1
max Ammo: 1
The Redeemer is a thermo-nuclear warhead launcher. primary fire shoots a rocket that, on impact, results in a massive explosion pulverizing anybody in the vicinity. Note that the missile can be destroyed in mid-air.
Secondary fire, which is perhaps the cool thing about it, is the ability to launch a guided missile; you can tell it what direction to move with your mouse. It can still be destroyed in mid air, but you can get better accuracy with this mode. To destroy a guided Redeemer, either blow it up in midair or kill the person flying it.
ION PAINTER - Got rid of the Ripper, put this in instead (Primary: Special, Secondary: Z, C)
Initial Ammo: 1
max Ammo: 1
This is the second superweapon in the UT2003 arsenal, as well as possibly the coolest weapon in the entire game.
First off, to use the Ion painter one must have an Ion Cannon floating in the sky. Look up; if you see a floating satellite, that's the Ion Cannon.
Primary Fires shoots a pink laser beam. By itself, it's pretty much useless. But point it at the ground in line of sight of the ion Cannon and it will brighten up, and a charging sound can be heard. After about 1.2 seconds, the beam will sudden glow very brightly and dissappear. Then the satellite will fire a huge purple beam towards the target area, which then explodes and obliterates anybody in the vicinity. To think, this was originally a mob control device. ;)
Secondary fire is a zoom.
On a side note, I'd like to say that the old Ion Explosion effect looked a lot cooler. Search the forums for old ion effect and you should see what I'm talking about. BRING BACK THE OLD ION EFFECT FOR UT2K4!!!
TRANSLOCATOR - Remains as it is (Primary: P, Secondary: Special, C)
Initial/Max Ammo: 5, recharges
This is one of the coolest gizmos in UT and UT2003. Primary fire shoots a disk with some smoke coming out of it. Secondary fire teleports you to the position of the disk. Cool, right?
If you shoot an enemy translocator disk, you disable it. If the enemy tried to teleport, he gets teleported to the void and therefore gets killed. You will get the frag.
If you throw the disk onto somebody's body and then teleport, part of your body will appear inside the body of the target, causing insteant death. This is known as a Telefrag. However, many people don't like it when people telefrag, so don't do it often.
Pressing the Translocator key ("Q" by default) while you have a translocator disk out will put you in Camera Mode. You will see everything aound the translocator disk. Note that you can't see a thing that's around YOU while in this mode. Press your translocator key again to return to normal view.
Now that this guide has been written, I hope that the number of questions about using the weapons in UT2003 will decline dramatically. If not, I'll seek out and destroy you.
:bulb:
(If there are any errors with this guide, just post here.)