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Brief Weapons Guide (Copied from DJ_Virulent Reply)

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    Brief Weapons Guide (Copied from DJ_Virulent Reply)

    DJ_Virulent replied to a question to describe weapons and how they are used. I guess it is informative for us noobs

    Brief Weapons Description:

    Shield Gun:
    -Primary can charge. Run into someone charged up = gib. Don't know the exact damage though.
    -Secondary deflects shots.

    Assault Rifle:
    -Primary does pitiful damage (5-10 per bullet) and is about as accurate as the GOP promises to balance national budget. Picking up two of them will help you look cool, but you're still gonna get owned.
    -Secondary shoots relatively worthless grenades. Decent damage (about 60 per grenade direct).

    Shock Rifle:
    -Primary shoots teh beam. About 33 damage per shot.
    -Secondary shoots teh ball. Does same damage as primary IIRC.
    -Shoot teh ball with teh beam to get TEH SHOCK COMBO!!!111! 125 damage for direct hits, less for area dispersion.

    Bio-Rifle:
    -Primary shoots small globs of goop that stick to things. Pitiful range, but extremely good damage for a direct hit (around 50 or so). Extremely underrated close range effectiveness.
    -Secondary charges up for a mega glob that does insane damage for a direct hit (around 200) and splits into smaller globs upon impact with walls/floors.

    Flak (Spam) Cannon:
    -Primary shoots spam. Close range kills in 1-2 shots, medium range 4-6. Estimated 15-18 damage per spam fragment.
    -Secondary shoots spam ball. Does about as much damage as rockets.

    Rocket Launcher:
    -Primary. Fires rockets. 80-90 damage for a direct hit, less for splash damage. If you don't know how to use this, go back to Mario Bros.
    -Secondary queues 3 missles that fire in a spread. Hold primary and secondary to shoot a spiral.

    Link Gun:
    -Primary shoots green bolts of condensed spam. Does good damage targets (30-50 damage), effective against vehicles.
    -Secondary is teh shaft. Operates just like the lightning gun in Quake, and is just as powerful (3-5 damage per cell). If you've never played Quake, I think Sesame Street is calling to you on the telly. Use this firing mode to repair vehicles and nodes (but not the powercore) in Onslaught.

    IMPORTANT NOTE FOR N00BS ABOUT THE ABOVE....

    -If a team mate is shooting the Link Gun secondary at you, DO NOT FIRE AT HIM. He is attempting to LINK UP to you to increase your damage, or ability to build a node. Also, if you see a teammate building a node or firing his Link Gun at an objective in Assault, LINK UP TO HIM by firing TEH SHAFT at him. The beam will change to your team color.

    AVRiL:
    -Primary launches a missle that takes a while to accelerate. When your cursor goes over a vehicle, it locks on and homes in. Does about 200 damage on vehicles...so it's a one-hit kill to a Scorpion or Manta.
    -Use Secondary Fire to lock your cursor onto the enemy vehicle which you've targeted whilke the rocket is in the air. Useful for taking down those pesky Mantas and Raptors.

    Minigun:
    -Primary shoots hitscan bullets at a hige rate. About as accurate and damaging as the AR, but a MUCH higher RoF.
    -Secondary shoots bullets at a slower RoF but is accurate over LONG distances. Use to pester enemies across the map and to harass nodes in Onslaught.

    Lightning Gun:
    -Primary shoots a bolt of lightning that does about 65-85 damage per hit. Headshots do about double that.
    -Secondary zooms in. Good for sniping to taking down that Raptor going for the Redeemer in Torlan.

    Sniper Rifle:
    -See above, only the gun doesn't give away your position and a cloud of smoke obscures your view. Also does significantly less damage to vehicles than the LG.

    Redeemer:
    -Primary fires big missle that goes boom. Kills lots of people. Damage in the 5-figure range for ground zero of the explosion.
    -Secondary guides the missle from the nose of the projectile. Good players can shoots down the deemer in both modes of fire by hitting the nose with a weapon.

    Ion Painter:
    -Primary and secondary both shoot a beam. Hold the beam on a target outdoors and an orbital ion cannon does the same thing a Redeemer does.

    Target Painter:
    -Same as above, only summons a bomber to drop bombs on a target area. Bombs do about 200 damage per direct hit.

    Grenade Launcher:
    -Primary fires grenades that stick to targets. You can fire up to 8 of them.
    -Secondary blows up the grenades you've fired. Grenades do the same amount of damage as a rocket. Explosive ordinance can trigger the grenades as well.

    Mine Layer:
    -Primary shoots out spider mines. For a good idea of what a Spider Mine is, go watch the 80's B-flick "Runaway, featuring Tom Selleck and Gene Simmons (yes, the very same one). They follow enemy targets that get in close proximity of the area and do about the same damage as grenades upon impact. Good for defending nodes when you have to take a trip away from them.
    -Secondary shoots an infrared beam which you can use to manually guide the spider mines to a target. Be wary as enemies can shoot down your mines.

    I think that about does it...one more thing:

    No weapon is "better" than another (save for the AR and shield gun which you spawn with and therefore, suck) . All of the weapons have their uses...my recommendation is use whichever weapon is best for each situation. Use a Flak Cannon, Bio-Rifle or Shock Combos for effective area denial in Assault/CTF/DDom, for instance.
    Cheers...

    #2
    about target painter (and I think ion painter): it calls on a bomber or ion canon satellite so the beam needs to be painted on a surface visible from the sky: no indoor room, don't "paint" a side wall, paint the bottom "base" of a node for example.

    Comment


      #3
      the painter cannon or whatever just makes a big explosion and the target painter gun has a ship fly over and drop a line of bombs, that almost kill a power node. The ION CANNON Satelite is not a weapon, but if you are in anything but a raptor, or in nothing at all, and you are too high up you will get killed by the ion cannon satelite, it will give you a time limit to get away, I have the problem on ONS_Severance, I love that map, and the leviathon, people have told me can fly on redplanet does anyone know about this?

      Comment


        #4
        Originally posted by papaschtroumpf
        about target painter (and I think ion painter): it calls on a bomber or ion canon satellite so the beam needs to be painted on a surface visible from the sky: no indoor room, don't "paint" a side wall, paint the bottom "base" of a node for example.
        That is very useful.. Thanks.

        I was wondering why the target painter works sometimes and sometimes not . Now I know.
        I guess I was not pointing at a clear sky earth location..

        Comment


          #5
          Ion Painter:
          -Primary and secondary both shoot a beam. Hold the beam on a target outdoors and an orbital ion cannon does the same thing a Redeemer does.

          Target Painter:
          -Same as above, only summons a bomber to drop bombs on a target area. Bombs do about 200 damage per direct hit.
          Incorrect: the secondary on both is the zoom feature. The primary is the beam.

          Redeemer:
          -Primary fires big missle that goes boom. Kills lots of people. Damage in the 5-figure range for ground zero of the explosion.
          -Secondary guides the missle from the nose of the projectile. Good players can shoots down the deemer in both modes of fire by hitting the nose with a weapon.
          While in the secondary fire mode, pressing the primary will detonate the missile in mid-flight.


          Also you need info on the translocator:


          Primary: Shoots out translocator pod.

          Secondary: After shooting out the pod, pressing this will teleport you to the location of the pod.

          Secondary + Primary: Teleport to the location of the pod, and switch to your previous weapon upon arrival.

          Translocator camera: If you have the translocator binded to, say Q, then after you shoot the pod, press Q again to view from translocator camera. Pressing Q again puts you back in your own viewpoint.

          Pressing primary again after shooting out a pod will recall the pod back to your translocator.




          Edit: Also about the target painter: The bomber will fly in from the direction your back is pointing. Meaning that once you call in the strike, the bomber will fly in from behind you, up in the sky, and drop bombs in the same direction you are facing. Take this into consideration when you want to take out many targets with the airstrike.


          A note about Ion painter and Redeemer: If you kill yourself with it, such as shoot at your own feet, the resulting explosion will KILL ANY NEARBY TEAMMATES AS WELL. Do NOT do this, it's annoying and stupid!


          Additionally, don't forget that the rocket launcher has a homing feature if you hold the crosshair on an enemy for long enough.

          Comment


            #6
            Originally posted by the dark six
            Incorrect: the secondary on both is the zoom feature. The primary is the beam.



            While in the secondary fire mode, pressing the primary will detonate the missile in mid-flight.


            Also you need info on the translocator:


            Primary: Shoots out translocator pod.

            Secondary: After shooting out the pod, pressing this will teleport you to the location of the pod.

            Secondary + Primary: Teleport to the location of the pod, and switch to your previous weapon upon arrival.

            Translocator camera: If you have the translocator binded to, say Q, then after you shoot the pod, press Q again to view from translocator camera. Pressing Q again puts you back in your own viewpoint.

            Pressing primary again after shooting out a pod will recall the pod back to your translocator.




            Edit: Also about the target painter: The bomber will fly in from the direction your back is pointing. Meaning that once you call in the strike, the bomber will fly in from behind you, up in the sky, and drop bombs in the same direction you are facing. Take this into consideration when you want to take out many targets with the airstrike.


            A note about Ion painter and Redeemer: If you kill yourself with it, such as shoot at your own feet, the resulting explosion will KILL ANY NEARBY TEAMMATES AS WELL. Do NOT do this, it's annoying and stupid!


            Additionally, don't forget that the rocket launcher has a homing feature if you hold the crosshair on an enemy for long enough.

            Thanks, for useful info...

            Comment


              #7
              some good information there, especially for new players. however, some if it isn't quite accurate. here is something i came across at the prounreal forums. i thought it might have been posted here but couldn't find it anywhere so here you go:

              http://forums.prounreal.com/viewtopi...ighlight=bible

              Code:
              TDM/CTF weapons 
              Name                   Damage/shot    Shots/second     Damage/SecondDamage/Second 
              Assault rifle, primary     7               7                49 
              Secondary fire:           63(S)           1.2               76 
              Link gun, primary          30             5.5               165 
              Link gun, secondary        9               9                81 
              Minigun, primary           6-8             16              96-128 
              Minigun, secondary        14-16           5.5              77-88 
              Flak, primary         13/shard, 9 shards  1.3               152 
              Flak, secondary          90-120(s)         1              90-120 
              
              RL, primary              90-95(s)         1.3             117-123 
              Shock rifle, primary       45             1.6               72 
              Shock rifle, secondary   36-40            1.9              68-76 
              Sniper rifle           60 (HS 120)        0.9            54 (HS 108) 
              Lightning gun          70 (HS 140)        0.7            49 (HS 98)
              Code:
              The damage for RL and flak secondary are estimates, the real number might differ slightly. 
              
              The shock rifle combo seems to have a radius of about 4 meters, does about 200 in max damage and about 100 if combo is 2 meters away from enemy. 
              
              (s) means splash damage, which for rockets and flak is roughly 3 meters in radious from impact and increasing the closer the enemy is to the impact. For example, RL does about 45 in damage if you hit 1.5 meter from an enemy. 
              
              
              Shield stacking 
              Shield(50) does NOT stack with another Shield(50). This means that if you already have 50 in armor from taking a Shield(50), you wont be able to pick up another Shield(50). If you have taken Shield(50) and taken some damage so that for example only 30 armor is left, you can pick up a new Shield(50) but it will only give 19 in armor for a total of 49 (rounding error?). Shield(50) stacks with Shield(100) though, so one Shield(50) and one Shield(100) will give 150 in armor. 
              
              Shield(100) stacks with everything, just like in UT2003. 
              
              
              Shield vs health 
              In Ut2004, armor does not protect you completely, so some damage is drawn from health and some from armor. With 50 in armor, 50% is drawn from health and 50 from armor. For example, if you have 100 in health and 50 in armor and take 30 in damage, you will take 15 in damage to the shield and 15 to health leaving you with 85 in health and 35 in armor. 
              
              With 100 in armor, 75% of the damage is drawn from the armor and 25% from health. 
              With 150 in armor, everything is taken from the armor. 
              The percentages is scaled between, so with 80 in armor roughly 65% is drawn from armor and 35% from health. 
              
              
              Spawn times 
              At start, all powerups have a 27 second delayed spawn, which means that shields, amp and keg spawns at 19:33 on a 20 minute game. 
              
              The individual spawntimes is exactly like in UT2003: 
              - Shield(50), weapons, ammo, vials, adrenaline and health have a 27.5 second spawn time 
              - Shield(100) have a 55 second spawn time 
              - Amp have a 82.5 second spawn time 
              
              
              Weapon switch time (UPDATE) 
              Ok, this turned out to be a real pain. Basically the reload time is not takein into consideration for switch times, as previously stated by Epic. In fact, with one exception (the sniper, see below), fire weapon A, switch to B and fire B always takes 1 second no matter what weapons A and B represents. For example, fire LG, switch to RL and fire RL takes 1 second. 
              
              As a comparison, fire a weapon, switching to a new one and fire that always take 0.55 seconds in UT2003. In other words, the switch time has increased with 180%. 
              
              Now with the sniper, an additional 0.4 seconds seems to be added, so if you fire sniper, switch to RL and fire RL it takes 1.4 seconds. 
              
              It does not matter what order you fire and switch, so fire LG, switch to shock and fire shock takes the same time (1 second) as fire shock, switch to LG and fire LG. 
              
              Switching from a weapon that has not been recently fired takes something like 0.4 seconds, but this also depends a little on the weapons. Sniper is also an exception here, but there seems to be slightly different times for different weapons (but they are all in the range 0.25-0.40 seconds). My guess is that the switch-sound is stalling here. Bug? 
              
              I havent checked the special weapons like grenade, mines or the super weapons. It didn't seem very interesting. 
              
              /Kronon
              *EDIT*
              sorry about the "messiness" of the code block. i don't really have the patience to tidy it up.

              Comment

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