Originally posted by MatrixJCE
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Every weapon has its purpose. You always have to be quick to pull up the right weapon for the right situation. Matters that have to be taken into account for weapon choice are things like range, the amount of time on your hands (usually measured in milliseconds), anticipation where your enemy might go, the weapon your enemy is carryng and lots of other stuff. It sounds a bit complex, but once you play the game you'll get used to it pretty fast, it's quite intuitive.
When you spawn, you only have the Impact Hammer and one Enforcer in your inventory, every other weapons needs to be collected from a weapon spawnpoint or a weapon locker.
Confirmed UT3 weapons:
1. The Impact Hammer. A classic melee weapon from the first UT. It was replaced with the Shield Gun in UT's 2nd generation, which had an energy shield as altfire that reflected energy projectiles and reduced an amount of the damage you took. It was considered to make the game too defensive instead of aggressive, so Epic brought back the original, but with a twist. Primary is still a melee attack. In the past, it was possible to charge it up and upon contact with another player it fired automatically. What's new is the altfire mode. It is a melee attack as well, but with EMP functionality. That way it is possible to disable vehicles for a short amount of time or knock power ups off of a player who collected them beforehand (things like the Damage Amplifier or Shieldbelt).
2. Enforcers. You start with one, but if you kill someone who's carrying another one you can pick up his as well and wield two of them at the same time. In UT99 (2k3+4 replaced them with Assault Rifles) they were powerful, single shot pistols. With altfire they were held gangsta-style and I think the behaviour changed a bit, though I can't quite remember how...
3. Shock Rifle. Primary fires a purple instant-hit beam that knocks a player a few feet backwards. Altfire shoots energy balls that do more damage than the beam but travel quite slowly. The trick is to hit the energy ball with the beam to unleash the powerful shock combo (aka Shombo), a powerful explosion.
4. Flak Cannon. Some people may regard it as the equvalent to a shotgun, but that doesn't do it justice. There much more to it. Primary fire shoots hot metal shards in a random pattern that spread out over distance, so you'd better be close to your target. The shards can bonce from the ground and walls so it is very well possible to hit someone who's around a corner. Altfire launches a big ballistic projectile that explodes when it hits something (in the newer UT incarnations some random flak shards emerged from the explosion as well). The projectile always had a smiley face on the front, a running gag in the UT series. At least the last thing you see before you die is a happy face...
5. Bio Rifle. In UT it was named "GES Bio Rifle", Epic said once that GES means "green exploding sh*t". That describes the gun pretty well. Primary launches small ballistic blobs of green goo that explode on contact with players and vehicles, but when they hit the ground or walls they stick there for a while before exploding. That way, a player can create temporary mine fields. Altfire charges the goo chamber. The longer the loading time, the bigger the blob. As the blob gets bigger, its range goes down while the damage goes up. A big blob hitting the ground splits up into dozens of small blobs. A direct hit with a fully charged bio alt used to be able to kill even a player who was stocked to the max with shield and health, but it's very hard to hit someone with such a slow, ballistic projectile at close range while not being too close so the explosion catches the weapon wielder as well.
6. The Stinger. Replaces the Minigun from the previous UT titles. Primary fire shoots rapid-fire insta-hit tarydium crystal shards in a random spread pattern, altfire shoots large shard projectlies that are slower but more accurate and deal more damage. When you kill someone with these, his body will get pinned to the next wall if there is one nearby.
7. The Link Gun. Primary fire shoots green plasma projectiles in rather rapid succession, altfire is a medium-range sustained beam. In UT it was named Pulse Gun. The new name comes from the new ability it gained in UT2k3: When aiming the beam at a teammate who also carries a LG, you charge up his weapon and increase its damage that way. This guy could then again charge up anther one and so it was possible to create quite long chains, where the front end weapon of it was getting more powerful with each link. In UT2004, power nodes and vehicles were introduced and both could be healed with the link beam. Linking up worked here as well, increasing the amount of damage being healed. It was confirmed that the gun's vehilce healing capabilities will remain in UT3 and since it is still names Link Gun I expect the linking functionality to be in as well, though we haven't had a confirmation on that.
8. The Rocket Launcher: Primary fire shoots a single rocket straight forward, altfire charges up to three rockets before firing them at once in a straight horizontal pattern. Tapping primary fire during the charge once (or twice, am not quite sure) deactivates the rockets self-propelling mechanism, turning them into grenades that tumble out of the weapon and bounce around for a while before exploding. Upon contact with enemies and vehicles they explode instantly. Tapping primary a second time (or the first, dunno) changes the rocket's flight pattern from straight line to twisting spiral. Tapping primary a third time sets the rockets back to their initial state. When holding your crosshair above a target for some time, the weapon will lock on to it and when you fire one or more rockets afterwrds, they will home in on it. In previous UT games they were not very nimble, so it was still possible to dodge them, but at long range the lock made quite a difference.
9. The Sniper Rifle. Primary fire shoots an insta-hit bullet that does massive damage (headshots deal twice as much damage as body hits), altfire controls the scope's zoom level. In UT2003 & 4 the UT99 SR was replaced with the Lighning Gun. Same funcionality, different looks. UT3 brings back the classsic, but with a twist carrying over from the LG: a visible tracer, so you can see who's shooting at you (in case the first shot wasn't lethal, that is).
10. The AVRiL Longbow. AVRiL stands for anti-vehicle rocket launcher. Its very agile rockets home in on any target under your crosshair, while the altfire targeting laser will "glue" your view to a target so the rocket's lock doesn't break off. When aiming the targeting laser on the ground, it can be used to designate a target location for nearby friendly neighbourhood spider mines to walk to.
11. The Redeemer. A superweapon that has a very long respawn time. You can only shoot it once. It fires a slow tactical nuclear missile. Primary fires it straight forward (bad, enemies can shoot it down pretty easily when it flies in such a predictable path), altfire is a "fly-by-wire" mode, where your view switches to the missile's internal camera and enables you to steer it directly.
12. The Target Painter. UT2k3 introduced the Ion Painter, which marked a target for an orbiting sattellite that fired on the marked loacation after the beam had locked the location (took a few seconds). UT2k4 added the Target Painter, which also marked a location, but not for a sattellite but for a bomber that appeared on the border of the map, flew to the desired location and dropped some bombs there (at least if it wasn't shot down on the way). UT3 will heve only one Target Painter, and it was stated that it is supposed to trigger map-specific hazards. At least that's the latest info about it we recieved from the devs. There is only guessing what they might come up with. Maybe rock-landslides, maybe the old sattellite or a new bomber, maybe an earthquake, maybe a lightning storm. Nothing specific has been stated yet.
13. The Canister Gun (not sure if its still in or if the name has been changed). From what was heard it is supposed to combine the features of UT2k4's Spider-Mine layer and Grenade Launcher. I guess altfire changes between ammo types and primary shoots/deploys. Though I wouldn't know how the remote detonate the nades, then. The Grenade Laucher used to fire sticky grenades that attached to any vehicle or player they touched, no matter if fried or foe. The nades were detonated by pressing altfire. Some people even attachrd them to the back of an allied vehicle and detonate them to give it a boost through the force of the explosion. Of course this only worked with dactivated friendly fire, but since that is the default it happened quite often. The Spider Mines are nasty little walking bombs that chase enemy players and vehicles, jump at them and then explode. The Stealthbender, a new UT3 vehicle, can deploy boxes that contain lots of those little buggers which swarm out once an enemy is near. The Stealthbender also deploys a time-bending slow volume and it is rumored that the canister gun might be able to do so as well. The slow volume is a large green box in which time gets slowed down.
There is one weapon from the original UT that hasn't made a return yet and most likely won't in UT3 either. It was called the Ripper. Primary fire used to shoot circular spinning blades that bounced off of any surfaces and were capable of decapitating players when hitting the head area. Secondary fire caused the discs to explode upon impact. Sounds a bit redundant, as there was a Rocket Launcher as well, but those shots were faster than those of the old RL but dealt less damage, so they definitivley had their purpose. It was a great weapon and most people consider it quite a shame that all following UT titles left it out.
Originally posted by MatrixJCE
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Originally posted by MatrixJCE
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Originally posted by MatrixJCE
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Originally posted by MatrixJCE
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Man, this whole thread is so full of information for people who are new to the series, I think it should be renamed to "What the UT series is all about" and made sticky. Anyone else think so as well?
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