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    Weapon/deployable/vehicle Guide

    Hi to the community, just starting up a thread which goes into depth about the specifics of each weapon, deployable and vehicle in Unreal Tournament 3. Feel free to add what you can, be it pros/cons, etc. (and if someone else could add in the damage done by weapons that'd be great).

    Weapons:
    Impact Hammer
    ================
    You automatically receive on of these when you spawn.
    'Fire' will charge up the hammer, producing an unmistakable sound - no need to let go at an enemy, upon contact the weapon will automatically discharge and kill your enemy (unless they've got shields).
    'Alt Fire' is an EMP variant, which proves useful only for two purposes: ejecting an enemy from their vehicle, or removing their powerups. Once again I believe this weapon will automatically discharge on an enemy upon contact, but I haven't actually tried it.
    This weapon is VERY useful in tight spaces when you feel like humiliating your enemy or are low on ammo, but being a melee weapon, you really have to be up close, at which point your enemy probably knows you're there (as well as the obvious sound).

    Enforcer/Dual Enforcers
    ================
    Default weapon when you spawn. Two can be wielded for maximum effect.
    This is a hitscan weapon, which dishes out a rather high amount of damage, although you do need to aim.
    'Fire' is single, automatic shot (can hold the trigger down and just let the bullets fly) which deals 20 damage to your opponents, and has a medium ROF (rate of fire).
    'Alt Fire' is a three burst shot, the second and third bullets having decreased accuracy, and thus should only be used in close range.
    Being hitscan and dealing a large amount of damage, the Enforcer is great if your enemies don't know how to dodge and you've only just spawned. If you get two then they prove to be rather effective in close to mid-range battles, although the ROF limits its usefulness.

    BioRifle
    ================
    The BioRifle is a disastrous weapon when put in the correct hands, and although designed for close range combat it can be used effectively for mid range, as well as defending zones. The weapon arcs (not hitscan), and so for long distance firing it's best to aim high.
    'Fire' launches a single glob of goo, which will stick to any surface it lands on, and if it's not an opponent, it will stay there for a few seconds (2-3 seconds I think). The primary fire is best for spamming, as your dodging opponent will no doubt run into a few of your globs, hopefully killing them.
    '
    Alt Fire', when held, charges up a giant glob for you to unleash at an opponent. It can be held indefinitely, and upon landing on your opponent will make them flash green for a second before dealing its payload. Non shielded opponents will be instantly killed. If the shot misses, the glob will explode on the location it lands on, and break apart into several smaller globs, thus creating a trap.
    This weapon is very good for small corridors and defending provided you cover the ground sufficiently well. The secondary fire is best for enemies that are chasing you, as they're usually following your trail and are easier to hit. The primary fire will make your enemies jump a little, so by spamming you can get them to effectively 'jump' into the other globs and deal more damage.

    Link Gun

    ================
    Although not a hitscan weapon, this weapon has an incredibly high ROF and for stationary targets this means alot of damage can be dished out quickly. The weapon is also VERY useful for healing nodes/vehicles and although most people don't know it, you can link up with teammates.
    'Fire' releases plasma balls which deal large amounts of damage, and can damage nodes/cores/vehicles with little effort.
    'Alt
    Fire' sends out a 'link beam' of definite length, which can heal ally vehicles/nodes or damage opponents. Healing nodes will give you points, and although healing vehicles won't, it's a good idea to heal the big vehicles (tanks, leviathans, darkwalkers, nightshades) as they will usually be receiving the most damage from opponents.
    What most people don't know is that the link gun actually receives more power when you stand in VERY close proximity to an ally (with a Link Gun). When this occurs you will see small tendrils of yellow plasma extend from your gun, and the first second of secondary fire will be yellow. This means building nodes can be done incredibly fast with linking teammates. I've heard that standing next to the Nightshade also links, but I've never tried it. This weapon is perhaps the best (most damage) to use against nodes/cores.

    Shock Rifle
    ================
    This weapon has three firing modes, and can be used for sniping opponents or vehicles, and causing devastation in highly-populated regions such as nodes.
    'Fire' is hitscan, shock beam, which as its name suggests shocks the enemy: They will jump back a bit, and this includes some vehicles (manta, viper).
    'Alt Fire' is a large shock core, which is a very large ball which moves reasonably fast (not hitscan) and has a higher ROF than primary fire. This ball is best used in close-combat, or against stationary targets.
    But it's the Shock Combo that really satisfies the user. Upon firing a shock core, then shooting it with a shock beam, you get the shock combo, which has a large-radius and will kill most non-shielded enemies that are close enough.
    In a field of many opponents, it's best to fire the core above their heads, as there is always the chance it will hit one of them before you can combo it. Also note that you can set off other players' cores, so this tactic can be employed in a shock vs shock fight. Be aware that most people stand in the same spot when comboing, which opens up a kill-opportunity.

    Stinger Minigun
    ================
    'Fire' is a very high ROF hitscan round, which requires a split second of barrel spin before actually firing (like most miniguns do). This mode is very effective at close and mid range, and can be used at long range with some aiming.
    'Alt Fire' fires a non-hitscan, high ROF crystal shard at the enemy, which deals more damage and has the ability to 'pin' your opponents to the wall (which I haven't seen yet).
    This weapon is deadly for spamming several opponents at once, although it can be used effectively against the flying vehicles (Raptors, Furys, etc) and some smallcraft (Manta, Viper, Scavanger). Stationary targets can be dealt with using the
    'Alt Fire', although in tight corridors opponents can be shot down quite easily.


    Flak Cannon
    ================
    This weapon is the Unreal equivalent to the shotgun, and is primarily a close-range weapon.
    'Fire' sends out a wide spread round consisting of several shards of shrapnel, which deal small amounts of damage each. If in close range and your crosshairs are on your enemy, this will usually one-hit-kill them (unless they have shields).
    'Alt Fire' produces a flak-ball, which is a non-exploded flak round, much like a live grenade. Upon hitting the ground/opponent it will release several shards in random directions, and can one-hit-kill opponents with a direct hit.
    'Fire' is almost useless at mid to long-range, although the arc of the secondary helps to fire at mid-range targets. The wide-spread nature of this weapon makes it VERY effective in tight spots. Usually aiming the secondary at the ground near your opponent will deal some damage to them. The Flak Cannon is somewhat effective for use against vehicles, especially the Manta/Scorpion/Viper/Scavanger.

    Rocket Launcher
    ================
    Everyone knows what this is. There are probably more kills with this weapon alone than with all the rest combined. It has a large splash radius and is good for most tasks.
    'Fire' is a single rocket, medium ROF. Two direct hits of these will kill a non-shielded opponent, whereas the splash damage still deals out quite a bit of damage.
    'Alt Fire' loads up rockets (up to three), which can be released in three modes:
    -normal, which releases three rockets in a linear fashion,
    -spiral, by pressing 'Fire' once during loading, which makes the three rockets fly in a tight spiral.
    -grenades, by pressing 'Fire' twice during loading, which releases three very bouncy grenades that explode either on contact with an enemy or after 2-3 seconds.
    The rockets can be fired in two ways: dumbfired, in a straight line, or guided, which can be achieved by holding your crosshair on an enemy until the crosshair beeps and three lines appear around the crosshair. The turning arc of the guided rockets isn't high, so these can be dodged/evaded at close range.

    Sniper Rifle
    ================
    'Fire' fires a hitscan, medium ROF round, which upon contact deals a large amount of damage (50 or 70 I think). Landing a headshot will mean instant death for a non-shielded opponent.
    'Alt Fire' adjusts the scope of the weapon to allow for easier aim at long-range targets.
    This weapon is best used in a sniper's loft-esque location, as when using the secondary fire as everything within your immediate vicinity becomes oblivious, and you are susceptible to close-range attacks from the side or behind. Most of the locations that this weapon is found usually are sniper lofts.

    AVRiL
    ================
    This weapon is the Anti Vehicle Rocket Launcher, and is almost used entirely for vehicles. It has a very slow ROF, and can be guided optically to an enemy vehicle.
    'Fire' launches the missile, which will destroy the smaller vehicles in one hit (Manta/Viper/Scavanger). The heavy vehicles will require 4 or more shots, and thus it is advised to remain at distance when attempting to take these out.
    'Alt Fire' locks onto an enemy, provided they move into your crosshair whilst the 'Alt-Fire' button is held down. The crosshair emits the same beep and lines that the Rocket Launcher shows when an enemy is in the crosshair. Any rockets currently in flight will automatically home onto the targeted vehicle.
    Be aware that the AVRiL zooms in when you're locked on, so you won't be aware of your surroundings temporarily. The AVRiL also emits a laser/tracer, so when you're in a vehicle you can roughly determine the location of the enemy and attempt to evade the rocket.

    Redeemer
    ================
    This, is a nuclear warhead. There is usually only on in every level, and it spawns once every 54 seconds, so find out its location and try to get it when you can. It can take out an entire, unshielded node, deals 30% damage to the Core, and its blast radius is enough to get a few kills from it.
    'Fire' launches the nuke unguided, in a straight line. Use this only if you're close and can see the impact point, or if you won't get the chance to alt-fire (if there's someone chasing you, or you won't get 20 free seconds to guide it).
    'Alt Fire' launches the nuke and you assume first person view of the rocket, which allows you to precisely guide it where you wish, but leaves your player standing very vulnerable in the location from which you fired it.
    Be aware that although you cannot kill teammates with this weapon (by default, friendly fire is off) but if you're close enough you can "PULVERIZE" yourself too. Also be aware that spammy weapons (flak cannon, minigun, link) can deny the Redeemer (shoot the nuke and it will block it) so for intense battlefields flying high in the air seems to be a good idea.

    Deployables:
    Upon picking up any deployables you won't be able to use any of your weapons, although you can still use vehicles and their weapons.
    Spider Mine Trap

    ================
    This is the handheld version of the first deployable the Nightshade uses. When you use it, the mine will bury itself in the ground, and when an opponent comes within close proximity mechanical spiders will jump out of it and attempt to blow up in your opponent's face (or vehicle). The Spider Mine Trap only holds 15 spiders, all of which can be killed by enemies. Careful placement is always essential, generally places like narrow passages or zones you are defending.

    Slow Field
    ================
    This one adds a nice touch to the Unreal gameplay, as upon deployment it will generate a large, green cube, which slows EVERYTHING within it to a crawl (including projectiles - not counting hitscan weapons). This is very useful in slowing vehicles or flag/orb runners down, and allows for a relatively easy kill. I'm not sure how long it lasts, but I believe it's around the 3-5 minute mark. It's best effective when you use it right before an enemy crosses into it's field, as you earn yourself a quick kill (and it's rather humorous to see a giant green field consume your opponent, leaving them floating through the air).

    EMP Mine
    ================
    This deployable is useful for disabling vehicles, as any vehicle (including the Hoverboard) that comes within its range will be immediately locked and its occupants ejected. I am not sure but I do believe that it does affect ALL vehicles, not just enemies'.

    Axon Vehicles:
    Manta

    ================
    This is the weakest yet can be the most destructive of the Axon vehicles, as its incredible speed and maneuverability make it the best vehicle for decapitating foot soldiers.
    The 'Fire' fires twin plasma charges, at a high ROF, that although deal low damage are useful for attacking stationary objects or enemies you can't reach.
    The 'Alt Fire' engages the suction blades, sucking you towards the ground. This allows for easier decapitation of footmen, as in normal mode you won't always run someone over.
    The 'Jump' button will make the Manta jump, which is useful for reaching high areas, or a quick 'Jump' then 'Alt Fire' will allow you the chance to dodge an AVRiL.

    Scorpion
    ================
    This is the 'light support buggy' of the Axon range. It features three methods of destruction, including the good ol' run 'em over tactic.
    The 'Fire' key sends out small orbs that zap anything that are in their range, which makes the Scorpion the most effective axon vehicle against Mantas.
    The 'Alt Fire' flings out the blades on the front of the vehicle, which allow for a wider range when searching for road kill. Be aware that the blades are very flimsy and will break when you hit walls or other vehicles (if they're out).
    The 'Jump' button allows you to engage the boost function of the vehicle, which allows you to travel a long distance very quickly, but almost completely disables your turning ability.
    The Scorpion can be used as a weapon in itself, as aiming at an enemy/enemy vehicle, pressing 'Jump' then 'Enter/Exit Vehicle' will eject you high in the air, whilst the Scorpion kamikazes itself towards the target. Most vehicles can be taken out in one hit using this method, and the Cores take 13% (I think) damage from a 'Bullseye'.

    Hellbender
    ================
    The Hellbender is a two seater vehicle which features two turrets.
    The driver gets the Shock Turret, which features the same principles as the Shock Rifle, although emphasis is placed on the Shock Combo. 'Fire' will release shock cores, and 'Alt Fire' will fire the shock beam, which sets up a daisy-chain of exploding shock cores. Very useful against infantry.
    The passenger seat gets a hitscan turret, which upon firing has to charge for a second or two before reaching full capacity again. The 'Alt Fire' of this second turret just zooms in, to allow for long-distance sniping.
    The Hellbender isn't fast, and the weapons are only good against infantry, although the vehicle is good at holding or pushing vantage points, especially with its linear-wide area shock combo ability.

    Hellfire SPMA
    ================
    -coming soon

    Paladin
    ================
    -coming soon

    Goliath Tank
    ================
    -coming soon

    Raptor
    ================
    -coming soon

    Cicada
    ================
    -coming soon

    Leviathan
    ================
    -coming soon

    Necris Vehicles:
    Viper

    ================
    -coming soon

    Scavanger

    ================
    -coming soon

    Fury
    ================
    -coming soon

    Nemesis
    ================
    -coming soon

    Nightshade
    ================
    -coming soon

    Darkwalker
    ================
    -coming soon


    Okay, so I got lazy. I have been working on this for a few hours now and need a break (to play ut3 :P) so I'll add some more within the next 24hrs.

    ~Jubis

    #2
    Thank you! Finally someone explains how to use the suicide function of the scorpion. Time for a little revenge.

    Comment


      #3
      Originally posted by Jubis.Moonjuice View Post
      'Alt Fire' is an EMP variant, which proves useful only for two purposes: ejecting an enemy from their vehicle, or removing their powerups.
      I think only the EMP mines eject people from vehicles.

      I wonder what the point of the hammer's altfire is at all. If you hit someone with primary fire you also get their powerups (with the added bonus of gibbing them) and both primary fire and altfire seem to do the same damage to charging vehicles.

      Comment


        #4
        No the Impact Hammer's EMP does remove powerups from enemies, it states it in the manual - although I haven't tried as it's usually hard to get close to powerup-erers

        ~Jubis

        Comment


          #5
          Oh you've got to be kidding me. Upon editing the post, I put in more than the maximum character limit (20000) and it didn't apply it and now everything I put in cannot be retrieved ... *sigh*

          Epic, if someone is editing a post perhaps do it eBay-style and put a limit on the characters in the INPUT area so this doesn't happen. I didn't know I was over by 3000 characters until it was too late...

          And thus, I shall not attempt to retyping what I just spent the last 20 minutes typing again... maybe another day...

          ~Jubis

          Comment


            #6
            Originally posted by Jubis.Moonjuice View Post
            Impact Hammer's EMP does remove powerups from enemies
            Why remove powerups without gibbing them if you can use primary fire to gib them and collect the powerups they drop.

            Comment


              #7
              Originally posted by Xyx
              Why remove powerups without gibbing them if you can use primary fire to gib them and collect the powerups they drop.
              HAHAHAHAHA - completely obvious, but I never thought of it that way - perhaps it's just a humiliating way to let them know they let you get too close??

              ~Jubis

              Comment


                #8
                Great stuff, but 1 rocket is enough to kill someone with a total of 100 health.

                Xyx: There is an invulnerability powerup.

                Comment


                  #9
                  Bump?

                  Vehicle guide anyone?

                  Comment


                    #10
                    And all this time I thought I was supposed to taunt guys to death.

                    Comment


                      #11
                      Originally posted by Xyx View Post
                      Why remove powerups without gibbing them if you can use primary fire to gib them and collect the powerups they drop.
                      can be hard to kill them and pick up the powerup when they got invulnerability or shieldbelt. Think invulnerability and sometimes shieldbelt is the only ones it is worth knocking off.

                      if this is still active (Which I doubt) 2 "tips" for the impact hammer: 1) most new people have a tendency to panic at the sound of the impact hammer and do stupid things like ending up in corners. 2) a lot of people don't know about the secondary fire so people who pick up the Invulnerability tend to get overconfident and most of the time it is rather easy to knock it off them and steal it, which should give you enough time to kill them before they figure out why they are taking damage (obviously this is almost only on new/sucky people)

                      Comment


                        #12
                        Originally posted by H3i53nb3rg View Post
                        Thank you! Finally someone explains how to use the suicide function of the scorpion. Time for a little revenge.

                        Now I never thought to do just that. Thanks Jubis.Moonjuice

                        Comment


                          #13
                          I have some tips for the Hellbender, since very few players seem able to realize its full potential. Firstly, and very importantly, the Hellbender is extremely powerful v.s. absolutely everything. Not just infantry, but also almost all vehicles up to and including the Leviathan, and nodes. The trick is to use it the right way against each type of target:

                          v.s. infantry: Spam balls in their general direction, then detonate. Bear in mind that it takes a while for the chain reaction to travel, so you must predict where they will be when it reaches them. You can obviate the need to predict this by directly detonating the ball closest to the target. The Hellbender is particularly good for flushing infantry out from behind cover, due to the effectively massive splash radius of a chain reaction.

                          v.s. light vehicles: Get in close. You need to get close because otherwise they move too fast to get a good shot in. Get really close to Scorpions, so they don't have enough room to self-destruct on you, although you can deny them a "bullseye" if you time your chain reaction just right. Other than that, just generally spam balls and detonate whenever the target is close to one.

                          v.s. heavy vehicles: Get right up to them. Fire balls above the vehicle (below for the Darkwalker) so they don't hit it, then detonate them one or two at a time. If you have enough room, then keep circling around the target to make yourself harder to hit. Even a Goliath can be brought down like this if you manage to approach it from behind, or the driver has poor reactions.

                          v.s. nodes: Get exactly the right distance away so you can fire a ball then detonate it immediately, right as it passes over the node's base. Detonating them one at a time like that does the most damage.

                          About the only thing the driver's weapon doesn't work well against is aircraft, or anything at you can't get close to quickly enough. That's what the rear turret is for.

                          Also, two special techniques:

                          1) While driving towards a tough target (nodes or heavy vehicles), spam balls towards it, then when the first one reaches the target, detonate it (the one at the target). You might need to swerve to the side a bit to get a clear shot at it. The speed that the balls move forward is very close to the speed that the chain reaction moves back, meaning that every single ball will detonate right over the target, doing really quite obscene amounts of damage. Get it right and nodes go down in one.

                          2) Pick up the Berserk, spam a few balls, detonate and immediately start spamming balls again. The balls fire at the same speed as the chain reaction, so it can be maintained indefinitely. If you do it while stationary then this infinite combo will remain at a fixed distance from you, and you can swing it around slowly, allowing you to completely deny an area from the enemy. Works great from behind the barricade on Downtown. If you do it while moving then generally the chain reaction ends up right in your face, which makes it quite hard to drive, but anything you go near will die almost instantly, and you are virtually immune to Avrils, so simply charge right at anything you don't like the look of! You can even use this to destroy a Leviathan by driving right up to it and merely waiting for the multi-kill. Try it and love it.

                          The Hellbender's greatest weakness is its slow speed and ridiculous handling. The slowness can be counteracted by keeping out of sight as much as possible until you reach your target. The ridiculous handling can be used to your advantage by swerving unpredictably like a maniac, making yourself harder to hit.

                          Comment


                            #14
                            Ah I must apologise for not continuing this guide, I had one too many rage quits and as a result, UT3 isn't actually installed on my machine at the moment.

                            I'll be reinstalling it once I save up enough for my new rig, although from what I've read on various forums, I won't be playing against any of the previous lot I used to play against, which is kinda sad =[

                            ~Jubis

                            Comment


                              #15
                              So all the impact hammer altfire does is take out powerups from the enemy? Can't you block projectiles at the right timing also? Or was it ut goty?

                              Comment

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