i m p a
c t . h a m m e r
The
Impact Hammer blasts out compressed air, ripping apart an
enemy. It is also possible to do a little 'Air Jump' with
it. This is the weapon of choice for grabbing a secret
when you're not under heavy fire.
Primary Fire: The primary
fire mode fires quick blasts of air. This wasn't used
too much while we were playing, so it may be changed
to something more along the lines of PainKeep's
airfist, blasting anything around.
Secondary Fire: This mode
will suck in massive amounts of air to a point near
explosion, and it certainly feels that way. The gun
will shake around very rapidly with an nice sound
effect when it's at full capacity. Here comes the
hard part, you've got to touch your enemy in order to
blast him. If you do, you'll be saying good-bye. The
only way to survive a direct and fully powered up
attack is to be fully loaded in the armor and health
department. Then, you are hurt very badly and
seriously knocked around.
This is a great fallback weapon, since
you have the chance of making a frag on someone who is
still quite powerful. It just takes some skill to make it
in for a kill.
e n f o
r c e r
The
enforcer is a remake of the automag. It looks a little
more beefed up, sounds a little nicer, works in the same
way as the automag, but supports duel fisted style.
Primary Fire: A slow, but
accurate shot. This mode works very well when you
have two Enforcers, since you fire more rapidly.
Secondary Fire: Tilts the
gun onto its side with improved speed, and degraded
accuracy. This mode is insane duel Enforcers in a
tight spot. It's a very powerful combination.
It's nice to spawn with a weapon a
little stronger then the first weapon. In Unreal
Tournament's case, it's the single Enforcer.
s h o c
k . r i f l e
The
ASMD has been completely redone in the form of the Shock
Rifle. The effects have been improved greatly giving it a
completely new feel.
Primary Fire: An instant hit
shot. It's hard to describe. It looks like a stream
of flame. Take a look at a screenshot, that'll give
you a good idea what I mean. There was a problem with
this weapon while I was there. The weapon's primary
firing mode was visually a projectile, rather then an
instant hit weapon. I found myself, on large maps,
trying to dodge streams from this weapon when it had
already missed. This should be fixed for release, so
don't worry yet.
Secondary Fire: Like the
ASMD, it fires a projectile ball. The ball has much
more of a tech look to it.
Combo: When you hit the
projectile ball, with the instant hit primary fire,
it explodes in a massive explosion, doing huge
quantities of damage.
This weapon was frequently used and was
a definite favorite, as it was in Unreal. I found I used
this weapon the most in CTF and Last Man Standing.
b i o r
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The
GES BioRifle was beefed up quite a bit since Unreal.
You'll find that it's a usable offensive weapon now. As
seen in the screenshot, it can be nasty.
Primary Fire: Rapidly spurts
out balls of goop around double the size of Unreal's
BioRifle. You'll be able to fire them a decent
distance, but without a height advantage, you won't
be tearing into other people's fights with this
weapon.
Secondary Fire: Fill it up
and let out one massive blob of goop. On impact, the
ball will blast into many more pieces. This can make
a hallway treacherous for followers quite rapidly.
Overall, this weapon is a vast
improvement from Unreal's BioRifle and earns its place in
Unreal Tournament. In the right situation, this weapon is
gold. It's great to have at all times as a backup weapon,
especially while retreating from a fight.
p u l s
e . g u n
This
weapon is basically new to UT. It can dish out some
damage, but you won't be standing long in the wrong
situation.
Primary Fire: Fires out
rapid green pulses. There is a great lighting and
weapon effect here. Definitely something to show off
to a friend. It will damage someone nicely, provided
you can hit them. This mode is easy to dodge at a
distance, as you can slip between the pulses as he
waves the gun back and forth trying to hit you. It
was, however, very effective at close range.
Secondary Fire: You've been
seeing this in screenshots for a long time now. A
green stream of what looks like chain lightning spews
straight out and dies when it hits something. If you
can hold this on someone, you'll be seeing them drop
quickly. There is a delay before the stream reaches
its full length, which is limited.
This is great to have as a backup
weapon in CTF as you rush someones base, and need
something to fire back at pursuers on your way back out.
Don't go out of your way to snag this weapon if you're
doing okay. It only becomes effective with a little
practice and aim.
r i p p
e r
Another weapon returning to UT from Unreal. This is based
on the Razorjack. A few improvements have been made to
make it a better multiplayer weapon.
Primary Fire: You've seen
this before, just not as pretty. This fire mimics
that of the Razorjack's primary fire by firing out
small disks, which bounce off walls for a few seconds
and tear into any players.
Secondary Fire: A big
improvement from Unreal lies here. Projectiles
explode on impact with this mode. You can knock
someone around and cause some good damage at the same
time. So much fun on those tight walkways high above
lava, hehe :)
With careful control, you can knock
someone into the air, switch to the rocket launcher, and
fire off a surprise at their landing zone. This weapon
will be used by advanced players to pull off insane moves
like that.
f l a k
. c a n n o n
It would be crazy to
remove such a nice weapon from the Unreal mix. Instead,
it's been given a fresh design and some extra kick. I
think you'll like the results.
Primary Fire: A powerful
blast of shrapnel is blasted out of the front of the
cannon making this mode devastating as a direct hit.
The shrapnel also bounces off walls, allowing
extensive damage around corners.
Secondary Fire: A flak
grenade is launched and explodes on impact. This is
great for a more ranged attack, where you don't want
the primary shot expanding and only having it
partially hit. A direct hit with these grenades can
be hard to pull off, but will cause massive damage.
This weapon was one of my favorites
from Unreal, and continues to be right into Unreal
Tournament.
r o c k
e t . l a u n c h e r
Now
here's a weapon you'll love! This baby is often my weapon
of choice, depending on the situation, and can lay down
some major damage if used correctly. Without eightball
training in Unreal, it'll take some getting used to.
Primary Fire: Feel free to
load up to six rockets and blast most players into
many many pieces with this thing. A single rocket
won't be making kills too often, like Quake, but is
okay for the final hits in a small battle. Once
you've got six rockets loaded, they fire. Rockets
also fire when you release your fire button from
loading. Don't get excited thinking about jumping
down on top of a friend and letting six rockets out
in a spread pattern. :)
Secondary Fire: This has
been something I've loved since the moment I fired
it, back in Unreal. This Rocket Launcher sports
grenades! They work in the same way as the rockets,
with the ability to load six. The grenades are more
predictable in their firing spread then Unreal, which
maintaining that awesome bounce.
Combo: Holding down the
secondary fire while loading rockets will fire them
in a tight circle, absolutely devastating with six
rockets and a good hit.
I can't imagine Unreal with out this
gun. This weapon, as with Quake, makes up a good portion
of the game. Learn to use it, well.
s n i p
e r . r i f l e
This
weapon is simple, and everyone should have a pretty good
idea what it does. If not: *thwack*, wake up.
Primary Fire: Fires off a
snipers bullet. Its instant, on target,
and head-shot friendly.
Secondary Fire: This is
currently a smooth zooming. When you press your
secondary fire it moves in, stops when you release
the button, and resets by either switching weapons or
clicking again.
There are thoughts of adding in the
ability to set your zoom factor for an instant zoom that
will work quickly. My only problem with this weapon is
that it's very difficult to figure out who is shooting
you, and where from. Like a real sniper rifle, the bullet
is basically invisible. Perhaps a quick red stream like
the minigun would make this weapon a little fairer,
especially for a beginner.
m i n i
g u n
Again,
something you should recognize. This weapon again made
its debut to the Unreal world in the original Unreal.
Primary Fire: Performs the
marvelous task of ripping your enemy to pieces
slowly, and with deadly accuracy.
Secondary Fire: For those
maniacs out there who, like myself, jump into the
middle of a fight and want some serious rapid fire
action at the expense of some accuracy. Very
ineffective over distances.
This is one of the few weapons, which I
didn't think needed to be redone from Unreal. The new
model does fit a newer theme, though. The odd visible
bullet is something that was missing from Unreal's
initial release, even if its available in the
recent Unreal 224 patch already. This effect makes a
large FFA fight, with a minigun involved, seem a lot more
dangerous.
r e d e
e m e r
Have a
grudge against someone you can't seem to kill? This is
your baby!
Primary Fire: Fires a large
missile in a straight path towards a target. Note:
This toy is not for indoor use.
Secondary Fire: Here's where
the fun begins! You've probably been hearing this for
a while, and it's true. You can steer this cruise
missile around, as long as you want, looking for a
target. When you find one, and plant this thing
anywhere near him, he won't be pulling himself
together when you're done. The disadvantage is, your
screen changes to an onboard camera.
You'll love this thing in CTF and
domination. It'll let you blast into those perfect
defenses. If you see one of these things coming at you,
running may not be the best option. You have the ability
to shoot the weapon down with any other weapon. Its
sure to be (another!) favorite.
t r a n
s l o c a t o r
Do you
use a grapple to get everywhere in CTF? You won't use
this quite as much, but it has it's advantages over the
grapple, and you'll love those telefrags!
Primary Fire: Tosses off a
little device to teleport to.
Secondary Fire: Teleports
you to the device you tossed off.
Combo Fire: If you hold down
the primary fire while teleporting, you'll switch
weapons to the last one you were using. So you won't
find yourself beaming into unknown territory
defenseless. I found this to be quite useful in
domination, where you have to get around a level
quickly to hold all your points. The tiny device
allows you to move across a level instantly, or
through tiny cracks. Don't expect to teleport back to
your base with the flag, either. It's a personal
teleporter, and you'll drop it. Just wait until you
toss the device into your friend and teleport right
into him. It takes some real skill, but a great
laugh.
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