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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 i f l e

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 someone’s 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 sniper’s bullet. It’s 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 it’s 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. It’s 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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