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Unreal Tournament 2003 27.09.2002

Unreal Tournament 2003: Weapons, Items and Tactics guide (English)

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TABLE OF CONTENTS

--------------------------------------------



I. Intro

1.0 Info

1.1 Copyright/Legal

1.2 Updates

II. Tips and Tactics

III. Weapons

Translocator

Shieldgun

Assault Rifle

Biorifle

Shock Rifle

Link Gun

Minigun

Flak Cannon

Rocket Launcher

Lightning Gun

Ion Painter

Redeemer

IV. Items

Health Vial

Health Pack

Keg o' Health

Adrenaline

Shield Pack

Super Shield Pack

Double Damage



--------------------------------------------





--------------------------------------------

I - 1.0 INFO

--------------------------------------------



-This guide is based soley on the weapons and items available in UT2k3,

and details their stats and firing modes, as well as a brief description

and my own personal thoughts on their use as well as strategies to use

when you are shot at with that weapon and finally my rating on them out

of ten.

-Before you scream PLAGURISM plase note that the weapon descriptions are

those listed in the UT2k3 manual, they are not mine.

-This is my second FAQ for a game ever, so bear with me on this one.

-If you have any question or suggestions regarding this FAQ please

feel free to e-mail me at the above address.

-If there are any errors and/or misprints please inform me and I'll

update this guide immediatly and give credit to you for pointing it

out.



--------------------------------------------







--------------------------------------------

I - 1.1 COPYRIGHT LEGAL STUFF

--------------------------------------------



-This document is copyright 2002/2003 Graham 'p1r4t8r' Jones. It is my

property.

-The latest updates can be found at

* www.gamefaqs.com

* www.gamenemesis.com

* http//dlh.net

ONLY! If you find this document on any other site

PLEASE notify me by e-mail using the above address.

-Feel free to save this guide to your computer, but if you would like

to use it on your site or whatever, please e-mail me for permission first.



'Unreal Tournament 2003 is copyright 2002 Epic Games. This is an unofficial

walkthrough and I am in no way affiliated with Epic Games (much as

I wish I was :) nor do I know anybody who is.



--------------------------------------------







--------------------------------------------

I - 1.2 UPDATES

--------------------------------------------



-25.11.02 -My birthday, got this game, idea for guide

-27.11.02 -Work started on guide

-13.12.02 -Finished v1.0

-01.01.03 -New Years. Finished V1.1 with help from

the helpful people on the UT2k3 board.

-06.02.03 -Version 1.2. The only change is the hosting

details

-22.04.03 -Added new Adrenaline moves info



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--------------------------------------------

I - 1.3 CREDITS

--------------------------------------------



Im putting the credits at the top so EVERYONE READS THEM!

First off

-CJayC, for hosting this guide on his EXCELLENT site. This guide

wouldn't even exist without him.

-www.gamenemesis.com for offering to host my original guide, and this one

too.

-Epic Games and Digital Extremes for creating 'UT2k3'.

-All the other people I annoy on MSN, and the GameFAQS Parasite Eve 2

board.

-Every one on the GameFAQs board for their help and support, most notably

-Tenchidark for info on the translocator and gravity effected weapons

-Ranmafan for info on the redeemer, shock rifle, ion painter and minigun

-Heracross for the redeemer info

-ruffboy AKA [DRACO]1/2LuNaTiC, for bio-rifle info

-Blitzkrieg for the new Adrenaline moves info (camoflage, shrinked size)

-Anyone I have forgotten to mention here



--------------------------------------------







--------------------------------------------

II - 1.0 Tips and Tactics

--------------------------------------------



* Use the mouse and WADS keyboard combination. Only amatuers use the

keyboard alone.

* Learn the art of strafing, it is the mark of experienced players, and

ultimately will save your butt in combat.

* Aim for am opponents head, especially when using the Ligthning gun.

* Learn how to circular strafe and keep a steady aim, this tactic is both

confusing for the opponent and extremely effective

* Don't stray to close to ledges or high falls, as chances are you may

get knocked off them, resulting in death in some instances.

* Use the bots to your advantage. In capture the flag have a few defend

and another one or two follow you, this imoroves not only your teams

chance of grabbing the flag, but yours too.

* The bots will see enemies often before you do, so they are a great

'early warning' system.

* The double key tap jump is extremely handy, but be careful not to jump

over ledges as it's very easy to do.

* Never stand in the one place, always keep moving. If you stand still

you are a much easier target, particularly for snipers.

* Use the terrain for cover.

* Learn the advantages and disadvantages of each weapon, and learn when

best to use them.

* If you have a scroll wheel use it to change weapons, this is much

easier then fiddling with the number keys half-way through a fight.

* Finally, never, EVER underestimate your opponent, and never get cocky.



--------------------------------------------







--------------------------------------------

III - 1.0 WEAPONS

--------------------------------------------



'UT2k3' features some rather innovative guns, even if most of them are just

reskinned versions of those that appeared in the original.

NOTE 1: All damage is for 1 round only!

NOTE 2: I have used the folowing abreviations.



ABG- Affected by gravity (thanks to Tenchidark for this info)

AP- Armor Points

FC- Fully Charged

CR- Close Range

HP- Health Points

HS- Head Shot

ROF- Rate of Fire

SD- Splash Damage

VBD- Varied by Distance



The "STRATEGY" section of each weapon refers to what to do when being shot

at with this weapon, NOT HOW TO USE IT. This is usually covered in my

run-down of the weapon.



----------------------







----------------------

.:Translocator:.

----------------------

*Damage

Primary- N/A

Secondary- N/A



*Max Ammo

Primary- 5

Secondary- N/A



*Ammo Type

Primary- N/A

Secondary- N/A



*Rate of Fire

Primary- N/A

Secondary- N/A



*Rating- 9/10

----------------------



*Description

The translocator was originally designed by Liandri Corporation's

R&D sector to facilitate the rapid recall of miners during tunnel collapses

and other emegencies. The technology has saved countless lives, but not

without cost.

Rapid deresolution and reconstitution of the subject organism can have several

unwelcome effects, including increases in aggression and paranoia, as well as

increased probabilities of respitory and cardiac arrest. Artifacts of synaptic

disruption accumulate in the biological snapshot of the individual, leading to

Teleportation Related Dementia (TReDs), an incurable disease that has stricken

some of our greatest champions. In order to prolong the careers of todays's

contenders, limits have been placed on Translocator use in the lower-ranked

leagues.

This was deemed necessary to prevent new recruits from becoming too reliant on

the device, thereby sealing their own doom. The latest iteration of the

Translocator features a remotely operated camera, exceptionally useful when

scouting out areas of contention.

It should be noted that while viewing the camera's surveillance output, the

user is effectively blind to their immediate surroundings.



----------------------



This is a defualt weapon that you start with at the beginning of each match.

It allows you to warp to a certain location on the map, provided you place a

beacon there first.

Primary Fire allows you to shoot a beacon which you can later warp to.

It fires on an arc so aim up higher in the sky to get further.

It can also be used to reach hard to get to places. Make sure you do not use

it while carrying a flag however, as it will just be dropped.

Opponents can also be 'telefragged' with this device. This occurs when a

person is standing in the way of the beacon, and the owener warps to it. The

two cannot exist in the same space and time so the second person is

telefragged.

The camera can be accessed by first firing the translocator and hitting the

weapon select key again. This proves invaluable in defensive maps, such as

capture the flag or double domination, as it can be used to tell when an enemy

is approaching. This does leave you vulnerable to attack though.

The translocator, by default, is only available in CTF and DDOM games when

playing the single player Tournament, in Multiplayer it needs to be included

-Thanks to tenchi dark for the availibility information.



----------------------



*Primary Fire- Fires a beacon *ABG

*Secondary Fire- Warps to the location of the beacon.



----------------------



*Strategy

-Primary-

N/A

-Secondary-

N/A



----------------------







----------------------

.:Shield Gun:.

----------------------

*Quick Key- 1



*Damage

Primary- 150 *FC

Secondary- N/A



*Max Ammo

Primary- Unlimited

Secondary- 100



*Ammo Type

Primary- N/A

Secondary- Recharges automatically



*Rate of Fire

Primary- N/A

Secondary- N/A



*Rating- 8/10

----------------------



*Description

The Kemphler DD280 Riot Control Device has the ability to resist and reflect

incoming projectiles and energy beams. The plasma wave inflicts massive

damage, rupturing tissue, pulverizing organs and flooding the bloodstream with

dangerous gas bubbles. This weapon may be intended for combat at close range,

but when wielded properly should be considered as dangerous as any other

armament in your arsenal.



----------------------



The shield gun is a defualt weapon that has great potential for team

tactics in multiplayer games. It can be used as a shield to most forms of

projectile within the game, and can also shield you from falling damage to

a certain degree.

Think of it as more a utility than as a weapon, as it is next to useless in

combat against opponents with ranged weapons.



----------------------



*Primary Fire- Impact melee damage. Hold down fire key for greater damage.

*Secondary Fire- Shield that can deflect energy beams & some projectiles.



----------------------



*Strategy

-Primary-

When attacked by someone using the primary fire backpedal and shoot at them

as they run up at you. Due to the extremely close range of this weapon, the

opponent has to be right next to you to pose a serious threat, but just keep

them under fire and keep your distance.

-Secondary-

N/A



----------------------







----------------------

.:Assault Rifle:.

----------------------

*Quick Key- 2



*Damage

Primary- 7

Secondary- 70



*Max Ammo

Primary: 250

Secondary: 8



*Ammo Type

Primary- Bullets

Secondary- Box of Grenades



*Rate of Fire

Primary- 75 rounds per 10 secs

Secondary- N/A



*Rating: 6/10

----------------------



*Description

Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm

combat solution that is most effective against unarmored foes. With low-to-

moderate armor penetration capabilities, this rifle is best suited to a role

as a light support weapon. The optional M355 Grenade Launcher provides the

punch that makes this weapon effective against heavily armoured enemies.



----------------------



The assault rifle is the defualt starting weapon, well rounded although has

a low ammo capacity. It is accurate enough to take out enemies at a distance,

and proves deadly in the hands of a skilled player. The grenade launcher is

not quite as good though, as it is hard to aim, and requires quite a build

up to fire it. Splash damage is also rather poor.



----------------------



*Primary Fire- 5.56mm machine gun

*Secondary Fire- Grenade. Hold down key for longer to launch further *ABG



----------------------



*Strategy

-Primary-

Simply strafe, left and right. The primary damage is fairly low, so taking

a few blows won't hurt too much if you have full health.

-Secondary-

Again, just strafe only this time in one direction. The grenade only has a

small radious of damage so if you get even just a short distance the grenade

won't hurt you too bad.



----------------------







----------------------

.:BioRifle:.

----------------------

*Quick Key- 3



*Damage

Primary- 35-70

Secondary- 199+ *CR *VBD



*Max Ammo

Primary: 50

Secondary: As above



*Ammo Type

Primary- BioRifle Ammo

Secondary- As above



*Rate of Fire

Primary- 55 rounds per 10 seconds

Secondary- N/A



*Rating: 7/10

----------------------



*Description

The GES BioRifle continues to be one of the most controversial weapons in

the Tournament. Loved by some, loathed by others, the BioRifle has long

been the subject of debate over its usefulness.

Some Tournament purists argue that the delayed detonation of the mutagenic

sludge, coupled with the ability to quickly carpet an area with the highly

toxic substance, has reduced the weapon to the equivalent of a minefield, a

barbaric and cowardly weapon employed during past human conflicts.

Proponents of the weapon argue that it enhances the tactical capabilities of

defensive combat, allowing perticipants to cover multiple choke points more

efficiently.

Despite the debate, the weapon remains historically accurate, providing

rapid-fire wide-area coverage in primary firing mode, and a single-fire

variable payload secondary firing mode. In layman's terms, this equates to

being able to pepper an area with small globs of Biosludge, or launch one

large glob at the target.



----------------------



The BioRifle is a great all round weapon, best used in defensive situations.

It has great use on capture the flag maps, as you can cover a doorway or

entrance with the goo. It is also lethal at close range due to a high ROF.

Careful though as the sludge can cause damage to you. The only problems with

the BioRifle is that the sludge is on a timed explosion when it hits a

surface, and I find the timer is a little too quick, especially if being used

in defensive situations. And also it has an arc firing range, meaning that to

shoot it any considerable distance it must be aimed upwards, making hitting

opponents at range a tad more difficult. Sludge explodes on impact with

other players.



This info from tenchi dark:

I've noticed that when you fire the Bio Rifle shots onto a ceiling they will

stay there for a few seconds, drop to the ground and then explode after a few

seconds, however this only works if the ceiling is paralel to the ground.

Someone else pointed this out but if you concentrate fire on 1 area the sludge

will build up, once it hits a certain size it will splatter spreading some

smaller blobs around the imediate area



And this from [DRACO]1/2LuNaTiC

if you take out your biorifle and aim it straight down at the floor while

running it will shoot behind you and you won't get harmed.

----------------------



*Primary Fire- Fires a blob of sludge at opponents *ABG

*Secondary Fire- Hold down sec. fire to charge a larger blob of sludge *ABG



----------------------



*Strategy

-Primary-

Strafe left and right, this will make you a much harder target to hit.

Try to avoid walking over the sludge on the ground, as it will explode when

you walk on or near it.

-Secondary-

Same as above.



----------------------







----------------------

.:Shock Rifle:.

----------------------

*Quick Key- 4



*Damage

Primary- 45

Secondary- 35-45

Combined- 100+



*Max Ammo

Primary: 50

Secondary: As above



*Ammo Type

Primary- Shock Core

Secondary- As above



*Rate of Fire

Primary- 17 rounds per 10 seconds

Secondary- As above



*Rating: 8/10

----------------------



*Description

The ASMD Shock Rifle has changed little since its incoporation into the

tournaments.

The ASMD sports two firing modes capable of acting in concert to neutralize

opponents in a devestating shockwave. This combination attack is achieved

when the weapon operator utilizes the secondary fire mode to deliver a

charge of seeded plasma to the target. Once the slow-moving plasma charge

is within range of the target, the weapon operator may fire the photon beam

into the plasma core, releasing the explosive energy of the anti-photons

contained within the plasma's EM field.



----------------------



The Shock Rifle is a valuable weapon with many potential uses. When hit

with the shock rifle blast, the opponent is knocked back. This can be

utilized on some maps to knock the opponent over cliffs, or into hazards.

The combination explosion is achieved by shooting the plasma ball that

is released with the primary fire. The shock wave causes extensive damage

to the opponent, but does have its downsides. The plasma ball is slow moving,

and can get hard to hit meaning that the user often has to stand still,

leaving them vulnerable to attack. Also an opponent can shoot your own

shock core, causing the explosion to hit you, and vice versa. For example

if you fire a core and the opponent hits it with a primary blast and you die,

they get the kill.

Interestingly, tow secondary fire shock cores when hit together will cancel

each other out, disappating the blast (thanks Ranmafan for the shock core

info)



----------------------



*Primary Fire- Fires an energy beam at the opponent

*Secondary Fire- Fires a slow moving energy ball at the opponent



----------------------



*Strategy

-Primary-

Simply strafe, left and right. Try to avoid standing near ledges or anything

else you could be knocked over or into.

-Secondary-

Usually if someone shoots you with the secondary they are trying to combo

the shot, so avoid the slow moving shot, get a good distance clear, and

return fire. They will most likely be distracted trying to hit the original

shot, leaving them vulnerable to attack. Also try to keep at extremely

close range, or long range. At close range they can't combo the shot, and

at long range this gives you plenty of room to strafe.



----------------------







----------------------

.:Linkgun:.

----------------------

*Quick Key- 5



*Damage

Primary- 30

Secondary- ???



*Max Ammo

Primary: 120

Secondary: As above



*Ammo Type

Primary- Link Charge

Secondary- As above



*Rate of Fire

Primary- 50 rounds per 10 seconds

Secondary- As above



*Rating: 5/10

----------------------



*Description

Riordan Dynamic Weapons Systems combines the best of weapon design in the

Advanced Plasma Rifle v23, commonly known as the Link Gun, or simply Link.

While the primary firing mode of the Link remains the same as its

plasma-firing predecessor, the secondary cutting torch has been replaced

with an active-scanning, switchable energy matrix. This matrix enables the

weapon to register friend or foe upon contact with the swirling green beam

and change properties accordingly. When the beam comes in contact with an

opponent it can inflict serious injury and death within seconds. Upon

contacting a teammate, it reverts to a harmless carrier stream. The carrier

stream offloads energy from the onboard cells, boosting the output of any

targeted player who is also using the Link. Two players may link to one

another at any time, boosting the power output of the weapon significantly,

but it should be noted that while players are boosting a teammate, they are

unable to defend themselves from attack.



----------------------



The Linkgun is both a devastating close and long range weapon. It is

extremely versatile, with the primary fire causing considerable damage, and

firing in rapid succession. The secondary fire is great for close combat,

firing a beam of solid energy. It only has a very short range, but when

concentrated on an opponent can kill them in seconds. In the hands of an

experienced player, this weapon is deadly, for me though, I didn't really

like it, and subsequently was one of the least used weapons in my arsenal.

As for the linked mode of this gun when used in concert with a teammate,

I can only speculate as to how this increases damage. Using it in bot

matches was rather difficult, as the bots never stood still, and never

used the beam on the player. However multiplayer games would be great with

this, adding a great element of team work.

(I will update the 'Link' mode once I have got my friend over again for LAN

gaming)



----------------------



*Primary Fire- Fires constant shots of energy over medium-long range

*Secondary Fire- A concentrated beam of energy usefull only in close combat.

Two players can link the beam for extra damage



----------------------



*Strategy

-Primary-

Strafe left and right. Try to get within your current weapons range of them,

and return fire. The primary fire can distort their view, so strafe like

crazy and they can lose track of you.

-Secondary-

The secondary fire is only close range so just keep your distance or use

objects in the surrounding area for cover.



----------------------







----------------------

.:Minigun:.

----------------------

*Quick Key- 6



*Damage

Primary- 6

Secondary- 12-24



*Max Ammo

Primary: 250

Secondary: As above



*Ammo Type

Primary- Bullets

Secondary- As above



*Rate of Fire

Primary- 160 rounds per 10 secs

Secondary- 55 rounds per 10 secs



*Rating: 7/10

----------------------



*Description

The Schultz T23-A 23mm rotary cannon is capable of firing both high-velocity

caseless ammunition and cased rounds. With an unloaded weight of only 8

kilograms, the T23 is portable and maneuvarable, easily worn across the back

when employing the optional carry strap. The T23 is the rotary cannon of

choice for the discerning soldier.



----------------------



The minigun is powerful although inaccurate. Primary fire is great even

over a distance, although not quite so much as the assault rifle. The

secondary fire quadroubles the amount of damage dealt, and is much more

accurate then primary mode (thanks to Ranmafan). This mode is great for close

and personal combat, but even better over a distance. A high ammunition capacity

makes the minigun a good solid weapon, if inaccurate. The only other problem is

the significant wind up before any ammunition is spent, which can mean the

difference between life and death against a sniper.



----------------------



*Primary Fire- Releases a hail of fire at opponents at medium-long range

*Secondary Fire- Lowers the rate of fire but increases damage by 4



----------------------



*Strategy

-Primary-

Strafe left and right and try to keep your distance while returning fire with

a more accurate weapon, or ideally rockets

-Secondary-

As above



----------------------







----------------------

.:Flak Cannon:.

----------------------

*Quick Key- 7



*Damage

Primary- 100-180+ *CR, *VBD

Secondary- 90-100 *CR, *VBD



*Max Ammo

Primary: 50

Secondary: As above



*Ammo Type

Primary- Flak Shells

Secondary- As above



*Rate of Fire

Primary- 14 rounds per 10 seconds

Secondary- As above



*Rating: 9/10

----------------------



*Description

Trident Defensive Technologies Series 7 Flechette Cannon has been taken to

the next step in evolution with the production of the Mk3 "Negotiator."

The ionized flechettes are capable of delivering second- and third-degree

burns to organic tissue and cauterizing the wound instantly.

Payload delivery is achieved via one of two methods: ionized flechettes

launched in a spread pattern directly from the barrel; or via a fragmentation

grenades that explode on impact, radiating flechettes in all directions.



----------------------



The Flak Cannon is one of my favorite weapons, and in UT2k3 we see it in all

its gibbing glory.

Probably one of the most dangerous close range weapons next to perhaps the

Shieldgun, it causes massive damage to the opponents, and yourself if not

handled correctly.

The sharpnel bounces off walls, and can, if not fired properly, cause injury

to the operator.

The Flak Cannon is useless at a distance in primary fire mode as the shrapnel

spreads out far too much to be practicle, although it does feature a grenade

of sorts, that explodes upon impact releasing shrapnel in a splash damage

formation. Personally I found the grenade rather hard to use, as to get it

to go any sort of decent distance required aiming the shot up, so as to arc

the shot.

Still, a good close combat weapon, just don't use it at range.



----------------------



*Primary Fire- A powerful blast of shrapnel usefull at close range

*Secondary Fire- A shrapnel grenade that can be fired at medium range *ABG

----------------------



*Strategy

-Primary-

KEEP YOUR DISTANCE! The Flak Cannon is next to useless at range, so just get

a fair distance back and return fire. Look out in tight corridors as the

Flak bounces off walls and around corners.

-Secondary-

As above



----------------------







----------------------

.:Rocket Launcher:.

----------------------

*Quick Key- 8



*Damage

Primary- 65 *VBD *SD

Secondary- 195+ *VBD *SD



*Max Ammo

Primary: 48

Secondary: As above



*Ammo Type

Primary- Rocket Pack

Secondary- As above



*Rate of Fire

Primary- 13 rounds per 10 seconds

Secondary- 12 rounds per second *FC



*Rating: 7/10

----------------------



*Description

The Trident Tri-barrel Rocket Launcher is extremely popular among competitors

who enjoy more bang for their buck. The rotating rear-loading barrel design

allows for both single- and multi-warhead launches, letting you place up to

three dumbfire rockets on target. The warheads are disgned to deliver maximum

concussive force to the target and surrounding area upon detonation.



----------------------



The Rocket Launcher is a difficult weapon to master. It features a lock on

feature, although this

takes a few seconds to kick in, and leaves you vulnerable to attack as you

try to keep the opponent in your sights. Firing the rocket unguided is the

best option, and has a fairly decent damage rate.

The slapsh damage leaves a bit to be desired however, not stretching as far

as you'd like. Secondary fire loads up to three rockets, although takes

quite a while to load all three up. This mode isn't really very useful

unless at a range, as the load-up takes way to long.



----------------------



*Primary Fire- Fires a single rocket in either guided or unguided mode

*Secondary Fire- Loads up to three rockets however lock-on is disabled



----------------------



*Strategy

-Primary-

Strafe to one side and jump like crazy. This will reduce splash damage and

make you a much harder target to hit directly. If possible getting right

next to the opponent firing on you so that if they shoot at you they cause

themselves damage too.

-Secondary-

As above



----------------------







----------------------

.:Lightning Gun:.

----------------------

*Quick Key- 9



*Damage

Primary- 70

200+ HS

Secondary- N/A



*Max Ammo

Primary: 40

Secondary: As above



*Ammo Type

Primary- Sniper Ammo

Secondary- As above



*Rate of Fire

Primary- 7 rounds per 10 secs

Secondary- N/A



*Rating: 9/10

----------------------



*Description

The Lightning Gun is a high-power energy rifle capable of ablating even the

heaviest carapace armor. Acquisition of a target at long range requires a

steady hand, but the anti-jitter effect of the optical system reduces the

weapon's learning curve significantly. Once the target has been acquired,

the operator depresses the triger, painting a proton 'patch' on the target.

Milliseconds later the rifle emits a high voltage arc of electricity, which

seeks out the charge differential and annihilates the target.



----------------------



The Lightning Gun is the weapon of choice for those who like long range

combat. The added scope makes it the perfect snipers weapon, and deadly in

the hands of an accurate player. There is however a slow rate of fire and

significant charge up time before the next shot can be fired. This causes the

weapon to be rather hard to use in close range combat, as you can easily be

fired on while the weapon charges. That is not to say that the weapon is

useless though, as in the hands of an accurate player in close combat they

are virtually unstoppable. The Lightning Gun also has great potential

for headshots, causing massive damage and often death to most enemies.



----------------------



*Primary Fire- Fires a quick moving bolt of lightning over long range

*Secondary Fire- Sniper scope



----------------------



*Strategy

-Primary-

Strafe left and right and get as close the the opponent as possible. Also

be sure to take advantage of the charge times to get in a few shots of your

own. Strafing is the key however, and a few jumps here and there wont go

astray either. If shot at from a distance be sure to utilize the terrain

for cover.

-Secondary-

N/A



----------------------







----------------------

.:Ion Painter:.

----------------------

*Quick Key- 0



*Damage

Primary- 200+

Secondary- N/A



*Max Ammo

Primary: 1

Secondary: N/A



*Ammo Type

Primary- N/A

Secondary- N/A



*Rate of Fire

Primary- N/A

Secondary- N/A



*Rating: 6/10

----------------------



*Description

The Ion Painter seems innocuous enough at first glance, emitting a harmless

low-power laser beam when the primary firing mode is engaged. Several seconds

later, a multi-gigawatt orbital ion cannon fires on the target, neutralizing

any combatants in the vicinity. The Ion Painter is a remote targeting

device used to orientate and fire the VAPOR Ion Cannon. The Ion Painter

offers increased targeting accuracy via its telescopic sight, easily

activated by the secondary fire mode of the weapon.

Once the Ion Painter has been used to designate a target, it is highly

recommended that the user put considerable distance betwen themselves and

the weapon's area of effect.



----------------------



The Ion Painter is an effective although limitted weapon. It can only be used

on certain maps, usually with the sky visible and a satellite orbitting the

map. It can only be targetted in areas that are open, and have a clear

line of sight from the sky to the targetted area. You can also use a scope

in secondary mode for finer accuracy, although this is usually useless on

most maps.

When targetting a certain spot DO NOT move or the beam will not work. Also

targetting a wall or another player does not work, it must be the floor.

Interestingly, the ion painter when shot at organic enemies (flesh and blood)

the blast will melt the flesh leaving a charred skeleton, very cool!

(thanks again to Ranmafan for the skeleton info)



----------------------



*Primary Fire- Paints a target for the satellite to shoot at

*Secondary Fire- Zoom scope



----------------------



*Strategy

-Primary-

RUN LIKE HELL! Once the beam has targetted a nearby area you will need to

run for cover. You will only have a small ammount of time perhaps only

seconds before the blast hits, so try to get behind a nearby wall, or

behind an object that will shield you. If you see someone TRYING to target

you with the beam get under a roof, as the beam cannot be targetted into a

covered area.

-Secondary-

N/A



----------------------







----------------------

.:Redeemer:.

----------------------

*Quick Key- 9



*Damage

Primary- 200+

Secondary- As above



*Max Ammo

Primary: 1

Secondary: N/A



*Ammo Type

Primary- N/A

Secondary- N/A



*Rate of Fire

Primary- N/A

Secondary- N/A



*Rating: 10/10

----------------------



*Description

The first time you witness this miniature nuclear device in action, you'll

agree it is the most powerful weapon in the Tournament. Launch a slow-moving

but utterly devastating missile with the primary fire; but make sure you're

out of the Redeemer's impressive blast radious before it impacts. The

secondary fire allows you to guide the nuke yourself with a rocket's-eye

view. Keep in mind, however, that you are vulnerable to attack when steering

the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the

Redeemer is exhausted after a single shot.



----------------------



The reedemer IS the most powerful weapon in UT2k3, and is capable of killing

any opponent with a single shot, including yourself if you are careless

with how you fire it. The huge blast radious coupled wth massive damage

makes this a weapon to be reckoned with, and the fact that it can be

manually flown is a very cool feature. While in manual target mode

(alternate fire) it is possible to detonate the rocket in the air by left

clicking the mouse button. Hitting another object or player will also

detonate the rocket.

Always make sure you are not in the blast radius as if you are this will

likely kill you as well.



This from ranmafan

using the Walk button, you can slow down the Redeemer missile on manual

control and make it turn in any direction almost instantly. Perfect for

tricky opponents or winding passageways



----------------------



*Primary Fire- Fires a slow moving nuclear missile over long distance

*Secondary Fire- Fly-by-wire lets you fly the missile yourself



----------------------



*Strategy

-Primary-

RUN LIKE HELL! If you see the massive rocket coming towards you make a run

for cover, such as behind an object or wall. There is little else you can do

against this weapon.

This info from Heracross and Ranmafan:

If you see the redeemer coming towards you, you can shoot it clean out of the

air with any of the folowing weapons

*Flak Cannon - Primary Fire

*Assault Rifle - Primary fire

*Minigun - Primary & Secondary fire

-Secondary-

As above



----------------------







----------------------

.:Ball Launcher:.

----------------------

*Quick Key- N/A



*Damage

Primary- N/A

Secondary- N/A



*Max Ammo

Primary: N/A

Secondary: N/A



*Ammo Type

Primary- N/A

Secondary- N/A



*Rate of Fire

Primary- N/A

Secondary- N/A



*Rating: N/A

----------------------



*Description

A new addition to the Tournament, the Ball Launcher is only available in

Bombing Run Mode. Once you've picked up the ball, the ball launcher is

automatically selected from your arsenal. While you're in possession of

the ball, you cannot use any other weapon. Pressing the Fire button will

launch the ball, wither at another teammate for a pass, or through the

opposing team's goal.



----------------------



The ball launcher is hardly a weapon and is only used in bombing run

mode. While in possession of the ball you cannot shoot or attack the

opponents. Using the primary fire drops or passes the ball, to either a

team-mate or opponent.

To score you merely shoot the ball through the opponents hoop. You can

also jump it through, but this usually results in a gruesome death, such

as chopped to pieces by a fan, or falling to your death.



This from ranmafan

The secondary mode will 'lock' onto a friendly teammate (at close range

only!) so that when you launch the Ball, it will try to home in on that

friend. Great for passing the buck, so to speak.



----------------------



*Primary Fire- Drops/passes the ball

*Secondary Fire- N/A



----------------------



*Strategy

-Primary-

N/A

-Secondary-

N/A



----------------------







----------------------

.:Insta Gib Rifle:.

----------------------

*Quick Key- N/A



*Damage

Primary- 200+

Secondary- N/A



*Max Ammo

Primary: N/A

Secondary: N/A



*Ammo Type

Primary- N/A

Secondary- N/A



*Rate of Fire

Primary- 17 rounds per 10 seconds

Secondary- N/A



*Rating: 10/10

----------------------



*Description

NONE



----------------------



The insta gib rifle is only available when using either the 'InstaGib'

or 'Zoom InstaGib' mods. It is a tweaked version of the standard ASMD

shock-rifle that, as the name suggests, gibs opponents upon contact.

It only features primary firing mode, although in 'zoom instaGib' has

a powerful zoom lenze attached, much like that of the lightning gun.

This is ideal for long distance kills.

The firing rate and gun model are kept the same, although the firing

effect changes. The fired beam is a different colour, usually that of

your teams colour in team based InstaGib.



----------------------



*Primary Fire- Beam of pure energy that gibs upon impact good over

short- long range

*Secondary Fire- Zoom scope in 'Zoom InstaGib'



----------------------



*Strategy

-Primary-

N/A

-Secondary-

N/A



----------------------







--------------------------------------------

IV. ITEMS

--------------------------------------------





----------------------

.:Health Vial:.

----------------------

Health Vials give you an increase of +5 to your HP with a maximum

limit of 199 HP.





----------------------

.:Health Pack:.

----------------------

Health packs restore +25 to your HP with a mximum total HP of 100.





----------------------

.:Keg O' Health:.

----------------------

Adds +100 to your HP, with a maximum of 199 HP.





----------------------

.:Adrenaline:.

----------------------

Adrenaline provides you with the power to execute adrenaline based moves.

Max Adrenaline is 100.

Some of the moves include (F= Forward, L= Left, R= Right, B= Backwards)

-Invisibility; F, F, R, R

-Super Jump; L, L, R, R

-Speed; B, B, F, F

-Beserk (speed boost); F, F, F, F

-Regeneration; B, B, B, B

-*Shrinked Size; L,L,L,L (thanks to Blitzkrieg)

-*Camoflage; R,R,R,R (thanks to Blitzkrieg)

(please notify me by e-mail if you know any more of the moves, credit will

be given)



**NOTES ON SHRINKED SIZE AND CAMOFLAGE**

These are only available with the upgrade to UT2K3 bonus pack.

When using camoflage you blend in with the background, but must crouch or else

you legs are visible.

When using the shrink move, you cannot crouch.

Thanks to Blitzkrieg for this info.





----------------------

.:Shield Pack:.

----------------------

Adds +50 armor points, with a maximum of 150 AP.





----------------------

.:Super Shield Pack:.

----------------------

Adds +100 armor points, with a maximum of 150 AP.





----------------------

.:Double Damage:.

----------------------

Multiplies all damage by 2x for 30 seconds.



--------------------------------------------

That concludes this guide, if you have any questions and/or suggestions

feel free to send me an e-mail using the above address.

--------------------------------------------

--------------------------------------------

Copyright 2002 Graham 'p1r4t8r' Jones.

Hope you liked it!

--------------------------------------------


Graham Jones AKA p1r4t8r
www.geocities.com/gf_p1r4t8r/index.html

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