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Author Topic: Weapons in UT3  (Read 5419 times)
VegasKill
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« on: Sat 17.01.2009 20:07:47 »

Cose its always good to know more about your weapons:


From Liandri Archives - Weapons in UT3


Impact Hammer


Primary fire
Type: Melee
Damage: 20-140
(vs self: 8-42)
(vs vehicles: 0)
(vs nodes: 0)
Fire rate: 1.0 s
Charge time: 2.27 s
Range: 110uu

Secondary fire
Type: EMP
Damage: 0
(vs vehicles: 0-150)
(vs nodes: 0)
Fire rate: 1.0 s
Charge time: 2.27 s
Range: 110uu

Primary Fire
Charges the hammer when held. It will automatically release upon an opponent in range, or when Fire is released. When hitting something other than other players (for example walls, vehicles or power nodes), that object receives a push, but no damage. Instead, the impact reflects back to the player, causing self damage and knock-back. Using this feature to gain extra jump height at the expense of some health is called impact jumping.

Secondary Fire
EMP Mode. This mode does no damage to players, but up to 150 points of damage to vehicles. Using this against an enemy player will dislodge his timed powerups and Shield Belt, which is especially useful against Invulnerability.


Enforcer


Primary fire
Type: Hitscan
Damage: 20
(vs vehicles: 6)
(vs nodes: 10)
Fire rate: 3.06/s
Spread: 4.3°
(5.7° dual)

Secondary fire
Type: Hitscan, burst
Damage: 20 x3
(vs vehicles: 6)
(vs nodes: 10)
Fire rate: 1.21 s/burst
Spread: 8.6°
Ammunition
Weapon pickup: 50
Ammo pickup: 16
Weapon locker: 50
Maximum: 100 (200 dual)

Primary Fire
Shoots a quick, instant hit shot. It fires fast and with good accuracy.

Secondary Fire
A quick, three-round burst. The Enforcer will need a second or two to cool off afterward.


Bio Rifle
The GES Bio Rifle (Green Exploding Shit)


Primary fire
Type: Projectile
Damage: 21
(vs vehicles: 16)
Fire rate: 3.1/s
Secondary fire
Type: Projectile
Damage: 21-210
(vs vehicles: 16-168)
Charge rate: 3.1/s

Ammunition
Weapon pickup: 25
Ammo pickup: 20
Weapon Locker: 50
Maximum: 50

Primary Fire
Shoots glowing globs of Tarydium sludge.

Secondary Fire
Loads up to 10 units of sludge, holding the large glob in front of the gun for everyone to see. When the glob is shot against a wall, some smaller globs splash away from it. If, however, the large glob hits a player, it will stick to him or her continuously apply damage until either the glob is used up or the player dies. In the latter case, the remaining glob explodes, causing additional damage to other nearby players.

Tactics
While goo sticks to someone, the player who fired the goo is credited with any damage the victim receives while the goo sticks to him or her. If you see someone "wearing green" in a deathmatch, consider not firing at that player until the goo is used up. If the player survives the goo, you get an easy kill, otherwise you wouldn't get anything besides wasting some ammo. (The person who shot the bio glob, in fact, will get credit for the kill even if your shot is the fatal shot.)
Reportedly, an interesting strategy is to drop a Stasis Field and fill it full of goo. By default, bio goo lasts for about 11 seconds, inside a Stasis Field it will last up to 8x that duration.
The primary mode can be very useful to annoy Darkwalker drivers from behind the billboards on DM-HeatRay.


Shock Rifle


Primary fire
Type: Hitscan
Damage: 45
(vs vehicles: 31)
(vs nodes: 36)
Fire rate: 0.70 s

Secondary fire
Type: Projectile
Damage: 55
(vs vehicles: 44)
Fire rate: 0.54 s
Combo
Damage: 215
Ammo cost: 4

Ammunition
Weapon pickup: 20
Ammo pickup: 10
Maximum: 50

Primary Fire
Shoots an instant-hit beam. If shot at a shock core, it will create a shock combo.

Secondary Fire
Shoots a shock core out. If shot at by a shock beam, it will create a shock combo. Any bodies near the explosion will be sucked in and gibbed by a negativity vortex.


Link Gun


Primary fire
Type: Projectile
Damage: 26
(vs vehicles: 15)
(vs nodes: 20)
Fire rate: 6.9/s

Secondary fire
Type: Hitscan
Damage: 110/s
(vs vehicles: ~88/s)
Veh. heal: ~38.5/s
Node heal: 110/s
Ammo drain: 9.4/s

Ammunition
Weapon pickup: 50
Weapon locker: 100
Ammo pickup: 50
Maximum: 220

Primary Fire
Fires white, hot plasma projectiles. The rate of fire appears to have been significantly increased, however it does a little less than half the damage to compensate.

Secondary Fire
Fires a beam. This beam is team-colored when healing vehicles or power nodes. When attempting to heal a fully intact vehicle or node, no ammo is consumed. Note that the vehicle healing rate in the info box is a theoretical value. Due to rounding errors after down-scaling individual "health chunks", the actual healing rate probably is much slower, maybe around 5-10/s.
Players wanting to combine the power of their Link Guns simply move closer together to create a kind of "power grid". Power boosts are received automatically from any nearby equipped Link Gun that isn't currently being fired. Using only one link boosts damage values by 50%, using two or more links doubles the damage output. More than two links have no further power boosting effect.



Stinger Minigun


Primary fire
Type: Hitscan
Damage: 14
(vs vehicles: 8 )
(vs nodes: 8 )
Fire rate: 11.0/s
Spread: 3.9°
Warmup: 5 shots

Secondary fire
Type: Projectile
Damage: 38
(vs vehicles: 22)
(vs nodes: 22)
Fire rate: 3.9/s
Ammo cost: 2

Ammunition
Weapon pickup: 100
Ammo pickup: 50
Maximum: 300

Primary Fire
Rapidly fires unprocessed Tarydium crystal shards. These shots are instant hit. The first shots fired have slightly longer delays between them, corresponding to fire rates of about 5.8/s, 6.3/s, 7.0/s, 7.7/s and 8.7/s respectively. The full fire rate is reached after about 0.72s. (0.79s for consoles)

Secondary Fire
Slower-moving, larger chunk of Tarydium. This is not instant hit, so you will have to lead a bit. However, it does have a fair bit of knockback, as well as the ability to pin opponents to the walls with a killing shot.



Flak Cannon


Primary fire
Type: Projectiles
Damage: up to ~184
(vs vehicles: up to ~147)
Fire rate: 1.00 s
Spread: 5.7°

Secondary fire
Type: Projectile
Damage: 100-190
Fire rate: 1.00 s

Ammunition
Weapon pickup: 10
Ammo pickup: 10
Maximum: 30

Primary Fire
White hot chunks of scrap metal are sprayed forth, shotgun style. The chunks glow as they do in UT, but they also create a trail of yellow-red behind all the chunks, making it easier to see.

Secondary Fire
A grenade full of shrapnel is lobbed at the enemy, spraying shrapnel in all directions upon detonating. If you're luckily some of the shards it sprays upon detonation will hit your enemies, causing further damage.





Rocket Launcher


Primary fire
Type: Projectile
Damage: 100
(vs vehicles: 80)
(vs nodes: 110)
Fire rate: 1.1/s

Secondary fire
Type: Projectile
Damage: 100 x1-3
(vs vehicles: 80)
(vs nodes: 110)
Load rate: 1.05/s
Full hold time: 0.82s

Ammunition
Weapon pickup: 9
Weapon locker: 18
Ammo pickup: 9
Maximum: 30

Primary Fire
Fires a single, non-seeking rocket.

Secondary Fire
By default, this fires rockets in a spread formation. Tapping Fire once while loading will change to a spiral, while tapping it twice will release grenades. Tapping it a third time will restore the default spread pattern.



Sniper Rifle


Primary fire
Type: Hitscan
Damage: 70/140 HS
(vs vehicles: 28)
(vs nodes: 28)
Fire rate: 1.21 s

Secondary fire
Type: Zoom

Ammunition
Weapon pickup: 10
Weapon locker: 10
Ammo pickup: 10
Maximum: 40
 
Primary Fire
Fire a high velocity sniper round. Hitting players causes 70 points of damage, a hit to a player's head, even when in open vehicles (Manta, Viper, Hellbender/Leviathan turrets, Hoverboard), causes 140 points. Power nodes/cores and most vehicles receive only 28 points of damage, but lightly-armored vehicles, such as the Manta, the Scorpion and the Viper receive 42 points.

Secondary Fire
User-controlled zoom mode. Press to start zooming in, release to freeze zoom level, press again to disable zoom.



Longbow AVRiL


Primary fire
Type: Projectile
Damage: 125
(vs vehicles: 200)
Fire rate: 3.6 s

Secondary fire
Type: Zoom, Target Lock

Ammunition
Weapon pickup: 5
Weapon locker: 5
Ammo pickup: 5
Maximum: 15

The Longbow Anti-Vehicle Rocket Launcher, a.k.a. the "AVRiL", gives dismounted infantry a fighting chance in an armored conflict. Its solid fuel missile can be "dumbfired" as an unguided rocket, but the AVRiL's famed kill percentages come from its optical tracking system. The alternate fire zooms and locks on to a vehicle, guiding the missile towards its target at inescapable speeds.
The missile's microdappled control planes use increased surface area to give unprecedented turning radius, guaranteeing delivery of its shaped PolyDiChlorite charge into all but the most nimble vehicles. The AVRiL is notoriously slow to reload, so it should be employed with caution in a pitched battle. Note, the Longbow's targeting laser is standardized for most Axon military equipment, so it can be used in other battlefield applications such as directing spider mines.

UT3 manual
The Longbow AVRiL functions more or less identically to its UT2004 counterpart, although now locking on with Secondary Fire produces a visible tracer.
Also, after two seconds and if the original firer doesn't lock onto a target, team mates can assign a target to an AVRiL rocket as well. This could allow for some interesting scenarios, where a scout with good overview of the battle field guides the AVRiL rockets of other team mates, who can't actually see any opponents.


Redeemer


Primary fire
Type: Projectile
Damage: up to 1500
(vs vehicles: 2250)
(vs nodes: 2250)
(vs cores: 1500)

Secondary fire
Type: Projectile
Damage: up to 1500
(vs vehicles: 2250)
(vs nodes: 2250)
(vs cores: 1500)

Primary Fire
The missile is fired straight and goes until it hits something or is shot out of the sky.
Secondary Fire
Allows you to guide the redeemer missile.

Mess with the best, die like the rest
Bloody.Bender
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« Reply #1 on: Sat 17.01.2009 20:50:33 »

This topic is cool  xxxras.gif

Let them say I walked with giants. Men rise and fall like the winter wheat, but these names never die. Let them say I lived in the time of Narcisuss, sculptor of physiques. Let them say I lived in the time of Zyzz.
Nightmare85
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will not come back!


« Reply #2 on: Sat 17.01.2009 22:43:01 »

Yes, really nice!
I did not know that I can steal the Shield Belt from an enemy player.
I knew that I can steal his Power-ups (Berserk, UDamage and Invulnerability).

Greets

I left this forum because of Mordsspass' senseless closings and deletings.
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