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    Lesser known weapons

    I'm a fan of the idea that new is forgotten old, and that references to previous games are always nice. The Unreal Tournament series had several mainstay weapons, but there were some lesser known weapons that ought to be remembered when discussing the weapons in UT4. Maybe some deserve to be brought back, or perhaps their functionality implemented as a tertiary fire to the existing ones, or maybe some can be mixed together like the Stinger Minigun was.

    Since these are lesser known, I'm adding the description for each of them for those who haven't played the games the weapons are featured in. If I'm forgetting some, or there is some aspect of a weapon that worked differently in some patch or such, do let me know and I'll add it to the list.

    Unreal:

    Dispersion Pistol
    • Starting weapon
    • Primary fire: Coloured slow-ish projectile without splash damage.
    • Secondary fire: Charged projectile, larger and has splash damage, uses up more ammo. Fires as soon as it's charged.
    • Upgradable via Dispersion Pistol Powerups (for larger projectiles and more damage, but more ammo cost per shot)
    • Regenerates ammo
    • Players do not drop
    • Unreal factor: Infinite but not unlimited ammo, a flashy energy weapon for a starting one, cool upgrade animations.
    • Very low damage when not upgraded


    Automag
    • Primary fire: Rather accurate hitscan bullets.
    • Secondary fire: Rapid fire, but not as accurate hitscan bullets.
    • Uses real clips (requires reloading)
    • Shared ammo with the Minigun
    • Unreal factor: Unique in that it requires reloading. Very little otherwise.
    • Used as a mini sniper at long range when not enough ammo for the Rifle, and the Minigun is not effective at that range


    Stinger
    • Primary fire: Tarydium shards as semi-quick projectiles.
    • Secondary fire: A burst of 5 shards in a random pattern reminiscent of the Flak Cannon.
    • Unreal factor: Mining tool that uses unstable ore as ammo.
    • Ineffective even at medium range as the shards are slow enough to dodge easily


    GES Biorifle is pretty much the same as the one in UT1. Alt fire auto releases when fully charged. GES drips from ceilings and walls.

    ASMD is pretty much the Shock Rifle, although the shock ***** are way smaller and thus it's hard to make combos. Can use an Amplifier powerup to greatly increase damage. The model has vents from which steam seeps from time to time.

    The Minigun is the standard thing you know in UT1. The only unique thing about it is its model that has a pretty complicated-looking Gatling mechanism on it.

    Eightball Launcher: Pretty much the Rocket Launcher in UT1. The only unique thing about it is its name (which honestly sounds better than the boring "Rocket Launcher", but a bit misleading as only 6 rockets fit inside) and models (weapon model has an interesting loading mechanism and is always shown in the centre of the screen, ammo is in cans that open when you go near them).

    The Flak Cannon is pretty much the same as in UT1, with the model being very similar to the one in UT2003.

    Razorjack
    • Primary fire: Fast blade that bounces off walls.
    • Secondary fire: Slower blade that homes in on the crosshairs.
    • Unreal factor: Skaarj weapon. Very unpredictable. Chops own head off if fired directly at a wall.
    • Alt fire was not very useful due to the projectile speed and the need to keep the crosshairs directly on the enemy at all times


    The Rifle is the standard UT1 Sniper Rifle. The only unique thing is the backstory, as it's supposed to be a hunting rifle, not an actual sniper (hence the fast firing speed).

    Quadshot
    • Primary fire: Shotgun shell shot.
    • Secondary fire: Was never finished. In 227 it loads shells into the four barrels, and the primary fire then fires with four times the bullet amount.
    • Unreal factor: shotgun with four barrels.
    • Not entirely official due to never appearing in the stock game




    Unreal: Return to Na Pali:

    Combat Assault Rifle
    • Primary fire: Rapid hitscan bullet auto fire.
    • Secondary fire: Hitscan explosion with splash damage.
    • Both fire modes can be used at the same time (not certain if intentional, but fun)
    • The weapon pickup gives a lot more ammo than the ammo pickups
    • Unreal factor: An assault rifle that makes things explode.


    Terran Rocket Launcher
    • Primary fire: A single fast rocket with a large explosion radius.
    • Secondary fire: A slow rocket that you can guide by rotating the weapon.
    • Pretty powerful if hits directly
    • Unreal factor: Remote-controlled rockets and little else.


    Terran Grenade Launcher
    • Primary fire: Throws a bouncy grenade on a timer, the explosion is similar to that of the Rocket Launcher.
    • Secondary fire: Throws a bouncy grenade that is detonated by using the alt fire again, thus acts as a mine.
    • The secondary fire can be used as a way to detonate it early as well, but not as soon as it leaves the barrel, so you don't get damaged yourself
    • Unreal factor: Remote-controlled detonation and little else.
    • Alt fire is effective in close range, everything else is pretty much not effective (the enemy is not going to stand on the grenade and wait for it to time out, unfortunately)




    Unreal II: The Awakening:

    All weapons have to be reloaded, with the exception of the Dispersion Pistol.

    "T-13 Popgun" Dispersion Pistol
    • Starting weapon
    • Primary fire: A slow-ish energy projectile with small splash radius.
    • Secondary fire: Charged projectile, larger and has splash damage, uses up more ammo. Fires on button release, not automatically.
    • Regenerates ammo
    • Players do not drop
    • Unreal factor: Infinite but not unlimited ammo, a flashy and particly energy weapon for a starting one, cool charge sound and animation.
    • Very low damage


    "M32 Duster" Combat Assault Rifle
    • Primary fire: Hitscan bullets, auto fire.
    • Secondary fire: An incendiary slug that splits into five ricocheting chunks.
    • Alt fire can be used to shoot around corners
    • Unreal factor: The alt fire is unique.


    "M406 Hydra" Grenade Launcher
    • Primary fire:
      • Frag Grenades: Standard explosive grenades.
      • Toxic Grenades: Fills an area with gas that does damage over time.
      • Incendiary Grenades: Puts opponents on fire, which adds an overlay on the HUD and quickly drains health (more damage in total than frag grenades).
      • Smoke Grenades: Creates white smoke that is supposed to make it hard to see through.
      • Concussion Grenades: Blinds opponents and stuns them for a bit.
      • EMP grenades: Very effective against deployables and shields, very little effect on hitpoints.
      • Tapping results in the grenade exploding on impact, holding for a second and releasing makes it bounce and explode on a timer.
    • Secondary fire: Switch primary fire mode.
    • Each grenade type has its own ammo pool.
    • Unreal factor: A multi-tasking grenade launcher, a lot of the grenade types are very original. Explosion on impact.


    "M700 Crowd Pleaser" Shotgun
    • Primary fire: Shotgun shell shot. Quite powerful and works OK even at medium range.
    • Secondary fire: Also shoots spread bullets, but the bullets are incendiary and cause opponents a fire overlay on the HUD as well as damage over time. Much shorter range because the bullets burn out in the air.
    • Unreal factor: A flaming shotgun.


    "Vulcan" Flamethrower
    • Primary fire: Throws flames. Damage is calculated realistically, based on the number of particles that collide with the object. Has a bit of knockback.
    • Secondary fire: Sticky napalm that ignites after some time or once hit with an incendiary or explosive weapon.
    • Unreal factor: A trap-making flamethrower. The fire is pretty.


    "Avenger" Semi-automatic Magnum Pistol
    • Primary fire: An accurate and powerful hitscan bullet shot.
    • Secondary fire: A burst of three shots, just as accurate, but with longer cooldown. Extremely deadly.
    • Clip is small and ammo is scarce
    • Unreal factor: The backstory says that the bullets explode inside the target, although it's not shown on screen.


    "Shark" Rocket Launcher
    • Primary fire: A slow-moving but very high explosion radius rocket.
    • Secondary fire: Holding selects targets, releasing results in the rocket splitting into four small rockets that home on the selected targets. They spiral forward if there are no targets.
    • Actually useful in large outdoor areas due to the alt fire
    • Unreal factor: Fires rockets that are made of four smaller rockets. The alt fire is reminiscent of the AVRiL, but doesn't require keeping crosshairs on target.


    "Widowmaker" Sniper Rifle
    • Primary fire: Pin-point accurate hitscan shot.
    • Secondary fire: Toggles the scope. The scroll wheel changes the zoom level. The last zoom level is remembered after you toggle out of zoom mode and toggle it back on. The scope is extremely powerful. When scope is on and out of ammo, automatically toggles zoom, plays the reload animation, and toggles it back on.
    • Unreal factor: Scope, with which you could easily see the faces of your enemies in the opposite base from the sniper towers in CTF-Face.


    "Shock Lance" Energy Rifle
    • Primary fire: Two ***** of electricity that bounce off walls before exploding.
    • Secondary fire: An EMP ball, similar to the Shock Ball, but effective against shields. deployables and vehicles instead of health.
    • Unreal factor: Very unique design, both visually and in terms of mechanics.
    • Extremely low damage to health, so not useful unless fighting deployables or vehicles


    Spider Gun
    • Primary fire: Throws a shot of spiders in an arc. If hit, they are essentially the incendiary effect, damage HP over time.
    • Secondary fire: Launches a spider pod. When something comes close, the spider hatches and attacks the enemy. If it's an ally, it walks around for a bit, guarding the area. Kind of like the Spidermine Trap in UT3.
    • Unreal factor: A spider gun. Literally!
    • In the beta version it was a leech gun (threw leeches that suck HP out of enemies, or chase them).


    "Hellfire" Laser Rifle
    • Primary fire: A pinpoint accurate and deadly laser shot. Takes a while to recharge.
    • Secondary fire: An incendiary beam. Kind of like the Link Gun, except that not the entire beam moves when rotating the camera (it acts more like a fiery whip). Incendiary effects apply if hit with it.
    • Unreal factor: Looks very original. Uses spider-like robots as ammo. The reload animation is very original. And, well, it's a freaking laser and a fire whip in one!


    Hunter-killer Takkra
    • Primary fire: Spawns a small floating orb bot that follows the targeted opponent and fires at it for small amounts of damage.
    • Secondary fire: Spawns the bot set to shield mode. It follows the player around and attempts to shoot hostile projectiles (rockets etc.) out of the air before they can do harm.
    • Unreal factor: A weapon that spawns a friendly bot! Cute.
    • Not very useful in practice. The bot is very weak on primary fire and often fails or gets stuck on secondary.


    Singularity Cannon
    • Superweapon
    • Primary fire: Shoots a slow moving projectile that sucks in everything in its way (literally everything: players, deployables, pickups, even particles), doing massive amounts of damage.
    • Secondary fire: None in the game (but was planned to be called "Quantum Wave", though the specifics are unknown).
    • Unreal factor: A cannon that shoots black holes! Literally!


    Deployables (all have a single fire mode, that is, deploy; this is just like the deployables in UT3):

    Proximity Sensor
    • Fire: Beeps loudly upon seeing an enemy. Does nothing else.
    • Unreal factor: Rather unique. Could be slightly useful in CTF.


    Force Wall
    • Field Generators link together to create a wall that enemies can't go through until they destroy the wall posts with enough shots. Allies can disable wall segments temporarily to go through.
    • Unreal factor: A laser fence! Looks awesome, and slows enemy advance.


    Auto Turret
    • Fire: Rapid hitscan bullet fire at any enemies that come into the view field (around 100° or so in front of the turret). Good against infantry, but stationary and takes a bit of time to activate.
    • Unreal factor: An assault rifle in deployable form. Useful as a base defence.


    Rocket Turret
    • Fire: Rockets. Good against slow vehicles or in cramped areas due to splash damage.
    • Unreal factor: A rocket launcher in deployable form. Useful as a base defence.




    Unreal II eXpanded MultiPlayer:

    Uses the same base weapons, with a few modifications.

    The Hydra Grenade Launcher is split into three variants: Smoke and Frag grenades for Rangers, EMP and Toxic for Techs, and Incendiary and Concussion for Gunners. The Smoke grenade generates a lot denser black smoke, and the Concussion grenade makes targets fly instead of stunning them (including vehicles). The Grenade Launchers here use the primary fire for one type of grenade and the secondary type for the other.

    The Vulcan Flamethrower alt fire detonates as soon as an enemy steps onto the napalm.

    Two new deployables:

    Land Mine
    • A simple mine that detonates as soon as anyone (friend or foe) steps on it or shoots it. Sometimes used for "mine jumps" achieved by quickly jumping over one and boosting with a jetpack as soon as it explodes.
    • Unreal factor: Unique and useful, albeit simple, deployable.


    Laser Trip Mine
    • A wall-mounted mine that emits a small laser beam. If anything crosses the beam, it detonates. Can be detonated prematurely by firing at it.
    • Unreal factor: Useful for base defence. And it uses lasers!




    Unreal Tournament:

    The Ripper as an evolution of the Razorjack. But this is heavily discussed in other topics.

    Chainsaw
    • Melee weapon
    • Primary fire: Saws things.
    • Secondary fire: Swings the saw for an attempted "headshot".
    • Unreal factor: Erm, well, it's actually a reference to Doom II.
    • Not particularly effective compared to the Impact Hammer




    Unreal Tournament 2003:

    The Bio Rifle alt fire travelled as far as the primary fire, no matter how much it was charged.

    Ion Painter
    • Superweapon
    • Primary fire: Fires a small laser. If kept long enough at a single place and in a vicinity of an Ion Cannon, the Cannon fires a Redeemer-sized blast at the place the laser was pointing. Can be used indoors, as long as there is an Ion Cannon there.
    • Secondary fire: Zoom.
    • Unreal factor: A weapon that summons a huge blast from space!




    Unreal Tournament 2004:

    AVRiL (Anti-Vehicular Rocket Launcher)
    • Primary fire: A slow moving, but powerful rocket. Has a knockback effect.
    • Secondary fire: Zoom and lock onto a vehicle. While it's locked, all missiles the player fired will home onto the locked vehicle.
    • Only used in vehicular gametypes (obviously!)
    • Unreal factor: A strong rocket launcher that wrecks any vehicle. Absolutely essential in vehicular games.


    Grenade Launcher
    • Primary fire: A bouncy grenade that sticks to targets. Does not detonate (unless shot). Up to 8 grenades can be deployed.
    • Secondary fire: Detonates grenades.
    • Only used in vehicular gametypes, and DM-HyperBlast2 (for some reason)
    • Unreal factor: Sticky grenades!
    • In theory can be used as mines. In practice almost completely worthless, as the projectiles are too slow to hit moving enemies, and static enemies are likely to kill you way before you can stick any on them. Works on powernodes, but does not prevent enemies from spawning in and can be useless if the node gets locked in the mean while.


    Mine Layer
    • Primary fire: Shoots a spider mine (up to 8 can be deployed at the same time).
    • Secondary fire: A targeting laser that the deployed spider mines follow.
    • Only used in vehicular gametypes (for some reason)
    • Unreal factor: Robot spiders that act as guards!


    The Ion Painter no longer requires an Ion Cannon, but instead requires an open space (with access to the skybox). Otherwise identical to UT2003.

    Target Painter
    • Superweapon
    • Primary fire: Fires a small laser. If kept long enough at a single place and there is enough space, summons a bomber plane that drops a series of bombs on the painted area.
    • Secondary fire: Zoom.
    • Only used in Onslaught in the stock game
    • Unreal factor: A weapon that summons an airstrike!




    Unreal Tournament 3:

    Longbow AVRiL
    • Primary fire: A slow moving, but powerful rocket. No more knockback effect.
    • Secondary fire: Zoom and lock onto a vehicle. While it's locked, all missiles the player fired and those the player's teammates fired and are not homing will home onto the locked vehicle. Can also be used to guide spider mines from Spidermine Traps. Has a visible laser effect.
    • Only used in vehicular gametypes (obviously!)
    • Unreal factor: A strong rocket launcher that wrecks any vehicle. Absolutely essential in vehicular games.
    • The alt fire technically is cool in that it makes other players' AVRiL shots home into the target, but that situation rarely happens in practice.


    A lot of deployables, like in Unreal II:

    Spidermine Trap
    • Spawns explosive spider mines that follow enemies that come too close.
    • Unreal factor: Same as the UT2004 Mine Layer, just in a single deployable form.


    Stasis Field
    • A big cube that slows anything inside and stops hitscan weapons.
    • Unreal factor: Slow motion everything in a small area.


    Shaped Charge
    • A bomb that does massive damage, but has a small explosion radius.
    • Unreal factor: Unique, although not very remarkable.


    EMP mine
    • Disables any enemy vehicle that comes into its area of effect.
    • Unreal factor: Denies enemies their vehicles.


    Shield Generator
    • Creates a shield that blocks weapon fire for a limited time.
    • Unreal factor: Akin to invulnerability for power nodes, or safe spot for orb carriers.


    X-Ray Field
    • A big cube that slows down players (and only players) and also damages them.
    • Unreal factor: Has a cool visual effect.


    Link Generator
    • Five link beams in deployable form. Heals friendly vehicles, damages up to 5 enemies.
    • Unreal factor: Quite unique.




    Unreal Championship 2: The Liandri Conflict:

    Dual Enforcers
    • Primary fire: Hitscan bullets, like with regular Enforcers.
    • Secondary fire:
      • Juggernaut: Rapidly fires all the ammo in the clip
      • Human: A burst that freezes enemies
      • Necris: A draining burst
    • Tertiary fire: None?
    • Unreal factor: Unique secondary fire modes.


    Liandri Rivet Gun
    • Primary fire: Red, hot rivets.
    • Secondary fire: A rod made of rivets that can nail enemies to walls.
    • Tertiary fire: None?
    • Unreal factor: A pun on pneumatic hammers, AKA "rivet guns".


    Nakhti Scorpions
    • Primary fire: Small energy projectiles, like in Unreal II.
    • Secondary fire: A burst that freezes enemies.
    • Tertiary fire: None?
    • Unreal factor: A reference to the Unreal II Dispersion Pistol. Also, very Egyptian-styled.


    Skaarj Razik
    • Primary fire: Double energy projectiles.
    • Secondary fire: A laser-charged projectile that slows and poisons enemies.
    • Tertiary fire: None?
    • Unreal factor: A reference to Skaarj from Unreal and Unreal II.


    Sniper Rifle
    • Primary fire: A three-bullet burst.
    • Secondary fire: Enables scope; the primary fire becomes a single shot.
    • Tertiary fire: None?
    • Unreal factor: The looks are very modern; the regular fire is a reference to Unreal Beta.


    Shock Rifle
    • Primary fire: The regular Shock Rifle energy bolt. Can do shock combos.
    • Secondary fire: The regular Shock Ball.
    • Tertiary fire: Freezes a targeted Shock Ball in place. Then more of them can be fired at the first one, up to five, to create a super-powered Shock Ball. Primary fire detonates frozen ones, as well as nearby ones (like the Hellbender Sky Mines).
    • Unreal factor: So many ways to kill enemies! Also, the looks are very alien (organic shapes but made of metal plates and lightning).


    Bio Rifle
    • Primary fire: Blobs that bounce, homing towards the closest player.
    • Secondary fire: Charged blob that also bounces in a homing way and splits upon impact.
    • Tertiary fire: Detonates blobs into a poison-inducing mist cloud.
    • Unreal factor: Unique and creative fire modes.


    Stinger
    • Primary fire: Projectiles, whose damage increases the more shots are fired.
    • Secondary fire: A large projectile that homes on a locked person. Supposed to pin ragdolls to walls.
    • Tertiary fire: None?
    • Unreal factor: An interesting way to solve the shortcomings of the Unreal stinger.


    Rocket Launcher
    • Primary fire: A single rocket.
    • Secondary fire: Three rockets.
    • Tertiary fire: Detonates flying rockets into two drunken rockets.
    • Unreal factor: The tertiary fire is a reference to Shark of Unreal II.


    Flak Cannon
    • Primary fire: Flak shards, slower than usual.
    • Secondary fire: Flak bomb.
    • Tertiary fire: None?
    • Unreal factor: Not a whole lot, aside from the fact it's a classic weapon.


    Grenade Launcher
    • Primary fire: Bouncy grenades. Explode on touch. (Does it explode on timer as well?)
    • Secondary fire: A remote-triggered mine.
    • Tertiary fire: None?
    • Unreal factor: A reference to Unreal: RTNP, probably. I couldn't find the design to see how it looks like...


    Ripjack
    • Primary fire: A usual bouncing disc.
    • Secondary fire: A slower disc that explodes on impact, like the Ripper's.
    • Tertiary fire: A slower disc that acts as a proxy mine on impact.
    • Unreal factor: Interesting looks, unique tertiary fire mode.


    Cryo Staff
    • Melee weapon
    • After enough damage, enemies freeze in place.
    • Unreal factor: A polearm that freezes enemies!


    Cryo Swords
    • Melee weapon
    • After enough damage, enemies freeze in place.
    • Unreal factor: Swords that freeze enemies in place!


    Juggernaut Fists
    • Melee weapon
    • Well, not really a weapon to begin with.
    • Unreal factor: Real men don't need weapons to fight in melee, apparently.


    Legion Sword
    • Melee weapon
    • A two-handed sword that glows.
    • Unreal factor: It glows.


    Liandri Hammers
    • Melee weapon
    • Well, not really a weapon to begin with, but a mechanised arm.
    • Unreal factor: Real robots don't need weapons to fight in melee, apparently.


    Molten Kama
    • Melee weapon
    • Searing daggers.
    • Unreal factor: Daggers, just molten!


    Nakhti Axe
    • Melee weapon
    • A poleaxe, actually.
    • Unreal factor: Well, it's a poleaxe for a weapon.


    Nakhti Staff
    • Melee weapon
    • Another staff.
    • Unreal factor: The more staves, the better? I'm not really sure what's the big difference from the Cryo Staff (aside the obvious)...


    Nakhti Swords
    • Melee weapon
    • Another set of swords.
    • Unreal factor: Likewise I'm not sure what's the difference between these and Cryo Swords...


    Necris Staff
    • Melee weapon
    • Another staff!
    • Unreal factor: The Necris style was red and black, so it's red and black.


    Necris Swords
    • Melee weapon
    • Another set of swords!
    • Unreal factor: The Necris style was red and black, so it's red and black.


    Skaarj Blades
    • Melee weapon
    • The blades of the Razik.
    • Unreal factor: Reference to Unreal and Unreal II. Technically the same weapon as the Razik, just set a different mode.


    Thunder Staff
    • Melee weapon
    • A wooden staff, infused with lightning.
    • Unreal factor: Well, technically it's a reference to Mortal Kombat.


    (The UC2 listing is lacking, because I lack information. Can some UC2 players give some more details about weapon mechanics, tertiary fire, unreal factors, images etc.?)
    Last edited by GreatEmerald; 05-25-2014, 09:28 AM.
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    #2
    Right, so I think I got them all listed here now, except for the UC2 ones (would appreciate help in that regard!).

    So what aspects of these weapons do you think are worth carrying over to UT4?
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    Comment


      #3
      Very nice compilation of alternate weapons. Maybe worth mentioning that UT3 was going to have a canister gun instead of the bio rifle, but this probably fall under the purview of what the UC2 canister gun was like.

      In terms of "unreal-ness" I always thought the Quadshot and Flamethrower were the most badass-sounding weapons, though the flamethrower's purpose is really duplicated by the bio rifle and the quadshot duplicates the flak cannon. A spidermine gun would be nice for vehicle gametypes, and I think is more fun and more rewarding to use than the spidermine deployable in UT3, which took away player interaction and did nothing but to give free kills and annoy enemies as they looked for where it was deployed.

      Also thanks for reminding me of Unreal 1's minigun design. If the new UT has a minigun I'd like it to be just as over the top as either Unreal 1's crazy double tri-barrels or UT3's four quad barrels spinning around each other!

      Comment


        #4
        Originally posted by GreatEmerald View Post

        So what aspects of these weapons do you think are worth carrying over to UT4?
        I always enjoyed the Unreal 1 Stinger. The sound of it firing just felt good. It would be nice to see a Tarydium based weapon like that with those kind of sounds.

        The flamethrower in Unreal 2 was pretty sweet and satisfying. Burn baby, burn! Like HitscanGaem said, its a contender for the bio rifle.
        a.k.a Gunner77

        Comment


          #5
          Originally posted by GreatEmerald View Post
          Right, so I think I got them all listed here now, except for the UC2 ones (would appreciate help in that regard!).

          So what aspects of these weapons do you think are worth carrying over to UT4?
          UC2 has some pretty cool weapons actually, the liandri hammers in that were like arm mounted impact hammers for the robot class The guns though they were very UT they just had extra third firing modes, like you could freeze shock cores and add to them for some kind of mine and the bio rifle globs were sentient and would chase players around the map by hopping.

          http://liandri.beyondunreal.com/Unre...nflict#Weapons
          Last edited by MonsOlympus; 05-16-2014, 10:03 AM.
          Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

          Comment


            #6
            Duamn! Nice writeup GreatEmerald.

            I always felt that the Disperion pistol had potential.
            If you could "level it up" through different paths it would require you to actually look at the weapons siluette to try to determine what youre up against, could be interesting.

            And theres no weapon EVER that decapitates people as satisfying as the Razorjack imo

            Comment


              #7
              Originally posted by MonsOlympus View Post
              UC2 has some pretty cool weapons actually
              I know, I just need a list of them in the same style as I wrote in the first post!
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              Comment


                #8
                I now added clickable links to Liandri Archives so you could easily see how they look like.

                Also, I totally forgot the Shock Lance somehow, so now it's added as well.
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                Comment


                  #9
                  Well, you can find all UC2 weapons in Liandri Archives too! http://liandri.beyondunreal.com/Unre...nflict#Weapons
                  Last edited by Thiago_YH; 05-17-2014, 10:27 AM.

                  Comment


                    #10
                    Originally posted by PrimeIcarian View Post
                    Well, you can find all UC2 weapons in Liandri Archives too! http://liandri.beyondunreal.com/Unre...nflict#Weapons
                    But not the notes on whether the weapon was useful or balanced. That's important information when creating new weapons, after all.
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                    Comment


                      #11
                      There's still lot's of weapons missing from ChaosUT, which comes in the GOTY edition of UT99

                      Proximity mines
                      - Little grenades with an evil smile on them
                      - Slowly jumps around the map seeking players (you can easily outrun them). Detonates if touches them (smart little mofos)
                      - Alt-fire throws them a little farther, but they won't land on their small feet (takes a little time for them to stand up and start jumping)
                      - Evil laughter indicates their presence
                      - Unlike the spider mines, these are not limited to the area where they have been thrown. They wander around the map, jumping.

                      The Claw
                      - A large claw
                      - No alt-fire. Fire mode depends on ammunition used
                      - Could be used to pick players eyes out (Eww!)
                      - Could be used to launch Proximity Mines!
                      - Could be used to launch flack shells (in ball form)

                      Grappling Hook
                      - More like grappling belt. No weapon switch necessary.
                      - Grabs onto walls and ceilings
                      - Can pull you up, let you hang around (while using your weapon)

                      Chaos Vortex
                      - Superweaon
                      - An increasingly bigger vortex pulling everyone in a relatively wide area in, instantly killing them.
                      - You could send yourself on an orbiting path around the vortex with good maneuvers, escaping death
                      - Activates very close to player after throwing it

                      Chaos Sniper Rifle
                      - Non-hitscan version of sniper rifle (fast traveling projectiles)
                      - 2 types of ammunition: heavy and reflective
                      - heavy round instakill players and pierce through them, without dmg loss(very OP)
                      - reflective rounds ricocheted off walls and players

                      Chaos Crossbow
                      - relatively fast traveling projectile weapon
                      - Alt-fire is sniper scope
                      - long reload time
                      - 3 types of ammunition: normal, poison, explosive
                      - Normal bolts are the fastest, do medium damage, can Headshot, staggers the player for a short moment
                      - Poison bolts are only a little bit slower than normal, cannot Headshot, staggers and slows down enemies by 90%, does continuous damage
                      - Explosive bolts are the slowest, instakill enemies, has splash damage (I think it's also a bit stronger than rocket launcher, to compensate reload time)

                      Turret
                      - Deployable using beacon launcher, large turrets with dual cannons
                      - Needs suitable place to deploy, otherwise beacons go to waste
                      - 2 types of LIMITED ammunition: rocket, energy
                      - Rockets are slightly faster than rocket launcher's rockets, fires rapidly
                      - Energy ammunition is used for Shock Ball. Fires rapidly at high speed.
                      - Player can command turret to hold-fire or switch ammunition type.
                      - Player can reload the turret with energy and rockets by going close to it.
                      - Rockets are coming from rocket launcher ammo
                      - Energy comes from shock rifle and Link/Pulse Gun ammunition
                      - Shooting it turned the turret against you until your next respawn

                      ******* Sword
                      - melee weapon
                      - Alt-fire sets the sword in a blocking position (doesn't block sword attacks though). Can reflect sniper rounds (you have to face the enemy with extreme precision)
                      - Primary fire swings the weapon. Does about 40 dmg.

                      Kick
                      - Ability, no weapon switch needed
                      - You can kick anything from players to weapons on the ground.
                      - Does no damage

                      Kamikaze
                      - Self-destruction ability
                      - Needs at least 10 rockets
                      - Creates a relatively big explosion, killing you and mostly anything around you


                      While most of these don't add anything to a competitive shooter, they're still insanely fun to fool around with.

                      EDIT: LOL why does this website censor the word B A L L S in Shock *****? I understand why it censors b4st4rd in the swords name though
                      Last edited by InVader; 05-17-2014, 04:28 PM.
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                        #12
                        Ah I would love to see Chaos Mod wether new or old return. Especially those mines and their evil laugh.
                        a.k.a Gunner77

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                          #13
                          Looking at the UC2 article on LA, it's really scarce on information. I think the UC2 website had a much better explanation for all that, but it's gone together with Midway :\ Is there really nobody that could make a list like that for the UC2 weapons?
                          Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                          My website, listing all my Unreal series mods and mutators

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                            #14
                            My picks:

                            Unreal/UT - AutoMag
                            Unreal/UT - Sniper Rifle
                            Unreal - Eightball/Terran Rocket Launcher (RL's with character)
                            Unreal - Terran Grenade Launcher (so much power, so sick!! almost as sick as GoldenEye N64's GL )
                            UT - Chainsaw

                            If we can't have them all at once, at least let them be mutators/weapon configs.

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                              #15
                              Added all the UC2 items from the wiki, but as you can see details are scarce. I'd welcome any additions or corrections here from those who have played UC2!
                              Unreal Tournament 4 eXpanded MultiPlayer (UT4XMP) efforts
                              My website, listing all my Unreal series mods and mutators

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