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Storm_Shadow
14th Oct 2007, 11:20 AM
There are a good many of us (myself included) who have never played UT before but are going to give it a shot for the good of the community here. However, I've thus far found it quite unlike anything I've played before.

Would some of you grizzled veterans in the know be interested in helping out your stat pad targets by providing information for a guide (eg. UT3 for Dummies)? Specifically:

1) What are the different game play modes (and their abbreviations)?

2) What are some of the relative strengths and weaknesses of the different weapons?

Thanks! :D

baconoclock
14th Oct 2007, 11:43 AM
I'll be watching this thread. I havent played ut2k4 for a long while, I am woefully out of practice and cant remember what half the vehicles/ weapons do!

Apache Warrior
14th Oct 2007, 12:29 PM
I have never played much but, I think the most important thing is to constantly move. If you stop you are dead.
Apache

{CLR} Naillik
14th Oct 2007, 12:52 PM
I have never played much but, I think the most important thing is to constantly move. If you stop you are dead.
Apache
yuppers. run around, and if you see someone, shoot em =D
Bunny hopping is good! :D:D

fizbanrt
14th Oct 2007, 12:58 PM
Here is just a general concept, quick and dirty, of the weapons you'll encounter in the demo maps currently available. Others can feel free to elaborate on, or pick apart, what i've posted about the weapons. One of our resident grease monkies will need to go over the vehicles.


Game Types (in the demo)
DeathMatch (DM) - Free for all fragfest
Team DeathMatch (TDM) - Team-based frag fest
Vehicle Capture the Flag (vCTF) - Capture the flag, with vehicles.

Weapons
Impact Hammer - Melee weapon; charge it up by holding down primary fire. A full charge will splatter most people. Alt fire has an EMP function, haven't used it yet. You normally will spawn with this weapon available.

Enforcer - Standard issue sidearm. Fairly powerful, but low rate of fire. You can pickup two if you kill somebody else while their enforcer is out. Secondary fire is a "burst" shot, mainly for close combat. You normally will spawn with this weapon available.

Bio Rifle - Primary fire sends gobs of goo. Secondary fire lets you "charge up" a full glob, and it will generally take out full health and decently armored people if you get a direct hit. You can also use it to stick the goo to the enviroment for a short time, so if you're being chased you can lay down a "trap" of sorts in a door way or cooridor.

Shock Rifle - Hitscan Weapon. Can be effective at short or long range. Primary fire is a beam weapon, has a slight "push back" effect on those who are hit. Secondary fire sends a slower moving ball of energy. If you hit the ball with a primary fire hit, you will trigger a shock combo which will do a fairly substantial chunk of damage in the immediate area around the explosion.

Link Gun - Primary fire is a pulse weapon. Short to medium range under most circumstances. Long range is viable against stationary target, such as a vehicle. Secondray fire is a beam weapon. Secondary fire can be used to heal vehicles in vCTF. You can also "link up" with other people using secondary fire to increase the power behind the primary person (i.e. the one who is actually healing/dealing damage).

Stinger Minigun - Hitscan weapon. Primary fire is a, um, minigun. High rate of fire. Secondary fire is a slower rate of fire, single projectile with a harder punch. Also has a "push back" I believe.

Flak Cannon - Shot-gun like primary fire, sends flak shells in a cone. Secondary fire throws a molten ball of crap that will explode on contact with anything (yourself included). Can arc the fire of the flak ball. Mainly a short range weapon.

Rocket Launcher - Primary fire is a single fire rocket. Alt fire will spin up three rockets and then fire them in a fan shape. If you hold down primary fire at release, it will make the rockets spiral.

Sniper Rifle - Hitscan weapon. Hits hard, slow rate of fire. Use secondary to zoom, primary fire to take off peoples heads. Less use on a DM map, especially a small one. It CAN be used in close quarters, but it is definately not designed for it.

Redeemer - Portable nuke warhead. Primary fire is "fire and forget". Secondary fire allows you to guide the warhead (but your character remains a nice standing target). Will explode on impact, or in the case of secondary guidance, if you hit the primary fire key as well.

Longbow AVRiL - Anti-vehicle rocket. Fire and forget primary mode. Secondary fire will "lock on" to vehicles and act as a laser guide for the rocket.

Power-ups
Jump Boots - Increases your next three jumps. Press your jump key a second time after your initial jump to activate

Thigh Pads - Armor pickup

Armored Helmet - Armor pickup

Armor Vest - Armor pickup

Damage Amp - Increased damage for 30 seconds. Can be "knocked off" a player and picked up by another. Death or secondary fire on the impact hammer should do the trick

CHOPS123
14th Oct 2007, 12:59 PM
Same here....Im still learning the weapons and map.....What the heck does the Impact hammer do? Do u ever use it? I found it impossible to snipe in these game....I wonder why they even put that weapon in? Also the bio gun seem kinda stupid. But I have had some fun so far...Had a few MEGA KILLS etc.....Also the Jump boots? Ive grabbed them but my jump seemed the same?

ps Thanks Fiz you posted while I was posting

Starfire
14th Oct 2007, 01:10 PM
Vehicles present in demo(there are many more in retail version):

Tank: pretty self explanatory. Driver primary fire is, well, like a tank and secondary fire is zoom; don't know if there is a second seat but if so primary fire is machine gun.

Raptor: single seat; primary fire is plasma cannon, secondary fire is homing missles on vehicles.

Manta: single seat though possible to "hitch" a ride on top but supposedly not as many as in 2k4. Primary fire is plasma balls, secondary is crouch--at least on mine.

Hellbender: 2 seater; primary fire of driver is chains of shock balls that can be link-exploded with secondary fire; 2 person fires plasma balls I think.

Scorpion: single seat; primary fire lobs flak grenades and secondary fire opens blades on frontend to decapitate ground troups.

SPMA: 1 seater; primary and secondary fire as in hellbender; if you hit spacebar, it sets up as an artillery weapon===primary fire lobs up targeting camera that suspends in air; mouse moves targeting icon within the vision of camera while secondary fire brings about a dozen bombs covering the target area.

Hoverboard: built-in to your character on all vehicle-gametypes by hitting Q. While on hoverboard you can grapple onto friendly vehicles with primary fire to catch a faster ride. Only vehicle that you can ride and carry the flag????

Anyone with additions/corrections add for me.

drunken_chef
14th Oct 2007, 01:42 PM
I have never played much but, I think the most important thing is to constantly move. If you stop you are dead.
Apache
yuppers. run around, and if you see someone, shoot em =D
Bunny hopping is good! :D:D

dodging is better. i am usually laughing the whole time i DM becaus eof all the hoppers.

Storm_Shadow
14th Oct 2007, 01:59 PM
dodging is better. i am usually laughing the whole time i DM becaus eof all the hoppers. Initial impressions have me tending to agree with you. I tried jumping a few times and.... *SPLAT* I'd get blown out of the air. The few times I actually saw the assailant long enough to know I was in trouble (before I died), I was dodging.

That I was also shooting (a lot) and hitting nothing need not be mentioned. :D

PandaGod
14th Oct 2007, 02:07 PM
Yes but jumping can be good sometimes if you're near a wall so that you can jump off the wall too.

CarbonFire
14th Oct 2007, 02:16 PM
Additions/changes.

For vehicles, you can change seats by hitting the number keys (1,2,3, etc).Each seat usually has its own weapon, though only seat 1 allows you to drive the vehicle.

You can't ride on the mantas wings anymore, the jets will suck you in (though you may be able to ride on top).

Raptor missles only lock onto other air vehicles, such as other raptors, Mantas, Cicadas and Furies. They still do damage in dumb-fire mode though. Note you have to have an air target already in your sights for the missles to lock on.

Hoverboard is great for fast movement, but you get incapacitated for a short time if you're hit by even a single bullet (you get knocked down). If you expect to be hit, its better to disengage the board and run on foot until you either deal with the threat or get behind cover. Also note you can hitch a ride on any vehicle, even Raptors (skysurfing ftw :twisted: )

Hellbender 2nd seat is a plasma cannon (hitscan). In 2k4 this had either a quick shot or a charged shot. In UT3, I'm not sure the charged shot works anymore :?

Scorpions are GREAT for taking out Mantas and low-flying raptors. I think their primary fire might still home-in on nearby targets like it did in 2k4.

Link gun - so far I've been unsuccessful in trying to "link" with another person. Multiple people can heal the same target, but for some reason the linking thing has never worked for me in UT3 :(

Stinger Minigun secondary fire can pin enemies to a nearby wall, like the crossbow from HL2.

Redeemer and Longbow AVRiL rockets can be shot down. If you see one, whip out your Stinger and make short work of it. Also note Raptor missles can lock onto incoming AVRiL missles as well.

AVRiL missles can lock onto any target of your choosing using the weapon's secondary fire painter. This can be done before you fire, or even after as the rocket is in the air (great for bypassing a hellbender's primary fire, or catching a raptor or manta off-guard)

Rand{CLR}
14th Oct 2007, 02:21 PM
Vehicles present in demo(there are many more in retail version):

Tank: pretty self explanatory. Driver primary fire is, well, like a tank and secondary fire is zoom; don't know if there is a second seat but if so primary fire is machine gun.

There is a gunner seat; their secondary is zoom, as is the primary. They're called Goliaths, so if you see that name, it means "tank."

Manta: single seat though possible to "hitch" a ride on top but supposedly not as many as in 2k4. Primary fire is plasma balls, secondary is crouch--at least on mine.

Mantas are great for running folks over, and "pancaking" them. If you jump up (use space), and use the secondary, and time it just right, you can turn a player into a virtual pancake, which is great fun. Take a look at the graphics when you crouch: very cool air effects.

Hellbender: 2 seater; primary fire of driver is chains of shock balls that can be link-exploded with secondary fire; 2 person fires plasma balls I think.

The second seat is exactly like the third seat in UTk4. You can zoom in with the secondary, and use primary to fire laser charges. Hold for more powerful charges. Very powerful at full strength, and from a strategic position.

SPMA: 1 seater; primary and secondary fire as in hellbender; if you hit spacebar, it sets up as an artillery weapon===primary fire lobs up targeting camera that suspends in air; mouse moves targeting icon within the vision of camera while secondary fire brings about a dozen bombs covering the target area.

They added "hellfire" to the name, as in Hellfire SPMA. Newer folks may use both or either name. Vets will call them "Spammers." When launching the targeting camera, hit the button a second time when it gets where you want it to be to have it deploy. Try to get them in a place that is hard to spot but which allows you a view of target area. Takes practice.

There is something with this version that seems to change the size of the target icon; I think it's got some new function that may include tracking, or changing the size of the target area, but we don't know how to use it yet.

-Rand

0r4ng1n4
14th Oct 2007, 02:29 PM
if you click 2 times with the rocket launcher after holding the alt-fire, it will throw 3 nades.

Starfire
14th Oct 2007, 04:35 PM
if you click 2 times with the rocket launcher after holding the alt-fire, it will throw 3 nades. Ooooh! Have to try that one

{CLR} Naillik
14th Oct 2007, 10:58 PM
dodging is better. i am usually laughing the whole time i DM becaus eof all the hoppers. Initial impressions have me tending to agree with you. I tried jumping a few times and.... *SPLAT* I'd get blown out of the air. The few times I actually saw the assailant long enough to know I was in trouble (before I died), I was dodging.

That I was also shooting (a lot) and hitting nothing need not be mentioned. :D
proabably because everyone's so used to people bunny hopping so they know the trick by now :D

14th Oct 2007, 11:27 PM
Tried Bender Twin beams and no longer charges but continouosly fires single shots. Its been lamed down considerably.

In DM Stinger and Rox rule, especially the Stinger. Look for most players to come at you with this one big time.

Goliath is about the same but has significantly increased maximum elevation of the barrel. On the current map, Eagle Eyes are really not very challenging even for a tank hater like me. I had to try it and went Unstoppable in one before I knew it. Perch it on the SPMA side and let her rip.

Shock used to be the weapon of choice now I hardly see anybody use it on VCTF. DM is a frag frest with secondary and if you can position yourself near the Shock spawn its a turkey shoot. Shock was the weapon of choice against Raptors and Mantas as well but not so much anymore.

I like the Sniper a lot more than I thought although the lag is very noticable with it; same for Shock.

The Avril seems a bit of a joke at the moment. Requires absolutely no skill at all, instant lock.

Flak works about the same although it has an increased time delay to first shot. Got caught a few times that way, shooting blanks. LOL.

I tested Link and it does not appear to have a maximum range anymore from what I can tell. Good against vehicles.

Manta is significantly improved which is bad since it was already overpowered in UT2k4. Its a monster now!

Raptor is about the same I find. Perhaps a bit more manueverable but its hard to tell on this one map. More splash damage with the primary and since secondary no longer locks on parked vehicles, it makes it quite effective against foots and tanks.

Hoverboard is interesting. Had great fun today with Goat driving the Manta and me hitching a ride. Got a few flags that way.

Storm, I would suggest playing some VCTF first as that is closer to what you are currently used to. DM servers are great fun but the current map selection is not optimum for the player counts on them.

{CLR}geneSW
14th Oct 2007, 11:59 PM
Raptor doesn't have a "glide" effect anymore. Turns sharper, but isn't as fast. Shok riffle doesn't push as much as it did in 2k4, which I actually like and seriously thought it had way too much of a push effect in 2k4, Rockets seem to be a hair faster, but rabbit would know that one for sure.

Starfire
15th Oct 2007, 12:43 PM
Just found out this one and don't see it listed:

If you're driving the scorpion, hit the Shift button for blazing speed boost!

MajorDeath
15th Oct 2007, 01:50 PM
How do you Eject from the scorpion?

Nomadicus
15th Oct 2007, 02:05 PM
Game modes not mentioned are DUEL,CTF, and WAR

I think all the game modes are DM, TDM, CTF, VCTF, DUEL, and WAR
DM - Death Match
TDM - Team Death Match
DUEL - Same as TDM but no time limit, must reach a total score
CTF - Capture the Flag
VCTF - Vehicle Capture the Flag
WAR - Warfare which should replace Onslaught with a hint of Assault

The following maps were embedded in one of the .ini files:MapName=CTF-Strident
MapName=CTF-OmicronDawn
MapName=CTF-Coret
MapName=CTF-Reflection
MapName=CTF-Hydrosis
MapName=CTF-Vertebrae
MapName=vCTF-Necropolis
MapName=vCTF-Sandstorm
MapName=vCTF-Kargo
MapName=vCTF-Containment
MapName=vCTF-Suspense
MapName=vCTF-Corruption
MapName=DM-Arsenal
MapName=DM-RisingSun
MapName=DM-CarbonFire
MapName=DM-Deck
MapName=DM-Defiance
MapName=DM-Deimos
MapName=DM-Diesel
MapName=DM-Biohazard
MapName=DM-HeatRay
MapName=DM-Gateway
MapName=DM-Fearless
MapName=DM-Sentinel
MapName=DM-ShangriLa
MapName=DM-Sanctuary
MapName=WAR-TankCrossing
MapName=WAR-Downtown
MapName=WAR-Sinkhole
MapName=WAR-Dusk
MapName=WAR-Islander
MapName=WAR-Islander_Necris
MapName=WAR-MarketDistrict
MapName=WAR-OnyxCoast
MapName=WAR-PowerSurge
MapName=WAR-Serenity
MapName=WAR-Serenity_Necris <== Looks like this will not be on the PS3 (bRemoveOnPS3=1)
MapName=WAR-Floodgate
MapName=WAR-Avalanche
MapName=WAR-Torlan
MapName=WAR-Torlan_Necris

Storm_Shadow
15th Oct 2007, 04:02 PM
All excellent information thus far. I really appreciate it! :2thumbs:


WAR - Warfare which should replace Onslaught with a hint of Assault :? - Next newb question (since I'm on a roll :roll:): What is/was the Onslaught game mode, and what is/was Assault? I have seen some posts about avid UT'ers saying that what they're waiting for is WAR. ... Um, so, ME TOO! (What am I waiting for?) :D

A lot of this stuff could be compiled to make a pretty nifty guide for UT Dummies. (UTD).

CarbonFire
15th Oct 2007, 04:54 PM
:? - Next newb question (since I'm on a roll :roll:): What is/was the Onslaught game mode, and what is/was Assault? I have seen some posts about avid UT'ers saying that what they're waiting for is WAR. ... Um, so, ME TOO! (What am I waiting for?) :D

A lot of this stuff could be compiled to make a pretty nifty guide for UT Dummies. (UTD).

Onslaught is a Control Point game (kinda similar to bf2) where each team tries to capture points, or nodes, around the map. Winning is achieved by destroying a special "power core" in the enemy base. That core is only accessed when you control a node that is directly connected to it, and you can only capture nodes in order. Hence it becomes a back-and forth battle - each team is trying to simultaneously attack the forward node to push to the enemy core, while holding their controlled nodes and preventing them from being taken.

The order of capture (which nodes are tied to which) can be changed, but you cannot "back cap" a node like you could in BF2 - you can only capture nodes that are "linked" to nodes you already own. Added to that, you must destroy non-neutral nodes held by the enemy using any weapon available to you. The more powerful the weapon the faster you can turn it neutral. To capture a node, you need to use the link gun secondary fire (the one you use to heal vehicles) to "heal" the CP in order to capture it for your team.

Warfare adds at least one extra element thats similar to assault mode. In each team's base you have an orb which can be used to insta-cap any node. The caveat is that the orb is only carryable by players on foot or hoverboard, so they may be easy prey for an alert team. If warfare is anything like ONS, it will be a very dynamic game with almost endless replayability given that node capture patterns can be customized by users.

Assault is an Offense vs Defense gametype where one team tries and complete objectives, while the other team tries to stop them from doing it for a certain amount of time.

Hope that sheds some light....and I hope that made some sense :roll:

Nomadicus
15th Oct 2007, 09:19 PM
Here is a pretty good video from Europe showing several maps of onslaught.
http://www.own-age.com/vids/11404

mapes
16th Oct 2007, 12:18 AM
Hey I got a question. WTH are those squid guys that show up on the left side of the screen? I assume they're people spotting vehicles...but seriously I keep expecting one of them to yell " Its a trap"

{CLR}geneSW
16th Oct 2007, 12:42 AM
How do you Eject from the scorpion?

When going to use it for a suicide run (spacebar for boost), hit e to jump out! You'll get ejected into the air while the scorpian boosts into the enemy creating a major explosion! I've used this several times against un-aware tank drivers, very fun to use!

Tip with the RL (rocketlauncher)- Double jump with it in different directions. Go forward then sideways, or backwards again! Aim just in front of them, at their feet. The splash damage seems to do more damage then a direct hit with a rocket!

Dead_And_Gone
16th Oct 2007, 03:53 AM
:crazy: :help: :newb:

Sensory and information overload.. :twisted:

This game has more dodads and twists than a mountain road.

Compile all this information together, and will be a Great sticky. :2thumbs:

WalkinTarget
16th Oct 2007, 08:18 PM
Finally got in ... thanks again for the location of the input bindings .. I swear I couldn't scroll down thru the list yesterday !!
Anyhoo, found it hard to see anything at distance .. I just don't like the gray soup effect of your vision. Couldn't find any weapons but happened upon an RL, then I was fine.
I saw Rand and ended up following him wherever he went. He constantly had the flag but I couldn't keep up with him as I was too busy just trying to learn the map and find a gun !! You can't kill very easily with an enforcer.

First impressions ... same fast pace as UT, but I still prefer a vehicle free game. Yes, that is an opinion, and I am entitled to it !! Different strokes, folks ! I just can't get past the graphics ... if Quake 1 was too brown, then UT3 is too gray.

Apache Warrior
16th Oct 2007, 08:31 PM
I got an Eagle Eye against Limey tonight. :D
Now if I can just kill Rand before he kills me. :cry:
Apache

Rand{CLR}
16th Oct 2007, 08:45 PM
Finally got in ... thanks again for the location of the input bindings .. I swear I couldn't scroll down thru the list yesterday !!
Anyhoo, found it hard to see anything at distance .. I just don't like the gray soup effect of your vision. Couldn't find any weapons but happened upon an RL, then I was fine.
I saw Rand and ended up following him wherever he went. He constantly had the flag but I couldn't keep up with him as I was too busy just trying to learn the map and find a gun !! You can't kill very easily with an enforcer.

First impressions ... same fast pace as UT, but I still prefer a vehicle free game. Yes, that is an opinion, and I am entitled to it !! Different strokes, folks ! I just can't get past the graphics ... if Quake 1 was too brown, then UT3 is too gray.

Dual enforcers kill fairly well. Though the secondary sucks.

When you spawn, you're close to weapons racks. There the floating thingys that seem suspended by beams of yellowish light. On this map there are 2 spawn points: a building with 1 way out (and 1 weapon rack inside it) and a more rectangular one with 2 ways out (and 2 weapons racks). RL on top of the flag building and also inside one of the tower sides, Shock rifle in the other tower side, Avril up on the middle level of each tower, and sniper rifles on the ends by the Spammers, and in the middle of the road by the tank spawn.

-Rand

P.S. It was fun killing you, Apache. You got me at least once when I was occupied with something else, so after a while that's when I decided to nuke your tank that one time. :twisted:

juneau
16th Oct 2007, 08:48 PM
Finally got in ... thanks again for the location of the input bindings .. I swear I couldn't scroll down thru the list yesterday !!
Anyhoo, found it hard to see anything at distance .. I just don't like the gray soup effect of your vision. Couldn't find any weapons but happened upon an RL, then I was fine.
I saw Rand and ended up following him wherever he went. He constantly had the flag but I couldn't keep up with him as I was too busy just trying to learn the map and find a gun !! You can't kill very easily with an enforcer.

First impressions ... same fast pace as UT, but I still prefer a vehicle free game. Yes, that is an opinion, and I am entitled to it !! Different strokes, folks ! I just can't get past the graphics ... if Quake 1 was too brown, then UT3 is too gray.

Have you edited the utengine.ini with the graphics tweaks?

Apache Warrior
16th Oct 2007, 08:50 PM
Why does the tanks accuracy become non existent when shooting up? I would have an easy shot at enemy craft hoovering above me and all I get is a bunch of noise. Nothing would hit the enemy aircraft. :?
If this is a bug it really sucks. You might as well jump out of the tank and throw rocks. :D
Also how do you get those things so high?
Apache

Rand{CLR}
16th Oct 2007, 08:51 PM
Why does the tanks accuracy become non existent when shooting up. I would have an easy shot at enemy craft hoovering above me and all you got was a bunch of noise. Nothing would hit the enemy aircraft. :?
If this is a bug it really sucks. You might as well jump out of the tank and throw rocks. :D
Apache

There are two reticules, a small one and the big one. The big one seems just to help you know where you're looking, the small one is the one that tells you where the shot goes. Once you lose the small one trying to lock on a Raptor, you're basically screwed: time to bail and use mini, Shock Rifles, and Avrils if you've got 'em. If not, enforcer is your best bet. You want something that is hit-scan or can lock like an Avril.

Think of it like a real life tank--there is only so far you can raise the barrel for a shot. This game just fools you into thinking you can shoot higher, but once you hit a certain height, that's as high as the shot can go.

I do appreciate being able to follow those high targets though, and if you track long enough and/or move to the right spot, you can get a shot off again.

-Rand

Sirex
16th Oct 2007, 08:52 PM
When evading, dont just bunny hop, or dodge.

ALWAYS mix it up, NEVER have a set pattern to your movments, never go
bh left, d right, bh right, d left, d left, bh right

mix it up as you do it, remember you can dodge Back and Forward too!


When moving across a map, I find dodging works to speed it up, alternate it left then right then left, while keeping your movement towards where you wanna go, this also helps keep an eye out for baddies too ;)