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    Unreal Tournament 2004 FAQ by NeroE-mail: [email protected] 2004 George MinkovVersion 1.4

    This is the second FAQ of my FAQ-writing career (the first being a

    personalfailure for letting so many people down) and I hope it will redeem mypersonalhonour somewhat. I WILL finish this FAQ. Cross my heart and hope todie. Inoticed no-one has made a full UT2004 FAQ, so I decided to step in and*drumroll* save the day. Well see how I fair.

    Table of contents:

    1. Version History2. Disclaimer

    3. The Concept of Unreal3. 1.The Concept of Unreal Basic Stuff3.2. The Concept of Unreal Tournament3.3. The Concept of Unreal Tournament 20044. History4.1. The plot of UT20044.2. Unreal throughout the years5. Game basics5.1. Movement5.2. Gunfire5.3. Teamwork5.4. Adrenaline & Adrenaline Combos6. Pick-Ups7. Weapons & Tactics

    8. Vehicles & Tactics9. Game Modes9.1. Death Match9.2. Team Death Match9.3. Double Domination9.4. Bombing Run9.5. Capture the Flag9.7. Assault9.8. Onslaught9.9. Mutant9.10. Last Man Standing9.11. Invasion10. Some Strategies

    11. Miscellaneous12. When to contact me13. Roll Credits

    -- ------------1. Version History-- ------------

    1.0 This FAQ is taking much longer than I thought, so Ill have toupload it in

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    parts. This version contains only 5 sections + version history anddisclaimer,so the FAQ is done up to section 7. Im currently working on section 8.

    1.1.-Fixed my disclaimer to point to section 12 instead of 8. Bet none of

    youcaught that :)-Corrected a TON of typos in sections 1-7.-Updated Link Gun Secondary Fire Mode to now state it pushes vehicles(thanksto Brayden McLean).-Changed the words vehicle and vehicles to be lowercase everywhere,exceptin the beginning of sentences.-Changed all loose to lose because I didnt know how to spell it,but I donow (thanks to Michael Healey).-Updated the Credits.

    1.2.-Corrected even more spelling mistakes (thanks to John Rush).-The amount of typos demands an immediate update, so thats all.

    1.3.-Corrected an error about the Grenade Launcher, which said it was onlyavailable in ONS, while it is also available in AS (thanks to RichardClarke).-Added Ball Launcher to Weapons section. How the hell did I miss that?(thanks to Daniel Houseward)-Ive made significant progress with the Vehicles section (Ivestarted it),but its not ready for show yet.

    1.4-Im still alive. I realise I havent updated my FAQ for a few monthsnow. Thatwas due to technical difficulties, but that sorted now. You can expectversion2 to be up within the next few weeks.-And also included an extra tactic for the Ball Launcher (thanks toDale)

    -- ------------2. Disclaimer-- ------------

    This is my first ever FAQ, so I hope youll like it. I also hope it getsapproved. If you have ANY suggestions or tips, or if youve founderrors orinaccuracies, or you just want to say how good my FAQ is, drop me aline, butcheck section 12.When to contact me

    Now, its not like I made something worthy of honour, but still if you

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    feelinclined to use it, drop me a line to ask for my permission. Id beever sohappy if someone liked my FAQ enough to want to use it, or parts of it,sopermission is no problem at all. But it would be really mean of you tojustcopy and paste it without even mentioning me. Thanks. Now the samething in amore menacing manner of speech.

    The use of this FAQ in any websites, forums, message boards, or anyotherplaces with public access without my DIRECT permission is STRICTLYprohibited.Ask me before you put my FAQ anywhere and it should be OK. Even with mypermission, you can only use the FAQ in its entirety, with thisdisclaimerincluded. If you want to print it for easy access, be my guest. Also,do not,

    under any circumstances, use it for profit. If anyone should be makingmoneyfrom it, its me. But Im not, so neither should you.

    -- ------------3. The Concept of Unreal-- ------------

    Here you can find the ideology behind the unreal franchise as a whole,as wellas more in-depth details. This is strictly for those who care to beimmersed inthe atmosphere of the game and really feel it. For those of you who

    just wantto score some frags and go to bed, just skip a few chapters down.

    -- ------------3.1. The Concept of Unreal Basic Stuff

    Unreal. Read that very carefully. Done? Now read it again. Good. Theconcept ofthis game was to create a fast-paced and diverse FPS, while refrainingfromrealism. In this game you will find weapons that fire beams and glowingballs,rockets that that juggle people, a handheld nuclear weapon. Moreover,

    you can(and probably should) fire those weapons while you run and jump. Mapswillconsist of a tangled maze of pointless halls and rooms, or wooded areaswithelevators all around and jump pads that launch you in the air, thingsof thatnature. For those of you who have played any other UT game (or Quake)thisshould be readily apparent. For those of you who havent (not that

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    there areany), stop thinking of your character as a real being that has to obeyruleslike gravity and common sense. Instead, let go of your inhibitions.Run asfast as you can, jump as high as you can (and off as many walls as youcan) andfire as quickly as you can. Then die, respawn and fight again. Andlighten up.

    -- ------------3.2. The Concept of Unreal Tournament

    In the Tournament branch of Unreal games, things are a little moremultiplayer oriented, and a little more team-like. Get with the grooveof thegame, but dont lose track of overall objectives and try not to pissoff yourteam-mates. Cooperation here is key in almost all game modes and so iscoordination. Learn to work in a team and take orders every once in awhile andyou will win. In fact, this is the part where a lot of people lose theirresolve, go off goofing around while their team loses and usually getyelled atand kicked. Keep a level head and an eye out for objectives and try notto dietoo much. If you cant play in a team, there are still a lot of non-team GameModes, but avoid entering anything other than Team DM.

    -- ------------3.3. The Concept of Unreal Tournament 2004

    UT2004 brings Unreal tournament into the realm of next-generationgames. Thekey difference is the addition of the Onslaught game mode, together withvehicles. In UT2004, more than in any other Unreal game, teamwork isessential.This time around, you MUST play as a well organised team, or suffer aHumiliating Defeat. Solo action will very rarely cut it, even if itsortafits into the general strategy of the team. The vastly increased amountoftactical options, as well as the vastly decreased margin for error,means thatthe game now requires a different kind of determination. You will need

    to bemore selfless, more ruthless and more disciplined than ever before.That is, ifyou really want to win. If you want to just goof around and have funthen doso, but the team probably wont like it.

    -- ------------4. History-- ------------

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    This is just a short summary of what youre supposed to be doing in UT(singleplayer) as well as a recap on the most important events in thetournament. Alsofeatured here are the past Unreal games and what has changed since the

    beginning. I will purposely omit Unreal 2 and Expansion pack, since Idontlike them and they have nothing to do with the game at hand.

    -- ------------4.1. The plot of UT2004

    A long time ago the humans fought a war with the Skaarj, which lefttheirgalactic empire in shambles. To assist in the rebuilding of thecolonies bycalming down enraged colonists, the Liandri Corporation came up withthe idea

    of staging a gladiatorial tournament for the miners. The interest wasso highthat it grew into a sport, with sponsored teams battling in speciallymadearenas. From the very beginning, Xan Kreigor, a robot, reigned aschampion inthe Tournament, until Malcolm, then leading the team Thunder Crash,defeatedhim and proceeded to merge with the other popular team at the time the IronGuard, lead by Brock. In last years tournament, they were defeated bytheJuggernauts, lead by gene-boosted monster Gorge. This year, as theTournament

    enters its 10th year, Malcolm is back with his old team Thunder Crashandtrying to reclaim his title as champion, Brock is back with the IronGuard andtrying for glory of his own and Gorge and the Juggernauts are there todefendtheir title. Additionally, the Skaarj Empire has sent a team of theirown tothe tournament in search of honour and glory and ex-champion XanKreigor (nowsimply Xan) has had some modifications and is back to return the titlewhere itbelongs. There are other events, but they are not as important, or as

    interesting. Oh, and you enter the tournament to give it a shot.

    -- ------------4.2. Unreal throughout the years

    A long time ago, in a galaxy far, far away, a game called Unreal wascreated by(then called) Epic. It brought a myriad of innovative features to theFPS genre(including bot match) and set the standards for future games to come.

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    But morethan that, it created a futuristic, science-fiction universe wherepeople havebecome a space-fairing civilization. Since then several companies havebeenbuilding on that success and still somehow manage to bring out gamesthat arethe same, only much better. Hats off to these guys. The weaponsincluded aforked chargeable pistol, an automatic pistol, an automatic rifle, theGloopGun, the infamous Razor Jack, a sort of minigun, the sniper rifle, theEight-Ball, as well as some weapons I cant remember.

    The original Unreal brought players something no game had before (or atleastnot so well done). As a result, an expansion set was released for thegame byLegend Entertainment Company. Sadly, I didnt play it.

    After that, Unreal Tournament was released by Digital Extremes. Thatwas (to myknowledge) the first game designed primarily for multiplayer. It alsobrought ahuge update in graphics, but more importantly, in gameplay. Althoughothergames of the time (I think) supported Capture The Flag, UT took that toa wholenew level, with beautifully designed and carefully planned maps. Atthat pointa new kind of player was born the team player. Suddenly, playing in ateambecame just as important as playing well, which allowed the weaker but

    smarterplayers to team up and defeat the Quake-zombies. It was the dawn of anew agein FPS, at least for me. Also, the infinite chargeable pistol wasreplaced withthe Impact Hammer melee weapon, the automatic pistol was remodelledinto theEnforcer, the assault rifle was removed, the minigun was redesigned,the RazorJack was renamed the Ripper and redesigned, the Eight-Ball was renamedtheRocket Launcher and remodelled. The rest I mentioned were justremodelled and Idont know about the others.

    After that, Unreal Tournament 2003 was released, again by DigitalExtremes. Itwas just the same as the original UT, only with VASTLY superiorgraphics. Whatit really did was update an aging but still good game, for which Ipersonallyam grateful. But it also added a few very interesting, elements double-jump

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    and adrenaline. In my opinion, double-jump was THE first useful kind ofjumpingin a firefight in any FPS. Adrenaline was also an innovative additionand itactually contributed a lot to team play (when used right) yeah, gocatch thatflag-thief who just activated speed! All of the weapons are just thesame as inthe original UT but redesigned, except for the impact hammer, which wasturnedinto the Shield Gun, the Enforcer, which was turned into the AssaultRifle, andthe Ion Painter, which was a new weapon. They also removed the AssaultGameMode mode.

    Lastly, not all that long ago, Unreal Tournament 2004 was released byEpicGames (the former Epic). To everyones surprise, it was JUST THE SAME ASUT2003. Then people looked closer and thought about it. Then they were

    blownaway. UT2004 is more different from UT2003 than UT2003 is from UT. Theadditionof vehicles in one new mode Onslaught made this a completelydifferentgame. More team-oriented than ever, yet still a frantic Death Match. Anewbreed of gamer is required for this game, one who has both skill andstrategy,as well as the smarts to tie the two together. So far, I have seen afew ofthese and they were just contrasting to everyone else. Or maybeeveryone else

    just sucked. All the weapons from UT2003 are present, though theAssault Rifle,Shock Rifle and Link Gun were remodelled. A few weapons were added: TheMineLayer, the Grenade Launcher, The AVRiL, and the Target Painter.

    Also, Unreal 2 and expansion were released sometime before 2004 andthats allthere is to it.

    -- ------------5. Game basics

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

    Here, I will give you a complete overview of all you need to do tobecome agood UT2004 player. The basics include moving, shooting, thinking, teamcoordination, as well as a few other things.

    -- ------------5.1. Movement

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    I will divide this section into two parts basic and advanced, sincethere arethings people are comfortable with and some things (the more importantones)that people will have a hard time getting used to.

    5.1.1. Basic movement

    RUNNING (Directional Buttons)Obviously, thats what youll be doing most of the time to get around.Moreimportantly, you will use it in battle. A moving target is harder tohit isno joke. You stand around and youll eat rockets or shrapnel. Strafearoundyour enemy, but change directions every now and then to avoid becomingpredictable. However, keep in mind that there are faster ways to get

    around onfoot, as well as better ways to dodge in combat. Also note the game hasnowalk button.

    JUMPING (Jump Button)Despite what you might think, this is next to useless. A single jump istoolow, too slow and too predictable. Only use it if the ceiling is toolow orthere is a chance of getting caught on the ornaments above you. It couldsometimes also be used for Wall-Jumps, but not all that often. Whenever

    possible, use Double-Jump.

    DOUBLE-JUMP (Double-tap Jump Button)Now were getting somewhere. A very useful manoeuvre and one thatshould becomesecond nature to you. Whenever there is enough room for, chain yournormal Jumpinto a Double-Jump. There is a small trick here, though, as you need topressthe second jump BEFORE you start descending, or it wont work. TheDouble-Jumphas a lot of uses, including reaching high places, but the most

    important oneis surviving in combat. The saying an airborne target is harder tohit isvery true in this case. But in addition it also puts you really highfrom theground, which lets you fire your rockets at a greater angle against theground,which makes aiming the Rocket Launcher so much easier. Do not rest easythough,as the Double-Jump moves horizontally very slowly and a good player can

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    stilltell where you are going to land and give you a three-rocket cushion tolandon, or simply a face-full of flak.

    CROUCHING (Crouch Button)Crouching is a very underrated move, even by those that use it. Theidea thatyou have to be always on the move would seem to leave little time forcrouching. Well, what few players understand is that in team games notallpeople have to go do something. There is still the need for people tostayback in base and defend. In this respect, the crouch is perfect forsnipingfrom behind a boulder or a low fence, or concealing yourself on highledges.Mostly you want to hide your torso a bad snipers primary target anda goodsnipers average target behind a piece of geometry. Trust me, thereare a lotof places to do that. Additionally, it provides a means of lookingthrough ahole in the floor. Simply duck, step back a bit and you can see (andsnipe in)a lot more of the room below. Also, you will not fall over edges whilecrouched, so thats useful for making sure you dont fall off a smallledgewhile sniping.

    DRIVING (Directional buttons, Jump and Crouch Buttons, Mouse)For goodness sake, people! Learn how to drive! Throttle andBreak/Reverse isdone with the forward and backward Directional Buttons, steering leftand rightis done with the Left and Right Directional Buttons. The camera (andweapon) iscontrolled with the Mouse. Additionally, some vehicles have a handbrakeorjump, which is done with the Jump key. There are a few simple rules fordriving: KNOW where youre going; WATCH the road, unless you HAVE tolook theother way; try NOT to run over teammates that you come across; if thereare

    teammates around you approach them they may want a ride.

    5.1.1. Advanced movement

    DODGING (Double-tap any Directional Button)The reason something this easy to do is in Advanced, is that youSOULDNT doit. Its slow, its short and it has a nasty recharge time (the time it

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    takesbefore you can do another dodge). It really doesnt cover all that muchdistance, nor does it do it very quickly. In almost every situation,youd bebetter off using a Dodge-Jump. A possible exception is the case ofinsufficientspace, where youre fighting on a narrow platform withlava/acid/bottomless pitto the sides, or in low gravity, where the Dodge-Jump covers TOO muchdistance.Generally, avoid this move in favour of the Dodge-Jump. Also, do NOTdodgeuphill or up the stairs. It DOESNT work.

    DODGE-JUMP (Double-tap any Directional Button then hit the Jump Button)Again, were getting somewhere. The Dodge-Jump is everything the Dodgeis, butbetter. It moves much faster, goes much further and can actually beused to getfrom place to place faster. There are a few ways you can use the Dodge-Jump.The most obvious (I suppose) is for faster travel. Actually, thatswhat youllwant to use most of the time, unless youre climbing a hill or stairs,or haveto make a sharp turn. The Dodge-Jump is plagued by the same recharge asthesimple dodge, so adjust your dodge timing. The second, and much moreuseful(and harder) way to use Dodge-Jump is in combat. The most common way isDodge-Jumping to the side. That will put you away from most splashdamage

    (possibly excluding the Shock Combo), while giving you time to act. Mostplayers will lose sight of you for a moment and even those that dontwill havea hard time aiming at something moving that fast. Provided you can aimwhiledoing it, youll usually get the upper hand. Just be mindful of yoursurroundings dont Dodge-Jump in the corner, onto jagged geometry orintotraps - and watch the recharge time you cant do them one after theother.Another useful technique is to Dodge-Jump forward, into the enemysfire. Itmay sound crazy, but it works against the rocket launcher. The enemywillusually aim at your feet, while you fly over the rocket and end up inhis face,Flak Cannon in hand. Just watch it, OK? Finally, Dodge-Jumpingbackwards is asmart move. If you have the flag and want to kill your tail, turnaround andshoot. But dont forget (like many players), that you ca still Dodge-Jump awayfrom the enemy, while laying a carpet of covering fire.

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    WALL-JUMP (While airborne and near a wall, double-tap DirectionalButton awayfrom it.)Immensely useful. Especially given the fact that you can do it after a

    doublejump. The sole purpose of this move is to avoid landing on rockets andbombs.Even the best of player oftentimes find themselves Double-Jumping intowall inthe heat of battle and end up sitting on rockets. What few of them do isWall-Jump. It covers a lot of ground, moves quickly AND it extends yourDouble-Jump. Actually, its smart to double-jump INTO walls, since thatgivesyou an ace up your sleeve. It puts you where the enemy wont expect andputsyou there before he can aim (most of the time). Just be mindful of thesurroundings. Wall-Jumping is not recommended in crammed spaces, sinceyou slamin the opposite wall and just sort of hang there for a while. It isalso notrecommended with traps around, since you cant really aim it. Finally,dont doit if the ceiling is too low or too jagged.

    -- ------------5.2. Gunfire

    Again, I will divide this section in two parts basic and advanced.Basicconsists of thing that every player should know, lest they be laughedat andridiculed in every game they enter. Advanced consists of moreinterestingthings, the kind that makes the game into an art.

    5.2.1. Basic Gunfire

    FIRING MODES (Primary Fire Button and Secondary Fire Button)As in all Unreal games, in UT2004 all weapons have 2 Firing Modes,dubbedPrimary and Secondary. Which is which can be set from the options menu,underWeapons with the checkbox Switch Firing Mode. The two Fire Modes ofasingle weapon may, or may not have anything in common and are usuallygood fordifferent things. More than that is weapon-specific, so Ill get intodetaillater on. Just learn what fire mode is good for what and dont make afool outof yourself. The same goes for vehicles.

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    AIMING (Mouse)It may sound intensely stupid, but learn how to aim. Most people arefairlyaccurate when standing still, but cant hit the broadside of a barn whenrunning. Take time to practice your marksmanship. And remember

    crouching doesNOT improve your aim and running does not hamper it. Learn to fire frommovingvehicles. Theres a good reason the moving direction of the vehicles isnotdirectly attached to the camera direction. That allows you to do drive-bys,which usually makes you harder to hit. A moving target is harder tohit,remember? If the vehicle can jump and strafe, use those too.

    INVENTORY (Weapon Select Buttons)

    For some reason, the guys at Atari never updated the HUD to displaymore than10 weapons at a time, while there are about 16 now. As a result, whatyou seeis not always what you have. Yes, when you have two weapons that occupythesame slot, that slot will have an effect on it to signify this, butits notreadily apparent and you can miss it very easily. Try to remember whatyou havein case you need it. This is most important for the AVRiL. It occupiesthe sameslot as the Rocket Launcher, so if you have an AVRiL, use it. Dont goabout

    improvising.

    SELF-INJURYMost weapons in the game have splash damage on at least one of theirFiringModes and the Flak Cannon shrapnel ricochets off wall. Be careful whenDouble-Jumping and Dodge-Jumping, so as not to end up shooting at abeam or adoorframe right in front of you after the jump. Try to avoid shootingsplashdamage weapons at people in your face whenever possible.

    5.2.2. Advanced Gunfire

    LEADING YOUR TARGETAll but a few weapons in the game fire projectiles that take time toreachtheir target. That means you have to fire not where your enemycurrently is,but where you think he will be when the projectile hits. This is where

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    all therunning and jumping around comes into play. If your enemy is running inacircle, fire a bit in front of him. If your enemy is airborne, do NOTfire athim unless youre using an instant hit weapon (and even then try toavoid it).Instead, try to see where he will land and send a few rockets/bombs togreethim. If your enemy is dodge-jumping, chances are you wont be able tolead him,so try to keep him in sight and shoot when he lands. Leading target isevenmore important in vehicles, since most have slow moving projectiles.Even whenyour vehicles has a fire-and-forget homing weapon it still pays to leadtargeta bit, since most of what youll be aiming at will be very fast.

    SNIPINGEven though both sniper rifles in the game are instant hit weapons, itstillpays to lead target with them. Even if your reaction time is perfect,it stilltakes some time to process the thought, pull the trigger and draw theanimation, and it only takes the enemy a couple of frames to get out ofthe wayif he is running. So lead target just a bit. Aim for the head ONLY ifyourevery good, or if youre aiming at a stationary target. Headshots aresweet, butyou can still score hits without them, so aim for the torso. Its big,

    itsround, and a shot there often kills players who are low on health.Also, whensniping, remember your shoes are not nailed to the ground. If you noticesomeone shooting at you move to the side or hide behind somethingwithoutun-zooming. This is even more important when fighting another sniper,since hewill have as good a chance to kill you as you will have to kill him.Strafe andconstantly change directions while your gun is reloading. A goodstrategy isstrafe until he shoots, then stop to get a better aim while his gun isreloading. Additionally, the Hellbender has a beefy sniper cannon onits back,but more on that later.

    KNOWING YOUR WEAPONSLearn what each weapon does and what it is good for. Then learn whateach ofthe fire mode of each weapon is good for. Were talking situation,range,

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    accuracy, specific characteristics. These are weapon specific, so Illget intodetail later. Another thing to do is REMEMBER what weapons you have.Dont hogthe most powerful weapon you have if its wrong for thecircumstances. Recall(or look at) what weapons you have and switch to one that is moreappropriate.Keep in mind that not all weapons are displayed in the HUD inventory,due tothe lack of space. Also, keep in mind that there is no most powerfulweaponin this game (with the possible exception of Superweapons). If youthink theRocket Launcher is the best, try using in crammed spaces. If you thinkthe FlakCannon rules, try using it at long range. But more on that later.Knowing yourweapons is even more important when it comes to vehicles (which are justweapons with health instead of ammo). If you cant drive a certain

    vehicle,leave it to someone else. Only take vehicles youre not familiar withif thereis no-one else around. Vehicles are very valuable and must be put togood use,lest the team loses. Each vehicle has its own characteristics, thingsit caneasily kill and things that can easily kill it, so learn those and tryto tagalong with vehicles that can protect you. More details later.Additionally,some vehicles require people on foot (yes, people on foot) to protectthem.

    ANTICIPATING ENEMY MOVES AND LEARNING THE MAPThis is key, especially in Death Match. Dont chase an enemy down ahall whilehes plastering you with flak grenades. Stop, think where this hallleads andintercept him. This catches 9 out of 10 people unprepared. If yourenemy istrying to hide behind a pillar, dont follow him around in a merry-go-round.Either shoot on the other side of the pillar, or circle the other wayandoutflank him. People love to pick up weapons. Therefore, its a goodidea tojust fire a rocket or bomb at heavy weapon locations every time youpass by,just in case. Also, in a firefight, people will want to pick upweapons, sosometimes its a good idea to fire your rockets/bombs at a pickup,rather thanleading target. That works especially well with Shield Packs. Anothergood idea

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    is, when you are being chased, turn a corner and wait a couple ofseconds. Ifyour pursuer comes after you, feed him some Flak. If he doesnt, Dodge-Jumpback around the corner and give chase.Know how to get to Nodes quickly and learn to navigate on the radar map(onOnslaught). Also, try to tell where an enemy is heading and teleportaround themap to intercept him, rather than chasing him, since once he attacks anode,you can no-longer teleport there. If the enemy is attacking your node,theresa good chance you can sneak up on him for maximal damage. Dont openpointlessfire from a mile away, only to be blasted by a Tank cannon.

    SUPERWEAPONSNo, using Superweapons is NOT cheap, its a tactical advantage. Infact, usingSuperweapons becomes a form of art with friendly fire on, in that youwant tokill the enemy without incinerating your own team. In certain situations(especially against a Leviathan) you will actually need Superweapons.Learnwhere they spawn and how long they take to respawn. Learn where andwhen to usethem. Different Superweapons are good for different things, but theyare allgood for more than just scoring frags. You could vaporise the entiredefendingteam (and yourself if need be), thus allowing your team-mates to

    capture theflag/hold the point/capture the node/whatever. Inversely, you couldkill anenemy strike force that has stolen your flag if your whole team just gotnailed. Of course, you must always be careful that you dont do so muchcollateral damage that it makes your act treason. If there are a lot offriendly vehicles around, then its probably not a good idea to fire,sincethey may just hold their ground. There are other uses of Superweapons,but Illexplain them with each weapon.

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

    5.3. Teamwork

    Here is a (relatively) short explanation on how to play well in a team.Thoseof you who think they already know how to play in a team stopthinking andread on. Even if it all seems downright obvious, read it anyway. Thereare somefiner points here that youd do well to at least pay attention to.

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    COMMUNICATIONCommunication in team games is a very important aspect. Even more sowith theintroduction of a more team-oriented Game Mode, as well as Voice Chatand

    Text-to-Speech. Even the best of players are still not psychic. Theyneed toknow where they are needed. There are several ways to do that. Thetried andtested way is to simply teamsay to them, but that forces you to stopmovingwhile you type, and the communicating animation of your model throughthattime does little to preserve your life. Furthermore, by the time youredone,its often too late. Another way is through the Voice Menu, which iswhat allpeople without a microphone should use. Either use the Voice Menu, oruse the

    Speech Bind option for faster use. Finally, using Voice Chat tends toproducebest results, but is often unreliable due to connection problems andsomepeoples innate inability to pronounce. It also requires that youprovide yourown locations, since your location isnt given when you use Voice Chat.Thatbeing said, simply using these communication options withoutconsideration canlead to serious problems. In your efforts to communicate not-all-that-valuableinformation, make sure you dont drown out your team-mates pleas for

    HELP!!!.In respect to Voice Chat, do not, I repeat, do NOT have any othersources ofloud noise around for your mic to pick up. Theres nothing moreannoying than alow quality crappy song by God knows who beating in your headphoneswhileyoure trying to nail that sniper whos killing your team. Also, bemindfulabout using Voice Chat. Crap over the headphones is much less toleratedthancrap anywhere else. You can brag, curse, laugh every once in a while,but dontmake a habit of it. When you start getting 10 shut up messages every

    time youspeak, youll know youve crossed the line. That said, any form ofcommunication gives your team a clearer picture of events on the map,and so aclearer picture of what they should do. And people who know what theyresupposed to be doing usually fare better than people who dont.

    WORK WITH THE TEAM

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    Remember, every team Game Mode has an objective. Learn what thatobjective isand work to achieve it. However, rushing off to do the objective israrelysuccessful against a coordinated defence. There is strength in numbers,so waitfor team-mates to join you in the attack. If they wont, then you canjoin THEMfor their attack.You dont always have to be going somewhere to be useful. If everyonesleftand theres no-one to guard the base, then dont rush out after them.Instead,stay behind and guard. That is just as useful as attacking, providedtherearent enough people to do it already.After a melee, dont pick up the weapons unless you need them. Yourteam-matesmight be running low on ammo, or have crappy guns, so let them see iftheres

    something they need. After that, or if no-one is showing interest (orif youreally need them), THEN pick them up. Similarly, you can toss strongweaponsyou dont need to team-mates who look like they do. Youre not loosingmuch,but theyre gaining a lot.Listen to orders every once in a while. The person talking might knowbetterthan you.Never injure your team-mates on purpose and try to avoid injuring thembyaccident. Sometimes it cant be avoided, but most times it can.You should value victory more than your own life. Dont be afraid todie if ithelps your team. Most of the time youll be able to respawn right away.Infact, you can suicide when you have the time, to refill your health andspawncloser to the action.Goofing around, neglecting objectives, team-killing and sheer stupiditywillhamper your team more than having one player less, so avoid them at allcosts.Remember, people expect you to help out. Dont disappoint them.And one final point. Learn how to follow the damn arrow in Assault. Ifyou

    cant look around. Objectives show through any and all geometry.Theyre notreally all that hard to find.

    RULES OF CONDUCTTo avoid getting angry looks (which you wont see) and angry insults(which youWILL see), there are a few things you should do. First and foremost,

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    treat allplayers, team-mates and enemies, nice guys and assholes, nice. Dontinsultpeople over the smallest detail, dont make personal threats ordemands, andavoid bloody vengeance for every little thing. Everyone can screw uponce in awhile, so give them a break.If someone insults you, keep a level head and ignore him. If hecontinues to doso, mute him from the ESC menu.If someone asks you to do something, its usually a good idea to do it.Itmakes him happy and leaves you happy you helped. That is, unless hesaskingyou to do something very stupid or very offensive or annoying for otherplayers. Just as well, dont do any of those things on your own either.With almost all modes being team-based, not playing in a team isanother thingthat infuriates people. Try to be part of the team, or at least have a

    highenough score (which is gained by playing in a team). If they still getangry,defending yourself is pointless, as its only likely to cause aconflict.Camping is generally accepted as a natural form of defence, and a formofattack to counter defending campers. However, camping which has NOstrategicsignificance is unacceptable. That includes camping a spawn point,camping aweapon site, camping a busy way. Those things will earn you insultsfrom yourteam for not cooperating and insults from the enemy for being cheap.Another thing to note is that in team-games, frags account for verylittle. Youmay have the highest frags and still be the useless bastard of the team.Concentrate on what youre supposed to be doing and youll have ahigher score.Also spamming long pointless messages like wwwwwwwwwwwww, so that theText-to-Speech would spend LITERALLY 10 minutes saying dublju is asure wayto make everyone hate you. In a few words: dont do things that wouldannoyyou, and listen to what the team has to say and youll be alright.

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

    5.4. Adrenaline & Adrenaline Combos

    Adrenaline is used for Adrenaline Combos. You gain adrenaline bygrabbingAdrenaline pick-ups, killing your opponents, receiving rewards such asMultiKills, Killing Sprees and Special Awards, as well as securingobjectives (suchas capturing flags and scoring goals). Once it reaches 100, you can

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    activate anAdrenaline Combo by doing the Combo move. Those moves are specific foreachCombo and are given below. Once you activate a Combo, it will drain youradrenaline at a constant rate until it runs out, at which point theCombo willend. You can still gain Adrenaline while a combo is active and that willincrease its duration. If you are killed with a combo active you willlose allyour available Adrenaline. There are 4 Adrenaline combos, plus anadditional 2through a Mutator, called Extra Combos. I will use the followingabbreviationswhen stating Combo moves: F = move forward, B = move back, L = strafeleft, R =strafe right. Also, I will explain the Game Modes for which eachAdrenalineCombo is most useful, as well as some basic strategies. For moredetailedstrategies, see each Game Modes section. For information on how much

    Adrenaline you gain for awards, see Awards in section 11.Miscellaneous. Forinformation on how much Adrenaline you gain for completing objectives,see eachGame Modes objectives.

    Speed (F F F F)Most useful for: Bombing Run, Capture the FlagUpon activation, you will hear the announcer say Speed and your feetwillglow yellow and you will also leave yellow trails. This Combo willeffectively

    double your movement speed and the height of all your jumps, but itwill gobbleup adrenaline like crazy. Speed is the most Adrenaline hungry Combo andit willonly last for a few seconds before your Adrenaline runs out.Still its a good idea to use when you have the Ball in BR and youreon thehome stretch, or you need to clear a large gap or jump on a highplatform toreach the goal. Its useful in the same respect in CTF, but since youcan fightback with the flag in your hands, there are other Combos that are moreuseful.Speed is next to worthless in any other mode.

    Booster (B B B B)Most useful for: Death Match, Team Death Match, Capture the FlagMutant, Invasion, Last Man StandingUpon activation, you will hear the announcer say Booster and you willstartemitting Green + sprites. Your health will start rising by 5 persecond,

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    until it reaches 199. Then, your armour will start rising by 5 persecond,until it reaches 150. At that point the booster will stop having anyeffectuntil your health or armour drops, or until you run out of Adrenaline.Butgetting to 150/199 is a rare occurrence.Use it in DM to give yourself a longer lifespan and thus more frags,but onlyactivate it when youre high on health to avoid being killed before theBoostercan make a difference. However, in DM, there are other Combos that arejust asuseful, so dont concentrate on Booster alone. This combo is used inTDM justas it is used in DM.For CTF, start the combo a while before you get to the flag location.Thatllgive you a sufficient boost by the time you meet the defenders and amuch

    better chance to take the flag. Also, it will make your escape easier,sinceyoull be harder to kill. Alternatively, Speed can be used in this case.In MU (Mutant) you can use it to become the Mutant, but the Mutant isstrongenough to turn you into mincemeat regardless of your health, so youdbe betteroff using Berserk.In INV (Invasion) it is the best Combo you can use, since it willpreserve yourlife better and thats what INV is all about. And when the health onthe map isall taken and monsters have boxed you in, it can make all thedifference.In LMS (Last Man Standing) you could use it in the same way you wouldin INV.Its what will keep you alive until the end.

    Berserk (F F B B)Must useful for: All game modesUpon activation, you will hear the announcer say Berserk and brownlines willstart circling around you. All your weapons will fire twice as fast astheynormally do while the combo is active.In DM and TDM respectively it is a very big help, since that will giveyou anedge over almost anyone and with a rapid-firing Rocket Launcher you candomiracles. Just be careful not to blow yourself up. And in TDM try notto blowup your team-mates.In DOM its just as useful, since it will allow you to kill attackersbeforethey ruin your domination and it can also be used for attack to ruin

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    THEIRdomination and to clear Control Points.In BR it gives you an easier time in stopping the Ball Carrier beforehe canmake a pass, or get to him THROUGH his defenders.In CTF it is used just as in BR, but you can also use it to protectyourselfwhen escaping with the flag.In MU it is the power-up of choice, since it is easier to kill theMutant withBerserk than it is with Booster.In INV and LMS it is fairly useful because killing your opponents isdirectlyconnected to your own survival in those modes, but Booster is stillrecommended.

    Invisibility (R R L L)Most useful for: Death Match, Team Death Match, Double Domination,Capture theFlag, Last Man StandingUpon activation, you will hear the announcer say Invisible and yourin-gameskin will be replaced with an almost transparent ghost. Youre notCOMPLETELYinvisible, but it takes an eagle eye to see you, and in the heat ofbattlepeople will only see your projectiles. Its infuriatingly hard to aim atsomething you can just barely make out.In DM it is among the most useful Combo, since it gives you killsalmost forfree. Few people will be able to see you and fewer still will be ableto aim,

    thus giving you a tremendous advantage.In TDM its a little different, since you can suffer from collateraldamage andeat rockets and shrapnel that were never meant for you. People aresurprisinglyaccurate when theyre not aiming at you. Still you can activateInvisibilityand go solo, so its still good.In DOM you can use it to slip by the enemys defence and disrupt theirdomination, but not a lot else. People there are usually armed to theteeth andwont let you keep the Control Point. You can still keep them busy fora while,until tour team mates come to back you up, but thats it.In CTF you can use it to sneak into the enemy base and steal their flagwhentheyre not looking, but the Invisibility wont hide the flag or theglow, soyoull have to provide your own escape.In LMS Invisibility will buy you some more time to live, but not quiteas muchas Booster.

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    These are the two combos the Extra Combos mutator makes available.

    Pint Sized (L L L L)Most useful for: Screwing aroundUpon activation, you will hear the announcer say Pint Sized and your

    character model will shrink by about half, but your weapon will not.Thatshould make it harder for people to hit you, but weapons with splashdamageare largely unaffected. Still, its incredibly hilarious to watch a 3feet tallmidget run around with a HUGE Minigun. Cant say I have any practicaluse forit, though, since the default Combos are better.

    Camouflage (R R R R)Most useful for: Screwing around

    Upon activation, you will hear the announcer say Camouflaged and apiece ofworld geometry will appear over your character. It will be anythingfrom alarge rock to a structural ornament, to a piece of wall. If you standstill anddont look around, you SHOUL be able to blend in with the map. Forthose thatdont know the map, that is. It may be good for camping, but I cantsee anyreal use for it, other than the fact it turns you into a walkingcinderblock.

    -- ------------6. Pick-Ups-- ------------

    Pick-ups in the game (not weapons) come in many forms and shapes. Mostof themare directed at defence and will have no DIRECT offensive capacity.Some ofthem may be more important than others, but they are all important tothe goodplayer. You would do well to remember where those items are located andhowlong it takes for them to respawn. I will include respawn times (onlynot yet),

    but for locations youre on your own. Also remember that not all ofthem areworth risking your life for, but there are some that are. Those areexplainedbelow.

    Health VialIts a light blue vial that gives 5 health points. Due to their small

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    bonusthey are rarely found alone, and are usually in group of 3 or 5. Oftenveryunderestimated, health vials can oftentimes turn the tide of battle,since theycan raise your health over 100 points. Pick them up whenever you runacrossthem and even take the other way if it has more of these. In fact,whenever youhave the time to run around the map, run to a place that has these,unlessyoure really low on health. If you pick up Health Vials often enoughyou canamass quite an impressive amount of health that will serve you welllater on.

    Health PackIts a blue cross that gives 25 health points. Regrettably (but forbalance) itwont raise your health over 100 points. Players usually overlook thesewhenthey dont need them and rarely live long enough to find one whentheyre hurt.Remember the locations of all Health Packs and visit them often, evenif youremissing just 10 health points. That way you can accumulate more healththroughHealth Vials and when you DO need Health Packs, you wont need themthat badly.Also, thats one of the things people will want to pick up in afirefight, soif you notice them going for it, plaster it with whatever you have. It

    works.

    Big Keg O HealthIt looks like a big white and blue keg. Upon closer inspection we finditconsists of 2 white keg-like parts connected by blue healing energy.It givesa massive 100 health that takes you way over the 100 health pointlimit. If youcan take it, take it. Its worth going out of your way for, its worthriskingyour life for. Hell, take it just so the enemy cant take it, even if

    you haveover 150 health points. That is, unless another team member needs itmore.LEARN where it is and LEARN when it respawns and ALWAYS go for it whenit does.It is a HUGE advantage to have that.

    Shield Pack

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    Looks like a yellow shield (not surprisingly) and gives 50 armourpoints.Successive Shield Packs will not raise your armour points over 50, butifyouve picked up Super Shield Pack (or used Booster) it will add 50armourpoints until you reach the 150 armour point limit. Unlike Health Packs,Shieldpacks are always welcome, since almost always youll have use for morearmour.However, if youre low on health you should first heal up, since ashield packwill not stop all damage and 12HP/50AP is a waste. That said, do pickone upeven if you dont need it. That is, unless another team member needs itmore.It is worth going out of your way for it, but not risking your life forit. Youcan manage without it. Again, learn where it spawns and how often andpass by

    every once in a while. Also, most people will swarm the Super ShieldPack, sothe Shield Pack will be less contested. Thats a good thing.

    Super Shield PackLooks like a yellow shield with a lightning bolt through it and gives100armour points. Successive Super Shield Packs will bring your armour upto 150,and once you pick one up, so will normal Shield Packs. This is a musthave.Take it. Go out of your way if you have to. Risk your life if you have

    to, ifonly to deny the enemy the opportunity to have it. That is, unlessanother teammember needs it more. As always, remember where it spawns and how longit takesfor it to respawn and ALWAYS go to get it if you think it should bethere. Beready though, chances are you wont be the only one.

    Double DamageLooks like the knife from the U of the Unreal logo, only double andstripy-purple. It doubles the damage (apparently) of any weapon fired

    whileits active and lasts for 30 seconds. One of the 3 most important pick-ups inthe game, and one of the 3 pick-ups worth dieing for. There is usuallyonly oneplace on each map where this one spawns, so remember where it is and betherewhen its about to respawn. Its worth risking (and losing) your lifefor it,if just to deny the enemy the chance to have it (the UDamage Reward

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    Mutatorwill cause you to drop it when you die). Its usually a game-winner inDM andTDM and it can drastically improve your performance in other Game modesaswell. Usually, no team-mates will need this more than you, so its faregame.Just be sure not to blast yourself with it. Also, it works for vehicleweaponsas well.

    Adrenaline PillIt looks like a half-brown, half-white-hex-grid capsule tilted at anangle andgives 2 Adrenaline. They are usually found in groups of 3 or 5. This isanothervery underrated item that people usually wont bother with. Keep inmind that 1kill gives you 5 adrenaline and three Adrenaline Pills give you 6, soitswiser to cruise around and pick up pills. It fills up the Adrenalinealmosttwice as fast. Pick them up whenever you run across them. In fact,whenever youneed to get somewhere, or are simply searching for a frag, take the waythathas the most of these. Learn the locations of Pill clusters and treatthem likean important place to be. But theyre not worth risking your life for,sinceyou can get Adrenaline from many places.

    Weapon RacksNot yet.

    Ammo PackScattered around the map are ammunition packs for all of the weapons,with afew exceptions. Each weapons ammo pack has a different appearance andcontainsa different amount of ammo. Here is a list of ammo pack, theirappearance andwhat they contain:

    SHIELD GUN No ammo for it. It recharges automatically.

    ASSAULT RIFLE Looks like the barrel from the Assault Rifle and a greyclip.It gives 50 ammo points and 4 grenades.DUAL ASSAULT RIFLES Same as single Assault Rifle.BIORIFLE Looks like pill-shaped green container. It gives 20 ammopoints.MINE LAYER Looks like a large brown + Tetris piece. It gives 8 ammopoints.SHOCK RIFLE Looks like blue rod. It gives 10 ammo points.LINK GUN It looks like a green battery. It gives 50 ammo points.

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    MINIGUN It looks like a green box with a handle and a Minigun chainstickingout. It gives 50 ammo points.FLAK CANNON It looks like a yellow box. It gives 10 ammo points.GRENADE LAUNCHER It looks like a tall green box. It gives 5 ammopoints.ROCKET LAUNCHER It looks like a grey and red box. It gives 9 ammopoints.AVRiL It looks like brown-grey box. It gives 5 ammo points.LIGHTNING GUN Its yellow with 3 grey spikes that join at the top. Itgives10 ammo points.CLASSIC SNIPER RIFLE It looks like a box with high calibre bullets init. Itgives 10 ammo points.TARGET PAINTER No ammo for it. Only one allowed at a time.ION PAINTER No ammo for it. Only one allowed at a time.REDEEMER No ammo for it. Only one allowed at a time.TRANSLOCATOR No ammo for it. It recharges automatically.SUPER SHOCK RIFLE No ammo for it. It doesnt use any.

    -- ------------7. Weapons & Tactics-- ------------

    Weapons are what you use to kill the enemy. Collect as many as you can,but letyour team-mates have some too. Certain weapons are better at doingcertaintasks, but, with the exception of the assault rifle, theyre alluseful. Learntheir strengths and weaknesses, as well as when, where and how to usethem. If

    you cant use a certain weapon for a job, try another one. Most of theweaponsoverlap in a lot of their functions.Below you will find the names of all (ALL) weapons, as well as whateverstatistics I saw necessary to include. Each weapons section is dividedinto 2subsections, one for Primary and one for Secondary Fire. If there is a* aftera certain statistic, that means there is a note to be made about thatcertainstatistic. You can find one below the statistics for the current Firemode. Ifthere is a * after the Fire Mode, then that means that the fire modehas aspecial function which will be explained in the Introduction sectionof thatparticular Fire Mode. The weapons are arranged as they are in the HUDinventory, starting with the Shield Gun and using Next Weapon.

    Also, I found that a lot of the Special Features I used to describeweapons area little hard to understand, so I made the following list.

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    RECHARGING Weapon will automatically recharge ammunitions when not inuse.CHARGABLE SHOT Weapon can accumulate ammo for a set time for astronger shot.TEAM-SAFE Weapon will not hurt team-mates and allied vehicles evenwithfriendly fire on.DOES NO DAMAGE Weapon will cause no damage against anything.KNOCKBACK Weapon will knock players back and/or in the air and pushlightvehicles back.SCOPED Weapon has a zoom-scope for a Secondary Fire Mode.SPLASH DAMAGE Weapon will cause in an area around the point of impactCANNOT BE DROPPED Weapon will not drop on the ground when you diewith itequipped.USES SEPARATE AMMO Current Fire Mode uses different ammo from theother FireMode.SUPERWEAPON Weapon deals enormous damage, is rare and can be disabled

    throughthe No Super Weapons Mutator.

    INSTANT HIT Weapons of this type will hit in the same frame the shotis firedThe following characteristics will only appear for instant hit weapons.BULLET With each shot, the weapon will fire a bullet, which leaves notrailsin the air.BEAM With each shot, the weapon will fire a visible beam towards thetarget.SPREAD ACCURACY Weapon is inaccurate and will hit outside thecrosshair.

    PINPOINT ACCURACY Weapon will hit exactly in the centre of thecrosshair.HEAD SHOT Weapon will score a head shot for double damage, if it hitsaplayer in the head.CONTINUOUS Weapon fires a continuous beam that depletes ammo anddeals damageat constant rate.

    PROJECTILE Weapons of this type fire projectiles that take time toreach thetarget.The following characteristics will only appear for projectile weapons.AFFECTED BY GRAVITY Projectile will fall as it travels.BOUNCES OFF (1) Projectile will bounce upon contacting (1).DETONATES AGAINST (1) Projectile will detonate upon contacting (1).DETONATES UPON (2) Projectile will detonate when (2) is true.STICKS TO (1) Projectile will stick to (1) upon contact.(3) SECOND FUSE Projectile will stay in the field for (3) secondsbeforeexploding.HOMING Projectile will veer off its normal course to seek a lockedtarget.

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    CAN LOCK ON (4) Weapon can get a lock on (4).TURNING CURVE How much a projectile can veer to seek target whenhoming in ona locked target. If the angle to the target exceeds the projectilesturningcurve, it will lose its lock.CAN BE SHOT DOWN Projectile can be destroyed by gunfire.

    Where:(1) can be or all of the following: Players, Vehicles, Walls.(2) can be or all of the following: Operator Death, Weapon Loss,Contact,another event.(3) can be any number of seconds.(4) can be one or all of the following: Players, Vehicles, a specificVehicle.

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

    SHIELD GUNThe old shield gun that replaced the Impact Hammer a long time ago isstillhere and its still the same. For those not familiar with it, its asmallgreen gun, which can be used for an awesome melee attack, or used toprotectyourself from damage. For a time.

    Primary Fire ModeDamage vs. People: 40 single tap | 150 fully chargedDamage vs. Vehicles: 40 single tap | 150 fully chargedRate of Fire: 1/1s single tap | chargeableAmmo per Shot: N/A*Max. Ammo: N/A*Charge Time: 2sSpecial Features: instant hit; melee range; knockback; chargeable shot;usesseparate ammo; backfire**

    *The weapon has ammo, but Primary Fire does not use any of it.**If you release it against a wall or the floor, you will injure andknockbackyourself

    Introduction:Its a chargeable melee attack that does enormous damage when fully

    charged.Hold down Primary Fire to charge the weapon, release to fire. Note thattheweapon will fire automatically once youre within range of a validtarget (itwont auto-gib team-mates). Just charge the gun, charge at the enemyand letthem have it. Not much else to say. Also you start with it. I willhence forth

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    refer to the Shield Guns Primary Fire Mode as the impact hammer inmemory ofthe good old times and for ease of reference.

    Tactics:Its mostly worth using the impact hammer if you have nothing else

    available,or you just spawned and all you have is this and the Assault Rifle. Inthatsituation, and if someones close enough, you can chase him down withDodge-Jumps and splatter him against a wall. However, people will panicandconcentrate fire on you once they hear the distinctive sound of theShield Guncharging, so be careful.The impact hammer is also good against lightly armoured or damagedvehicles(with few health points) if you have nothing better on hand and you canget thedrop on the driver and gunners. However, that rarely happens, and

    weapons areplentiful in ONS, so reserve the impact hammer for REALLY desperatesituations.The impact hammer is also good for setting up ambushes. If you know theflag/ball carrier will pass through a narrow hallway, wait at the otherendwith a charged Shield Gun. Once they get in, theres no place to run.However,the Flak Cannon is better at this.A very good use for the impact hammer is in AS, where the enemy needsto standon a certain objective for a certain amount of time. Rush him with acharged

    Shield Gun and watch the gibs fly, since he wont want to leave theobjective.If he does leave it, thats all the better for you, since hes notworking onit. Either chase him down and splatter him if theres little room, orchange toa better weapon. In this scenario youll want to choose the Shield Guneven ifyou have better weapons, since you need an instant kill and few weaponscan dothat effectively.Also, you can use the impact hammer to boost your jumps (though it willhurtyou). Simply charge the Shield Gun fully, aim at your feet, release and

    THENhit jump (you need to push yourself against the floor). That will getyou tootherwise inaccessible places, but you need peace and quiet to do it.

    Secondary Fire ModeDamage vs. People: N/ADamage vs. Vehicles: N/ARate of Fire: continuous

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    Ammo per Shot: 15 + 1/1s when activeMax. Ammo: 100 rechargesRecharge time: 100/15sSpecial Features: does no damage; damage absorption; recharging;continuous;uses separate ammo

    Introduction:Its a shield that protects you from damage. It consumes 15 ammo pointsuponactivation and then drains ammo at a speed of 1 point per second.Additionally,it consumes 1 ammo point per 2 damage points sustained. However, itwont stopmore that 20 points from a single hit so stronger weapons will breakthroughthe shield and still hurt you for, but 20 points less. When the ammoruns out,the shield deactivates and you must wait for it to recharge. It wouldbe a good

    idea to wait until its fully recharged, since it spends ammo likecrazy, sotheres almost no point in using it unless its full. Also, you have tobefacing the attacker youre trying do defend against. Remember, theshield willnot cover your back and sides and it will subtract a maximum of 20points ofdamage from every hit. Keep that in mind. Something worth mentioning isthatthe shield will be green for the normal skin of your model, and it willtake onthe colour of your team when you join one.

    Tactics:First off, while the shield of the Shield Gun provides SOME protection,it isnot much. While it will stop bullets and some other weak projectiles,rockets,bombs and other heavy projectiles will still hurt you bad. Dont relyon it toactually protect you from damage as the most it can do is buy you time timeto get away, time to get health, time to run through a dangerous area,thatkind of time.A good time to use the shield is if you have nothing else left and youwant tolive long enough to find some better weapons.Also a good use for the shield is to defend the ball/flag carrier bytakingshots that were meant for him. However, thats wasteful, since evenwith theshield you cant take THAT much damage and a few well-placed rocketswillprotect the carrier much better.

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    In AS you can use the shield when you need to run the gauntlet to reachanobjective. Better yet, you can use it when youre AT the objective,activatingit. Since you cant move in that time and therefore cant evade enemyfire, theshield of the Shield Gun can buy you those extra few seconds you need toactivate the objective.And there is one more thing the shield can help for surviving falls.Even ifyou can avoid just 20 points of damage from the fall, its often enoughto saveyour life. Few drops can take more than 100 life, so if you can manageit, pullout the Shield Gun, point it DIRECTLY down and activate the shield asyoureabout to hit the ground.

    -- ------------ASSAULT RIFLEThats the weapon youll be seeing the most, since thats the oneyoull spawnwith every single time (except in Instagib matches). UT2003 veteranswillnotice that the model has been changed in UT2004. If you dont like thenewmodel, you can switch it in the Weapons tab in the Options menu.This isjust a plain looking (by Unreal standards) assault rifle. This weaponis justplain bad, so find another one as quickly as you can. Alternatively,you can

    try and grab another Assault Rifle and fire the two akimbo up your oddsalittle. But not a lot.

    Primary Fire ModeDamage vs. People: 7Damage vs. Vehicles: 4Rate of Fire: 60/10sAmmo per Shot: 1Max. Ammo: 200Charge Time: N/ASpecial Features: instant hit; bullet; spread accuracy; uses separateammo

    Introduction:The Primary Fire Mode of the Assault Rifle is a rapid barrage ofbullets. Well,rapid is an overstatement and barrage is something of an exaggeration,but itfires fast and does pathetic damage. To top it all off, the accuracy inPrimaryFire Mode is atrocious, even at close range. Hell, youd have troublehitting

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    the broadside of a barn at 50 paces. That and the 7 damage each bulletdoesmeans you really dont want to use this Fire Mode.

    Tactics:Only use this weapons primary mode if you have nothing better at hand

    and eventhen the Shield Gun is better in tight spaces. However, since its notalwayspossible to land a charged Shield Gun hit, there are a few things youcan do.Since the battle will be long and hard, you should concentrate livinglongenough to fight it to the end. Learn to Dodge-Jump and Double-Jump alot and doit even if you cant aim that well you wouldnt be able to aim thatweaponwell under any circumstances. Also, try to fire from a shorter range toimproveaccuracy. Also try to run from healthy, heavily armed players and pick

    on thewounded, weak ones. Or you could hurt someone with a heavy, slow-firingweaponthen pull this one and attempt to finish them off, but its bad evenfor that.And dont even think about shooting at a vehicle with 4 damage pershot. NOPOINT. More than that I dont know. Maybe say a prayer. Or usesomething else.

    Secondary Fire ModeDamage vs. People: 70Damage vs. Vehicles: 70

    Rate of Fire: 1/1s single tap | chargeableAmmo per Shot: 1Max. Ammo: 8Charge Time: 1sSpecial Features: projectile; knockback; chargeable shot; bounces offwalls;detonates against players and vehicles; 3 second fuse; affected bygravity;splash damage; uses separate ammo

    Introduction:The almost worthless Primary Fires almost as worthless, but notquite twin

    brother. Its a rifle grenade that bounces off walls and deals mediumdamage.The more you charge it, the further it flies. It bounces ridiculouslyhigh andfar, so keep that in mind. Also, you cant fire the assault rifle untilyou canfire another grenade. It will bounce around the map for 3 seconds, oruntil itmeets a player or vehicle, at which point it will explode. Its good IFyou can

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    actually hit anything with it.

    Tactics:Despite what I have said earlier, the Secondary fire is actually quitegood,provided you can hit anything.

    Youll want to use it if youre fighting in a crammed space and yourenemy haslittle room to manoeuvre. In that situation, aim for a direct hit as thegrenade is very likely to bounce right back in your face. In more openareas,try to shoot the grenade so it comes to rest somewhere around youropponentsfeet. That way hell lose sight of it and is very likely to trample itwhiledodging.Since the rifle grenades bounce off walls, you can try and shoot themaroundcorners. Do this if you know someone is chasing you, or if you know forsure

    someone is there. If you hear a boom sooner than usual, Dodge-Jumparound thecorner and finish whoever it was the grenade hit off.Alternatively, you can just fire a grenade and emerge shooting to forcehim tododge and hopefully step on the grenade. It doesnt work very often.Or, you could try shooting at vehicles, since theyre harder to missthanpeople (some vehicles at least) and the grenade does considerably moredamagethan most other low level weapons.

    -- ------------ASSAULT RIFLES AKIMBOThey couldnt figure out a way to make the Assault Rifle useful, so theyresorted to the Unreal classic akimbo. And I have to admit, it workedbeautifully. Assault Rifles Akimbo is one of the coolest weapons in thetournament, even if its not all that useful. And it brings backmemories ofthe first days of the tournament when we were still learning to fire 2handgunsat once. Fore those new to UT, this weapon is just the same as theAssaultRifle, only there are 2. Sadly, its not much more useful, but it isuseful

    enough to actually be usable. Uh something like that. And thedifficulty ofobtaining a second Assault Rifle means you wont be seeing this weaponall thatoften. Anyway, this weapon being almost the same, Ill only explaintacticsthat are unique to it, while all the tactics that were true for theAssaultRifle are still valid, unless I say otherwise.

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    Primary Fire ModeDamage vs. People: 7Damage vs. Vehicles: 4Rate of Fire: 120/10sAmmo per Shot: 1Max. Ammo: 400Charge Time: N/ASpecial Features: instant hit; bullet; spread accuracy; uses separateammo

    Introduction:Well, its just like the Primary Fire Mode of the single Assault Rifle,onlywith double the rate of fire. I say only but its actually a hugeimprovementas it approaches Minigun speed. Unfortunately, its sad, sad accuracyremains,but with that ROF, you dont need to worry all that much. If yourecloseenough to the enemy youll be putting enough bullets where it hurts to

    causesome serious discomfort. It also carries enough ammunition to removethe dangerof running out.

    Tactics:Well, basically do the same as you would for the single Assault Rifle,onlythis time around you have enough firepower to hold your ground. You nolongerneed to shy away from a fight, even with a fat enemy. Also, finishingsomeoneoff after hitting him with something big and explosive is much easier

    now andis, in fact, recommended. Well, provided you can switch weapons thatfast. Buteven with all the improvements, its still just a temporary solution.Concentrate on finding something better, since even akimbo, the AssaultRifleis not good enough.

    Secondary Fire Mode:Damage vs. People: 70Damage vs. Vehicles: 70Rate of Fire: 1/1s single tap | chargeableAmmo per Shot: 1

    Max. Ammo: 8Charge Time: 1sSpecial Features: projectile; knockback; chargeable shot; bounces offwalls;detonates against players and vehicles; 3 second fuse; affected bygravity;splash damage; uses separate ammo

    Introduction:Well, heres an unpleasant surprise: Its just the same! Sure, it holds

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    doublethe ammo, but so what? Oh, and both rifles take turns to fire thegrenade.

    Tactics:Well, since its a carbon copy of the Secondary Firing Mode of the

    AssaultRifle, do what you would do for a single Assault Rifle. A note worthmentioningis that with the Primary Fire Mode now much more effective, you mightwant touse the grenade less often, since its really hard to aim. Reserve itforvehicles and corners.

    -- ------------BIO-RIFLEThe dreaded green goo gun is back and its just the same as it was

    EVERY OTHERunreal game. But hey, you cant improve on perfection, right? Anyway,theweapon is just a big pressurised jar of green toxic slime with a pump,a valveand a trigger. And it fires green slime. Um, did I miss anything? Oh,yes,everyone you hit will turn green for a second.

    Primary Fire ModeDamage vs. People: 35/lvl 1 blob*Damage vs. Vehicles: 35/lvl 1 blob*Rate of Fire: 40/10sAmmo per Shot: 1Max. Ammo: 40Charge Time: N/ASpecial Features: projectile; knockback; sticks to walls and vehicles;detonates against players; 3 second fuse; projectiles merge; affected bygravity; splash damage*blob levels are explained in detail below

    Introduction:Well, this weapon is a little hard to explain. Primary fire throws agreen blobin a forward arc. When it hits the ground, it stays there for 3seconds, oruntil someone steps on it, then pops like a bubble, dealing damage. It

    will popimmediately upon contacting a player, friend or foe. If you land asecond blobon top of one already on the wall or floor, it will grow in size, and(I willcall it for simplicity) in level. A blob can go up to level 5 max. If asixthlevel 1 blob hits, the level 5 blob will burst, releasing anywhere from1 to 4level 1 blobs, including the 6th blob. Depending on how they land, they

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    maymerge with each other. Apparently, level 6 and above blobs are unstableandwill fragment upon reaching that level. Each level 1 blob deals 35points ofdamage to both players and vehicles. Blob damage is multiplied by theblobslevel. Also, blob splash damage seems to be multiplied as well. Anylevel blobswill last as long as the last blob that entered them, but a nearbyblobsexplosion will detonate it. Also, blobs of any level that land on ahorizontalceiling will drop down onto the floor and restart their fuse. If thatsmorethan you wanted to know, dont worry, you wont need to know it. Justfire thegreen slime and dont think too much.

    Tactics:

    Well, its a slime gun, so try to slime you opponents. The primary firemodehas both high ROF and high damage, which allows you to fire in yourenemysgeneral direction and still land enough hits to make him vomit.Though that is fun, what you really want to do is get someone to chaseyou.That way you can aim a little in front of him and hell walk all overyourslime, since he can either watch where hes going or watch where hesstepping.Few people can do both at the same time. For that same reason, avoidchasing

    people with the Bio-Rifle, because youll be walking on your own goo.Not good.Alternatively, you can just get your enemy to start dodging and spraythe placewith green goo. Hes sure to walk over at least some of it.Or, just be creative. This weapon allows for it. Just be sure to be onthelookout for a better weapon while youre at it.

    Secondary Fire ModeDamage vs. People: 35 single tap / 350 fully charged*Damage vs. Vehicles: 35 single tap / 350 fully charged*Rate of Fire: 40/10s single tap | chargeableAmmo per Shot: 1/single tap | 10 fully chargedMax. Ammo: 40Charge Time: 2s 10 ammo pointsSpecial Features: projectile; knockback; chargeable shot; lvl 6-10 blobsfragment against walls and vehicles; lvl 1-5 blobs stick to walls andvehicles;detonates against players; 3 second fuse; projectiles merge; affected bygravity; splash damage

    *I have calculated the maximum damage given here, but have been unable

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    toplay-test it, since no player has yet survived a direct, fully chargedshot andblobs splatter too much against vehicles to get an accurate amount. Ifanyonehas been able to play-test this properly, pleas drop me a line.

    Introduction:Make ABSOLUTELY sure you read the description of the Primary Fire Modeand thatyou understand blob levels, since Ill be using them here. A fullcharged shotconsumes 10 ammo points and launches a big, level 10 blob. Since everyblobover level 5 is unstable, this one fragment will releasing the maximum6 or 7level 1 blobs upon contact. Again, depending on how they land, they maymergeupon landing. A direct hit against a player should cause 350 damage,which is

    1 point more than the maximal health + maximal armour any player canhave. Ifyou can hit a vehicle so that all blobs land back on it, it shouldcause 350points of damage, but I have yet to see it happen. Also, the splashdamage of afully charged shot is insane and reaches much further out than youdthink. Thebig level 10 blob also seems to be heavier than the level 1 blobs.Finally, ifyou release a shot before it is fully charged, it will launch a blob ofalevel, equal to the ammo that it consumed. A level 5 or below blob may

    notfragment upon contact.

    Tactics:Well, given the insane damage, Id say keep fully charged and try toshoot itin peoples faces. However, since the big blob travels so slowly, thatstrickier than it sounds and if you miss, youll likely not get thechance tocharge another shot. In that case, better switch to another weapon.A good tactic for landing a shot easier is to either chase your enemydown anarrow hallway, or get him to chase you. Few players dodge when chasingorbeing chased and even those that do are shy about Dodge-Jumping to thesides innarrow hallways. Your best bet is to choose a moment when hes going inastraight line, either towards, or away from you, then fire a fullycharged shotat face level. Be sure to immediately back up, lest you be caught inthe splashdamage, and THAT hurts. A lot.

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    Or, you could aim at below waist level, so that if you miss, the blobswillland all around your opponent. If you keep firing more with the primaryfire,you should create sufficient chaos to cause him to walk over themajority ofthe blobs. However, by aiming low, youre taking the risk of anotherwiseperfect shot falling short.Also, keep looking for better weapons all the time, since the Bio-Rifleis alittle hard to use. But dont switch immediately to weapons you pick upif youhave a fully charged shot. Instead, wait for an enemy to come by,launch theblob, pull out the new weapon and take advantage of the slime field.A charged blob is also very good at removing people from objectives.Justlaunch one at the objective itll kill any player instantly, eventhrough the

    shield of the Shield Gun. Either that, or you chase the enemy away fromtheobjective and thats good as well.

    -- ------------MINE LAYEROK, this is the first weapon thats completely new to UT2004. Its aweirdorange gun with a large, disk-shaped barrel. It launches spider minesthatchase down and jump on, then blow up anyone foolish enough to trespasson your

    land, or whichever spot you choose to claim for your own. The mine-layer isprimarily a defence weapon, what with using mines and all, but it canbe usedoffensively with surprising success. It is best used against heavyvehicles,but it works well against players on foot, too. Also, the SecondaryFire Modeof this weapon is a special function, so it has no statistics of itsown. Forthat same reason I will only give tactics when both modes are usedtogether.Also for that reason, the tactics section will be longer than normal,since itincorporates both firing modes.

    Primary Fire Mode:Damage vs. People: 50*Damage vs. Vehicles: 140Rate of Fire: 1/1sAmmo per Shot: 1Max. Ammo: 25 in stock | 8 activeCharge Time: N/A

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    Special Features: projectile; knockback; homing; detonates againstplayers andvehicles and upon operator death or weapon loss; unlimited fuse; can beshotdown; affected by gravity; mobile; turning curve inapplicable; team-safe**;splash damage

    *This is a splash damage estimate. I found no way to get positiveresults fromplay-testing the damage vs. people. If anyone has been able to measureit,please, drop me a line.**The mines will land safely on the roofs of vehicles, but if they hitthesides before they activate, they will explode. Also, mines exploding ingeneralwill hurt team mates.

    Introduction:If a lot of the special features seem incomprehensible, check theexplanationsat the beginning of this section. Primary fire launches a spider minein ashort flat arc. The mine will immediately detonate if it impacts anenemy orthe side of a vehicle (including friendly vehicles) before it lands andactivates. Once active, it will keep its current position until an enemyvehicle or foot soldier comes too close, at which point it will chasethesoldier/vehicle, jump on him/it and explode. Up to 8 spider mines canbe in thefield at a time and the total number currently in the field is shown in

    thelower right corner. Spider mines will detonate (but not deal anydamage) if youare killed, or if you throw the Mine Layer. Also, spider mines can bedestroyedby gunfire and will again deal no damage. Other than that, spider mineshave nofuse, so they will live as long as you do, even if you switch away fromtheMine Layer (but not throw it away). Also, although a spider mine is ahomingprojectile, its method of operation makes it impossible to apply aturningcurve to it.

    Secondary Fire Mode*

    Introduction:This is not a Fire Mode at all, but rather a utility. It projects avisible redbeam, highlighting a point on the map and ordering all of the spidermines youhave on the field to move towards that point (thus mobile). While

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    moving,spider mines will climb over hills and jump over low obstacles. Whileon theway, they can be given orders to move elsewhere and they will drop whattheywere doing and move to the new point. While moving, spider mines willnotattack the enemy before they reach their destination. They will notdetonateeven if an enemy player or vehicle were to move directly over them.

    Tactics:Well, since theyre mines, their primary function is to defend an area.Ifyoure trying to defend a chokepoint, try to spread the mines evenlyand avoidmoving them unnecessarily, since theyll bunch up. Alternatively, youcanpurposely bunch them up to aim for bigger targets if the space is nottoo wide

    you dont want to leave holes in your minefield, now do you? Alwaysbe alertand keep your Mine Layer out, since you need to replace exploded mines.Fastervehicles may pass through the minefield with some damage and people onfootwill waste a lot of mines (theyre not good against people), so keepthat inmind. Its sometimes better to switch to another weapon and killattackers onfoot, rather than waste the mines. If heavy vehicles with long-rangeweaponsapproach, send the mines towards the vehicles (in their path, not

    directlyunder them) and hide. Once your mines start blowing up (shows in thelower-right hand corner of the screen) lay more at your feet and sendthem outtoo. Dont break cover until its safe or youre forced to. The samegoes fordefending your power core, since the enemy usually has to get through achokepoint to reach it.If youre defending a Power Node, then chances are youll be defendingan openspot. Mines have a short range, so lay them beneath the Node andslightly infront. This time around, try to be away from the battle. Dont evenapproach to

    lay your mines. Find a good place to hide with clear visibility of theNode,lay your mines there and send them. Concentrate on protecting theimmediatevicinity of the Node leave your team-mates should do the rest.Finally, you can use the Mine Layer as a very potent attack weapon.However,you CANNOT do it alone. Lead a swarm of spider mines with, or a littlein front

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    of (depending on the situation) an attacking force. 2 guys in a vehiclewilldo. Try to keep your team-mates from being swarmed and concentrate onwhatsattacking them, and theyll handle the rest.Another interesting thing you can do is cover a flat-topped vehiclewith spidermines (launch them on top, not the sides) and drive it into the action.Thatway you have a vehicle that will defend itself at close range. All thataside,the most important thing is that you stay alive as long as possible,since thespider mines cant work when youre dead.Also, I found out that you can stick Grenades Launcher bombs on spiderminesfor extra kick. However, bombs slow down the mines by a percentage, soyoucould end up with a spider mine that is literally crawling.

    -- ------------SHOCK RIFLEThe good old shock rifle makes a glorious come back as itself. Really,thisweapon is exactly like it has been in every other Unreal Tournamentgame.However, 2003 veterans will notice that the UT like model has beenredesignedand turned fat and purple. I say its for the best, since its moredetailedand its not ugly. But, you can still switch back to the old modelunder the

    Weapons tab in the Options menu. More importantly, this weapon iscapableof performing the all-around feared Shock Combo, which I will treat as aseparate fire mode, since it has its own statistics and strategies. Aninteresting thing to know is that people and air vehicles you hit withtheShock Rifle (except the Shock Combo) will be covered by purpleelectricity fora second.

    Primary Fire Mode:Damage vs. People: 45Damage vs. Vehicles: 40

    Rate of Fire: 20/10sAmmo per Shot: 1Max. Ammo: 50Charge Time: N/ASpecial Features: instant hit; beam; pinpoint accuracy; knockback; caninitiateShock Combo;

    Introduction:The weapon fires a blue beam forward with pinpoint accuracy. It will

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    pushpeople back, kill light vehicles forward speed and throw air vehiclesaround.Also, if the photon beam hits a Shock Rifles Secondary Fire plasmaball, itwill initiate a Shock Combo. Remember that. Thats about all there isto it.

    Tactics:In a veterans hands, the Photon Beam of the Shock rifle can be a deadlyweapon. It has great range, good damage and good ROF. If youreaccurate enoughto hit more than half the time, this is the weapon for you, since just3 shotswill bring down a regular enemy. If youre not accurate enough, usesomethingwith a scope.However, even elite players should avoid using the Primary Fire Modewhen upclose, since its really hard to aim it and dodge at the same time. You

    MAY beable to hit in that situation, but youll be hit a lot yourself.However, ifyou act quickly enough, you may be able to back up and keep going andfiring.Then, you can keep your enemy from closing in, since the photon beamwill keeppushing him backwards and killing his jumps. That way you can keep himat bayand he wont be able to fight back unless he has a long range weapon ofhisown. If he does, it becomes a slugging match, and if hes better backup and

    try another approach.Another way to use the knockback effect is to push people off narrowledges orover the edge and into lava/acid/abyss. Thats even more fun (anduseful) whenyou push the ball/flag carrier over the edge.When used against light vehicles, it will halt their forward movement,possiblysaving your life. But it doesnt do much damage and its somewhat hardto hitfast moving vehicles with the photon beam, so avoid using it at closerange.Keep in mind that while a shot stops a vehicle, it doesnt stop itscannons and

    it can still gun you down. A good thing to know is that the ShockRiflesphoton beam is among the few handheld weapons that are effective againstRaptors.Also, for some reason, the photon beam is very good at destroyingobjectives inAS.

    Secondary Fire Mode:

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    Damage vs. People: 40Damage vs. Vehicles: 45Rate of Fire: 20/10sAmmo per Shot: 1Max. Ammo: 50Charge Time: N/ASpecial Features: projectile; knockback; detonates upon impact;unlimited fuse;splash damage; can be shot down*; needed to execute Shock Combo

    *It can, but only by someone elses Shock Rifles Primary Fire. It willresultin a Shock Combo.

    Introduction:It fires a slow-moving, medium-sized blue plasma ball which explodes oncontact. It too will push people back, kill light vehicles forwardspeed andthrow air vehicles around. Also, if the photon beam hits a Shock RiflesSecondary Fire plasma ball, a Shock Combo will occur. Remember thattoo. Thatsall there is to it.

    Tactics:While not as versatile as the photon beam, the plasma ball isnevertheless veryuseful, and not just because its needed for the Shock Combo. It does ajob thephoton beam is not very good for, namely close quarters combat. Theplasmaballs are very slow, which allows you to have several of them onscreenat atime. That, together with their size and their splash damage means

    theyre hardto avoid. And even those players who manage to avoid them have a reallyhardtime aiming. Besides, with these you dont have to be very accurate.Justlaunch a bunch of balls in your enemys general direction and at leasta fewwill hit in most cases. And try not to blow yourself up while youre atit.

    Shock Combo:Damage vs. People: 200*Damage vs. Vehicles: 200

    Rate of Fire: 1/1sAmmo per Shot: 1 + 4**Max. Ammo: 50Charge Time: N/ASpecial Features: special; powerful knockback; splash damage

    *I have been unable to playtest this statistic, although Im almostperfectlycertain its true. Thats the damage the Shock Combo does to vehicles.**1 ammo unit for the shock ball + 4 ammo units for the photon beam,

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    eventhough it normally uses only 1.

    Introduction:Produced by shooting a plasma ball (your own or someone elses) withthe photon

    beam. It is a massive and very damaging blue explosion. It hasincrediblystrong knockback, throwing players across the room and flippingvehicles. Italso consumes 5 ammo units, despite the fact that both the ingredientsfor theShock Combo only consume 1 each. Also, you can shoot other playersplasmaballs (and they can shoot yours) with the photon beam, therebyperforming ShockCombo. However, it takes a good shot to execute on the move.

    Tactics:OK, the primary use for the Sock Combo is the one youve seen (and ifyouhavent, you will see) a LOT of players use. Just fire a shock balltowardsyour enemy and detonate it with the photon beam when its near him. Thethingmost people will do is just stand in place and not move theircrosshair, so asto assure a hit on the plasma ball. However, that will make it veryeasy foryour enemy to kill you before you even have a chance to perform theShockCombo. Additionally, players who dodge to the side are effectively outof range

    of the splash damage and perfectly safe. Not even firing more ballswill changethings, since youre restricted to shooting the last ball you fired.What you really want to do is move while firing plasma balls,preferably in aspread-shot pattern. Then, when the balls reach your enemy, shoot theone thatis closest to him you have more plasma balls to choose from and thus agreater chance of dealing serious damage. Additionally, while youremovingyoure much harder to hit, so most players wont have the time to aimwell.Nevertheless, keep running since even a bad shot can still kill you.However,that tactic requires very good aiming and some practice to pull offright,since plasma ball are a little hard to hit. So go work on your aiming.The Shock Combos awesome splash damage also makes it possible to shootaround corners. Well, not really, but you can still kill people onthe otherside. When youre sure theres someone around a corner, fire a plasmaball,then detonate it just as it passes the corner. Anyone standing on the

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    otherside will suffer serious damage. Most people will run the other way,but somewill wait for the explosions to stop and then come out, guns blazing.Eitherrun or fire more Shock Combos.That tactic also works on AS, where a lot of enemy players are campingon theother side of a corner or door. Detonate a few Shock Combos near thedoor orcorner to shake them up, then storm the place with the rest of team.Finally, a good use for the Shock Combo is, when someones chasing you,turn acorner and fire a Shock Combo around it while running backwards.Everythingfor the shoot around corners tactic works here as well.

    -- ------------LINK GUNThe Link Gun makes its third appearance in an Unreal Tournament game,this timewith an all new model, although you can still switch back to the UT2003version. Now, it looks more round and more solid and it has a hose thatchangescolour depending on the situation. Hated by many and loved by many, nowit willbe loved by all, since it can now build and repair stuff, making it oneof themost valuable weapons for Onslaught. Also, people and air vehicles youhit witheither Fire Mode of the Link Gun will be covered in green lightning fora

    second and people you kill will turn into skeletons.

    Primary Fire ModeDamage vs. People: 30Damage vs. Vehicles: 20Rate of Fire: 120/10sAmmo per Shot: 2Max. Ammo: 220Charge Time: N/ASpecial Features: projectile; detonates upon impact; unlimited fuse

    Introduction:It fires green fireball-like (no better way of describing it) plasma

    projectiles in rapid succession that travel at a moderate speed. Alsotheirdamage is not all that good and its hard to hit a fast enemy withthem. That,along with its lack of versatility, makes this Fire Mode only acomplement tothe Secondary Fire Mode. But it still has its uses.

    Tactics:Well, the plasma projectiles move too slowly to hit anything at any

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