weapons

Ken's picture

When doing goo defense my right mouse finger starts to hurt after a while because of holding down alt fire to keep a goo ball loaded ready to lob at the at someone grabbing the flag, doing this a whole 20 min match kills my right mouse finger Sad

Would be great if there was a way to make a bind that toggles between holding down alt fire and releasing it when you hit it again.

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Ken's picture

Many people don't like the translocator used in UT3 CTF, that's mostly because they get owned by players that knows how to use it, so let's get a leg up on them.

You shot the disk at where you want to go, then hit fire and you will teleport to it, sounds deceptively simple doesn't it?

Here's some things you can use it for:

Getting to your position fast

Pick somewhere you want to go, say the enemy flagstand or midfieal, whatever. As soon as you spawn throw it at where you want to go preferrably near some weapon or powerup/health along the route, while it's still flying, pick up everything near you and THEN teleport, now you throw it in front of you again at the direction you are going, pick up what's near you, teleport etc.. As soon as you get to your destination, suicide. Now you will spawn somewhere seemingly ramdom, but spawn points in maps are fixed, there are only 8-10 on your team side. So now you spawn at one of them, repeat the above from that spawn point, get to your position, suicide and repeat. Do this enough and you can get to your position in les than half the time of other players, constantly hammering the other team so they don't have time to stack up on weapons and health.

Picking up weapons and ammo faster

As soon as you spawn, let's say there's a shock rifle at one side of the base, and ammo on the other. Most people will translocate to the shock rifle, pick it up, then translocate to the ammo, waste of time. Spawn, throw the disk at the ammo or weapon, whatever is further away from you, then while it's flying pick up the ammo or weapon that's near you, translocate and you just picked up both things in the time it takes others to pick one.

Tricking

If you are defense protecting your flag, leave your disk hidden somewhere near one exit out of your base and then go guard the other. If someone gets out with your flag then will always go the route you are not guarding so as to not get killed, then you can translocate and be right behind them to take them out while they still think you are comming after them from the front.

Hide your disk somewhere in midfield, now you can guard your base, and if you hear your flagcarrier getting close to mid translocate out there to help bring the flag home.

Guard your base, when you see someone come for an attack, throw the disk behind them, now they can try to counter it by going for the translocator, leaving them open for attack from the back, or they decide to go for the flag while you try and kill them, and you can translocate behind them, either way you will stress them out because they don't know what you are going to do.

Leave your disk outside the enemy base near some health, try and grab the flag, if you don't succeed, translocate to safety and health, you probably damaged them so now you have the advantage with more health.

Some maps it's better to defend further out, sitting in the base means your prime meat for a jump attack because the base is to open or cramped. Leave your disk in the base and move out to a point in the map where you can see all entry points. As soon as you see someone comming minigun them, mini will almost always damage people because it's hard to awoid, as soon as they get near you, translocate back in base, pick up health if you got damaged and now you know they are comming, damaged, so they are probably going for one of the health packs in your base, so you know where to wait for them with a friendly cluster of rockets Smiling

This should get you started, this is by no means all there is to the translocator, but it should get you started thinking about how to develop your skills with it, remember, the translocator IS Unreal CTF, without it, UT ctf would be get out with the flag, can't catch up so just give up and wait for enemy to cap. without it, ut ctf would be a lot slower and 100% more defensive because losing the enemy flag carrier would mean a cap for the enemy team in almost all cases - BORING!

Ken's picture

I been practising my flak since it's been a gun I rarely used in ut2kX and holy shit is it powerfull now.

Primary KILLS, no other single gun has given me this kill ratio and kill speed. It took some time to get down what with the stange firing delay it has but shit.

I still think it's balanced though because it's not easy to get good with.

Ken's picture

The shock rifle is a weapon unique to Unreal Tournament, it's by far the most versatile and powerfull weapon in the hands of a player that knows how to use it, it can be used tactically also in defense.

Most weapons in Unreal Tournament has 2 fire modes, but the shock rifle is special because you can combine the shock primary fire beam with the alternate fire ball to create a massive explosion that can easily take out 3-4 players if timed right. The combo explosion is also great for taking out players that are behind a wall where other weapons can't hit them.

To create the combo explosion, simply fire a blue ball with the alternate fire button, then fire at the ball with the primary beam and blam, lot's of damage and a cool effect to.

From easy to hard...

The stand combo:

When a player is approaching you and is still out of reach to do damage, fire a shock ball at where he's going, then pop the combo when he's close, instant death and lots of body parts Smiling

Seek out areas of the map where players tend to clump together and duke it out, find somewhere higher up if possible or just far out of the way and pop combos right in the middle of the players, you can easily take out 3-4 players at a time if done right, and you are out of the way so you won't get hit by stray weapon fire. Pop a few combos to get some kills, then move off when you get noticed to another place and do the same there.

The shock combo is extremely effective when you are defending your flag, find somewhere where you are hard to see, then wait for someone to approach the flagstand, fire of a shock ball at the flag (Not the player) so when he reaches the flag he walks right into the combo. When you get better at it, time it so he just gets the flag, then dies, killing a flag carrier earns you more points than just killing the player if he didn't grab the flag, that's called point whoring btw, and it's lots of fun Smiling You can do this with other weapons of course, for example load the bio rifle and lob a big ball of goo on the flagstand, nobody can take the flag without dying if you do this, rockets works to, the trick here is to not shoot at the player, shot at where he's going, the flagstand, a lot easier Smiling

Stand combos are also the perfect way to backup your flagrunner, if you see someone grabbing the flag, stand out of thier way so they can move past you, now stay put and shock combo where people will try to follow to return thier flag, they will be deadset on getting the flag back and will most of the time walk right into your combos.

Stand combos is probably going to get you yelled at, that's because it's very effective and easy to do Smiling

Moving combos:

This is the territory of the veterans, it's hard but if you learn how to do it you can become unstoppable.

Fire a shock ball while moving, keep moving dodging, strafing and hit the ball to create the combo. Once you get this down, while moving, shot the ball at where players are going and pop the ball when it's close to them. Predict where they are going, or herd them in a direction with the primary beam and pop a ball that you sent flying. Experienced players knows how to get out of the way of a ball approaching, to counter that, fire one ball left of them and one ball right, now they have nowhere to go and you just pop the one that's closest to them, very hard, very effective.

Tactical combos:

If someone grabbed a flag and you didn't get them, now they will be heading for the fastest route out of your base, you know where that is so send a ball over there so it catches them once they are there.

Chokepoints are in all maps, small corridors where people have to go to get somewhere, that's where sitting somewhere and standcomboing that chokepoint becomes a great tactic.

Or perhaps you just grabbed the flag, the enemy is in hot pursuit right behind you, if you learn to run backwards let of a shock ball and combo them when they come around the corner you can own lots of people.

Learn to lure people to come after you, run around a corner and do a standcombo in thier face when they come around the corner.

Have fun, but bevare that with being a shock whore comes some verbal abuse, that's when you know you graduated to shock whore status Laughing out loud

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Ken's picture

Some screenshots of the Ripper, still in development so it still needs lots of work.

Brings back memories of spamming corridoors and getting random heatshots on pub servers, killing myself lots of times from backfiring flying blade chaos Laughing out loud

http://forums.beyondunreal.com/showthread.php?t=193413

unreal tournament 3 ripper unreal tournament 3 ripper unreal tournament 3 ripper
Ken's picture

Don't want to ever run out of weapons to kill with?

You can make switchweapon priority for every gun, so if you try to switch to it and you don't have it, you at least get another one close to what you wanted.

Here's mine, stick em' into UTInput.ini instead of the current ones (Note I left out enforcer and impact so watch out if you copy paste to not select them.)

Now try it and notice your kill ratio go way up, especially in frantic ctf matches, you frequently get fucked over by the slow switch time if you make a mistake and switch to a gun you don't have, now that can't happen anymore.

Bindings=(Name="GBA_SwitchWeapon3",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 8 | Switchweapon 7 | Switchweapon 3")
Bindings=(Name="GBA_SwitchWeapon4",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 6 | Switchweapon 4")
Bindings=(Name="GBA_SwitchWeapon5",Command="Switchweapon 9 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 4 | Switchweapon 6 | Switchweapon 5")
Bindings=(Name="GBA_SwitchWeapon6",Command="Switchweapon 9 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 4 | Switchweapon 5 | Switchweapon 6")
Bindings=(Name="GBA_SwitchWeapon7",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7")
Bindings=(Name="GBA_SwitchWeapon8",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 3 | Switchweapon 7 | Switchweapon 8")
Bindings=(Name="GBA_SwitchWeapon9",Command="Switchweapon 5 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 6 | Switchweapon 4 | Switchweapon 9")

Ken's picture

Most people know the "bestweapon" keybind, but did you know that you can setup ALL your weapons so if you don't have the weapon you switch to, you switch to another weapon, if you don't have that, it switches to the next and so on with full control over weapon priority, so IF you have the weapon you switch to, then that will be selected, if not, another is selected.

Here's an example to make it easy to understand:

Bindings=(Name="GBA_Switchweapon3", Command="Switchweapon 1 | Switchweapon 2 | Switchweapon 3")

The last weapon in this line is always the weapon that is selected IF you have it, else then previous is selected, if you don't have that, then the previous and so on.

The way to set this up for all weapons, is end the line with the weapon that SHOULD be the preferred on that key, the previous should be the weapon most similar to that and so on.

For example, say you hit your rocket launcher key, you don't have it, or it's out of ammo, then the flak because that's the most similar, if the flak is not there, then probably the bio rifle, and so on from most preffered to least preferred in the case you didn't have the weapon you tried to switch to.

Here's the weapon numbers you need:

  • 1 - Impact hammer
  • 2 - Enforcer
  • 3 - Bio Rifle
  • 4 - Shock Rifle
  • 5 - Link Gun
  • 6 - Stinger Minigun
  • 7 - Flack Cannon
  • 8 - Rocket launcher
  • 9 - Sniper Rifle

Open your UTInput.ini located in:

H:\Documents and Settings\USERNAME\My Documents\My Games\Unreal Tournament 3\UTGame\Config

Find the section named:

[Engine.PlayerInput]

Look for your current keybinds here and add the weapons in front of it in "most wanted" order

Bindings=(Name="GBA_Switchweapon1", Command="Switchweapon 1")

Bindings=(Name="GBA_Switchweapon1", Command="Switchweapon 2 | Switchweapon 1")

Do all 9 weapons in most wanted order for each gun in the same category, for example you go for the rockets = spam category, so if you switched to rockets you were probably close up so the most logical would be flak, if you don't have that, bio rifle, if you don't have that you'r probably fucked and got surprised so just throw in the next weapon that does most damage after the category you were going for have been exhausted, this way and you will never be without something to defend yourself with no matter what. You would be suprised how effective this is in FFA and especially frantic CTF matches where you are under constant pressure from the enemy rushing you so you don't have time to get your preferred guns, standing there switching to a gun you don't have is fatal in ctf because it's so fast, especially now with the slower switch times.

If you wanna try it out, you can plug in mine by replacing your current bindings with mine like below:

(Backup your ini first in case you don't like it)

Bindings=(Name="GBA_SwitchWeapon3",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 8 | Switchweapon 7 | Switchweapon 3")
Bindings=(Name="GBA_SwitchWeapon4",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 6 | Switchweapon 4")
Bindings=(Name="GBA_SwitchWeapon5",Command="Switchweapon 9 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 4 | Switchweapon 6 | Switchweapon 5")
Bindings=(Name="GBA_SwitchWeapon6",Command="Switchweapon 9 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 4 | Switchweapon 5 | Switchweapon 6")
Bindings=(Name="GBA_SwitchWeapon7",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7")
Bindings=(Name="GBA_SwitchWeapon8",Command="Switchweapon 9 | Switchweapon 5 | Switchweapon 6 | Switchweapon 4 | Switchweapon 3 | Switchweapon 7 | Switchweapon 8")
Bindings=(Name="GBA_SwitchWeapon9",Command="Switchweapon 5 | Switchweapon 3 | Switchweapon 8 | Switchweapon 7 | Switchweapon 6 | Switchweapon 4 | Switchweapon 9")

Ken's picture

The biorifle is insane on ctf defence now.

The goo sticks for so long that as soon as you see someone going for the flag just lob a loaded goo ball onto the flagstand and you have like 10 seconds where they can't do shit, they can't xloc on the flagstand because as soon as the xloc touches it, it's dead, and if they try to grab it they touch the goo and they die instantly unless they are totally loaded.

I been practicing with that thing and it's almost always instakill, the trajectory on the goo ball is also perfect, very easy to predict longer shots, and even if you miss there's a good chance they get some on them anyway from the splash. Since it sticks so long it's also great for blocking cramped exits on the efc.