UT2003 Newbies read!

Smilin

Diamond Member
Mar 4, 2002
7,357
0
0

If you are already aware of this stuff it's because you actually RTFM or bothered to educate yourself. I applaud you and wish there were more players like you.

If you aren't aware of this stuff then I provide it to you on the hopes that you'll stop annoying the !@#$! out of me online.

FIRST - when someone on your team shoots you with the link gun, please do not retaliate. They are simply providing power to YOUR link gun so you can do more damage. When holding the link gun any other teamate using it will have a green triangle above their head. You can link with these people. If they have a yellow triangle then trying to link with them will simply burn hair off their butt. Please don't do it.

Second - Stop pestering me about 'where's the invisibility power-up?' Use your adrenaline. You gain adrenaline by picking up the white and orange pills OR by killing people. Once it reaches 100 you can use it. Try the following key combos:

Forward, Forward, Forward, Forward - Speed boost
Back, Back, Back, Back - Regeneration
(strafe) Right, Right, Left, Left - Invisibility
Forward, Forward, Back, Back - Berserk

Once used the effect will last while your adrenaline drops to 0. Then you start over.

Third - You do a double jump by jumping a second time while at the top of your first jump.

Lastly - Bombing Run...This is going to be an all-time great game IF people will bother to learn the rules. Here are a couple o' things for ya...

The most important thing: The circle at the top of your screen is actually a radar. It says who has the ball and where. If you do nothing the whole game but try to follow that gold dot you will be helping your team immensely.

7 points for a jump-in goal, 3 points for a thrown in goal. On the demo map a double jump isn't required to get 7 points but it makes it a whole lot easier. The ball resets if dropped onto the red lasers around the goal. If you are on defense and getting swarmed this is a nice way to get the ball to the middle of the field without having to fight to get there...just try and give your teammates a heads up so they can be waiting for it.

Please don't try to be a hero (like the bots) and run the ball all the way in. PASS IT! If your ball carrier is in trouble - GO LONG and get ready to catch. You can use the right mouse button to get a lock on the teammate of your choice. The ball will self-guide a little bit to help with the catch. If an enemy chucks the ball over your head don't turn around and look...you'll get shot in the back.



There's not much in the way of documentation for the demo so I hope this helps someone out. If I try and link with someone one more time and they shoot me I'm gonna scream.
 

TheOmegaCode

Platinum Member
Aug 7, 2001
2,954
1
0
Originally posted by: Moonbender
The UT2003 Guide To Obsolete All Guides

No, really, it's excellent. For instance, did you guys know you create a huge blast by doing a shock combo, that is shooting the shock rifle energy ball with its primary attack? Well, I didn't, before reading that FAQ.
It's a good FAQ, but the shock combo is nothing new. You could do that in old UT
 

rh71

No Lifer
Aug 28, 2001
52,856
1,048
126
Originally posted by: zodder
/hangs head in shame I just try to run around and frag people.

YES. I played UT almost every day for at least an hour. I'm a DM person at heart.

Kill 'em all, let the paramedics sort 'em out.
 

rh71

No Lifer
Aug 28, 2001
52,856
1,048
126
Oh yes, I forgot to mention that the post was VERY informative even to a seasoned UT player. Link gun -- color-coding... didn't know about that.
 

Zim Hosein

Super Moderator | Elite Member
Super Moderator
Nov 27, 1999
64,899
380
126
Originally posted by: rh71
Originally posted by: zodder
/hangs head in shame I just try to run around and frag people.

YES. I played UT almost every day for at least an hour. I'm a DM person at heart.

Kill 'em all, let the paramedics sort 'em out.

I agree w/ rh71, I play UT just for the frag count, I really don't get into computer games like I used to, but that's for the informative post Smilin, much appreciated
 

kursplat

Golden Member
May 2, 2000
1,547
0
0
thankyou thankyou thankyou thankyou thankyou thankyou.......
i'm sending this to a few people
 

Jhill

Diamond Member
Oct 28, 2001
5,187
3
0
There is one thing I don't understand. I'm sure it's really easy and I'm just overlooking something. What are those green clouds of smoke I see in the game?
 

DARRIN

Platinum Member
Feb 25, 2000
2,756
0
0
Thanks for the tips Smilin. We usually have several servers running throughout the country so come join in the fun. Servers are named gamemecca.net. Stop by our forums for a little chat if you get a chance.

Darrin
The Machine
 

Shagga

Diamond Member
Nov 9, 1999
4,421
0
76
Whats the "Link Gun!"

[edit]

Shamelessly ripped for UnrealPlanet.com

Translocator

The Translocator was originally designed by Liandri Corporation?s R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia. In order to prolong the careers of today?s contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera?s surveillance output, the user is effectively blind to their immediate surroundings.
TIPS: If you want to see the camera on the Translocator, press the translocator selection key after you?ve thrown it. Then press secondary fire to actually translocate.

You can use the translocator as a "security camera" in CTF games. Place the translocator at a base entrance. You can then refer to the camera view of the translocator and pan the camera around to keep an eye on the entrance.

Shield Gun

The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal.
TIPS: If you charge up primary fire, you can do a rocket-style-jump with it.

Secondary fire is a shield that reflects most weapon fire. It bounces back energy weapons without draining (pulse and shock blasts).

You can also use the shield to break falls from high places and prevent falling damage.

Assault Rifle

Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.
TIPS: Assault Rifle grenades explode on impact, so if you?re desperate just charge your enemy and grenade them up close. Or run away and lob a trail of grenades behind you.

Hold down secondary fire to launch the grenades further. A full 'charge' can hurl those suckers a long way!

Shock Rifle

The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. This combination attack is achieved when the weapon operator utilizes the secondary fire mode to deliver a charge of seeded plasma to the target. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma?s EM field.
TIPS: Like the description says, shock combos are easy to do: just shoot the orb with secondary fire and then hit the orb with primary fire. Shock combo.

Link Gun

Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun. While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link. It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.
TIPS: Remember that in team games, you can link your Link Gun up to a teammate?s by using secondary fire on them while they?re using the Link Gun as well. This will increase your damage, and up to three people can link. Don?t cross the streams!

Bio-Rifle

The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that it is the equivalent of a cowardly minefield. Others argue that it enhances the tactical capabilities of defensive combatants. Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.
TIPS: Secondary fire is quite useful for defense.

You can "goop jump" by shooting goop, putting the shield on the shield gun up, and jumping just as the goop explodes.

Minigun

The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the discerning soldier.

Flak Cannon

Trident Defensive Technologies Series 7 Flechette Cannon has been taken to the next step in evolution with the production of the Mk3 ?Negotiator.? The ionized flechettes are capable of delivering second and third-degree burns to organic tissue, cauterizing the wound instantly. Payload delivery is achieved via one of two methods: ionized flechettes launched in a spread pattern directly from the barrel; or via fragmentation grenades that explode on impact, radiating flechettes in all directions.

Rocket Launcher

The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rearloading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.
TIPS: By holding down secondary fire, you can charge up to three rockets. However, if you hold down primary while charging up secondary, the rockets will fire in a straight, more focused swirl rather than a spread pattern.

To fire a homing rocket, simply place your crosshair over your target for a second or two. You'll hear a beep and the crosshair will turn red. Fire when ready.

Lightning Gun

The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon?s learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton ?patch? on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target.

Redeemer

The first time you witness this miniature nuclear device in action, you?ll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you?re out of the Redeemer?s impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket?s-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer?s projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.

Ion Painter

The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon. Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect.
 

DARRIN

Platinum Member
Feb 25, 2000
2,756
0
0
Not sure about displaying fps but you can do a benchmark. I think it is within the system folder.
 
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