Weapons.

 

The range of weaponry in Unreal Tournament represents some of the most diverse and extensive collections available in any traditional FPS game today. From the Flak Cannon to the Sniper Rifle, every weapon has specific strengths and weaknesses, all which must be learned and taken into account if you hope to succeed at a high level, either against bots or other human players.

We all know that understanding of the weapons and how they work is integral to employing them strategically and effectively, with the goal of inflicting as much damage to your opponents as possible. In this section, PlanetUnreal's UT gurus will share with you their knowledge of each weapon and how to best put them to use.

   Impact Hammer

Classification: Melee Piston Weapon
Effective Range: Arm's reach
Ammo on Pickup: N/A
Maximum Ammo: N/A

 

 

 

 

 

 

Many games of the "second generation" of 3D First Person Shooters seemed to forego the inclusion of a melee weapon or weapons, thankfully however the third generation, of which Unreal Tournament is a part, has largely heralded their return. The Impact Hammer is a very close range weapon which was originally intended as a mining device, consisting of piston which is pneumatically propelled forward by compressed air stored in two small tanks. These tanks can either be completely filled, or only partially, depending on the effect desired.

The Impact Hammer's Primary firing mode is one of the most destructive in the game, requiring the player to hold down the primary fire key/button in order to build up a massive amount of compressed air in the storage tanks, which can subsequently be released by either halting the buildup or simply touching someone with the end of the weapon. If your victim doesn't happen to be wearing any armor, more than likely you're going to completely ruin their day, and be showered with gibs to boot. In any case, this attack inflicts massive amounts of damage, as the piston is rammed instantly and devastatingly into whoever happens to be standing in front of you.

This weapon's Secondary firing mode, whilst in some ways similar to it's Primary, is less powerful, faster to execute and can be used to perform a very difficult, though impressive trick. No holding down of the button or key is necessary for the Secondary attack, simply tap it to let off one piston jab, or hold to inflict pain repeatedly. This move only employs a fraction of this weapon's potential, but can be effective if you're looking for a quick hit or the ultimate in humiliation kills. As mentioned, the Impact Hammer's Secondary attack comes with a trick which, whilst it takes much skill to perfect, can be invaluable in saving your life at critical moments - it allows you to deflect incoming projectiles. You need to have the reflexes of a eagle to pull this off, but we guarantee that it works.

Advanced players also know that the massive amount of force the impact hammer can output may be put to many interesting and valuable uses. These include the ability to "Impact jump" by using the Impact Hammer as you would a Rocket Launcher in order to attain a greater than normal height (though causing damage to your person in the process), and being able to project members of your own team forward rapidly though harmlessly - useful for jolting a flag carrier forward on their journey home. All things considered, UT's Impact Hammer has the potential to be immensely valuable asset to any Unreal Tournament player.

 

Enforcer

Classification: Pistol(s)
Effective Range: Short-Medium distance
Ammo on Pickup: 30
Maximum Ammo: 199

 

 

 

 

The Enforcer is Unreal Tournament's version of Unreal's Automag pistol. It fires traditional bullets, the same used by the Minigun, in a relatively straight path toward your target. The Enforcer is an instant-hit weapon, and distance does not need to be taken into consideration when using it, other than to be aware that the Enforcer's accuracy is significantly diminished at long range.

It's Primary firing mode is what you would expect from a pistol, and the fire key/button can either be tapped for a single bullet, or held down to herald continuous fire. Whilst it is not able to eat ammunition nearly as fast as the Minigun, the Enforcer pistol inflicts more damage per bullet, making it a formidable threat in the hands of a talented marksman. Due to Unreal Tournament's locational damage feature, aiming for your opponent's head is the most effective way to quickly down a foe with the weapon, though this can take considerable skill from a distance. Picking up a second Enforcer, usually found only when dropped by other players upon their death, will double your fun allowing you to wield two Enforcers at the same time, and with some practice you can tweak your trigger timing to provide you with either twice the power or twice the firing rate of the usual single-Enforcer option.

Like the Automag, the Enforcer's Secondary fire mode finds the weapon flipped on it's side, "Gangsta" style. This position, regardless of the number of Enforcers (or "gats") you are holding, gives you a faster rate of fire, but in turn results in diminished accuracy, spreading the bullets over a wider space around your crosshair. At point blank range, this firing mode is ideal, however does not come recommended for any situation where it would mean you'd be likely to miss whatever you're aiming for.

 

GES BioRifle

Classification: Toxic Rifle
Effective Range: Short distance
Ammo on Pickup: 25
Maximum Ammo: 100

 

 

 

 

Certainly an original concept, the GES BioRifle first made an appearance in the original Unreal, though in it's original incarnation was criticized for being too weak and gimmicky. Not so this time around, the BioRifle now represents both an innovative and effective way of disposing of your enemies, and, more than often, yourself. That's right, the BioRifle ranks near the top of the scale of weapons with which it's very easy to do far more damage to yourself than anyone else, though, as with all of UT's weapons, in the hands of a master the BioRifle can be a great aid on the road to victory.

The BioRifle's Primary firing mode causes it to expel small blobs of translucent green industrial waste in a vertically parabolic path, which may subsequently land on the floor, walls, roof, or your enemy's face. If a blob of waste comes into contact with anything biological or is interfered with in any way it will explode instantly, causing a little damage to anything nearby. However, when the waste hits a wall or other piece of architecture, it sticks, remaining dormant for several seconds before exploding. The beauty of this weapon is in the chain reactions which can occur between dormant and exploding blobs of BioRifle goo, causing massive damage to anyone nearby and making possible the setting of traps for other players to walk into.

The concept behind the BioRifle's Secondary firing mode is similar in a way to the Impact Hammer's Primary mode of fire. Whilst tapping the fire key/button will produce an effect similar to the BioRifle's Primary attack, holding it down slowly fills the BioRifle's chamber up with large amounts of waste (9 units when filled), which when the released is expelled forward as a massive, Jello-like blob. As you can imagine, this blob contains within it an enormous amount of chemical energy, and is devastating if it comes into contact with someone during it's flight, usually resulting in an instant kill. If it reaches a solid surface first however, the blob will separate into 8 smaller globules, seven of which will fly out from the point of impact, covering the surrounding area. If you're looking to set up a goo trap in a hurry, this can be a good way of going about doing so.

Unfortunately, the BioRifle is one of the least used weapons in the UT collection, especially in DeathMatch games. However, it is in the defense aspect of team games that the BioRifle shows that it can be an invaluable tool in your arsenal; Domination control points, CTF flags and even choke points and goals in Assault games may be made much less enticing to enemy players when surrounded by blobs of extremely volatile industrial waste. This weapon can gain critical seconds for your team when they're really needed, and should be treated with the respect it deserves.

 

Shock Rifle

Classification: Energy Rifle
Effective Range: Limited only by your aim
Ammo on Pickup: 20
Maximum Ammo: 50

 

 

 

 

 

 

 

 

 

 

 

 

 

The best way to describe the Shock Rifle to someone new to the Unreal universe would be perhaps to note it's similarities to Quake 2 & 3's Railgun weapon. However, like all Unreal Tournament's weaponry, the Shock Rifle is far more interesting and useful than the simple point and click guns found in some other games. For those familiar with the weapons found in Unreal, the Shock Rifle is more or less a clone of the ASMD which was tweaked considerably over several months during UT's development, rendering it perfectly balanced for DeathMatch play. Like all of UT's weapons, the Shock Rifle sports two firing modes and even a special "combo" move for those with skill who are looking to do even more damage than the Rifle's searing laser and plasma cannon can normally dish out.

The laser, an instant-hit weapon which inflicts a significant amount of damage and massive momentum transfer to it's victim, is the Shock Rifle's Primary attack. Like UT's Sniper Rifle, the laser always shoots in a perfectly straight line. Unlike the Sniper Rifle however, the Shock Rifle has truly unlimited range and is hampered only by the absence of a scope. Due to the amount of force transferred by it's beam, the laser is ideal for slamming other players around a map, which on levels such as DM-Morpheus can be just as deadly as if you had killed them outright (except that you don't receive credit for the kill). A more powerful version of the Shock Rifle's laser is used in when the Instagib mutator is active, which whilst it requires good aim, always rewards a successful hit with an instant kill. If you find that your aim is too poor to make the Shock Rifle's Primary fire useful to you, playing some Instagib is an excellent way to improve your skill with this weapon.

The Shock Rifle's Secondary fire will send out a relatively slow-moving ball of bright plasma, which will sail across the map in a perfectly straight line until it hits, or is hit by, something else. Whilst this firing mode is useful on it's own for it's splash damage characteristics, making it useful for firing at the feet of an oncoming assailant, the ball of plasma's power is only fully realised when it is shot by a beam from the Shock Rifle's laser, causing a pretty though deadly explosion which can cause severe damage to surrounding objects and players. This combo move is one of the easier tricks found in UT, and therefore essential knowledge for any player. Try it a few times, by firing a plasma ball followed closely by a shot from the laser aimed at the ball (give yourself plenty of space), and you'll soon get the hang of it.

When using the Shock Rifle, the following important factors should also be taken into account: The combo move consumes twice as much ammunition as the shots themselves, meaning that it's not always a sensible option if you're short on supplies. Oncoming plasma balls may also be stopped mid-flight by firing another ball of plasma at it; when they collide they will both explode as if they had hit a wall. Keeping these facts in mind, and with plenty of practice, you should be slapping people around with the Shock Rifle in no time.

 

  Pulse Gun

Classification: Plasma Rifle
Effective Range: Short-Medium distance
Ammo on Pickup: 60
Maximum Ammo: 199

 

 

 

 

 

 

Along with the melee type weapons, plasma guns also seem to be experiencing a resurgence in popularity after their apparent absence from several generations of FPS games. UT's plasma weapon, the Pulse Gun has won many fans, it's Secondary fire proving to be a very popular weapon in all of UT's game modes. The reason behind this is mostly likely that the Pulse Gun is a simple weapon, though often an effective one.

It's Primary firing mode would be familiar to anyone who has ever used Doom's or Q3A's Plasma weapons, burning hot wads of plasma are fired from the weapon's barrel at an alarming rate. The plasma travels quickly, much faster than the Shock Rifle's Secondary fire, though in this case the plasma balls are not fired in an exact straight line, spreading slightly as they travel. As you might expect, this firing mode is very effective at short range, and can to a lot of damage in a short period of time. However, for assaults over a longer distance, the Pulse Rifle's Secondary firing mode can be much more effective.

Taking the form of a lighting bolt-esque stream of plasma, the Pulse Gun's Secondary firing mode gives you a long and very hot sword with which to melt through your enemies. When used by a player under the influence of a Damage Amplifier, this attack is devastating, as you cut through people "like a hot knife through butter". Due to it's limited range however, this attack does have a downside, and the best way to defend yourself from a player attempting to melt through your torso with it is to simply run away as fast as possible, preferably whilst letting off a few good shots directed towards their head. Try to get a feel for the distance at which the Pulse Gun's plasma stream ends, and take this into consideration when using it in battle.

 

   Ripper

Classification: Ballistic Blade Launcher
Effective Range: Short-Medium distance
Ammo on Pickup: 15
Maximum Ammo: 75

 

 

 

 

Fans of Unreal's Razorjack will be happy to know that it's making a strong comeback in Unreal Tournament, though with no less than a complete overhaul. The Ripper has been redesigned from the ground up, and whilst it's Primary attack method remains the same, it no longer supports the ability of being able to curve disk's trajectories by flicking the controls as it fires. Instead, the guys at Epic have added a special new feature to the blades themselves.

Feared by Unreal player's the world over, the sound of a fast-spinning razor-sharp disk embedding itself into human flesh echoes even louder in Unreal Tournament. The Ripper's primary fire accelerates a razordisk's rotation and instantly sends it spinning out in a straight flight path at a decent rate of speed. As disks come into contact with walls and other solid surfaces, they ricochet off, sent spinning again until either hitting flesh or is being damaged by too many ricochets. This attack is deadly when aimed at an opponent's neck, and can be used to take shots around corners and into places to which you may not have a direct line of sight.

It's the Ripper's Secondary attack which Unreal veterans aren't going to be familiar with - In Unreal Tournament the titanium disks fired by the Ripper come with a special surprise, this time they're packed with explosive. As an armed disk comes into contact with something, it will explode, in much the same way a rocket would. Also, like a rocket, the Ripper's Secondary attack can be employed when needing to gain a little extra height, by firing an explosive disk at your feet whilst executing a running jump. As with all splash damage weapons in Unreal Tournament, if in doubt, aim low so as to at least inflict some damage from the explosion if you don't make a direct hit.

 

Minigun

Classification: Gatling Gun
Effective Range: Short-Medium distance
Ammo on Pickup: 80
Maximum Ammo: 199

 

 

 

Of all the weapons in Unreal Tournament, the Minigun requires the least explanation. A simple though deadly bullet weapon, the Minigun is capable of outputting as many as 13-14 rounds per second, enough to cause any target serious leakage problems. Employing a rotating barrel so as not to overheat, the Minigun still appears to run very hot. To aid in aiming the weapon, the Minigun also fires tracer rounds at a rate of 1-5 per second, depending on the current firing mode, which greatly assist in assessing the weapon's current spread.

The Minigun's Primary firing mode is what you would expect, and the fire key/button can either be tapped to let off 4 quick rounds, or held to maintain a continuous stream of bullets. This firing mode is reasonably accurate, and is effective up to a medium distance. Handy for causing some damage to your opponent whilst closing in and "spraying" groups of opponents from a distance, the Minigun's Primary attack is suited more to passive combat than in-your-face duels.

For those intimate moments however, the Minigun's Secondary attack is often more than enough to quickly dispatch your enemy. Similar to the Primary firing mode though considerably faster, the Minigun's Secondary attack packs enough punch to annihilate an unarmed opponent in less than a second. The drawback of this increased firing rate however, is a drastic reduction in accuracy, the bullets being dispersed over a wide area, especially when fired from a distance. Still, when used in the correct situations, few will stand in your way for long when wielding this weapon.

 

Flak Cannon

Classification: Heavy Shrapnel Cannon
Effective Range: Short distance
Ammo on Pickup: 10
Maximum Ammo: 50

 

 

 

 

Whilst the Flak Cannon could be classed as a simple shotgun equivalent, anyone who has played Unreal or UT will know that it is so much more. Instead of disintegrating upon hitting a wall or other hard surface, white-hot shrapnel ricochets, resulting in possibilities far beyond what a normal shotgun would be capable of. Beware however, as with all weapons with ricocheting projectiles or splash damage, it's just as easy to bring about your own end as it is that of others. The Flak Cannon is also hampered by relatively long loading and reloading times, a factor which must be taken into account when choosing this weapon and timing your shots.

When firing the Flak Cannon with the Primary fire key/button, the shell inside the Cannon will explode and release 9 tiny pieces of shrapnel, which subsequently fly out in a largely random though shotgun-like pattern. This reasonably concentrated volley of white-hot flak is absolutely devastating at point-blank range (often resulting in instant kills of unarmored opponents), and very effective at a short distance. Like the Ripper's titanium disks, firing a round of flak from a short range into confined spaces is often lethal to whoever happens to be inside. At longer distances though, where less than half of the shrapnel pieces are likely to hit your victim, you're probably going to be much better off using a medium-long distance weapon instead.

Rather than exploding the shell within the Flak Cannon itself, the Secondary attack actually launches the shell, intact, from the barrel of the weapon. This sends the shell traveling forward in a straight path, though it quickly falls to earth due to it's substantial weight. This flak "grenade" has many deadly aspects, all of which have the potential to cause significant injury and often instant death. If the shell comes into contact with an enemy mid-flight it will explode with considerable force, and despite the smiley face painted onto the front of these shells, they deal death with alarming regularity. The flak shell also has the ability to inflict great damage after it hits a surface and explodes, letting out 5 pieces of shrapnel and itself exploding with enough force to critically injure enemies standing nearby. This attack is most useful at short range, as at point blank it will damage you as well as your enemy. Play around with it and you will soon find many situations in which this attack is most effective.

 

Rocket Launcher

Classification: Heavy Ballistic
Effective Range: Short-Long distance
Ammo on Pickup: 6
Maximum Ammo: 48

 

 

 

 

 

 

 

 

 

 

 

 

It's hard to envisage a successful Deathmatch game which does not include a Rocket Launcher of some description. Unreal Tournament acknowledges the important role this weapon has to play, but in including it Epic Games have ensured there's a lot more to it than the Rocket Launchers found in many other games. Perhaps the most versatile and feature-packed weapon in the UT arsenal, the Rocket Launcher is both powerful and extremely satisfying. It is however by far the easiest weapon with which to kill yourself if you are prone to disorientation or fail to keep track of how many rockets you have loaded and remaining; ngWorldStats statistics for suicides leave little doubt in this matter. We hope that the following advice will help you improve your prowess in using this weapon.

UT's Rocket Launcher's Primary firing mode is exactly what you might expect, when you tap the fire key/button a rocket will be launched from the weapon, traveling forward in a straight path. The rockets are self-propelled and are effective for causing damage at any range - as long as your target doesn't move too far from where you expected them to be when the rocket hits. Also, being a projectile with splash damage characteristics, unless you're sure of a hit, it's usually a good idea to aim for the wall, ceiling or floor nearest their current position to ensure you inflict at least some damage. Firing a rocket at an opponent, object, wall, floor or roof too close to where you're standing though, will also cause some damage to yourself, so be careful when firing at close range. As with many weapons in UT with this property, the Rocket Launcher may be used to gain extra height when jumping by firing a rocket at your feet as you lift off the ground - "rocket jumping" is a well known trick commonly practiced by experts and casual players alike.

As many of you would know, the main feature which sets Unreal Tournament's Rocket Launcher apart from the rest however is it's ability to load anything up to six rockets before firing (automatically if you allow all six rockets to load), giving it the ability to wreck havoc on a grand scale. If more than one rocket is loaded, when fired they will be launched in a line formation, spreading out from the crosshair first to the left and then to the right, the exact pattern depending on the number of rockets fired. This spread of rockets gives one volley the potential to harm many targets over a wide spread, however if you're looking to condense as much punch into one target or area as possible, by holding down the Secondary Fire button/key for apx. 1 second at any time whilst loading the Rockets they will be launched a in a tight cluster, perfect for this purpose. Each additional rocket loaded will significantly increase the damage dealt by the volley, so it's recommended that you be economical, using only as many rockets as you need, and not waiting to load that sixth rocket when you're granted the ultimate firing opportunity on the 4th or 5th unless you're setting up something very special indeed. Also, attempting to rocket jump with more than one rocket can be messy - we don't recommend it. If the whole idea of loading multiple rockets seems too complicated for you, there's an option to enable instant rocket fire in the Input section of the Preferences menu.

The final ability of the Rocket Launcher's primary firing mode to be covered is it's tracking and homing feature. When holding the Rocket Launcher and maintaining an opponent at a short-medium distance directly within your sights for a few seconds, you will hear a beep sound and your crosshair will change into the red tracking crosshair, indicting that the Rocket Launcher has successfully locked onto your target. Once locked on, any rockets loaded and fired whilst the target lock is maintained will automatically guide themselves once fired, adjusting their course in-flight as your target moves. If you should loose your target lock before firing the rockets however, they will fire normally, either spread or in a cluster as determined by the method discussed the previous paragraph. Whilst this is by no means foolproof - a talented player should be able to dodge most guided rocket attacks - this feature can render the Rocket Launcher a much more effective weapon in some cases.

Finally, rather than dedicate another entire weapon to launching grenades, Unreal Tournament's Rocket Launcher has his functionality built in, it's Secondary firing mode loading up to six grenades before firing. Once released, the grenades fly out, bouncing off solid surfaces and exploding after 3 or so seconds if they do not impact with human flesh beforehand. Unlike the Rocket Launcher aspect of this weapon, the grenade launching Secondary attack does not come with any built-in tricks, though with the ability to bounce around corners and swarm confined spaces, grenades certainly have their

 

 Sniper Rifle

Classification: Long Range Ballistic
Effective Range: Short-Long distance
Ammo on Pickup: 8
Maximum Ammo: 50

 

 

 

 

 

 

 

 

A favorite of many players, Unreal Tournament's Sniper Rifle is considered to be one of the best in any current FPS game. A long range, instant-hit bullet weapon, the Sniper Rifle's range is long enough to serve you well on all but the largest maps. Featuring a variable zoom scope, picking off enemies at long distance is easier with this weapon than any other, and it's great power lends itself to killing sprees so long they would be extremely difficult to maintain any closer to the action. Unreal Tournament's locational damage feature also makes landing a perfect HeadShot the rewarding experience it should be, often resulting in the instant decapitation of the victim, as shown in the following screenshot:

As you would expect, the Sniper Rifle's Primary firing mode shoots a single bullet from the barrel of the rifle in a perfectly straight path for anything up to very long distances. Holding the fire button/key down repeats the action, though as with the Flak Cannon and Shock Rifle, at such a slow pace that it is much better to simply line up and take all your shots manually, allowing you to pull the trigger when you know the target is in your sights rather than have the bullet fire when you're still attempting to line the shot up.

The Sniper Rifle's Secondary attack simply activates the Sniper Rifle's scope, and the longer the Secondary fire key/button is held the further to scope will zoom in, up to a total 8.3x magnification. Tapping the Secondary fire button again deactivates the scope. When using the Sniper Rifle whilst mobile, unless you are able to zoom in with the scope very quickly it's usually a much better idea just to fire the rifle without aiming through the scope - however it is invaluable when using the Rifle from a distance in a Sniper nest or other camping position. In you are having trouble hitting targets even with the scope zoomed all the way in, try guessing where an opponent will move and place the crosshair over a position they will likely soon occupy, wait from them to arrive and unleashing a shot the moment they come into your sights. You should soon develop the reflexes and accuracy it takes to be an effective sniper.

Game Screenshots:

 

   Translocator

Classification: Personal Teleportation Device
Effective Range: N/A
Ammo on Pickup: N/A
Maximum Ammo: N/A

 

 

 

 

 

 

The Translocator is a device which can be used by both human players and bots to warp themselves around a level. Consisting of two parts, a Translocator beacon and a hand-held control device, the Translocator (if enabled by the player or Server Administrator) can be found by pressing the 1 key when the impact hammer is being held (or, by pressing 1 twice when using any other weapon). The Translocator can also be bound to it's own button key, something which is highly recommended for Unreal Tournament play at a high level. Many have found that mouse thumb buttons, available on many popular mice sold today, are ideal for this purpose.

The Translocator works as such: Activating the Primary Fire mode will send the beacon traveling in a parabolic path in the direction in which you are currently facing, either whilst the beacon is still in flight or when it has landed (at which point it will raise it's antenna and light up), you may teleport to the beacon's current location by using it's Secondary Fire. If you would like to retrieve the beacon without teleporting to it, simply activate the Primary Fire again or run over your activated beacon to return it to you.

You should be aware that the Translocator beacon may be destroyed by other players, and if you attempt to teleport to a non-existent beacon, you will be instantly killed. Translocating when carrying the Flag in CTF games is also not recommended; whilst you should teleport successfully, the flag will be dropped at the location you teleported from. This can be useful in certain situations however, such as when you want to "pass" the flag to another player on your team.

Whilst not intended primarily as a weapon, the Translocator can be used to telefrag unsuspecting opponents. This may be done by setting the Translocator beacon down as a trap; activating the Translocator when someone steps over it, or by launching the Translocator directly at someone and activating it just as the beacon hits them. This trick does not apply to teammates though, or to yourself. Attempting to telefrag something you cannot kill or to a place you are unable to fit will simply return the beacon to your possession.

In the hands of an expert (for example, Epic Games' Cliff Bleszinski) the Translocator is a formidable tool and weapon. In many Unreal Tournament maps, some weapons and power-ups may only be accessible by employing the Translocator, and many tricks are made possible only by it's inclusion in the UT arsenal. Only with practice and experience can you hope to learn it's finer points, though if you're planning in participating in anything more than just casual play, you're going to be left behind if you don't.

 

   Chainsaw

Classification: Melee Chainsaw Weapon
Effective Range: Arm's reach
Ammo on Pickup: N/A
Maximum Ammo: N/A

 

 

 

 

Implemented in Unreal Tournament only by way of a mutator, the Chainsaw deserves a mention here regardless as it's a popular alternative to the Impact Hammer and one you should be adept at using. Not widely seen in first person games since the Doom era, it's nice to see this gory though effective weapon making a come back in recent days. As seems to be the trend here though, if you're expecting this weapon to be nothing more than it's Doom universe ancestor, you're in for a surprise.

What isn't going to catch you off guard is the Chainsaw's Primary firing mode. By pulling the trigger, the rotation of the chain is sped up dramatically, and the Chainsaw lowered into a cutting position. Whilst held here, whoever happens to come within your reach will be violently mauled by the Chainsaw's blades. When using this weapon it's often best to simply charge at your opponent and hope that by the time they're able to react you'll have done enough damage to ensure they don't get very far. You should be aware however that the Chainsaw's loud roar is easily audible from some distance away, and unless you're careful, more than likely opponents are going to be ready for you by the time you attempt to charge them. If you're hoping to sneak up behind an opponent, the Chainsaw is probably the best choice as far as weapons go.

In order to be a reasonably worthy alternative to the versatile and potentially devastating Impact Hammer, the Chainsaw needed to be more though, and as a result Epic Games came up with it's Secondary attack, the swipe. Whilst at first this may seem to be a relatively ineffective and slow form of attack, once you see what happens when you aim the swipe for an opponents neck, you're not likely to look back. Instant decapitation is often the result of a well-placed swipe with the Chainsaw, and whilst it takes more skill to pull off than a piston slam with the Impact Hammer, it's certainly got it's advantages. Even if you never normally play with the Chainsaw Melee mutator, this move is well worth checking out.

 

Redeemer

Classification: Nuclear Missile Launcher
Effective Range: Medium-Long distance
Ammo on Pickup: 1
Maximum Ammo: 2

 

 

 

 

 

 

 

The Redeemer is massive. Not only does the launcher take up a large chunk of your vision, if something breathes, this weapon can bring about it's end in an instant. Whilst it isn't quite as powerful as one might expect from it's classification, nothing else mentioned here comes close to the destructive power of this weapon and the first time you score a "Double Kil.. Multi K... Ultr... M-M-M-M-MONSTER KILL!" you'll wonder why we've not seen something like it before now. Redeemer missiles are impressive also; large enough to be realistic and featuring a video camera built into the nose, remote control, a Thermonuclear warhead and "Adios!" scrawled along it's side, you couldn't ask for more in a rocket you're supposed to be able to fire from a hand-held launcher!

Once you've gotten your hands on one of these rare and treasured missile launchers, you can hit the Primary fire button/key to launch the missile directly towards your current target. In this firing mode, once launched you will not be able to control the detonation or course of the missile in any way and should simply do your best to ensure that you won't be caught it it's wave of destruction once it hits - firing the missile at a close target is almost certain suicide, though the frag loss can often be offset if you manage to kill two or more enemies in the explosion. Whilst a Redeemer missile is capable of inflicting instant death over as wide radius, as flying through there air it can be quite easily disabled by shooting it out of the sky. Also, it is possible to carry up to a maximum of two redeemer missiles with you at a time, but when firing take care not to launch two too close to each other, as the detonation of one is likely to destroy the other rocket before it makes impact.

The Redeemer's Secondary attack is perhaps one of UT's most talked about features, and it deserves to be. Clicking the Secondary firing mode button/key launches a missile from the launcher and instantly transfers control of the projectile to you, allowing you to see from the camera mounted inside the missile's nose cone and steer it with your look up/down and turn right/left controls (usually the mouse). Whilst commanding the missile you can steer it almost anywhere, even underwater. As it is being flown the missile can be detonated by either crashing into an object or solid surface, or hitting either of the firing buttons/keys. If you see a Redeemer heading your way and are unable to shoot it down, basically your only hope would be to get behind something which will shield you from the blast and hope for the best. Truly a weapon of destruction.

Game Screenshots:

Please note: It is not possible to give simple values for the exact amount of damage each weapon inflicts, as in Unreal Tournament this is influenced by many factors. These factors include the current game type, the difficulty settings of the bots being played against and the bodily location where the damage was inflicted. It is for this reason that damage values are not given in this Guide.

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