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Assault

Assault

 

 

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!

In UT2004, you can now wield two Assault rifles at the same time, like UT Enforcers.

 

 

Bio

 

Bio

 

The GES Bio Rifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the Bio Rifle 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 Bio sludge, 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.

The longer you charge secondary fire, the slower and heavier the projectile gets. So a 50% charged blob will travel farther and faster than a 100% charged blob, but obviously be less strong.

 

 

 

 

 

Flak

 

Flak

 

 

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.

TIPS: Remember the Flak ricochets around corners, so if your enemy disappears round a corner, keep firing, especially in an enclosed arena! Also note that the Flak cannon is much easier to aim than other weapons. Use this to your advantage and concentrate on dodging more than accuracy while using this weapon.

Secondary fire is useful against a lot of vehicles, especially the Manta.

 

 

LG

 

 

LG

 

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.

TIPS: The Lightning Gun is pretty good against air vehicles, especially Raptors: you can take out a freshly spawned Raptor with just four shots.

Some people think picking a crosshair with a clear middle point and aiming slightly above the head of an enemy makes it easier to get headshots.

The sparks the Lightning Gun gives off also do damage, so you don't always need to hit somebody dead on to hurt them.

 

 

 

 

LinkGun

 

Link

 

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: While not that popular in UT2003, the UT2004 version of the Link Gun is far more useful: it's essential for healing vehicles/turrets and maintaining power nodes.

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 attack damage, heal vehicles faster, and capture power nodes quicker. Up to three people can link, but don’t cross the streams! And when someone is linking you, your link gun does not drain ammo.

Secondary fire is much more effective than primary, just keep in mind that secondary link gun fire is useless if your opponent is far away.

The Link Gun stops draining energy when the node/vehicle you are repairing reaches full health, even though the beam is still active. This is a good way to be sure a vehicle is fully repaired.

 

 

 

 

Mini

 

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.

TIPS: Secondary fire is slower, but more accurate: use this if your target is far away.

The Mini gun is fairly effective against Raptors.

 

 

 

 

 

Rockets

 

 

 

 

RoxXx

 

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 tap primary fire 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.

Remember that you don't always have to hit a target straight on to cause harm! Use the splash damage of the Rockets to your advantage on Sniper s or to pick off people just around a corner.

 

 

 

 

Shield

Shieldgun

 

 

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. This causes splash damage, but if you hold down secondary as you release primary fire, your Shield can absorb some of the damage.

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.

When you're charging someone down with this weapon, don't try to just run at them. It's very hard to catch anyone that way. Use doubledodge (dodgeforward and press jump at the top of the dodge) to close the distance much faster.

 

 

 

Shock

 

Shock

 

 

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 Shock wave. 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.

Secondary fire on the UT2004 Shock rifle is a little faster than UT2003's.

The Shock rifle is very useful against certain vehicles in Onslaught. Primary fire is pretty good against the Raptor, but the Shock rifle really shines against the Manta, since Shock rifle shots will usually stop a Manta's forward momentum. You can also use Shock rifle shots to push Mantas away from players on foot. Primary fire will also detonate the sky mines shot by the Hellbender, and you can actually use this tactic against enemy sky mine fire.

 

 

 

 

 

 

Sniper

 

sniper

 

 

This high muzzle velocity Sniper rifle with a 10x scope is a lethal weapon at any range, especially if you can land a head shot.

TIPS: Yup, the Sniper rifle returns for UT2004! It's a little slower than the UT version and produces a puff of smoke when you fire. This obscures your vision (but you can easily move around it) and gives enemies a hint as to your general position.