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Author: Saito
6,453 Views
4 Comments
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1.Shield gun:
This gun has become a defining weapon in the UT2kx series. Your going to want to whip this out off spawn, and any time your retreating. The ability to “bounce” yourself of the primary is a highly useful option for reaching areas of the map.
2.Assault Rifle:
The assault rifle is your standard “pea shooter” gun that you start with (low damage horrid spread). However despite all this it has some saving graces. The first hit off the AR is always a dead on hitscan shot. You can use this to peck at wounded players from long distances. The other advantage is the ability to dual gun on them and have a weapon close to the mini. Lastly the AR comes with grenades (1 for competitive) that do rediculous damage off a spawn. The largest advantage of the AR is the ability to throw yours to a gunless buddy, effectively giving him a mini gun.
3.Bio Rifle:
Often reffed to with such sexual comments as “bukkake cannon” the BIO rifle is a mixed blessing. On the one hand it offers extreme damage, on the other it's limited rate of fire/range makes it rather hard to land a hit with it. It's never the first gun you want to pull out in battle, however it's strong enough to save your rear end vs an overly aggressive stacked player charging down on you. If you find yourself running around with only the bio, WAIT for the shot, don't rush it.
4.Link Gun:
IMHO the link gun is vastly underrated, it's certainly been the subject of a huge amount of arguments. The secondary fire of the link gun shaves off health insanely fast, and has a lock down effect on the player. The link gun exceles at finishing off an injured enemy within it's range, and the lock down effect makes it even better.
5.Shock rifle.
The bread and butter of UT. The primary has a high rate of fire, high damage, and long range. You can juggle people both on the ground, and the air for consecutive hits. The shock balls can be used fairly effectively in close, and the infamous shock combo does insane damage if you can find a chance to land one.
6.Minigun:
The minigun is still rather despised by most of the better players. It does ridiculous damage, fairly effective at mid/close range, and takes no skill to aim. The mini gun is best at finishing off already injured opponents, however it's insanely high amo count leads to it also being a valid option for head to head fights.
7.Flak Cannon:
Or should I say noob cannon. The flak cannon is only good at very close ranges (primary) where it can cause extreme damage on an point blank shot. It has some use in firing down hallways to discourage people for charging down them blindly. The secondary takes a bit more skill to use but is much more effective if you can learn to make direct flak ball hits at the edge of it's range.
8. Rockets:
The rocket launcher is often given a bad rep by the noobs that spam it down hallways blowing up their own team, the enemies and themselves at the same time. It's not the strongest weapon in UT, and requires a fair amount of skill/prediction to learn to use it without being a danger to everything and everyone in the immediate area.
9.LTG
Insanely powerful, great range, chance of a head shot, and to top it off you can get a double kill. The only penalty the LTG caries is the rate of fire.
Knowing the map and the guns:
Certain weapons are stronger/weaker in their roles at various situations/ranges. A great example is the rocket launcher. It's good at close range battles in cramped spaces, it's good when firing from an elevated position on a lower opponent in close range, and it's good if you hear the gun turning the corner from you. On the contrary. The flak cannon is good at lobing bombs at people up above you. Try to keep in mind what the map layout is, and pick the appropriate gun for the job.
Know the limits of your weapon. Take the LTG, it's limit is the reload rate. If you miss your shot, there is no point in sticking around with 2 players spamming mini/link at you. You lost your weapons advantage, and now are hurt by it.
Learn to mix your weapons, and to swap out. It's rather silly to just run around the map with your favorite gun out hoping to get that kill, it just doesn't work. Certain weapons work good at ranges, take your ltg shot, and close in with mini, if it turns into a brawl whip out your flak. It sounds fairly obvious but people seem to forget it.
Learn the weapon combos. So weapons have traits that set up easy shots. A great example is a rocket/ltg combo. You fire the rocket at their feet, they bounce up, you whip out the ltg and pop them mid air. There are a fair amount of set-ups like that with various guns. Granted your nobody regularly walks around the map just poping people up with rox and then ltg'ing them, it's rather hard to set up. However you should be aware of them so you can take advantage when they do offer themselves.
Weapon hording vs Weapon sharing:
TDM is played weapon stay OFF, and as such a major part of the strategy is denying guns to the other team.
Weapon hording is a common pitfall people step into. The trap into it is that every gun you have does make you stronger, and every gun you pick up hurts the other team. The down side of this is when you die, your team loses their one man arsenal, and the rest of your team will be strapped for guns as well.
Weapon sharing is knowing how to distribute weapons, and manage them so your entire team is equipped with a range of weapons. This involves calling out when a gun spawns that you already have, and other balance issues.
Don't double up on weapon types you have if somebody else needs it. If you have a mini, and your teammate is going for the link, let him have it... the guns are close enough. The same logic goes that if you have the shock, let the other guy take the LTG.
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