Archive for the 'Games' Category

Assisted Suicide for [PC] Gaming

I ran across this article a couple of days ago, which is essentially musings on the state of PC gaming, lending a bit of a skeptical eye towards the claims that PC gaming is dying off in the face of consoles.

This is a topic of relevance to me, since I do pretty much all my gaming via the computer, and I don’t have a heck of a lot of interest in consoles. In particular, I’m a bit concerned because one of the games I’m big on at the moment, Unreal Tournament 3, hasn’t been doing quite so well on the PC side of things. And naturally, people like Mark Rein or the bean-counters at Epic can say that PC gaming is dying, and that it’s piracy, and this and that, but looking at Unreal Tournament 3 — The menus in that game are clearly designed to be used on the console. Literally thousands of complaints have been made about the menus of the game, and I can’t say that I’m particularly surprised. You only have one chance to make a first impression, and when that first impression is horrible, then you’re going to turn people off.

Even though I think the game itself is excellent, and overall the best Unreal Tournament to date, there’s absolutely no excuse for shipping a computer game with a user interface that bad. In many ways, this experience sort of confirms the skepticism of the article’s author — He suggests that game developers are pushing for the death of gaming on the PC, because gaming on the PC is freedom compared to the locked-down force-fed consumeristic model that modern gaming consoles have become. Yes, you’ll probably have hardware problems at some point, but at least you can usually do something about it.

But it’s not PCs that will have died, and it’s not consoles that will have won. Consoles are just the tool most convenient for the purpose - locked down systems that can prevent outside innovation without significant initial investment. It’s gaming that will have died, and a single corporate monolith that won. The same rehashed game sold eight different ways - that will be consumer “choice.”

Now that is a scary vision. And it’s one that we can glimpse on the horizon too if things don’t change. With ever-increasing budgets for games to support ever-more crazy graphics, putting A-list titles above the reach of indie developers, a relative lack of improvement in development tools, and movement towards these locked-in console systems, or ridiculous garbage like Microsoft Live… It’s hard to see where else things can go except towards more centralization, which in turn means more ability to exert influence to encourage people to give up their gaming freedoms, starting a snowball effect right to hell.

More Massed Effect

Here we go again folks! More media controversy over Mass Effect’s raunchy, primetime-TV-watchable sex scenes.

This video found via Kotaku. I actually felt like Keighley really dominated the interview segment, but when we went to the panel all that progress was lost. Instead we got a bunch of people who have never played a videogame since Pong(!), commenting on something they know nothing about, and a news anchor pontificating on how difficult it is to be a parent and control childrens’ access to entertainment systems that costs hundreds of dollars, and games that cost half a hundred bucks each.

BuyCooperLawrenceNow

SearchInsideCooperLawrence

Funnily enough, the so-called expert called in on this Fox News segment, Cooper Lawrence, whose entire useful contribution to the segment was admitting that she didn’t know what the hell she was talking about, is experiencing a mass effect of her own as her book is flooded by poor reviews on Amazon.

Anyone else think the pictures shown with her book are a little distasteful and “objectifying” of women? I mean, “Buy Now” and “Search Inside?” That seems a little inappropriate for children.

I am absolutely loving some of the reviews she’s been getting. Unfortunately, Amazon has already closed one-star reviews and will probably start removing some of the better reviews. A bit ridiculous considering Cooper Lawrence’s own uninformed opining on national television. A couple of samples from Amazon…

5.0 out of 5 stars Wonderful
Absolutely wonderful book! It is both an incredible sexual aid but is also quite useful for cleaning up messes that my dog has created.

1.0 out of 5 stars Oh look, a misinformed review, January 23, 2008
By Farzad Mesbahi “Z” (Bethlehem, PA) - See all my reviews
(REAL NAME)
I’m just here to bash a form of entertainment I’ve never read (your book) after you bashed a form of entertainment you’ve never played (Mass Effect.)

Oh how much it sucks, doesn’t it?

1.0 out of 5 stars Ignorant, January 23, 2008
By Patricia R. Rossetti - See all my reviews
(REAL NAME)
If she feels that she is professionally qualified to bash a video game that she has never played, then she should have no problem with me bashing her book that I have never read.

2.0 out of 5 stars Concerned Parent, January 23, 2008
By S. Roegge - See all my reviews
(REAL NAME)
I am Deeply appalled by this book and the availibility of it to my children.
I took my child for a nice outing last saturday to the local library and i was frightened for society as a whole when i saw this book being displayed. The sexual tones given off by just the cover of this book alone was enough for my daughter to ask “mommy why is that lady making opinions about things she knows nothing about because she has not done minimal reasearch to even understand the basics of her opinion?”
As you may guess the car ride home was very interesting.

1.0 out of 5 stars Promotes underage sex!, January 23, 2008
By Richard Nast.e (San Diego, CA United States) - See all my reviews
This book is filled with pictures of naked women and depictions of graphic sex. Worst of all, it’s marketed to children!

1.0 out of 5 stars Not Good, January 23, 2008
By T. Goldman - See all my reviews
(REAL NAME)
I’m sorry, but this book is just not good. It’s not well written, the author has no credibility, and she apparently has no real knowledge on any subject. Reading this book is as helpful and interesting as staring at your wall for 8 hours. The cover is creepy too.

1.0 out of 5 stars An utterly abysmal read, January 23, 2008
By Mr. J. Bain “totalbiscuit” (Leicester, UK) - See all my reviews
(REAL NAME)
Be warned, for within these pages you will find one of the biggest collections of pseudo-intellectual drivel in the history of the written word. But don’t fret, if you can’t get past the truck-loads of assertions, broken logic, terrible arguments and outright overly feministic intellectual terrorism of this book, you’ll still have the front-cover to pin up on your wall. After all, good looks are all you need to be taken seriously as a psychologist these days apparently.

Turnabout and irony, so delicious… So bad, immature, and probably counterproductive but yet hilarious and devilishly satisfying nonetheless.

Update: EA steps in to demand corrections.

RPG Maker XP

I don’t want to detail the long and boring story of how I came about it, but in my general browsings of the internet several weeks ago I came across an interesting little program called RPG Maker XP. RPG makers are nothing new; I’ve been seeing them for years. The catch is that, with the internet as omnipresent as it is, I can now browse projects created with these things online. If you check out the forums in the link above, you can see some of the finished projects — and some look pretty good! Although I don’t have the system, it seems to have a very extensible the system for scripting your own systems (to replicate Final Fantasy game mechanics, for example) or use original graphics (that they’ve snagged from Final Fantasy games).

RPGMXP1

Admittedly, a program like this does nothing I couldn’t do myself. But having it all delivered in a package like this might even be worth the $60 price tag. And despite the price, it’s enticing to think of creating my own little RPG game, with control over combat, character creation, dialogue… I mentioned it to an acquaintance of mine who is heavily invested into scripting Neverwinter Nights. From my understanding, Neverwinter Nights has a pretty powerful suite of tools for editing, so perhaps I should check that out myself.

RPGMXP2

Nevertheless, I’m uncertain if NWN offers the sort of control I want — I have yet to see anything for that game that wasn’t D20 system, and while I enjoy D20, I don’t see it as the supreme achievement of all RPGs past and future. A lot of people tend to [i]like[/i] being presented with new systems and finding out how to optimize their characters within that system, but D20 is pretty well mapped in that regard.

RPGMXP3

Right now I have downloaded one of the projects from the RMXP.org site and am [very slowly, since time is short lately] playing through the game. The game I’m looking at is Quintessence: The Blighted Venom. So far I’ve been impressed with the quality of the music, and the graphics, while obviously not 3D pixel mapped pixel bump voxel polygon shazam, seem nice. All of the screenshots I’m using through this post are from that. The writing gives the impression that the author is not a native English speaker, as some constructions are a bit strange, but I haven’t seen any outright Engrish yet.

RPGMXP4

I’m hoping I’ll be able to play through a couple of these projects so I see a good range of what the software is capable of. And, even if I decide not to buy it, which is likely since my free time is so limited, it’s still a repository for what looks like free sprite-based RPGs in that classic style.

UT3 Weapon Rundown: Sniper Rifle

UT3SniperRifle0

The Sniper Rifle is like the Hammer of God. At least, it is in vCTF-Suspense. In DeathMatch it’s a different story unless you can get a good vantage point. Still though, the weapon’s stylization is spot on, the best yet, and it even sounds powerful. I love using this weapon.

UT3SniperRifle1

Primary fire is a single tap on the trigger. A hit does 70 damage to a person normally, or 140 for a headshot. Headshots are easier than they were in UT2004, although once the full game is out and we have the full range of player models to choose from we’ll see if they are more reliable or not. The firing speed is slower than the demonic firing rate that the original UT’s sniper rifle had, but it’s faster than that pathetic toy, the Lightning Gun. It also lacks the emitter lag that plagued the Lightning Gun, thankfully.

One unusual bit of info is that when an opponent is standing still, his headshot hitbox is 75% larger. Many people have noticed this and come to the conclusion that the headshot hitbox is too big, but it seems to be intended as a balancing factor to make campers more vulnerable to headshots. When a person is running at full clip, their headshot hitbox is only 80% its normal size, effectively making it more difficult to one-hit kill someone who is trying to flush you out.*

UT3SniperRifle2

Secondary fire is zoom. There’s not much to write home about here, although zooming in does have a momentary animation pause as the weapon is placed over your “eye.” The scope will black out your peripheral vision, but it’s not bad, and at least the zoom is uncluttered and clear, which is more than I can say for UT2004’s Lightning Gun.

One tactic that was popular with the Lightning Gun in UT2004 involved shooting off one shot, switching to the next weapon, firing, and then switching back to the Lightning Gun. With the Lightning Gun’s slow refire rate, it was actually faster to switch to another weapon, fire, and then switch back and fire again than it was to simply wait for another shot. This was pretty obviously silly, so one of the main changes to weapons in UT3 is that you now need to reload the weapon before you are able to change it. I’m of the opinion this is a good change, at least for the Sniper Rifle (not so for some other weapons — the Flak, for example, suffers badly because of it). However, it does make it so that if an enemy gets in close on you while you’re using the Sniper Rifle you’re pretty vulnerable.

In vehicular gametypes the Sniper is pretty useful, but mainly as an infantry killer. Of all the vehicles we see in the demo, only the Manta is an open topped vehicle. It is possible to snipe a Manta pilot in his vehicle, and I’ve headshotted Manta pilots several times by now, but it’s usually not worth the effort it takes to hit such a nimble vehicle. The only other vehicle we’ve seen that is vulnerable to the sniper is the Hellbender rear seat, which isn’t all that effective in the demo anyway, so will likely be unmanned. The sniper rifle really makes me pine for locational vehicle damage, or at least vehicle “weak points” that could be shot for extra damage. The damage the Sniper Rifle does to vehicles seems to be reduced something like 50%, so it is virtually useless against anything heavier than a Manta. If there were weak points it could be made more useful without just outright giving it more punch.

Either way, it’s great to finally have a respectable sniper rifle back in the game, and I can’t wait to play some sniper arena with this thing.

* Note about this information: I’m not entirely sure what’s going on here. It may be that the Sniper’s headshot box increases or decreases in size, or it may be that other players’ headshot box increases or decreases in size depending on whether they are running or not. I’m looking into it and will update when I know a definitive answer.


Back to the Index

UT3 Weapon Rundown: Rocket Launcher

UT3RocketLauncher0

If there’s any criticism to be made of this weapon, it’s that it’s simply too damn good. I was never a huge fan of the original Rocket Launcher, although the power of loading up to 6 rockets and letting them fly was undeniable. I also thought that UT2004’s Rocket Launcher never lived up to its potential. With UT3 they have finally gotten everything right. The thing has a feature that’s good in almost any scenario, making it a great all-around weapon.

UT3RocketLauncher1

Primary fire shoots out single rockets. The sound and visuals of the rockets are great, and the explosions are satisfying, particularly when there’s someone on the other end being ground into chunks. Each rocket does 100 damage, so that’s easy enough. Splash damage with rockets, as with most weapons, has been reduced a bit, but it’s still good enough to kill with frequently. I’m not certain about it, but the rockets’ speed feels somewhere above the speed of rockets in UT, but below their speed in UT2004. The refire rate is also fairly quick for this sort of weapon.

UT3RocketLauncher2a

Secondary fire loads up to three rockets that can be fired simultaneously. There is about a quarter of a second delay when tapping secondary fire, as the Rocket Launcher enters a loading animation, so don’t expect to tap secondary fire and immediately fire off a rocket. The secondary fire is where the real versatility of the weapon comes into play, as it can fire rockets in either a straight, horizontal line, or in a tight spiral configuration, or shoot them out as grenades with timed detonation fuses. Switching between these three “modes” is accomplished by holding down the secondary fire button and tapping the primary fire. One tap will take you to spiral mode, while a second tap will take you to grenade mode. A third tap returns you to the default line fire mode. Release the secondary trigger to unleash the rockets when you’ve selected the firing configuration you want.

UT3RocketLauncher2b

The line is best for carpet-bombing an area, while the spiral configuration is best if you know you’ll hit your opponent and are more concerned about dealing lots of damage in one go. Players are highly agile, so against them it is most likely you’ll use the line firing configuration. Even if none of the three rockets scores a direct hit, the splash damage from the nearby rockets is often enough to kill an unarmored opponent. If you are fighting against a big vehicle like the Goliath or a stationary target like a node, spiral configuration will give you a good solid punch with 3 rockets hitting simultaneously, rather than risking that the two side rockets will deviate away from the intended target.

UT3RocketLauncher2c

There’s also the return of an old favorite, the grenade mode which launches a live rocket with a timed detonation rather than a warhead. Up to three grenades can be launched, but they’re wildly unpredictable. Their trajectory is quite similar to the Flak Cannon’s secondary fire arc, so it is a bit high, although nowhere near as far. Your best bet when using this fire mode is to use them when an enemy has ducked into a confined space or when you are trying to cut off strategic exits or entrances. For example, the small Bio Rifle room near the Helmet pickup in Heat Ray is great for tossing grenades into, if you happen to have the Rocket Launcher. The large doors on Shangri-La that separate the UDamage plaza from the Stinger also make a great choke point that can be used to funnel unwary opponents into a face ful of grenades.

As if the Rocket Launcher wasn’t good enough, it’s also got a homing feature. It’s had the feature in past Unreal Tournament games, but in Unreal Tournament 3 it’s better than ever. That is to say, it’s actually useful. In past UT games, as soon as you began to load up rockets, you commited yourself to not locking on to an opponent. This means, for example, if you had an enemy tank in your sights and wanted to load up three rockets and fire them at him, the rockets would not home in on the tank. In UT3, though, you can gain a lock while loading rockets. This makes a big difference in vehicular gametypes, because you’ll frequently see a vehicle barreling at you from a distance away, but a single rocket usually won’t connect with a moving vehicle, or if it does, won’t phase it much. This change allows you to load up to three rockets AND lock on to an enemy while doing it. It’s a great trick to use on Scorpions, Hellbenders, and Goliaths. It’s even effective against the Raptor if the pilot is hovering low and remains relatively still for a few seconds. Just beware and realize that vehicles have heavy armor that grants some amount of damage reduction to them, so a salvo of three rockets won’t instantly take out a Scorpion with 300 Health, but they will do severe damage.


Back to the Index

UT3 Weapon Rundown: Flak Cannon

UT3FlakCannon0

Where the Shock Rifle is the katana of weapons, the Flak Cannon is akin to the mallet. A favorite of newer players, it’s big and unwieldy, but when you connect you know the guy is going down. It does have some finesse to it, as you can ricochet flak off of walls, but it’s focus is on delivering the brutal one-shot kills. I have to say that, among the UT3 weapons, the Flak Cannon is probably the one that I’m most displeased with. There’s just enough “off” with the weapon, and enough better choices that it doesn’t feel like the monster it should. Its primary fire shoots out a spray of flak pellets, while the secondary fire launches an intact flak shell in an arc.

UT3FlakCannon1

Primary fire is powerful as hell. It shoots out nine flak shards that do 18 damage each, for a total of 162 damage in a direct hit. That’s the good news. The bad news is that the firing rate is really slow, over a second before your next shot. If you didn’t kill the guy with that first shot, then chances are you’re going to eat it before you can fire again. The distribution of flak is also different from in previous games. In the past, the weapon would simply randomly give each shard a somewhat randomized vector from the same origin, but now the weapon has a randomized area of spawning defined for each chunk. The long and the short of it is, the flak shards begin with a wider distribution pattern, which makes it more difficult to hit with all of the shards unless at Impact Hammer ranges.

In vCTF-Suspense, it is one of the weapons you receive on spawn, yet I find it largely goes unused. For most situations the Stinger is the superior option: It hits instantly, is more accurate than the Flak Cannon primary, and is comparable in terms of the damage output over time. The few instances I see Flak consistently used in are in the small corridors containing the Shock Rifle or Rocket Launcher, and in the nest above containing the Avril. However, it’s definitely not the only weapon that’s useful here: the Shock Rifle and Rocket Launcher also do quite well in these areas. Although in UT2004, the Flak Cannon primary was useful for dealing a near-fatal blow to Mantas and stopping them in their tracks, in UT3 this seems significantly harder. Though it’s still possible, due to the higher initial spread it is more difficult to accomplish, and you’d probably be better off using the Shock Rifle or Impact Hammer if you found yourself in such a situation. Against any heavier vehicle, if you’re close enough to use the primary fire you’ll probably be dead. The only non-suicidal options for using the weapon against vehicles are if you’re taking it by surprise, or if you’re banking shots off of walls.

UT3FlakCannon2a

Secondary fire is the flak ball you’ve come to know and love. Unfortunately, every Unreal Tournament game has decided to fire this projectile off in a slightly different trajectory than the last. With UT3 this trajectory is high and far, something I’m still not used to after playing with it for some time. I’m fine with the far bit, but the ball consistently fires above my opponents’ heads. When it connects, it usually kills them, but it’s been a struggle getting that to happen against anything but braindead bots. A direct hit with the weapon does 100 damage, plus it also spawns five flak shards that do 18 damage each for a total potential damage of up to 190. The splash damage radius has also been toned down noticeably, so near-misses are not as valuable as they used to be.

UT3FlakCannon2b

Though the secondary fire of the weapon fires further than it did in UT2004, the vehicles have all been adjusted so that the flak shell is no longer a very effective option anymore. The Hellbender SkyMine turret is now enclosed, protecting the driver from flak shells. The Scorpion is also an enclosed seat now, with the same effect. Both Hellbenders and Scorpions have had physics changes that make it virtually impossible to budge either vehicle with a flak shell, so it isn’t going to effectively tip over either vehicle if you land a shell at one of its tires. Your best bet when using this fire mode against vehicles is to take advantage of its arc by firing from protected positions. Getting on higher ground and lobbing shells down will wear down even a tank, or at least force them into a position of your choosing rather than facing off directly against a vehicle.

The Flak Cannon remains a favorite, but the quirks have yet to be worked out of the weapon. I’m sure with just a few minor adjustments to firing rates and trajectories, the weapon can be returned to the glory of past games.


Back to the Index

UT3 Weapon Rundown: Stinger Minigun

UT3Stinger0

For the Minigun, this time around, Epic has gone back to its Unreal 1 roots and combined the Stinger weapon with the Minigun, adding a lot of flavor to what’s normally a pretty boring weapon. The new weapon design is spectacular, reminiscent of Unreal 1’s minigun design, but in no way looking dated. This thing has a barrel with three spinning barrels, each comprised of three spinning barrels. How cool is that?

UT3Stinger1

Primary fire is what you expect from the Minigun. Rapid-fire, hitscan bullets with a built-in spread. This time around, each bullet does 14 damage, which is near double the damage the standard minigun bullets did in UT2004. I’ve no idea how many bullets it sprays out per second, but I figure it’s somewhere between 7.5 and 15. The bullet spread has also been tightened up a bit. In short, this weapon will tear things up. It’ll take down a freshly spawned player in under a second, and even heavily armored opponents will die quickly under sustained fire. A lot of people consider the Stinger to be the ultimate weapon now, although I’d argue it doesn’t stack up quite that well at close range. It is very effective at medium to long ranges, maybe a bit too effective at long range. Just be sure to start firing slightly before you think you’ll need it, as it does take half a second or a second for the barrels to spin up to full speed.

In the demo, at least, the Stinger is the only weapon given in the weapon lockers of vCTF-Suspense that gives footsoldiers a fighting chance against Mantas or Raptors. Neither the Shock Rifle nor the Sniper Rifle are given in the lockers, so acquiring one requires a bit of effort. Further, neither of these weapons have near the raw damage-per-second output of the Stinger. The Stinger does over 100 damage per second, where the Shock or Sniper Rifle do about 50 damage per second. Holding down the fire button is guaranteed to do at least some damage, and used in conjunction with other teammates it’s quite effective at taking out these threats.

UT3Stinger2

Secondary fire with the Stinger fires out a single, 38 damage tarydium shard. This firing mode is pretty much a direct homage to the original Stinger from Unreal. Unfortunately, the Stinger in Unreal was pretty much only useful as the weapon you used when you didn’t want to waste ammunition for better weapons. The secondary fire is almost identical to the plasma bolts that the Link Gun shoots out via its primary fire, except the tarydium shards only fire about half as fast, but do half again as much damage when they connect.

I’ve only found two situations where I find the secondary firemode consistently useful. The first is in delivering a knockout blow to people who I knock off of their hoverboards with the primary fire. Once someone is on the ground, they’re sitting ducks against the high-powered but relatively slow shards. The second is in spamming tarydium shards at vehicles coming across the bridge in vCTF-Suspense. With the latter, it’s not so much about getting kills as suppressing vehicles that might be on the far side of the map, and a couple of quick hits of 48 damage each will dissuade most people from sticking their head out.

Many people have been complaining that the Stinger is “too powerful,” and while it’s true the Stinger is extremely effective, in a regular DeathMatch game, walking around with a weapon that’ll take 6 or 7 shots to kill a person just seems suicidal with so many one-hit wonders stalking about. Perhaps others might find it more effective, but I typically only tend to pick up stray kills with it. It is an overwhelmingly good choice to have drawn if you’re in large open spaces, whether in DeathMatch or in vehicular gametypes.


Back to the Index

UT3 Weapon Rundown: Link Gun

UT3LinkGun0

Formerly known as the Pulse Gun, the Link Gun is a weapon that holds a bit of a strange spot in the arsenal. It doesn’t excel in any one area as a DeathMatch weapon, but it is so essential to vehicle based play that you may as well spawn with it. The Link Gun in UT3 has undergone some minor changes from UT2004 and a significant visual overhaul. Some people criticize the weapon as looking out of place, which I don’t necessarily disagree with, but it’s similar in design to the Enforcer, so that design has precedent among the weapons set. Primary fire of the weapon rapidly shoots out bolts of plasma, the secondary of the weapon discharges plasma in a superheated cutting beam.

UT3LinkGun1

The primary fire of the Link Gun is small, rapid bolts of plasma that deal 26 points of damage per bolt. The bolts fire about twice as fast as in UT2004, so even though you do marginally less damage per hit, you’re still pumping out nearly twice as much damage in the same time period. If you’re any good with prediction you should be able to capitalize on it, though aimless spam doesn’t seem all that effective. One significant change from 2004 is that each bolt itself only takes up one ammo, so you’ve got a lot more incentive to use the primary firing mode.

Against vehicles, it seems like it is going to be a prime weapon to switch to when firing on big targets like Goliaths or Hellfires that are dug in. Since vehicles in general are big targets, and since, with the exception of the Manta, they can’t really strafe or jump, their movement patterns are predictable. That makes them prime targets to use the Link Primary plasma on. Link Primary is particularly deadly with the Berserk powerup, as it unleashes a stream of projectiles that is impossible to dodge between, and will deal enough damage to take down vehicles in seconds, before they have a chance to react.

UT3LinkGun2

The secondary fire of the Link Gun is the same beam that was in UT2004. According to reports, it does about 5 damage per pulse, with 20 pulses per second. There are a couple of significant changes, though, good and bad. The bad is that the beam length feels much shorter than in UT2004. It really feels like it should be a good quarter to a fifth longer. Then again, I might just be saying that because I’m not used to the new length and want things exactly how I’m used to them. As for the good? The beam is straight, which makes aiming with it a breeze. There’s also a nice sound that plays when you’re cutting through a guy with the beam, providing some nice audio feedback for the experience. The secondary is virtually useless against vehicles, as anytime you’re close enough to use it, you’ll likely be dead in less than a second. On the other hand, you can use it to heal friendly vehicles, so it’s still quite useful, just not offensively.

The Link functionality that was in UT2004 has been changed a bit for UT3. It seems that linking is no longer possible manually, by which I mean aiming at another teammate and firing the Link secondary, but occurs automatically when teammates within a certain proximity all use the Link Gun. The proximity is very, very small, though, so in order to link up with a teammate you put both players at risk. Personally, I preferred the old method, as you had more control over when and where you linked, and you were able to maintain Link formation on the move. On the other hand, the new method does seem to allow both players to fire simultaneously, and avoids the baggage associated with ordering who would be at the lead of a link chain. I suppose the ideal option would be to allow both approaches.

Overall, the UT3 version of this weapon seems a minor improvement to the gun, but not enough to make it an exceptional weapon in DeathMatch. It’ll likely serve you better than an Enforcer, but you’re better off if you’ve got a Shock Rifle or a Rocket Launcher in your hands for most combat situations in DeathMatch. Its role as a “finishing” weapon is almost entirely gone, as weapon switches are made slower in UT3 to the point where weapon switching in combat is close to suicidal. It is a great weapon in vehicular gametypes, due to its particular effectiveness against vehicles or stationary targets like nodes, but you’ll wish you had something else drawn if you’re caught unawares in the thick of it.


Back to the Index

UT3 Weapon Rundown: Shock Rifle

UT3ShockRifle0

Lethal, elegant, requiring years of training to truly master, the Shock Rifle is the katana of First Person Shooter weapons. If the Katana is the soul of the Samurai, then the Shock Rifle is the soul of an Unreal Tournament player. It’s always been a dominant weapon in Unreal Tournament, but a lot of factors made it the single weapon you needed to have in Unreal Tournament 2004. From the looks of things in UT3, it isn’t necessary in DeathMatch, though it’s still one of my favorite weapons there. In vehicular gametypes I expect it to be a necessity simply because it’s so versatile.

UT3ShockRifle1

Primary fire is a hitscan beam that does 45 damage. The only significant difference to its functionality in UT2004 is that it takes maybe one or two tenths of a second longer to refire. However, major changes to maps and player movement have made the primary fire far less dominant. By reducing the exaggerated movement options, map scale was brought much more into line with player scale, meaning that DeathMatch encounters now are more likely to take place in a medium range where all weapons are effective, rather than at long range where only hitscan can be reliably used.

Although vCTF-Suspense has some long-range vistas, particularly across the bridge or from the lower level to the top of the tower, these are usually fairly contained. I consider it a necessity to pick up the Shock Rifle on this map, as it’s still a footsoldier’s only effective long-range option against Mantas and Raptors. Others contend that the Stinger alone is enough to deal with these threats. Personally, I feel like delivering a fair amount of damage with precision is more important than firing the Stinger and hoping that it sprays enough bullets in the general direction of the target to destroy it. In medium to close ranges against these vehicles, though, the Stinger is definitely superior, so your strategy should be dictated by whether your opponent is directly attacking you and coming closer or whether they’re otherwise occupied or at such a distance that they can’t close it quickly.

UT3ShockRifle2

The secondary fire is the trusty shock core projectile, but these have been changed slightly to make them a more effective option in their own right. The refire rate on the secondary fire seems to have been upped a tad, and the damage for a direct hit with a shock core has been increased to 55 per hit, so a secondary fire core followed up by a primary fire beam will kill a freshly spawned player. The speed of the projectile core has also been increased, which is, again, an improvement in this firing mode’s basic functionality.

While the Shock Rifle’s beam excels at long range, the cores are an average weapon in middle and close ranges. Although the core itself is not very menacing at mid range, it’s not something you can ignore either, and not simply because each core is a bomb waiting to go off. Cores move at a speed comparable to rockets and have a similar blast radius, so even though they don’t deal quite the damage a rocket does, they will take an opponent down if given the chance. Further, the cores have one unique feature that can make them situationally quite good: Shock cores will detonate other flying projectiles that come in contact with them. So firing a shock core at an opponent may detonate the rocket he just fired with your name on it. At close range utilizing the splash damage is a lot easier. It’s not the best DeathMatch weapon at those ranges, but it suffices in a pinch.

Oddly enough, the secondary fire of the weapon is a big part of why I consider the Shock Rifle a must-have in vehicular gametypes. With the current state of the beta demo (and, as far as I know, the first box version of the game), the Manta is such a dominant vehicle in skilled players’ hands that you need all the options you can get against it. In my Impact Hammer rundown I detailed how that weapon’s secondary fire can be useful against Mantas, but a skilled driver can easily defeat that strategy. The Shock Rifle secondary will knock back oncoming Mantas significantly, though, so if a Manta driver attempts to run you over, head-on or not, firing a core at him will beat him back. If he keeps coming you can keep firing as fast as he comes, and it’ll only take four or five before he’s toast. If he backs off or runs away, you’ve got the primary beam to use on him.

UT3ShockRifle3a

Then there is the combo. The combo is the main draw of the UT3 Shock Rifle, as it was in the original game. The combo is quick, big, and deadly. I have no idea about the size or damage in comparison to other games, and this is tricky to figure out without access to the script. As a point of reference, the combo in the original UT did 250 damage (maximum) and in UT2004 it did 200 damage (maximum), so I expect it to do a maximum of between 200-250 in UT3, leaning towards 250. It feels like the combo has a highly damaging core area, where most of the damage takes place, and a steep damage fall off outside that area. What this means is that it’s probably going to kill an opponent if it hits, and outside of that they won’t be damaged much. Overall the combo is very satisfying, and in DeathMatch I might even say it seems even a little too dominant, as if the other features of the gun are only there to supplement the combo.

UT3ShockRifle3b

The combo is what really fills in the weapon and makes it so versatile, but the combo is best used at medium ranges. At the long ranges seen in vehicular maps it loses some of its lustre. In UT2004 the combo was best used to destroy oncoming Mantas or to kill the drivers of oncoming Scorpions. Although the combo still seems like it will be an attractive option for destroying Mantas, since the Scorpion is now a closed-top vehicle you can no longer kill the driver with a strategically placed combo above the vehicle. I would like to say that a combo at the front of the vehicle could deflect its trajectory away from you, but with the Scorpion being a nearly immovable object by any form of force, I am skeptical if that would work reliably. However, a combo is a significant amount of damage, and given enough distance, a combo attack on an oncoming Scorpion followed up by Shock cores could dispatch the vehicle.

Overall I feel like the weapon is a good mix of the original Shock Rifle and UT2004’s, and might actually be the best one yet.

Back to the Index