Archive for the 'Games' Category

Computer Myths

As I’ve been following Shamus’ posts lately on piracy in computer games, I was linked to this post by Brad Wardell of Stardock talking about piracy and the games industry in general. Since Stardock is primarily a vendor of software other than games, Brad talks about how he’s learned from experiences there to target the largest possible userbase and ignore the plethora of pirates. He then goes on to relate this to the games Stardock has been involved in developing recently and how little attention they’ve received in the game news media.

Reading this, I can’t help but think of my experiences with Galactic Civilizations 2. I bought GalCiv2, played it intensely for the first weekend, played a bit through the first week, and by the time the second weekend rolled around I’d pretty much stopped playing the game (granted, I did get involved on the forums agitating for game update patches). I liked GalCiv2 well enough, but the reason my interest in the game was so short lived is that it was, as Brad Wardell says, targeted for a broad consumer base. The strategy involved in the game was too simple (Obvious example: Attackers attack first, therefore if you build a fleet of ships with all weapons and no defensive capability, you’ll win as long as you’ve got enough firepower to annihilate the enemy in the first turn) to scratch the itch of someone like myself who desired a true sequel to Master of Orion 2.

Anyway, while Brad’s thoughts were interesting in and of themselves, what I actually wanted to write about is in the comments. For starters,

Speaking as a person with a relatively new $15K rig on my right side and an older (3 years) $10K rig on my left, I think I easily qualify as the definitive hardcore gamer and I must say I have not felt like games have been targeting me. This is of course for a number of reasons. The first and foremost is that I have one utterly frustrating time getting all the stuff to work as a system without anything going other then the OS and drivers. Then getting support for the hardware and OS is a major bitch to say the least.

A $15,000 computer? Lets assume for a moment that this isn’t a mistake or a lie. How exactly do you make a computer that expensive?

I paid a visit to the Alienware website to see what the most expensive machine I could possibly build would be. The specs:

Acoustic Dampening Case
1000 Watt PSU
Triple SLI 768MB 8800 GT
Intel C2E 3.0 GHz (w/ OCed FSB)
4GB 800MHz RAM
nForce 680i Motherboard
Vista Ultimate
2 64GB SATA Solid State Drives
2 1TB 7200rpm HDs
4x Dual Layer Blu Ray Drive
30″ Monitor and a 20″ Monitor
Surround Speaker System

So what does this run us? Just barely squeaking in over $11,000. Granted, that’s an obscene amount of money to be paying for a computer and you’re already paying a hefty premium for every piece and the dubious honor of owning an Alienware computer, but even that doesn’t hit $15k. What exactly could one add on that would add another four thousand dollars to the pricetag? A couple more monitors, a gold-plated case?

Aside from being completely preposterous and more likely than not totally untrue, what I find objectionable about this is that it reinforces the false notion that computer gaming requires these huge expenses. Follow the conversation spurred by Brad’s post and you’ll see several people who take for granted that running modern games requires a multi-thousand dollar computer. No game on the market today requires that. Crysis is the single game that might not be able to be run at highest settings with a thousand dollar computer, and even that is questionable.

As much as I may be, at times, the kind of person who complains about excessive pursuit of graphics in games (when in lieu of things like story and gameplay), it’s time to stop complaining about hardware costs. It’s just not valid to claim you need a $3000 computer to run the latest PC games, or a $400 graphics card that you upgrade every six months. These assumptions have become so mythical that they’re taken for granted. It’s time to put a stop to that. Today’s Triple-A computer games are probably the least demanding of high end computer hardware of any that I can remember. Maybe if there weren’t so much misinformation flying about people would be able to make more informed purchasing decisions.

Gaming Costs

Unfortunately I’ve been a bit neglectful of the blog of late. This isn’t due to lack of desire or ideas, just the complete lack of time in the face of a hundred other tasks that are demanding my attention lately.

On the other hand, when I read a comment over at Shamus’ blog the other day, I got rather irritated to the point that I had to vent.

What people don’t consider is playability (over restrictive DRM measures inhibit this) and graphics (yes, you’re game looks great and all, but unfortunately I won’t buy it because I can’t run it!) I love the PC as a platform, it allows for so many possibilities, but when I could shell out $400 for a console and some games, or $1500 for a decent mid-range computer that might play the games I want, I think I’ll go for the console.

A good gaming machine that will run all current games (and the generation after), not to mention most past-generation games (”backwards compatability”) will run you about $1000 these days. Considering that the comment was probably written and posted to Shamus’ blog from a computer, which, lets be generous, probably cost a few hundred dollars itself — Where exactly are these big savings with consoles coming in?

For me this is pretty much a no-brainer comparison. I can purchase a high quality machine for work and personal use, plus add on the additional expenses of a console, the restrictions of a console, and ridiculous expenses like XBox Live, or I can purchase a marginally higher quality machine and also play games on it when so inclined.

I suppose for Joe Consumer who uses his Dell or other branded computer for nothing more than checking email and looking at porn, it might be a good deal to buy a $400 gaming machine. For those of us who actually use our computers for work, which I assume should include most of Shamus’ readership, having a computer that doubles as a gaming platform is almost certainly the cheaper option. Particularly for people who do not own televisions, a niche group surely, but a growing one especially among reasonably intelligent people.

The only caveat here is that you can’t simply walk into Best Buy and say, “Give me your best $1000 gaming computer.” All of the retailers selling gaming computers do so at 100% or more markup, so you have to be willing to build it yourself. I know I personally hate dealing with hardware, as I prefer to have my computers just work, but when you’re talking about getting superior computer using experience in general — Yeah, I’m willing to put in a little bit of work for that. Obviously most people are reluctant to do this because they have no knowledge of hardware and are technophobic. We all have to start somewhere.

Guild Wars: Canthan New Year, part 2

Followup on some of the other things at the Canthan New Year’s weekend…

The big one for me was Dragon Arena, shown in the screenshots below.

Dragon Arena is sort of like instagib for Guild Wars. Every player is reduced to 100 health maximum, something like 20 energy, and all skillbars are set to 3 skills: Dragon Blast, which is a fiery projectile that deals 100 damage, some other skill (Imperial Majesty?) which is a melee-range attack that deals 80 damage and knocks the targeted player down, and a skill (Trade Winds?) that increases your run speed for a few seconds.

Despite the apparent simplicity of Dragon Arena, it’s actually quite a fun gametype. The irritating thing about typical Guild Wars PvP for me is that there’s such a variety of skills, with 8 skills per teammate and 8 teammates per team, that the combinations are effectively infinite. You’ll never know what you’ll face, and if you happen to be playing a specific build there’s no way to adapt to counter another team’s build mid-game. Dragon Arena puts everyone on equal footing, and reduces the number of things you need to think about in Guild Wars PvP from infinite things, to merely: Movement, enemy positioning, team positioning, and appropriate timing of skill usage.

To me, that in itself is quite enough. It boils down the elements of PvP to the most skill-based elements, like seeing your teammate about to get Dragon Blasted and putting Trade Winds on him so he can dodge out of the way, and so on, rather than emphasizing the memorization and metaknowledge that are important in typical Guild Wars PvP (not to mention the sheer randomness factor of running up against a build that is a gimmick solely designed to shut down whatever build you are running).

Aside from Dragon Arena, there was Rollerbeetle Arena, which I’ve done before but didn’t get a chance to do that weekend — I’ve gotten discouraged from doing it anyway because I regularly get pings of about 300-500 to ArenaNet’s servers, which means constant “rubberbanding” that makes it impossible to reliably navigate a race course when your client and the server keep disagreeing about where you’re located. Not to mention many people suspect the top racers to be cheating (given that all of the top 100 scores seemed to be held by 2 people, this would not surprise me).

Another event taking place during the Canthan New Year was the opening of the Shing Jea Boardwalk, which houses a couple of games — Nine Rings and another ring-based game, both of which are simple chance-based gambling, as well as a “Tag” game of sorts with worms, where players that tag worms earn points to win.

One of the big things for me was that I wanted to get a Celestial Rat minipet — You may have seen one in some of my previous screenshots. Supposedly this item had around a .04 chance to be obtained from Lunar Fortunes. Lunar Fortunes could be traded for using Lunar Tokens, and Lunar Tokens could be gotten by participating in the Dragon Arena, Rollerbeetle Arena, some of the Board games … But the most lucrative way to get the tokens seemed to be doing the festival-related quests.

So I set out to complete all of the festival quests. A couple involved simply taking materials to craftsmen to make fireworks. But my main quests had me travelling to one of the villages on Shing Jea Island to scare off fearsome “Nian” creatures with sparklers and bottle rockets …

Above we have some pictures of the village that was going to be attacked by Nian…

Once I had scared off the Nian I set out to fight the Knights who Say Nian, notorious for attempting to spoil each Canthan New Years’ celebration. Some of the screenshots I took as I searched for the Knights are below…

Eventually the Knights were defeated (it was a tough battle indeed because I was travelling totally alone, with no henchmen or heroes), and the festival went off with a bang. Looking forward to see what else ArenaNet cooks up for these things.

Guild Wars: Canthan New Year, part 1

With how busy I’ve been lately, it tends to take something a little bit more special to pull me into playing Guild Wars. Fortunately, it is one of those games which I can put aside for weeks or months and not really feel like I’ve been left behind. So when I heard the Canthan New Year was coming around again this year, I installed my recently-bought copied of Guild Wars: Factions and went to go pay a visit.

Arriving in Cantha on the outskirts of Kaineng.

One of the flame altars inside Kaineng city.

I knew I needed to get to Shing Jea Monastery for the festival, but I didn’t really know where that was. I knew Shing Jea was on an island, and the world map had a couple of islands to the southeast direction, so I headed out south through Kaineng’s slums to get there.

I spent about an hour travelling through the slums. One of the biggest hindrances I had was that I used a Lunar Fortune, an item associated with the event, that can cause a couple of random effects. Most are good, like granting you 100 gold, increasing all your attributes by +1, or giving you festive items like bottle rockets and sparklers. However, I seem to have the worst luck with these fortunes, and got “Possessed” by an evil spirit. This is a condition that causes your screen to turn red and hazy. The worst thing about this condition is that you can’t get rid of it except by leaving the area you’re in. It’s pretty annoying when you’re halfway through an area and then all of a sudden your view becomes hugely obscured so you can barely tell where you’re going. I didn’t want to abandon my progress towards Shing Jea, but the condition made it really hard to play.

After a little bit of travel I found myself at a marketplace with a port. Shown is the statue of Melandru there.

Taking a boat left me at the port on Shing Jea island. Here I am meeting one of the mystical beasts presiding over Shing Jea.

The port of Shing Jea.

As I wandered the island looking for the monastery, I came across this fantastic piece of art.

Have I found the monastery?

Yes!

A headmistress of the monastery.

Another headmistress.

Another character at the monastery. I think she’s a fortune teller.

Festival decor.

The festival at Shing Jea monastery actually consists of a number of different things. Above is the main gathering place, where a number of Canthan chefs await the yearly arrival of a celestial animal to feast on their preparations. Some of their meals require obscure animal parts that players may have to hunt down for them elsewhere. Depending on how pleased the celestial being is with the meal, they may give out varying prizes.

Last year the celestial being was a pig, who gave out miniature pigs. This year the celestial being was a rat, who gave out presents and fireworks.

Some pictures of the event…

At the main gathering area…

Standing by one of the Canthan chefs…

Some joker lets off a string of festival items from Wintersday…

The celestial rat arrives!

Waiting as the rat samples the different meals…

He liked them!

As a bit of a silly end to the celebration, the celestial rat summoned a bunch of rats and went on a running-of-the-rats around the monastery.

Someone commented that it was like the reverse of the Pied Piper, with all the people following the rats around.

Attending players were also given Lion masks provided by the Canthan emperor, although I’m a bit jealous as last year’s masks, Dragon masks, were much better than this years’. The only thing I’m disappointed in is that I didn’t manage to get a celestial rat mini pet.

I’ve got some more nice screenshots from other things, so I guess I am going to break this up into two parts.

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.


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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.


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