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Gribbz
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Dec 23, 03 at 1:19pm
Weapon Listings

WEAPONS FOR UNREAL TOURNAMENT 2004



Shield Gun
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. Clever combatants will use this device to absorb the impact of a long fall.

Assault Rifle
Inexpensive and easily manufactured, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, primary fire mode is best suited to a light support role, where other weapons are not available. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies. Lightweight and easy to wield, some combatants are now carrying an AR770 in both hands, doubling the amount of ordnance that they can unleash on an enemy - increasing the chance of neutralizing the enemy threat and also looking damn cool.

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-A 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; there is no better weapon with which to chase down the fleeing opponent. Satisfaction is guaranteed.

Shock Rifle
Something of a connoisseur's weapon, the ASMD shock rifle is an acquired taste. Those unskilled in Tournament combat will shy away from the uncanny aim and reaction speed required to make effective use of the primary and secondary fire modes. Primary fire emits a single stream of photons moving at near-light speed. A single strike can be devastating but a direct hit often requires the aim and reactions of a cybernetically enhanced combatant. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. 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. The combo attack is used by those with an understanding of tactical combat. Use it to take out unwary opponents and whenever you feel like showing off your skills.

Link Gun
Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun, or simply the Link. While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with an active-scanning, switchable energy matrix. This matrix enables the weapon to register friend or foe upon contact with the swirling green beam and change properties accordingly. When the beam comes into contact with an opponent it can inflict serious injury and death within seconds. Upon contacting a teammate, it reverts to a harmless carrier stream. The carrier stream offloads energy from the onboard cells, boosting the output of any targeted player who is also using the Link. Two players may Link to one another at any time, boosting the power output of the weapon significantly, but it should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.

Flak Cannon
Banned in some colonies for "needlessly cruel wounding", the 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 and 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. Primary fire mode is best suited to close-quarter combat in confined environments where the enemy has little room to maneuver. The secondary fire mode is best used in a tactical manner. It is perfect for "crowd control" situations and for facing up to the unpredictable movement of an enemy combatant by laying down suppressing splash-damage.

Biorifle
The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that the delayed detonation of the mutagenic sludge, coupled with the ability to quickly carpet an area with the highly toxic substance, has reduced the weapon to the equivalent of a minefield, a barbaric and cowardly weapon employed during past human conflicts. Proponents of the weapon argue that it enhances the tactical capabilities of defensive combatants, allowing participants to cover multiple choke points more efficiently. Despite the debate, the weapon remains historically accurate, providing 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 Biosludge, or launch one large glob at the target.

Rocket Launcher
The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rear-loading 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. Combatants who are new to the arena find that the Rocket Launcher is their new best friend. Fire and forget missiles take any enemy apart and incredible splash damage means that even those with little or no aiming skills will take out an opponent eventually. However, in the hands of a seasoned warrior, the Rocket Launcher is a rewarding tool. There is nothing quite like seeing a 'pro' take an opponent out of mid-air with a well timed launch. It's a beautiful thing.

Lightning Gun
The Lightning Gun is a high-power energy rifle capable of penetrating 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 (however, do not assume that making a kill with this weapon is easy). 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. Many of the Tournament's elite warriors display seemingly inhuman reaction speeds and accuracy by taking out rapidly moving opponents at long range with this weapon.

Mine Layer NEW!
The Mine Layer is used for deploying Spider Mines; autonomous mobile mines that are highly effective against both foot soldiers and vehicles. Spider mines can be used both offensively and defensively. When deployed, a spider mine will immediately search for enemy combatants using sophisticated sensor arrays located in a central "eye". If an enemy is close enough, it will immediately enter pursuit and explode on contact. Conversely, the mines can be deployed in any zones requiring defense. When no enemies are nearby, the mine enters a dormant state, conserving power only to use its sensor array. It will remain immobile until an enemy unit is detected, upon which it will enter pursuit. Mines can easily be hidden in long grass and other foliage - providing a nasty surprise to the unwary fighter. The alt fire mode utilizes technology from the Ion Painter to project a low-power laser beam. This beam can be used to direct spider mines to a distant target. Unlike the Ion painter, the user of the grenade launcher does not need to stay still in order to allow the beam to focus - the spider mines can be controlled and directed on the move.

AVRiL NEW!
The AVRiL, or Anti-Vehicle Rocket Launcher, shoots homing missiles that pack quite a punch. Large and unwieldy, this is strictly an anti-vehicle weapon, although any collateral damage will of course affect those unfortunate enough to get in the way. By using alt fire, the combatant locks onto the heat signature of an enemy vehicle, primary fire will then launch a missile with limited seeking capabilities. A skillful pilot or driver aware of a missile lock can use terrain or acrobatic flying to avoid the devastation a missile strike delivers.

Grenade Launcher NEW!
The Grenade Launcher is a flexible combat tool, providing excellent tactical and combat support solutions to the competitive warrior. Primary fire launches up to 8 hi-explosive grenades per salvo that detonate on contact with an enemy fighter, or they can be remotely detonated using alt fire. The grenade casings are able to adhere to metallic and ceramic surfaces ("sticky grenades"). This feature adds to the overall flexibility of the weapon by allowing the combatant to choose a method of attack. An example of this tactical advantage is the "geo sword" maneuver, first employed during the closing stages of the Human/Skaarj wars. A Manta (hover vehicle) was covered in 16 adhesive grenades by 2 members of a small human scout/infiltration force during an assault on dug-in Skaarj forces. A third member of the squad volunteered to ride the Manta into the Skaarj enclave, ejecting a short distance from the enemy's perimeter. Inertia kept the Manta moving toward the enemy, and once in range, the grenadiers activated their weapons, resulting in a huge explosion, taking out 2 enemy gun emplacements and many Skaarj warriors.

Sniper Rifle NEW!

This high muzzle velocity sniper rifle has a 10x zoom scope and is a lethal weapon at any range, especially if you can nail a headshot. This weapon returns to the Tournament after a much lamented absence. The predecessor of the Lightning Gun, the Sniper Rifle is all about old-school accuracy and skill. The previous model of the sniper rifle was considered unsportsmanlike by some; it could be fired on an enemy whilst maintaining a hidden position on the battlefield. This new version retains the accuracy and stopping power of its predecessor, but has been modified to emit more muzzle smoke from the firing of a round. This smoke has the double effect of revealing the position of a sniper to the alert combatant and also momentarily obscures the sniper's view of his target, making a much more balanced, but no less deadly weapon.

Ion Painter
The Ion Painter seems innocuous enough at first glance, emitting a harmless low power laser beam when the primary firing mode is engaged. Several seconds later, a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. Offering increased targeting accuracy via its telescopic sight, (activated by the secondary fire mode of the weapon), it is highly recommended that the user puts considerable distance between themselves and the weapon's area of effect.
The delivery platform for the orbital cannon is the highly effective Variable Altitude Phased Output Remote Weapons Platform (VAPOR WeP). The use of this pacifying system led to a dramatic decrease in incidents of mob violence within colonial boundaries. Hovering high above the terrain, the VAPOR scans for the activation of rifle-mounted targeting lasers. When a beam is located, the platform moves into position and unleashes two terawatts of ionized plasma streams directly onto the target, vaporizing any agitators and bystanders within fifty meters.
The use of the ion painter has decreased in the Tournament in recent times. However, when it is unleashed, it's a sight to behold. There's nothing prettier than the silhouette of an opponents' skeleton dramatically lit from behind by the light storm of an ionic blast.

Translocator
The Translocator was originally designed by Liandri Corporation's R&D sector to facilitate the rapid recall of miners during tunnel collapses and other emergencies. The technology has saved countless lives, but not without cost. Rapid deresolution and reconstitution of the subject organism can have several unwelcome effects, including increases in aggression and paranoia, as well as increased probabilities of respiratory and cardiac arrest. Artifacts of synaptic disruption accumulate in the biological snapshot of the individual, leading to Teleportation Related Dementia (TReDs), an incurable disease that has stricken some of our greatest champions. In order to prolong the careers of today's contenders, limits have been placed on Translocator use in the lower-ranked leagues. This was deemed necessary to prevent new recruits from becoming too reliant on the device, thereby sealing their own doom. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera's surveillance output, the user is effectively blind to their immediate surroundings.

Redeemer
The first time you witness this miniature nuclear device in action, you'll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.

Ball Launcher
A new addition to the Tournament, the Ball Launcher is only available in Bombing Run Mode. Once you've picked up the ball, the ball launcher is automatically selected from your arsenal. While you're in possession of the ball, you cannot use any other weapon. Pressing the Fire button will launch the ball, either at another teammate for a pass, or through the opposing team's goal.


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Gribbz
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Dec 23, 03 at 1:22pm
re: Weapon Listings

quote blind_n00b
i hope they make the shock rifle into a sniper rifle. its more accurate than the lightning gun. just put ascope on it and put it in da game.
Quote from here - well blind_n00b it looks like your in luck

the new weapons sound and look brilliant, i cant wait to see them in action


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blind_n00b
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Dec 23, 03 at 2:20pm
re: Weapon Listings

They seem to have gotton lazy with the weapons. they only made a couple new ones. i was hoping for all new and redone weapons.

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Gribbz
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Dec 23, 03 at 2:26pm
re: Weapon Listings

quote blind_n00b
They seem to have gotton lazy with the weapons. they only made a couple new ones. i was hoping for all new and redone weapons.
meh, your right there . they keep using similar weapons for every UT title. at least will see some change though


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xKruMx
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Dec 23, 03 at 4:31pm
re: Weapon Listings

well do you guys really think there are going to be all new and exclussive weapons for half life 2 and halo 2 , no its gonna be same with a few new add ons that no one will use =)

my biggest concern with 2004 is the return of the sniper rifle... no trail of lightning to slaughter campers although i think the lightning was a lil extreme, i mean you could see it anywhere on the map but being able to see nothing is gonna be a bad time with campers i know it i dont think the smoke will help see them more but of course i could be wrong your guys thoughts?
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Gribbz
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Dec 23, 03 at 4:37pm
re: Weapon Listings

quote xKruMx
well do you guys really think there are going to be all new and exclussive weapons for half life 2 and halo 2 , no its gonna be same with a few new add ons that no one will use =)

my biggest concern with 2004 is the return of the sniper rifle... no trail of lightning to slaughter campers although i think the lightning was a lil extreme, i mean you could see it anywhere on the map but being able to see nothing is gonna be a bad time with campers i know it i dont think the smoke will help see them more but of course i could be wrong your guys thoughts?
yeah, it is true. though i find it pretty annoying when you kill a camper and decided to camp yourself and it gives your location away too easily if anything (smoke, lightning etc) follows on.


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xKruMx
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Dec 23, 03 at 7:56pm
re: Weapon Listings

i hope smoke is visiable enough that people wont camp and not so much that it lags the game up

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Raikazokou
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since: Jul 2001
Dec 23, 03 at 8:00pm
re: Weapon Listings

Nice new weapons. Good to see they have a sniper rifle instead of a lightening gun.



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Gribbz
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Dec 23, 03 at 8:10pm
re: Weapon Listings

They still have the lightning gun . but i would use the sniper rifle, it really depends on how the handling and shooting is


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Raikazokou
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Dec 23, 03 at 8:32pm
re: Weapon Listings

If it was anything like the first UT game, then the rifle should be really good!!



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xKruMx
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Dec 23, 03 at 8:53pm
re: Weapon Listings

we dont doubt that raika we just hope it isnt the right hand of the camper =)

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Raikazokou
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Dec 23, 03 at 8:58pm
re: Weapon Listings

Why does everyone worry about campers? Best thing is to go right up to them by either front on or sneak up on them and frag them with the flak cannon!



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xKruMx
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Dec 23, 03 at 11:02pm
re: Weapon Listings

campers are like awpers in cs... its not fun going into an area and just instantly dying by someone with no skill who just has a crosshair by a door

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Liquidsnake696969
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Dec 24, 03 at 6:03am
re: Weapon Listings

The smoke after the sniper rifle reminds me alot of Halo.

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Gribbz
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Dec 24, 03 at 8:14am
re: Weapon Listings

What was your lots favourite Weapon in UT2003 (if you played it)? Mine was certainly the Flak Cannon



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