Tips and Tricks
Posted: Sun 1. Dec 2013, 00:20
Thought it may be useful for us to have a collection of tips, tricks and tactics we've garnered over the years.
On-foot Gameplay
On-foot Gameplay
- If you are fighting someone who jumps or jump-dodges around a lot, aim at the direction they are going to land because they are committed to doing so and cannot alter their path. However, if they are beside a wall and jump they can dodge off it, so watch out for that.
- When loading up a rocket launcher, fire it when two rockets are loaded. Many foes anticipate you loading three, waiting for that moment to dodge, giving them a nasty surprise.
- The minigun and link gun secondary is very useful against those who primarily strafe when duelling.
- When dodging vehicles trying to crush you, try to dodge at a 45 degree angle towards them as they will find it difficult to follow you.
- The manta can jump higher than normal if you enter a manta and then immediately jump.
- Goliaths and Hellbender rear turrets have loading time which many people utilise to their advantage by dodging just before it is loaded. Wait for them to dodge before firing.
- In a Raptor, if you can get close to an enemy flying vehicle without them noticing you, save your easily dodgeable missiles. Get close to them, deal as much damage as you can with your primary, then fire off the missile when they start moving away. You'll deal a lot more damage.
- In a Goliath or Levithan, driving backwards can be more useful than forwards as you are less exposed when appearing from corners.
- A Goliath can run over people with its turret. Useful for those who try jump on top.
- The Shield Gun secondary can reflect shock beams and balls, link projectiles, LG shots, and Paldadin shots. Reflection explicitly also works for Super Shock Rifle shots. The energy weapons in hover tank collection also reflect off the shield. That includes the Nephthys LG turret, Odin link turrets and even the Poltergeist's shock wave. (That one is only partially reflected, though.)
- The Shield Gun secondary does not completely protect you from the front. You can still be shot in the feet and head.
- The Lightning Gun has splash damage: three small arcs appear from the centre of the shot doing half damage (35). Each player can only be hit once.
- Flak balls have smiley faces on them. Use this to taunt the enemy until they cry.
- Link gun: Every link adds 150% damage or healing speed to the beam, but only 100% damage to the projectiles. A Linkgun with one linker repairs or damages things 25% faster than two individual Linkguns. Two people linking to a third apply as much healing as four individual Linkguns. Double damage is never applied from linked Linkguns. It also doesn't count when healing objectives, only for repairing vehicles or doing damage. If you're looking for damage output against vehicles or objectives, projectile mode is better than the beam with two or less linkers.
- Powernodes can take more damage if you manage to hit the base and top at the same time. They count as different targets, so any splash damage that hits them both counts as two hits. The distance between the two parts is larger than the radius of a rocket explosion, but less than the radius of a paladin shot or tank shell explosion or the diameter of a shock combo.
This is also the reason why a single Redeemer can take out a node. Against a single target, a Redeemer could only do about 1500 damage, while nodes usually have 2000 health. Super weapons aside, shock combos are probably the fastest way to tear down a node if you have no vehicle, but enough ammo. - When choosing what nodes to destroy, it is generally better to destroy nodes that isolate enemy nodes. Even if you cannot attack the isolated nodes, they will slowly lose health and eventually be destroyed. However, enemy players can still heal the node.
- When refilling ammo at a weapon locker, you often get more ammo if you first throw the weapon before walking over the weapon locker. For example, if you already have a Link gun and go over a weapon locker you are usually given 70 ammo, while if you did not initially have one you would get about 130.
- Offline you can use the debug command "ruler" to immediately "touch" all powernodes. This allows you to quickly start building all nodes you are allowed to build at this time.
- Fun fact: Many UT2003 weapons have a texture feature that resembles music player controls. It can't always be seen in 1st person view, but the pickup and 3rd person mesh usually shows them. The new or upgraded UT2004 meshes no longer have these controls.