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A variable in the weapons tell the monsters to dodge when the player hits the fire or altfire button. Some of them have it set to True for either fire or altfire and others set to False. Theres also a piece of code that tells the monsters to dodge your aim but it depends in the difficulty that the gametype sets in them. As for the Ripper and maybe the RazorJack, it has both fire and altfire set to False which it is not forcing the monsters to dodge.
Also, I think the BioRifle was well balanced with the others damage wise. It may not have a good use or good functionality compared to the others but its purpose seems right. I compared both gun from UT99 and UT2k4 and I can tell that the UT2k4 version is way stronger and better balanced than the older ones. Its functionality for the PrimaryFire and AltFire is way superior than the one in Unreal or UT99. If I had a BioRifle in UT99 that worked like the one in UT2k4 I'll probably be out-skilling other players using one of the other weapons which with a lot of practice it can become very deadly, specially because of its high hit damage.
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