Powerful default weapon

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nuttella

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Nov 19, 2004
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Oh, I guess I DIDN'T READ. I read about the Ripper, but missed the Enforcer. Well, here's hoping it packs the same punch.
 

Bullet10k

New Member
Apr 9, 2005
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Yea the default weapon (whatever its going to be, hopefully the enforcer) better be powerful and balanced. Like I mean the UT2004 default weapon is BARELY A THREAT, like would you still even call it a weapon?

The default weapon better be a threat.
 

SiN-BiN

New Member
Aug 21, 2004
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I can get quite a few kills with dual assault rifles, but singular i would rather go with Shield Gun.
 

T2A`

I'm dead.
Jan 10, 2004
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Spawn weapons shouldn't be powerful. That's the whole point. I'd rather a single enforcer be just enough to get by and find another weapon, whereas two can be fairly deadly since you either have to come across one randomly or kill someone to get it. The assault rifle demonstrates this decently; the only problem is a single assault rifle is just too weak to be effective at all.
 
Mar 19, 2002
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Couple those pee shots with a grenade from your secondary fire, and you have a fairly useful weapon.
In team games (TDM mostly) after a fresh spawn, i tend to supplement my teammates fire with some assault bullets from a safe vantage point, to ensure our team secure the kill. Unless, of course, there are better things to do, like power myself up.

nades are great for lobbing in difficult spots too.
________
Shaved Pussy Cam
 
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nuttella

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Nov 19, 2004
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Turns2Ashes said:
Spawn weapons shouldn't be powerful. That's the whole point. I'd rather a single enforcer be just enough to get by and find another weapon, whereas two can be fairly deadly since you either have to come across one randomly or kill someone to get it. The assault rifle demonstrates this decently; the only problem is a single assault rifle is just too weak to be effective at all.

The assault rifle demonstrates why a spawn weapon should be powerful, in that you're virtually defenseless when spawning, especially when you don't spawn right next to a weapon. The grenades are a good deterrent to someone charging straight at you (which is about the only way to get kills with them), but with a decent ranged weapon they can pretty much stand still and mow you down while you barely chip away at their health. Plus, since you have little choice but to head for the nearest real weapon, you are all the more vulnerable.

The enforcer on the other hand was a perfect example of what a spawn weapon should be. A four-hit kill against the unarmored and twice as deadly at close range, no one in their right mind would take a just spawned opponent lightly. But still, due to it's slow-ish rate of fire and lack of accuracy in its faster fire mode, it wasn't a weapon anyone would stick with. However, if you happened to spawn some distance from a weapon, or the nearest weapon was heavily guarded, you could put off the upgrade and even get a kill or two on the way.

I'm not asking to spawn with a flak cannon...
 
Mar 19, 2002
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yeah, I'd like a better spawn weapon too.
Notice how the shield gun is going away with the assault rifle?
Makes you wonder the true origin of the shield in the first place... to protect your infant butt from being slaughtered as you run like a sheep to the nearest... ANYTHING.

I hope there isn't a long charge time on the impact hammer too.
Makes it kinda hard to kill in the heat of hte moment; you have to plan a shield kill a little too much right now.
It's not a big problem, and you can still lauch them away from you with a quick click, but still.
________
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gades

The Grudge Master!
Nov 20, 2004
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Behind you biatch!!
It doesn't actually need to be powerful, just somewhat accurate (almost pixel perfect). If the assault rifle had this accuracy, then then it's worth using.

Yeah, I miss the enforcers.
:cool:
 

-AEnubis-

fps greater than star
Dec 7, 2000
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Uh, the AR7 isn't weak because of it's individual capabilities, it's weak because it's one gun. This game is all about switching weapons, and using multiple weapons in one battle. That is the whole reason why it's fires are so diverse, one mid damage projectile, and one rapid fire hit-scan weapon. It has to be somewhat weaker then the rest of the weapons so newbs know it's better to find another gun (see halo), but powerful enough to at least make your oppoent think.

The enforcers were as much weaker from balance perspective then the rest of the guns were, as the AR7 is now, because then, all the other weapons were way stronger. Combos decimated fresh spawns, one direct rocket offed them, and flak also killed in one ammo on either fire (actually it still does). A combo is much less likely to kill a spawn now, unless it's very precicely placed, and a rocket will not kill in one (and that is before accounting for spawnprotection). Flak can be done in one hit, but is much more difficult.

The SG was another reason the AR7 didn't need to be as much of a threat yes, but it would be hard to balance the AR7 vs an LtG/Link, Rox/Mini, or Shock, or any other 2 weapon combo you can think of, so why try? You really can barely think of any weapon in this game as one gun, you have to at least think in pairs, and AR7/SG is enough to survive to a weapon usually.

Next UT will be different with no SG. Hence the Enforcers return. I, though, was more likely even in UT to run IH instead of 1 Enforcer. Most maps were tight enough, you could be moderately effective with it, and it was much more intimidating.
 

Maxx

Bite Me
Dec 19, 2003
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Well, pouncing your opponent with round after round and making less damage isn`t so funny. The alt-fire is quite good, but generally I use this gun only when I have 2 of them (rocks with damage amplifier). for the beginning I mostly switch to Shield gun (depends on sit. of course)
 
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Nosnos

Nali
Jan 6, 2003
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I don't think a spawnweapon should be as powerful as the other weapons in the game, I mean you should feel forced to get another weapon quickly after you have spawned. But at the same time the weapon should not be "useless". The AR works in UT2004 since you have the shield which you can use to defend yourself until you get a more powerful weapon. Since UT2007 will replace the shieldgun with the impact hammer I think they need to improve the spawnweapon as well... I dont think it needs to be as powerful as the enforcers are in UT... The biggest problem with the AR is that they have an extremly low accuracy... A spawnweapon with the damage of the assualt rifle but with the accuracy of the enforcers would be sweet imo ^^ and without the nades ofc... nades are the worst thing in UT2003/UT2004
 

EL BOURIKO

New Member
May 24, 2005
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puh!! i don t care about the assault riffle... i just wish that it could be possible to respawn without the boring Assault rifle at all! But i have not found a way to do so yet :S
In fact I would like to have a set up in the parameters that could allow me to decide to NEVER pick up one or several specifical weapons or have a specifical weapon when i walk on them or when i respawn. EPIC plz!!!
 

Zur

surrealistic mad cow
Jul 8, 2002
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Turns2Ashes said:
Spawn weapons shouldn't be powerful. That's the whole point. I'd rather a single enforcer be just enough to get by and find another weapon, whereas two can be fairly deadly since you either have to come across one randomly or kill someone to get it. The assault rifle demonstrates this decently; the only problem is a single assault rifle is just too weak to be effective at all.

Yes, this is because the projectiles are too imprecise. The grenades can be deadly but you really have to know how to use them or be very lucky. The only moment where you can get an easy hit is when another player is rushing at you.

Also note that double ARs aren't just a novelty but something that's essential in TDM. If your team is the underdog and you're trying to get back on top, one way to do this is for one guy with a weapon to throw his AR to a team mate, double AR being almost as powerful as mini.
 

Maxx

Bite Me
Dec 19, 2003
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Azura said:
Yes, this is because the projectiles are too imprecise. The grenades can be deadly but you really have to know how to use them or be very lucky. The only moment where you can get an easy hit is when another player is rushing at you.

Also note that double ARs aren't just a novelty but something that's essential in TDM. If your team is the underdog and you're trying to get back on top, one way to do this is for one guy with a weapon to throw his AR to a team mate, double AR being almost as powerful as mini.

Yap, that trick worked well in UT(99) and does also in UT2k4 ;) When equiped with a good weapon dropping that thing for a teammate is always a nice move ;) but most players tend to only drop a weapon when it is at low ammo (to gain advanges if weapon stay is activated)

A more accurate starting weapon would be really nice. Of course not as good as a Minigun for instance, but making the "first frag" a little bit easier. (but in most cases another weapon crosses my path first)
 

Zur

surrealistic mad cow
Jul 8, 2002
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Hmm, sorry to confuse terms. I mean, in the real world bullets are projectiles. Let's say the random cone on AR fire (hitscan) is too wide.