[ Transcript of review for Weapons of Evil Beta 3b | Posted by Nemephosis on 2003-10-04 | Score: 9 ]
Weapons of Evil Beta 3a review
Every once in a while, some sick, twisted, demented S.O.B unleashes a weapon pack on the UT2k3 world that brings weapons that cause people to crap their e-pants in fear. Excessive did it. Weaponlord did it, despite having only 5 weapons. And now, the man who does it again is so evil... IT’S IN HIS NAME.
Dr. Evil I presume?
Mr. Evil (a fitting name for one so... um... evil, I guess) has let loose with multiple single weapons in the past. Not being good enough, he consolidated them all into one excellent weapon pack. There may be slight imbalances here but it’s a good pack.
The weapon breakdown follows:
SOAR: Stands for Special Optical Assault Rifle. Primary is a fast but horribly weak pulse laser, and secondary fires impact energy grenades. For those who may not know, an impact grenade is a grenade that explodes on impact rather than one that bounces around. UT2K3's Assault rifle grenade is a non-impact grenade, these ones are impact grenades.
However this is a horribly underpowered weapon compared to everything else. Primary does 6 damage a shot (LESS than UT2K3's assault rifle and we all know how weak that is) and it only comes with two grenades and 100 starting ammo. Find something else, fast. Needs more ammo and grenades, or higher damage. Higher damage would be nicer.
Also of note is that both fire modes can be used at the same time, so while you’re firing the primary, you can shoot out a grenade without letting up on primary.
Parasite: The Parasite leeches health and adrenaline from your targets. Primary takes 70% of the damage you inflict with the Parasite and gives it to you in health, and secondary takes a small amount of Adrenaline from your target. This can mean life and death with these weapons.
Crispe: The Crispe (crispy) fires a steady, low intensity laser beam that mildly annoys your target. However if you keep it on him, he will eventually burst into flame. This can cause a great deal of damage if used correctly. Secondary is a flashlight which works even when you have no ammo. It is possible to switch to the Crispe when you have zero ammo (otherwise the flashlight would be pretty useless!)
CFX: The CFX is a dart launcher that tags your enemy. The darts do one damage per shot. Well, no, it gets better than that..... if you stick three or four darts in your opponent (up to 10) and then press secondary, the darts will all blow up causing a massive explosion, and a REALLY massive explosion if you can get 10 in there. Once fired, the darts have a life span of 10 seconds so you better be quick about it. A “ding” will sound if you get an opponent with a dart so you know whether you hit or not.
Fyrian Cannon: If you ever complained about the Minigun being too weak, and I know some who have, then you’ll want to look into this mother. Primary takes a while to spin up, but when it gets going, it GOES. It is a pretty accurate and powerful minigun, and takes a good while to overheat. When it overheats, it has to cool down for a couple seconds before you can fire again. Secondary is much faster, much more powerful, much more inaccurate (so use it up close only) and overheats a hell of a lot faster.
Firechucker: Ah, now we’re getting into the bigger armaments. It’s a flamethrower, I don’t need to explain these. Holding secondary charges up 40 ammo and releases it in a gigantic fireball that fizzles out after a while. Tapping secondary spouts small, fast, long lasting (and therefore great range but not tewrribly damaging) fireballs. It’s a flamethrower that can be used from a distance. That makes it the best one I’ve seen to date. It has a max ammo of 600, which is entirely way too freakin much when you consider a short burst of 9 primary ammo is enough to cut through unarmoured opponents (and a slightly longer burst eats shields too.) With as much damage as it deals, 600 ammo is way too high for max. I’d go with 150.
Just some quick math: Assuming no shields, and enemies at 100 health.... you have 600 ammo in the flamethrower and use 10 ammo per burst: you can kill 60 people before you need to refuel it. This is probably the strongest non-super weapon in the pack. Way too much ammo.
Pepperpot: The rocket launcher of the pack. Every weapon pack seems to have one.... but of course, leave it to Mr. Evil to come up with a new twist. The Pepperpot unimpressively fires a volley of 9 weak rockets in a perfectly straight line. It’s good as it is, but a little boring. But, the innovation is hitting an enemy with secondary. When you tag an enemy with it, a “beep” sound will lewt you know you hit him. Now the rockets will all home in on him. THAT’S more like it.
You can also make the rockets all home in on a wall, or floor etc. Just throw a secondary at it. There will be no hit sound, but now the rockets will all be drawn to that spot. This is true no matter which way you face, so if you hit the wall, and want to hit an enemy, you’ll need to hit him with a secondary as there is only one “rocket attract” point available at a time. You can’t draw the rockets toward a wall and an enemy at the same time, it has to be one at a time.
Helios: Think shock rifle primary, with a zoom secondary. Nothing amazing but a solid weapon. There is a bar above the ammo count, the same as the charge bar for UT2K3's assault rifle grenades. When you fire the Helios, this bar emties and then starts to fill up. When it’s full, you can fire again. You can also fire when it’s half full, but the damage will not be as high as if you wait.
Steorra: Same as Helios, but Instagib instead. Super weapon class.
PIC: Personal Ion Cannon. An Ion Cannon that can be used in any map regardless of whether a satellite is in it or not. Very cool. Has no “warm up” beam so it’s harder to avoid.
Transdimensional Disturber: Primary fires a ball of negative energy, and upon contact with something, forms a small black hole that sucks in the people around it and crushes them. Secondary fires a beam of energy that is minimally damaging to people, but causes the energy in the black hole to respond with a beam of its own. This beam is Instagib-like in property, and will kill the nearest in-range target. DON’T fire primary, and then combo it with secondary right away, or you’ll kill yourself. Wait a moment for it to get out of range and then let loose.
]b]ADS-2 Sentinel:[/b] oh man, has this ever come a long way from what it used to be. I could write a whole review on this alone, but I think I’ll keep it simple.
First, I haven’t found a way to get the Sentinel into a game other than by summoning it, or having everyone start with one. That may not be such a bad idea cause it is so much better than it ever used to be. The old sentinel was merely a ground turret that fired link gun shots. Now however, you can upgrade it and make it even tougher than it used to be. You can give it armour plating, a molecular shield (which is like giving it another 1000 health points, pretty much) you can network multiple sentinels together so that they co-ordinate their firepower on one target better, upgrade their sensors to make them detect enemies much sooner, give them better motors to make them aim faster, and more. You can give them new weapons too. To upgrade or destroy your sentinel, primary fire the Sentinel Deployer while standing in front of your sentinel. You can not upgrade or destroy teammate’s sentinels. To give it an upgrade, click on the desired upgrade in the list that comes up and then click Upgrade. Descriptions for the upgrades are all in there so I won’t go into them here.
That’s right, you aren’t limited to just the Pulse cannon that fires once a second anymore. You can give them flamethrowers based off of Evil’s flamethrower (no fireballs though) you can give them Miniguns, Shock Cannons, Pepperpot Rocket launchers, and perhaps the most disgustingly powerful of all... an Instagib cannon. Yes you can give them an ESR. It costs a ton of ammo to do but if you can set up a sentinel with a molecular shield, motors, sensors and an ESR cannon, one sentinel is all you may need. You’ll need to snipe it to death now, because you aren’t getting anywhere NEAR that thing. This sentinel is exactly what I’ve been looking for ever since he released the first beta.
EVIL! EVIL EVIL EVIL!
That up there ^^^^ would be me just reliving high school memories. I had a female friend who’d always call me “evil! Evil evil evil!”
Well these weapons are more evil than I could hope to be. Aside from the underpowered SOAR, and over-ammo’ed Firechucker, this is a great pack. There are no really big bugs, everything mentioned in the readme is fairly minor. The Firechucker needs less ammo (150 max) and the SOAR needs powering up, but that’s about it really. If for nothing else, get it for the Sentinel.
Nemephosis