Utilizing terrain in Vehicles - UT3 Guide with Pics.

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Crayfish

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Jun 30, 2008
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This is a guide to some of the techniques of using terrain to mimimise the vulnerability of vehicles in UT3, while retaining offensive capability. Some are general principles of war/wargames, but others are specific to UT3 and its otherworldy mechanised arsenal.

HULL-DOWN, TURETT-DOWN & HIDE POSITIONS.
A Hull-Down position is where a vehicle uses a terrain feature to cover its main body or 'hull' while the turret or other offensive structure is exposed. This allows the vehicle to see and fire accross the battfield while only presenting a small area that is vulnerable to attack.
A Turret-Down postion is where the entire Hull and Turret are covered by a terrain feature, but observation is still possible from the turret hatch. As the vehicles in UT3 are controled from a 3rd person turret hatch type view, this position offers all the normal advantages without any of the associated risks.
In both these cases, the protecting piece of ground may be a rock directly in front of you, or a rolling hill 100s of meters long between you and your opponent. What is impportant is how it effects you opponents line of sight (L.O.S). As you move around the battlefield, try to continualy think about how the lie of the land between you and the position of your opponent effects thier L.O.S.
01goliathhulldownzv6.jpg



USING COVER LATERALY.
Many terrain features are too high to shoot or see over, but the can provide offensive advantages, by moving lateraly in and out of thier cover. Here we see a Goliath Tank using a building as cover to mount offense from. It moves lateraly out from cover to fire, then moves back into cover during its protracted re-load time, when it can't protect itself. By repeating this process it can continualy command an area of the battlefield while minimising its vulnerability to counter attack.
If circumstances allow, always REVERSE out of cover lateraly when using the Goliath. The Goliath has a rear mounted turret, so moving the back of the tank out first to fire means the turret achieves L.O.S much sooner and exposes a much less of the tank to the opponent. (see pics of the red-team tank in the bottom left corner below)
02lateralcolourzs3.jpg

With the right window of opportunity full hide position cover like this can also be used to do front line repairs.
*A NOTE ON FRONT LINE REPAIRS.
Even in reasonably safe hide postion cover, always have the vehicle between yourself, and the expected path of your opponent during repairs. This way, in the event of your position being breached, your vehicle can provide you with some cover and warning of the danger. *You exit the vehicle in the direction you are looking from it before you press E.

HELLBENDER SKY MINE SPAMMING.
04ahellbenderov8.jpg

The Hellbenders chain-detonated Sky Mines can create a killing zone of 3d space. The undetonated Core's small size means they can be fire though small openings from good terrain cover positions. Once chain-detonated inside an enemy position, they cause devastation over thier area of effect.

04bhellbenderzp8.jpg

On defence, Sky Mine spamming can be equaly lethal. Here we see the Hellbender making use of the lie of the land to protect itself while defending an entrance. The Hellbender presents the smallest of targets, while it saturates the other side of the entrance with chain-detonated Sky Mines.
A FURTHER NOTE ON THE HELLBENDER
*If you are using the rear turret to snipe at enemy infantry, remember to reverse into position. This is because the rear turret only has limited decline when facing forwards, stopping you firing down on enemies from high ground.

NECRIS VEHICLES.
The Necris Vehicles in UT3 provide the most creative possibilities in the use of terrain of any FPS game I've seen.
THE NEMESIS.
The Nemesis has a turret that can be raised or lowered into 3 pre-set configurations.
In its low position, the turret rests between the two runners (tracks) and gives the vehicle and extreme low profile and its fastest traveling speed. This is the ideal mode for moving around the battlefield from one exploitable terrain feature, or objective to the next. *The turret can only fire directly forwards in this mode.
The middle mode has the turret raised to a normal tank height, allows full turret movement with slow rate of fire and medium traveling speed.
The high position raises the turret right up above the runners and gives super fast rate of fire, making many excellent Hull-Down postions available. *This mode gives the lowest traveiling speed.
Below we see the Nemisis using its different turret modes to create some excellent Hull-Down, Turret-Down and hide positions.
03corruptionhulldownef4.jpg


04corruptionhulldown2np5.jpg


THE DARKWALKER.
The awsome Darkwalker is surprisingly one of the most capable vehicles when it somes to using terrain for cover.
05darkwalkercf1.jpg



FLYING VEHICLES.
06flyingzx1.jpg



INDIRECT FIRE.
UT3 has a couple of excellent vehicles that can make use indirect fire.
07indirectfo3.jpg

*The scorpion can also make use of the lie of the land to use as 'ramps' for launching its boosted 'suicde' ability.


GOING AGAINST VEHICLES THAT ARE USING COVER
FLANK ATTACK.
Its almost never a good idea to attack a strongpoint head on unless absolutely nessesary. Its always better to bypass it or attack it from another angle. UT3 is a dynamic game, that will generaly offer greater oportunities for offensive manouver than defensive strongpoints. So your first choice of action against a vehicle held strongpoint will be some kind of dynamic flanking attack.
08flankattackuf2.jpg


AVRIL BLINDFIRING.
Another UT3 weapon that can be tacticaly used to negate terrain is the AVRIL Longbow guided missle. By firing it 'blind' and then guiding it onto its target, you can fire over and around terrain features and minimise the amount of time you expose yourself to counter fire.
10avrilblindfw4.jpg


SHOCK-BALLS.
The Shock Combo from the Hellbender, Paladin or hand held Shock Rifle can also be used against other vehicles making use of terrain cover. Its area of effect allows you to attack its radius width beyond your line of sight.
09shockballae2.jpg



FINAL THOUGHTS.
For the most part, UT3 is a fast moving and dynamic game where movement and accurae firepower are more important than positioning. But the principles of use of cover can be taken advantage of in many more situations than the overt examples used in illustration above. Continualy try to dynamical apply these principles as you move around the battlefield.
Crayfish.

*Note some of the turret positions in the images are incorrect, this is because of an issue with the replayer that doesnt display correct turret movement.
*Thanks to MechikTaj of Beyond Unreal forums for contributions on Hellbender front facing turret decline and exiting vehicles direction select.
*My first post here, am new to Unreal (only been playing about a month). Suggestions and contributions very welcome. Am hoping to expand this guide.
 
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Kantham

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Sep 17, 2004
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Shock ball combo versus tank out of sight, is entirely useless, my dear.
Nice points here and there, like the reloading part, which is what any decent player consider doing.
 

«MechikTaj»

lolol First blood betrayals
Wow! Post of the year anyone?
Very nice illustrations and great information. :tup:
If I may add, the reversed position tactic is great for the Hellbender as well. The rear turret can't aim low when looking forward along with the vehicle. However, perched on a hilltop, like in Torlan, you'll have an extremely wide field of view with good cover.
 

Crayfish

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Jun 30, 2008
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Thanks for the props everyone.
Shock ball combo versus tank out of sight, is entirely useless, my dear.
I shouldnt have used the Tank in this illustration, like most of the illustrations it was a general example. Against heavy vehicles, this is still worth doing with the hellbender if you get the opportunity no?
*That reminds me, I need to add-in a section on Sky-mine spamming from cover..
Wow! Post of the year anyone?
Very nice illustrations and great information. :tup:
If I may add, the reversed position tactic is great for the Hellbender as well. The rear turret can't aim low when looking forward along with the vehicle. However, perched on a hilltop, like in Torlan, you'll have an extremely wide field of view with good cover.
Thanks I'll add that in ;)
Btw, just came accross another of your posts describing how to choose the side of the vehicle you exit from. Will add this to the notes on repairs-positioning. Thnx ;)
post this at epic games. 360 noobs need this. So many new to the series on there.
Yes that was the origonal intent. I wanted to post on a this forum first to get all the corrections and contributions I can before posting it there for new players. Its the tactical possibilities of the vehicles that got me interested in this game, after watching that PS3 stasis field demovid. This sort of stuff and frag vids are the best way to show what this game has to offer above other FPS games.

Anyone recomend some terrain use tacts for the Nightshade? Use of chokepoints etc..

Crayfish.
 
Last edited:

Kantham

Fool.
Sep 17, 2004
18,034
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38
I shouldnt have used the Tank in this illustration, like most of the illustrations it was a general example. Against heavy vehicles, this is still worth doing with the hellbender if you get the opportunity no?

Not really, since the hellbender itself is going to take like 60 DMG from your big pew pew effort. Depending on the angle, then the hellbender will show himself and eat you for dinner. Skymine spamming is way more efficient. I did that in Suspense for a while, and it worked great.

When you're on foot the only thing you should use against vehicles is avrils, for stationary vehicles is the link gun, and some rockets if you feel like tickle that said vehicle. Infantry don't stand a big chance on foot.

Nemesis are already annoying as they are, especially in VCTF against infantry. With your tip they get even more annoying. I can't blame you for the good tips though.
 
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Bersy

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I have been driving my Goliath almost exclusively in reverse since the early days of UT2004, because it is extremely effective. Also alot of those other tactics... In fact using the cover/fire/cover can achieve some pretty amazing stuff, in one match I used it to cover 2 nodes directly and 2 more indirectly, and kept the game in a stalemate for about 2h.. by the end of the match I had scored 1076 :p

I know plenty of other tricks both for and against the tank, it's a shame that some don't work quite as well in UT3 but most still do.
 

Sir_Brizz

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This thread is awesome and the tips here would be great on a liandri archives page.
 

Crayfish

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I have been driving my Goliath almost exclusively in reverse since the early days of UT2004, because it is extremely effective. Also alot of those other tactics... In fact using the cover/fire/cover can achieve some pretty amazing stuff, in one match I used it to cover 2 nodes directly and 2 more indirectly, and kept the game in a stalemate for about 2h.. by the end of the match I had scored 1076 :p
I know plenty of other tricks both for and against the tank, it's a shame that some don't work quite as well in UT3 but most still do.
That game sounded awsome. Love to hear any other tips you have.
This thread is awesome and the tips here would be great on a liandri archives page.
I'd gladly make this into a page if thats a genuine offer. Let me know ;)

Crayfish.
 

Sir_Brizz

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Absolutely, something like "UT3 Vehicle Strategies" would be perfect for this.
 

Crayfish

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Jun 30, 2008
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Absolutely, something like "UT3 Vehicle Strategies" would be perfect for this.
Thats great, thanks :) Really pleased that this can be of some help to UT3!
Im busy next couple of days, but I can get to work on it hopefully at the weekend. I'll contact you in the coming days.

Crayfish.
 

Crayfish

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Jun 30, 2008
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Updated with a section on Hellbender Sky Mine spamming. Sir Brizz check your PMs about the Liandri page ;)

Crayfish.