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Bio Rifle

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The GES Bio Rifle (Green Exploding Shit) is a weapon in Unreal, Unreal Tournament, UT2003, and UT2004 as well as UC and UC2.

The Bio Rifle has been a staple of the series and thus has remained unchanged for the most part. Primary fire will launch a series of small, green blobs which will stick to anything or explode on contact with another player, while secondary fire will gather the blobs into a much larger and usually slower-moving charge, but direct contact with a fully-charged shot is universally fatal, regardless of health and armor, and it is without question the strongest non-superweapon or non-vehicle attack in the series.

"Bio Rifle"
Primary Damage Type: Projectile
Alt. Damage Type: Projectile/Splash
Manufacturer: {{{manufacturer}}}


Unreal

G.E.S. Bio Rifle
Biorifle-unr.jpg
Primary Damage Amount:
Alt. Damage Amount:


A testament to creative recycling, this weapon uses a volatile Tarydium waste for ammunition. The highly unstable nature of this waste makes the GESBioRifle more powerful than its Tarydium-using cousin, the Stinger.

Primary Fire
Tarydium sludge projectiles explode on contact with living tissue and adhere to most other surfaces for a short time before exploding.
Secondary Fire
Hold down the secondary fire button to launch a larger, more powerful glob of sludge. the longer you hold down the secondary fire button, the bigger the glob (up to 500% sludge).

Unreal Tournament

Bio Rifle
Bio Rifle
Primary fire
Type: Projectile
Damage: 27
Fire rate: 2.5/sec
Secondary fire
Type: Projectile
Damage: 38-399 (Max)
Fire rate: Charge
Ammunition
Weapon pickup: 25
Ammo pickup: 25
Maximum: 100


Classification: Toxic Rifle

Primary Fire
Wads of Tarydium byproduct are lobbed at a medium rate.
Secondary Fire
When trigger is held down, the BioRifle will create a much larger wad of byproduct. When this wad is launched, it will burst into smaller wads which will adhere to any surfaces.
Techniques
Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste.

Unreal Tournament 2003

Bio Rifle
Biorifle-2003.jpg
Primary Damage Amount:
Alt. Damage Amount: 250 max


In UT2003, the bio rifle is largely the same, but the damage of each shot was decreased while the fire rate has been marginally increased, the shot distance and speed is greatly increased as well as the charging rate, making it a slightly more reliable weapon. A fully charged secondary shot can still deal up to 250 damage, and will often leave a fully armoured opponent with just a few hitpoints left. The blast radius upon a direct hit is large, at about 380 units (compare to rockets/flak shell at 220) making the weapon dangerous to the user at close range.

Unreal Championship

The Bio Rifle in Unreal Championship is pretty much identical to the UT2003 variant.

Unreal Tournament 2004

Bio Rifle
Biorifle-2004.jpg
Primary Damage Amount:
Alt. Damage Amount: 210 max


The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that the delayed detonation of the mutagenic sludge, coupled with the ability to quickly carpet an area with the highly toxic substance, has reduced the weapon to the equivalent of a minefield, a barbaric and cowardly weapon employed during past human conflicts. Proponents of the weapon argue that it enhances the tactical capabilities of defensive combatants, allowing participants to cover multiple choke points more efficiently. Despite the debate, the weapon remains historically accurate, providing rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman’s terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.

UT2004's version tones down the distance of charged shots a notch, but it can still be very lethal. The distance a glob flies is based on the amount of charge in the shot - primary fire shots still go as far as they did in UT2003, while a fully-charged glob travels considerably less far. A direct hit of a fully-charged shot does up to 210 damage, an amount rivaled only by triple-stacked rockets and a well-placed shock combo, and easily enough to kill an opponent with maximum health or 100 health and 100 shield. This still leaves the biorifle an effective weapon against armoured opponents.

Unreal Championship 2

Bio Rifle
Biorifle-uc2.jpg
Primary Damage Amount: 18 per glob
Alt. Damage Amount: 119 max


The UC2 version of the gun does a maximum of 119 damage when fully charged. Each individual glob does 18 damage (17 on the alt-fire) and when charged holds up to 7 blobs. The combo mode on the gun poisons the person it strikes and does 8 damage per second until the poison wears off.

Primary Fire
Fires individual blobs of toxic goo that bounce around and pursue the nearest player. If no-one is found, the blobs dissipate after about 10 seconds. The globs can be reflected, but it is very difficult to do so. Try to wait until they are at the top of their arc before performing a reflect.
Secondary Fire
Fires a large charged blob that splits into 7 smaller blobs upon impact. The large blob can be deflected if it is done in mid-air before it detonates. If the blob hits the ground, it bounces towards the nearest player just like the smaller blobs.
Weapon Combo
Also known as the Bio Mist Cloud. Press and hold the left trigger to charge up a large blob. When it is fully charged, pull the right trigger to launch the shot. Release both triggers at the same time to cause the projectile to release a large cloud of poisonous gas that persists for about 10 seconds. Make sure you wait to release the trigger buttons until after the blob is a fair ways away from you to prevent getting caught in the poison. This shot cannot be reflected. Has no effect against the Skaarj.

Unreal Tournament 3

Bio Rifle
Biorifle-ut3.jpg
Primary Damage Amount:
Alt. Damage Amount:


The goo in UT3 has a glowing visual effect. A fully-charge bio glob will stick to your opponent for an unknown amount of time before detonating. Reportedly, an interesting strategy is to drop a slow-volume and fill it full of goo.