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Difference between revisions of "Assault Rifle"
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− | + | The '''Assault Rifle''' is a "starting weapon" that was introduced in [[UT2003]] as a replacement to [[UT]]'s [[Enforcer]]. It also appears in [[UT2004]] and [[UC]] ([[UT3]] has returned to the Enforcer). The '''Combat Assault Rifle''' is a similar weapon that appears in [[RTNP]] and [[Unreal 2]]. Combat Assault Rifles are more like machine guns than pistols. The primary fire of UT2004 and UT2003 Assault Rifles is very wild and inaccurate when fired in anything other than short bursts. The secondary fire launches a grenade. | |
− | |||
− | The '''Assault Rifle''' was introduced in [[UT2003]] as a replacement to | ||
{{Infobox Weapon General | {{Infobox Weapon General | ||
| name = Assault Rifle | | name = Assault Rifle | ||
Line 10: | Line 8: | ||
__TOC__ | __TOC__ | ||
{{clear}} | {{clear}} | ||
+ | |||
+ | ==Unreal Return to Na Pali== | ||
+ | {{Infobox Weapon| | ||
+ | Combat Assault Rifle|Image:Assault rifle.jpg|| | ||
+ | ; Primary fire | ||
+ | : Type: Hitscan | ||
+ | : Damage: ? | ||
+ | : Fire rate: ?/s | ||
+ | ; Secondary fire | ||
+ | : Type: Hitscan | ||
+ | : Damage: ? | ||
+ | : Fire rate: ? s | ||
+ | : Charge time: ? s | ||
+ | ; Ammunition | ||
+ | : Weapon pickup: 300 | ||
+ | : Ammo pickup: 50 | ||
+ | : Maximum: 400 | ||
+ | }} | ||
+ | [[Unreal - Return to Na Pali|Return to Na Pali's]] version of the assault rifle is named the '''UMS Combat Assault Rifle'''. It is not known if it is a bug or it was planned to work that way, but RTNP version of CAR can fire from both barrels at the same time, that is, both primary and secondary fire at the same time. | ||
+ | ;Primary Fire: Fast machine gun fire that allows a fast kill against most enemies. | ||
+ | ;Secondary Fire: Releases five bullets that have not been ignited. The result is that on impact, which is almost instantaneous, the bullets explode, causing more damage than a normal shot from the Combat Assault Rifle. | ||
+ | |||
+ | ==Unreal 2== | ||
+ | {{Infobox Weapon| | ||
+ | M32 Duster|Image:Duster.jpg|| | ||
+ | ; Primary fire | ||
+ | : Type: Hitscan | ||
+ | : Damage: 12 | ||
+ | : Fire rate: 10/s | ||
+ | : Reload time: 2.2s | ||
+ | ; Secondary fire | ||
+ | : Type: Projectile | ||
+ | : Damage: 80 | ||
+ | : Fire rate: 1/s (5 rounds) | ||
+ | : Reload time: 2.2s | ||
+ | ; Ammunition | ||
+ | : Weapon pickup: 75 | ||
+ | : Ammo pickup: 75 | ||
+ | : Clip capacity: 75 | ||
+ | : Maximum: 500 | ||
+ | }} | ||
+ | {{QuoteSource|The CAR is the standard infantry weapon for the Terran Military grunt. Very effective overall — you can hose down an area using the primary fire mode or deliver a lethal single punch with the alternate fire.|Unreal 2 Manual|Unreal 2}} | ||
+ | [[Unreal 2]] features a '''Combat Assault Rifle''' very similar to the one in [[Unreal - Return to Na Pali|Return to Na Pali]]. It uses reloadable clips and has to reload after some time, like all Unreal 2 weapons. It is also called M32 Duster to specify the model and prevent confusion. In the game, you will find a lot of ammo for this weapon, and as it can deal a lot of damage, it's an effective weapon all the way to the last mission. | ||
+ | ;Primary Fire: Fires bullets at a machine gun-like speed, killing most adversaries fairly quickly. As the rate of fire is 10 rounds per second, the primary fire eats ammo very rapidly. It is useful at medium and close range. | ||
+ | |||
+ | [[Image:U2_CAR_Anim.gif|right|thumb|The CAR from the first person and third person perspective]] | ||
+ | |||
+ | ;Secondary Fire: Produces a slow-moving energy projectile that breaks apart on impact, releasing five shards bouncing off surfaces. Compared to the primary fire, the secondary fire is two times slower, but each used round does 4 more damage, therefore it uses a lot less ammo than the primary fire and deals more damage. This mode is useful in close and medium ranges and some times even in long range. It is very useful in corridors or other places with less space. At closer ranges, this mode usually a better choice for direct attacks since it knocks weaker enemies off their feet, can be fired quickly before you retreat behind cover, and can't be blocked by a charging [[Skaarj]]'s arm blades (although it can be dodged). Bouncing it around corners is useful in many situations. It can be used to blow up turrets without exposing yourself to danger, and if you know where an enemy is, are fairly close, and have a fair amount of ammo, repeatedly launching grenades off walls to strike around corners is very effective. | ||
+ | |||
+ | {{clear}} | ||
+ | |||
==Unreal Tournament 2003== | ==Unreal Tournament 2003== | ||
− | {{Infobox Weapon | + | {{Infobox Weapon| |
− | + | Assault Rifle|Image:Assaultrifle-2003.jpg|| | |
− | | | + | ; Primary fire |
− | + | : Type: Hitscan | |
− | + | : Damage: 7 | |
+ | : Fire rate: 7.33/s | ||
+ | ; Secondary fire | ||
+ | : Type: Projectile | ||
+ | : Damage: 70 | ||
+ | : Fire rate: 0.45 s | ||
+ | : Charge time: 0.91 s | ||
+ | ; Ammunition | ||
+ | : Weapon pickup: 150/4 | ||
+ | : Ammo pickup: 100/4 | ||
+ | : Maximum: 350/8 | ||
}} | }} | ||
− | The Assault Rifle in [[UT2003]] | + | The Assault Rifle in [[UT2003]] has an extremely inaccurate primary fire and can hold up to four grenades for the secondary fire. By default the weapon comes with four grenades loaded, but competitive servers tend to give just one or two to discourage spamming. It shares bullets with the [[Minigun]]. |
+ | |||
+ | Unlike most missiles, grenades are influenced by the player's speed and direction. For example, if running forward while launching a grenade, the grenade will travel farther than if it was launched while standing still. Running forward and side-dodging allows players to launch a grenade across [[DM-Antalus]]. | ||
;Primary Fire | ;Primary Fire | ||
− | An inaccurate | + | :An inaccurate machine gun. |
;Secondary Fire | ;Secondary Fire | ||
− | A grenade projectile that bounces around and then detonates. | + | :A grenade projectile that bounces around and then detonates. |
{{clear}} | {{clear}} | ||
+ | |||
==Unreal Tournament 2004== | ==Unreal Tournament 2004== | ||
− | {{Infobox Weapon | + | {{Infobox Weapon| |
− | + | Assault Rifle|Image:Assaultrifle-2004.jpg|| | |
− | | | + | ; Primary fire |
− | + | : Type: Hitscan | |
− | + | : Damage: 7 | |
+ | : (vs vehicles: 4) | ||
+ | : Fire rate: 6.88/s | ||
+ | ; Secondary fire | ||
+ | : Type: Projectile | ||
+ | : Damage: 70 | ||
+ | : Fire rate: 0.91 s | ||
+ | : Charge time: 0.91 s | ||
+ | ; Ammunition | ||
+ | : Weapon pickup: 100/4 | ||
+ | : Ammo pickup: 50/4 | ||
+ | : Maximum: 200/8 (400/16 akimbo) | ||
}} | }} | ||
− | + | {{QuoteSource|Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.|UT2004|UT2004}} | |
+ | |||
+ | [[UT2004]]'s Assault Rifle is very similar to UT2003's, but its ammo is separate from the [[Minigun]]'s ammo. | ||
;Primary Fire | ;Primary Fire | ||
− | A slightly more accurate | + | : A slightly more accurate machine gun than in UT2003. |
;Secondary Fire | ;Secondary Fire | ||
− | A grenade projectile that bounces around and then detonates. | + | : A grenade projectile that bounces around and then detonates. |
− | == | + | |
− | The Assault | + | Assault Rifles can be held [[wikipedia:Dual wield|akimbo]], doubling the rate of fire and ammo consumption. Two full Assault Rifles give you enough grenades to destroy a [[Goliath]]. In team games such as [[Team Deathmatch]], it is a good idea to give your Assault Rifle to newly-spawned team members to improve their chances of survival before they can get a better weapon. |
+ | {{clear}} | ||
+ | |||
+ | ==Unreal Championship== | ||
+ | {{Infobox Weapon| | ||
+ | Assault Rifle|Image:Assaultrifle-UC.jpg|| | ||
+ | ; Primary fire | ||
+ | : Type: Hitscan | ||
+ | : Damage: 7 | ||
+ | : Fire rate: 7.33/s | ||
+ | ; Secondary fire | ||
+ | : Type: Projectile | ||
+ | : Damage: 70 | ||
+ | : Fire rate: 0.45 s | ||
+ | : Charge time: 0.91 s | ||
+ | ; Ammunition | ||
+ | : Weapon pickup: 150/4 | ||
+ | : Ammo pickup: 100/4 | ||
+ | : Maximum: 350/8 | ||
+ | }} | ||
+ | The Assault Rifle of Unreal Championship is intended to be identical to the UT2003 version, only has a different 3<sup>rd</sup> person mesh. The ammo pickup looks different as well and is more similar to the [[Clip]] pickup of Unreal Tournament's [[Enforcer]]. | ||
+ | {{clear}} | ||
+ | |||
==See Also== | ==See Also== | ||
*[[Enforcer]] | *[[Enforcer]] | ||
− | [[Category:Weapons]] | + | [[Category:Weapons]] [[Category:Hitscan weapons]] [[Category:Projectile weapons]] |
Latest revision as of 13:29, 10 July 2009
The Assault Rifle is a "starting weapon" that was introduced in UT2003 as a replacement to UT's Enforcer. It also appears in UT2004 and UC (UT3 has returned to the Enforcer). The Combat Assault Rifle is a similar weapon that appears in RTNP and Unreal 2. Combat Assault Rifles are more like machine guns than pistols. The primary fire of UT2004 and UT2003 Assault Rifles is very wild and inaccurate when fired in anything other than short bursts. The secondary fire launches a grenade.
Assault Rifle | |
Primary Damage Type: | Instant Hit |
Alt. Damage Type: | Projectile/Splash |
Manufacturer: | {{{manufacturer}}} |
Contents
Unreal Return to Na Pali
- Primary fire
- Type: Hitscan
- Damage: ?
- Fire rate: ?/s
- Secondary fire
- Type: Hitscan
- Damage: ?
- Fire rate: ? s
- Charge time: ? s
- Ammunition
- Weapon pickup: 300
- Ammo pickup: 50
- Maximum: 400
Return to Na Pali's version of the assault rifle is named the UMS Combat Assault Rifle. It is not known if it is a bug or it was planned to work that way, but RTNP version of CAR can fire from both barrels at the same time, that is, both primary and secondary fire at the same time.
- Primary Fire
- Fast machine gun fire that allows a fast kill against most enemies.
- Secondary Fire
- Releases five bullets that have not been ignited. The result is that on impact, which is almost instantaneous, the bullets explode, causing more damage than a normal shot from the Combat Assault Rifle.
Unreal 2
- Primary fire
- Type: Hitscan
- Damage: 12
- Fire rate: 10/s
- Reload time: 2.2s
- Secondary fire
- Type: Projectile
- Damage: 80
- Fire rate: 1/s (5 rounds)
- Reload time: 2.2s
- Ammunition
- Weapon pickup: 75
- Ammo pickup: 75
- Clip capacity: 75
- Maximum: 500
The CAR is the standard infantry weapon for the Terran Military grunt. Very effective overall — you can hose down an area using the primary fire mode or deliver a lethal single punch with the alternate fire.
Unreal 2 features a Combat Assault Rifle very similar to the one in Return to Na Pali. It uses reloadable clips and has to reload after some time, like all Unreal 2 weapons. It is also called M32 Duster to specify the model and prevent confusion. In the game, you will find a lot of ammo for this weapon, and as it can deal a lot of damage, it's an effective weapon all the way to the last mission.
- Primary Fire
- Fires bullets at a machine gun-like speed, killing most adversaries fairly quickly. As the rate of fire is 10 rounds per second, the primary fire eats ammo very rapidly. It is useful at medium and close range.
- Secondary Fire
- Produces a slow-moving energy projectile that breaks apart on impact, releasing five shards bouncing off surfaces. Compared to the primary fire, the secondary fire is two times slower, but each used round does 4 more damage, therefore it uses a lot less ammo than the primary fire and deals more damage. This mode is useful in close and medium ranges and some times even in long range. It is very useful in corridors or other places with less space. At closer ranges, this mode usually a better choice for direct attacks since it knocks weaker enemies off their feet, can be fired quickly before you retreat behind cover, and can't be blocked by a charging Skaarj's arm blades (although it can be dodged). Bouncing it around corners is useful in many situations. It can be used to blow up turrets without exposing yourself to danger, and if you know where an enemy is, are fairly close, and have a fair amount of ammo, repeatedly launching grenades off walls to strike around corners is very effective.
Unreal Tournament 2003
- Primary fire
- Type: Hitscan
- Damage: 7
- Fire rate: 7.33/s
- Secondary fire
- Type: Projectile
- Damage: 70
- Fire rate: 0.45 s
- Charge time: 0.91 s
- Ammunition
- Weapon pickup: 150/4
- Ammo pickup: 100/4
- Maximum: 350/8
The Assault Rifle in UT2003 has an extremely inaccurate primary fire and can hold up to four grenades for the secondary fire. By default the weapon comes with four grenades loaded, but competitive servers tend to give just one or two to discourage spamming. It shares bullets with the Minigun.
Unlike most missiles, grenades are influenced by the player's speed and direction. For example, if running forward while launching a grenade, the grenade will travel farther than if it was launched while standing still. Running forward and side-dodging allows players to launch a grenade across DM-Antalus.
- Primary Fire
- An inaccurate machine gun.
- Secondary Fire
- A grenade projectile that bounces around and then detonates.
Unreal Tournament 2004
- Primary fire
- Type: Hitscan
- Damage: 7
- (vs vehicles: 4)
- Fire rate: 6.88/s
- Secondary fire
- Type: Projectile
- Damage: 70
- Fire rate: 0.91 s
- Charge time: 0.91 s
- Ammunition
- Weapon pickup: 100/4
- Ammo pickup: 50/4
- Maximum: 200/8 (400/16 akimbo)
Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.
UT2004's Assault Rifle is very similar to UT2003's, but its ammo is separate from the Minigun's ammo.
- Primary Fire
- A slightly more accurate machine gun than in UT2003.
- Secondary Fire
- A grenade projectile that bounces around and then detonates.
Assault Rifles can be held akimbo, doubling the rate of fire and ammo consumption. Two full Assault Rifles give you enough grenades to destroy a Goliath. In team games such as Team Deathmatch, it is a good idea to give your Assault Rifle to newly-spawned team members to improve their chances of survival before they can get a better weapon.
Unreal Championship
- Primary fire
- Type: Hitscan
- Damage: 7
- Fire rate: 7.33/s
- Secondary fire
- Type: Projectile
- Damage: 70
- Fire rate: 0.45 s
- Charge time: 0.91 s
- Ammunition
- Weapon pickup: 150/4
- Ammo pickup: 100/4
- Maximum: 350/8
The Assault Rifle of Unreal Championship is intended to be identical to the UT2003 version, only has a different 3rd person mesh. The ammo pickup looks different as well and is more similar to the Clip pickup of Unreal Tournament's Enforcer.