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'''Bombing Run''', or '''BR''', is a [[Gametype]] which was introduced in [[Unreal Tournament 2003]] and continnued to [[Unreal Tournament 2004]] but has been dropped as of [[Unreal Tournament 3]]. The objective is to carry a ball, also known as the "bomb" although it never explodes except when you score and does no damage, to the opponents' goal and shoot it through or run through while holding it. The bomb is picked up by running over it.  When a player has the bomb, he must wield the [[Ball Launcher]], and so cannot attack enemies. The ball launcher's primary fire shoots the bomb, while the secondary fire marks a teammate to throw the ball to, if possible. If a teammate is marked and within a certain distance from the player's crosshairs and character itself, the bomb will fly to that teammate when launched.
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'''Bombing Run''', or '''BR''', is a standard gametype which was introduced in [[Unreal Tournament 2003]] and continnued to [[Unreal Tournament 2004]] but has been dropped as of [[Unreal Tournament 3]]. The object of the game is to deliver a ball, also known as "bomb" though it never causes an explosion, to your enemy's hoop to score points for your team.
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__TOC__
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==Overview==
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Bombing Run is played out similarly in strategy, at times, to [[Capture The Flag]] due to it's two team nature and the design of it's maps. The objective of the game is to grab a ball that spawns at the beginning of each round in the center of the map, then deliver it to the opposing team's goal. Running through the goal will score your team 7 points, while shooting the ball into the goal will score your team 3 points. When you grab the ball, you are forced to wield the [[Ball Launcher]], preventing you from shooting at your opponents. This adds an element of strategy over simply carrying the flag in [[CTF]].
  
 
==Construction and Layout==
 
==Construction and Layout==
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Short view distances are common in BR to limit the ability of enemy players to kill the Ball Carrier.  BR maps tend to have their health pickups in locations that aren't in the direct path from ball to hoop.  Other items are scattered around the map, although there are often fewer weapons available than in other gametypes and the most powerful weapons are often near the Bomb spawn.  Powerups are necessarily common.
 
Short view distances are common in BR to limit the ability of enemy players to kill the Ball Carrier.  BR maps tend to have their health pickups in locations that aren't in the direct path from ball to hoop.  Other items are scattered around the map, although there are often fewer weapons available than in other gametypes and the most powerful weapons are often near the Bomb spawn.  Powerups are necessarily common.
  
BR maps are comparable in length to [[Double Domination]] maps: fairly short.
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==Strategies==
 
 
==Weapons, Pickups, and Powerups==
 
All standard [[Deathmatch]] [[Weapon]]s can be found in BR, although usually not all of them are found in the same map.  All pickups and powerups are common.  Superweapons are rare, but not entirely unheard of in larger maps.
 
 
 
==Strategy==
 
 
The best Bombing Run strategy is to pass the bomb frequently.  Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy.  By passing the bomb to healthier players, a team is ensured a longer run.  The Ball Launcher's alt-fire is very useful for this purpose.  Also, support is necessary for the Carrier to make it all the way to the enemy hoop.  Lots of dodging is recommended for the Carrier.  Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).
 
The best Bombing Run strategy is to pass the bomb frequently.  Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy.  By passing the bomb to healthier players, a team is ensured a longer run.  The Ball Launcher's alt-fire is very useful for this purpose.  Also, support is necessary for the Carrier to make it all the way to the enemy hoop.  Lots of dodging is recommended for the Carrier.  Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).
  
 
The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players.  If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.
 
The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players.  If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.
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Offensively, many players use what is called "punting" to get across maps faster, or to shoot the ball in the enemy goal for 3 points from a greater distance. To punt, you must have a [[Shock Rifle]] in your inventory, and it must be the weapon that pulls up when you launch the ball. Simply launch the ball high into the air, and, while it is sailing, shoot it with the [[Shock Rifle]]. This will give the ball a great deal of additional momentum, which can easily be seen by practicing this strategy on [[BR-Colossus]].
  
 
==Game Description==
 
==Game Description==

Revision as of 22:40, 2 August 2007

Bombing Run, or BR, is a standard gametype which was introduced in Unreal Tournament 2003 and continnued to Unreal Tournament 2004 but has been dropped as of Unreal Tournament 3. The object of the game is to deliver a ball, also known as "bomb" though it never causes an explosion, to your enemy's hoop to score points for your team.

Overview

Bombing Run is played out similarly in strategy, at times, to Capture The Flag due to it's two team nature and the design of it's maps. The objective of the game is to grab a ball that spawns at the beginning of each round in the center of the map, then deliver it to the opposing team's goal. Running through the goal will score your team 7 points, while shooting the ball into the goal will score your team 3 points. When you grab the ball, you are forced to wield the Ball Launcher, preventing you from shooting at your opponents. This adds an element of strategy over simply carrying the flag in CTF.

Construction and Layout

Each team in Bombing Run begins on opposite sides and possesses a Hoop. The bomb spawns in the center of the map. Maps are fairly linear and usually do not have very many routes from hoop to hoop. Hoops themselves are usually located in such a position that anyone who jumps through the hoop will die--which is just as well, because everything, including the ball and players, are reset several seconds after a score (players respawn without losing a life).

Short view distances are common in BR to limit the ability of enemy players to kill the Ball Carrier. BR maps tend to have their health pickups in locations that aren't in the direct path from ball to hoop. Other items are scattered around the map, although there are often fewer weapons available than in other gametypes and the most powerful weapons are often near the Bomb spawn. Powerups are necessarily common.

Strategies

The best Bombing Run strategy is to pass the bomb frequently. Because the ball carrier is being hunted by the entire enemy team, that player's health is likely to be in serious jeopardy. By passing the bomb to healthier players, a team is ensured a longer run. The Ball Launcher's alt-fire is very useful for this purpose. Also, support is necessary for the Carrier to make it all the way to the enemy hoop. Lots of dodging is recommended for the Carrier. Usually everyone playing in the match will go for the ball carrier, so there isn't anyone staying behind to guard the hoop (this works because players respawn by their hoop, in the way of the Carrier).

The ball will be reset if no one touches it for fifteen seconds, or if it enters an area which will kill players. If a ball carrier is being assaulted by the enemy in his own base, a good tactic is to throw the ball off the map so it will be reset farther away from the Hoop.

Offensively, many players use what is called "punting" to get across maps faster, or to shoot the ball in the enemy goal for 3 points from a greater distance. To punt, you must have a Shock Rifle in your inventory, and it must be the weapon that pulls up when you launch the ball. Simply launch the ball high into the air, and, while it is sailing, shoot it with the Shock Rifle. This will give the ball a great deal of additional momentum, which can easily be seen by practicing this strategy on BR-Colossus.

Game Description

UT2004

Each level has a ball that starts in the middle of the playing field. Your team scores by getting the ball through the enemy team's hoop. You score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed.

See Also