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Difference between revisions of "Bombing Run"
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Revision as of 21:20, 2 August 2007
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.
Contents
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.
BR maps are comparable in length to Double Domination maps: fairly short.
Weapons, Pickups, and Powerups
All standard Deathmatch Weapons 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 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.
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.