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Difference between revisions of "Deployables"

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(Stasis Field: note about hitscan weapons)
(Stasis Field: rewrote section, added infobox)
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===Stasis Field===
 
===Stasis Field===
A green, gelatinous looking "slow cube" that slows down everything inside it, including weapon fire. Note that [[:Category:Hitscan weapons|hitscan weapons]] can't penetrate the sides of this cube.
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{{Infobox Pickup
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| name    = Stasis Field
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| image    = [[Image:UT3 StasisField Icon.png]]
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| effect  = Green, gelatinous looking cube that slows down everything inside it.
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| duration = up to 3 minutes
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}}
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{{Quote|The technology powering this device is not entirely understood, even by the scientists who assembled the prototype.  The apparent effect, though, is quite clear - the perception of time is literally bent to a crawl inside the generated field.  This device is extremely effective in defense situations, as it can create tactical choke points, or even be used to slow assaults on Nodes or Flags.|[[UT3]] manual}}
  
{{QuoteSource|The technology powering this device is not entirely understood, even by the scientists who assembled the prototype. The apparent effect, though, is quite clear - the perception of time is literally bent to a crawl inside the generated field. This device is extremely effective in defense situations, as it can create tactical choke points, or even be used to slow assaults on nodes or FLaGs.|UT3 Deployables|UT3}}
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The '''Stasis Field''' (also called '''Slow Field''' or '''Slow Cube''') is a green cube with a gelatinous look, just about large enough to completely enclose objects the size of the [[Nightshade]]. Inside this cube, time is slowed by one eighth for projectiles and by one fifth for players and other objects. Flags and orbs only suffer 50% time dilation, to prevent them from staying there for an eternity after being dropped.
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The Stasis Field's sides block hitscan shots from weapons and vehicles from both inside and outside the field. [[:Category:Hitscan weapons|Hitscan weapons]] can still be used inside the stasis field, for example to set off a combo using a [[Shock Rifle|shock projectile]] that already floats inside the field. This property may even be used defensively for blocking off shots of the [[Darkwalker]] or [[Nemesis]].
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If the Stasis Field doesn't touch any players or game objectives (power nodes, barricades, flag bases, etc.) it will last for three minutes. Each player and vehicle in the field drains 3 seconds of the field's life time per (non-slowed) second, each game objective drains 4.5 seconds per second.
  
 
===Shaped-Charge===
 
===Shaped-Charge===

Revision as of 17:45, 31 December 2007

Deployables are items that can be deployed at will on the battlefield, adding a strategic element to battles. Deployables feature in Unreal 2, XMP, and in some Unreal Tournament 3 gametypes.

Unreal 2

U2's deployables can be picked up again and re-used elsewhere.

  • Auto Turret - automatic defensive turret, 350 health
  • Rocket Turret - automatic defensive turret, 500 health
  • Field Generator - pole-shaped generator used in pairs to create a Force Wall, 300 health
  • Land Mine - mine that can be placed on the ground
  • Trip Mine - mine that can be place on walls

XMP

XMP features U2's single player deployables as well as three deployable pickups. See U2's section for details. All turrets except for the pickups need energy to function.

  • Auto Turret - Tech
  • Rocket Turret - Tech
  • Field Generator - Tech
  • Land Mine - Gunner
  • Trip Mine - Gunner
  • Health Pack - Ranger, health pickup
  • Power Pack - Tech, shield pickup
  • Supply Pack - Gunner, ammo pickup

Unreal Tournament 3

Deployables in UT3 (except the Shaped Charge, which is carried only by players on foot) can be dropped by the Nightshade vehicle, and will stay active until destroyed.

Spidermine Trap

When deployed, a housing structure (the "Trap") for spider mines is dropped. Spider mines will stay near it until an enemy comes within a certain range, at which point they will scurry after him, jump onto him, and explode. The mines can also be guided away from the trap by the AVRiL's alt-fire, which is a red laser beam. The mines themselves are similar to those of the Mine Layer.

When armed, this trap waits for nearby enemies, then sends a swarm of spider-like robots to attack. The robots dig into their targets, then detonate, and are extremely dangerous in packs. The AVRiL Longbow's laser designation system can be used to guide these spider robots from the trip towards distant enemies.

Stasis Field

Stasis Field
UT3 StasisField Icon.png
Effect: Green, gelatinous looking cube that slows down everything inside it.
Duration: up to 3 minutes


The technology powering this device is not entirely understood, even by the scientists who assembled the prototype. The apparent effect, though, is quite clear - the perception of time is literally bent to a crawl inside the generated field. This device is extremely effective in defense situations, as it can create tactical choke points, or even be used to slow assaults on Nodes or Flags.
UT3 manual

The Stasis Field (also called Slow Field or Slow Cube) is a green cube with a gelatinous look, just about large enough to completely enclose objects the size of the Nightshade. Inside this cube, time is slowed by one eighth for projectiles and by one fifth for players and other objects. Flags and orbs only suffer 50% time dilation, to prevent them from staying there for an eternity after being dropped.

The Stasis Field's sides block hitscan shots from weapons and vehicles from both inside and outside the field. Hitscan weapons can still be used inside the stasis field, for example to set off a combo using a shock projectile that already floats inside the field. This property may even be used defensively for blocking off shots of the Darkwalker or Nemesis.

If the Stasis Field doesn't touch any players or game objectives (power nodes, barricades, flag bases, etc.) it will last for three minutes. Each player and vehicle in the field drains 3 seconds of the field's life time per (non-slowed) second, each game objective drains 4.5 seconds per second.

Shaped-Charge

A plastic explosive that can be detonated to do massive damage in an area, the Shaped Charge can destroy certain barriers in Warfare and trigger certain events in some maps. If one is picked up, players cannot use any weapons or vehicles until it is deployed. It can do huge damage, destroying even nodes and powercores, if a team allows someone carrying this to reach one.

The shaped charge is a hand-carried detonation pack that can be used to clear battlefield obstructions, such as blockades.

EMP

A small, fairly inconspicuous mine is laid down when this is deployed. Any enemy vehicles that move within a radius of approximately the Slow Cube and/or Energy Shield will trigger the mine, ejecting them from the vehicle and locking it. Any players traversing on hoverboards will be knocked off of them.

The Electromagnetic Pulse Mine is used to defend against enemy armor. When an enemy vehicle comes within range of the mine's proximity sensors, the mine detonates with a single wide-area EMP burst. This pulse triggers fail-safe ejection systems on any nearby vehicles, and also shuts down their computer systems, making the vehicles useless until they reboot.

Shield Generator

A blue, somewhat spherical shield about the same size as the Slow Cube, the Energy Shield blocks all weapon fire but allows players and vehicles to pass through it.

The shield generator creates a massive multi-faceted shield that stops all weapon fire but allows passage of soldiers and vehicles.