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Deployables

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Revision as of 15:27, 27 November 2007 by IceCreamYou (talk | contribs) (UT3 - source: manual)
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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

A green, gelatinous looking "slow cube" that slows down everything inside it, including weapon fire

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.

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.

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.