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Difference between revisions of "Impact Hammer"

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(Unreal Tournament)
m (Unreal Tournament 3: vehicle/node damage, impact jumping)
 
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: Type: Melee
 
: Type: Melee
 
: Damage: 20-140
 
: Damage: 20-140
: Self damage: 8-42
+
: (vs self: 8-42)
 +
: (vs vehicles: 0)
 +
: (vs nodes: 0)
 
: Fire rate: 1.0 s
 
: Fire rate: 1.0 s
 
: Charge time: 2.27 s
 
: Charge time: 2.27 s
Line 45: Line 47:
 
; Secondary fire
 
; Secondary fire
 
: Type: EMP
 
: Type: EMP
: Player damage: none
+
: Damage: 0
: Vehicle damage: 0-150
+
: (vs vehicles: 0-150)
 +
: (vs nodes: 0)
 
: Fire rate: 1.0 s
 
: Fire rate: 1.0 s
 
: Charge time: 2.27 s
 
: Charge time: 2.27 s
 
: Range: 110uu
 
: Range: 110uu
 
}}
 
}}
 +
{{QuoteSource|The Impact Hammer, originally designed for sub-surface drift mining, can focus several hundred metric tons of pressure into the space of a few square centimeters. The impact, and resulting shock wave, easily destabilizes solid stone to speed ore separation and excavation. After several mining accidents highlighted the Hammer's devastating effect on the human body, the [[New Earth Government|N.E.G.]] military took interest. To improve the Hammer's effectiveness against [[:Category:Vehicles|vehicles]] with shock-absorbing armor, an alternate electromagnetic pulse (EMP) mode was added. The EMP violently scrambles onboard computer systems, quickly leading to engine failure. Field testing showed the EMP has a similar effect on infantry [[:Category:Power-ups and items|powerups]], knocking them off soldiers and enabling battlefield recovery.|Unreal Tournament 3|Unreal Tournament 3}}
 
;Primary Fire
 
;Primary Fire
Charges the hammer when held. It will automatically release upon an opponent in range, or when Fire is released. It is also apparently possible, with good timing, to use this to deflect certain projectiles.
+
Charges the hammer when held. It will automatically release upon an opponent in range, or when Fire is released. When hitting something other than other players (for example walls, vehicles or power nodes), that object receives a push, but no damage. Instead, the impact reflects back to the player, causing self damage and knock-back. Using this feature to gain extra jump height at the expense of some health is called [[Jumping#Impact Jump|impact jumping]].
 
;Secondary Fire
 
;Secondary Fire
EMP Mode. This mode does no damage to players, but up to 150 points of damage to vehicles. Using this against an enemy player will dislodge his powerups, which is especially useful against [[Invulnerability]].
+
EMP Mode. This mode does no damage to players, but up to 150 points of damage to vehicles. Using this against an enemy player will dislodge his timed powerups and [[Armor#Unreal Tournament 3|Shield Belt]], which is especially useful against [[Invulnerability]].
;Game Description
 
''The Impact Hammer, originally designed for sub-surface drift mining, can focus several hundred metric tons of pressure into the space of a few square centimeters. The impact, and resulting shock wave, easily destabilizes solid stone to speed ore separation and excavation. After several mining accidents highlighted the Hammer's devastating effect on the human body, the [[New Earth Government|N.E.G.]] military took interest. To improve the Hammer's effectiveness against [[:Category:Vehicles|vehicles]] with shock-absorbing armor, an alternate electromagnetic pulse (EMP) mode was added. The EMP violently scrambles onboard computer systems, quickly leading to engine failure. Field testing showed the EMP has a similar effect on infantry [[:Category:Power-ups and items|powerups]], knocking them off soldiers and enabling battlefield recovery.
 
 
{{clear}}
 
{{clear}}
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Melee weapons]]
 
[[Category:Melee weapons]]

Latest revision as of 15:42, 7 November 2008

The Impact Hammer was originally used as a miner's tunneling tool. Now, it is a pneumatic crushing device that pulverizes opponents as effectively as it once shattered rock.

Unreal Tournament

Impact Hammer
Impact Hammer
Primary fire
Type: Melee
Damage: 135 max
Time until charged
2s/auto release after 1.33s
Secondary fire
Type: Melee
Damage: 30
Fire rate: 1.35/s
Range
primary: 90uu
60uu(auto release)
secondary: 180uu
Originally used as a miner's tunneling tool, the Impact Hammer is a pneumatic crushing device that now pulverizes opponents as effectively as it once shattered rock. Use it to demolish your enemies in one of two ways: Hit them with quick repeated strikes, or charge it up and let it loose with a single, more powerful attack.
Classification
Melee Piston
Primary Fire
When trigger is held down, touch opponents with this piston to inflict massive damage.
Secondary Fire
Damage opponents at close range and has the ability to deflect projectiles.
Techniques and Tricks
Hammer Jump: Shoot at the ground while jumping to jump extra high. Charging it makes you jump higher, at the cost of more health. Also called a "Piston Jump."
Hammer Dodge: Dodge and Hammer Jump at the same time to gain extra speed when escaping from enemies' base in CTF matches. Also called a "Piston Dodge."
Telepunting: The Impact Hammer can fling a translocator disk much further than a person could normally throw it. Care must be maintained by both the punter and the person teleporting that it doesn't fly off target or at terminal speeds/distances.
Trivia
Watch out for piston camping near teleporters. This is a very popular technique in some maps, such as CTF-Face.

Unreal Tournament 3

Impact Hammer
Impact Hammer
Primary fire
Type: Melee
Damage: 20-140
(vs self: 8-42)
(vs vehicles: 0)
(vs nodes: 0)
Fire rate: 1.0 s
Charge time: 2.27 s
Range: 110uu
Secondary fire
Type: EMP
Damage: 0
(vs vehicles: 0-150)
(vs nodes: 0)
Fire rate: 1.0 s
Charge time: 2.27 s
Range: 110uu
The Impact Hammer, originally designed for sub-surface drift mining, can focus several hundred metric tons of pressure into the space of a few square centimeters. The impact, and resulting shock wave, easily destabilizes solid stone to speed ore separation and excavation. After several mining accidents highlighted the Hammer's devastating effect on the human body, the N.E.G. military took interest. To improve the Hammer's effectiveness against vehicles with shock-absorbing armor, an alternate electromagnetic pulse (EMP) mode was added. The EMP violently scrambles onboard computer systems, quickly leading to engine failure. Field testing showed the EMP has a similar effect on infantry powerups, knocking them off soldiers and enabling battlefield recovery.
Primary Fire

Charges the hammer when held. It will automatically release upon an opponent in range, or when Fire is released. When hitting something other than other players (for example walls, vehicles or power nodes), that object receives a push, but no damage. Instead, the impact reflects back to the player, causing self damage and knock-back. Using this feature to gain extra jump height at the expense of some health is called impact jumping.

Secondary Fire

EMP Mode. This mode does no damage to players, but up to 150 points of damage to vehicles. Using this against an enemy player will dislodge his timed powerups and Shield Belt, which is especially useful against Invulnerability.