- Unreal: RTNP
- Unreal II
- Unreal Tournament
- Unreal Tournament 3
- Unreal Championship
- Unreal Championship 2
From Liandri Archives
WIP replacement page
I've got a work-in-progress replacement Link Gun page at User:Nereid/Link Gun. Go ahead and keep adding to this page; I'll take information from here and put it in the new one as I see fit. You can also comment on the new version on the discussion page; that page will be a model for all weapon pages. —Nereid talk 16:21, 31 July 2007 (EDT)
Typing "Pulse Gun" or "Pulse rifle" takes me to this page. The UT instruction manual labels the weapon as "Pulse Blaster." -N1ghtmare 21:26, 31 July 2007 (EDT)
- We are going to have the Pulse Gun and the Link Gun on the same page. I've never heard of a Pulse Blaster. —Nereid talk 14:26, 1 August 2007 (EDT)
- It sounded familiar, so I dug up my game's box (original, big and shiny Euro version) and manual, and it definatily says "Pulse Blaster" in there in the weapons section. Retodon8 15:19, 10 August 2007 (EDT)
- That might be appropriate for a trivia section I suppose. I wonder if it's the same in the US versions? At any rate, we are using the name that is in the game. --Sir Brizz 15:25, 10 August 2007 (EDT)
- Added a redirect --Haarg 04:44, 14 August 2007 (EDT)
Stuff about yourself
Please don't write stuff like "In my own experience". Image a random person reading the article, thinking: "Whose experience???" The wiki is supposed to read like an encyclopedia.
Also it's best to avoid making any notes in the actual article. I'm referring to "(Add more specifics, like damage done by pulse beam???)". That's what this Talk page is for. :) Thanks! Retodon8 15:19, 10 August 2007 (EDT)
- We are not entirely excited about how that section is written overall, to be honest :) --Sir Brizz 15:25, 10 August 2007 (EDT)
UT3 Secondary Link Beam Damage
Could we get an exact value for the secondary damage per second? GreatEmerald seems to think it's not 110, but it's also likely not 11 either, so I've replaced it with an unknown until we can get something resembling a concrete value. --Dark Pulse 04:01, 2 November 2008 (EST)
Actually, those parameters in other games are written also not HP/s, but simply a number. Like, UT2004 has "9", and basically that's what the Damage parameter is in the code. But no idea how much is it per second. A setting of "11" should work nicely when remaking the UT3 LinkGun (Which I did yesterday :D), but of course neither of these values mean hitpoints per second. So other games have strange values too. --GreatEmerald 04:38, 2 November 2008 (EST)
The beam, unlike the Stinger/Minigun, really calculates damage values per time. Anything else would be meaningless here. —Wormbo 06:24, 2 November 2008 (EST)
- After testing it, I found that 110/s looks like the correct value. Damage is dealt out in chunks of at least 5 HP. Cutting down a freshly spawned player requires only about a second, fully powered up (170A/199H here) it took less than 4 seconds. According to code, one link boosts by 50% (i.e. 165/s), two or more even double the damage. (220/s) Damage values are for PC, for consoles it'd be 100/s, 150/s and 200/s respectively. —Wormbo 06:42, 2 November 2008 (EST)
- Interesting. What about UT2004 and others then? --GreatEmerald 06:55, 2 November 2008 (EST)
- That one damages in a predefined interval, 9(+adjustments) HP about every 0.12 game seconds. —Wormbo 07:06, 2 November 2008 (EST)
- Then UT2003 should have 125/s? --GreatEmerald 12:43, 3 November 2008 (EST)
- No. UT2003's Link Gun beam has a fire interval of 0.2 and a damage output of 15 per interval. That's 15/0.2=75 per game second=82.5 per real second. UT2004's has 9/0.12=75 per game second as well. The only difference is that the damage output is spread more evenly and a single quick sweep does less damage as a result. Also, Either you give damage/s or you give damage and firerate. Damage/s plus firerate doesn't make any sense, though. The UT200x Link guns do have a fire rate, unlike the UT3 one, which streams out its damage per tick and only waits until accummulated damage is >= 5 before actually applying it. —Wormbo 07:42, 4 November 2008 (EST)
- Aaah, I get it. Now this should be OK. --GreatEmerald 08:48, 4 November 2008 (EST)
Incorrect Values at of 8/12/11
The FireRate in the source code (which is an interval, not an actual rate) is 0.2 seconds for primary (projectile) and 0.12 seconds for secondary (beam). For the primary fire, this translates to 5.0 shots per second, not 5.5 as listed in the article (divide 1 by 0.2). For the secondary beam, this means the rate of fire is 8.33 shots per second, which as 9 damage per hit, yields 75 damage per second; not 82.5.
These are of course the normal values for a single shooter; I haven't looked at the code involved with team-linked attacks.
The FireInterval for primary is +0.16, which translates to 6.25 shots per second. The secondary is 0.35; I assume that must correspond to the cool down time between beams, and not the actual rate at which the beam checks hits, but I don't know for sure.
--Gnalvl 21:26, 12 August 2011 (CDT)