![]() ![]() Q3's gauntlet is basically useless, there's a reason you get the humiliation award when you kill someone with it. A skilled player can try to anticipate and preload rockets, but that's risky because they fire automatically when the last one loads, and six rockets into the floor in front of you will kill you no matter how much health and armour you have. Loading multiple rockets leaves you vulnerable as it doesn't load faster than shooting one by one. There are so many trade offs to make in power vs speed, distributed vs concentrated damage, guaranteed shot placement vs homing attempts, and direct shots vs shooting around obstacles. It's incredibly flexible, it's Sid Meier's "series of interesting decisions", except in rocket launcher form. Okay so they merged the two into one, how's that so interesting? Well you can hold the crosshair over an enemy for a couple of seconds to get a lock and fire your rocket in homing mode, you can hold down fire and load up to six rockets (this is OP, which is why it's been three in all subsequent games) and release them all at once in a fan pattern, you can get a lock and fire six homing rockets at a target, you can hold secondary fire before you release primary fire and send your rockets out in circle formation for a catastrophic hit. Primary fire seems the same as Q3's initially, and secondary fire is just Q3's grenade launcher. UT's rocket launcher on the other hand is probably the best one ever. It's a bit boring though, having no interesting features other than rocket jumping. It's probably your go to gun, especially if you aren't good with the railgun. Quake 3's certainly serviceable, there's nothing really wrong with it, it fires rockets, one at a time, at a moderate pace, doing moderate damage, with a moderate AoE. The shock combo is a lot harder to master than the railgun. You can use secondary fire, and then hit your projectile with primary fire for a massive explosion that does shitloads of damage and burns a lot of ammo. Not UT though, no, because the two fire modes interact. Most games would leave it here, as two guns in one. Secondary fire is where it gets interesting though, as that's a slow-moving ball with an AoE effect. The UT equivalent is obviously the shock rifle, primary fire is basically the same, except biased to lower damage and higher RoF. ![]() If your aim sucks, it's useless, but if your aim is good, it's the most dangerous weapon in the game. It's a perfectly accurate, hit-scan gun with high damage and very low rate of fire. They weren't as well balanced, but they were a lot more interesting and offered more tactical depth. It wasn't quite as refined as Quake 3, but it had better modes. Also you're a fag.īut seriously, UT was awesome. ![]()
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