UT2003 Preview
by Maarten Goldstein, Aug 05, 2002 7:23pm PDTGameSpy has posted a new Unreal Tournament 2003 preview, taking a look at the upcoming multiplayer shooter from Epic and Digital Extremes. The preview is filled with quotes from Digital Extremes' James Schmalz, though no new screenshots are included.
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Comments
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Now that someone mentions it, balancing out all the weapons so that they are are equal to each other in actual fact defeats the original purpose. If all the weapons are of equal strength, players might as well run around with only one weapon, ever, since they would all do the same amount of damage anyway. Therefore one universal gun would be all that is needed; if the weapons wer un-balanced, there is a reason to have multiple weapons in the game - they each have a different power level and use as a result!
Also, for teamplay... there is no more reason to camp a certain area, or a certain weapon, like in Q1 DM3 with the RL... if one weapon has a greater value than all others, it will always make for more intense gameplay since everyone would be embroiled in a battle to claim and keep that weapon, which makes for fierce competition.
That's what I like to see in my games...unfortunately, it would seem that overbalancing the weps will lead to a boring and monotonous pea shooting experience, leaving you to question yourself..."why am I even wasting my time with this?"
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-gfx
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1)The popular Enforcer handgun is gone and in its place is an assault rifle that doubles as a grenade launcher. The sniper rifle has been put back on the rack, with a lightning gun taking its spot.
2)In addition, the 'luck' factor we've seen in the past is no more. For example, we've tightened the blast radius of the flak cannon when you shoot, so players really have to aim at their opponent to get the kill.
3)Players increase their adrenaline by killing lots of opponents and picking up adrenaline pills spread throughout the level.
4)When you jump and then hit jump again at the height of the jump, you'll get a little bit of an extra lift,"
5) while you're jumping and you see that rocket is coming toward you, you can hit jump again and move forward away from the rocket and run off without getting killed.
6)should be released at the end of this month
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1)if we have a minigun whats the point of having another machine gun, (sounds like they have changed their primary gun the ways of q3a). Lightning gun concept with rail gun is ok I guess. I like to no where exactly where the person is shooting when they miss the snipe quake style. Lastly is they basically mixed matched the weapons from the old ut into other weapons. I.e. lightning was the secondary fire in the green plasma gun and the grenade was part of the rocket. I wonder if that will truly change the gameplay regarding mixing the weapon modes we will see
2) Said this before and I will say it again, now the developers even agree. Lets hope they have the aim like quake3.
3)Very cool, it will work well with deathmatch, but I dont think it will be good for rocket arena.
4)This might be the reason Ive been seeing unreal jumps look like super bunny jumps found in q3a. Lets see if they can pull that off (im hoping)
5) If it takes too much skill, it might not work too well , but then again I think they might be catoring to the more competive this time not just noobness as noted before in number 2. So it might work well
6) Well I hope so, im waiting to see what they actually did to the actual physics over the past 3 years. (im NOT talking about the ragdoll physics cuz that is just a feature that may be omited by the player after hours of play, more of the impact physics)
final note, as stated in the interview the movement features and the better aim need to kill someone, this may turn out to be a great game. This might piss some ut players, but then again its all marketing and it can turn out to be the S.O.S. Im hoping it will change
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