UT2003 Info
Unreal tournament 2003

Operating System:
Windows 98/Me/2000/XP
Processor: Pentium III or AMD Athlon 1.0 GHz processor or faster (1.5 GHz or faster processor recommended)
Memory: 128 MB RAM minimum (256 MB recommended)
Hard Disk Space: 3.5 GB free
Video: Any Windows-compatible video card(NVIDIA GeForce 2 or ATI Radeon with at least 64 megs of video memory recommended)
Sound: Windows-compatible sound card. NVIDIA nForce(tm) or other motherboards/soundcards containing the Dolby Digital Interactive Content Encoder required for Dolby Digital audio
DirectX: DirectX version 8.1(included)or higher
Multiplayer: Internet (TCP/IP) and LAN (TCP/IP)play supported | 33.6K baud modem or broadband Internet connection recommended

Game Modes

There are five default modes of combat in Unreal Tournament 2003. Additional game modes are available by downloading the Epic Bonus Pack.
Deathmatch
Players are pitted against each other in a balls-to-the-wall free-for-all. Anything goes. The one with the most kills wins.

Team Deathmatch
Join your teammates in the quest for battlefield supremacy. The team that kills the most enemy players is judged the winner.

Capture The Flag
Each level has two team flags. In order to score, one team must penetrate the opposing team's defenses, 'Capture the Flag' and return it to their home team's flag. If the flag carrier is killed, the flag drops to the ground for anyone to pick up. If your team's flag is taken, it must be returned before your team can take the opposing team's flag.

Double Domination
Each level has 2 Domination Points. In order to score, you must 'capture' each Control Point (by running over it) and keep them in your team's possession for 10 seconds. After scoring, the Control Points reset to neutral and will become available to Dominate again after another 10 seconds.

Bombing Run
Each level has one ball in the middle of the play field. The objective is to pick up the ball, deliver it to the enemy base and fire it through their goal. You must also defend your own goal to prevent the enemy from scoring. The ball is dropped when a player is killed and can then be picked up by anyone on either team.

Mutant (requires Epic Bonus Pack)
The player who makes the first frag becomes the mutant and is immediately equipped with all weapons, extra ammo, invisibility, agility and berserk. However, the mutant's health slowly decreases and can only be replenished by fragging other players. Once there is a "mutant," all other players are charged with hunting him down. Points are scored only by the mutant when they frag other players. As an optional twist, the player with the lowest score becomes the BottomFeeder -- he can frag other players who are not the mutant and receive points. As soon as his score isn't the lowest, a new player becomes the BottomFeeder.

Last Man Standing (requires Epic Bonus Pack)
This is similar to the Last Man Standing mode in the original Unreal Tournament. Players regenerate health when they frag an opponent. If a player stands in one place for too long, they will be revealed to other players as a camper and their location will appear on all opponent's displays.

Invasion (requires Epic Bonus Pack)
In this game type, players band together to defend against waves of incoming monsters -- including many of the monsters from the original Unreal. Players cannot respawn if they die during a wave, but as long as one player makes it to the end of a wave alive, everyone respawns for the next wave.




Unreal Tournament 2003

    Weapons

Think you know all there is to know about UT2003's arsenal? Think again!

Remember that headshots do more damage, so aim high!

Translocator

The Translocator was originally designed by Liandri Corporation’s R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia. In order to prolong the careers of today’s contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera’s surveillance output, the user is effectively blind to their immediate surroundings.

TIPS: If you want to see the camera on the Translocator, press the translocator selection key after you’ve thrown it. Then press secondary fire to actually translocate.

You can use the translocator as a "security camera" in CTF games. Place the translocator at a base entrance. You can then refer to the camera view of the translocator and pan the camera around to keep an eye on the entrance.

And like UT, you can also telefrag people if you throw your translocator where someone else is standing.

Shield Gun

The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal.

TIPS: If you charge up primary fire, you can do a rocket-style-jump with it. This causes splash damage, but if you hold down secondary as you release primary fire, your shield can absorb some of the damage.

Secondary fire is a shield that reflects most weapon fire. It bounces back energy weapons without draining (pulse and shock blasts).

You can also use the shield to break falls from high places and prevent falling damage.

Assault Rifle

Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.

TIPS: Assault Rifle grenades explode on impact, so if you’re desperate just charge your enemy and grenade them up close. Or run away and lob a trail of grenades behind you.

Hold down secondary fire to launch the grenades further. A full 'charge' can hurl those suckers a long way!

Shock Rifle

The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. This combination attack is achieved when the weapon operator utilizes the secondary fire mode to deliver a charge of seeded plasma to the target. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma’s EM field.

TIPS: Like the description says, shock combos are easy to do: just shoot the orb with secondary fire and then hit the orb with primary fire. Shock combo.

Link Gun

Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun. While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link. It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.

TIPS: Remember that in team games, you can link your Link Gun up to a teammate’s by using secondary fire on them while they’re using the Link Gun as well. This will increase your damage, and up to three people can link. Don’t cross the streams!

Secondary fire is much more effective than primary, just keep in mind that secondary link gun fire is useless if your opponent is far away.

Bio-Rifle

The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that it is the equivalent of a cowardly minefield. Others argue that it enhances the tactical capabilities of defensive combatants. Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.

TIPS: Secondary fire is quite useful for defense.

You can "goop jump" by shooting goop, putting the shield on the shield gun up, and jumping just as the goop explodes.

Minigun

The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the discerning soldier.

TIPS: Secondary fire bullets are slower, so be sure to aim ahead of your target.

Flak Cannon

Trident Defensive Technologies Series 7 Flechette Cannon has been taken to the next step in evolution with the production of the Mk3 “Negotiator.” The ionized flechettes are capable of delivering second and third-degree burns to organic tissue, cauterizing the wound instantly. Payload delivery is achieved via one of two methods: ionized flechettes launched in a spread pattern directly from the barrel; or via fragmentation grenades that explode on impact, radiating flechettes in all directions.

TIPS: Remember the flak ricochets around corners, so if your enemy disappears round a corner, keep firing, especially in an enclosed arena! Also note that the flak cannon is much easier to aim than other weapons. Use this to your advantage and concentrate on dodging more than accuracy while using this weapon.

Rocket Launcher

The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rearloading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.

TIPS: By holding down secondary fire, you can charge up to three rockets. However, if you tap primary fire while charging up secondary, the rockets will fire in a straight, more focused swirl, rather than a spread pattern.

To fire a homing rocket, simply place your crosshair over your target for a second or two. You'll hear a beep and the crosshair will turn red. Fire when ready.

Remember that you don't always have to hit a target straight on to cause harm! Use the splash damage of the rockets to your advantage on snipers or to pick off people just around a corner.

Lightning Gun

The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon’s learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton ‘patch’ on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target.

Redeemer

The first time you witness this miniature nuclear device in action, you’ll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you’re out of the Redeemer’s impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket’s-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer’s projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.

Ion Painter

The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon. Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect.

TIPS: Note that the Ion Painter only works outside on maps with an Ion Cannon in the sky, and cannot shoot through ceilings.

Ball Launcher

The Ball Launcher is a new addition to the Unreal series. This weapon is what the game type Bombing Run revolves around. Once you are in possession of the ball, your weapon will change to the Ball Launcher. However, once you have this Ball Launcher armed, you are unable to change to your other weapons until you have thrown the ball or passed it to a teammate.

The Ball Launcher's primary fire shoots the ball in front of you quite a far distance. This is good if you want the ball out of your hands, but there is a better way to pass to others. The Ball Launcher's secondary fire locks onto one of your team mates in your field of vision. Then, just use the primary fire to pass in the direction of your teammate. Passing seems to work better then just shooting because it will ensure that your aim is more accurate. Clicking secondary fire again will toggle to another team mate in your field of vision, if there is another one. If you click it while there are no team mates in your field of vision, you’ll just get a really annoying sound.

TIPS: Remember that when you have the Ball Launcher you can not shoot anyone with any of your other weapons. So be sure to not try and hold the ball too long, and pass to your teammates. After all, that's why they're there! Happy passing! Written by Annon Kaies Zi

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