The Weapons:


The different weapons are sorted roughly by their strength and abilities into so-called "classes". Each class uses one of the weapon slots on your numbered keys and shares them, as it also shares the spawnpoints in the maps. This means you e.g. will find the crossbow sometimes at the place originally the shockrifle will
show up and once you picked up both you also can switch between them bypressing their select key (in this case the "4") multiple times.


Bastard Sword:

Weapon Slot - 2
Type - Melee

Bastard Sword

Primary Fire:
Attack - The Bastard Sword is very deadly, but for obvious reasons, you must be close to your enemy to score hits. At first this seems to be a major drawback, but with the swords defensive properties, it’s a much better weapon than it appears. A lot of people just hold down the fire button all the time when using the sword, but timing your attacks is much more effective, especially if your opponent also has one. Some practice time with the bots should help you get a feel for it. It has five different attack animations, and four defense animations, which add to the realism.

Alternate Fire:
De
fense - The block feature is used by pressing the alternate fire button and is very effective against most types of attacks, such as the sniper rifle. You must be facing the attack for the defense to be of any use. A good player will defend himself as he approaches and wait to time his attack when he’s in your face. (Hint: with a bit of luck and some practice, most types of projectiles can be blocked... try it! :)

Game Screenshots:

Even Skarji slay you!  Facing each other
First hit  The deadly blow
 




Crossbow:

Weapon Slot - 4
Type - Ranged\Melee

Crossbow


Regular Arrow-Bolts
Explosive!
Posion!

Yes, I said both ranged and melee :) This deadly new version of our crossbow has a new feature. Spikes that project about 2 feet in front of the weapon and cause extra damage if your target is up close and personal. There will be three types of arrow-bolts for the crossbow... We call them arrow-bolts because our crossbow fires slightly larger bolts than normal.

Primary Fire:
Aim, shoot, and kill. Descriptions of ammo types is listed below…

Alternate Fire:
With a press of the button you now have a Sniper scope! Aim, Ziiiinnnng, BOOOOOOOOM! ( BOOM only occurs with explosive arrows, of course! ;)

Regular Arrow-Bolts:

I am a bit reluctant to call these regular, as these are great. They're quiet, and have no flash to give you away. With the scope (the alternate fire key) it’s an excellent sniping weapon. They hit hard and the crossbow fires faster than a Railgun too, so as you can see these "regular" bolts aren’t too shabby :) These will stick into surfaces for a while if they miss a player.

Explosive Arrow-Bolts:

Silent and quick again but now with explosive tips! Needless to say these are very deadly. These bolts fly a lot faster than rockets do, so you don't have to lead so much. This weapon is going to be fun :)

Poisonous Arrow-Bolts:

The ultimate disabler. Pop someone with one of these and he will be unable to pay attention to YOU for a while. Players who have been poisoned may occasionally hurl a nasty green glob at YOU, or anyone unfortunate enough to be in its way. The glob does a good deal of damage, so try to avoid it.

Game Screenshots:

We look smart! =)  Explo arrow in action
How it looks like when hit with a poison arrow!
 




Proximity Mines (The Proxy):

Weapon Slot - 8
Type - Smart Weapon

The Proxies!

Primary Fire:
When hand thrown, the Proxy is immediately active and aggressive. They will hop around laughing and roaring, while they hunt for a victim. Some weapons can harm them....but which ones you have to find out for yourself! :)

Alternate Fire:
When alternate fire is used the Proxy will stick to what you shoot it at and lower its face shield to hide and wait for victims to approach. When a victim is close enough, it will activate and leap out at them. Pretty smart little guys huh? My best advice when faced with a school of them is to RUN!

Game Screenshots:

This room could be your worst nightmare!  Proxies waiting for action!
Waking up....
 




The Flak2 (AKA: The Claw):

Weapon Slot - 1 for Melee, 8 for Projectiles Type
Short Range\Melee

The CLAW!


...when used in melee....

Primary Fire:
As a multi-purpose projectile launcher, the Claw is currently fitted to fire flak ammo and proxy mines, but soon multiple grenade types will show up!

Alternate Fire:
This playerpush mode shoots out a proxy at a very high rate of speed, still in its eggshell. They will slow with floor and wall collisions, and once they slow to a certain speed the shells will open and the proxy will activate. Hitting a player with one of these causes a big push (hence "playerpush") and some striking damage. Once the proxy activates it will target whatever is in range (including the unfortunate who just got knocked back.

Melee Mode:

Once you have picked up the Flak2 you can also use it as a melee weapon if you should have no ammo anymore... just switch to weapon slot 1, get near a player and press fire... should rip out a pretty nice piece of flesh ;)

Game Screenshots:

Smile!  Even accurate while making big jumps! =)
Gordon looses some flesh!
 




Chaos SniperV2:

Weapon Slot - 0
Type - Long Range\Ricochet

The Chaos Sniper



Ammo A


Ammo B

Primary Fire:
The Sniper Rifle is used without aiming via the scope. Headshots are just like the regular UT sniper rifle, but what makes our Chaos Sniper so special is the ricochet feature. If you make bank shots like a pool shark, then this is the weapon for you. If you’re good with UT's sniper rifle already, then what we are doing is allowing you to take your sniping to go to the next level. You’re welcome :) Bullets and ricochets are noisy however, and that "wheeeeeee - ting!" sound lets the target know a sniper's on the loose! The rifle has 2 ammo types, as described below.

Alternate Fire:
The scope is used and can be zoomed in with either of two settings (set in the ChaosUT modconfig Menu) The first mode is the normal smooth zoom, and the second is what we call ZoomStops, with this mode the zoom jumps from 1x to 3x, 6x, 9x and back to 1x.


Ammo Type 1: Normal sniper ammo with ricochet feature

Ammo Type 2: Rocket-Propelled Bullets or RPB’s These are extremely fast, leave a nice smoke trail which points back to the shooter, and can penetrate multiple unarmored targets.

Game Screenshots:

When the bullet comes back...
Two in a row...
Three in a row!!!
 




The Vortex:

Weapon Slot - 0
Type - Havoc Weapon

The Vortex
Now we're at the "Ancient Weapons With Mystical And Unimaginable Powers" part: Here's our new favorite sucker (you can take that literally :) The three rings look kind of unspectacular at first... BUT!! Ummm... let me put it this way: throw it and RUN!!! Two seconds after hitting the ground, this devil starts to "vacuum" and compress its organic surroundings into ONE point...this means: PLAYERS!! So, for the next 15 seconds, stay out of its way!

(It has approximately 100 feet of pull radius...but for exact measurements you should try it for yourself :)

 

Game Screenshots:

The Vortextransportdevice
The last thing you see....  ...the finaly beauty before getting fragged!
 




Sentry Turrets:

Weapon Slot - 0
Type - Smart Weapon

The Sentry Turret

These are not the vicious little turrets you may remember from ChaosDM. These are the big brothers of those turrets. In fact, these are so big they have to be beamed in when needed. The following excerpt from the users manual explains the basic concept:

"Chaos Inc. Military Equipment, Advanced versions, Defense Turret Gamma2.21 'Chickengobbler', User Manual. Page3:

(A)- due to transportation problems the soldiers will only be equipped with a one-time-useable coordinate-submitter, also known as 'beam-beacon'.

(B)- The beacon has to be placed manually, and will not work anywhere but flat enclosed areas (this is because military insurance won't pay for any more dumb soldiers who get crushed by their own turrets due to ill-conceived placement, e.g. on weak overhangs)

(C)- The beacon has to be placed in 'suitable space' (according to guiding principle Din4.11c) which means around the beacons location should be at least 6 feet of space to each side and 12 feet towards the ceiling!

(D)- Once the beacon is placed, the turret will be beamed in within the next FOUR seconds, by your support team from outside the battlefield. Please keep a secure distance!
During this phase the beacon can still get picked up again, so although it won't be useable anymore, make sure enemy players don't capture it, cause it will interrupt the beaming process.

(E)- If the surrounding space shouldn’t fit as described in point
(C) the turret most likely will become stuck in its surroundings and will initiate a self destruction sequence. If this situation should occur, please retreat to a more distant location and expect the cost to be deducted from your soldier's pay. (Do you think our special equipment grows on trees?)

(F)- The turret can choose from either standard Exotec(tm) rockets or high-speed energy bullets (source: normal energy-weapon's ammo) to terminate the enemy. (Note: switching between ammo types takes about a second, because only one of these weapon systems can be deployed at a time)
You can also manually force the turret to switch the weapons. (Therefore you need to bind a key in the ChaosUT menu to the "turretchangeweapon" feature)

(G)- Either weapon can be refilled manually by stepping behind the turret. (Security note: don’t leave empty turrets unguarded, the turret uses the last re-filler as its FFP, [FriendFixPoint] so if an enemy refills it, he will own it. If this happens, say goodbye to your pay [one turret + extra costs for possible team member funerals])

(H)- Hint: Don't shoot at your own turret out of boredom, if this occurs you may trigger the automatic defense system.
Note: Turrets shoot first, and then may try to find out who shot at them by analyzing the smoking piles of flesh that remain.

(I)- Future advancement note: Turret version Gamma2.3 will contain an extra shrink stasis field and teleport functions, so you will be able to use manual steering abilities from inside the turret.

(J)- Don't spit into the exhaust pipes!
...."

Well...you should try it for yourself :)

Don't forget: you have to set one key in the ChaosUT mod menu for making the manual weapon switching possible!

Game Screenshots:

...making the dirty work...  ...make him fly!
Some hot action while your partner refills...  ...what happens when two enemy turrets meet: one survives...
 




 



c'2000 Chaotic Dreams