11-13-2014, 05:30 PM
How to get Unreal Tournament 4
Step 1:
Register:
https://www.unrealengine.com/register?ta...nament.com
YOU DO NOT NEED TO SUBSCRIBE WHEN YOU GET TO THAT PART MOVE TO STEP 2
Step 2:
Get the Epic Launcher, it is available for download via a link on this Unreal Tournament forum Thread
You may have to log into the forum using either a different web browser, or after clearing your cache or using incognito modes (sometimes the cache/cookies get funky and makes this happen, a bit of patience is a virtue here).
https://forums.unrealtournament.com/show...able-Build the launcher is 64 bit only, if you are not on 64 bit you're a moron but other options are available.
Step 2.1 (Windows Only)
If you don't already have it, download and install the Visual C++ redistributable and Direct X runtimes (if on Windows only)
C++ Runtime: http://www.microsoft.com/en-us/download/...x?id=40784 (the answer to 64 or 32 bit is almost always 64 bit, IF YOU GET BOTH, install 32 bit first AND THEN 64 bit)
DirectX: http://www.microsoft.com/en-US/download/...aspx?id=35
Step 3 (Launcher)
When you load the launcher, on the top tabs (after logging in with your registered name) you will see "Unreal Tournament", I think most of you know where to go from here.
The launcher will keep your client updated to the most recent build
Step 3 (Non-Launcher)
Open Unreal Tournament: Note you will have to manually update through re-downloads.
We just have a lobby, so join that (you may need to check the ability to view unresponsive hubs to see it)
How to turn off Double Tap Dodge
Click Gear Icon (Settings)
Click to Control Settings
Click the Movement Tab
Dodge Double-Click Time set to 0.
Remember utilize the modifier, dodge movement in this game is key (default it's V, but I have mine set to middle mouse). This is set in the Keyboard tab.
Boost-Jumps
The Impact Hammer supports a boosted-jump much like a rocket jump (it will damage you)
There is Rocket Jumping, be warned, it does a LOT of damage.
Game Modes Available
Capture the Flag (CTF)
Team Deathmatch (TDM)
Deathmatch (DM)
Duel (Duel a.k.a. 1 vs 1, 10 minute rounds)
Showdown (Showdown, a.k.a. 1 vs 1, 2 minute rounds)
Modifiers Available
Weapon Arena
Weapon Replacement
Allow Behind View (Thirdperson)
Instagib
Low Grav
More... (I'm too lazy to keep going)
Weapons
Impact Hammer
Primary Fire:
Press and hold to charge up and it will release when you run into an enemy (usually an insta-kill), or you can release yourself (again recommended when near an enemy). Charged Impact can also be used for an "Impact Jump" by looking down.
Secondary:
Deflects (NOT REFLECTS) all enemy projectiles (does not work for hitscan weapons or the redeemer)
Enforcer
Primary Fire:
Semi-Automatic Pistol Firing
Secondary Fire:
Three-round burst
Minigun
Primary Fire:
Rapid spin-up minigun (not sure if projectile or hitscan, but pretty sure hitscan)
Secondary Fire:
Slow-fire "ice-shard" looking-projectiles, these can be embedded in walls, cielings and floors and will harm enemies when they run into them (but don't last long), they also will cause a movement reaction (knocking enemies around a little)
Link Gun
Primary Fire:
Fires a series of long range energy projectiles
Secondary Fire:
Continuous beam of an energy weapon, when aimed at friendlies it will heal them, this is short range.
Tertiary Fire:
Usage: Secondary Fire (Hold) then Primary Fire (Hold)
Effect: Draws enemy toward you
Bio Rifle
Primary Fire:
Simple Small Arcing Bio-Blob
Secondary Fire:
Holding this will bring in extra bio-stuff and allow for a larger (slower moving and lower range) blob
Tertiary Fire:
Holding primary fire and then secondary fire will fire small blobs at rapid speed.
Additional Feature:
When an enemy is hit with any of the bio blobs (after a big-blob from secondary fire is placed) the big blob will hone in on the target that's been hit (bio stuff is attracted to itself when reacted to other organic items!)
Shock Rifle
Primary Fire:
Hitscan based laser, high damage, slow fire
Secondary Fire:
Pulse Orb, slower fire, uses more ammo
Additional Feature: If you hit your pulse orb with the primary fire it will cause it to expand and pretty much kill anyone close enough instantly, it also has a small black-hole like functionality drawing some enemies towards it if they're close enough. Called Shock Combo
Flak Cannon
Primary Fire:
Fires a bunch of flak fletchets, these can reflect off walls.
Secondary Fire:
Fires a grenade-like orb that will explode on first impact with flak fletches that are directed based on the orientation of the wall and the angle of the projectile and it's momentum, these fletchets do no reflect after being released from the grenade.
Rocket Launcher
Primary Fire:
Fires a rocket (duh)
Secondary Fire:
Press and hold to load up to 3 rockets into the chamber, these will then be released in rapid succession
Tertiary Fire:
Hold secondary fire, then primary fire, and then up to 3 rockets will now become up to 3 grenades.
Additional Feature:
Can be used for rocket jumping (fire at feet) - warning does a LOT of damage
Sniper Rifle
Primary Fire:
Fires hitscan bullet
Secondary Fire:
Enables zoomable scope, the longer you hold the closer the zoom
Additional Feature: Will provide head-indicator that is color coded based on the health of the enemy. Red for an insta-kill, yellow if it will take more than one shot.
Translocator
Primary Fire:
Fires disc-projectile that arches, this is your "end-point" or returns the disc back if you didn't like the positioning
Secondary Fire:
Will teleport you to the end-point (disc projectile)
Additional Feature:
If an enemy is standing on your end-point and you teleport, you will telefrag (insta-kill) them essentially by spawning "inside" them.
Redeemer
Primary Fire:
Dumb-fires a slow moving very large blast radius (instakill) rocket
Secondary Fire:
Guided slow moving rocket (so long as you hold it) that has the same damage and blast radius as primary fire
Additional feature:
Rare weapon, only comes with one equipped rocket, usually only 1 on a map, but in some maps there are two if they are very far apart (CTF-Face).
Step 1:
Register:
https://www.unrealengine.com/register?ta...nament.com
YOU DO NOT NEED TO SUBSCRIBE WHEN YOU GET TO THAT PART MOVE TO STEP 2
Step 2:
Get the Epic Launcher, it is available for download via a link on this Unreal Tournament forum Thread
You may have to log into the forum using either a different web browser, or after clearing your cache or using incognito modes (sometimes the cache/cookies get funky and makes this happen, a bit of patience is a virtue here).
https://forums.unrealtournament.com/show...able-Build the launcher is 64 bit only, if you are not on 64 bit you're a moron but other options are available.
Step 2.1 (Windows Only)
If you don't already have it, download and install the Visual C++ redistributable and Direct X runtimes (if on Windows only)
C++ Runtime: http://www.microsoft.com/en-us/download/...x?id=40784 (the answer to 64 or 32 bit is almost always 64 bit, IF YOU GET BOTH, install 32 bit first AND THEN 64 bit)
DirectX: http://www.microsoft.com/en-US/download/...aspx?id=35
Step 3 (Launcher)
When you load the launcher, on the top tabs (after logging in with your registered name) you will see "Unreal Tournament", I think most of you know where to go from here.
The launcher will keep your client updated to the most recent build
Step 3 (Non-Launcher)
Open Unreal Tournament: Note you will have to manually update through re-downloads.
We just have a lobby, so join that (you may need to check the ability to view unresponsive hubs to see it)
How to turn off Double Tap Dodge
Click Gear Icon (Settings)
Click to Control Settings
Click the Movement Tab
Dodge Double-Click Time set to 0.
Remember utilize the modifier, dodge movement in this game is key (default it's V, but I have mine set to middle mouse). This is set in the Keyboard tab.
Boost-Jumps
The Impact Hammer supports a boosted-jump much like a rocket jump (it will damage you)
There is Rocket Jumping, be warned, it does a LOT of damage.
Game Modes Available
Capture the Flag (CTF)
Team Deathmatch (TDM)
Deathmatch (DM)
Duel (Duel a.k.a. 1 vs 1, 10 minute rounds)
Showdown (Showdown, a.k.a. 1 vs 1, 2 minute rounds)
Modifiers Available
Weapon Arena
Weapon Replacement
Allow Behind View (Thirdperson)
Instagib
Low Grav
More... (I'm too lazy to keep going)
Weapons
Impact Hammer
Primary Fire:
Press and hold to charge up and it will release when you run into an enemy (usually an insta-kill), or you can release yourself (again recommended when near an enemy). Charged Impact can also be used for an "Impact Jump" by looking down.
Secondary:
Deflects (NOT REFLECTS) all enemy projectiles (does not work for hitscan weapons or the redeemer)
Enforcer
Primary Fire:
Semi-Automatic Pistol Firing
Secondary Fire:
Three-round burst
Minigun
Primary Fire:
Rapid spin-up minigun (not sure if projectile or hitscan, but pretty sure hitscan)
Secondary Fire:
Slow-fire "ice-shard" looking-projectiles, these can be embedded in walls, cielings and floors and will harm enemies when they run into them (but don't last long), they also will cause a movement reaction (knocking enemies around a little)
Link Gun
Primary Fire:
Fires a series of long range energy projectiles
Secondary Fire:
Continuous beam of an energy weapon, when aimed at friendlies it will heal them, this is short range.
Tertiary Fire:
Usage: Secondary Fire (Hold) then Primary Fire (Hold)
Effect: Draws enemy toward you
Bio Rifle
Primary Fire:
Simple Small Arcing Bio-Blob
Secondary Fire:
Holding this will bring in extra bio-stuff and allow for a larger (slower moving and lower range) blob
Tertiary Fire:
Holding primary fire and then secondary fire will fire small blobs at rapid speed.
Additional Feature:
When an enemy is hit with any of the bio blobs (after a big-blob from secondary fire is placed) the big blob will hone in on the target that's been hit (bio stuff is attracted to itself when reacted to other organic items!)
Shock Rifle
Primary Fire:
Hitscan based laser, high damage, slow fire
Secondary Fire:
Pulse Orb, slower fire, uses more ammo
Additional Feature: If you hit your pulse orb with the primary fire it will cause it to expand and pretty much kill anyone close enough instantly, it also has a small black-hole like functionality drawing some enemies towards it if they're close enough. Called Shock Combo
Flak Cannon
Primary Fire:
Fires a bunch of flak fletchets, these can reflect off walls.
Secondary Fire:
Fires a grenade-like orb that will explode on first impact with flak fletches that are directed based on the orientation of the wall and the angle of the projectile and it's momentum, these fletchets do no reflect after being released from the grenade.
Rocket Launcher
Primary Fire:
Fires a rocket (duh)
Secondary Fire:
Press and hold to load up to 3 rockets into the chamber, these will then be released in rapid succession
Tertiary Fire:
Hold secondary fire, then primary fire, and then up to 3 rockets will now become up to 3 grenades.
Additional Feature:
Can be used for rocket jumping (fire at feet) - warning does a LOT of damage
Sniper Rifle
Primary Fire:
Fires hitscan bullet
Secondary Fire:
Enables zoomable scope, the longer you hold the closer the zoom
Additional Feature: Will provide head-indicator that is color coded based on the health of the enemy. Red for an insta-kill, yellow if it will take more than one shot.
Translocator
Primary Fire:
Fires disc-projectile that arches, this is your "end-point" or returns the disc back if you didn't like the positioning
Secondary Fire:
Will teleport you to the end-point (disc projectile)
Additional Feature:
If an enemy is standing on your end-point and you teleport, you will telefrag (insta-kill) them essentially by spawning "inside" them.
Redeemer
Primary Fire:
Dumb-fires a slow moving very large blast radius (instakill) rocket
Secondary Fire:
Guided slow moving rocket (so long as you hold it) that has the same damage and blast radius as primary fire
Additional feature:
Rare weapon, only comes with one equipped rocket, usually only 1 on a map, but in some maps there are two if they are very far apart (CTF-Face).