Does ut4 have difficult to understand and access weaponry?

TheWhiteDragon: But for hand holding I’d point to the shock. It’s not immediately apparent that the mechanic is there, but the mechanic itself is intuitive. The first time it gets used on you, you know how to use it.

100% disagree that it is intuitive.It does not need fixing or explanation but it doesn’t work the way you think it does. Something that is less complicated and intuitive is pickups – you need them to perform better and they respawn after a certain time period. Yet pie charts are being added to pickups? How is the shock more intuitive than pickups?!

Being in favor of pickup times BUT saying the shock is intuitive is ass about. Both or neither.

To get a better view we just need to look at unreal and by extension ut99.

I played unreal once at a LAN shortly after it was released. I followed its development for a while prior to release and recalled a mention of the combo functionality. We played unreal quite a bit that weekend but I was the only one using combos in any way. Obviously this is much too small of a sample for any sort of meaningful analysis..

Fast forward to ut99. In the au/nz scene there was a small sub-group of players who played unreal online. These players were aware of combos and utilised them heavily because they rocked. csm and suicidal and two names that stand out from early days.

Few players shock whored at the start – even being aware of it I stuck to flak and rockets initially before building proficiency and worked shock into my hpb repertoire. I proceeded to stomp FFAs for months with it. Very few picked it up. Or very few compared to how many I, and the other shock users killed with it.

Even getting towards late 2001 players did not heavily use it. There were some, and it was more than at the beginning for sure, but if its “intuitive when its used against you” there should have been large numbers of players using it. From the beginning.

It is not intuitive. It is cool but its not something you can just go “oh that guy is doing X, I will too”.

You are right about saw on pulse too – it is not intuitive. Likewise centerview with rifle in ut99. Likewise rightclick on the rocket launcher. I don’t think they should be changed.

These are “knowledge” things – look at items and heroes in lol or dota. Think of weapon use as items and character abilities in these games. There are many, many options in those games yet players there are not complaining. These are currently some of the most popular games today and a large part of the “skill” is item / matchup knowledge. ut is simple in comparison, 10 guns. In fact it could be said that ut should be made more complicated in a “knowledge” perspective since “knowing” something can quite often translate to more depth.. blah blah blah.

The impact secondary was addressed in the ut99 “manual”. It was still useless back then. While I am not a fan of the 2kx shield gun (in fact I hate it) a “parry” feature would be cool. However with weapon switch times the impact hammer is not really a good candidate for this.

While I agree that things should be somewhat self explanatory having things that are not instantly knowable is not a bad thing.

I think the line should be drawn like this – If a new player picks up a ut4 weapon can they kill other players with it in a manner in-line to other weapons in a given niche? If the answer is yes then it is fine.


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