Unreal Tournament burst potential and duel

-AEnubis-: Not really sure I follow. If you have double the effective hit points, and weapons are balanced, being aggressive, I should need to land double the shots. Basically, have twice the aim.

Part of the problem is the weapon potential burst vs player stack in ut.

In ql burst is very controlled compared to ut. Uninterrupted plasma from close range (20dmg 100ms refire). Direct rockets (100dmg). Full shotgun hit (110 all pellets). LG ambush (6dmg 100ms refire). Keep in mind plasma/lg can be dodged after the attack commences and less than the damage of a rocket may hit. Landing 5 plasma balls puts it on par with a single rocket. Rail is not listed as it is significantly less and you cannot ambush at close range then push the fight due to reload.

These are weapons players can use to equalise stack vs an in control player. In a 200/200 vs 100/150 secnario any of these put the down player on a much more even footing. ~170/130 vs 100/150. The absolute maximum a player can give from an ambush before their opponent realises is around 25-35% of maximum stack. 35% being plasma at close range which is not a common occurrence. In ut top end burst is high in comparison. Full flak, multiple rockets (traditionally, not currently), combos, charged bio, headshots. All these options remove 100% of a belt. Even flak alt in its current state does 100-190 damage. Not as reliable but the potential is there.

Taking this further, these weapons remove more than just the belt. A player with belt can be left with no armor and sub 50 health.

You don’t have to hit twice the shots, you need to deal twice the damage, which in ut terms can occur in a single hit.

The high burst nature of the ut weapons is fun and is partially why weapon balance and the armor system are less important than in quakelive. However it does change the above aspect of the game. If double the effective hit points meant double the shots landed I would agree. However it does not and has never meant that in ut terms.

In duel a player in control (100/belt) being ambushed by these burst weapons will be on an even footing after one hit of the higher damage weapons.


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