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ut2003/2004 is easily the worst of the bunch for some of the reasons you mentioned, especially with the game's apparent focus on projectiles which entirely contrasts its oversized maps. ut3 is probably the only game in the series that plays acceptably
I was going to go through all the DeathMatch maps like I did for UT99 but then I realised that I actually really, really don't like this game on Godlike. It's one of the most infuriating things I have ever played.
1) Agree and Disagree -
For the Agree, Spawning near certain pickups is random and nothing can be done about it in terms of vanilla play. Competitive scene uses mods such as Ut-Comp, which give the user the full load out every single spawn meaning this issue can be avoided.
For the Disagree, As for team games such as bombing run and capture the flag, there are re-spawn delays to stop this form of "Spawn-killing" from happening, and knowing the speed of online play, this is very helpful.
2) Meh -
I don't really mind this as i have gotten used to double tap dodging. Some mods have it as an enable feature so if you get hold of mods to fix this, that's up to you. If you don't like modding your game, just go play UT4, its a 18 year old game
3) Slightly Disagree -
Very dependant on the map you're playing and on. With the amount of air control you have, its very easy to redirect yourself from death.
4) Strongly Disagree -
Quick swap times encourages Spam, dedicating to your weapon encourages use of map control and map flow, which most maps (Some official, some unofficial) are good for on a pro level.
5) Very Strongly Disagree -
Flak is overpowered and mods have nerfed the weapon, no arguments needed for this one.
6) Slightly Disagree -
With the exception of the flak cannon being OP and the Bio Rifle being UP, every weapon is fairly balanced. If you're playing onslaught, they have their own dedicated weapons which make the other weapons useless against vehicles but if we are talking about weapons in small deathmatch maps, the balance is fairly even across the board.
7) Agree and Disagree -
For agree, Very true in regards to character models, on our server, we have blocked the use of "Matrix" Due to the thin, very dark character model which is hard to see on dark maps. and all different characters form a slightly different hit box. In offline this isn't an issue and after playing online for hundreds of hours, i dont feel as if it makes a difference online either,
For disagree, As for the competitive and modding scene, UT-Comp forces one model and bright skins equality of game play
8) Meh -
Depends on the map. Some maps, both official and custom, are bad in this regard and some are good in this regard. all i can say for this one, choose which maps are in your map rotation, which is a feature of the official game.
9) Agree -
Godlike AI are cheaters. Play masterful for the best (Most Human) Bots.
Conclusion
UT3 is an expansion of UT2004, and UT2004 is an expansion of UT99, that's what sequels are. Non are better than the others but each have their benefits and drawbacks. Please remember this game was released over 15 years ago and if you really don't like the base game, mod it. I can guarantee most people here have modded their game. Hope these points aren't taken the wrong way and hope they can be understood as best as possible. These are all biased towards my years of experience. If anything can be misinterpreted, hit me up and ill change my point to be more understandable.
1. Of course things can be done about it. You put systems in place to determine who is where so you don't spawn next to people. Not that complex and many games do it. Halo 2 was doing that in 2004.
2. Whether it's 18 years old or not is irrelevant. It should've been obvious after Unreal that double-tapping a key is a silly idea.
UT4 was cancelled years ago and was left very unfinished.
3. No. Once you're sent flying by a Shock Rifle, holding forward does extremely little to decrease your momentum. Any and all movement incurred from being hit offsets aim, too. While it's low-gravity and so the problem is greatly accentuated, UT99's Morphius is a great example of why it's such a silly concept. If there were a dedicated weapon with the ability to send players flying I'd understand, but every gun does it to varying degrees. Even a steady stream of Link Gun can prevent you from dodging.
4. But it severely decreases the emphasis that all arena shooters have of using the correct weapon for the correct scenario. Not being able to swap fast means people stick to Lightning Guns and Shock Rifles regardless of range, negating the entire purpose of things like the Flak Cannon and Rocket Launcher. In a game with such fast movement, the difference between someone being in range for a weapon and out can happen with a second, and so not being able to swap as fast to compensate and make use of the intended purposes of these weapons makes no sense to me.
5. Play on Godlike and tell me it's over-powered. Maybe in online play it is and against easier bots, but they literally fully dodge out of the way within a range where you could reach out and touch them. I don't see how that could possibly be conceived as over-powered when its role as a shotgun is destroyed by the fact that at even point blank ranges, enemies can effortlessly move out of its way.
6. Really? In UT3 and UT99, sure, but in UT2K4 anything that isn't a hit-scan weapon is severely under-powered because enemies are lightning fast and chain together dodge combos in mili-seconds. I'm starting to get the impression that you don't play on Godlike. Try and use an Assault Rifle, Link Gun, Flak Cannon or Rocket Launcher as intended and then tell me how you go when you use a Shock Rifle, Minigun or Lightning Gun instead.
7. Good.
8. Sure it is, but I variety is the spice of life, and bad map design is a valid complaint.
9. I find Masterful a tad too easy.
I'm aware, but my point is that they never improved. Outside of providing more content, the biggest draw of a sequel is to fix issues present in the prior game. In the 8 years that Unreal Tournament was around (UT4 besides), they never truly fixed these issues. Fixing gameplay and design issues is theoretically even easier than expanding gameplay and content, so it staggers me that they made exceptionally few refinements on the gameplay.
Thank you for your respectful reply even though we may not agree. It's a refreshing attitude on Steam. I hope I also haven't come across as hostile with any comment.
Many people consider UT2k4 their favorite because of how it was back during when its popularity was at its peak and the player count was very high. All of the mods, skin packs, custom maps and thousands of people of varying skill levels and so much more contributed to this. From what I've read is that all your points seem to stem from the fact you never played against real people or got to experience how it was when it was popular. Trying to now well.... only the hardcore remain and the experience wouldn't be the same.
Hit scan weapons, while being objectively better then some weapons, doesn't mean anything if you can't aim to take advantage of their power. Which is where weapons like the Flak Cannon come into play or any weapon that can do splash damage. More often then not, you'd run into people who were lousy aimers back then and some good. People used all of the weapons to great success.
Also, Godlike bots are cheaters. You need to realize thats how people did their AI back then. Some still do. They gave them cheating like abilities/reflexes. At that kind of difficulty, they were made to cheat which is why only the crazy people go Godlike.
However, for some reason, bots in the campaign are significantly better. I never figured out why, and honestly never bothered too much with the campaign.
Yeah, lg and sr are superior weapons to anything else (in most situations). However, it's not true that flak is not useful. The ballistic shot is always useful when you don't have los, and easier to get right than shock combo in many cases (except for low ceiling). Primary of flak is also useful, but requires pre-planning, you need to switch to it as you're about to come out into los in a short distance fight. Never do it after you're in los, it's a death sentence.
Link secondary is very strong, but needs good aim. And if you link into a teammate, then it's crazy op. If godlike bots or good players use it, then immediately break los or you're toast.
Rest of weapons are situational at best, including the mini, which realistic use boils down to finishing low hp people.
Dodging mid-fight against good human players is a great way to receive a headshot, especially dodging from walls, because your motion gets a predictable arc. Just stay on the ground and move around (somewhat randomly), works better and simpler to execute. Wall dodging is ok to reach some places on the map, but it always leaves you exposed. I always preferred shield gun boost for that.
Because of its predictability, I always found the aspect of dodging in ut awkward at best. q3a got the movement concept better, no dodging is necessary.
jokes aside, you have some decent points, but it can all be dismissed with a simple "it's a game from 2004. It's old enough to drive, drink and vote." Either get modding tools to fix your issues or rant and be laughed at.
The AI was worse in Unreal Tournament 3, to be honest. Your Teammates will stand still despite the "attack" order while the enemies will track you from the walls. I heard it was due to some nerf, but that must've been some nerf.
also "Flak not being useful", are you high?
Also you speak of Godlike, you do know that Godlike was meant to be like a joke difficulty, right? Like Doom's nightmare.
These kind of flaws are (still) quite common across the board, from indie titles to so-called Triple-A games.
If anything, these kind of flaws are the standard - not the exception. However, that's more of a statement on the industry as a whole than it is on UT2K4 etc.
That aside, I agree very much with your views on double-tap to dodge - especially when the adrenaline system is *also* tied to multi-taps.
I like it much better when games give us a dodge button to press while we're already moving (i.e. tap shift to dodge etc.).
HackySac