Unreal Tournament 4/2015

Yeah I've got no patience anymore for shooters where everyone's just bunny hopping around the map like retards. Figured it's just me and I'm getting older so I already got them out of my system. So lack of double jump sounds promising.
 
Yeah I've got no patience anymore for shooters where everyone's just bunny hopping around the map like retards. Figured it's just me and I'm getting older so I already got them out of my system. So lack of double jump sounds promising.

Bunny hopping wasn't ever really a thing in UT, that's a Quake thing. In Quake you could keep momentum after jumping and build up to an insane pace. UT never worked like that.

What double jumping and dodge jumping did was put people in the air for longer periods of time, though at a floaty pace. It didn't actually make things faster. What it did was remove the danger and threat of splash damage, and make you move in a completely predictable arc while totally vulnerable to hitscan.

At higher levels, UT2k3 and UT2k4 completely devolved into running around with the lightning gun and swapping out to shock/mini/link after the first shot, or just shock stunning someone out of the air for 3-4 rapid shots right after. The more time you spent double jumping or dodge jumping, the faster you died to people with hitscan. Hitscan aim became god over everything else.

That was bad enough on it's own, but they also opened up the maps to allow people to jump all over them to use double jumps. This removed a lot of the enclosed spaces where rockets or flak would work, removed movement skill, and turned the game into a mess of "hope you don't get caught in the open by someone with hitscan when you don't have it".

Good players didn't use it, they planted on the ground like a rock and moved in small circles because that's the best defenses against hitscan, and splash damage isn't a threat in those open spaces, and then killed you with ltg/shock.

Bunny hopping has just never been viable in UT, now in Quake....
 
I'm glad people are enjoying this game. Epic is really taking this seriously, so they listen pretty intently to criticism and requests. They can't please everyone, but they definitely want this UT to be the BEST one.
 
Those aren't really nerfs. They were meant to discourage camping, and not because if was effective. The sniper is a run and gun weapon, if you're camping in Unreal you're losing. You're effectively putting your team a man down and buddy fucking to a point you might as well be a team killer.

Not all the game types in UT are team based and depending on the game you're playing winning while in a nice hiding location is very, very possible with a sniper rifle.
 
Not all the game types in UT are team based and depending on the game you're playing winning while in a nice hiding location is very, very possible with a sniper rifle.

You mean 1v1, if so sniping sucks. And if you mean free DM, aka pubbie fest, it's still not effective.

Nobody good has ever used it, nobody has ever beaten a good player by camping, it's a push to fail option in unreal.

Hell plugging in a controler and turning your monitor off is less moronic than camping.
 
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You mean 1v1, if so sniping sucks.

No.

And if you mean free DM, aka pubbie fest,


Yes.

it's still not effective.

Wrong.

Nobody good has ever used it, nobody has ever beaten a good player camping, it's a push to fail option in unreal.

Wrong.
Wrong.
Wrong.

There are many, many different ways to play UT and I'm not referring to vanilla UT. ;) I've been playing UT since late 1999 and the gamestyle I play has been around since the beginning. Giant maps with low gravity, all weapons + the ESR (Enhanced Shock Rifle or Super Shock Rifle in the later UTs, basically the shock rifle with insta kill/gib) and the sniper rifle in the hands of a good player can easily beat anyone including good players who always went for the ESR.

We can jump in my UT server sometime and I'll show ya if you'd like, but it will most likely be a 1v1 since not many people play anymore so it wont be as effective as a server filled with players. :cool:
 
There are many, many different ways to play UT and I'm not referring to vanilla UT. ;) I've been playing UT since late 1999 and the gamestyle I play has been around since the beginning. Giant maps with low gravity, all weapons + the ESR (Enhanced Shock Rifle or Super Shock Rifle in the later UTs, basically the shock rifle with insta kill/gib) and the sniper rifle in the hands of a good player can easily beat anyone including good players who always went for the ESR.

I bought UT99 when it came out and my poor computer could barely handle it lol. I stopped playing after 2k3 but did play beta for 2k4 and I never saw campers, snipers or good shock rifle players are unbeatable. Just had to be quick and time things well or not fight in certain areas of the map that favor their play style.

Hated playing good shock rifle players though :p almost as much as good trans-locator players of which I was not lol.
 
Jumped into UT99 back in 99, I think I was running a AMD K6-2 333, with 256MB and I dont remember what card I was using than, if it was a Riva TNT or if I was using a Voodoo2 PCI at the time. Dont remember. Fun as hell game though.

I am looking forward to this UT, I didn't get a chance to play it over the weekend like I had wanted, but I did install the client, so hopefully this coming weekend I will.
 
Hopefully this isn't a let down.. Good thing they got rid of jumping, that is seriously overused in gaming and people think there's some type of advantage when jumping..
 
Hopefully this isn't a let down.. Good thing they got rid of jumping, that is seriously overused in gaming and people think there's some type of advantage when jumping..

Yeah, I was in the community when they did that crap release on xbox 360, dont remember the name of it, was just after ut2k3 I think it was, and it was horrificly bad, they were trying to push that jump dodge crap and it ruined the community for a lot of people.
 
This game is pretty darn fun! It's exciting to be playing UT again. I've been playing in instagib servers a ton. Can't wait to see how this game progresses. So far way better than all those $20 alphas I was swindled into buying lol.
 
Game is really bad.... Spawn campers galore texture are missing but not sure if that would help.
Planetside 2 looks like the Holy Grail compared to this....
 
Game is really bad.... Spawn campers galore texture are missing but not sure if that would help.
Planetside 2 looks like the Holy Grail compared to this....

f6due.gif


Better stick to CoD then bro, way better graphics and less campers.
 
Game is really bad.... Spawn campers galore texture are missing but not sure if that would help.
Planetside 2 looks like the Holy Grail compared to this....

yeah it's like the game has been released in a pre-alpha state
 
In his defense the spawns are pretty bad ATM lol. The game is also poorly optimized and runs kind of crappy at lower settings even with a 970. But yea, minor, minor details that will all be worked out before release. The mechanics are great and I can't wait to see what this game turns into. Crazy fun for pre-alpha. Guarantee I'll have more time in this than DayZ, The Forest, and... whatever other forgettable alphas I purchased.
 
So far I'm really enjoying it. Haven't played more than a few hours though.

I'm looking forward to some more game modes and better maps.
 
I tired a game with the different weapons got first place out of 4 players maps are way too small they need to be x4 that size..
 
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...is this guy for real? LOL.

Early access (pre-alpha/alpha/beta) can be great for a lot of things like constructive criticism and ideas from the community, but the other side of the coin is that you get these people who buy in and then feel the need to review the game as though it's a finished product that has been abandoned by the devs...

If you've ever supervised/managed people, you know there are the plenty out there that don't read instructions or pay attention to details. You can bold the information, you can put big headings on things, make new sections, etc., but some people just won't pay attention.
 
I guess I was more talking about the comparison to Planetside 2...other than being first person with guns they aren't really even in the same genre.
 
Seems like past UT's. I didn't find anything too interesting with this and likely get old just as quickly as the old ones did.
 
I guess I was more talking about the comparison to Planetside 2...other than being first person with guns they aren't really even in the same genre.

He compared Toxikk with BF3 in the other thread, which is just all kinds of nonsense. Just because games have the same perspective (first person) doesn't mean they're even remotely the same kind of game.
 
Seems similar to the last unreal tournament game. you can type screenshot in console to take screenshots and it will go into your
User\Documents\UnrealTournament\Saved\Screenshots\WindowsNoEditor

looks nice and plays like other unreal games.
 
Its been a few months since the last post so have you guys tried it again?
There have been a lot of improvements most recently the addition of a spectator system.
Id be interested on your thoughts on that.
 
It's definately coming together. I'm super glad the devs are taking a 'less is more' approach and focusing on a handful of well-tested gametypes and maps. The community have really stepped up with providing content, as well.
 
I am loving the new movement system. The new slides add a lot to it and it feels so much better than the hacky bunny hopping in other games.
 
I've got no major problems with the launcher, its simple and seems to work well. The gameplay is exactly the same as always, which is to be expected. The maps I played tonight range from blah to elegant. Cranking the post effects does make a good difference; turning on FXAA seemed to bog down the FPS dramatically however. There was another anti-aliasing that seems a little blurry.
 
I was initially a bit 'stahp' with the launcher idea, but it works well, and best of all, it is quiet and in the background.

TXAA is designed for motion aliasing, like textures 'shimmering' as the character moves forward. Its mostly designed for higher resolutions and higher refresh rates. TXAA runs like MSAA, only it samples a different pixel sub-sample every frame. Without Post processing, it makes everything look really strange, and with post it makes things look more like 'film' rather than human perception. FXAA is much better if you want to max out the FPS. I played UT at GDC running on a 980 at 120FPS on a 120Hz 1080p screen using TXAA and it looked freaking amazing, but I would not be surprised if people running slower hardware want to stick with FXAA to keep the FPS high.
 
I think the newest build makes the enforcer look amazing in first-person! and the Rocket launcher is developing nicely.
 
I've got no major problems with the launcher, its simple and seems to work well. The gameplay is exactly the same as always, which is to be expected. The maps I played tonight range from blah to elegant. Cranking the post effects does make a good difference; turning on FXAA seemed to bog down the FPS dramatically however. There was another anti-aliasing that seems a little blurry.

I want to correct myself. After remembering how to turn the FPS counter on I can see that neither form of AA dramatically reduces the FPS. The screen tearing became much more noticeable with it on I suppose which gave me the impression the game was bogging down. My bad, yo. Everything on ultra runs 80+fps on my machine.
 
Nah, its all good. TXAA should have a bit more of a hit than FXAA, but it shouldn't slow your system down TOO much. UT is one of those titles that you want to run right with your monitor's refresh rate, and you don't want it to dip down or spike up too much. What I do is limit the FPS to 60 or 59 and change my settings so that it never drops below that rate. I kind-of suck at UT, though so hey, whatever works for you.
 
Have the builds slowed down as it has got closer to being finished or are they still doing them on a weekly basis?

I intend to have a few servers running; including InstaGIB CTF.
 
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