Weapons of Evil Descriptions

Everything you wanted to know about the weapons we use
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[RMD]WACKO23
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Location: The SouthEast side of Ons-ActionCity-RMD AKA Washington DC

Weapons of Evil Descriptions

Post by [RMD]WACKO23 » Sun Aug 28, 2011 5:40 pm

This is a list of some of the weapon mods we use at RMD. Here are the details, so you can learn how they work. You can read up on them below :

Personal Ion Cannon
Description:

There were those who said it was impossible - that an Ion Cannon could never be made small enough for personal use, but once again it has been proved that anything is possible. The combination of newly developed lightweight composite materials and cutting-edge energy storage technology, brings instant destruction of the highest magnitude to your fingertips. The PIC is in no way inferior to its orbital counterpart, delivering the same 2TW of power to the same devastating effect. It comes complete with variable zoom scope, self-adjusting shoulder rest and a smart carry-case.

Ion Cannon are very sensitive to movement whilst firing. To prevent disruption, the PIC uses a gravitational stabilizer to hold itself and the wielder perfectly still during the firing sequence.



Usage:

Primary-fire is the same as the Ion Cannon (the thing that's usually hanging in the sky overhead!). It will only fire if you are standing still. Once it starts to fire you will be unable to move or turn at all (it's a very sensitive device - even the slightest vibration could cause a malfunction) until the firing sequence has been completed. Because it leaves you so vulnerable, it is highly recommended that you find a nice secluded spot to fire from. The blast radius is just as large as the orbital Ion Cannon, so don't fire at anything too close.

Secondary-fire is a standard zoom, for more accurate employment at long range. It has a slight brightness enhancement, making it well suited for use in dark environments.


Transdimensional Disturber

Description:

The Transdimensional Disturber is one of the most powerful, and esoteric weapons that Evil Corp. has ever produced. It uses state-of-the-art quantum optics to produce enough negative energy to form a small wormhole. A wormhole in itself can be enormously destructive, but there is an extra quirk that comes from careful manipulation of the quantity and spectral content of the negative energy, which allows this wormhole to be linked to a very specific point in what is assumed to be a parallel universe. By an as yet undetermined mechanism*, certain forms of directed energy passed through the wormhole are vastly magnified and reflected back very accurately at the closest humanoid. Such a beam is created by the weapon's secondary fire.

* There has been speculation that the effect is due to an intelligent species living on the other side, who do not take kindly to being shot at and so shoot back at the nearest hostile looking lifeform. There has even been one claim of a profane message being sent back. However, it is generally accepted that this is a silly idea.





Usage:

Primary-fire creates the wormhole and shoots it forward at slow speed. The wormhole will continue moving in a straight line until it hits a solid object, at which point it will implode, damaging anything around it.

Secondary-fire fires a beam that is almost totally harmless in itself, but when a wormhole is hit, it will amplify it and direct it at a player close to the wormhole. This is usually enough for an instant kill.



The Parasite

Description:

The mechanism behind this weapon's operation was discovered quite by accident. At its heart resides a crystal of indeterminate composition, which alters a low-intensity light shone through it in a manner which has stumped our scientists. When asked how it works, they can only reply "it shouldn't". Anyway, the resulting beam of altered light is capable of literally sucking the life out of living organisms (strangely it also affects robots, but not plants) and returning it back up the beam, where travels back through the crystal and is infused into the wielder, actually healing wounds and making hair shiny and healthy-looking.

Furthermore, if the applied beam of light is of a particular wavelength, the effect changes slightly so that it leeches certain chemicals instead. This is particularly useful in the Tournament as it works with the special adrenaline used by competitors.



Usage:

Primary-fire is a beam similar to the Shock-Rifle primary. It doesn't do as much damage, but it returns 70% of the damage dealt as health to the wielder up to 100, after which it will leech a progressively lower percentage.

Secondary-fire is the same as the primary, but it leeches a small amount of adrenaline with 100% efficiency. It does only a small amount of damage, but it returns 100% of it to the wielder, up to 199 health.



The Crispe Gun

Description:

The Crispe is the result of the combination of Heisenberg's Uncertainty Principle and traditional laser technology. Whereas lasers are severely limited for atmospheric use by the fact that air absorbs most of the photons before the target is reached, the Crispe employs the latest in electromagnetic field technology to create a phase-coherent beam of electrons, which are accelerated to 99.51% of the speed of light and thus take on wave-like properties (hence 'Crispe', from Cathode Ray Induction by Stimulated Particle Emission). This beam is capable of travelling great distances through air, or any low-density matter without significant attenuation, and yet upon striking a dense material much energy is given up in the form of heat. The beam is energetic enough to penetrate several human-size targets before being attenuated to a harmless level, but it will not penetrate more solid barriers such as walls, reducing the likelihood of accidentally hitting an unintended target. Flammable targets will be ignited by the intense heat of the beam after a few seconds of exposure. Because of the high charge accumulated by the firing process, the weapon automatically discharges itself at irregular intervals. During the discharge process you may see and hear arcing within the weapon and smell ozone; This is normal.

We understand the importance of a tactically flexible weapon, so a torch (flashlight for all you North Americans) has been incorporated as the weapon's secondary fire, after all, you can only hit what you can see!

For ease of use, the Crispe can be powered from any standard CC2 size battery, although we recommend that you use genuine CrispeCelltm batteries for maximum battery life.

For legal reasons please read the following safety warning:

Not suitable for children under 6 months.
Harmful if swallowed.
May contain nuts.


Usage:

Primary-fire is a beam that exists for as long as the trigger is depressed (much like the low-power laser of the Ion Painter, but rather more dangerous!). The beam causes damage when it is in contact with a target, and will continue on through up to three targets, although damage is reduced with each one. The beam is stopped by anything solid, like a wall. Keep the beam on target for a few seconds and the unfortunate victim will be ignited, taking even more damage as they burn. Left alone, the fire will go out after a few seconds, but you can keep it alight by occasionally re-igniting it with the beam. If you have been set on fire, you can extinguish yourself early by jumping in any water deep enough to swim in.

Secondary-fire is a torch, which can be toggled on and off with the secondary fire button. It is off special low-power design so it will continue to work even when there is not enough battery power left for the primary-fire. Use it to reveal sneaky targets who attempt to hide in the shadows.


The CFX Gun

Description:

The CFX primary-fire launches dart-like projectiles that will attach themselves to any fleshy target (luckily they also work on robots and Juggernaut armour) but will bounce off of walls and floors. These projectiles are the first practical application of a new technology know as the 'Electromagnetic Field Attenuator' which is capable of disrupting the chemical bonds between atoms, causing the matter to literally fall apart. Because of the unstable nature of this technology, each projectile can have only a limited effect when detonated using the weapons alt-fire, but multiple projectiles (up to ten at once) attached to the same target will interact with each other, doing exponentially more damage. If enough damage is caused to totally disrupt the whole target, the release of energy will be so great as to cause a sizable explosion. The way that the weapon directly affects the target's chemical structure means that no armour can prevent the damage being caused.

Three projectiles are enough to instantly kill all but the most super-healthy of targets. Unfortunately, once fired from the gun, the projectiles begin to deteriorate, and will cease to function after only ten seconds, so you must be quick. It is recommended that you do not stand too close to the target when the projectiles are detonated.



Usage:

Primary-fire fires projectiles which will attach to players and bounce off of anything else.

Secondary-fire detonates these projectiles. The amount of damage caused increases exponentially with the number of projectiles attached to the victim. If the damage dealt is enough to kill the victim, then there is an explosion (and a lot of gibs!) whose size is proportional to the number of projectiles. At the maximum of ten projectiles the explosion can fill a small room, so be careful. Darts to the head do extra damage.


Fyrian Cannon

Description:

The Fyrian Cannon represents the very pinnacle of kinetic weapons technology, firing caseless 15mm ammunition at up to 900 rounds per minute. It is surprisingly light and easy to handle despite its large size, thanks to its unique hollow-walled construction and perfect balance. It features dual-speed motorized barrels for optimum flexibility. At the standard speed setting it fires at a conservative 540 rounds per minute, sustainable for prolonged periods of time. At the high speed setting you get the full 900 rounds per minute, with the additional bonus that the high temperatures generated at top speed increase the damage potential of the bullets.. To prevent damage to the weapon, it will automatically shut down if the temperature exceeds the maximum safe operating level. It will reactivate as soon as it has cooled sufficiently.



Usage:

Primary-fire is similar to the standard UT2003 minigun, featuring a high rate of fire with medium accuracy. It takes a long time to overheat, so you can fire almost continuously. The spin-up time is long, so it is recommended that you think ahead and begin firing before you encounter the enemy, lest you be eliminated before you have a chance to fire.

Secondary-fire is like the primary, but with a much higher rate of fire and higher damage per bullet. It is not very accurate and so is best suited to close range. It will overheat very quickly, so think carefully before using it or you could be left being unable to fire in the middle of a raging battle.


The FireChucker

Description:

A perennial favourite with pyromaniacs everywhere, the FireChucker is the ultimate close support weapon. Primary fire is a standard flamethrower, capable of spewing burning death to a range of 40m. Secondary fire compresses fuel to be hurled as a ball of fire of variable size which will explode on impact. Because electronic systems are prone to EMP, it uses a low-tech pilot-light for ignition and is almost entirely mechanical in operation. This makes it heavy, but very robust and 100% reliable in the face of nuclear and electromagnetic based weapons.



Usage:

Primary-fire is a standard flamethrower. It has short rage but does huge damage. It can set people on fire, doing even more damage. The flame will flow over surfaces, making it possible to 'bounce' it around corners to a limited extent.

Secondary-fire hurls a fireball which not only explodes on impact but also damages anything it flies close to. It can be charged up in the same way as the BioRifle secondary-fire: At minimum charge the fireball is small, travels a long way at high speed but does low damage within a small radius; At maximum charge the fireball is very large, travels only a short distance at low speed but does massive amounts of damage within a respectable radius. Huge fireballs are good for temporarily denying access to a corridor. Note that if a large fireball hits something very close, it may dissipate before it has a chance to ignite fully.
There are two extra configuration options available in 'WoE_beta.ini': 'FireDensity' controls how many particles are used for the primary-fire effects. The default is 2. Lower this to 1 if you want to improve performance at the expense of eye-candy. Increase it to 3 if you have a fast system and want better effects. I highly recommend that you do not set it above 5 unless you have a super-computer or enjoy really low FPS. The second option is 'bNeverDropDetail'. The default is true. Setting to false means that particle density will automatically be reduced if the frame-rate drops below 'MinDesiredFps' (in UT2003.ini), helping to keep performance acceptable.


PepperPot Rocket Launcher

Description:

PepperPot rockets are like bees: A single bee (or rocket in this case) is but a minor distraction, but a whole swarm of them can take down an enemy many thousands of times their size. Nine rockets can be launched simultaneously, which left to themselves will simply carry on in a straight line, as rockets like to do. However the PepperPot also comes with a dart gun which fires a dart fitted with a homing beacon. The rockets will automatically pick up the signal and home in on it with remarkable agility.

The homing beacon has a range of over 20km, and its signal is encrypted to avoid interference from other PepperPots operating in the area. The darts incorporate miniaturized Translocator technology, so a single dart can be automatically recalled many times, removing the need to carry extra darts. They transmit limited information about what they are attached to back to the rockets, allowing them to behave in an intelligent manner. For instance, when homing in on a living target they will initially spread out wide and then converge on the target, making them more difficult to avoid. When homing in on an inanimate object they will remain closely bunched until they near the target, then they will spread out to increase their effective area of effect. The darts are extremely resilient, capable of withstanding an indefinite number of rocket impacts.

To assist in precise employment of the weapon, auditory feedback will be given when a dart has attached itself to a living target, and also when rockets have successfully locked on to a homing signal. More detailed information is displayed on the retro-look dot-matrix display.





Usage:

Primary-fire launches nine small rockets. Tapping fire will allow the rockets to home in on the secondary dart, if one is present. Holding fire will force the rockets in to dumb-fire mode.

Secondary-fire launches a dart which attracts primary rockets. The dart can be attached to walls, floors, people or just about anything really. Try darting someone, then dodging round a corner and surprising them with a bunch of rockets which will find the poor victim very attractive. The dart will automatically translocate back to the gun after 10 seconds or when you fire it again, so only one dart can exist at once per PepperPot. Listen for the 'ping' when a dart has hit a player.


Helios/Steorra

Description:

Originally developed as an anti-aircraft weapon, the Helios uses a revolutionary new form of micro-fusion reactor to produce large quantities of both neutrons and gamma rays, which are collected in a reflection chamber to be columnated and accelerated out of the barrel with a linear accelerator. This beam of radiation is so energetic that it can compress and heat even the very air to such a degree that spontaneous nuclear fusion occurs, leaving a trail of what are literally miniature stars in its wake. It takes two seconds to fully recharge after each shot, but the Helios may be re-fired before that at a reduced power output if required.

Also available is the Steorra, an enhanced version of the Helios featuring a larger, more efficient reflection chamber and a higher power accelerator. Equip your armed forces with a couple of these and you will gain instant respect from other major governments. Please note that the Steorra is banned by interstellar treaty in many parts of the galaxy due to the large quantities of highly radioactive waste it produces; Please check with your superiors before committing to a purchase.



Usage:

The Helios and the Steorra are identical in operation except that the Steorra is much more powerful, doing a minimum of 100 damage, and it doesn't need any ammo.

Primary-fire is a powerful beam that will pass straight through anything but solid walls; Try lining up a couple of enemies and shooting both with one shot. It uses locational damage with reduced damage for hitting a limb, normal damage for the torso and extra damage for a head-shot (note that this applies to Invasion monsters too). It takes two seconds to recharge fully, but may be fired before then for a faster firing rate with exponentially reduced damage (so it pays to wait for a full recharge). Note that the Helios always uses one ammo per shot, regardless of how charged it is.

Secondary-fire is a standard zoom. It has brightness-enhancement properties, perfect for low-light conditions.
MY HITLIST
[RMD}RAMPAGE - NEXT
[RMD]KEVLAR - LOOKING IN TORLAN FOR HIS LOCATION
[RMD]ROCKALIEN - WAITING IN A ROOM OF DEATH
[RMD]LONGSKULLS - GONE FISHING
[RMD]WACKO23 - I KILL HIM THE MOST
[RMD]VEDIT - KIA
EVERYONE ELSE IS PUT ON NOTICE !!!!!

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