=============================================================================== Unreal Tournament 2004: Editor’s Choice Edition Changes FAQ Author: Mortal Quietus GameFAQs username: rg998 E-mail: rg998(at)hotmail(dot)com Copyright 2005 Mortal Quietus Version 1.3 =============================================================================== Version History: 8/31/05 - Work on FAQ begun. 9/04/05 - PrattDaBard contributes extensive strategies for the ECE vehicles. 9/05/05 - Version 1.0 of FAQ completed, posted on GameFAQs. 9/07/05 - Allowed NeoSeeker to host FAQ. 9/16/05 - Completed a few minor changes to the FAQ, updated to version 1.1. 8/18/06 - Added disk space requirements for full game and expansion pack. 2/13/07 - Added information about Unreal Anthology. ------------------------------------------------------------------------------- The most current version of this guide can always be found at GameFAQs first. Websites allowed to host this FAQ: http://www.gamefaqs.com http://www.neoseeker.com http://dlh.net If you'd like permission to host my work on your site, please e-mail me first. It must be kept in an unaltered format. ------------------------------------------------------------------------------- ::Table of Contents:: Section 1: Introduction 1.A What's the purpose of this FAQ? Section 2: Technical Information 2.A What is the Editor's Choice Edition (ECE) of UT2004? 2.B What's the difference between the UT2004: ECE DVD and the downloadable ECE bonus pack? 2.C What about Unreal Anthology? 2.D Disk space requirements Section 3: Additions and Changes Made in the ECE 3.A Vehicle Additions/Changes 3.B Map Additions/Changes 3.C Character Additions/Changes 3.D Additional Game Mods (UT2004: ECE DVD ONLY) 3.E Other Additions/Changes Made in UT2004: ECE Section 4: In-Depth Strategies 4.A SPMA 4.B Paladin 4.C Cicada Section 5: Comments, Corrections, and Additions 5.A Have a comment, correction, or something to add? Contact me! Section 6: Acknowledgements 6.A Acknowledgements ------------------------------------------------------------------------------- Section 1: Introduction ------------------------------------------------------------------------------- 1.A What's the purpose of this FAQ? This FAQ was designed primarily for one reason - to explain the differences between the original Unreal Tournament 2004 retail package and the more recent Editor's Choice Edition. The ECE was originally released in a 2 DVD package, with Disc 1 containing the UT2004 installation files and other game data, and Disc 2 containing 11 different unofficial user-made game modifications for the player to install and try out if he or she so chooses. Because this release is not a new game in itself, but rather an updated version of UT2004 with some additional features, many gamers are still a bit confused as to what the ECE actually is. This FAQ aims to clear up any further mysteries about UT2004: ECE. ------------------------------------------------------------------------------- Section 2: Technical Information ------------------------------------------------------------------------------- 2.A What is the Editor's Choice Edition (ECE) of UT2004? Reiterating what I said above, the Editor's Choice Edition (ECE) of UT2004 was originally released in September 2004 as a two-DVD package. Disc 1 had the UT2004 installation files and other game data, and Disc 2 contained 11 different unofficial user-made game modifications for the player to install and try out if he or she wanted to. Three new vehicles (the Cicada, the SPMA, and the Paladin), four new Onslaught levels (ONS-Urban, ONS-Tricky, ONS-IslandHop, and ONS-Adara), and three new character models (Necris, Metal Guard, and Mecha-Skaarj, each with two skins) were added to the original game. The Disk 2 mods were standalone games which competed in nVidia's "Make Something Unreal" competition, and were completely optional to install. Soon thereafter, a bonus pack was released for users with the original UT2004 which included all of the ECE content (sans the eleven game mods on the second DVD, which are freely downloadable anyway). This bonus pack was updated to version 1.1 in November 2004 to fix a few glitches. Finally, the UT2004 Mega Bonus Pack released by Epic in December 2005 also included the ECE content. Now, everyone with a legal copy of UT2004 is free to play online and offline using the ECE vehicles, characters, and maps. ------------------------------ 2.B What's the difference between the UT2004: ECE DVD and the downloadable ECE bonus pack? UT2004: ECE was released first in a two-DVD format, and included several new vehicles, characters, and maps, along with eleven optional user-made game mods which competed in nVidia's "Make Something Unreal" competition. The downloadable ECE bonus pack released for the non-ECE UT2004 includes all of the ECE content, but not the game mods. Thus, the only real difference between the two packages are the inclusion of the mods in the DVD release. If you really want to try the mods, but do not have the DVD release of UT2004: ECE, they're all free downloads. ------------------------------ 2.C What about Unreal Anthology? Unreal Anthology was released in October 2006 as the definitive compilation of all Unreal PC games (including Unreal, Unreal Tournament, Unreal II: The Awakening, and Unreal Tournament 2004: Editor's Choice Edition) on a single DVD. However, the version of UT2004: ECE contained on this disc has a few glaring (though easily fixable) omissions. Missing are all of the the user- made modifications found on the original UT2004: ECE package as well as the ONS-Aridoom and ONS-Ascendancy maps. While these levels and modifictions are freely downloadable, it's puzzling that Epic decided not to include them. ------------------------------ 2.D Disk space requirements Full UT2004 game with ECE content: ~5.5 GB Downloadable ECE bonus pack: 84 MB download (~200 MB unpacked) ------------------------------------------------------------------------------- Section 3: Additions and Changes Made in the ECE ------------------------------------------------------------------------------- 3.A Vehicle Additions/Changes One of the most anticipated changes made in the ECE of UT2004 was the addition of three new vehicles to be used in Onslaught mode. They include two ground vehicles, the SPMA and Paladin, and an air vehicle, the Cicada. As you might expect, each vehicle has unique weaponry and can thus be utilized for many specialized situations. ---------- ::SPMA:: The SPMA, or Self-Propelled Mobile Artillery, is a large truck with a ponderous mortar strapped to its back. This mortar can be fired in both guided and unguided fashions, and can unleash an explosive rain on your opponents from a rather long distance. It's also pretty maneuverable for its size. Health: 600 Available seats: 2 Driver Primary Fire: The primary weapon on the SPMA is a simple unguided, very inaccurate high-explosive shell that arcs upward before falling. It's best to forsake this function unless a desperate situation requires it. Damage/Vehicle Damage: 250/250 Rate of Fire: 1 shot/4 sec Secondary Fire: The secondary function is infinitely more useful. It launches a camera in a slow parabolic trajectory over the battlefield. At any point during the flight of the camera, the player can stop it by right-clicking, after which it will unfold and hover in midair. A targeting reticule will appear on the landscape, which can be moved around using the arrow keys. When left-click is pressed, a volley of high-explosive shells will be launched from the SPMA to the location of the targeting reticule, and a somewhat lengthy reload period will ensue before another volley can be launched. In this fashion, a player can use the SPMA to fire shells at an enemy emplacement from the other side of a map, or even over a mountain. Damage/Vehicle Damage: 250/250 (5 shells) Rate of Fire: 1 shot/4 sec Passenger Primary Fire: The passenger seat of the SPMA is essentially the same as the side turret of the Hellbender. Primary fire launches slow-moving balls of plasma that generally aren't too effective by themselves. However, used in combination with the secondary fire, the passenger can trigger some monster shock combos to defend the SPMA while the driver attacks from a distance. Damage/Vehicle Damage: 25/25 Rate of Fire: 2.5 shots/sec Secondary Fire: The secondary fire of the SPMA, much like the primary fire, isn't particularly helpful in itself. It simply projects a relatively weak plasma beam that hits instantly (like the Shock Rifle). However, connect with a plasma ball from the primary fire, and you'll set off a devastating series of shock combos that'll ensure your opponents keep their distance. Damage/Vehicle Damage: 25/25 Rate of Fire: 1.33 shots/sec ---------- ::Paladin:: The Paladin is a slow, hulking beast. It has a nice balance of offensive and defensive ability, with both a powerful main cannon and a rechargeable energy shield. Its armor is comparable to that of the Goliath. Health: 800 Available seats: 1 Driver Primary Fire: The primary fire of the Paladin is immensely powerful, launching unstable plasma cores at a relatively high speed. These cores explode upon impact, and devastate both vehicles and players alike. However, as with the Goliath, there is some lag time between shots, so make them count. Damage/Vehicle Damage: 150/150 Rate of Fire: 1 shot/~2.4 sec Secondary Fire: The Paladin truly shines with its unparalleled defensive capacity, though. Use of the secondary fire activates an energy shield, which is impenetrable by both small arms fire and tank shells alike. However, the shield does not impede the progress of other players or vehicles, and its strength dissipates over time. The shield is also weakened each time it is hit by incoming fire, and it fails if its energy runs out (though it is able to recharge). When the shield is struck by the primary fire, a small, yet devastating shockwave erupts from the vehicle, annihilating nearby players and severely damaging most vehicles. Damage/Vehicle Damage: N/A Rate of Fire: N/A ---------- ::Cicada:: The Cicada is an airborne ground-attack vehicle. It should be used in much the same way as an attack helicopter - pop up from under cover, fire, and duck back down. It also has a co-pilot's seat with flares and a laser turret for protection against incoming missiles. Health: 500 Available seats: 2 Driver Primary Fire: The Cicada is meant as a ground attack vehicle, and its primary weapon is well suited for such a task. If the fire button is held down, the Cicada unleashes a constant barrage of rockets similar to the ones launched by the Leviathan. However, the rockets in the Cicada are only "dumb-fire"; that is, they don't track their targets. Though this weapon is not meant to attack moving targets, the rockets can occasionally disable other vehicles in a pinch. Damage/Vehicle Damage: 50/50 Rate of Fire: 3 shots/sec Secondary Fire: By holding down the right-click button, the Cicada will lock on to wherever the target reticule is currently aimed. Please note that this lock is also meant for non-moving ground targets, and as such the lock, once in place, is immobile. In fact, the lock stays in place even if a wall is placed between the Cicada and the the area it's locked on to. As the lock is held, 16 rockets move to a firing position within the aircraft, and after the 16th is loaded, they all fire at once in an impressive show of force. The secondary fire is particularly useful for heavily-defended ground targets, as you can get a lock and immediately pursue evasive action without breaking the lock. Damage/Vehicle Damage: 50/50 Rate of Fire: N/A Passenger Primary Fire: The passenger resides in the underbelly of the Cicada, and his or her primary role is to defend the rather large aircraft. The passenger's primary weapon is a weak, yet rapid-firing laser turret. It'd not difficult to use, and the fire button can be held down to lay down a barrage of cover fire. Since the lasers hit instantly, they can be used effectively on moving targets. Damage/Vehicle Damage: 25/25 Rate of Fire: 5 shots/sec Secondary Fire: An interesting characteristic of the Cicada is the passenger's ability to achieve a lock on incoming homing missiles. They appear as exclamation marks onscreen and are very easy to detect. The secondary fire of the passenger allows him or her to fire a flare when a heat-seeking missile is detected, which usually draws it away from the vulnerable aircraft. The missile will go after the slowly falling flares rather than the aircraft itself, allowing it to make a quick getaway. Damage/Vehicle Damage: N/A Rate of Fire: N/A ------------------------------ 3.B Map Additions/Changes Four new Onslaught maps were added in UT2004: ECE. A brief description of each can be found below. ---------- ::ONS-Adara:: Description: Seismic tremors and eons of erosion forged this battlefield. Adara Canyon is nature at its most awe-inspiring. But don't let the beauty fool you. Long drops claim lives and the corridor-like nature of the canyon makes AVRiL avoidance somewhat difficult. My take: Adara is essentially a long, narrow canyon, and there aren't too many open spaces to roam around in. There are boost arrows on the canyon floor that allow ground vehicles to zip along towards the opponent's nodes, and enough cover for Raptors and Cicadas to weave in and out of danger. There's a large iron bridge near the center of the map that connects the two sides of the canyon, and ramps allow Scorpions and Mantas to fly from the top of one cliff to another. If you like close range, in-your face battles in a constricted battleground, you'll probably like Adara. ---------- ::ONS-IslandHop:: Description: This volcanic archipelago served once as a gateway in the human wars of the 21st century. Transformed for tournament use, a series of bridges now connects the islands. These bridges, though excellent use for ground based vehicles, do not provide a direct path to battle. Mantas will be the primary choice for transportation. My take: A lot of people liken this map to something out of Far Cry, and I'd say that they're not too far off. IslandHop is a bright, cheery map with a great deal of water. As the description states, you're best off using Mantas here, though Scorpions can also get over the bridges pretty quickly. If you decide to take something slower, such as a Goliath, to attack a node, make sure you have some backup. You're generally a sitting duck as you slowly make your way around the various islands. ---------- ::ONS-Tricky:: Description: "THIS SATURDAY, ONE DAY ONLY, AT THE M-M-MONSTER VALLEY ARENA, WITNESS THE AAAAWESOME SPECTACLE OF ONSLAUGHT TOURNAMENT COMBAT!!! TWO TEAMS AND 65 TONS OF BALLS TO THE WALL GUN SLINGING VEHICULAR MAYHEM! BE THERE FOR THE FLAMING HOOPS, THE MONSTER JUMPS, THE HALFPIPE OF BLOOD, AND THE INSANITY OF THE 150 METER TALL TOWER OF DOOM! BE THERE!!!" My take: Tricky is an interesting map. It's a massive dirt stunt arena, complete with inverted loops, flaming rings to jump through, half-pipes, and lots of ramps. Stunt driving is the name of the game here, and the possibilities are virtually endless. If you do something spectacular, you can even set off fireworks! Sure, it's an acceptable Onslaught map, too. But why go after the enemy nodes when you can see how much of a Daredevil ranking you can achieve with your Scorpion? ---------- ::ONS-Urban:: Description: Once the pinnacle of modernized civilization, this dense urban center has since fallen victim to crime, corruption, and civil war. Now mostly vacant, it has become a haven for underground criminal activity and lawlessness. LMC organizers jumped at the opportunity to own this prime piece of real estate. Instead of leveling the area and constructing a new arena, they decided to let the combatants do the demolition work themselves. My take: Urban is a pretty standard, though well-designed, city map. There are burned-out building to navigate, rubble piling up in the streets, and highways to roll out the Leviathan on. It's considerably darker than the other new maps, thus providing a completely different atmosphere. Being in a city, the battles are usually in pretty confined spaces, so make sure you don't back yourself into a corner. Sniping won't be too effective, so continually press forward for your best chance at victory. ---------- ::(Bonus Vehicles) Maps:: Several slightly tweaked Onslaught maps based on the originals were included along with the four brand-new Onslaught maps in UT2004: ECE. These maps can be found under their predecessors on the list of Onslaught maps, and are exactly the same in terms of landscape and node placement. However, certain vehicle spawn points are altered, and now spawn one of the three vehicles added to the game through the ECE content. For example, some Raptor spawn locations on the original maps may be replaced by Cicada spawn locations, some Goliaths with Paladins, and so forth. They include: ONS-ArcticStronghold (Bonus Vehicles) ONS-Crossfire (Bonus Vehicles) ONS-Dawn (Bonus Vehicles) ONS-Dria (Bonus Vehicles) ONS-Frostbite (Bonus Vehicles) ONS-Primeval (Bonus Vehicles) ONS-RedPlanet (Bonus Vehicles) ONS-Severance (Bonus Vehicles) ONS-Torlan (Bonus Vehicles) ---------- ::Windows XP Maps (UT2004: ECE DVD ONLY):: Finally, the Onslaught maps originally contained in a separate bonus pack were also thrown on the UT2004: ECE DVD for good measure. There's nothing here that you couldn't get before, but they're certainly fun maps to try if you haven't played them before. ONS-Aridoom (UT2004: ECE DVD ONLY) ONS-Ascendancy (UT2004: ECE DVD ONLY) ------------------------------ 3.C Character Additions/Changes Six new character skins and three additional character models officially make their appearance in UT2004: ECE. You may recognize the character models, as they have all appeared in games in the Unreal and/or Unreal Tournament series. ---------- ::Necris:: The Necris are a group of humanoids with very pale skin, dark black or white hair, white eyes, and mostly black clothing. They were somewhat of a fan favorite in the original Unreal Tournament, and have thus made a reappearance in UT2004: ECE. As with the Metal Guard and Mercha-Skaarj, Kragoth and Thannis both share the same character model, but have different skins. Kragoth Age: 127 Race: Necris Data: After an absence of several years, the Necris are preparing a return to the Tournament. Known as the 'Star Slayer,' Kragoth is a dread Necris Phayder assassin. He is rumored to have single handedly killed the entire crew of an ICV Star Cruiser. Thannis Age: 93 Race: Necris Data: After an absence of several years, the Necris are preparing a return to the Tournament. Thannis is participating to scout the competition. ---------- ::Metal Guard:: The members of the Metal Guard are also holdouts from the original Unreal Tournament. Barktooth and Karag are easily recognizable by their unusual facemasks and elaborate metal armor. Like the Necris, they're humanoids, but noticably larger due to their aforementioned heavy armor. BarkTooth Age: 32 Race: Human Data: Barktooth would rather rip an opponent to shreds with his bare hands than fight from afar. He also finds close range Flak shots very satisfying. Karag Age: 42 Race: Human Data: Before joining the Iron Guard, Karag honed his weapon handling skills during a long stint as a Marshall for the Terran Colonial Authority. His style and panache already have the the Tournament audience abuzz. ---------- ::Mecha-Skaarj:: As their name implies, the Mecha-Skaarj are not humanoids. Rather, they are Skaarj warriors that were injured in battle and outfitted with the latest in cybernetic battle armor. Originally appearing in Unreal 2, the Mecha-Skaarj are my personal favorites of the six new characters. Mekkor Age: Unknown Race: Skaarj Data: Mekkor is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Severely injured in battle, he is testing his new cybernetic armor in the Tournament. Skrilax Age: Unknown Race: Skaarj Data: Skrilax is from the Black Fist Clan, sworn enemies of the Iron Skull Clan. Alongside his brother Mekkor, he was severely injured while fighting the Iron Skull Clan. ------------------------------ 3.D Additional Game Mods (UT2004: ECE DVD ONLY) These modifications are included on DVD 2 of UT2004: ECE, but not in the bonus pack. However, if you have the bonus pack and want to try one, they're freely downloadable. I've only played two of these, so the accuracy of these descriptions isn't guaranteed. Credit for the descriptions goes to the website directly above them. The links are accurate as of the first writing, let me know if they become broken. ---------- ::Air Buccaneers:: http://ludocraft.oulu.fi/airbuccaneers/ Description: AirBuccaneers is a modification for Unreal Tournament 2004. It contains a new multiplayer game type with airships, cannons, airmines and various other pseudo ancient gadgets. The game is a compelling combination of graceful air ballet, fierce pirate-like action and 3D tactical maneuvering. The game is designed for LAN/Internet multiplayer games but can be also practiced offline by using bots as opponents. ---------- ::Alien Swarm:: http://www.blackcatgames.com/swarm/ Description: Alien Swarm is an overhead view tactical squad-based shooter for UT2K4. Set in the distant future, the players take the role of a Commander in the Interstellar Armed Forces. They must guide their squad of marines through Swarm infested colonies, overrun bases and outposts, to achieve a variety of objectives. Featuring Assault Rifles, Heat Tracking Guns, Sentry Guns, Flamethrowers and more. Supports co-operative multiplayer. ---------- ::Chaos UT2:: http://www.chaoticdreams.org/ I couldn't find a description for Chaos UT2 on their site, but it seems to feature a wide variety of weapons and utilities, such as a crossbow, railgun, and grappling hook. It plays similarly to the original game. ---------- ::Clone Bandits:: http://www.demiurgestudios.com/CloneBandits/gameplay_over.htm Description: Clone Bandits is a mod created for Unreal Tournament 2004. In a post-apocalyptic future, two warring clans of ruffians and ne'er-do-wells have built their outposts over the ruins of an abandoned military research compound, which just happens to be stocked with life-giving clones. Sweet, sweet clones! As a "Bandito de los Clones" it is your duty to steal this precious genetic cargo from the other team, lest they sully the delicate ribonucleic strands with their inferior (dare I say - scurvy?) adenine and thymine. Check out the "How to Play" section for more details on how to steal clones. Capture the Clone Pumps to siphon clones from your enemy's supply or boldly invade their compound, grab Clone Jars, and hightail it back to your own base in a selection of tricked-out vehicles. Drop 'em off at your own Jar Points to complete the transaction. Trafficking in human flesh was never so easy or fun! ---------- ::Deathball:: http://www.deathball.net/ Description: DeathBall is a top class First Person Sport Game that combines elements of Football, Rugby and Handball. It's a mod for UT2004, but it has nothing to do with a shooter (a pure sports game). So you got these football pitches, and you have to get the ball into the enemy goal. You have a melee weapon and a ball launcher. With your weapon you can kick other players around, kill the enemy ballowner with 2 hits and also kick the ball away (volley). In your own penalty zone you can kill all enemy players with one hit. With the ball launcher you can charge up a shot, the longer you hold it the harder it will be and you can even add spin to the ball, so it will curl in the air. Just like in football you should have a keeper in your goal. He has some special abilities like he's 30% faster than others, he can dodge and jump higher. Death Ball should be played with 5 players on each team, but a few maps also support lower player counts. The gameplay is very easy too learn, but it's hard to master. At first it seems to be pretty simple, but the more you play the more you realise how complex it is and how many possibilities your team has. The ways to score are infinite. ---------- ::Domain 2049:: http://www.domain2049.com/ Description: Domain is a tactical, team based FPS, set in the year 2049 in a totalitarian world of a dominant global government, underground rebellion and sinister corporations. Featuring 4 unique teams: the USE, Rebels, Corporations, and Gangs. Gameplay modes: In the released public alpha there is only one gameplay mode example: Objective match: 2 teams fight to achieve a chain of objectives to win the match. We have more gameplay modes planned: Resource control: Up to 4 teams must collect and return to their homebase a set value of resources which have to be collected from a central location, this mode is best described as capture the flag with a twist. Hostage rescue/VIP escort: As seen in other tactical team games We are also working on developing other gamemodes, with maps for 2-4 teams according to the scenario/gametype. ---------- ::Frag.Ops:: http://www.frag-ops.com/index.php Description: Frag.Ops contains realistic environments, physics, weapons, and characters, however it is not for hardcore realism fans. Our game focuses more on action and intense firefights than simulating realism, thus we would be considered semi-realistic. [However] there are many realistic features that appeal to realism fans as well; that is to say, we have spent a lot of time ensuring that skill of both mind and twitch play large roles during play. An extra gametype has also been added to cater to a more realistic audience, without breaking the intensity of our combat. This gametype is called WAR. ---------- ::Jailbreak2004:: http://www.planetjailbreak.com/ Description: Jailbreak is a gametype modification: it adds a new gametype, "Jailbreak", that sits alongside DeathMatch, Capture the Flag, Domination and so on. It introduces new rules and new effects, and maps specific to the gametype. In Jailbreak, like in many other game types, your objective is to frag the opposing players — but unlike other game types, fragged players go straight into safe custody in the enemy jail when they're killed. To get them out of there, one of their teammates will have to fight his way into the enemy base and trigger the jail release switch that's hidden there (Jailbreak!). It is your task to defend your prison release switch and to free your own teammates when they're in jail. If your opponents manage to get all members of your team in prison, the opposing team will score a point, and your team will die a horrible death. Jailbreak strongly focuses on team play and forces players to take on different roles for their team as the game goes on: defending their release switch, going into offense to frag opponents, or attacking the enemy base to release your own team members from prison. You'll have to be a versatile player to survive and win a game of Jailbreak. ---------- ::Red Orchestra:: http://www.redorchestra.clanservers.com/ Description: Red Orchestra: Combined Arms is a game of infantry, mobile and armoured warfare, based on the Eastern Front in World War II. With the stunning attention to detail, you'll feel the immersion from the word “go”. Take up rifle, SMG, light machine gun and a host of other infantry weaponry. Get mobile in trucks and half-tracks. Or learn what the much-vaunted tanks of the era were really like – lethal when well-directed, but surprisingly vulnerable to infantry. The maps are based on authentic battles, some of them well known in the West, others much less so. Across open Steppes, in the heat of summer or the snows of winter – from the ice in front of Moscow to the final, desperate, climactic battles in Berlin. You'll have the chance to choose your allegiance, to pick your role as infantry, engineer, tank crew and many others. Chose your weapons. And then fight – shoot the enemy, grenade them, bayonet them if it comes to hand-to-hand – but take your objectives and win the battle! ---------- ::Rocketeer:: http://www.unreal.fr/rocketeer/ Description: ROCKETEER is a mod for Unreal Tournament2003/04 implementing Rocket Arena's gameplay. Rocket Arena was originally written by crt for Quake2/3, and then by Mongo for Unreal Tournament. For those of you already familiar with ROCKETEER, this new version has been augmented with multi-arena support, team line, revised rocketjumping, link climbing, "native" brightskins support and a voting/admin system. ROCKETEER is a round-based team/1on1 game where all players spawn with the same inventory (health, armor, and weapons.) The inventory is votable and several presets exist for having RA:UT1 gameplay, ROCKETEER gameplay, etc. Maps don't have any pickups since the players already have at spawn everything they'd need during play. There is no self-damage nor team damage. As in most round-based games, when a player dies, he won't respawn until next round. A round ends when everyone of the teams has been eliminated. When a team has won a set number of rounds, this team wins the game, and the next game can start: the losing team is put back at the end of the line and the winning team plays with the team at the head of the line. ---------- ::UnWheel:: http://unwheel.beyondunreal.com/about.html Description: UnWheel is a driving modification for Unreal Tournament 2003/2004 with a focus on fun driving. Rather than just racing, many different vehicle-based gametypes are on offer, giving the player an assortment of different styles of play and environments in which to drive. Along with this wide range of modes of play, UnWheel features every type of four-wheeled vehicle you could think of, from sports and rally cars, to monster trucks and massive mining trucks. Each vehicle can be customised to suit the driving envinronment or your driving style. ------------------------------ 3.E Other Additions/Changes Made in UT2004: ECE I'm not aware of any other major changes (not including bugfixes) that were made in UT2004: ECE. However, if you know of any, please let me know so I can add them to this guide. ------------------------------------------------------------------------------- Section 4: In-Depth Strategies ------------------------------------------------------------------------------- 4.A ::SPMA:: The SPMA is possibly the least useful of the vehicles introduced in ECE. Unless playing in high-player count games (>20, say), its long-distance mortars are simply too slow and random to be effective against most targets. Infantry will tend to reappear quickly and will shoot down misplaced targeting drones swiftly. Vehicles, even slow vehicles, tend to move aside much more quickly than they can be targeted. And, nodes tend to fall too slowly to long-distance mortars. Now, all caveats aside, the SPMA can offer reconnaissance and offensive power for isolated locations rather rapidly. Its primary mortars are powerful ordinance, capable of devastating infantry and vehicles if well-aimed. The primary can also do some decent damage to nodes. Now, mortars have a rather large minimum range, which makes them useless in close quarters. However, the side turret is identical to the one found on the Hellbender; its efficacy in clearing out infantry ought to be well-known by now. In addition, the side turret's combos can rapidly destroy nodes. However, the side turret is rendered largely useless when the primary gun is rocking the boat. Drivers would do well to point their tails (or noses) in the general direction they intend to fire, as this greatly reduces the gun's knockback. The great advantage of the SPMA, once again, is its speed. Its node-destruction capacity is equal to that of a Hellbender and it can traverse some terrain that may trouble the Bender. Mid/long-range firing aside, it can blow up nodes faster than Mantas, Raptors, and Scorpions. And, it will arrive at its destination far more quickly than will the Goliath. Don't expect miracles, and you might be pleasantly surprised. Scrapping the SPMA is generally quite easy at mid-range. Vehicles should simply shoot it to pieces -- many SPMA pilots can't line up consecutive hits with the primary while moving. Infantry needs to either kill it swiftly close-up or load it with projectiles from a distance. As for SPMA units that are using their targeting drones, make a fast visual sweep to see if the targeting drone is in plain sight. If you don't see it right away, watch/listen for the next volley so you can tell which direction the mortars are coming from, then look more carefully in that direction. If you see the drone, shoot it down with hitscan if it presents a real threat (if the node is about to die); otherwise, toss an AVRiL at it and go about your business. Most drivers aren't too keen about sitting still for AVRiL abuse. If the SPMA continues to be a nuisance, grab a Manta, Raptor, Cicada, or Scorp/Bender and chase the mortars to their source. Give the dweeb the 8-'nade salute and go do something else with your car. Keep in mind, the real risk presented by mortar fire is distraction. If a team fails to see a Goliath rolling down the valley toward their vulnerable node because everyone had their eye sockets pasted to sniper rifles looking for the next clay pigeon/drone...they deserve what comes to them next. ------------------------------ 4.B ::Paladin:: Piloting the Paladin is tricky. It is slower than the Goliath, backs up even more slowly, and its main gun tends to wound rather than kill. Its advantages are its shield and its accuracy. Where the Goliath's shots are inaccurate over moderately long ranges, the Paladin's cannon is as precise as the Shock Ball it resembles. Also, the Paladin can park on top of the node, raise its shield, and hammer the node into oblivion with combo bursts. Furthermore, the Paladin can make up for its poor acceleration and normal top speed by using slopes or getting a push from a friendly vehicle. A few seconds used in climbing a rise to roll down the other side can save many more in overall travel time. Overall, I believe that the Paladin is mischaracterized as a "defensive" vehicle; use of its shield prevents the use of its main cannon at a distance, meaning that any meaningful defensive retaliation will have to come from the Paladin's allies. Furthermore, Goliath users familiar with the tactic of turning the tank body to accelerate the turret and pin down circling Mantas should note that the Paladin must move to turn. Killing the Paladin is usually a matter of circumventing its shields. The Manta ought to treat the Paladin as a modified Goliath; circling and hopping over the vehicle while watching the turret's position will be as effective as ever. Further, Mantas can generally survive a hit from the Paladin's gun. Scorpions can devastate the Paladin if they approach undetected or with cover. Five little plasma ribbons or one big ribbon and 2-3 little ones ought to toast the Paladin. Spraying them from a distance can be effective as well, since the Paladin is slow. The Raptor can attack with impunity as long as it keeps moving; stationary Raptors are vulnerable to its cannon. Cicadas need to get a missile lock, then wait for a chance to blast the beast. Vertical movement will suffice for avoiding the shock cannon. Goliaths need to stick to their main gun and keep the pressure on the Paladin's shield. Eventually, the driver will either retreat or drop the shield; the Goliath has the advantage in either of these cases. Hellbenders are probably in trouble; my best luck has actually come from ramming the Paladin in front and bailing out to take my chances on foot. Infantry can do a "delayed-lock" trick with the AVRiL to bypass the shield -- fire the missile over the vehicle, intentionally missing the target, then target the Paladin once the missile is past the shield. Or, old-fashioned circle-strafing can work wonders. Also, don't underestimate the value of sniping the vehicle from a distance, especially if allied vehicles are attempting to attack the same location; you'll either do damage or divert the shield, which is probably just what the Goliath on the hill behind you would like... ------------------------------ 4.C ::Cicada:: The Cicada is probably the most difficult vehicle in UT to gain proficiency with. One-seating the Cicada to maximum effectiveness will require swapping seats on occasion to use its turret and decoy weapons when appropriate. Further, its missiles are one of the quirkier weapons in UT; their non-linear, non-tangential flight path definitely take some getting used to. The Cicada's missiles travel some distance forward from the vehicle before turning to beeline toward their target, making a tight spread on impact. This firing path allows the Cicada in some cases to lock on to a target, then gently move around a corner or behind a slope to wait for a full load -- or even to fire from behind cover! The Cicada's missiles can be extremely effective in sets of 4-6 against any large vehicle; they are generally too slow to be effective against infantry, Scorpions, or Mantas. Further, they are an excellent response to the ground-crushing power of a well-piloted Leviathan. On that note, the Cicada pilot must be cautious when approaching a Leviathan; the Cicada may have more difficulty in avoiding Leviathan missiles than does the Raptor. The Cicada actually flies forward at approximately the same top speed at the Raptor, but its strafing capabilities are abysmal. Its vertical movement is its fastest means of avoiding projectiles and possibly its best way of dealing with infantry (*squish*). The vehicle's second seat offers, once more, a laser turret and a decoy gun. The laser turret is a fairly simple beast that is marginally weaker than a base turret. It is the Cicada's only meaningful response to faster-moving vehicles. The turret can sometimes be useful in engaging Raptors, as well, but this requires intelligent positioning by the pilot. The decoy gun actually fires a little blast of hot particles that can do a mediocre amount of damage, but mainly function to derail AVRiL missiles. Unfortunately, the decoy doesn't work against Raptor ATA missiles, Leviathan rockets, or target-locked infantry rockets. As with the Goliath's minigun turret, a second person in a Cicada ought to be actively firing upon menaces with the turret. On that note, pilots need to be considerate of their gunners; if sniping with rockets is the best use of the vehicle, ask would-be gunners to either find another ride or disembark somewhere useful along the way to the target. If carrying a gunner, try to give them decent firing angles; moderate distance and smooth movement improve hitscan accuracy. And remember, the gunner is just cargo if your Cicada is on the ground. Exterminating the Cicada requires, obviously, air-attack capacities. If you wouldn't shoot something at a Raptor, you might not want to shoot it at a Cicada. Thus, Mantas, Scorps, and SPMAs ought to find other prey or attack afoot. Hellbenders ought to swap to their rear turret, fire a couple charged shots, then change positions to avoid the Cicada's rockets. The Goliath's minigun is a bit too weak to kill the 500-hp Cicada promptly; the main gun may actually be more useful, especially if the Cicada is using its rapid descent ability to evade attack. The Paladin's main gun can do serious damage to the Cicada, and its shield can block a full volley of rockets. Infantry has broad options here. Shock, link primary, mini, sniper/lg...all stand a good chance of hitting their mark at a distance. Another interesting option is guided rockets; while loading a volley, wait for the crosshairs to flash red and beep, then fire a spiral at the Cicada. Often, the Cicada will be hit completely unaware, and again, the decoy will not deter your spread. Dodging the Cicada's crushing attack is quite doable, and when the vehicle is near the ground, its large body is a natural target for flak, grenades, or even combos. Even spider mines are an option for warding off "crushers." ------------------------------------------------------------------------------- Section 5: Comments, Corrections, and Additions ------------------------------------------------------------------------------- 5.A Have a comment, correction, or something to add? Contact me! I've done a considerable amount of research in designing this FAQ, but it's very likely that there are several things which I missed. I'm sure I also made some mistakes. Don't be afraid to let me know! My contact email can be found at the top of the page, and I'd encourage you to use it if you have something related to this FAQ to say. If I use any information which you provide, I will credit you in the Acknowledgements section. ------------------------------------------------------------------------------- Section 6: Acknowledgements ------------------------------------------------------------------------------- 6.A Acknowledgements GameFAQS for hosting this guide and the message boards. PrattDaBard for his excellent strategies with the SPMA, Paladin, and Cicada. Epic Games for developing the game and ECE content, as well as the descriptions of the maps and character data. The websites for all of the eleven mods included on DVD 2 for providing descriptions and/or overviews of the mods they represent. ------------------------------------------------------------------------------- The most current version of this guide can always be found at GameFAQs first. Websites allowed to host this FAQ: http://www.gamefaqs.com http://www.neoseeker.com http://dlh.net If you'd like permission to host my work on your site, please e-mail me first. It must be kept in an unaltered format. ------------------------------------------------------------------------------- =============================================================================== Copyright 2005 Mortal Quietus This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The preceding copyright notice was taken directly from GameFAQs (with permission.)