tutorials/urban_terror/weapons-and-equipment.1377322591.txt.gz · Last modified: 2013/08/24 07:36 by JRandomNoob

Weapons & equipment

Differences

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tutorials:urban_terror:weapons-and-equipment [2013/08/24 07:36]
JRandomNoob
tutorials:urban_terror:weapons-and-equipment [2015/07/30 17:08] (current)
JRandomNoob Biddle spotted a wrong cell color in the damage table
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-:german: Dieser Artikel wurde ins [[tutorials:urban_terror:weapons-and-equipment_german|Deutsche]] übersetzt. +:german: //Dieser Artikel wurde ins [[tutorials:urban_terror:weapons-and-equipment_german|Deutsche übersetzt]].//
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=====Weapons===== =====Weapons=====
-Most of the weapons in UrT have fictional stats: either wrong ammo count or incorrect burst-fire capability, to speak nothing of the rate of fire (comparing the stopping power to their real-life counterparts would be just plain silly). Like in its spiritual predecessor Action Quake 2, the ejection port is usually on the left side for the cool effect of sending brass flying across your screen. The heavy Heckler & Koch prevalence was caused by [[http://www.urbanterror.info/forums/topic/11177-a-little-question-for-the-devs-not-a-suggestion/page__view__findpost__p__155537|one of the first modellers being German]]. The lineup has mostly stayed the same since UrT 2.0 (June 2001) with only two new weapons being introduced since then (one of them a reskin). The weapons are not team-restricted — although there were plans for more differentiated sides((//Upon showing off the new Logan and Tanya models and SweetnutZ concept shots of the updated Beta 3 model skins, I let the community in on a few upcoming changes. First off, we are going to introduce a Cold War theme to the mod. Instead of being red versus blue, Beta 3 will be NATO (blue) versus The Russian Liberation Army aka The RLA (red). There will be a background story, pictures and music to go along so gamers accept the overall theme for Urban Terror Beta 3.// [[http://web.archive.org/web/20021209164129/http://urbanterror.net/quakecon/2002/aug16-part2.htm|QuakeCon 2002 diary]])), this will only become true when HD is released.+Most of the weapons in UrT have fictional stats: either wrong ammo count or incorrect burst-fire capability, to speak nothing of the rate of fire (comparing the stopping power to their real-life counterparts would be just plain silly). Like in its spiritual predecessor Action Quake 2, the ejection port is usually on the left side for the cool effect of sending brass flying across your screen. The heavy Heckler & Koch prevalence was caused by [[http://www.urbanterror.info/forums/topic/11177-a-little-question-for-the-devs-not-a-suggestion/page__view__findpost__p__155537|one of the first modellers being German]]. The lineup has stayed mostly the same since UrT 2.0, released in June 2001. The weapons are not team-restricted — although there were plans for more differentiated sides((//Upon showing off the new Logan and Tanya models and SweetnutZ concept shots of the updated Beta 3 model skins, I let the community in on a few upcoming changes. First off, we are going to introduce a Cold War theme to the mod. Instead of being red versus blue, Beta 3 will be NATO (blue) versus The Russian Liberation Army aka The RLA (red). There will be a background story, pictures and music to go along so gamers accept the overall theme for Urban Terror Beta 3.// [[http://www.web.archive.org/web/20021209164129/http://urbanterror.net/quakecon/2002/aug16-part2.htm|QuakeCon 2002 diary]])), this will only become true when HD is released.
{{ tutorials:urban_terror:spread.png}} The accuracy-affecting stats can be classified as {{ tutorials:urban_terror:spread.png}} The accuracy-affecting stats can be classified as
  * accuracy: determines how far the //first shot// can deviate from the zero (most weapons are claimed to be 100% accurate by the developers, PSG and SR8 are completely inaccurate when not scoped in)   * accuracy: determines how far the //first shot// can deviate from the zero (most weapons are claimed to be 100% accurate by the developers, PSG and SR8 are completely inaccurate when not scoped in)
-  * spread: dynamic deviation from the zero, grows the more you spam. This is perhaps the most important bit that gives even similar-powered weapons distinct personalities. AK-103 for example has high spread that kicks in almost instantly, whereas Negev has //very// high spread that takes a lot of time to reach the maximum value.+  * spread: dynamic deviation from the zero, grows the more you spam. This is perhaps the most important bit that gives even similar-powered weapons distinct personalities. AK103 for example has high spread that kicks in almost instantly, whereas Negev has //very// high spread that takes a lot of time to reach the maximum value.
  * recoil: moves the point you aim at the higher the more you spam (spread is random and a bullet could hit zero; linear recoil takes care of that)   * recoil: moves the point you aim at the higher the more you spam (spread is random and a bullet could hit zero; linear recoil takes care of that)
-Different weapons have different cool-down rates, meaning the time between stopping shooting and the spread falling back to the normal for that weapon and aim zeroing (in UrT, recoil affects the aim only temporarily). Snipers are 100% accurate while scoped in, but completely inaccurate when not. All three scoped weapons also have very noticable movement penalty: walking, running, jumping, sliding or being on unstable footing (swimming, in the air) reduces the weapon’s accuracy to nothing. (The scope ring displayed around the crosshair center that shows your current spread works on a zero-small-medium-large principle, it doesn’t display the //area// the bullet would hit in.) The movement penalty of other weapons is negligible; crouching does not offer any advantage. See the [[#equipment|Equipment]] section below for spread-reducing addons.+Different weapons have different cool-down rates, meaning the time between stopping shooting and the spread falling back to the normal for that weapon and aim zeroing (in UrT, recoil affects the aim only temporarily). Snipers are 100% accurate while scoped in, but completely inaccurate when not. All three scoped weapons also have very noticable movement penalty: walking, running, jumping, sliding or being on unstable footing (swimming, in the air) reduces the weapon’s accuracy to nothing. (The scope ring displayed around the crosshair center that shows your current spread works on a zero-small-medium-large principle, it doesn’t display the //area// the bullet would hit in.) The movement penalty of other weapons is negligible; crouching does not offer any advantage. See the [[#items_and_grenades|items and grenades]] section below for reducing the spread. 
 + 
 +All weapons other than launched and thrown grenades and knife are hitscan, meaning that there’s no bullet drop or flight time — each shot draws a straight line and instantly hits whatever it passes through. Possible delay between the shot and the hit is purely a networking artifact. Bullets can’t penetrate objects (other than breakables) so killing two people with a single shot is not possible. By default hit sounds are enabled, playing a “plink” every time a shot hits a living body (you can disable this with ''**cg_hitsound 0**''). The hit sound is always the same regardless of the damage, but you can additionally enable a kill sound (''**cg_killsound 1**'').
The following table shows all the weapon numbers and settings for ''**weapmodes**''. The following table shows all the weapon numbers and settings for ''**weapmodes**''.
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You can use ''**weapon <number>**'' in binds and scripts (instead of ''**ut_weaptoggle primary/secondary/sidearm/grenade/knife**'') to avoid problems when you’ve picked up smoke nades, using a secondary as primary, etc. You can use ''**weapon <number>**'' in binds and scripts (instead of ''**ut_weaptoggle primary/secondary/sidearm/grenade/knife**'') to avoid problems when you’ve picked up smoke nades, using a secondary as primary, etc.
-''**weapmodes_save**'' is a string with all the firemodes you have set in format ''**%%"00000100220000020002000"%%**'' that’s saved whenever you change them. If you have trouble getting the settings stick, you should remove this line (and ''**weapmodes**'', if such exists) from your [[#location_of_maps_configs_demos_and_screenshots|q3config.cfg]] completely, set all the modes again, and exit the game.+''**weapmodes_save**'' is a string with all the firemodes you have set in format ''**%%"00000100220000020002000"%%**'' that’s saved whenever you change them (weapons and non-weapons with no firemodes will always have mode 0 set). For historical reasons the first digit is boots, always set to default (“kick”), and you can’t change it. If you have trouble getting the settings stick, you should remove this line (and ''**weapmodes**'', if such exists) from your [[#location_of_maps_configs_demos_and_screenshots|q3config.cfg]] completely, set all the modes again, and exit the game.
| ^ Number ^ Mode 0 ^ Mode 1 ^ Mode 2 ^ | ^ Number ^ Mode 0 ^ Mode 1 ^ Mode 2 ^
-^ Boots | N/A | N/A |  |  |+^ Boots | - | - |  |  |
^ Knife | 1 | slice | throw |  | ^ Knife | 1 | slice | throw |  |
^ Beretta | 2 | semi |  |  | ^ Beretta | 2 | semi |  |  |
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^ G36 | 9 | burst | semi | auto | ^ G36 | 9 | burst | semi | auto |
^ PSG | 10 | semi |  |  | ^ PSG | 10 | semi |  |  |
-^ HE grenade | 11 | N/A |  |  | +^ HE grenade | 11 | - |  |  | 
-^ N/A((12 was flash grenade used in 2.x versions.)) | 12 | N/A |  |  | +^ -((12 was flash grenade used in 2.x versions.)) | 12 | - |  |  | 
-^ Smoke grenade | 13 | N/A |  |  |+^ Smoke grenade | 13 | - |  |  |
^ SR8 | 14 | bolt-action |  |  | ^ SR8 | 14 | bolt-action |  |  |
^ AK | 15 | burst | semi | auto | ^ AK | 15 | burst | semi | auto |
-^ N/A | 16 | N/A |  |  |+^ - | 16 | - |  |  |
^ Negev | 17 | auto |  |  | ^ Negev | 17 | auto |  |  |
-^ N/A | 18 | N/A |  |  |+^ - | 18 | - |  |  |
^ M4 | 19 | burst | semi | auto | ^ M4 | 19 | burst | semi | auto |
^ Glock //(4.2 only)// | 20 | burst | semi |  | ^ Glock //(4.2 only)// | 20 | burst | semi |  |
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The ammo counts in the following table read as 15 × 3 = one 15-round magazine in the weapon, two spares (except in the case of Spas and HK69 where the second number is loose rounds). The ammo counts in the following table read as 15 × 3 = one 15-round magazine in the weapon, two spares (except in the case of Spas and HK69 where the second number is loose rounds).
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=21|Knife]]\\ (Ka-Bar Next Generation Knife((Although the official documentation calls it Ka-Bar, the knife is actually modelled after [[http://www.dswp.de/old/hardware-dreams/the-knife-in-real-life-t1989.html|Mission MPK]] (this was more obvious [[http://web.archive.org/web/20010823112949/http://www.urbanterror.net/manual/section5.html|back in 2.x]] when it was skinned as MPK).))%%)%%\\ ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=9|Knife]]\\ (Ka-Bar Next Generation Knife((Although the official documentation calls it Ka-Bar, the knife is actually modelled after [[http://www.dswp.de/old/hardware-dreams/the-knife-in-real-life-t1989.html|Mission MPK]] (this was more obvious [[http://www.web.archive.org/web/20010823112949/http://www.urbanterror.net/manual/section5.html|back in 2.x]] when it was skinned as MPK).))%%)%%\\ ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 60 | @#4d4a00: 44 | @#4d4a00: 35 | @#4a1812: 20 | @#4d4a00: 40 | @#4d4a00: 37 | @#4a1812: 20 | @#4a1812: 18 | @#4a1812: 15 | | ::: | @#203d10: 100 | @#4d4a00: 60 | @#4d4a00: 44 | @#4d4a00: 35 | @#4a1812: 20 | @#4d4a00: 40 | @#4d4a00: 37 | @#4a1812: 20 | @#4a1812: 18 | @#4a1812: 15 |
-| {{tutorials:urban_terror:ka-bar.png}} | Ammo: 5 knives |||||||||||+| @#282828: {{tutorials:urban_terror:ka-bar.png}} | Ammo: 5 knives |||||||||||
| ::: | Fire modes: slice, throw((The damage values are identical between slice and thrown knife. In 4.2, you can’t throw your last knife.)) ||||||||||| | ::: | Fire modes: slice, throw((The damage values are identical between slice and thrown knife. In 4.2, you can’t throw your last knife.)) |||||||||||
| ::: | Attachments: N/A ||||||||||| | ::: | Attachments: N/A |||||||||||
-| ::: | Unlike in Counter-Strike, switching to knife doesn’t affect your speed in any way. The reason jumpers are commonly using knife is that it’s one of the smallest weapons, obscuring your view very little. Another reason might be that back in 2.x era the manual erroneously claimed that equipment [[http://web.archive.org/web/20011031201621/http://www.urbanterror.net/manual/section9.html#150|reduces your stamina]], so apparently people started dropping everything other than knives before going jumping (this is one of the myths that are refusing to die).\\ \\ Thrown knife has a very flat but slightly rising trajectory and the range is limited to less than 600 units (when thrown straight up from the “bottom” of Riyadh, it won’t hit the skybox). \\ \\ In pre-3.0 versions, knife was part of the weapon cycle, so people who used the mouse wheel to switch weapons had a habit of throwing all knives away at the start of the round. ||||||||||| +| ::: | Unlike in Counter-Strike, switching to knife doesn’t affect your speed in any way. The reason jumpers are commonly using knife is that it’s one of the smallest weapons, obscuring your view very little. Another reason might be that back in 2.x era the manual erroneously claimed that equipment [[http://www.web.archive.org/web/20011031201621/http://www.urbanterror.net/manual/section9.html#150|reduces your stamina]], so apparently people started dropping everything other than knives before going jumping (this is one of the myths that are refusing to die).\\ \\ Thrown knife has a very flat but slightly rising trajectory and the range is limited to less than 600 units (when thrown straight up from the “bottom” of Riyadh, it won’t hit the skybox). \\ \\ In pre-3.0 versions, knife was part of the weapon cycle, so people who used the mouse wheel to switch weapons had a habit of throwing all knives away at the start of the round. ||||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=18|Beretta]]\\ (Beretta 92G((Actually 92FS Inox; sometime between 2.x and 3.x they changed the designation while retaining the model and skin.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=13|Beretta]]\\ (Beretta 92G((Actually 92FS Inox; sometime between 2.x and 3.x they changed the designation while retaining the model and skin.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 | | ::: | @#203d10: 100 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 |
-| {{tutorials:urban_terror:beretta.png}} | Ammo: 15 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:beretta.png}} | Ammo: 15 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi |||||||||| | ::: | Fire modes: semi ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
-| ::: | Beretta is one of the weakest weapons in the game, offset by its incredible accuracy, no recoil even while shooting at maximum rate, and fast reload. It shares power with MP5 and Negev, with the exception of headshot being 100%. ||||||||||+| ::: | Beretta is one of the weakest weapons in the game, offset by its incredible accuracy, no recoil even while shooting at maximum rate, and fast reload. It’s similar in power to MP5 and Negev, with the exception of headshot being 100%. ||||||||||
^ Glock //(4.2 only)//\\ (Glock 18((Actually Glock 17 with incorrect burst fire capability, as evidenced by the lack of selector switch.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ ^ Glock //(4.2 only)//\\ (Glock 18((Actually Glock 17 with incorrect burst fire capability, as evidenced by the lack of selector switch.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#4d4a00: 60 | @#4d4a00: 40 | @#4a1812: 33 | @#4a1812: 23 | @#4a1812: 14 | @#4a1812: 28 | @#4a1812: 25 | @#4a1812: 17 | @#4a1812: 14 | @#4a1812: 11 | | ::: | @#4d4a00: 60 | @#4d4a00: 40 | @#4a1812: 33 | @#4a1812: 23 | @#4a1812: 14 | @#4a1812: 28 | @#4a1812: 25 | @#4a1812: 17 | @#4a1812: 14 | @#4a1812: 11 |
-| {{tutorials:urban_terror:glock.png}} | Ammo: 12 × 3 (× 4 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:glock.png}} | Ammo: 12 × 3 (× 5 with extra ammo) ||||||||||||||||||||
| ::: | Fire modes: semi, burst |||||||||| | ::: | Fire modes: semi, burst ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
| ::: | Glock is an attempted middle ground between Beretta and Deagle. |||||||||| | ::: | Glock is an attempted middle ground between Beretta and Deagle. ||||||||||
-^ Colt //(4.2 only)//\\ (Colt 1911((Being loosely modelled after the pistol the character Fox uses in //[[http://www.imfdb.org/wiki/Wanted|Wanted]]//, it would more likely be Safari Arms Matchmaster.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ Colt //(4.2 only)//\\ (Colt 1911((Being loosely modelled after the pistol the character Fox uses in //[[http://www.imfdb.org/wiki/Wanted|Wanted]]//, it would most likely be Safari Arms Matchmaster.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 60 | @#4d4a00: 37 | @#4a1812: 27 | @#4a1812: 15 | @#4a1812: 32 | @#4a1812: 29 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 11 | | ::: | @#203d10: 100 | @#4d4a00: 60 | @#4d4a00: 37 | @#4a1812: 27 | @#4a1812: 15 | @#4a1812: 32 | @#4a1812: 29 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 11 |
-| | Ammo: 10 × 2 4 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:colt.png}} | Ammo: 10 × 3 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi |||||||||| | ::: | Fire modes: semi ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
| ::: | Relatively low recoil that allows shooting it like Beretta, and rather good damage values seem to have made this pistol an instant hit. |||||||||| | ::: | Relatively low recoil that allows shooting it like Beretta, and rather good damage values seem to have made this pistol an instant hit. ||||||||||
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=12|Deagle]]\\ (.50 Desert Eagle((More precisely, IMI Desert Eagle .50AE on Mark XIX frame (with scope rail on top of the barrel%%)%%.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=8|Deagle]]\\ (.50 Desert Eagle((More precisely, IMI Desert Eagle .50AE on Mark XIX frame (with scope rail on top of the barrel%%)%%.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 66 | @#4d4a00: 57 | @#4d4a00: 38 | @#4a1812: 22 | @#4d4a00: 45 | @#4a1812: 41 | @#4a1812: 28 | @#4a1812: 22 | @#4a1812: 18 | | ::: | @#203d10: 100 | @#4d4a00: 66 | @#4d4a00: 57 | @#4d4a00: 38 | @#4a1812: 22 | @#4d4a00: 45 | @#4a1812: 41 | @#4a1812: 28 | @#4a1812: 22 | @#4a1812: 18 |
-| {{tutorials:urban_terror:deagle.png}} | Ammo: 7 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:deagle.png}} | Ammo: 7 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi |||||||||| | ::: | Fire modes: semi ||||||||||
| ::: | Attachments: laser |||||||||| | ::: | Attachments: laser ||||||||||
| ::: | Deagle or DE is the only weapon other than snipers capable of blowing heads off. |||||||||| | ::: | Deagle or DE is the only weapon other than snipers capable of blowing heads off. ||||||||||
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=16|Spas]]\\ (Franchi SPAS-12) ^ Body ^^^^^^^^^^ +^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=20|Spas]]\\ (Franchi SPAS-12) ^ Body ^^^^^^^^^^ 
-| ::: | @#303030: In 4.1(.1), Spas does not recognize hitzones; single pellet does 4 damage, the full blast is 80. ||||||||||+| ::: | @#282828: In 4.1(.1), Spas does not recognize hitzones; single pellet does 4 damage, the full blast is 80. ||||||||||
^ ::: ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ ^ ::: ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
-| ::: | @#203d10: ~ 100 | @#4d4a00: ~ 80 | @#4d4a00: ~ 80 | @#4a1812: ~ 40 | @#4a1812: ~ 32 | @#4d4a00: ~ 59 | @#4d4a00: ~ 59 | @#4a1812: ~ 40 | @#4a1812: ~ 40 | @#4a1812: ~ 40 | +| ::: | @#203d10: ~ 100 | @#4d4a00: ~ 80 | @#4d4a00: ~ 80 | @#4d4a00: ~ 40 | @#4a1812: ~ 32 | @#4d4a00: ~ 59 | @#4d4a00: ~ 59 | @#4d4a00: ~ 40 | @#4d4a00: ~ 40 | @#4d4a00: ~ 40 | 
-| {{tutorials:urban_terror:spas.png}}\\ {{tutorials:urban_terror:spas-hd.png}} | Ammo: **in 4.1(.1)**: 6 + 20 (+ 40 with extra ammo) / **in 4.2**: 8 + 24 (+ 48 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:spas.png}}\\ {{tutorials:urban_terror:spas-hd.png}} | Ammo: **in 4.1(.1)**: 6 + 20 (+ 40 with extra ammo) / **in 4.2**: 8 + 24 (+ 48 with extra ammo) ||||||||||
| ::: | Fire modes: semi |||||||||| | ::: | Fire modes: semi ||||||||||
| ::: | Attachments: N/A |||||||||| | ::: | Attachments: N/A ||||||||||
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^ Mac //(4.2 only)//\\ (Ingram MAC-11) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ ^ Mac //(4.2 only)//\\ (Ingram MAC-11) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#4d4a00: 34 | @#4a1812: 29 | @#4a1812: 20 | @#4a1812: 15 | @#4a1812: 11 | @#4a1812: 18 | @#4a1812: 17 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 | | ::: | @#4d4a00: 34 | @#4a1812: 29 | @#4a1812: 20 | @#4a1812: 15 | @#4a1812: 11 | @#4a1812: 18 | @#4a1812: 17 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 |
-| | Ammo: 32 × 2 4 with extra ammo) ||||||||||+| @#282828: {{:tutorials:urban_terror:mac-2014-01-17.png}} | Ammo: 32 × 3 5 with extra ammo) ||||||||||
| ::: | Fire modes: auto |||||||||| | ::: | Fire modes: auto ||||||||||
| ::: | Attachments: silencer |||||||||| | ::: | Attachments: silencer ||||||||||
-| ::: | Mac is the absolutely fastest firing weapon in UrT, but its very low damage and high recoil and spread makes it suitable for close quarters only. In this role, however, it’s lethal. |||||||||| +| ::: | Mac is the fastest-firing weapon in UrT, but its very low damage and high recoil and spread make it suitable for close quarters only. \\ \\ \\ |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=9|MP5]]\\ (Heckler & Koch MP5K) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=16|MP5]]\\ (Heckler & Koch MP5K) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#4d4a00: 50 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 | | ::: | @#4d4a00: 50 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 15 | @#4a1812: 13 | @#4a1812: 11 |
-| {{tutorials:urban_terror:mp5.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:mp5.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: burst, auto |||||||||| | ::: | Fire modes: burst, auto ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
-| ::: | MP5 is one of the few weapons that can’t kill with a single headshot. Its accuracy is mediocre, but its fire rate is the among highest of all UrT weapons, only surpassed by that of Mac. |||||||||| +| ::: | MP5 is one of the few weapons that can’t kill with a single headshot. Its accuracy is mediocre, but its fire rate is among highest of all UrT weapons, only surpassed by that of Mac. \\ \\ |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=5|UMP]]\\ (Heckler & Koch UMP45) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ +^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=15|UMP]]\\ (Heckler & Koch UMP45) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ 
-| ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4a1812: 36 | @#4a1812: 32 | @#4a1812: 21 | @#4a1812: 17 | @#4a1812: 14 | +| ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4d4a00: 36 | @#4a1812: 32 | @#4a1812: 21 | @#4a1812: 17 | @#4a1812: 14 | 
-| {{tutorials:urban_terror:ump.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:ump.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: spam, auto |||||||||| | ::: | Fire modes: spam, auto ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
-| ::: | The unique feature of UMP is the spam mode, introduced in 4.0: on every other weapon, burst is simply full auto restricted to three shots per trigger pull (with slightly tighter spread), but on UMP, spam has several times faster fire rate than auto. (In real life, such capability is called “hyper burst”; no military is known to have equipped with such weapons, and probably the only production-ready weapon using this is [[http://en.wikipedia.org/wiki/AN-94|Russian AN-94]].) This is not a miracle mode though: if you miss, there’s a short delay before you can shoot again, not present in normal burst modes. |||||||||| +| ::: | A unique feature of UMP is the spam mode, introduced in 4.0: on every other weapon, burst is simply full auto restricted to three shots per trigger pull (with slightly tighter spread), but on UMP, spam has several times faster fire rate than auto. (In real life, such capability is called “hyper burst”; probably the only production-ready weapon with this feature is the Russian [[http://en.wikipedia.org/wiki/AN-94|AN-94]].) This is not a miracle mode though: if you miss, there’s a short delay before you can shoot again, not present in normal burst modes. |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=4|HK69]]\\ (Heckler & Koch HK69) ^ - ^^^^^^^^^^ +^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=21|HK69]]\\ (Heckler & Koch HK69) ^ - ^^^^^^^^^^ 
-| ::: | @#303030: Like HE grenades, HK69 nades do not show damage percentage on hit and the actual damage received from an explosion varies depending on distance. |||||||||| +| ::: | @#282828: Like HE grenades, HK69 nades do not show damage percentage on hit and the actual damage received from an explosion varies depending on distance. |||||||||| 
-| {{tutorials:urban_terror:hk69.png}} | Ammo: 1 + 3 (+ 6 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:hk69.png}} | Ammo: 1 + 3 (+ 6 with extra ammo) ||||||||||
| ::: | Fire modes: short range, long range |||||||||| | ::: | Fire modes: short range, long range ||||||||||
| ::: | Attachments: N/A |||||||||| | ::: | Attachments: N/A ||||||||||
| ::: | HK69 single-shot grenade launcher is the trickiest weapon to use, not just because its nades //do not// explode on contact, but also because its code is full of funny bugs and edge cases. Direct hit by a nade can seemingly randomly vary from no damage at all to about 40%, but occasionally the nade kills the victim instantly (called a squirrel after the alternate death message). A nade can get stuck in the hit mesh — and if the hit player moves, the nade will stay in the air.\\ \\ HK69 is most useful for plugging chokepoints from farther away than you could do with HE nades, and of course random noobtubing. Due to its high miss rate, it’s perhaps the only weapon where taking extra ammo makes sense. |||||||||| | ::: | HK69 single-shot grenade launcher is the trickiest weapon to use, not just because its nades //do not// explode on contact, but also because its code is full of funny bugs and edge cases. Direct hit by a nade can seemingly randomly vary from no damage at all to about 40%, but occasionally the nade kills the victim instantly (called a squirrel after the alternate death message). A nade can get stuck in the hit mesh — and if the hit player moves, the nade will stay in the air.\\ \\ HK69 is most useful for plugging chokepoints from farther away than you could do with HE nades, and of course random noobtubing. Due to its high miss rate, it’s perhaps the only weapon where taking extra ammo makes sense. ||||||||||
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=2|M4]] & [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=7|LR300]]\\ (Colt M4A1((Although the official manual calls it M4A1, it actually appears to be [[http://www.imfdb.org/wiki/M16#Colt_Carbine.2FModel_653.2FModel_727.2FModel_733|Colt Model 727]], a civilian / law enforcement carbine that has non-removable carrying handle and plain stock.)) & ZM LR300 ML) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=28|M4]] & [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=4|LR300]]\\ (Colt M4A1((Although the official manual calls it M4A1, it actually appears to be [[http://www.imfdb.org/wiki/M16#Colt_Carbine.2FModel_653.2FModel_727.2FModel_733|Colt Model 727]], a civilian / law enforcement carbine that has non-removable carrying handle and plain stock.)) & ZM LR300 ML) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4d4a00: 37 | @#4a1812: 33 | @#4a1812: 20 | @#4a1812: 17 | @#4a1812: 14 | | ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4d4a00: 37 | @#4a1812: 33 | @#4a1812: 20 | @#4a1812: 17 | @#4a1812: 14 |
-| {{tutorials:urban_terror:m4.png}}\\ {{tutorials:urban_terror:lr300.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:m4.png}}\\ {{tutorials:urban_terror:lr300.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi, burst, auto |||||||||| | ::: | Fire modes: semi, burst, auto ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
-| ::: | LR300 is perhaps the most iconic UrT weapon, having appeared in just a few other games, and even then as one of the gazillion rifles — on the other hand, in UrT it’s //the// weapon for competitive players. M4 and LR300 are actually twins in every aspect, the history behind this being a bit convoluted.\\ \\ In UrT 2.6, LR300 was introduced as the replacement for M4 — while the officially stated reason was differentiating UrT from other games((//We also dropped the %%"bomb"%% on the community by telling them SID was going to replace the Beretta 92F with a Para-Ordinance 16-40 and the Colt M4 with a ZM LR300ML, while changing none of their attributes. Since many realism games and mods use these weapons we wanted to move away from the ordinary and create something different. Some excellent work on the models, especially the assaults rifle!// [[http://web.archive.org/web/20021209124436/http://urbanterror.net/quakecon/2002/aug16-part1.htm|QuakeCon 2002 diary]])) and the model for M4 showing its age, the possible reasons may include Colt being a bit of a [[http://en.wikipedia.org/wiki/M4_carbine#Trademark_issues|trademark troll]] back then, and SID((Silicon Ice Development, the predecessor to Frozen Sand LLC)) deciding to play it safe to avoid the possibility of having to pay licensing fees. This proved an unpopular move and after the developers got fed up with the community complaining, M4 was reinstated //alongside// the LR300 in UrT 3.2, their specs having drifted slightly apart by then. (The competitive scene, previously mainly M4 users, had switched to LR300 and have stayed with it.) This was the start of an argument lasting to this day whether the two weapons have any differences at all, and if, what exactly might they be. (The programmers have changed over time and nobody’s bothered to actually check the gamecode, which means that when developers chime in, its usually with “[[ttp://www.urbanterror.info/forums/topic/25768-hd-weapon-general-discussion/page__view__findpost__p__329494|yeah, might be]]”.)\\ \\ In real life, LR300 is a licensed version of the AR-15 platform, with the direct impingement gas system replaced with a more conventional piston, and the action modified to work without the buffer tube, enabling the use of folding stock. |||||||||| +| ::: | LR300 is perhaps the most iconic UrT weapon, having appeared in just a few other games, and even then as one of the gazillion rifles — on the other hand, in UrT it’s //the// weapon for competitive players. M4 and LR300 are actually twins in every aspect, the history behind this being a bit convoluted.\\ \\ In UrT 2.6, LR300 was introduced as the replacement for M4 — while the officially stated reason was differentiating UrT from other games((//We also dropped the %%"bomb"%% on the community by telling them SID was going to replace the Beretta 92F with a Para-Ordinance 16-40 and the Colt M4 with a ZM LR300ML, while changing none of their attributes. Since many realism games and mods use these weapons we wanted to move away from the ordinary and create something different. Some excellent work on the models, especially the assaults rifle!// [[http://www.web.archive.org/web/20021209124436/http://urbanterror.net/quakecon/2002/aug16-part1.htm|QuakeCon 2002 diary]])) and the model for M4 showing its age, the possible reasons may include Colt being a bit of a [[http://en.wikipedia.org/wiki/M4_carbine#Trademark_issues|trademark troll]] back then, and SID((Silicon Ice Development, the predecessor to Frozen Sand LLC)) deciding to play it safe to avoid the possibility of having to pay licensing fees. This proved an unpopular move and after the developers got fed up with the community complaining, M4 was reinstated //alongside// the LR300 in UrT 3.2, their specs having drifted slightly apart by then. (The competitive scene, previously mainly M4 users, had switched to LR300 and have stayed with it.) This was the start of an argument lasting to this day whether the two weapons have any differences at all, and if, what exactly might they be. (The programmers have changed over time and nobody’s bothered to actually check the gamecode, which means that when developers chime in, its usually with “[[ttp://www.urbanterror.info/forums/topic/25768-hd-weapon-general-discussion/page__view__findpost__p__329494|yeah, might be]]”.)\\ \\ In real life, LR300 is a licensed version of the AR-15 platform, with the direct impingement gas system replaced with a more conventional piston, and the action modified to work without the buffer tube, enabling the use of folding stock. |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=6|AK]]\\ (Kalashnikov AK-103((The proper name is Izhmash AK-103.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=14|AK]]\\ (Kalashnikov AK103((The proper name is Izhmash AK-103.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 58 | @#4d4a00: 51 | @#4d4a00: 34 | @#4a1812: 19 | @#4d4a00: 41 | @#4d4a00: 34 | @#4a1812: 22 | @#4a1812: 19 | @#4a1812: 15 | | ::: | @#203d10: 100 | @#4d4a00: 58 | @#4d4a00: 51 | @#4d4a00: 34 | @#4a1812: 19 | @#4d4a00: 41 | @#4d4a00: 34 | @#4a1812: 22 | @#4a1812: 19 | @#4a1812: 15 |
-| {{tutorials:urban_terror:ak.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:ak.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi, burst, auto |||||||||| | ::: | Fire modes: semi, burst, auto ||||||||||
| ::: | Attachments: laser, silencer |||||||||| | ::: | Attachments: laser, silencer ||||||||||
| ::: | High damage, but low rate of fire and high recoil and spread make AK somewhat unpopular weapon (in the competitive scene, it’s seen in the hands of some CTF players). |||||||||| | ::: | High damage, but low rate of fire and high recoil and spread make AK somewhat unpopular weapon (in the competitive scene, it’s seen in the hands of some CTF players). ||||||||||
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=3|G36]]\\ (Heckler & Koch G36) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=10|G36]]\\ (Heckler & Koch G36) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4d4a00: 37 | @#4a1812: 33 | @#4a1812: 20 | @#4a1812: 17 | @#4a1812: 14 | | ::: | @#203d10: 100 | @#4d4a00: 51 | @#4d4a00: 44 | @#4a1812: 29 | @#4a1812: 17 | @#4d4a00: 37 | @#4a1812: 33 | @#4a1812: 20 | @#4a1812: 17 | @#4a1812: 14 |
-| {{tutorials:urban_terror:g36.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:g36.png}} | Ammo: 30 × 3 (× 5 with extra ammo) ||||||||||
| ::: | Fire modes: semi, burst, auto |||||||||| | ::: | Fire modes: semi, burst, auto ||||||||||
| ::: | Attachments: silencer |||||||||| | ::: | Attachments: silencer ||||||||||
-| ::: | Nicknamed “Gay36” by its detractors, G36 has the power of M4/LR300, but comes with a scope, offset by having fire rate as slow as that of AK-103. It’s one of the preferred weapons in CTF, used mostly by defenders and/or on large maps.\\ \\ Although the model used since UrT 3.0 is the German domestic version with dual sights (reflex on top of scope), only the latter is usable. |||||||||| +| ::: | Nicknamed “Gay36” by its detractors, G36 has the power of M4/LR300, but comes with a scope, offset by having fire rate as slow as that of AK103. It’s one of the preferred weapons in CTF, used mostly by defenders and/or on large maps.\\ \\ Although the model used since UrT 3.0 is the German domestic version with dual sights (reflex on top of scope), only the latter is usable. |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=14|Negev]]\\ (IMI Negev) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=27|Negev]]\\ (IMI Negev) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#4d4a00: 50 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 13 | @#4a1812: 11 | @#4a1812: 9 | | ::: | @#4d4a00: 50 | @#4d4a00: 34 | @#4a1812: 30 | @#4a1812: 20 | @#4a1812: 11 | @#4a1812: 25 | @#4a1812: 22 | @#4a1812: 13 | @#4a1812: 11 | @#4a1812: 9 |
-| {{tutorials:urban_terror:negev.png}} | Ammo: 90 × 2 (× 3 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:negev.png}} | Ammo: 90 × 2 (× 3 with extra ammo) ||||||||||
| ::: | Fire modes: auto |||||||||| | ::: | Fire modes: auto ||||||||||
| ::: | Attachments: silencer |||||||||| | ::: | Attachments: silencer ||||||||||
| ::: | Negev has mediocre accuracy, but low spread and recoil — you can spam the whole 90 rounds and still get hits (that’s the reason it’s the stereotypical aimbotter weapon). Its high ammo capacity is offset by very low damage, very long belt change, and the inability to carry a secondary.\\ \\ In 3.x versions where it was first introduced, Negev had 150 round belt, could only attach laser and reduced your stamina the same way kevlar still does. The stamina reduction hasn’t been true for ages, but since Negev is considered a gimmick weapon by most players and rarely used, the myth still persists. |||||||||| | ::: | Negev has mediocre accuracy, but low spread and recoil — you can spam the whole 90 rounds and still get hits (that’s the reason it’s the stereotypical aimbotter weapon). Its high ammo capacity is offset by very low damage, very long belt change, and the inability to carry a secondary.\\ \\ In 3.x versions where it was first introduced, Negev had 150 round belt, could only attach laser and reduced your stamina the same way kevlar still does. The stamina reduction hasn’t been true for ages, but since Negev is considered a gimmick weapon by most players and rarely used, the myth still persists. ||||||||||
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=15|PSG]]\\ (Heckler & Koch PSG1) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^+^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=18|PSG]]\\ (Heckler & Koch PSG-1((Actually spelled PSG1.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^
| ::: | @#203d10: 100 | @#203d10: 100 | @#4d4a00: 97 | @#4d4a00: 63 | @#4d4a00: 36 | @#4d4a00: 70 | @#4d4a00: 70 | @#4d4a00: 41 | @#4d4a00: 36 | @#4a1812: 29 | | ::: | @#203d10: 100 | @#203d10: 100 | @#4d4a00: 97 | @#4d4a00: 63 | @#4d4a00: 36 | @#4d4a00: 70 | @#4d4a00: 70 | @#4d4a00: 41 | @#4d4a00: 36 | @#4a1812: 29 |
-| {{tutorials:urban_terror:psg.png}} | Ammo: 8 × 4 (× 7 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:psg.png}} | Ammo: 8 × 4 (× 7 with extra ammo) ||||||||||
| ::: | Fire modes: semi |||||||||| | ::: | Fire modes: semi ||||||||||
| ::: | Attachments: silencer |||||||||| | ::: | Attachments: silencer ||||||||||
-| ::: | Nicknamed “PSGay” by its detractors, the “plink” (alongside with G36) is a beloved camper weapon; on the other hand, its semi-auto action means easy headshots if you have to clear out a camper yourself. Its lower damage compared to SR8 is offset by the ability to shoot the whole magazine without unscoping and noticably lower movement penalty. A hit in the torso is usually a bleedout, but even if you manage to bandage in time, you’re just a very slow-moving target. \\ \\ In real life, PSG-1 (a hand-built derivate of H&K G3) is claimed to be the most accurate semi-auto sniper ever, and hilariously expensive — prices start at about US$10,000. |||||||||| +| ::: | Nicknamed “PSGay” by its detractors, the “plink” (alongside with G36) is a beloved camper weapon on pub servers; on the other hand, its semi-auto action means easy headshots if you have to clear out a camper yourself. Its lower damage compared to SR8 is offset by the ability to shoot the whole magazine without unscoping and noticably lower movement penalty. A hit in the torso is usually a bleedout, but even if you manage to bandage in time, you’re just a very slow-moving target. \\ \\ In real life, PSG1 (a hand-built derivative of H&K G3) is claimed to be the most accurate semi-auto sniper ever, and is hilariously expensive — prices start at about US$10,000. |||||||||| 
-^ [[http://www.dswp.de/old/xlr_stats.php?func=weapon&weaponid=10|SR8]]\\ (Remington SR8) ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ +^ [[http://www.dswp.de/old/xlr_stats_22227.php?func=weapon&weaponid=29|SR8]]\\ (Remington SR8((Actually spelled SR-8.))%%)%% ^ Head ^ Helmet ^ Torso ^ Vest ^ Arms ^ Groin ^ Butt ^ Upper leg ^ Lower leg ^ Foot ^ 
-| ::: | @#203d10: 100 | @#203d10: 100 | @#203d10: 100 | @#203d10: 100 | @#4d4a00: 50 | @#4d4a00: 80 | @#4d4a00: 70 | @#4d4a00: 60 | @#4d4a00: 50 | @#4d4a00: 40 | +| ::: | @#203d10: 100 | @#203d10: 100 | @#203d10: 100 | @#203d10: 100 | @#4d4a00: 50 | @#4d4a00: 97 | @#4d4a00: 90 | @#4d4a00: 60 | @#4d4a00: 50 | @#4d4a00: 40 | 
-| {{tutorials:urban_terror:sr8.png}} | Ammo: 5 × 4 (× 7 with extra ammo) ||||||||||+| @#282828: {{tutorials:urban_terror:sr8.png}} | Ammo: 5 × 4 (× 7 with extra ammo) ||||||||||
| ::: | Fire modes: bolt-action |||||||||| | ::: | Fire modes: bolt-action ||||||||||
| ::: | Attachments: N/A |||||||||| | ::: | Attachments: N/A ||||||||||
-| ::: | The “finger of God”((If this name seems overly reverent, you can call it “noobstick”, the way [[http://www.urbanterror.info/forums/topic/8182-revert-the-sr8/|the players of old did when 4.0 was released]].)) of UrT is not as widely used as LR300 anymore, but its status as the quintessential l33t weapon has remained unchallenged for a dozen years. SR8 merrily ignores any protective equipment you might wear, but it’s power is offset by a long bolt-cycling animation that cannot be cancelled, meaning that getting hit immediately before/after a shot can end with bleeding out helplessly. \\ \\ Having been //the// sniper rifle ever since it was added, this weapon has received more than its share of changes, most notably high movement penalty after its power was increased to differentiate it from PSG in 3.x, and unscoping on getting hit, added in 4.1 (this is a major scource of complaints, since large ping difference can mean the SR8 user can still kill you before the unscoping happens). The latter was intended to keep SR8 from becoming a BFG after nobody liked the previous attempt in 4.0, the three-round magazine. \\ \\ Starting with 2.6a, the rifle does not re-scope automatically after the bolt cycle; since this gives control to you and doesn’t interrupt your current action (like evasive jumping), it’s a universally liked feature. \\ \\ In real life, SR8 was a prototype based on Remington M700, developed for the Italian Army and rumored to go into production around the time UrT 2.0 was developed. This didn’t happen though; there were just a dozen test builds, most of them destroyed after the project was shelved. The furniture of the SR8 in UrT appears to be made up (the real ones were built on [[http://en.wikipedia.org/wiki/M24_Sniper_Weapon_System|Remington M24]] trigger group and stock). ||||||||||+| ::: | The “finger of God”((If this name seems overly reverent, you can call it “noobstick”, the way [[http://www.urbanterror.info/forums/topic/8182-revert-the-sr8/|the players of old did when 4.0 was released]].)) of UrT is not as widely used as LR300 anymore, but its status as the quintessential l33t weapon has remained unchallenged for a dozen years. SR8 merrily ignores any protective equipment you might wear, but it’s power is offset by a long bolt-cycling animation that cannot be cancelled, meaning that getting hit immediately before/after a shot can end with bleeding out helplessly. \\ \\ Having been //the// sniper rifle ever since it was added, this weapon has received more than its share of changes, most notably high movement penalty after its power was increased to differentiate it from PSG in 3.x, and unscoping on getting hit, added in 4.1 (this is a major scource of complaints, since large ping difference can mean the SR8 user can still kill you before the unscoping happens). The latter was intended to keep SR8 from becoming a BFG after nobody liked the previous attempt in 4.0, the three-round magazine. \\ \\ Starting with 2.6a, the rifle does not re-scope automatically after the bolt cycle; since this gives control to you and doesn’t interrupt your current action (like evasive jumping), it’s a universally liked feature. \\ \\ In real life, SR-8 was a prototype based on Remington M700, developed for the Italian Army and rumored to go into production around the time UrT 2.0 was developed. This didn’t happen though; there were just a dozen test builds, most of them destroyed after the project was shelved. ||||||||||
=====Items and grenades===== =====Items and grenades=====
 +
 +Goggles, silencer and laser can be turned on and off with ''**ut_itemuse**'' (they all are turned on when you (re)spawn). Starting with 4.2.015 this command takes an argument (''**nvg**'', ''**silencer**'' or ''**laser**''), allowing you to toggle them directly. In older versions the item in the first item slot is always toggled by default; to toggle other items you first have to select them with ''**ut_itemnext**'' or ''**ut_itemprev**''.
====Grenades==== ====Grenades====
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====Laser and silencer==== ====Laser and silencer====
-Laser gives you tighter groups (better accuracy), but also requires you to mind where you’re pointing the weapon — the red dot can alert an otherwise unaware enemy. Silencer reduces the sound, removes the muzzle flash, and since people have always believed it enhances your accuracy, since 4.0 [[http://www.urbanterror.info/forums/topic/20329-i-dont-get-a-lot-of-the-optional-gear/page__view__findpost__p__255101|it apparently does]] (only by a few percent or so though).+Laser gives you tighter groups (better accuracy), but also requires you to mind where you’re pointing the weapon — the red dot can alert an otherwise unaware enemy. It’s not intended as a replacement for your crosshair since the apparent size of the dot changes rather a lot depending on distance. The laser pointed at your eyes does not blind you and in fact isn’t visible to you at all.
-For weapons that support both, you can use both items at the same time.+Silencer reduces the sound and removes the muzzle flash; it does not reduce the damage. Although the description says it reduces the spread “a little”, it’s most likely a mistake (a remnant of a planned feature that was never implemented) — the actual effect measured by some players is just a percent or two, well within the margin of error. The developers have mostly avoided saying anything on the topic, but when they do they tend to deny that there is any spread reduction.((Well, interesting stats on that site, though I think the 1% spread decrease from the silencer is just random noise - it shouldn't affect spread at all (unless I've missed something in the code, but I spent hours searching) - the misunderstanding began because of the wrong description in the weapon description.\\ —[[http://www.urbanterror.info/forums/topic/18050-weapon-review/page__view__findpost__p__235522|Raedwulf in 2009]]\\ \\ **<Fenix|C>** actually as I said, in the code the spread is not reduced by the silencer\\ **<Fenix|C>** but maybe it reduce something else, that reduce the spread.\\ %%[%%[[http://webchat.quakenet.org/?channels=#urbanterror|#urbanterror]] on QuakeNet, March 24, 2013])) 
 + 
 +You can use both items at the same time on weapons that support them.
====Extra ammo==== ====Extra ammo====
-Perhaps the most useless item — the aggressive close-quarters nature of UrT means you’d be dead or the round over long before you’d need more ammo (and even so, picking up the ammo or the weapon of a dead player would be a better idea). Only HK69 users find this item indispensable.+Perhaps the most useless item — the aggressive close-quarters nature of UrT means you’d be dead or the round over long before you’d need more ammo (and even so, picking up the ammo or the weapon of a dead player would be a better idea). Only HK69 users find it indispensable. You can’t drop this item.
====Bomb==== ====Bomb====
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More specific data about accuracy and reload times on [[http://urt.taggedzi.com/weapcompair.php|Taggedzi’s UrT Oasis]] (these pages don’t discuss Spas, snipers or HK69 though) More specific data about accuracy and reload times on [[http://urt.taggedzi.com/weapcompair.php|Taggedzi’s UrT Oasis]] (these pages don’t discuss Spas, snipers or HK69 though)
 +
 +<WRAP categories>
 +| **[[category:categories|Categories]]**: **[[category:urt-in-general|UrT in general]]** %%|%% **[[category:artikel-mit-deutscher-ubersetzung|Artikel mit deutscher Übersetzung]]** |
 +</WRAP>