View Full Version : Analysis of UT2K& screenies
[N]Haja
23 Dec 2006, 09:26
Heya,
Found this cool article, interesting reading, enjoy :
http://www.ut2341.com/UT2007_Screens/
Dear sir,
We at UZA have carefully pre-prepared some replies to this topic. Please click here (http://unreal.co.za/forums/showthread.php?t=3366&page=2) to read them.
Yours sincerely
UZA Community
[N]Haja
23 Dec 2006, 11:20
LOL.
I know there has been a previous discussion G, but this one has sceenshots, which makes it interesting in itself.
plus, that old artice was in the archive section, so we can't really add to it, thought maybe it would be cool to get another topic going....
Nautilian
23 Dec 2006, 11:47
Just finished reading the comments made in the other post and thought I would give my 2c’s
UT99 was a game based on close combat and strategy. A player that decided they were going to charge just because they had the armour advantage would seriously see their ass. This was not to say that a player could not use the sniper rife or shock. On many occasions if you wanted to equal the grounds again or do some serious damage, all you needed was a headshot with the sniper rifle or one sweet shot with the shock combo. I think headshots have become more of a luck shot than a skill shot comparing UT2k3&4 to UT99 respectively. I found the armour and shield in UT99 was a brilliant idea as if you had armour you would lose both health and armour when being shot at and if you had the shield you would first need to have the shield completely reduced before being able to do any health damage.
I find it quite interesting that you will find a ut99 player, playing ut2k4 does not rely on armour as much as the newcomers. I think that with all the improvements made to the game, has had a positive effect with regards to game play, however has retarded the quality of maps been made compared to that in the UT99 days. Battles in the UT99 days were a lot more fierce and intense than the ones of today. With removing the wall and double dodge I think these battles will be reborn again. I am a bit disappointed about the removal of the shield gun as I think it added a unique aspect to the game, however on the flip side it will encourage a more tactical than a accuracy based game. Concerning gametypes that used the Translocator, with the introduction of the impact hammer means that we will be able to shoot the translocator across the map again. YAY!!!!!
I would love to see the introduction of jump boots again as this gave you awesome movement in the game yet were only allowed 3 jumps. A move to different weapons in UT2k7 is the right move. I think that the downfall to Quake 4 was that they kept the game similar to Quake 3 and tried to facelift it.
I personally think UT2k3 was needed to evolve the UT series. UT2k3 and UT2k4 took the game in a completely different direction. Granted there were a lot of bugs and the realism seemed to have been taken out of the game, I still think that UT2k7 will make the cut and improve the series further. The only wish I have for UT2k7 is that they use similar netcode to the quake series.
I can just picture max’s face right now. “Minigun + no shield gun = #$@%@#$%”
Naut
cyghost
23 Dec 2006, 12:31
tbh loosing the shield would be weird - was a weapon that kinda grows on you ... maybe it'll reappear as a pick up item? things like the shock prim and secondary should however take off of it - its not kewl hitting and getting no reward
as I have it wall jump and dodge is still in, as is double jump, dodge jump is out - and for me going back to just pushing 'w' to run forward is going backwards - there is an awesome fun element in mastering the ut2k3 & 4's movement system... its just something new and innovative - all other FPS's now seem lacking somehow
I was such a n00b back with ut99 so I have no clue if the movement was anything special but I will forever remember the day when I found out mburr runs faster than me on antalus and my logic told me "if I am pressing forward and he is pressing forward he shouldn't possibly get away from me... WTF??!" and then getting behind the secret was magical
btw mini is out as well apparently, tyridium stinger will take its place
we'll wait and see? demo in two weeks!
Haj, the other one is the exact same topic, with the exact same URL, with the exact same screenshots you tool! :p
Different game in UT universe. Nuff said. :)
[N]Haja
23 Dec 2006, 18:52
lol, oh, THAT link, i thought u meant the first link on the topic :)
Screenshots not loading... hmm, that sucks.
edit: ok, never mind.
Okay, now I have actually read that article. The only thing I can think is "wtf?".
To be blunt, the author sucked so much out of his thumb, it is not even funny. Sure, there are the clues, but in the end, all he does is speculate and praise the game to high heavens. The information he provides us with is in my opinion not any more solid in anyway than what we know. Some "criticism" in the end for good measure and to make the article look more balanced.
UT99 was a game based on close combat and strategy. A player that decided they were going to charge just because they had the armour advantage would seriously see their ass. This was not to say that a player could not use the sniper rife or shock. On many occasions if you wanted to equal the grounds again or do some serious damage, all you needed was a headshot with the sniper rifle or one sweet shot with the shock combo.
I cannot fully agree that the game was based on close combat and strategy only. As you've mentioned yourself, headshots were far from a matter of luck in UT99. Thus, long range combat wasn't that uncommon and with the deadly aim of the best players around, hardly surprising.
This is from my own experience. Unfortunately I have never experienced UT99 at the level of Nautilian (e.g. WCG). However, I do understand where he is coming from. As every factor in UT2004 combined (Shield, Dodgejumps etc.) allows much more long-range combat as opposed to UT99. Obviously, not to say that close-combat has become unnecessary. On the same issue for UT99, since headshots were fairly easily to achieve (Those who played it know what I'm talking about :D ) much more smart AND close-combat play is necessary to avoid the long-range, easy-to-be-headshoted situations while maintaining control of your opponent. As such, for me in theory, UT99 becomes the mentioned "close combat and strategy game". But I cannot say that I have experienced it as intensely as Nautilian describes it.
Battles in the UT99 days were a lot more fierce and intense than the ones of today. With removing the wall and double dodge I think these battles will be reborn again.
*nod*
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