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Article #465

Re: ANOTHER FLAME FOR UNREAL

#465
From: Brett Gerhardi
Date: Thu, 28 May 1998 00:00
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Andre wrote in message <356D1269...@ix.netcom.com>...
>Yeah, I agree the weapons do lack power.  I feel like i'm throwing things
at
>people, rather than shooting them.  There is a bit softness in the Unreal
>deathmatch.  Improved weapons like you said, with improved character deaths
and
>damage would make the game kick ass.

Basically IMHO the weapons are much better balanced than quake's.. also the
monsters are -harder- .. I've nearly completed the single player game (just
killed the Warlord) and I havn't once thought that the weapons were
underpowered, just the the monsters are 'tough' (as they should be.)

I'm not going to dispute 'the look' of the weapons as this is a subjective
thing and not something worth arguing about (it's like arguing about whether
a particular band plays 'good music').. but you cannot dispute the
animations of the weapons (gloopgun, 8ball launcher, flak cannon) are close
to perfect. .. and the weapons provide much more 'coolness' scope than
weapons in quake (boring old shotgun, boring old machine gun, boring old
rocket launcher.. only 'cool weapon' is the railgun really) .. whereas
gloopgun is cool, curling razorjack, lock on - rocketlauncher... I prefer
the pistol in Unreal to most weapons in quake tbh. ... don't go making
judgements on it if you'veonly played it for a few levels, because I took a
bit of 'adjusting' to the new stuff... but once you master the usefulness of
each weapon more and more, you begin to wonder how normal 'real life'
weapons have kept your interest for so long.. well I did.

 -=- 00
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From: "Brett Gerhardi" <br...@nildram.net>
Subject: Re: ANOTHER FLAME FOR UNREAL
Date: 1998/05/28
Message-ID: <356d1765.0@mercury.nildram.co.uk>
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