Unreal Championship - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Unreal Championship - Strategy Guide (Page 01).
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** Unreal Championship Guide v1.2 **
** by Ranilin **
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** E-mail: zidaneslayer@hotmail.com **
** Gamertag: Ranilin **
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** Last Updated: May 26, 2003 **
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Game Info
Player(s): 1-4
Xbox System Link
Widescreen
HDTV
Online Multiplay (Live)
Voice Communication
Content Download
Live Stat Tracking
Index
1. Introduction & Changes
1.1 Introduction
1.2 Changes
1.3 Patch Changes/Fixes & Explanations
2. Background
3. Setting up the Game
3.1 Single Player
3.2 Sytem Link Play
3.3 Xbox Live
3.3a Router Help
3.4 Actually Playing
4. Settings
4.1 Audio
4.2 Controller
4.3 Input
4.4 Misc
5. Game Types
5.1 Deathmatch
5.2 Team Deathmatch
5.3 Survival
5.4 Capture the Flag
5.5 Bombing Run
5.6 Double Domination
5.7 Additional Info
6. Weapons
6.1 Shieldgun
6.2 Assault Rifle
6.3 Minigun
6.4 Flak Cannon 3.0
6.5 Lightning Gun
6.6 Rocket Launcher
6.7 Shock Rifle
6.8 T.A.G Rifle/Ion Cannon
6.9 Translocator
6.10 Ball Launcher
6.11 BioRifle 2.0
6.12 The Link
7. Powerups, Pickups, And Important Items
7.1 Health Vials
7.2 Health Pack
7.3 Mega Health
7.4 Shield Pack
7.5 Super Shield Pack
7.6 Double Damage
7.7 Adrenaline
7.8 Bomb Gate
7.9 Domination Point
7.10 Flag Stand
8. Species Information
8.1 Gen Mo'Kai
8.2 Automatons (robots)
8.3 Mercenaries
8.4 Juggernauts
8.5 Anubans (also called Egyptians sometimes)
8.6 Nightmare
8.7 Character Affinities
8.7a Ammo (A)
8.7b Damage (D)
8.7c Fire Rate (F)
9. Mutator Information
9.1 Arena
9.2 Floaty Cadavers
9.3 Insta Gib
9.4 Link Gun Medic
9.5 Low Grav
9.6 No Adrenaline
9.7 Big Head
9.8 Competition Mode
9.9 Regeneration
9.10 Slow Motion Corpses
9.11 Vampire
10. Playing the Game
10.1 Using the Taunts/Orders Menu Effectively
10.2 Single Player Campaign
10.3 Offline Multiplay
10.4 Xbox Link Play
10.5 Xbox Live Play
10.6 Voice Channel Menu
10.7 Using Mutators
11. Gameplay Tips
11.1 Dodging
11.2 Dodge Jumping
11.3 Controller Schemes
11.4 Wall Jumping
11.5 Elevator Jumping
11.6 Adrenaline Abilities
11.7 Character Selection
12. Game Strategies
12.1 General Strategies
12.2 Deathmatch
12.3 Team Deathmatch
12.4 Survival
12.5 Capture the Flag
12.6 Bombing Run
12.7 Double Domination
12.8 Additional Info
13. Live Info
13.1 Good Servers
14. Credits
15. Legalities
1. INTRODUCTION & CHANGES
1.1 INTRODUCTION
Unreal Championship is a FPS (First Person Shooter) based on the
PC game Unreal Tournament. Bearing many similarities and
references to the PC, it still makes a solid standalone game.
This Guide is very straight forward. If you have anything I
should add, feel free to e-mail me at the above address. I will
NOT be posting glitches in this Guide. I'm always looking for
new strategies to add, or other things of use (controller
setups, etc). This guide has been updated since a patch was
released for UC.
1.2 CHANGES
Changes go down in order, from oldest (original creation) to newest
(last update).
V1.0 - April 30th - Original Creation
Basics were written and submitted.
V1.2 - May 26th
Updated Section 1.1 Introduction
Added this section (1.2 Changes)
Added section 1.3 Patch Changes/Fixes & Explanations
Added a small note, section 3.4
Updated Section 10.3 Offline Multiplayer
Added section 10.7 Using Mutators
Updated section 11.6 - Berserk Definition
Added section 12.1 General Strategies, bumped old section 12s by one
Updated the strategy section (section 12)
1.3 PATCH CHANGES/FIXES & EXPLANATIONS
Changes of May 22, 2003:
1) The T.A.G. Rifle exploit.
2) The Rocket Launcher exploit.
3) All known map exploits.
4) The auto-aim exploit.
5) The novice bot, stats exploit.
6) The message: "No AA" now denotes a server that has auto-aim
disabled.
7) The ‘ghost-flag’ exploit, in CTF matches.
8) Joining full servers: UC now checks if there is room in the
game... before loading the map.
9) Resolved an occasional crash when joining a friend's match.
10) Resolved issues with Max Players & Private Slots.
11) Players will now receive 1-point of damage when impeding
lifts.
12) The translocator disc will return to the gun, if it impedes
a lift.
13) Players can no longer utilize the translocator, to pass
through world geometry.
14) Anti-aliasing is now disabled by default. To enable it,
depress both thumbsticks simultaneously during the initial
UC intro video sequence.
15) Team-balancing fixed. The message "Teams Unbalanced", will
show up briefly during an existing match, if the teams become
unbalanced.
Explanation of the above changes:
1) No longer have infinite ammo with the T.A.G. Rifle
2) Hosts can no longer stay locked on people forever
3) Too much to explain.
4) Hosts cannot disable autoaim for guests and turn it back on
for self.
5) Cannot slaughter bots on Live to fortify stats falsely.
6) Self explanatory.
7) Can no longer make flags appear to still be at base when they
really are not.
8) You won't get the message "This game is no longer available
AFTER loading the level" anymore
9) Self explained.
10) I'm unsure of what is being referenced.
11) Standing under an elevator of any type when it comes down
harms you
12) Translocator discs cannot be used to make an elevator steadily
go up and down forever.
13) All methods of getting outside level boundaries have been fixed.
14) Self explanatory.
15) Anytime one team has more total players than another, the message
"Teams Unbalanced" will be displayed briefly.
2. BACKGROUND
STORY BACKGROUND: The story opens with the death of a.. oh wait.
There is no background story included. Guess that concludes
section 2 of this Guide!
3. SETTING UP THE GAME
3.1 SINGLE PLAYER
Simply turn the power on, insert the game disc, and let it load.
If you have never played before, you'll have to create a
profile. Otherwise, the one you played with last will already be
selected. The Xbox has a 'memory cache' that remembers some
things. If you've played several other games since UC, you'll be
asked to choose/create a profile again. After doing so, go to
Instant Action for a quick match, or choose Single Player for a
series of various matches forming a 'campaign.'
3.2 SYSTEM LINK PLAY
After loading a profile, select System Link from the main menu.
The screen that comes up will have a list of all games being
hosted with available room. If none are listed, you can host
one.
For directions on setting up the system link, check your Xbox's
manual.
If you have broadband connection, but do Not have Xbox Live, you
can still play ANY System Link capable game online. Simply go to
or
and follow directions.
3.3 XBOX LIVE
Go to the following address for complete help with setup:
DIRECT CONNECTION: Turn the modem's power off. Plug a normal RJ-
45 ethernet cable into the modem's ethernet port, and the
Xbox's ethernet port. Turn the modem back on. After it
establishes connection and is ready for use, you should be able
to connect to Live. The reason for turning the modem's power
off is that it will 'capture' the address (MAC address) of the
Xbox for communication. The Xbox itself has the ability to
'clone' the MAC address of anything else if you know what it
is. For example, you could clone the MAC Address of your PC's
ethernet card, and there would be no need to power on and off
the modem when plugging the cable into either one.
ROUTER CONNECTION: If you wish to be able to use both computer
and Xbox online at the same time (or anything else that
requires your broadband services), a router is the best way to
go. First, power off the modem, then connect the modem to the
router's Uplink port, or WAN port (refer to router's manual).
Next, connect the Xbox to an available port on the router, as
well as anything else needed. Turn the modem and router's power
back on. With a little luck, everything should now be working.
Try surfing the web with your PC. If it doesn't work, read
section 3.3a of this guide for more technical help.
USB MODEM/ICS CONNECTION: If your modem has no ethernet port,
you'll need to buy an ethernet card and install it into your
PC. This is the most complex method of connecting, and requires
your PC to be ON for the Xbox to access the net. Due to that,
please use the above address to find help on it.
3.3a ROUTER HELP
Be sure your router is compatible with Xbox Live. Go here:
If you can connect to games, but people cannot join yours, be
sure to have the correct ports on your router forwarded/open.
You need the following: UDP 88, UDP 3074, and TCP 3074
AOL Broadband is NOT compatible with Xbox Live, no matter what
router.
WILL ADD MORE AT A LATER DATE IF REQUESTED.. ALL INFORMATION
NEEDED CAN BE FOUND AT XBOX'S SITE.
3.4 ACTUALLY PLAYING
Read section 10 of this guide for directions.
4. SETTINGS
4.1 AUDIO
MUSIC VOLUME: Between 1 and 10, 10 being highest
EFFECTS VOLUME: Between 1 and 10, 10 being highest
VOICE VOLUME: Between 1 and 10, 10 being highest
PLAY TAUNTS: On/Off (turn this off when being spammed)
MESSAGE BEEP: On/Off
AUTO-TAUNT: On/Off (can spam people alot)
MATURE TAUNTS: On/Off
4.2 CONTROLLER
DEFAULT SETUP:
Movement: Left Analog (forward/back, strafe left/right)
Aiming: Right Analog (look up/down, turn left/right)
Alt. Movement: Directional Pad (forward/back/left/right)
Primary Fire: R1 (Right Trigger)
Secondary Fire: L1 (Left Trigger)
Next Weapon: B
Previous Weapon: X
Jump: A / L2 (click in left joystick)
Taunts/Orders: Y
Scoreboard: Black button
Player Stats: White button
Voice Menu: Back button
Start Menu: Start button
Center View: R2 (click in right joystick)
NOTE: Read section 11 of this Guide for changing controller setup
ideas
4.3 INPUT
DODGING: On/Off (explained in section 11)
AUTO AIM: On/Off (read below for more info)
LOOK X SENSITIVITY: Between 500 to 6000 (how fast you turn)
LOOK Y SENSITIVITY: Between 500 to 6000 (looking up and down)
INVERT LOOK Y: On/Off (When off, press up on right analog to
look up, down to look down - default is
off, most prefer on)
SPRING LOOK Y: On/Off (If not actively changing the
direction you are looking, it will
automatically recenter view)
NOTE: Auto-aim on or off is not controlled by your setting if
you are not the host of a game. When playing on someone else's
server, you're auto-aim will be on/off depending upon host's
setting when level is loaded.
4.4 MISC
NO GORE: On/Off
AUTO SWITCH WEAPON: On/Off (weapon changes to stronger one when
picked up)
VIBRATION: On/Off
5. GAME TYPES
5.1 DEATHMATCH
MANUAL DETAILS: Deathmatch is an every-man-for-himself sport in
which you use weapons and pickups found through each match to
kill the other players. Every time you kill another player,
your score goes up one point. The first player to reach a
predetermined score wins the match.
5.2 TEAM DEATHMATCH
MANUAL DETAILS: Team Deathmatch is just like regular Deathmatch,
except that the players in the map are split into two teams. A
team's score goes up one point every time a player from the
other team is killed. The team that reaches the predetermined
limit first wins.
5.3 SURVIVAL
MANUAL DETAILS: Survival is a one-on-one match, that pits you
against all of the other players in the game, one at a time.
5.4 CAPTURE THE FLAG
MANUAL DETAILS: Capture the Flag is a team game where one team
must capture the other team's flag a predetermined amount of
times to win the match. To capture the other team's flag, run
over the flag in the other team's base, and then return to your
base and touch your own flag. You drop the flag if you are
killed or use the Translocator. (Note: Cannot score if other
team currently has your flag)
5.5 BOMBING RUN
MANUAL DETAILS: Bombing Run is a team game where one team must
grab the ball, which spawns in the middle of the map, and
deliver it to a Bomb Gate in the opposing team's base. Players
can launch the ball through the Bomb Gate or run through it.
Once a team has scored a predetermined number of times, they
win the match.
5.6 DOUBLE DOMINATION
MANUAL DETAILS: Double Domination is a team game where one team
must control both Domination Points in the map simultaneously
for 12 seconds. Each time a team manages to do this, they score
one point. The first team to reach a predetermined score wins
the match.
5.7 ADDITIONAL INFO
MANUAL DETAILS: When you select a game type you wish to play, you
have the option of choosing on which maps to play. Your team is
picked automatically for you and will be different in each
game. The only goal of Instant Action play is to win individual
matches. At any time during Instant Action play, a second (and
third or fourth player, depending on which map is being played)
can plug in another controller and join in the action on
splitscreen.
NOTES: When choosing the map in any game type, press the X button
to go into settings. Press X again from there to access the
Mutator settings. You can enable or disable a mutator by pressing
the A button while it is highlighted. The Arena mode is the only
mutator with extra options (also accessed by pressing X when
highlighted). When done with anything, press B to return to the
previous menu. When ready to begin the game, just select the
map and continue like normal. For simple strategies, check
section 12 of this Guide (incomplete at this time).
6. WEAPONS
NOTE: All information displayed is based upon the character
having NO affinity with the weapon being described. Changes
made by affinity will be listed also, however.
6.1 SHIELDGUN
MANUAL DETAILS: The Kemphler DD280 Riot Control Device has the
ability to resist and reflect incoming projectiles and energy
beams. The plasma wave inflicts massive damage, rupturing
tissue, pulverizing organs, and flooding the bloodstream with
dangerous gas bubbles. This weapon may be intended for combat
at close range, but when wielded properly should be
considered as dangerous as any other armament in your
arsenal.
PRIMARY FIRE: A close range weapon, it requires no ammo to use.
By holding the primary fire button, it charges an attack.
Depending upon the percent charged, the damage varies. Must
make direct contact with an opponent to inflict damage.
SECONDARY FIRE: Holding the alternate fire button creates a
shield in front of you that will absorb or deflect attacks
against you. It ONLY protects from the front, and will drain
the energy of the weapon.
STARTING/MAX AMMO: 100 - Will recharge automatically when not in
use.
PLAYING TIPS:
1) The shield gun can be used as a method of upwards
propulsion by charging the primary fire and tapping the
alternate fire. Height of projection into air is based
on strength of charge at use. A fully charged shield
jump will deal 25 damage to the user (less if not
charged fully, but less jump as well).
2) The alternate fire is a very effective defensive weapon.
When it prevents damage, it drains from your shield
power (taking heavy fire will run you out of ammo
quickly). Try to use it only when needed. It will
consume ammo slowly when using it anyway. Recharges
when not in use.
DAMAGE: Based on how much it is charged. A fully charged attack
deals exactly 100 damage on contact.
BERSERK DAMAGE: 200 fully charged.
AFFINITIES:
AMMO: Increases starting and max ammo to 200.
DAMAGE: Currently no characters with damage affinity.
FIRE RATE: Currently no characters with a fire affinity.
6.2 ASSAULT RIFLE
MANUAL DETAILS: Inexpensive and easily produced, the AR770
provides a lightweight 5.56mm combat solution that is most
effective against unarmored foes. With low-to-moderate armor
penetration capabilities, this rifle is best suited as a
light support weapon. The optional M355 Grenade Launcher
provides the punch that makes this weapon effective against
heavily armored enemies.
PRIMARY FIRE: As no weapons require reloading, the AR will
deliver a steady stream of bullets at a decent rate when the
primary fire is pressed.
SECONDARY FIRE: When the fire is held, it charges a grenade for
launching. Although it can be tapped to quickly fire a
grenade, the force behind it is so weak it only goes a few
feet. The longer the charge, the further it flies.
STARTING/MAX AMMO: 80 rounds, 4 grenades/160 rounds, 8 grenades
PLAYING TIPS:
1) A very tough weapon to use effectively, but Very deadly
in skilled hands. Not much to it, other than aim at
opponent, pull trigger. Try not to waste fire when
chasing someone 'hoping' for a hit if you are far off
mark.
2) If there is no enemy nearby and it is your only weapon,
hold the secondary fire so a grenade is charging/charged
when you do run into someone. A well placed grenade can
severely cripple, if not kill, an opponent you just
suddenly ran into.
3) Can use the secondary fire in junction with another
weapon. When holding a charged grenade, press the
next/prev weapon button to cycle to another weapon. The
AR will change immediately UPON the release of the
grenade to your selected choice, but not before.
DAMAGE: 5 damage per assault rifle bullet, 55-110 direct hit
grenade (grenades have splash damage when explode on ground)
BERSERK DAMAGE: 12 per bullet. Alot per grenade
AFFINITIES:
AMMO: Starts with 160 rounds and 8 grenades, max of 320
rounds, 16 grenades
DAMAGE: 10 per bullet, 100-220 per grenade
FIRE RATE: Slightly noticeable. Damage isn't high enough to
be of use.
6.3 MINIGUN
MANUAL DETAILS: With an unloaded weight of only 8 kilograms, the
Schultz-Metzger T23-A 23mm rotary cannon is portable and
maneuverable, easily worn across the back when employing the
optional carrying strap. The T23-A is a rotary cannon of
choice for the discerning soldier.
PRIMARY FIRE: Extremely fast barrage of bullets, capable of
dealing 272 damage in 5.4 seconds straight on with 100
bullets. This is allowing for the .7 second time to start
firing after pulling the trigger.
SECONDARY FIRE: A slower barrage of bullets that hits harder.
Takes 14.6 seconds to empty a clip of 100.
STARTING/MAX AMMO: 100 start, 250 max
PLAYING TIPS:
1) This weapon is EXTREMELY powerful. When an enemy is
being shot by it, it becomes very hard to move or jump.
Once you really lock onto them, unless they make it
around a corner or over a ledge, one of you two should
die if no ammo shortage occurs.
2) Choosing which method of fire to use is critical!
Juggernauts are slow, but have massive amounts of
health. If the Juggernaut is 'dangerous' (ie, flak
cannon, rocket launcher, Very good aimer with other
weapons) then use the primary fire to kill them fast.
However, if the juggernaut is NOT so dangerous (at a
long distance, bad aimer, etc) then use the alternate
fire. The idea is to conserve ammo if you can. Another
good thing is to remember that shooting someone with the
minigun messes with their movement. For a juggernaut,
they have no choice but to try and fight, they are
slowed down so much escape is impossible. The secondary
fire is almost too slow to really phase a race like the
Gen Mo'Kai's speed, so try to use the main fire to
eliminate them quickly.
3) Always keep the barrel rotating when not in use if you
can. Once you get the rhythm down, it'll become habit to
tap the fire button just long enough to get the barrel
rotating good, but not fire. This can help shave almost
a full second off the time needed to kill someone or
riddle them with holes at the very least when you run
into them. Reaction time is a big factor in this game.
By not having the barrel warm and spinning, you give any
opponent a .7 second bonus to their reaction time. Not
good.
4) Circle and shoot. Never stand still, of course, but try
not to walk straight at someone or directly left/right
either. You have to keep them in your sights, so circle
them.
DAMAGE: 4 damage per bullet primary, 7 per secondary
BERSERK DAMAGE: 10 primary, 18 per secondary
AFFINITIES:
AMMO: Start with 200 bullets, max of 500.
DAMAGE: 5 primary, 9-11 secondary
FIRE RATE: Slightly noticeable
6.4 FLAK CANNON 3.0
MANUAL DETAILS: Trident Defensive Technologies Series 7 Flechette
Cannon has been taken to the next step in evolution with the
production of the Mk3 "Negotiator." The ionized flechettes
are capable of delivering second- and third-degree burns to
organic tissue, cauterizing the wound instantly. Payload
delivery is achieved via one of two methods: ionized
flechettes launched in a spread pattern directly from the
barrel; or via fragmentation grenades that explode on impact,
radiation flechettes in all directions.
PRIMARY FIRE: A spread-shot pattern is projected from the barrel
at a decent velocity. Will ricochet off solid surfaces one
time (will damage user if not careful).
SECONDARY FIRE: A grenade is lobbed in an arc forwards, exploding
upon impact (wall, ground, player, doesn't matter). Explosion
sends a spray of shots in random directions that will bounce
off surfaces one time (do not use in close proximity).
STARTING/MAX AMMO: 15 start, 50 max
PLAYING TIPS:
1) A very powerful weapon with it's high damage, it is very
ineffective at long range combat. Very suited to mid or
close range fighting. Grenades are slow enough that you
need to predict where an enemy will be, but fast enough
that it's not too hard to master.
2) Always use the main fire when "on top" of an enemy. The
alternate fire will hurt you as much as the target when
it explodes, frequently killing you more than him/her.
Both attacks deal the same amount of damage on direct
impact. However, the grenade does a full 90 with ALL
direct hits; the primary fire does damage per flechette
that hits, totalling a max of 90.
DAMAGE: About 90-100 damage per flak grenade (direct hit). 90
damage max DIRECT hit from ALL shards of the cannon's primary
fire. Generally average 25-60 damage per shot that hits from
a distance.
BERSERK DAMAGE: 180 primary point blank, 180 secondary direct hit
AFFINITIES:
AMMO: 30 start, 100 max
DAMAGE: 108 primary, 108 secondary (direct hit)
FIRE RATE: Very noticeable and useful!
6.5 LIGHTNING GUN
MANUAL DETAILS: The Lightning Gun is a high-power energy rifle
capable of ablating even the heaviest carapace armor.
Acquisition of a target at long range requires a steady hand,
but the anti-jitter effect of the optical system reduces the
weapon's learning curve significantly. Once the target has
been acquired, the operator depresses the trigger, painting a
proton "patch" on the target. Millisecond later, the rifle
emits a high-voltage arc of electricity, which seeks out the
charge differential and annihilates the target.
PRIMARY FIRE: A devastating bolt of electricity is fired
instantly directly at the target.
SECONDARY FIRE: The secondary fire is actually a zoom function,
that zooms in closer the longer it is held. Release to stop
zooming, tap again to exit zoom mode.
STARTING/MAX AMMO: 12 start, 30 max.
PLAYING TIPS:
1) When playing online, the best method is to predict the
target's movement a little. Depending upon your
connection, the shot will NOT be instant, no matter what
(unless you are host). With a good connection, the shot
will appear instant, although it actually does take 50-
150milliseconds. Anything beyond that becomes noticeable
to the point this weapon is rendered ineffective.
2) The zoom is NOT really useful at all. Standing still to
snipe will get you killed FAST. Occasionally you'll come
across instances where someone is standing still for a
few seconds, in which you can get that zoom in for a
precious headshot while moving. After some time, you'll
come to the point where you really no longer need to
zoom in unless the target is extremely far away and you
simply don't feel like wasting that second shot. When
zooming, the bar on right indicates time between shots.
When full, you can fire. Bar empties when fired, then
refills.
3) Recenter the aim ALOT. Always recenter when on level
ground before firing. Clicking the right joystick in
should become second nature. A centered shot on any one
on level ground with you is a headshot if you get in or
near the middle of their body. Easy headshots.
DAMAGE: 60 damage per shot anywhere but head. Headshots are 120
damage (note that headshots are NOT instant kills, just a
double damage bonus).
BERSERK DAMAGE: 240 headshots, 120 anywhere else
AFFINITIES:
AMMO: Start 24, max of 60.
DAMAGE: 72 body, 144 headshots
FIRE RATE: Very noticeable increase in rate of fire.
6.6 ROCKET LAUNCHER
MANUAL DETAILS: The Trident Tri-barrel Rocket Launcher is
extremely popular among the competitors who enjoy more bang
for their buck. The rotating rear-loading barrel design
allows for both single- and multi-warhead launches, letting
you place up to three dumbfire rockets on target. The
warheads are designed to deliver maximum concussive force to
the target and surrounding area upon detonation.
PRIMARY FIRE: A single rocket launched in a straight path,
exploding with splash damage on impact.
SECONDARY FIRE: Hold the secondary fire to load three rockets
into the barrel, automatically firing upon the loading of the
third rocket. Can release the button at any time to fire all
rockets currently loaded (one or two).
STARTING/MAX AMMO: 12 start, 48 max
PLAYING TIPS:
1) First off, the manual mentions the word "dumbfire".
While this is true in part, if you can keep a target in
close proximity of your cross-hairs (no matter the
distance between you and him/her) you will be notified
of the "lock on" sound and a circle around them. The
next shot (single or triple) will home in, following the
straight path possible (ie, does not go around corners
unless far enough to pass it when turning). Lock on can
be lost by aiming the reticle elsewhere.
2) When hosting on Live, or playing single player, it takes
almost twice as long to get a lock on as when playing on
someone else's server. However, to balance it out you can keep the
firing button pressed to maintain that lock (will consume ammo,
but very useful).
3) When locked onto a target, if you quickly look at
another enemy and release to fire, the rockets WILL
target the new enemy, even though the circle is
following the old one still. Be sure to fire before the
circle vanishes from first target however, or the
rockets will revert to dumbfire.
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