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Unreal Tournament 2004 Keygen Generator For Mac

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Unreal Tournament 2004 Keygen Generator For Mac

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By Doug Radcliffe Design by Collin Oguro Epic Games continues to perfect the multiplayer first-person shooter with the release of Unreal Tournament 2004. Enhancements to the stellar series include new deathmatch, CTF, double domination, and bombing run maps, the return of the classic Assault game mode, and the birth of Onslaught, a classic-in-the-making team game developed by Psyonix Studios that introduces vehicular combat into the tournament.

This comprehensive GameSpot Unreal Tournament 2004 game guide features:. Weapons and Vehicles: Look here for weapon and vehicle strategies for all game types.

Also includes the special adrenaline combos. Deathmatch: Hone your deathmatch skills with these strategies and map tips, which reveal key locations and power-ups.

Capture the Flag: Dominate the competition with capture the flag strategies and coverage of the new 2004 maps. Double Domination: This section provides tips for double domination and its maps. Bombing Run: Score a goal with these bombing run tips and map strategies. Assault: This section covers guides and objectives for attackers and defenders for UT 2004’s assault maps. Onslaught: Check this section for strategies and map coverage of UT 2004’s exciting new onslaught mode. Cheat Codes: Use cheats against tough bots, summon weapons and vehicles on any solo map, bind a horn, spawn the hidden TC-1200 vehicle, and learn about Vehicle CTF. Chapter 1 - Weapons and Vehicles This section provides tips and strategies for Unreal Tournament 2004’s weapons and vehicles.

Weapon strategies are applicable for all game types; vehicle strategies are primarily focused on the onslaught game mode. Shield Gun The multi-purpose shield gun serves as an offensive melee weapon, a defensive shield, and as a means (albeit painful) of extending your jump height. Hold down the primary fire button and run into an enemy to inflict a heavily damaging melee strike. It’s fun (and effective) against a sniper that doesn’t see you coming or a player currently guiding a redeemer rocket.

The shield gun helps soften the blow of a long fall. The shield gun’s secondary fire mode creates a shield that blocks damaging projectiles (and repels energy-based projectiles). The shield drains quickly while taking damage so don’t expect it to defend you for an extended duration.

But the shield also provides another service: activate the shield during a long fall, point to the ground, and the fall won’t be quite as painful. Finally, you can use the shield’s primary fire as a means of boosting your jumping ability. Charge the primary fire, point at the ground, and hit the jump button as you release the fire button. You can combine this technique with a running jump to reach high ledges or the top of buildings. You can also use it as a means of traversing a section of the map quickly (such as grabbing that power-up sooner or reaching the flag position faster). Note that the technique does inflict self-damage!

Be healthy or, ideally, have a shield pack. Assault Rifle The assault rifle is a decent starting weapon that may get you out of a jam if you’ve just spawned in a really bad predicament. However, expect to find yourself running for the nearest new weapon as soon as possible. The assault rifle’s primary fire is similar to a machine gun: high rate of fire with moderate accuracy. Its secondary fire launches a timed grenade.

Hold down the alternate fire button to shoot the grenade further. It is possible to pick up a second assault rifle (if an enemy had one equipped when he or she died) and wield dual assault rifles. In this configuration the weapon becomes more potent. In deathmatch games, toss grenades into crowded rooms to score a kill against a wounded foe. If you spawn near an enemy vehicle in onslaught, toss a grenade at it while you move to the nearest weapons locker; you may score a kill against a damaged vehicle. Bio-Rifle The bio-rifle, or goo gun, has one of the quickest kill capabilities in the game. Hold down secondary fire mode to charge a full glop of goo, move within close-range of your foe, aim, and release the secondary fire button.

A fully charged goo gun will kill most opponents in a single blast. It’s a sudden, and often annoying, way to perish; though certainly not so annoying when you’re on the dealing end! Instant kill: toss a full payload of goo at the nearest enemy.

The primary fire button pumps out smaller globs of goo. Litter the ground around your opponent. Trap your opponent in a corner and force him through the goo to escape. If you’re chased down a narrow hall, drop some goo to create a literal minefield of glop behind you. The bio-rifle is decent as a defensive weapon in assault games.

While other defenders support with sniper rifles, lightning guns, and rocket launchers, use your bio-rifle in close proximity and blast attackers with a full green sandwich. Shock Rifle The shock rifle offers a primary fire mode, a secondary fire mode, and a combination of the two. In its primary fire mode, the shock rifle unleashes a highly accurate, instant hit beam. Think of it as a rail gun (though a single hit isn’t life threatening). The primary fire mode works well against approaching enemies, particularly players who don’t move much or aren’t equipped with a long-range counter weapon. Its decent rate of fire also makes the shock rifle a good weapon for on-foot node killing in onslaught.

The shock combo is back. Press the alternate fire button to launch a plasma ball then shoot it with the rifle’s primary fire beam. The weapon’s secondary fire launches a plasma ball. It’s a large projectile but isn’t an instant hit. The plasma ball is better suited for close ranges; at long distances it’s too easy to avoid and dodge. But the plasma ball is required for the shock rifle’s ultimate weapon: the shock combo. Launch a plasma ball then shoot it with the weapon’s primary fire.

If you connect, the plasma ball explodes into a heavily damaging eruption. The shock combo is great in crowded deathmatch rooms, narrow assault defenses, or even as a means of taking down a vehicle in onslaught. Minigun Unreal Tournament 2004’s minigun is the quintessential machine gun: extremely high rate of fire with mediocre accuracy. But don’t let that sway you; the minigun is an effective weapon. Upon damaging your deathmatch foe with a rocket or flak blast, make the switch to the minigun to finish the job. The high rate of fire may be inaccurate but with so many projectiles out there you’re bound to strike the target a few times, which will likely be enough to score the kill. Use the secondary fire mode for additional damage.

Link Gun The link gun offers two combat modes: its primary fire launches plasma projectiles while the secondary mode unleashes a plasma cutting torch. Both modes offer decent damage. The primary fire mode has a good rate of fire but the projectiles aren’t tough to dodge at longer range.

Use the secondary fire mode in close range. Hold the cursor on your enemy and unleash the cutting torch. Follow your enemy’s movements to continue to inflict damage. The link gun is integral to onslaught success.

It’s used to repair vehicles among other tasks. It’s in assault and onslaught where the link gun becomes one of the most important weapons.

In fact, it’s probably the most important tool in onslaught. In both modes the link gun can repair certain objects, or in the case of onslaught, it can repair vehicles. For instance, in assault you can use the link gun to repair turrets or even objectives, such as the sentinels in AS-Mothership. Without the link gun, onslaught barely exists!

In onslaught, the link gun is used to build and repair the power nodes. You’ll also use the link gun to repair vehicles, particularly important for the goliath and leviathan, the two powerhouse ground vehicles. Strive to have link gun ammunition at all time. You never know when you may need to repair a vehicle or fix a power node, which would spawn additional vehicles. Finally, as its name suggests, the link gun can be 'linked' between players to cause more damage against enemies or build and repair faster. To link, shoot at the other player firing the link gun, don’t fire at the enemy or the object you’re trying to repair. Flak Cannon The flak cannon’s primary fire mode resembles a shotgun: deadly at close-range but nearly useless at longer ranges.

The 'ionized flechettes' bounce off of walls so it’s possible to damage a foe around a corner, though probably not heavily. At close-range the flak cannon is potent; at close-range it’s much more likely that all flak projectiles will strike the target inflicting major damage. The weapon’s secondary fire mode launches a fragmentation grenade. This attack inflicts excellent damage if the grenade strikes the target directly, though you can also inflict splash damage if the detonation occurs near an enemy or enemies.

You can also use the grenade to fire an attack at an enemy on higher ground. For instance, on the assault map AS-Convoy, you notice an enemy manning a turret on a ledge above you. Launch flak cannon fragmentation grenades onto the ledge to damage the enemy and turret. Rocket Launcher What can be said about a rocket launcher that hasn’t been said hundreds of times before? The rocket launcher is a staple of first-person shooter games and Unreal Tournament 2004 wouldn’t be the same without it. A lethal combination: the rocket launcher and double damage power-up.

Its primary fire mode launches a single rocket at the intended target; hold down the alternate fire mode to cue up one, two, or three rockets depending on how long you hold down the button. Multiple rockets fire in spread unless you press the primary fire button to launch then the multiple rockets fire in a tighter spiral pattern.

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This is extremely handy when firing at an enemy turret in assault or a power node in onslaught. All of the rocket launcher tactics ring true here.

In deathmatch situations, aim for your opponent’s feet instead of their upper body. Going for their feet will likely ensure damage; even if you miss the target, the nearby explosion will inflict splash damage. If you stay on target long enough you’ll hear a 'missile lock' sound. Fire the rocket and the projectile tracks the target. Lightning Gun The lightning gun is similar to the shock rifle’s primary fire mode.on steroids.

The refire rate is slower but the instant-hit bolt packs a wallop. It won’t take more than a couple direct hits (headshots are particularly damaging) against an enemy to score a lightning gun kill. Alternate fire mode serves as a zoom; hold down the alternate fire button to zoom in to a desired level. Its primary weakness is rate of fire. The lightning gun recharges slowly.

This creates a huge problem if you aren’t sniping. Trying to use the lightning gun in a hectic, close-range deathmatch battle is essentially hit or miss. If you have steady aim, it could work.

By the time you miss one or two shots, you’re likely dead. Its true role is sniping. Find a secluded corner and zoom down a hallway or across the terrain of an expansive CTF or onslaught map.

It’s also decent for pecking at vehicles (can even nail a driver) or power nodes at longer range. Sniper Rifle The lightning gun served as a sniper rifle replacement in Unreal Tournament 2003.but the traditional sniper rifle is back in 2004. Like the lightning gun, the sniper rifle boasts an incredibly powerful shot against other players with a headshot causing the most damage. Use the sniper rifle’s alternate fire mode to zoom in on your unsuspecting target. This cloud of smoke is one of the sniper rifle’s main weaknesses. The sniper rifle’s primary weaknesses are rate of fire, close-range difficultly, and the smoke that emits after each shot.

After firing the sniper rifle, a cloud of smoke appears and blocks your view of the target. This creates a lot of difficulty when trying to score follow up hits or to hit the target period. Make every shot count! AVRiL The AVRiL is the anti-vehicle weapon for assault and onslaught games. It’s essentially a rocket launcher but basically worthless against ground troops (the weapon’s rate of fire is abysmal). Instead, the slow-moving projectile packs a major punch against vehicles. Lock on to the enemy vehicle and fire the AVRiL.

Maintain the cursor on the target and watch the missile reach its payload destination. The AVRiL missile is slow but packs a serious punch against vehicles. If you want to play onslaught, get used to the AVRiL quick. Use it to counter every vehicle in the game (especially important in countering the raptor air unit). The beauty is you can fire the AVRiL from huge distances. Spot a goliath tank in the far distance, equip the AVRiL, lock on, and fire the rocket.

It doesn’t take many successful connects to destroy a vehicle, especially the smaller manta or scorpion. A squad of AVRiL users is a powerful defense of an important map position, such as your power core in the late stages of an overtime onslaught game. Ion Painter Set a target or area up for a blast from above. Pinpoint a target and use the ion painter’s primary fire to emit a low-power laser beam at the target. The laser beam isn’t the weapon.

After a few seconds, ion cannons from far above bombard the area with ionized plasma causing major area effect damage. Want to clear out defenders from a power node in onslaught? Use the painter! Also effective on an unshielded power core.

Grenade Launcher The grenade launcher operates like a standard grenade launcher-fires bouncing grenades toward an intended target-but does offer some unique twists. First, you control when the grenade detonates with the alternate fire button. Toss a few grenades in your opponent’s path, wait for him to walk near the explosives, and press the alternate fire button to detonate them. But perhaps the most unique feature is the grenades’ ability to stick on vehicles, humans, and other objects (such as an onslaught power node). Toss a few grenades on an enemy vehicle, hide in a corner, and wait for the clueless enemy to hop inside. Fire some grenades on an enemy player and detonate when he walks close to another foe.

Place grenades around a power-up, wait for an enemy to go for it, and detonate the explosives for a sneaky kill! Target Painter Call in an air strike with the target painter. The target painter is similar to the ion painter except it calls in an air strike on a designated area. The air strike takes longer to commence so it’s best used on a defensive position and not on a group of enemies (who could be long gone before the bombs fall). Note that the bomber can be shot down. So if you hear an air strike called, see if it’s headed your way (or to one of your nodes) and shoot the bomber down!

Mine Layer The mine layer provides additional base defense and anti-vehicle support. Use the mine layer’s primary fire to drop spider mines at your desired location.

The mines explode upon contact (chasing human players) but you can also control them by using the alternate fire mode. For instance, you spot an approaching goliath but its not moving toward your mine field. Press the alternate fire button to create a guidance laser. Move the laser around and watch the spider mines follow. Guide them to your target!

Protect your core with a minefield. Create even better mines by attaching grenades to the spider mines. The grenade launcher fires grenades that stick to a variety of surfaces including spider mines!

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Protect a key power node in onslaught or your flag in CTF with spider mines enhanced with grenade power. Redeemer The super weapon from the original Unreal Tournament returns. Launch the redeemer missile at an area. Upon detonate the explosion creates heavy area effect damage. Don’t be within the blast radius or suffer the consequences! The super weapon’s best feature is alternate fire mode. Press it to launch a self-guided version of the redeemer missile.

You can pilot the missile to the intended target. The redeemer is often hidden.

Find it on ONS-Dria inside this crashed spacecraft. This is a great tactic for finding a group of foes in a deathmatch game, weaving into a CTF base, or for targeting the power core from long-range in onslaught. Move to a safe location. While you’re guiding the missile you can’t see what’s happening around you. Someone could sneak up and pulverize you with a shield gun, stopping your sneaky tactic in a hurry.

Note also that the redeemer missile can be shot down. If you see one headed your way (or into your base), target it! Adrenaline When your adrenaline reaches 100, you can perform one of four special combo maneuvers to gain a special power-up. The power-up lasts as long as you have adrenaline (which quickly counts down at the start of the power-up). Grab some extra adrenaline capsules to keep the power-up going.

Speed (Forward, Forward, Forward, Forward): Provides a burst of speed. Great for capture the flag and bombing run games. Get the flag back to your base quicker or take the ball to the goal in bombing run with the help of speed. Booster (Back, Back, Back, Back): Adds five health per second until you reach the maximum of 199 then begins to add to your shield. Best used when you already have high health so the power-up’s time is best spent adding to your shield reserve. You can grab health or shield during the power-up and booster will continue to add to your new reserve level.

Invisible (Left, Left, Right, Right): Sneak through flag defenses with the help of invisibility. Or move around a deathmatch map, surprising foes with your rocket launcher.

Note that you aren’t completely invisible. An observant player can still see your faint outline. Berserk (Forward, Forward, Back, Back): Increases your rate of fire. Excellent for deathmatch games or for helping punch through a tough defense in CTF. Combine with double damage for a devastating combination.

Manta The manta is quick enough to penetrate an enemy base and attack the unprotected core. The manta is a light but fast attack vehicle that excels where speed is more important than firepower. For instance, your team has just linked to the enemy power core and you must inflict damage quickly against a defended base.

Pilot the speedy manta and weave toward and into the enemy base to the core. Fire several plasma bolts and strafe around the core to avoid enemy counters as long as possible. Use the manta to reach power nodes quickly.

The vehicle can also be used as a fast troop transport; teammates hop on the side and the pilot charges toward the desired location. But what the manta has in speed it lacks in armor. A few shots are all it takes to dismantle the fragile manta.

Use the manta’s speed to help avoid incoming fire. For instance, against a goliath you could strafe around to avoid the goliath’s main turret. Meanwhile, you’re pelting the goliath tank with plasma fire. But if the goliath has a secondary gunner, dodging becomes much more difficult. The manta also features the ability to jump and slam.

Perform the jump over particular terrain to move quickly and press the alternate fire button to perform the slam maneuver. Score a 'road kill' by slamming the manta on an enemy. It’s also possible to simply ram an enemy with the fast manta for a rather easy kill. Scorpion The speedy scorpion shares some similarities to the manta: its primary strength is speed and primary weakness is armor leaving it best suited for duties that require speed over brute force. Drive the scorpion to an unshielded power core and fire away or use the vehicle to quickly reach a particular power node (and like the manta, have teammates jump on for the ride). The scorpion offers a unique primary weapon, an energy ribbon that actually wraps around targets.

Hold down the fire button for a more potent ribbon and release the launch the projectile. Wrap the ribbon around ground troops, a vehicle, or even as an effective attack against the enemy’s power core. Pressing the alternate fire button while piloting the scorpion deploys twin industrial-grade steel shears from either side of the vehicle. Drive next to enemy infantry and deploy the blades for instant road kill.

Note that the blades can be broken off. Don’t deploy when next to a stationary object. Like the manta, use the scorpion’s speed to survive encounters with larger vehicles.

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Launch the ribbon and retreat while mowing down any enemy infantry with the slicing shears. Hellbender The hellbender provides a good balance of speed, armor, and firepower. The vehicle possesses the speed to get to the front line quickly or to infiltrate the enemy base quickly to mount an attack on an unshielded node. The hellbender’s armor is much more durable than the manta or scorpion and the hellbender features two weapon stations with varied attacks. But that’s the kicker: the two weapon stations are in addition to the driver. The hellbender is most potent with three occupants.

The driver simply drives the vehicle (and honks the horn while driving over enemies like a maniac!) while additional teammates man each weapon station for a total of three passengers in a fully loaded hellbender. Note that a driver could switch from station to station and use the hellbender as a stationary weapon system but it’s much more effective in mobile attack situations. One of the gun stations fires EMP projectiles (similar to the shock rifle’s alternate fire mode). The same gunner uses the alt-fire button to detonate the projectiles; hit one and cause a chain reaction among all fired EMP projectiles. Use it to blast a group of enemy infantry or to counter a small pack of vehicles. The other gun station is similar to a sniper rifle offering an instant-hit bolt; hold down the primary fire button for additional charge and use the alternate fire for zoom. Raptor Use the raptor to quickly reach power nodes or to otherwise unreachable locations on the map.

The raptor is the primary air vehicle in Unreal Tournament 2004’s onslaught mode. The beauty of the raptor is the ability to traverse long distances in a short amount of time. Sure the manta and scorpion or fast but you still must weave through canyons, dodge pillars, and maneuver across the appropriate terrain. That’s no problem in the raptor. Just pilot the air unit and ascend to the skies.

Cross the map to wherever you wish to go, such as an unguarded power node or to the top of a tower that holds power-ups. The raptor’s primary weapon is a plasma projector and fires bolts similar to the manta. The air unit’s secondary weapon is a homing missile that locks on only against other raptors and the manta. Though flying high will certainly allow you to maneuver around the map quickly it also leaves you most vulnerable to enemy weapons fire, particularly the AVRiL. Fly low and you won’t be seen by as many enemies and may be able to reach your destination a lot easier.

The raptor can effectively dodge most other weapon fire but beware of the goliath’s secondary attack (if you come across a single piloted goliath then the raptor reigns supreme) and certainly the leviathan’s tracking rockets. Get lower to avoid the homing projectiles. Goliath The goliath tank is a beast and typically the heaviest weapon on the map (other than the two maps that feature the Leviathan). Controlling positions that offer goliaths is one of the keys to consistent onslaught success. Goliath tanks feature heavy armor, excellent weaponry, but lack the speed of other vehicles. The tank may not reach the destination quickly but once it does it has the armor and firepower to stay around for awhile. Since the tank is so powerful and important, be sure to repair the vehicle with link guns as much as possible.

Even if you aren’t in the tank, repair an ally’s tank to keep it intact for as long as possible. Hitch a ride on a goliath tank by jumping onto the vehicle’s side. The tank has two gun stations: the driver fires the primary cannon while a second occupant can man the machine gun controls. It’s extremely important to maximize the goliath’s potential with two gunners. The main cannon moves and fires very slowly. A machine gunner helps target close-range infantry (often too close for the main gun) and to counter aerial assaults from raptors. You can also use the guns in combination to demolish a power node quickly.

The primary cannon is powerful and equally efficient in killing infantry, vehicles, and power nodes. Since the cannon is so slow, it’s best utilized at longer range so you can adjust for the enemy’s movement. Be careful when firing around hills and other objects. It can be difficult to accurately line-up your shot. If you aren’t careful the projectile may impact on the top of the hill instead of toward your intended target.

Leviathan The leviathan is a mobile super weapon and only found on two onslaught maps included in Unreal Tournament 2004 (ONS-RedPlanet and ONS-Severance). The mammoth vehicle includes five stations: a driver and four support gunners. The driver pilots the slow vehicle, fires its primary homing missile weapon (which tracks any enemy), and uses the alternate fire button to deploy the leviathan in its turret mode.

Secondary gunners provide anti-vehicle support at the four gun stations. Like the goliath, it’s extremely important to keep the leviathan intact for as long as possible. Secondary gunners should be prepared to exit and use link guns to repair the super vehicle.

The leviathan becomes much more deadly and vulnerable (the vehicle seems to incur more damage) in deployed mode. Once deployed, a massive ion cannon enhances the leviathan’s primary fire mode.

It’s not a fast shot by any means but it’s utterly devastating. Clear out an enemy power node in a single barrage with the leviathan’s cannon.

A shockwave explosion appears at the target causing major area effect damage. Obliterate infantry, vehicles, and cause major damage to an enemy power core if you’re fortunate enough to maneuver into range. The most important thing is to keep the leviathan repaired and protected. It moves so slowly that it takes a lot of time to maneuver the super vehicle to the front line and into a strategic firing position. Protect it with infantry and vehicle escort and keep it repaired with link guns. Once it’s deployed, the main gun should concentrate on primary base targets and nodes (or tightly packed vehicles).

Support should focus on clearing out infantry and other vehicles from around the leviathan. Stay armed with AVRiLs to take down aerial attacks and approaching vehicles.

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Chapter 2 - Deathmatch From the days of Doom, the deathmatch game mode hasn’t changed a significant amount.which isn’t to say it isn’t as fun as ever. The weapons may change, the power-ups may change, and the maps become more.

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