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Dispersion Pistol

Unreal2 seems to vanish more and more too. Time to put it up here :)
William(Rainman)
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Dispersion Pistol

Post by William(Rainman) »

Anyone else feel like the Dispersion Pistol was Underpowered in Unreal 2? Especially with no Power Ups.
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Bleeder91[NL]
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Re: Dispersion Pistol

Post by Bleeder91[NL] »

Nah, it was just fine. You can keep the charge until you need it, which is a big plus. It's not a weapon for taking out stronger enemies but it does just fine against lesser critters and those...'antibodies'.
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William(Rainman)
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Joined: Mon Jul 25, 2011 3:20 am

Re: Dispersion Pistol

Post by William(Rainman) »

Nah, it was just fine. You can keep the charge until you need it, which is a big plus. It's not a weapon for taking out stronger enemies but it does just fine against lesser critters and those...'antibodies'.
I do the like the ability to hold the Charge and I hate those Antibodies, that planet gives me the creeps.
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GreatEmerald
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Re: Dispersion Pistol

Post by GreatEmerald »

Well, it is a popgun. It is a fallback weapon after all, and I never saw it too underpowered compared to Unreal's DP. And the charge ability is cool.
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Hellkeeper
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Re: Dispersion Pistol

Post by Hellkeeper »

I never noticed it was underpowered because I never used it; since you start each mission with a weapon loadout instead of having to find better weapons as you go, as in Unreal, and since there's plenty of ammo to go around, you never have only the DP and you never (or almost never) end up using the infinite ammo of the DP. game design flaw yay.
You must construct additional pylons.
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GreatEmerald
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Re: Dispersion Pistol

Post by GreatEmerald »

DP is very good for disarming traps, either the pods in Hell or deployables in Na Koja Abad and other places. I even used an ammo conservation strategy in Sulferon, using the Widowmaker to target a turret while out of its range, then without moving switch to DP, charge, fire, and so you get to disarm those for free.

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