[ThunderWalker II: Features]
ThunderWalker has added 4 new tech powerups, and edited some of the old ones.
Time Accelerator
This tech works just like it did in Q2CTF, effectivly doubling
your rate of fire. It also works on the rapid fire weapons, such as the machinegun,
chaingun, and hyperblaster. The Hyperblaster works kinda wired with this though. It
doesn't fire twice as fast, it fires two cells instead of one. It's the same effect,
but someday it might help. This tech works best with the Super Shotgun, and Railgun,
because of their slow reload time. The Rocket Launcher is good when strafing side to
side and firing, because the faster fire will make the line more solid, letting less
room to dodge. This is good for defense, and sometimes offense.
Power Amplifer
This rune is pretty powerful, as it doubles the damage you
do, just like in Q2CTF. With a chaingun and hyperblaster it has pretty much the same
effect as the Time Accelerator. With the Rocket Launcher this is one of the best
defensive weaponry. The power amplifer and a quad will do Eight times normal damage.
That would mean a rocket does from 800-960 points of damage. That means even if they are
at the edge of the radius, they'll sustain massive damage. A person with half good aim
can clear out a base in a few seconds with this kind of power. This is great for defense
and when you have a quad, the ultamite offensive weapon.
AutoDoc
This was changed from Q2CTF. Instead of regenerating health and
armor, it regenerates only health. If will go up to 200 this way, and picking up a
megahealth will bring you up to 250. Your stimpack max is 300 when you have this tech.
Disruptor Shield
This is a wonderful little tech that takes the damage you
recieve, and then cuts it in half. So, if you load up on a megahealth, body armor, power
armor, cells, and an ammo pack, and manage to get this tech, you'll be near invincible.
The best weapons with this are one with splash damage, because you will only soak up half.
And since you only take half your own splash damage, you'll take a quarter. This is good
for offense if you have a lot of armor and health. As a added little bonus, you have
extreme resistance to sniper fire.
Protection
Resistence to splash damage, but still take damage. If your grapple
is out, and you are hit with a splash, your grapple resets. You cannot drown in water or
slime and slime does not hurt you. Lava hurts you at a reduced rate. If you are hit with a
BFG, the tech overloads creating a hole in the temperal fabric and warps you someplace
else. Your rockets have more bounce, making for better rocket jumps, and you take none of
your own splash damage, for even better rocket jumps.
Commando
This tech makes you silent. Al you shots are nearly silent, because
it acts like a permenant silencer. You get unlimited teleports. Your ammo regnerates to
your normal carrying capacity at different rates, depending on the type of ammo. This tech
is good for the ammo guy; not just because he can regenerate ammo, but also because he can
teleport out of trouble.
Vampire
Takes 2/3 of the damage you do to the opponent, and adds that to your
health. It stops giving you bonuses at 200.
Armor Repair
Turns any armor into body armor, and regenerates it up to 150 points.
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