

Matrix: Always select the second choice for all missions. Scythe will eventually become unlocked after a subsequent Deathmatch in that chapter. Kill Scythe in Deathmatch in Chapter 4 of Campaign mode. Scythe: Always select the second choice for all missions. Lauren will eventually become unlocked after a subsequent Deathmatch in that chapter. Kill Lauren in Deathmatch in Chapter 2 of Campaign mode. Lauren: Always select the second choice for all missions. Successfully complete the indicated task to unlock the corresponding character:
#Unreal tournament 2004 pc cheats code#
Play as Ariel (Iron Clad)Īt the character selection screen, choose the "Unlock Character" option, then enter " jihan" as a code to unlock Ariel (Iron Clad). I can still hit those long range shots nearly as well but I do a whole lot better at close range than I would with a lower FoV.At the character selection screen, choose the "Unlock Character" option, then enter " phayder" as a code to unlock Alanna (Necris). Being able to see more of what's going on around me does a lot more for my survivability, frag count and kill:death ratio than being able to hit long range shots a little more easily.

With the way the game plays now I feel close range situational awareness is far more important than long range aim. I miss some trick jumps I normally wouldn't miss. I'm closer to or further away from things than I think I am so my timing on jumps, dodges and wall dodges is a little off until I get used to the new FoV.

Some like using 4:3 ratio resolutions on 16:9 monitors with the graphics card set to render in the centre of the monitor with black bars on either side.Ĭhanging FoV always takes me a while to get used to because it also affects my movement. For UT4 I find the increased situational awareness makes 120 FoV better for me even on 4:3 monitors with squashed characters and all. Prior to UT4 I always used 90 with 4:3 monitors but I use 120 now with a 16:9 monitor. Again it's just the opposite for low FoV, things look stretched (too tall) on 16:9 monitors but look fine on 4:3. High FoV makes things look squashed (too short) on 4:3 aspect ratio monitors but looks fine on 16:9. It's better for long range because targets that are far away appear larger, but worse for short range because you can't see as much of the area right around you. Higher FoV is better for short range because you can see more of what's going on right around you, but it's worse for long range because things far away from you look smaller. When your brain feels satisfied with the perception of it, you can better concentrate on the more vital things such as the aiming. I believe it's the psychological impact FOV has on your perception of the game which is the most important and various people feel comfortable with slightly different settings here. If hitscan (shock primary, sniper rifle but also to lesser extent close range flak, rockets etc) seems impossible to land, lower the FOV until you feel you've hit your golden middlepath. Just go with the feel, ie where the optimal hitscan accuracy (lower FOV) meets field of vision advantage (higher FOV) for your taste.ĭoes it feel claustrophobic for you running around and you feel you can't get a good grasp what's going on -> higher FOV. I used 90 fov in UT3 with 16:10 1680x1050 and use 99 fov in UT4, I just go with what feels right personally, slightly higher fov setting feels better in this game for me (never been a fan of ultra-wide FOV though), whether or not there's any scaling etc differences. Just wondering if any other people have similar feel about the field of view as some players have already confirmed to me that indeed decreasing fov is nearly the only way to get satisfying shock primary aiming (sniper can be done at higher fovs tested from 90-110) I do realize that fov changes the perspective a bit, but this much? i am almost having to pick to either being able to hit scan well or totally base my play on projectiles and standing combos. while at lower fovs like 90-95 you can finally get to the range where you have enough space in front of you to do actual aiming but at this perspective rockets seem too slow, while they are delight to fire at higher fov and flak spread is actually huge and looks almost unaimable, while at higher fov i have been getting tons of flak shreds. I mean at higher fov settings like 105+ flak is easy to hit but hit scan with shock prim looks impossible nearly. So i have been wondering if it is only me or field of view has drastic impact on how game plays?
