Unreal Tournament 2004 guide to the Link Gun's team-based boosting and repair abilities, plus Minigun tactics for close and long-range combat.
Link Gun
The Link Gun's primary fire is a beam that deals damage, but its true strength lies in its secondary fire modes and utility.
- Linking with Allies: When a teammate has a Link Gun equipped (indicated by a green triangle above their head), you can link to them with the beam. This boosts their Link Gun output by 2.5 times their normal power. Your Link Gun fire will turn yellow when linked and not repairing. Linking consumes no ammo for you, but firing while linked depletes your ammo as if you were firing yourself. Multiple players can link in a chain, with the boost going to the last person in the chain.
- Repairing Vehicles and Power Nodes: The Link Gun can repair allied Vehicles and Power Nodes. While repairing, your fire turns your team's color. It heals for 3 health points per 1 ammo unit used, at the same rate as the regular link beam.
- Knockback: The Link Gun can knock back both people and vehicles, though the vehicle knockback is very slight and generally not noticeable.
Link Gun Tactics:
- Deathmatch (DM): The link beam can be effective if aimed well, dealing massive damage over a few seconds, but it has extremely short range. You can also use it to temporarily suspend opponents in the air by targeting them from below.
- Team Games: Linking to teammates with Link Guns is more effective than firing alongside them, as it results in more combined damage.
- Onslaught (ONS): Link to allies who are repairing to speed up the process and save ammo. Always repair vehicles before entering them, and repair damaged allied vehicles even in combat.
- Node Construction: When attacking a Node, save your Link Gun ammo for building your own Node. At a white Node, use all your Link Gun ammo before taking more from the locker to finish the job.
- Power Cores: You cannot heal your own Power Core.
- Missile Defense: The link beam can shoot down Redeemer and AVRiL missiles.
Minigun
The Minigun is a versatile weapon effective at various ranges, capable of high damage output when mastered.
Primary Fire Mode (“Burst Mode”)
- Damage vs. People: 7
- Damage vs. Vehicles: 4
- Rate of Fire: 180/10s
- Ammo per Shot: 1
- Max. Ammo: 300
- Special Features: Instant hit, bullet, spread accuracy
Primary Fire Introduction: Fires bullets rapidly and inaccurately.
Primary Fire Tactics:
- Best used at very close range due to its inaccuracy.
- Despite low damage per shot, the high rate of fire results in significant damage.
- It's an instant-hit weapon, making aiming easier than projectile weapons.
- When engaging at close range, constantly move, dodge, and jump to survive the 2-3 seconds of sustained fire needed to down an opponent.
- Never let go of the trigger in combat, even when missing, as the weapon takes time to wind up.
- Requires good aiming skills.
Secondary Fire Mode (“Aimed Mode”)
- Damage vs. People: 14
- Damage vs. Vehicles: 9
- Rate of Fire: 60/10s
- Ammo per Shot: 1
- Max. Ammo: 300
- Special Features: Instant hit, bullet, moderate accuracy
Secondary Fire Introduction: Fires more powerful bullets more slowly and accurately than primary fire.
Secondary Fire Tactics:
- Has double the damage of burst mode but only a third of the rate of fire.
- Increased accuracy makes it suitable for long-range engagements.
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