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Part 17
Unreal Tournament 2004

Part 17

Master the Flak Cannon in Unreal Tournament 2004. Learn tactics for its flechette shot and fragmentation grenade, effective ranges, and use against vehicles and nodes.

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Master the Flak Cannon in Unreal Tournament 2004. Learn tactics for its flechette shot and fragmentation grenade, effective ranges, and use against vehicles and nodes.

Walkthrough
  1. 1
    Primary Fire (Flechette Shot): Fires 9 ionised flechettes that deal separate damage. Each flechette retains power and can ricochet twice off walls. Flechettes are projectiles and fall slightly, requiring leading targets. Use up close as the spread increases with distance. Can be used against vehicles at very close range and is effective against Power Nodes by firing upwards into them.
  2. 2
    Secondary Fire (Fragmentation Grenade): Launches a grenade in a long arc that detonates on contact, dealing splash damage and knocking targets back. Can be used to juggle enemies. Effective at medium range with a 45-degree aim. Acts like a Rocket Launcher at close range but beware of splash damage. Useful for shaking pursuers by firing around corners. Deals serious damage to vehicles from medium range but is hard to aim. Not recommended for attacking nodes.
Tips
  • For the flechette shot, if a target is changing directions rapidly, pick one side to lead towards rather than switching.
  • You can bounce flechettes around corners in narrow hallways, but be careful not to shoot yourself as they can ricochet back and hurt you.
  • When using the fragmentation grenade against pursuers, turn a corner, turn around, and fire the grenade beside the corner.
  • The fragmentation grenade is better against vehicles than the flechette shot from medium range, but other weapons may be preferable due to vehicle return fire.
  • For Power Nodes, stand directly under the spinning Node icon and fire upwards with the flechette shot for massive damage.
  • The Minigun is not ideal for attacking vehicles or nodes.
  • At long range, the sniper rifles and Shock Rifle are superior to the Minigun.
  • If an enemy is too far for the Minigun's burst mode, use aimed mode.
  • Rockets are easy to avoid at long range; guided rockets can be dodged with Dodge-Jump when they get close; Link Gun plasma can be avoided with Double-Jump.
  • Minigun tracers do not indicate where you hit; it is an instant hit weapon.
  • If an enemy with a good long-range weapon approaches, hide or switch weapons; attempting to close the distance will likely result in death.

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