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Part 12
Unreal Tournament 3

Part 12

Master the Bio-Rifle and the Assault Rifle's secondary fire in Unreal Tournament 3. Learn tactics, stats, and strategies for these versatile weapons.

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Master the Bio-Rifle and the Assault Rifle's secondary fire in Unreal Tournament 3. Learn tactics, stats, and strategies for these versatile weapons.

Weapons:

  1. Assault Rifle - Secondary Fire Mode
    • Damage vs. People: 70
    • Damage vs. Vehicles: 70
    • Rate of Fire: 1/1s single tap | chargeable
    • Ammo per Shot: 1
    • Max. Ammo: 8
    • Charge Time: 1s
    • Special Features: projectile; knockback; chargeable shot; bounces off walls; detonates against players and vehicles; 3 second fuse; affected by gravity; splash damage; uses separate ammo

    Introduction: This mode fires grenades. It holds double the ammo of the single-fire mode, and both rifles take turns firing the grenade.

    Tactics: Use this like the single Assault Rifle's secondary fire. The primary fire is now more effective, so consider using the grenade less often due to aiming difficulty. Reserve it for vehicles and corners.

  2. Bio-Rifle - Primary Fire Mode
    • Damage vs. People: 35/lvl 1 blob*
    • Damage vs. Vehicles: 35/lvl 1 blob*
    • Rate of Fire: 40/10s
    • Ammo per Shot: 1
    • Max. Ammo: 40
    • Charge Time: N/A
    • Special Features: projectile; knockback; sticks to walls and vehicles; detonates against players; 3 second fuse; projectiles merge; affected by gravity; splash damage

    *Blob levels are explained in detail below

    Introduction: Primary fire throws a green blob in a forward arc. When it hits the ground, it stays there for 3 seconds, or until someone steps on it, then pops like a bubble, dealing damage. It will pop immediately upon contacting a player, friend or foe. If you land a second blob on top of one already on the wall or floor, it will grow in size, and (I will call it for simplicity) in level. A blob can go up to level 5 max. If a sixth level 1 blob hits, the level 5 blob will burst, releasing anywhere from 1 to 4 level 1 blobs, including the 6th blob. Depending on how they land, they may merge with each other. Apparently, level 6 and above blobs are unstable and will fragment upon reaching that level. Each level 1 blob deals 35 points of damage to both players and vehicles. Blob damage is multiplied by the blob’s level. Also, blob splash damage seems to be multiplied as well. Any level blobs will last as long as the last blob that entered them, but a nearby blob’s explosion will detonate it. Also, blobs of any level that land on a horizontal ceiling will drop down onto the floor and restart their fuse. If that’s more than you wanted to know, don’t worry, you won’t need to know it. Just fire the green slime and don’t think too much.

    Tactics: Try to slime your opponents. The primary fire mode has both high ROF and high damage, allowing you to fire in your enemy’s general direction and still land enough hits to make them react. What you really want to do is get someone to chase you. That way you can aim a little in front of him and he’ll walk all over your slime. For the same reason, avoid chasing people with the Bio-Rifle, because you’ll be walking on your own goo. Alternatively, you can just get your enemy to start dodging and spray the place with green goo. He’s sure to walk over at least some of it. Or, just be creative. This weapon allows for it. Just be sure to be on the lookout for a better weapon while you’re at it.

  3. Bio-Rifle - Secondary Fire Mode
    • Damage vs. People: 35 single tap / 350 fully charged*
    • Damage vs. Vehicles: 35 single tap / 350 fully charged*
    • Rate of Fire: 40/10s single tap | chargeable
    • Ammo per Shot: 1/single tap | 10 fully charged
    • Max. Ammo: 40
    • Charge Time: 2s – 10 ammo points
    • Special Features: projectile; knockback; chargeable shot; lvl 6-10 blobs fragment against walls and vehicles; lvl 1-5 blobs stick to walls and vehicles; detonates against players; 3 second fuse; projectiles merge; affected by gravity; splash damage

    *I have calculated the maximum damage given here, but have been unable to play-test it, since no player has yet survived a direct, fully charged shot and blobs splatter too much against vehicles to get an accurate amount. If anyone has been able to play-test this properly, please drop me a line.

    Introduction: Make ABSOLUTELY sure you read the description of the Primary Fire Mode and that you understand blob levels, since I’ll be using them here. A full charged shot consumes 10 ammo points and launches a big, level 10 blob. Since every blob over level 5 is unstable, this one fragment will releasing the maximum 6 or 7 level 1 blobs upon contact. Again, depending on how they land, they may merge upon landing. A direct hit against a player “should” cause 350 damage, which is 1 point more than the maximal health + maximal armour any player can have. If you can hit a vehicle so that all blobs land back on it, it “should” cause 350 points of damage, but I have yet to see it happen. Also, the splash damage of a fully charged shot is insane and reaches much further out than you’d think. The big level 10 blob

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