This is a list of known problems in U4E2k3's network gameplay. Hopefully these will be corrected soon, with the release of Version 3. Until then, please avoid using these weapons online, or at least bare in mind the problems you will encounter. These errors will only appear on the Client side. The server will never see these on his/her machine.

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The Python and Beretta, which share code, have the same bug. When you hit Alt-Fire, and the reload animation occurs, the weapon stops working. Simple solution - Hit the Weapons Discard key and run forward. When you catch your own weapon, it will automatically be reloaded. (This problem only happens on non-Dedicated servers)

Grenades that are thrown to not spawn correctly. For instance, the Hive grenades will generate their swarm of missiles, but on the client side, you won't see them move at all. Same of the flying grenades as well. Sticky grenades cling to a victim for a second, and then fly off. Also, after using the grenades, you won't be able to Weapon Cycle (mouse wheel) through your weapons. Discard the grenades and Weapon Cycling will work again.

The QuickSilver works fine, until you hit Alt-Fire to change modes. Much like the Pistols, this will cause the weapon to cease up and stop working. The only way to use the Quicksilver again, or to change weapons, is to discard the Quicksilver. Avoid using Alt-Fire!

IAM has two beams. It works fine, but it appears to have two beams on the client. Also, sometimes the IAM will throw a victim faster then the server can keep up with them. So the IAM user sees the victim fly off, but the victim is actually still standing there. This problem corrects itself after a few seconds.

Bubble gun works fine. Some of the effects are a little off.

Fleshbomb Rifle works fine. Some of the effects are a little off.

The Tomahawk doesn't allow weapon switching of any kind, it won't leave when you run out of ammo, and it can't be discarded if try to cycle weapons first. If you use the Tomahawk, you'll have to discard it before it runs out of ammo, or else you'll be stuck with it until you die. This problem is very much like the one effecting the grenades.

QSG has no effect. The wormhole doesn't suck, the explosion doesn't hurt. The projector appears to spawn effects, and not actually hit. So the client sees the wormhole projectile and spawns the wormhole, but the server won't acknowledge, so the wormhole doesn't have any actual effect.

The Reaper sometimes appears to teleport around. This only happens on slow servers. The slower servers can't always keep up with the movement of the Reaper. Otherwise, the Reaper works fine.

The Railgun works correctly.

The Katana's extra speed and leaping ability does not disengage when you stop using it. So use the Katana once and you will be super-man for the rest of the match.

Riftpad works fine. No sound effect when a wormhole is successfully created. Sometimes using a wormhole places you nearby the wormhole exit, instead of right on top of it. This is the same kind of network location issue the IAM has.

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Here's a list of suggested weapons for network games:

Beretta (only on Dedicated servers)
Python (only on Dedicated servers)
Railgun
Fleshbomb Rifle
Reaper
Rift Pad
Bubblegun
IAM

These weapons will work without too much trouble and won't interfere with the match. The other weapons should only be used in network games if the percipients keep in mind their currently limitations. 