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Enemy Territory: QUAKE Wars Guide



Introduction:
 

The Quake franchise is getting a kick in the ass thanks to Splash Damage and id. Turning back the clock to the early days of the Strogg invasion, Enemy Territory: QUAKE Wars an exceptionally deep team-based affair that takes everything that was good about Wolfenstein: Enemy Territory, and cranks it up.

This is a more strategic affair than your typical team-based shooter. Your entire team must be a well-oiled machine, and victory is more a result of organization and preparation as it is skillful fragging. It's one of the most daunting online shooters to approach as a newbie, and that's why IGN is here to give you a leg up on the winning strategies.

In this Enemy Territory: Quake Wars strategy guide, you'll find:

  • GENERAL STRATEGIES // An overview of how the game is played and basic techniques for all 10 classes.
  • WEAPONS // Familiarize yourself with the tools of destruction.
  • VEHICLES // All the vehicles, big and small, and the most effective ways to use them.
  • CAMPAIGNS // All 12 campaigns and strategies for both sides.

 
General Strategies

Ordinarily we call this section "The Basics," but there really isn't anything basic about Quake Wars. It can be a bit intimidating at first, but don't let that scare you. The important thing is that you find a role to help your team. As your skill level increases, you'll be able to get more ambitious with your goals.

Level Progress

Each map is set up so that one side is on defense, and the other side is on offense. Which team does which is predetermined for each map.

The team on offense has a series of objectives to accomplish before the time runs out. Completing one of these main objectives will open up the next one, so they cannot be done out of order.

The defending team has to stall the aggressing team by disrupting them as they attempt to achieve their goals. They do not have specific goals beyond this. If the timer runs down to zero, the defense wins.

Teamwork

As you'd expect, working as a team is critical to your success, and for this reason, having a group of regulars can make the experience more rewarding. Constant communication is not as vital to teamwork in Quake Wars as it is in the likes of CounterStrike or Shadowrun, nor is it as important to stay in small groups like in Team Fortress.

Instead you want to stay aware of the team's progress as a whole, and find out what role that is most neglected. This might mean switching classes, or focusing on a different objective. Is your team struggling with the opposition's defense? Maybe it's time to go distract them and lure them away. Are your teammates being ambushed? Try switching to Field Ops/Infiltrator and establish some radar.

Similarly, try to be aware of your enemy's progress. Find out what they're doing right and respond to it, and find out what they're doing wrong and exploit it. This is one area where reconnaissance can be very valuable. Simply observing your opponent and letting your teammates know how they're progressing can help your team get organized and focus their priorities. A good player will be able to determine his team's needs without being told, but it never hurts to communicate, especially if you are playing on a public server with a new group.

Remember, this isn't a death match. Trying to rack up a lot of kills certainly won't hurt your team, but it's not as important as racking up the right kills. Sometimes your enemy will knowingly make themselves a target to lure you away from the objectives you should be guarding. The important thing is to shut them down, not wipe them out.

Also, remember it's more helpful to kill enemies that have wandered father away from the spawn points. Fragging a player will take him out of commission until the next wave (up to 25 seconds), but if he has a long difficult trek to get back to where he was, you've dealt a more damaging blow.
 
Classes
Keep tabs on what's being done and select your class carefully. There are five basic classes on each side. Each GDF class has a basic equivalent on the Strogg side, but there are differences that should be appreciated, as well as different armaments that will change up your strategy a bit. Learning to play different classes can make you a more valuable asset to your team, so don't just pick your favorite. You don't need to do it all, but find a few classes you're good at so you can mix it up. If you're feeling uncomfortable with a certain class, remember, you can always play against the computer to get some practice before hopping into a live game. The bots aren't that smart, but you'll still get a feel for how each class can help out.
 

 
 
GDF Classes

Soldier

The Soldier is the basic strongman of the GDF crew. He can move more freely with heavy weapons, and he has 20% more health than the other classes. Soldiers have a diverse assortment of weaponry to choose from with a Rocket Launcher, GPMG, and Shotgun all available as alternatives to the basic Assault Rifle, and the secondary Machine Pistol.

This gives them some versatility in the kind of combat they can succeed in. They're good for anti-vehicle fire, thanks to their speed with the Rocket Launcher, and they can be handy in close-range combat as well. However, they lack sniping capabilities, nor are they useful in supporting other players.

Soldiers aren't just good aggressors, they're vital for completing certain missions, because only they possess High Explosive charges needed to detonate certain targets. These charges are placed on a target, and then detonated from a safe distance (50 meters). If you don't have soldiers on your team, you won't be able to succeed.

Medic

The medic is good for players who might not be crack shots, but like to stay moving, and respond quickly. They are, of course, primarily a support class, and they're not especially useful at completing goals themselves. Still, a well-played Medic supporting an offensive push can really make your squad tough to stop.

The defibrillators that Medics possess have a double use, too. Not only can they revive fallen comrades, but they can be used to destroy Strogg spawn points and push the enemy further back. They also have some passive bonuses too. Each Medic on the team will mean a 5-point health boost for all players, as well as larger MedPacks.

Engineers

These guys are your defensive line. Engineers are perfect for players that prefer to focus on strategy. Their most important skill is their ability to construct turrets of different kinds to guard key areas. The key to being a successful engineer is staying aware of potential holes in your team's defense and filling them as quickly as possible. Engineers have mines that can be used for strategic defense as well. Although they are quite limited, coordinating with other Engineers on the team will make it possible to place them effectively.

They're also useful as a support class, repairing vehicles, turrets, and other equipment with their pliers. Vehicle spawns can be slow, so this can make a big difference.

While they're still effective in combat, Engineers can be quite vulnerable while constructing or repairing. Because of this, they're perfect targets for snipers. Engineers should learn to keep moving, even when they're repairing or constructing. Jump around and keep your movements unpredictable. Using vehicles for cover can be an effective defense, but be aware that some vehicles are easier to blow up than others.

Field Ops

These guys are for strategic players interested in offense. Instead of placing automated units like the Engineer, the Field Ops class can call in support from non-player-controlled strikes. They're not well armed, and thus not very effective in combat, so it's important to stay focused on your objectives.

Most teams aren't going to need a lot of people playing Field Ops, but they should still be a part of the team. They're invaluable for penetrating heavily defended areas, and the perfect answer to the defenses of opposing Constructors. Effective Engineers will also make equally effective Field Ops.

Field Ops are also able to drop ammunition packs to help out players, which can be handy. Of course ammo conservation is not a big deal for players that are decent shots, so this isn't as important as having a medic, but it can certainly be helpful.

Covert Ops

Sharpshooters and snipers, this is the class for you. Covert Ops have two main roles: Long range offense, and reconnaissance.

The Covert Ops class is the only class with access to the Sniper Rifle, which is a great tool for scoring quick, efficient kills. Enemy Territory has a lot of open space, so sniping is often one of the most effective means of fragging enemies. You can rack up a huge kill count if you have a clear, well-guarded nest with a clear view of a high-traffic area.

They also have the ability to hack enemy devices, and carry EMP grenades that are handy for taking equipment offline for 30 seconds, as well as temporarily disabling vehicles. Smoke Grenades can also be useful, especially in closed areas.

As we mentioned, reconnaissance is the other important role of this class. Covert Ops can take disguises from fallen foes and use them to appear as a Strogg soldier. You are unable to use any weapons but the knife while disguises, but you will still appear to be holding a weapon, so this will not be a giveaway.

This makes them invaluable for infiltrating enemy territory, observing the enemy, and reporting to your team. This will allow them to know who to send and what they're up against. Covert Ops can also deploy Radar that will allow all GDF players to better see their opponent on the map.


 
Strogg Classes

The Strogg classes are similar to GDF, so we won't re-explain all of the strategies, but we will explain their differences from their GDF counterparts.

Aggressor

The Aggressor is very, very similar to the Soldier. Again, these units are great for anti-vehicle attacks, they have a wide range of weaponry, and a larger pool of health. Their main distinction comes from their armament, which includes the Lightning Pistol, one of the more interesting secondary weapons in the game. Sharp Grenades, which can stick to enemy targets, are another nice perk of all Strogg classes.

Technician

This support class is the counterpart to the GDF's Medic. They can revive fallen allies on the battlefield, making them an important aid to Aggressors. This is a slower process than the Medic's defibrillators, though, which can leave the Technician very vulnerable. Distributing Stroyent Packs to help fend off death before it occurs will save the Technician much trouble.

But where GDF Medics can destroy Spawn Hosts, Technicians actually have the ability to create them, using fallen GDF corpses. This can be a great aid to the offensive push, taking much of the sting out of death.

Constructor

These are the main defensive class for the Strogg. They are ostensibly very similar to the GDF Engineers, but an upgraded Constructor can repair units from a distance, making them less vulnerable, and even capable of offense at the same time as utility.

Oppressor

To aid the offense, the Oppressor is able to call in deadly strikes from Strogg satellites. These devastating, fiery blasts are able to tear through vehicles and troops alike.

They also have access to tactical shields, a handy ability well worth the tradeoff of not being able to drop ammo packs. These shields can be dropped at a strategic location and will reflect incoming fire. Handy cover for snipers, and handier for those working on construction or hacking objectives.

Infiltrator

This is the counterpart to GDF's Covert Ops. They have access to the Railgun, the Strogg tool of choice for sniping. This one is a little different than the GDF's sniper rifle. The glowing trail of its projectile can be a giveaway, so it might behoove you to move around more between shots.

This is made easier by the Teleporter that Infiltrators carry. This is handy for escape, but also reaching otherwise inaccessible locations that could make great sniper's nests. The Flyer Drone is another handy tool. It can be controlled remotely and guided to targets where it will erupt in a powerful blast. Infiltrators also
have the same ability to disguise themselves as Covert Ops.
 

 
GDF Weapons

Combat Knife

This is pretty much your last resort. The Combat Knife is not really an effective means of offense for most classes. Covert Ops should familiarize themselves with this weapon, however, as it's the only one you'll be able to use while disguised as Strogg. Covert Ops can also deal a blow from behind with the knife to score a one-hit kill.

Pistol

This is the common secondary weapon available to most classes. It is a weak weapon, with poor accuracy (20 degrees while standing). It can be handy to use in certain situations because it allows for speedy movement, but generally it should be avoided in most combat situations. The Covert Ops has a silenced version which may be slightly more useful, but since it will take several headshots to finish a healthy target, the element of stealth is only so useful.

Machine Pistol

Available as a secondary weapon to Soldiers, the Machine Pistol is still not better than the Assault Rifle, but a nice step up from the regular pistol. It's a little weaker per-round than the pistol, but the high firing rate and somewhat better accuracy make up for that. It's still best used at close range, but it can be an effective weapon in a pinch.

Assault Rifle

This is the standard issue primary weapon available to all classes. It's reasonably versatile, has a standing inaccuracy of 8 degrees, and deals roughly the same damager per round as the pistol, but does so at double the range. It has a scoped mode for greater long range accuracy, and the Covert Ops can use a modified version with an improved scope for even better sharp-shooting. In general it's best not to attempt to use it for very long range shooting, nor is it perfect for close encounters, but it's generally one of the more versatile weapons you'll have available to you.

The Grenade Launcher attachment can make this weapon even deadlier. Grenades don't go far, but they can take out infantry in one hit, and have great anti-vehicle potential. The scoped version not only has better accuracy, but 50% better range, with less damage fall-off over distance.

Shotgun

The Shotgun is deadly at close range, but Enemy Territory doesn't have as much close combat as most shooters. It shoots nine pellets in a scatter shot, each of which deals 10 damage to enemies regardless of where the hits land. There is no reward for head shots or any damage zones with the shotgun, so shoot as clumsily as you like. Unfortunately, the shotgun is pretty impotent once you get 20 or 30 meters away, so it has limited usefulness. Still, up close it can deal up to 90 damage, which makes it worth considering.

GPMG

The GPMG is a powerful rapid-fire weapon available only to soldiers. It's got considerably better range than the pistol variants, and shoots rapidly, but the low accuracy makes it difficult to use at long range. It deals more damage per round than the Assault Rifle, too, which means it can be quite deadly in the right situations.

This weapon is heavy and will slow players down while moving. This is also why it's difficult to shoot accurately while moving. However, when crouching or prone, the GPMG becomes startlingly accurate, behind only the sniper rifle. This makes the GPMG an effective tool on defense.

Rocket Launcher

This weapon is probably the most important anti-vehicle device you'll have on your team. It's only available to soldiers, so make sure at least one soldier on your team has one. In scoped mode it can be used to lock onto targets. It can also be dumbfired, which is faster and can be more effective if you're confident you can land the hit.

It's a heavy weapon, so it'll greatly reduce your mobility. It's absolutely deadly against infantry as well, but the ammo is so limited, it's best spared for situations where it can be used against multiple opponents or against vehicles and deployables that really need it.

Players carrying Rocket Launchers are very vulnerable. This weapon is useless as a means of defense, and coupled with the slow use of the weapon itself, and the slow movement of its carrier, it's best to exercise much caution and stay very aware of your situation while using it.


 
 
Strogg Weapons

Spikes

Slightly stronger than the GDF's Combat Knife, but still not an effective weapon in most situations. Disguised Infiltrators are limited to this weapon, and can use it to score a one-hit kill with a blow to the back.

Blaster

The basic secondary firearm of the Strogg, the Blaster has a 20 degree range of inaccuracy, but packs some pretty decent power when it lands a hit, considerably more than the GDF pistol. An upgraded Blaster (Level 4 Promotion) also has a charge shot.

Lighting Pistol

Aggressors will have access to this secondary weapon. The Lighting Pistol is unique in that it has 100% accuracy. Unfortunately the steep damage fall off over distance (half the range of a standard Pistol) means this isn't a good long range weapon despite the pinpoint precision. It does deal regional damage, though, so go for head shots. Unlike other weapons the Lightning Pistol does not use its own ammunition, and drains Stroyent instead.

Lacerator

This is the standard-issue primary weapon available to all Strogg classes. It's much like the Assault Rifle, but it packs a bit more punch per round (45 damage for a head-shot). The ammo system is based on Stroyent (which the Strogg also use for health) so this is also a notable difference.

Like the Assault Rifle, there are three different flavors of the Lacerator. Infiltrators and Oppressors will have access to a more accurate scoped version for more effective long-range combat, and Level 1 (and up) Constructors will have one that can shoot can shoot plasma grenades. These grenades also use up Stroyent, and quite a bit of it, so use them sparingly.

Nailgun

The Nailgun is useful at close range, much the same way the Shotgun is. It's a scatter shot, good for clumsy, effective kills. It doesn't have the reload pains that the shotgun does, which is a nice perk, but strategically, it's not that different.

Hyperblaster

The Hyperblaster is a minigun with a spinning barrel. It takes a second to warm up before it will begin to fire, which can make it a handicap when used defensively. It's more effective when crouching or prone, not just for the accuracy bonus this always affords, but a much quicker settle time. The hyperblaster slows your movement and leaves you somewhat vulnerable, but it's a great weapon when you're supported by other teammates.

Obliterator

This is basically the Strogg's Rocket Launcher. Those familiar with operating the GDF version will feel right at home. Again, this is a weapon that is useless for personal defense, but powerful for anti-vehicle and anti-deployable attacks, and an important part of your team's arsenal.

RailGun
This is the tool for Strogg snipers. It handles similarly to the Sniper Rifle, with an unmatched range and pinpoint accuracy, but its projectiles leave a telltale glow that can give you away. For more info see the Classes section.
 

 
GDF Vehicles

Husky

This Quad ATV is a speedy, versatile transport for one person. It provides very little protection, and packs no offensive capabilities, so it's primarily just a means to quickly rush an objective. That said, there are plenty of times when you'll need to do just that, and for those moments, you'll be glad to have the Husky. They can also be useful for carry objectives where you just need speed.

Armadillo

This is a good transport with some light offensive capability. Four can ride in the cab (including driver) and one can man the minigun in the back. The two rear passengers can also fire their weapons while riding, making the Armadillo less than a sitting duck in combat. It's armor is still relatively light though, so it's best not to take the Husky up against any heavy fire.

Trojan APC

The Trojan is a great heavily armored transport that can pack 6 men, and travel at a good clip (though not as fast as the Armadillo). The Trojan also has a SAM turret that makes it the ready answer to the Strogg Tormentors. It's also amphibious, and can be used to cross some watery areas with a great deal more protection than the Platypus.

Titan Tank

This is the best GDF vehicle for ground offense. It's a bit slower than the Trojan, but runs circles around the Strogg Cyclops. It's the perfect answer to the Cyclops, Desecrator, and enemy deployables, and it can take a lot of abuse. They take a while to respawn and there aren't generally many in each mission so don't waste them frivolously.

MCP

The MCP is a slow, clumsy, but well armored vehicle mostly relevant because of its importance to certain missions. It does not pack much in the way of offensive capability and must usually be escorted by other vehicles and/or infantry support.

Anansi Attack Copter

The Anansi is fast, maneuverable and capable of devastating offense. It will become vital to supporting your men on the ground, capable of chewing through enemy turrets, and many vehicles. Be wary that the Anansi packs very light armor, however. While it is a very agile vehicle, it controls quite different, and can be awkward at first. We highly recommend practicing your piloting skills in an offline bot match to avoid hurting your team in a real game while you learn the ropes.

Bumblebee Assault Coptor

The Bumblebee is a solid, heavily armored aerial transport, capable of carrying five men. Its offensive capabilities leave something to be desired, but its passengers can attack while riding. Still we don't recommend using the Bumblebee for any heavy duty offense. Instead consider it a great way to move units around safely

Platypus
These little boats are amazingly fast and can be a great way to sneak up on certain objectives. They provide very little protection, however, and the mounted minigun can deal some solid damage to infantry, but hardly holds up against vehicles or
deployables. 
 

 
Strogg Vehicles

Icarus

These gravpacks are one of the nice perks of being a Strogg soldier. They don't allow you to fly exactly, but you can leap great distances and travel very fast. They allow you to drop bombs on enemies below, but they're mostly a great way to get to your goal quickly, or to plant yourself on advantageous high ground to get the drop on your foes. They provide very little armor and should generally be abandoned once you reach your destination. They only take 10 seconds to respawn, anyway.

Hog

The Hog is a speedy light vehicle that holds a driver and a gunner. It travels even faster than the GDF Armadillo, and, while it isn't much of an offensive force, it can ram opposition at high speeds and deal some serious damage to enemy units. Just don't stop for long, because its armor leaves much to be desired.

Desecrator

These tanks hover a few feet of the ground and are good medium-strength attack vehicles. They're not as powerful as Predators, and they're quite slow, but very maneuverable, and the Plasma Cannon packs a good wallop. Pressing the crouch button will settle the Desecrator into Siege Mode which allows for a hire firing rate (and can help the tank lower its profile to take advantage of cover).

Cyclops

These towering mechs are a heavy-duty offensive force. Like the Desecrator it is very slow. It's also a bit clumsy and hard to maneuver. But it's heavily armored and its offensive capabilities are devastating. It also has the ability to enter Siege Mode for faster fire, and pressing jump will unleash a ground stomp to damage nearby pedestrians.

Tormentor
This is the Strogg's only aerial attack craft. It's only lightly armored and not much good for transport (seats two), but its homing rockets can give those on the ground a hard time. It isn't as fast as the Anansi, but it's very easy to maneuver. It'll need it, too, since it can be very vulnerable to rocket fire from the ground. 


Created by: Travis Fahs

Copyright © by Wolfstuff All Rights Reserved.

Published on: 2008-07-06 (948 reads)

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