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Enemy Territory - Quake Wars - Guide
Tips:
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Submitted by: Anon
* Attention: Change camera - If you don’t have a full-size keyboard you will not
be able to change the camera view when in vehicles to 3rd person view.
Go to Options -> Controls -> Vehicles. Home is the default key for full-size
keyboards. For smaller keyboards select ‘Change camera’ and ‘Double (left) click
to bind a key’ on ‘Not Bound’ then press a key for ‘Change camera’ such as kp
home (keypad 7) on the right of the keyboard.
* Add more bots (no need to enter net_allowcheats 1)
Do this after all 16 bots have entered the game:
bot_minclients-1
si_maxplayers 32 (you can have less than 32 if you wish, such as 30, 28, 24, 20, etc.)
Now go on the Limbo Menu - Admin - Players and click on Add bots. If you click
on the Random box, to the left of Add bots, you can choose a team to add bots to
- GDF
or Strogg. When you add a bot the number in each team (at the top-left) goes up. You
can add up to 32 bots in total. Admin - Players (names are listed in alphabetical
order). After every map loads in you may need to Add the bots manually.
-=Options=-
Game Settings - Simple - HUD - Draw advanced HUD
- shows less text on the screen and fewer icons at the sides of the screen when
enabled - doesn't seem to work.
Game Settings - Simple - HUD - Always draw fireteam list
- shows a green circle class icon above all players in your team and a list of
players in your team under the Current Mission (colour coded names for health - green
is healthy, light green is very good, yellow is good, orange is mid health, red is
low health or unconscious and black is dead) when the top mission (primary objective)
is selected. You don't have to join or create a fireteam (press Enter at the far bottom-
right) if this is enabled. If you do join or create a fireteam your Fire Team (Alpha,
Beta, Gamma, Delta, etc.) is shown under the missions no matter what mission is
selected, even if the top mission (primary objective) isn't selected. If 'Always
draw fireteam list' isn't checked you can hold down left Alt to show the players list
when the primary objective is selected.
Game Settings - Simple - HUD
- Show respawn text on screen while unconscious - enable this.
Game Settings - Simple - Vehicles
- Remember vehicle camera settings - enable this.
Game Settings - Advanced - Tooltip Time Factor
- slide to the left to disable if you don't want any tips at the top of the screen.
Slide further to the right if you want the tips to stay onscreen longer.
Game Settings - Advanced - Vehicles - Advanced Flight Controls
- enable this to perform loop the loops (move the mouse up or down) and barrel rolls
(move the mouse left or right).
Settings - Simple - Video - Quality
- changing this alters the settings on Visual Quality/Performance - Advanced.
Click Apply. Or try Auto Detect Settings. Settings - Advanced - Visual Quality/
Performance - try Normal for the first 6 and Medium for Shader Level. Changing
this alters the Quality on Settings - Simple - Video to Custom. Click Apply.
Controls - Mouse (bottom)
- Invert mouse when flying. Unclick this if you want up for up and down for down
movement with the mouse when in an aircraft.
-=Limbo Menu=-
Admin - Server - Time Limit:
Enter a time then press Enter. 100 minutes maximum or enter 0 for unlimited time.
Admin - Server - Disable Proficiency:
Turns off the proficiency rewards but doesn't disable ranking up every 20 XP.
Admin - Server - Configs:
Select 'Match' then click on Exec Config (Execute Configuration) to Disable
Proficiency or select 'Public' then click on Exec Config to Force team balance.
Disable Proficiency and Force team balance can also be clicked without selecting
Match or Public.
Tips and Tricks:
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* For Controls see Options.
* To Pause the game in Single Player press L for the Limbo menu or press Esc.
* There are 4 Campaigns, each with 3 maps:
* Africa campaign: Refinery, Slipgate, Island
* North America campaign: Valley, Outskirts, Area 22
* Northern Europe campaign: Quarry, The Ark, Salvage
* Pacific campaign: Canyon, Sewer, Volcano
* Campaign: All your unlock rewards (proficiencies) reset after the third map
and the game starts from the first map again.
* GDF attack on 7 of the maps - Canyon, Island, Outskirts, Refinery, Sewer, Slipgate
and Valley while Strogg defend and Strogg attack on 5 of the maps - Area 22, The
Ark, Quarry, Salvage and Volcano while GDF defend.
* Objective mode: Play a single map.
* Stopwatch mode: If attacking try to set the fastest time to complete all objectives
on a map and then the teams swap sides. If you were attacking you are now defending
and have to last the time you just set.
* MCP missions (GDF): Canyon, Outskirts, Refinery, Slipgate and Valley maps.
* 7 or B - Select Binoculars/Trinoculars - Field Ops/Oppressor uses a Targeting Tool
instead.
* F11 - Take a screenshot, F12 - Toggle demo recording on/off.
* Underneath the mini map, in the top-right corner, is the Time and Respawn timer
(reinforcement wave) to the left of Time. The respawn timer is also shown above your
body when you are downed and on the limbo menu (press L) at the bottom-left (above
Deploy). If you are downed, when the respawn timer reaches zero you will respawn,
unless revived by a Medic/Technician, or you can press C to wait for a Medic/Technician,
otherwise press the Space bar to respawn. The time and respawn timer aren’t shown during
warmup because you can respawn instantly during warmup. Under these is the Primary
objective bar for explosives - Soldier/Aggressor, constructing - Engineer/Constructor
and hacking - Covert Ops/Infiltrator. The number at the bottom-left of the mini map is
the zoom - zoom in/out with , and . < >
* The Primary objective bar goes down (empties) after 1 minute (for constructing and
hacking) if you haven’t attempted it again. The same with secondary objectives for guard
towers, mg nests and the assault ramp (Refinery) but not when hacking deployables or
capturing/liberating forward spawns.
* You rank up offline every 20 XP. You start as a Conscript. There are 38 ranks. The
first rank is Private (20 XP) and the last rank is Supreme Commander (760 XP).
* The white line below your XP is the proficiency reward bar for your current class.
When it gets to the right you will unlock a reward for the class you are using.
* F - Use: The ‘F’ key swaps seats in vehicles. When a white hand icon is displayed
on screen holding the F key also: Deploys GDF the parachute/Strogg air shield (while
in the air) as does the Space bar. It also Captures/liberates forward spawns. Transmits
the data disc on Island and the data brain on Outskirts. Constructs, repairs, arms
mines, disarms charges and mines (Engineers/Constructors). Hacks deployables and Hacks
objectives, takes disguise, knife-spikes back stab (Covert Ops/Infiltrators). Arms
charges (Soldiers/Aggressors). Revives players (Medics/Technicians). Creates spawn
hosts - from dead GDF bodies (Technicians), claims spawn host (any Strogg class).
Destroys spawn hosts (Medics). If you are parachuting/air shielding down a parachute
for GDF/air shield for Strogg icon is shown to the left of your ammo bar.
* After pressing F to do an objective it will select the relevant tool to use, you
can then hold down mouse 1 instead (except when capturing/liberating forward spawns,
transmitting the data disc on Island or the data brain on Outskirts).
* G key: The ‘G’ key is used to enter/exit vehicles and use GPMGs on guard towers
and mg nests (a white up arrow is shown next to the vehicle and GPMG when next to
them). If you are an Engineer/Constructor and a vehicle or GPMG is damaged a white
hand icon appears on screen when next to them. If you press F the Engineer/Constructor
will select their repair tool to repair it. Constructors can’t use or repair GPMGs,
but Engineers can use and repair them. The damage bar on the GPMG can only be seen
up to 25 meters away. The G key also pushes players if they are standing, crouched,
unconscious and in water but not if they are prone or dead.
* On the limbo menu, when attacking, the class that can do the objective has a gold
asterisk in the class square on either Soldier/Aggressor - destroy, Engineer/Constructor
- construct or Covert Ops/Infiltrator - hack. If defending the gold asterisk is on the
Engineer/Constructor class square. Exceptions to this are: Island - any class is
suggested (no gold asterisk) for Strogg on the first objective, defend the generator,
although you can still be the Constructor if you wish. On Island, any class is
suggested (no gold asterisk) for GDF on the last objective, transmit the data disc. On
Outskirts, Medic is recommended for GDF on the last objective, transmit the data brain.
On Quarry, Oppressor is recommended for Strogg on the last objective, capture the
energy cells. On Sewer, Technician is suggested for Strogg on the last objective,
defend the sewer controls, although you can still be the Constructor if you want.
GDF Field Ops doesn’t have a suggestion for any objective on any map, but they can
offer fire support.
* The respawn timer for attackers goes down by 5 seconds after 5 minutes if the
objective has not been completed, so you’ll respawn faster.
* Defending: If you’re defending the Defend time and XP is shown at the top of the
Mission select (press M) at the top-left. If you last 4 minutes while defending, you
receive 10 XP. If you last an extra eight minutes on the same objective you receive
20 XP. If you last the whole game defending the same objective you receive 30 XP. If
you last less than 4 minutes defending and the game ends you receive 10 XP. If you
last longer than 4 minutes defending, and the game ends, you receive 20 XP.
* More than one of the same class can do the same objective and it completes it
faster - destroy, construct, hack, repair, (except transmitting the data disc on
Island, data brain on Outskirts or capturing the 3 energy cells on Quarry - you can
only carry one at a time). More than one Engineer/Constructor can disarm the same
explosive, it disarms it faster. You can arm other players charges (Soldier/Aggressor)
if they have placed it on an objective but not armed it, and the credit will go to
you when it detonates. More than one player (any class) can capture/liberate a forward
spawn and it will capture/liberate it quicker.
* You need at least 3 or 4 players with the class that can complete the objective
if attacking.
* You need at least 3 or 4 Engineers/Constructors if defending to place defence
turrets and repair them, plant mines, repair vehicles and disarm charges.
-=Scoreboard=-
* Match in Progress screen (hold Tab or F4). Bots have an orange head/upper body symbol
with a green square to the right of it, to the left of their name.
You may have a rank to the left of your name. When a bot/player is carrying the data
disc on Island, the data brain on Outskirts or an energy cell on Quarry the bot symbol/
rank is replaced by a briefcase. The top-right of the Match in Progress screen is the
time elapsed (if the Time Limit is set to O - unlimited time, it will display 00).
The eye symbol near the bottom-left means players spectating or joining in. Players
with an eye symbol to the left of their name are spectating. Bottom-right is the game
mode - Campaign, Objective or Stopwatch. F. T. to the left of Name is Fireteam,
if there are any: Alpha, Beta, Gamma, Delta, etc.
* If your team-mates triangles appear white on the screen it means they have the same
objective selected as you, including the primary objective if it is selected. Hold Tab
or F4 for the Match in Progress screen to see which player is doing which mission. If
the triangle on the screen is green, they have not selected your mission.
* On the limbo menu you can select another class and/or weapon and click on deploy
(and a spawn point if you wish), or if you are Strogg select them and click on Deploy
before selecting a spawn host, and when you die you will automatically respawn with
that class and/or weapon. You won’t deploy with another class and/or weapon if you
are revived, though. Strogg Technicians create spawn hosts from downed GDF players.
Strogg can only use 1 spawn host at a time. Alternatively, you can use the mouse
cursor to select a spawn point on the limbo menu map at the bottom-right. You can
also respawn at the spawn host by selecting it on the limbo menu and respawn without
waiting to die.
-=Context Menu=-
* Context menu (press V) - Yes, No, Thanks and Sorry is shown on both teams’ screens
(text and voice). Only GDF Medics hear I Need a Medic. Only GDF Field Ops hear I Need
Ammo. Only Strogg Technicians hear I Require Stroyent. Only Engineers/Constructors
hear Repair That Vehicle/Deployable. These are also displayed on the screen. You can
also place the middle order over vehicles, deployables, enemies, objectives, etc.
-=Bots Complete Objectives=-
* If ‘Bots Complete Objectives’ is off they won’t do any primary objectives (except
repair the MCP to half) but they will still capture/liberate forward spawns, repair
vehicles/deployables and Engineers may do secondary objectives - construct guard towers,
mg nests and the assault ramp (on Refinery) but Soldiers/Aggressors won’t destroy
barricades, hatches, wall breaches, forward bunker door, service door or sewer grates.
On Volcano if you hack the Security controls, Strogg Aggressor bots won’t destroy the
Seawall breach, East bunker breach or Forward Bunker door and will take the long way
round to get to the Transformer objective. On Salvage, on the last objective, Strogg
Aggressor bots won’t destroy the wall breaches. If you are attacking and carrying the
data disc on Island, data brain on Outskirts or energy cell on Quarry and drop it a bot
might pick it up and try to deliver it, but they won’t pick them up from their collection
points though if Bots Complete Objectives is off. If you are defending and a player in
the attacking team drops the data disc, data brain or energy cell defending bots will
return it. This means disarming charges as well if you’re defending. If it is off bots
won’t disarm charges! If you were attacking and switch to defending the bots on the
attacking side will attempt the objective, unless there are still human players in the
team. If you are spectating in Single Player bots will do the objectives, unless there
are human players in the team.
-=Mission Select=-
* The top selected secondary mission on the Mission select is the one you are nearest
to (on the map and mini map), except mg nests as they appear at the bottom of the
Mission select. Keep pressing M to select a mission. If you are Soldier/Aggressor,
maps with barricades, hatches, wall breaches, forward bunker door, service door, etc.
appear at the top of the Mission select and deployables to destroy or forward spawns
to capture/liberate are shown below these, even if you are standing next to a
deployable or forward spawn and have it selected.
* If you select a secondary mission on the Mission select (repair vehicle, deployable,
construct guard tower/mg nest/assault ramp, destroy barricades/hatches/wall breaches/
service door, etc.) you will receive more XP and Proficiency (reward). If you select
capture/liberate forward spawn on the Mission select and the player who is capturing/
liberating it has it selected as well (they will have a white arrow on screen at the
forward spawn) you will receive XP and Proficiency (reward) in the class you are in
instead of Battlesense when they capture/liberate it. It shows you on Match in Progress
(hold Tab or F4) which Current Mission players have selected.
-=Unlock Status=-
* Above a player/bot is their rank, name, unlock status and their class. The unlock
status is how many rewards they have unlocked. If they are a Rookie, they haven’t
unlocked anything for that class yet. If they are Proficient, they have unlocked the
first reward for their class, Experienced is the second reward, Senior is the third
reward and Expert is the last reward for a class. If they have unlocked all of Battlesense,
Light weapons and/or Vehicle rewards, each one counts as an unlock status, depending on
which one out of these you have completed (any order), after Expert, the next unlock
status is Veteran, then Master, then Elite. If a player/bot has the Elite unlock status
it means he has unlocked at least all the rewards for one or more classes plus all of
the Battlesense, Light weapons and Vehicle rewards unlocks.
Should you unlock all of the rewards for Battlesense, Light weapons and/or Vehicle
rewards first, or any combination of them, before unlocking all of a classes unlocks,
it will still say their current class unlock status above their head - Rookie, Proficient,
Experienced, Senior or Expert. When you reach Expert for that class and have already
unlocked all the rewards for Battlesense, Light weapons and/or Vehicle rewards unlocks
then it will say Veteran, Master or Elite, depending if you have completed Battlesense,
Light weapons and/or Vehicle rewards (any order). If you change class to another class
with no unlocks it will say Rookie. If you change class to another class with 1-4 unlocks
it will say that unlock status - Proficient, Experienced, Senior or Expert, depending
how many rewards you have unlocked for that class. All of Battlesense counts as one
unlock status, all of Light weapons counts as another unlock status and all of Vehicle
rewards counts as an unlock status as opposed to the unlock status of unlocking all
4 rewards of a classes unlocks. It doesn’t show the unlock status if a player is in a
vehicle unless they are an exposed gunner (GDF team) or on a Husky or Icarus.
-=Fireteams=-
* Press Enter (far bottom-right of keyboard). FIRETEAM - 1. Join, 2 Create.
* Press 1 to join a fireteam - Alpha, Beta, Gamma, Delta, etc. or a name they
have used for their fireteam.
* Press 2 to Create a fireteam. Pressing Enter again exits the fireteam menu.
* If you create a fireteam press:
1. Invite (other players - select from list).
2. Kick (player in your fireteam).
3. Disband fireteam - if you created it all other players will exit it.
4. Leave fireteam.
5. Promote.
6. Make Public/Private - set if you want your fireteam to be public or private
on the Match in Progress screen and on the screen.
7. Rename - rename your fireteam.
* If you are the leader of a fireteam you can select missions on the Mission select
for any class in your team to carry out such as repair the vehicle/deployable, plant
mines, deploy supplies, deploy a defense turret/fire support/radar or destroy/hack
deployable. Fireteam members appear as a grey icon on the map and when using the GPMG
on the guard tower/mg nest, the grey icon disappears when they get in a vehicle.
* If you created the fireteam you can select the middle Context menu order - Waypoint:
Attack here!/Waypoint: Regroup here! A green circle with a chequered flag in it appears
on the screen and on the map for 60 seconds.
=Spectating=-
* On the limbo menu click on Spectator at the top, then Spectate at the bottom. Keep
pressing the left mouse button to spectate on different players, it cycles through one
team first then the other. Press the right mouse button for Free Fly Mode.
While spectating in Free Fly Mode the health bars on players, vehicles, deployables
and the GPMG on guard towers/mg nests are shown as grey. You can still bring up the
map (N), Scoreboard (hold Tab or F4), Global Chat (T), Team Chat (Y), Fire Team Chat
(U), adjust the mini map size < >. On the Match in Progress screen (hold Tab or F4)
the eye symbol near the bottom-left means players spectating or joining in.
Players with an eye symbol to the left of their name are spectating.
If their name is on the left side of the Scoreboard, they are spectating on GDF, if
their name is on the right side, they are spectating on Strogg F. T. to the left of
Name is Fireteam, if there are any: Alpha, Beta, Gamma, Delta, etc.
If you enter net_allowcheats 1 on the console window and then pm_thirdperson 1 you
can spectate on players from behind. pm_thirdperson 0 disables third person view.
pm_thirdpersonheight adjusts the camera height from above and pm_thirdpersonrange
adjusts the camera range from behind. You can’t spectate a player in 3rd person,
with pm_thirdperson 1, when they are in a vehicle, only 1st person.
-=Difference between GDF and Strogg equivalent classes=-
* Soldier/Aggressor - none. Soldier can use the Rocket launcher, Aggressor can use
the Obliterator: Press mouse 2 to lock onto enemy vehicles or deployables. Mouse 1
fires. Places charges on objectives, deployables, vehicles, guard towers, mg nests
or any object with mouse 1, mouse 1 also arms charges. A charge icon is shown to the
left of the ammo bar. The charge takes 40 seconds to go off and has a blast radius
of up to 12 meters. Charges take 5 seconds to arm - Faster arming can be unlocked.
* Medic - uses medpacks for health (25 health). Can call in a supply crate (takes
20 seconds to arrive) which contains health, ammo and grenades (it can be air dropped
anywhere except indoors, a supply crate icon is shown to the left of the ammo bar,
revives GDF players instantaneously. He can also destroy Strogg Technician’s spawn hosts
with his defibrillators (press F).
* Technician - can’t order a supply crate so can’t supply hand grenades but can create
spawn hosts out of GDF bodies to spawn at. Stroyent cells supply both health (18 health)
and ammo (40 ammo) including ammo for the Aggressor’s obliterator and the Constructor’s
plasma launcher. It takes longer to revive Strogg players, though, but you can unlock
Faster revives (unlocking Faster revives doesn’t affect the speed you create spawn
hosts).
* Engineer - Engineers repair by hand with pliers. Can unlock a Grenade launcher.
* Constructor - can repair manually and unlock the repair flyer drone that can be
used up to 15-18 meters from the Strogg vehicle/deployable (depending on the vehicle/
deployable) to repair it, but it uses 40 ammo stroyent each time and it takes longer
to repair with the repair flyer drone than the repair drone, although if there’s more
than 1 player repairing the same vehicle/deployable it repairs it faster. Select the
repair drone and press mouse 2 to launch it when the red shield is shown on the vehicle/
deployable to be repaired. Mouse 2 also deactivates it. While the vehicle/deployable
is being repaired you can move on foot up to 30m-33m away from it depending what
vehicle/deployable it is. Should the repair flyer drone be destroyed by heavy weapons
the Constructor doesn’t lose 20 health like the Infiltrator does when his flyer drone
is destroyed. When the repair flyer drone is repairing you can still use your weapon,
throw grenades, place mines (you can’t arm it until it finishes repairing or it
interrupts it, unless they are Self-arming mines), place deployables and capture/
liberate forward spawns within 30 meters of the vehicle/deployable being repaired.
Unlocking the repair flyer drone doesn’t make the repair drone repair faster like
it does GDF if they unlock Faster Repair. Can unlock a Plasma launcher.
* Engineers/Constructors can place 2 types of mines - proximity and tripmines. They
can place up to 3 at a time of either. Proximity mines go off after 1.5 seconds if
you go within 3 meters of them. Tripmines are set off if you pass through the beam.
Tripmines can be used in doorways and narrows corridors with mouse 2. Friendly
tripmines have a green beam, enemy tripmines have a red beam.
* Engineers/Constructors can also place 3 types of automated defense turrets (only
1 at a time) - APTs (Anti-Personnel Turrets for infantry - lock on range 75 meters),
AVTs (Anti Vehicle Turrets for vehicles - lock on range 100 meters), AITs (Artillery
Interceptor Turret also known as AATs - Anti Artillery Turret - intercepts the Field
Op’s/Oppressor’s fire support (artillery) up to 100 meters.) APTs/AVTs take 20-25
seconds to arrive, AITs (AATs) take 50-55 seconds to arrive.
* Field Ops - supplies ammo packs to GDF players. Contains ammo, rockets for the
Soldier’s rocket launcher and grenades for the Engineer’s grenade launcher but
doesn’t contain hand grenades, they are in the Medic’s supply crate, or respawn
for grenades. Can unlock a Scoped assault rifle.
* Oppressor - doesn’t have ammo packs but can place a tactical shield down or
attach it to vehicles, deployables (prevents APTs and AVTs from firing if placed
in front of them, but not AITs) and surfaces. Tactical shields set off GDF proximity
mines but not tripmines or unarmed mines. Tactical shields disappear after 40 seconds,
unless destroyed. Can unlock an Accurised lacerator.
* Field Ops and Oppressors can place 3 types of fire support (only 1 at a time)
which they manually aim with their targeting tool (press 7 or B to select). They
don’t use binoculars/trinoculars. The targeting laser on friendly targeting tools
is green, on enemies the targeting laser is red. Fire support takes 20-25 seconds
to arrive.
* Covert Ops - uses a smoke grenade and throw a camera which can be viewed through
first person and detonated remotely. Select the camera and throw it with mouse 1. A
camera icon is shown to the left of the ammo bar. After throwing it mouse 1 also
detonates it. Mouse 2 toggles look through camera. The corner map changes to the
location of the camera when you look through it. You can view through the camera up
to 140 meters away, further than this and the screen begins to fill with static. If
you try to view through the camera over 160 meters away it disappears. You must be
within 160 meters of it to detonate it. Check the signal strength (bars) on the wrist
when the camera is selected in case it’s too far away. It has a built-in radar with
a radius of 50 meters. The camera has a blast radius of up to 10 meters.
* Infiltrator - can use a teleporter to teleport (a green circle symbol appears on
the map which only he can see. A teleporter icon is shown to the left of the ammo
bar. You have to replace the teleporter if you die or respawn). If he tries to
teleport while carrying an energy cell on Quarry, he will drop the energy cell. Uses
a flyer drone that is viewed in first person and can be detonated remotely to kill
GDF players. Select the flyer drone and launch it with mouse 1. After launching it
mouse 1 also detonates it. Mouse 2 deactivates it. If the flyer drone is destroyed
(GDF proximity mines can also set if off) you’ll lose 20 health and if you have
less than 20 health when it’s destroyed you’ll die. The flyer drone is used for
killing GDF players, scouting and for the last objective on Volcano - energy core.
Unlike Covert Op’s camera, the flyer drone has no built-in radar. You have 30
seconds fly time. The flyer drone has a blast radius of up to 5 meters.
* Covert Ops and Infiltrator can call in a Radar that shows enemy infantry, vehicles
and deployables on the map. It also shows the orientation of the Engineer's/Constructor's
APTs, AVTs and AITs defenses and their lock on range on the map in red. Radars take
20-25 seconds to arrive.
* GDF Covert Ops and Strogg Infiltrators can also take an enemy’s disguise (hold F
when next to an enemy’s body - look down at it). Covert Ops and Infiltrators are
the only class that can backstab enemies from behind (press F). They can do it
with or without a disguise. It kills enemies in one hit. The backstab prompt isn’t
displayed on the back of enemies disguised as your team.
* GDF Covert Ops and Strogg Infiltrator can hack deployables so they are disabled
for 60 seconds (hold F when next to one). Covert Ops can also throw an emp
(electromagnetic pulse) grenade to disable deployables and vehicles for 30 seconds
(the Strogg Icarus won’t be able to fly for 30 seconds either). Strogg Infiltrators
equivalent is the Scrambler grenade (it only disables the MCP for 5 seconds).
Emp/Scrambler grenades also disable a vehicle’s weapons for 5 seconds - gunner and
driver if the driver of a vehicle has a weapon (only 2 seconds for MCP - gunner and
driver) including turret and weapon turning but they don’t disable a vehicle’s decoys.
The scrambler grenade doesn’t disable the MCP’s radar.
* The Infiltrator’s scrambler grenade (and Covert Op’s emp grenade) doesn’t disable
the GPMG on guard towers and mg nests like it disables vehicle weapons for 5 seconds
(2 seconds for MCP) and vehicles and deployables for 30 seconds (5 seconds for MCP).
* You can still repair a vehicle and deployable if they’re disabled by an emp/scrambler
grenade.
* If you’re the Covert Ops you can place the camera on your vehicle (such as the Titan
tank) to see where enemies are, if they are out of range of your radar (or if it’s
disabled) or if you are deep inside the enemies’ territory, as it has a 50m radius
built-in radar. If you place the camera on a vehicle and look through it and the vehicle
drives off the mini map moves.
-=GDF Medics=-
* If you have up to 4 GDF Medics you spawn with an extra 5 HP for each Medic you have
(up to 20 HP per player). All GDF classes start with 100 health (except Soldier which
starts with 120 health) so if you have 4 Medics all classes will start with 120 health
(Soldier will start with 140 health). If a Medic changes class you will lose 5 health
if you respawn or change class. If you don’t have the extra health for the number of
Medics you have then respawn. If you are downed and revived, you receive 2.5 HP per
Medic (up to 4). If you have 1 Medic - revived with 52.5 HP, 2 Medics - revived with
55 HP, 3 Medics - revived with 57.5 HP, 4 Medics - revived with 60 HP (it ignores
the half). Soldier is revived with 10 HP more than the other classes. You must respawn
to get the extra 5 HP per Medic, being revived won’t do it. It doesn’t do this with
Strogg’s Technicians. Strogg are revived with 50 HP (60 HP for Strogg Aggressors). If
you unlock the Health bonus for Strogg then they are revived with 62 HP (72 HP for
Aggressor). If you have unlocked Full health revives for Medic/Technician they are
revived with full health. If a player is downed it says Unconscious above them.
* If you don’t want to be revived by a Medic/Technician go on the Limbo menu and select
Respawn.
* GDF Medic's medpacks give you 25 health. Strogg Technician's stroyent cells give you
18 health and 40 ammo. GDF Field Op's ammo packs vary between weapons. MedPacks and
Ammo Packs stay on the ground for 30 seconds when dropped. Stroyent Cells only stay on
the ground for 15 seconds when dropped.
* TK (Team Kill) Revive - if you are GDF and Team damage (Friendly Fire) is on, and
you have 20 health or less GDF Medic bots may kill you with their pistol and revive
you with their defibrillators.
-=Strogg stroyent and Spawn hosts=-
* Strogg Technicians give you stroyent cells for your health and ammo. They give 18
health and 40 ammo simultaneously. Technicians can also create spawn hosts to spawn
at from GDF bodies (hold F over the dead body). Dead bodies (not unconscious bodies)
stay on the ground for 30 secs. GDF Medics can destroy spawn hosts with their
defibrillators (hold F over the spawn host). Strogg can only use 1 spawn host at a
time. If ‘Create Spawn Host’ is shown on screen (Context menu (press V) middle order
over a GDF body) Technicians can select it on the Mission select and a spawn host
icon will appear on the maps and above the GDF body to be turned into a spawn host,
a white square is also shown around the GDF body. If ‘Destroy Spawn Host’ is shown
on screen (Context menu (press V) middle order over a spawn host) Medics can select
it on the Mission select and a spawn host icon will appear on the maps and above the
spawn host to be destroyed, a red square is also shown around the spawn host.
* Spawn hosts remain on the ground for 60 seconds, unless claimed by a Strogg player.
If you claim a spawn host (press F) a green circle with a green flag, just above it,
is displayed on the maps (not the mini map). On the limbo menu the selected spawn
host’s location is displayed in the bottom-right of the map. If you select another
spawn point on the map the spawn host will be de-selected and if over a minute has
passed since it was created it will disappear. If you die you will respawn at this
spawn host (unless revived by a Technician) or you can select respawn on the limbo
menu to respawn at it. A spawn host icon is displayed next to your ammo bar when you
claim a spawn host.
* If a vehicle stops over your spawn host you will not be able to spawn there, you
will spawn at the frontline or selected spawn point instead. If a deployable, shield
generator or the mining laser land on your spawn host they will destroy it, but the
drop pods on Quarry won’t. You can still spawn from it if a drop pod or supply crate
land on your spawn host.
* Stroyent -> Health press - (Transfers Ammo to Health - transfers 8 at a time unless
Health is full) Health -> Stroyent press + (Transfers Health to Ammo - transfers 10 at
time unless Ammo is full).
* Stroyent Transfer - This is best used by Strogg Aggressors arming a charge, Strogg
Constructors constructing the mining laser or repairing vehicles and deployables,
Strogg Infiltrators hacking the security controls on Volcano or hacking deployables,
Strogg Technicians reviving team-mates and creating spawn hosts, and when capturing/
liberating forward spawns. Use - to transfer Ammo to Health so you will last a few
seconds longer while doing an objective, if being shot at. Press - rapidly to transfer
Ammo to Health.
* Transfer Health and Stroyent (Ammo) - Strogg. You can transfer health/stroyent (ammo)
on foot and while in a vehicle with - or +
* The Strogg Constructor can also transfer health to ammo to replenish plasma grenades
for the Plasma launcher (10 from health for each grenade), it doesn’t transfer rockets
to the Aggressor’s Obliterator, though, you have to ask for stroyent from a Technician
or respawn for them.
* If you are Strogg and unlock Stroyent regeneration it is the ammo that regenerates
and not the health although you can ask for stroyent from a Technician or transfer ammo
to health with the - key. + transfers health to ammo.
-=Vehicles=-
* Vehicle spawn times (vehicles won’t respawn if a player, supply crate or another
vehicle is over their spawn point):
-=GDF vehicles respawn times=-
Titan - 60 secs (2 seats - driver and gunner, although it says passenger instead
of gunner at the left)
Trojan APC - 35 secs (5 seats - driver, gunner and 3 passengers)
Anansi - 30 secs (2 seats - pilot and gunner)
Bumblebee - 25 secs (5 seats - pilot, 2 gunners and 2 passengers - the passengers can
use weapons)
Platypus - 15 secs (2 seats - pilot and gunner)
Armadillo - 15 secs (5 seats - driver, gunner and 3 passengers - the 2 passengers at
the rear can use weapons)
Husky - 10 secs (1 seat - driver)
-=Strogg vehicles respawn times=-
Cyclops - 60 secs (1 seat - driver)
Desecrator - 40 secs (2 seats - driver and gunner)
Tormentor - 30 secs (2 seats - pilot and gunner)
Hog - 15 secs (2 seats - driver and gunner)
Icarus - 10 secs (1 seat - driver)
* Vehicle’s Weapons range (to nearest 5m) and gun elevation (except aircraft) in degrees:
Trojan - AA Missile - 480m cockpit view (500m outside view)
Trojan - AA Missile lock on range - 210m cockpit view (220m outside view)
Trojan - AA Missile elevation - 60 degrees cockpit view (35 degrees outside view)
Trojan - MG elevation - 35 degrees cockpit view (30 degrees outside view)
Titan - Tank gun - 510m cockpit view (525m outside view)
Titan - Tank gun elevation - 45 degrees cockpit view (40 degrees outside view)
Titan - Minigun elevation - 60 degrees cockpit view (35 degrees outside view)
Anansi - LAW - 475m cockpit view (495m outside view)
Anansi - LAW lock on range - 210m cockpit view (230m outside view)
Anansi - Rocket - 825m cockpit view (845m outside view)
Armadillo - MG elevation - 45 degrees cockpit view (40 degrees outside view)
Platypus - MG elevation - 60 degrees cockpit view (55 degrees outside view)
MCP - MG elevation - 25 degrees cockpit view (15 degrees outside view)
MCP - Minigun elevation - 60 degrees cockpit view (15 degrees outside view)
Desecrator - Plasma cannon - 225m cockpit view (235m outside view)
Desecrator - Plasma cannon elevation - 30 degrees cockpit view (30 degrees outside view).
The Anansi can get within the Desecrator’s weapon range and fire down on it.
Desecrator - Hyperblaster elevation - 25 degrees cockpit view (25 degrees outside view).
The Anansi can get within the Desecrator’s weapon range and fire down on it.
Cyclops - Plasma cannon - 225m cockpit view (235m outside view)
Cyclops - Plasma cannon elevation - 45 degrees cockpit view (40 degrees outside view)
Tormentor - Strocket - 380m cockpit view (400m outside view)
Tormentor - Strocket lock on range - 210m cockpit view (230m outside view)
Tormentor - Plasma Cannon - 180m cockpit view (200m outside view)
Hog - Hyperblaster elevation - 45 degrees cockpit view (40 degrees outside view)
GPMG elevation on guard tower and mg nest - 45 degrees up/45 degrees down (ADS view)
* When you are in a vehicle there are 2 white bars to the left. The top bar is the
vehicle’s armour and the bar below is the decoy bar. If you press 1 a decoy is ejected
and the decoy bar goes down. Decoys are used to counter Anti Vehicle Turrets, GDF
Soldier’s rocket launcher, Strogg Aggressor’s obliterator, GDF Trojan’s AA missile, GDF
Anansi’s LAW, Strogg Tormentor’s Strocket, GDF Field Op’s rocket artillery and Strogg
Oppressor’s plasma mortar. When they lock onto you the message, ‘Warning: Missile Lock’
is shown on screen in red. You can unlock ‘Better Decoys’ for the Vehicle Proficiency
reward so the decoy bar only goes down to about a half. Only the driver can launch decoys.
If you are in an Icarus there is a third bar at the bottom for the boost. When you are
in a vehicle your position is also indicated by a blue circle on the 2d vehicle to the
left, green circles are other players - gunner/passenger, grey circles are empty seats.
When you get in a vehicle (or another player does) or change seats the player’s names
in the vehicle are shown for 3 seconds under the 2d vehicle, unless they are human
players then they are displayed permanently.
* If you are the driver in a vehicle and have a gunner, anything the gunner earns also
goes to the driver's XP and Proficiency unlock reward. The gunner doesn't earn anything
from what the driver earns, though.
* If you unlock Faster Repair and Disarm it repairs vehicles even faster than Faster
Repair but not deployables.
* If you bring up the Context menu (press V) and select the middle order on a vehicle,
‘I Need/Require a pickup’, and a bot is driving it, it will stop and wait for 10 seconds
for you to get in. It won’t stop if it’s full or if it’s a 1 seater vehicle, though
(Husky, Icarus, Cyclops). You have to be quick if it’s an aircraft, before it takes off.
If the vehicle is damaged it will say, ‘Repair that vehicle’ on the Context menu -
middle order, instead. You can get in vehicles with bots in them, even if it is full but
not if it’s full of human players, unless 1 exits the vehicle. You can't use a GPMG on
a guard tower or mg nest if a bot is using it, though.
* The Anansi’s LAW (cockpit view), Tormentor’s Strocket (cockpit view), Trojan AA Missile
(cockpit view), the Soldier’s rocket launcher and Aggressor’s obliterator have a lock
on range of 210 meters. The Anansi, Tormentor and Trojan can fire them further without
locking onto a target though and the rocket launcher and obliterator can fire in dumb
mode (non aim).
* The Soldier’s rocket launcher, Anansi’s LAW and Field Op’s rocket artillery can lock
onto the Strogg Icarus but the Trojan’s AA missile cannot (the lock on range is 210
meters in the cockpit view).
* The Aggressor’s obliterator, Oppressor’s Plasma mortar and Tormentor’s Strockets can
also lock onto the GDF Medic’s supply crate.
* The Soldier’s rocket launcher, Field Op’s rocket artillery and Anansi’s LAW can lock
onto the Infiltrator’s flyer drone. The Trojan AA missile can't.
* If you are in an Armadillo or Bumblebee you can use your weapons and grenades in the
passenger seats. The Soldier can also use his GPMG or rocket launcher, the Engineer can
use his grenade launcher and the Covert Ops can also use his sniper rifle in passenger
seats. Covert Ops can also use his emp grenades and smoke grenade in the passenger seats.
* You can zoom in/out the Field Op’s Targeting tool, Covert Op’s Sniper rifle and Camera,
Oppressor’s Targeting tool, Infiltrator’s Railgun, the Binoculars/Trinoculars (press 7 or
B) when aiming by pressing F or using the mouse scroll wheel (mouse 4). You can use the
Sniper rifle in the passenger seats of the Armadillo and Bumblebee but F changes seats in
vehicles so you’ll have to use the mouse scroll wheel to zoom the Sniper rifle in and out.
* Cyclops - stomp - press Space bar. The Cyclops can flip over the MCP from the side when
it’s disabled, by walking into it. You can also knock it off course when it’s disabled.
* You can use the Hog’s ram shield by holding boost (left Shift) and driving into a
vehicle or deployable. Sometimes it will destroy them in one go.
* If you place tactical shields on the Hog it will survive 1 hit from the Titan’s tank
gun, so you should be able to ram it (hold left Shift) and destroy it before it destroys
you.
* Handbrake turn: This only works with fast vehicles: Hog, Armadillo and Husky. Hold
boost (left Shift) and forward to go full speed then start to turn left or right and
press brake (left Ctrl) to do a U-turn (180 degrees). You need a bit of a run up for
it, though. It is hard to do because of the position of left Ctrl but it is good for
running over players. You can also do this in the Platypus just by turning left or right
as brake (left Ctrl) has no effect on the Platypus (or the Desecrator, Cyclops and Icarus).
* Amphibious vehicles: GDF Trojan APC, Strogg Desecrator and Strogg Icarus (sinks if you
get off it in water) can travel on land and water. The GDF Platypus is a boat. The
Cyclops can go in water up to its knees, any further and it will begin to take damage
from the water.
* The GDF MCP and Strogg Cyclops cannot boost (left Shift). The GDF Trojan APC doesn’t
boost in water like the GDF Platypus and Strogg Desecrator. The Strogg Icarus has a
boost bar to fly.
* Vehicles with horns (press H): Husky, Armadillo, Trojan, Titan, MCP and Hog.
* Vehicles with a map on the dashboard in the cockpit view - Armadillo, Trojan,
Platypus, Anansi and Bumblebee (Husky, Titan, MCP and Strogg vehicles don’t have
a map).
* You can shoot the wheels off the Husky, Armadillo, Trojan and Hog vehicles.
* Siege Mode - the Desecrator (driver) and Cyclops fire their plasma cannons twice as
fast in siege mode. You can rotate the turret in siege mode, but you will not be able
to move. Press C to enter SIEGE MODE. Press Space Bar to exit SIEGE MODE. In the cockpit
view of the Desecrator, it will say SIEGE MODE if in siege mode and HOVER MODE if in
movement mode. In the Cyclops it will say SIEGE MODE if in siege mode and WALKER MODE
if in movement mode. You can unlock Improved Vehicle Weapons to fire even faster.
* You can’t run over your own team-mates if they are on foot, even if Team damage
is on. You can’t kill team-mates with the MG, Minigun and Hyperblaster but you can
if the vehicle has explosive weapons. You can kill team-mates with the GPMG in guard
towers and mg nests, though (Single Player).
* Aircraft cockpit view: You can look around inside an aircraft’s cockpit (Bumblebee,
Anansi, Tormentor) by holding down Caps Lock and moving the mouse. The minigun in the
cockpit of the Bumblebee can be directed while holding down Caps Lock. You can also
look around the aircraft in 3rd person view with Caps Lock and the mouse and with the
Husky, Armadillo, Platypus and Hog while in the driver’s seat.
* If you don’t know how to fly and want to be a gunner in an aircraft (Bumblebee,
Anansi, Tormentor) get in the aircraft and change to the gunner seat with F then press
V for the Context menu and select the bottom order - ‘I need/require a driver’ and a
bot should get in. You can also do it if you’re in the driver’s seat, select the bottom
order on the Context menu - ‘I need/require a gunner’ and a bot should get in the
gunner’s seat. You can then change seats with F so the bot becomes the driver.
* Learn to fly the Anansi - Boost (hold left Shift) to fly forward. Airbrake (hold left
Ctrl) and practice encircling targets. Watch videos on youtube. Try the Anansi on the
MCP mission (2nd objective) on Valley (spawn vehicle_anansi) as this MCP objective
doesn’t have an aircraft. To practice flying type god for god mode in the console window
after typing net_allowcheats 1 so you aren’t shot down.
* Learn to fly the Tormentor - Boost (hold left Shift) to fly forward. Brake/reverse
(hold left Ctrl). To practice flying type god for god mode in the console window after
typing net_allowcheats 1 so you aren’t shot down.
-=Deployables=-
* Placing deployables: Select the deploy tool with the mouse scroll wheel (mouse 4)
or press 5 once or twice depending on the class. Press 6 twice for GDF’s Medic’s Supply
crate. Press the left mouse button, select the type of deployable with the mouse scroll
wheel or F, e.g., APT, AVT AIT for Constructor/Engineer (the right mouse button cancels
deployment). Press the left mouse button on a green deployable square in your territory,
rotate its direction of fire with the mouse. Press the left mouse button again to place
the deployable. A white wireframe of the deployable will appear on screen where it will
land, this can be seen up to 55 meters away, by all your team. APTs and AVTs take 20-25
seconds to arrive. AITs take 50-55 seconds to arrive. Orange deployable squares are
already occupied or enemy deployable squares. The deployable square is also orange if
you don’t have enough charge to place one down because you have already placed one. You
must wait 60 seconds for the recharge bar to refill before you can re-place the deployable.
The GDF Medic’s supply crate sometimes prevents you from placing a deployable on the
ground, where the supply crate is. Red deployable squares are non-deployment squares.
You can only place 1 deployable at a time.
* Deployable placement: If defending place the Engineer’s/Constructor’s APTs/AVTs to
the front and sides of the objective, place the Covert Op’s/Infiltrator’s radar and
the Field Op’s/Oppressor’s fire support behind the objective. If attacking place the
Engineer’s/Constructor’s APTs/AVTs to the front and sides of your forward spawn if
there is one or forward of your base, place the Covert Op’s/Infiltrator’s radar behind
your forward spawn if there is one or in your base. If there isn’t a forward spawn
place radars and fire support in or around your base. If you are defending and being
bombarded by artillery place an AIT behind the objective. If you are attacking and
being bombarded by artillery place an AIT behind your forward spawn if there is one.
There’s no need to place an AIT in your base as it has defense turrets (except for
GDF on Volcano). If the attacking team complete an objective they advance to the next
objective, repeat the deployment placement process. The defending team will lose
territory if an objective is completed. On Area 22, The Ark, Salvage and Volcano the
defending team spawn inside for the last objective although they can spawn at their
base and place a radar and fire support and place APTs/AVTs between their base and
the last objective (or outside the dome on The Ark). On Volcano GDF Covert Op’s can
spawn at the Hangar and place a radar outside, along the wall, near the 2 Platypus.
It’s better if enhanced radar is unlocked for this because it covers more area
inside - up to the left (west) vent for the energy core objective.
* APTs fire automatically at infantry, AVTs fire automatically at vehicles, AITs (AATs)
intercept incoming artillery automatically.
* AVTs lock on range is 100 meters. It's rockets can follow vehicles up to 550 meters.
APTs and Base Defense turrets lock on range is 75 meters. AITs artillery intercept
range is 100 meters. If you have a radar the enemies defense turrets range is shown
as red on the map.
* If your deployable is hacked for 60 seconds (by Covert Ops/Infiltrator) it might be
best to replace it with another one as they only take 20-25 seconds to arrive (except
AITs (AATs) which take 50-55 seconds to arrive).
* If a deployable is too damaged instead of taking time to repair it, replace it with
another one instead, unless a few players are repairing it (except AATs (AITs) as
these take 50-55 seconds to arrive).
* Base defense turrets and the base artillery interceptor turret can’t be destroyed.
GDF’s base has 2 defense turrets while Strogg’s base has 3 on the space craft. Strogg’s
artillery interceptor turret is at the top of the long rod, on top of the ship, at the
rear. Base defense turrets fire at you when you are on foot and in a vehicle, but
they don’t fire at empty vehicles like AVTs do. Base vehicles are invulnerable (they
have a blue shield with a lightning bolt above them) until a player gets in them. You
can’t lock onto invulnerable vehicles with the rocket launcher, obliterator, LAW,
Strocket, rocket artillery, plasma mortar. You can see the blue shield up to 50 meters
away unless behind cover. Vehicle drops aren’t invulnerable.
* Base Defense turrets, APTs, AVTs and bots don’t shoot at medpacks, ammo packs,
stroyent cells, teleport beacons, smoke grenades, airstrike markers, violator beacons,
charges, mines, tactical shields, cameras or supply crates but mines, tactical
shields, cameras and supply crates can be destroyed, though.
* GDF Base Defense turrets fire at the Infiltrator’s flyer drone and the Constructor’s
repair flyer drone if in range - 75m.
* If an enemy deployable isn’t on the Mission select you can place your weapon cursor
over the deployable, press V for the Context menu then select the middle order. The
message, ‘New missions are available’ will appear on screen. You can now select it
on the Mission select.
* If an enemy deployable is in range of your radar it will automatically be added
to the Mission select for Soldier/Aggressor, Field Ops/Oppressor and Covert Ops/
Infiltrator (unless the radar is disabled). The message, ‘New missions are available’
will appear on screen. You can now select it on the Mission select. If a vehicle or
deployable is selected on the Mission select, to repair or destroy, and it is
replaced or destroyed the message, ‘Mission removed’ is displayed on screen. If you
are the Engineer/Constructor and have it selected on the Mission select when it is
repaired, or if you are the Soldier/Aggressor or the Field Ops/Oppressor and have
it selected when it is replaced or destroyed, you’ll receive XP and Proficiency reward.
If you are the same class as a team-mate and they have the same mission selected as
you have and they are doing the mission, when it’s completed it will say Mission
completed! on screen and you may still receive XP and reward for it even though they
completed it.
-=Fire Support=-
* The Field Ops/Oppressor use fire support that you manually aim and fire through
their targeting tool.
* You can place your fire support down facing any direction (it takes 20-25 seconds
to arrive) and it will rotate automatically when firing.
* The Field Ops and Oppressor don’t have Binoculars/Trinoculars so when you press 7
or B the Targeting tool will be selected instead. Mouse 1 aims and targets (hold
mouse 1), mouse 2 exits the Targeting tool. To zoom in and out use the mouse scroll
wheel or press F repeatedly.
* GDF Field Op’s artillery gun and Strogg Oppressor’s rail howitzer fire 10 shells/rounds.
The artillery gun has a range of about 640 meters, through the targeting tool, from the
artillery gun to the orange targeting rings. The rail howitzer has a range of about 620
meters, through the targeting tool, from the rail howitzer to the orange targeting rings.
* GDF Field Op’s hammer launcher and Strogg Oppressor’s dark matter cannon only fire
one shell at a time and then has to recharge but they are powerful and do a lot of
damage. The hammer launcher has a range of over 1000 meters, through the targeting
tool, from the hammer launcher to the orange targeting rings. The dark matter cannon
has a range of about 600 meters, through the targeting tool, from the dark matter
cannon to the orange targeting rings.
* GDF Field Op’s rocket artillery and Strogg Oppressor’s plasma mortar fire 6
shells/rounds. The rocket artillery has a range of about 640m, through the targeting
tool, from the rocket artillery to the orange targeting rings. The plasma mortar has
a range of about 620m, through the targeting tool, from the plasma mortar to the orange
targeting rings.
* If you use the GDF Field Op’s rocket artillery or the Strogg Oppressor’s plasma
mortar you can re-target the shells by moving the target cursor rings around, over
other enemies, but you only get 6 shells. It is easier to do with the plasma mortar
as it has a slower rate of fire.
* The Oppressor’s fire support - Rail Howitzer, Plasma Mortar and Dark Matter
Cannon have a slower rate of fire than the Field Op’s fire support - Artillery Gun,
Rocket Artillery and Hammer Launcher.
* Fire support reload time: The Targeting Tool bar takes 60 seconds to recharge. It
usually depends on what recharges first the Targeting Tool or the Fire Support reload.
The Fire Support reload time tends to vary for some reason, and between the different
fire support. The DMC can take a while to reload. The reload icon is to the left of
the Targeting Tool. It also depends on when you fire the Fire Support, the Targeting
Tool may recharge first if you take a while to target something. Faster Fire Support
Reload can be unlocked.
* If you are targeting near an enemy AIT, make sure you target the orange targeting
rings at least 25 meters outside of the AIT’s range of 100 meters (125 meters or
more) so the AIT doesn’t intercept the artillery. Your team will need a radar so
you can see the AIT’s Intercept range on the map (a red circle).
* You get more XP if a deployable is destroyed by a charge or fire support’s artillery,
if it has full health when it’s destroyed (after selecting it on the Mission select
first - press M).
-=Radar=-
* GDF’s radar and Strogg’s PSI radar have a range of 220 meters radius. If Enhanced Radar
is unlocked (rewards) it extends to 330 meters radius. Enhanced radar doesn’t affect the
radar on the Covert Op’s camera or the MCP’s radar.
* If Strogg have a radar they will also see the GDF Medic's Supply Crate and the Vampire
(airstrike jet) on the map.
* Radars (including the Covert Ops camera radar and the MCP’s radar) show the range and
orientation of enemy defence turrets (Anti Personnel Turrets - 75m, Anti Vehicle Turrets
- lock on up to 100m and Anti Artillery Turrets - 100m) and enemy base defense turrets -
75m and enemy base artillery interceptor turret - 100m on the map and limbo menu map in
red, if they’re in range of the radar. It shows a red circle for the range of enemy AATs
(AITs) and a red semi-circle to show the orientation and range of enemy APTs, AVTs and
base defense turrets. Guard towers and mg nests do not show up on radar.
* Unconscious players are not shown on the map or radar and don’t set off mines.
-=MCP Objectives=-
* The MCP's radar has a sweep range of 50 meters radius on the map but it's actual
range appears to be 100 meters radius.
* The driver of the MCP can see green marker arrows on the road, letting him know
which way to go. The gunner can’t see the green arrow markers.
* If an AVT is around a corner you can drive straight towards it while using decoys
and drive round the side of it and it shouldn’t turn and fire at you. On MCP missions
you can distract AVTs with the Titan or Trojan, so it fires at them first, and drive
the MCP past the AVTs. Drive straight into them and around them. AVT diversion - take
cover just behind a building, wall or fence when an AVT starts firing at you. It will
still fire at you if you are behind cover allowing another vehicle to slip past it.
It stops firing if you’re out of its lock on range or your vehicle is destroyed.
* If attacking and you’re the Covert Ops/Infiltrator, you can throw emp/scrambler
grenades at APTs/AVTs near the objective (Covert Ops can use his camera as well),
or at AVTs on the MCP route, to disable them for 30 seconds, then change to the class
that can do the objective if you want. If you want to change class, it’s best to use
the emp/scrambler grenades and camera on APTs/AVTs just before the respawn timer
reaches zero so you have more time for the APTs/AVTs to be disabled.
* If the MCP is disabled (3/4 damaged) the driver’s MG won’t function until the MCP
is at least ½ repaired. The gunners minigun will still work, though.
* Strogg Aggressors can place a charge on the MCP and it will damage it to just
over half. GDF Soldiers can if Team damage is on.
-=MCP unofficial shortcuts (you only have 30 seconds to do the shortcut)=-
* Outskirts: After the barricade is destroyed and you go through it in the MCP and
turn right, you then turn left. Ahead is where the shortcut is, at the bend. If
you go up the slight slope at the end, instead of turning right, follow it round to
the right and you will come out near an enemy AVT (if one’s there). Drive up to it
from behind and go around it and capture the Outpost.
* Refinery: After exiting the GDF base gates, go forward then cut across the map to
the right between the 2 MCP routes (drive diagonal right). Get back on the route
then at the end, instead of turning left and going down the slope, drive over the
edge to the right, at the side of the building, and capture the Outpost.
* Valley: After exiting the tunnel, immediately turn left (sometimes there is a
supply crate there) and drive between the building and the tunnel and down the slope.
Drive forward, past the left side of the fence, and turn right to the Outpost and
capture it.
-=Grenades=-
* You can ‘cook’ grenades by holding down mouse button 1 (long throw) or mouse button
2 (short throw), for up to 4 seconds, and then release it. If you hold down the mouse
for 5 seconds it will explode in your hand!
* Strogg can attach their grenades to vehicles, deployables, GDF Medic’s supply crate,
objectives, walls, doors, building materials, GPMGs on guard towers & mg nests with
alternate fire - mouse 2 (short throw), GDF can only throw their grenades with alternate
fire - mouse 2 (short throw). You can’t attach anything to the Icarus.
-=Mines and Explosives=-
* Grenades blast radius is up to 10m away (emp/scrambler grenades effective disable
range is up to 8m away). Grenade launcher/plasma launcher grenades blast radius is up
to 8m away. Rocket launcher/obliterator blast radius is up to 12m away. Mines blast
radius is up to 12m away (the red/green dot in the middle isn’t shown over 12m). Charges
blast radius is up to 12m away. Cameras blast radius is up to 10m away (its built-in
radar has a 50m radius). Flyer drones blast radius is up to 5m away (it has no built
in radar).
* If you have unlocked Battlesense - Mine Detection you can see enemy mines on the map,
as a red x, up to 12m away, even behind walls. Your team’s mines are a green x on the
map. Unarmed mines aren’t shown on the map.
* The Engineer/Constructor can place Tripmines with alternate fire - mouse 2, on open
doorways and across narrow corridors. Tripmines detonate instantaneously once the beam
is touched. Proximity mines take 1.5 seconds to go off. Friendly Tripmines have a green
beam, enemy Tripmines have a red beam. The Field Ops/Oppressor use a targeting tool
to mark targets with a laser. Friendly targeting lasers are green, enemy targeting
lasers are red.
* Detonating mines do not set off other nearby mines (proximity mines or tripmines).
Exploding GDF mines do not set off Strogg mines, either and vice-versa. Neither do
they set off unarmed mines. Proximity mines are detonated if you go within 3 meters
of them. Exploding unarmed mines (set off by explosive weapons) can still kill enemies.
Unconscious (downed) players don’t set off mines.
* Don’t place mines upright facing flat at waist height, such as on GDF’s forward spawns
on top of the box with the green monitor on it or on top of the supply crate or they won’t
go off when enemies go near them (unless they jump).
* If you’re an Engineer/Constructor and are capturing/liberating a forward spawn try and
place a mine down before or after you capture/liberate it to defend it. Place mines around
objectives as well. Strogg Constructors can also place mines on objectives, the MCP for MCP
missions, GPMGs on guard towers and mg nests, vehicles, deployables, supply crates, etc.
* Engineers/Constructors can disarm their own mines with the pliers/repair drone. You can
arm your team-mates mines if they haven’t armed them, but you can’t disarm your team-mates
mines. You can’t disarm unarmed mines or charges and you can’t arm unarmed enemy mines or
charges.
* Disarming mines: You can disarm mines up to 2 meters away. Mines (proximity mines and
tripmines) take 2.5 seconds to disarm, but you can unlock Faster disarm. Enemy tripmines
have a red beam, across doorways and narrow corridors, so can be easily disarmed, as long
as you don’t touch the beam. Enemy proximity mines are detonated when you approach them
within 3 meters. You can only really disarm these if they are on the inside of doorways
or just around corners/doorways or objects or if they overlap a corner and you can see
the rear of the mine. It is best to run past proximity mines around the corner to set
them off or use explosives.
* If a mine is near a corner or doorway run past the mines around the corner to set them
off. If an enemy is near an enemy proximity mine run past the mine(s) or throw a grenade
to set them off, killing the enemy.
* The Field Op’s Vampire airstrike and Oppressor’s Violator don’t set off mines but the
airstrike marker the Field Ops throws and the violator beacon the Oppressor throws can
set them off.
* Vehicles can set off tripmines if you drive through the beam or drive towards the beam
on a vehicle such as a Husky or Armadillo and then get off before the vehicle passes
through the beam.
* The Infiltrator’s flyer drone sets off GDF proximity mines but not tripmines. It
doesn’t set off unarmed mines and it can’t destroy the Strogg Constructor’s mines if
Team damage is on.
* Engineers/Constructors can place 1-3 mines on enemy deployables or vehicles and throw
a grenade at them to receive lots of Engineer/Constructor class reward and some Light
weapons reward.
* If you set off an enemy proximity mine the message, ‘Warning: Mine Triggered’ is
displayed on screen, usually if the mine is on the ground. It doesn't say the message
if you're in a vehicle, though. It also shows this message if an enemy sets off your
mines or your team’s mines and you are near them. It doesn’t always say the message on
screen and It doesn’t say this if tripmines are set off.
-=XP and Class Rewards=-
* GDF’s Medic and Strogg’s Technician receive XP and class reward for kills with their
Defibrillators/Stroyent Tool. Medic receives XP and class reward for reviving GDF players,
destroying spawn hosts, giving out Medpacks and the Supply crate. Technician receives XP
and class reward for reviving Strogg players and giving out Stroyent cells. You don’t get
any XP and class reward for creating spawn hosts or if someone claims them, only if you
or another player spawns from them. Covert Ops/Infiltrator don’t receive XP and class
reward for taking a disguise or for using the smoke grenade/teleporter. If they are in
disguise and use a backstab it goes to their Class reward. If they are not in disguise
and use a backstab it goes to the Light weapons reward, same with knife/spikes kills.
Strogg Oppressors don’t receive XP and class reward for using tactical shields. You don’t
receive any XP or reward for requesting a vehicle (Husky/Icarus) even if another player
in your team uses it.
* The Aggressor’s Plasma Charge, Hyperblaster and Obliterator go to the Aggressor’s
class reward. The GPMG that the Soldier can use is also on the Armadillo, Trojan,
Platypus, MCP, guard towers and mg nests. The Hyperblaster that the Aggressor can use
is also on the Hog, Desecrator and Tormentor. The Covert Op’s Camera, Sniper rifle and
emp grenades go to the Covert Op’s class reward. The Infiltrator’s Flyer drone, Railgun
and scrambler grenade go to the Infiltrator’s class reward. All other handheld weapons
and grenades go to Light weapons reward. Engineer’s/Constructor’s mines, APT and AVT
kills go to their class reward. When an Engineer’s/Constructor’s AAT intercepts
artillery it goes to their class reward (3 XP). Field Op’s/Oppressor’s airstrike/violator
go to their class rewards. Kills from the airstrike marker/violator beacon go to the
Light weapons reward. Field Op’s Ammo packs go to his class reward. You also receive a
class reward when your deployable or supply crate lands.
* The Soldier’s HE Charge, GPMG and Rocket launcher go to the Soldier’s class reward.
* If you use the GPMG on the guard tower or mg nest the Proficiency reward goes to
your Soldier class no matter which class is using the GPMG.
* You receive 40 XP for constructing and hacking an objective, if one player completes
it, otherwise it is shared. You receive 20 XP for destroying an objective and capturing
the outpost with the MCP.
* You receive 2 XP for damaging the energy core on Volcano with the Flyer drone (this
goes to the Infiltrator’s class reward) and you receive 10 XP for transmitting the data
disc on Island, data brain on Outskirts and capturing an energy cell on Quarry (these
go to the Battlesense reward).
* Capturing/liberating forward spawns, transmitting the data disc on Island and data
brain on Outskirts maps and capturing energy cells on the Quarry map goes to your
Battlesense proficiency reward.
-=Covert Ops/Infiltrator disguise=-
* Covert Ops and Infiltrators are the only class that can backstab enemies from behind
(press F). They can do it with or without a disguise. It kills enemies in one hit. The
backstab prompt isn’t displayed on the back of enemies disguised as your team.
* Covert Ops/Infiltrator bots in disguise sometimes move towards you and back away
repeatedly if facing you from the front or they approach you directly from the front
up close and encircling you, to backstab you.
* Covert Ops/Infiltrators in disguise (hold F over a dead enemy’s body to take their
disguise) can pass enemy APTs and mines (proximity and tripmines) without being harmed.
Covert Ops can pass through Strogg energy shields and not be harmed by base defense
turrets, and the slipgate (before it’s hacked) on Slipgate map without being harmed
(you don’t need a disguise to go back through the slipgate). Infiltrators can pass
through GDF gates and not be harmed by base defense turrets and pass through the hangar
doors (or hack them if not in disguise) on Volcano. If they get in a vehicle, mounted
gun on guard towers and mg nests (GDF Covert Ops) or hack a deployable or fire their
weapon they lose their disguise. They don’t lose their disguise until after they capture/
liberate forward spawns but as soon as they start hacking an objective or deployable
they lose their disguise. When they’re in disguise they appear as friendly (green) on
both team’s map, even if the enemy has a radar. If you die you lose your disguise. If
you are not sure if a player is in disguise shoot their foot, it won’t cause much damage,
if it is an enemy in disguise the cross hair will turn red indicating it is an enemy.
If in disguise you can only select between the Assault rifle/Knife (Infiltrator) and
Lacerator/Spikes (Covert Ops). A Strogg Infiltrator in disguise will have heavier
breathing when running than GDF. While in disguise you don’t see enemy mines on the map
or orange arrows/targeting rings or the wireframe outline of deployables landing. A
disguised Infiltrator won’t see the Covert Op’s camera radar, either.
* If an enemy is disguised as 1 of your team, there will be more players in your team.
There will be extra team triangle markers (white and/or green), than usual, on screen.
There may also be extra green circles with a white class icon in them if Game Settings
- Simple - HUD - Always draw fireteam list, is enabled.
* If you’re a Covert Ops/Infiltrator in disguise you can still ask for medpacks, ammo
and stroyent. Strogg Infiltrator can even transfer health and ammo stroyent while in
disguise and claim spawn hosts that the Strogg Technician has created (from GDF bodies).
Covert Ops can also use supply crates while in disguise. You can use the other orders
as well such as asking for covering fire and asking players in vehicles for a pickup
(middle order - Context menu). If a Covert Ops in disguise jumps off high up his
parachute will show on his Strogg disguise. Similarly if an Infiltrator in disguise
jumps off high up his energy brake air shield will show on his GDF disguise.
* If you are in disguise and you pick up the data disc on Island, data brain on
Outskirts or energy cell on Quarry you will lose your disguise. You won’t be able to
take a disguise if carrying the data disc, data brain or energy cell either. Defenders
won’t lose their disguise when they return the data disc, data brain or energy cell,
though.
* If the Infiltrator tries to teleport while carrying an energy cell on Quarry, he
will drop the energy cell.
* The Strogg Infiltrator can hack GDF’s base gates (and hangar doors on Volcano) for
30 seconds, unless a GDF player passes through them then they have to be hacked again.
If you’re in disguise Covert Ops can pass through Strogg energy shields and the
slipgate on Slipgate map (you don’t need a disguise to go back through) and Infiltrator
can pass through GDF base gates and the GDF hangar doors on Volcano without hacking
them.
* The Infiltrator’s scrambler grenade (and Covert Op’s emp grenade) doesn’t disable
the GPMG on guard towers and mg nests like it disables vehicle weapons for 5 seconds
(2 seconds for MCP) and vehicles and deployables for 30 seconds (5 seconds for MCP).
* The Covert Op’s third eye camera can destroy the Strogg Hog and Tormentor (and
GDF Husky, Armadillo and Anansi) in one go. It can’t be attached to the Icarus.
* If you are Covert Ops or Infiltrator place a radar in your base if defending for
the last objective (except on Valley). If Covert Ops places a radar outside the
hangar base door (near the 2 rear Platypus) on Volcano, along the wall, and they
have unlocked enhanced radar it will only cover up to the left (west) ventilation
shaft to reveal enemies. Flyer drones don’t show up on the radar.
* If a vehicle stops over the Infiltrator's teleport beacon he will not be able
to teleport there. If a supply crate, deployable, MCP, shield generator, mining
laser, drop pod or Icarus drop lands on your teleport beacon you will not be able
to teleport either.
-=Tactical shields=-
* Strogg Oppressor’s Tactical shields last 40 seconds, unless destroyed. You can
attach them to vehicles (except Icarus) and deployables for extra protection. Tactical
shields set off GDF proximity mines but not tripmines or unarmed mines. GDF’s base
defense turrets don’t fire at Tactical shields. You can attach them to the front and
rear of a Hog and enter GDF’s base. They can also be placed over GDF base defense
turrets to stop them firing. If a Tactical shield is placed over GDF’s base artillery
interceptor turret it still fires at artillery, even if artillery lands behind it,
even though it doesn’t turn with a Tactical shield over it. Knife, spikes, Medic’s
defibrillators and Technician’s stroyent tool can’t damage tactical shields.
* Tactical shield will also protect you from the GDF Field Op’s Hammer and the Strogg
Oppressor’s Dark Matter Cannon. You can also place them on the front of APTs and AVTs
to stop them firing but they don’t stop Radars from working or stop AITs from
intercepting artillery.
* Tactical shields can be used for cover and protection. They can be placed anywhere,
even in doorways, but you can’t shoot through them. You can also use them to shield
Strogg Constructors constructing the mining laser on The Ark, Salvage and Area 22 and
protect them when disarming explosives and arming mines, repairing deployables and
vehicles, protect Aggressors planting charges on explosive objectives and deployables,
protect Strogg Infiltrators when taking disguises, hacking deployables or the security
controls on Volcano, protect Technicians reviving players and creating spawn hosts
(from GDF bodies) and protect players capturing/liberating forward spawns.
* Tactical shield: The Infiltrator’s flyer drone, the Engineer’s/Constructor’s tripmine
beam, the Field Op’s/Oppressor’s targeting tool - laser and vehicles are the only thing
that can pass through the Oppressor’s tactical shields. Grenades (including emp/scrambler,
grenades from grenade launcher/plasma launcher), medpacks, supply crate marker, ammo
packs, airstrike marker, third eye camera, smoke grenade, mines, stroyent cells, violator
beacon and teleport beacon, bounce off them when thrown at them. They all bounce off the
Strogg energy shield as well, except the flyer drone. The Engineer’s/Constructor’s
tripmine beam and the Field Op’s/Oppressor’s targeting tool laser can also pass through
Strogg’s energy shields. You can’t repair, construct, hack, arm/disarm charges or mines
through tactical shields.
* If you place a tactical shield in front of a charge (not too close), mine or camera
and they go off the tactical shield will be destroyed but you will survive. You’ll
survive the flyer drone, 1 grenade or 1 grenade from the grenade launcher as well, but
the tactical shield will be destroyed.
* To stop the Vampire airstrike, Violator and Supply crate from arriving you can use
the Strogg Oppressor’s Tactical Shield (throw them over the marker) or explosives on
the airstrike marker, violator beacon or supply crate marker. You can also drive over
them or stand on them to stop them arriving although you’ll take damage from the
airstrike marker and violator beacon when they go off and you’ll die if standing over
them. The GDF Medic’s supply crate marker and Covert Op’s smoke grenade don’t cause
any damage once thrown.
-=Map tips=-
* Hacking objectives: Covert Ops can take a dead Strogg’s disguise (hold F over the
dead Strogg body) to get to the shield generator on Canyon, Outskirts, Refinery and
Valley. He can also use a disguise to get to the slipgate on Slipgate map and the
sewer controls on Sewer map. Strogg Infiltrators can take a disguise to get to the
security controls on Volcano map. Enemy mines aren’t set off and enemy APTs won’t
fire at you while in disguise. As soon as they start hacking the objective (or a
deployable), they lose the disguise. They don’t lose the disguise until after they’ve
captured/liberated a forward spawn.
* If a map has the Bumblebee, Anansi or Tormentor, they take 30 seconds to spawn at
the base after the game starts, or after an objective has been completed.
* Tormentor: After Strogg destroy the generator on Area 22 or The Ark, you can spawn
at Strogg’s base and get in the Tormentor and fly to the mining laser as the
Constructor, ready to construct it (the mining laser takes 25 seconds to arrive
after the generator is destroyed). A Tormentor spawns at the generator on The Ark
after it is destroyed but it doesn’t appear until 30 seconds. Or you can get in a
Hog that spawns near the generator building on Area 22 or The Ark, as the Constructor,
after the generator is destroyed. Strogg can spawn at the base on Quarry to get in
a Tormentor, but the first energy cell takes 55 seconds to arrive after the generator
is destroyed.
* Anansi: If you can fly the Anansi, you can use the Anansi on the second objective
of the Island (vault door) to try to keep Strogg players pinned down at the
observatory spawn point so a charge can be planted on the vault door. You can do
this on Valley on the third and fourth objectives as Strogg spawn from the same
place for both objectives, behind the shield generator. You can also do this on
Canyon and Slipgate.
* GDF’s forward spawn on Area 22 and GDF’s forward spawn on Volcano are the only
forward spawns in the game that are already captured, apart from Strogg’s forward
spawn on Canyon (which can be captured at the start of the game), these are the
only forward spawns that defending teams have.
* GDF’s last forward spawn on Outskirts and Valley become permanently captured
after the shield generator is hacked (they can’t be liberated). GDF will still
spawn at these forward spawns instead of spawning forward of them. The last GDF
forward spawn on Sewer isn’t permanently captured after destroying a sewer grate,
so can be liberated by Strogg.
* GDF vehicles and deployables on The Ark and Salvage maps are painted in the
arctic paint.
* Salvage map only has 4 Huskys and Volcano map only has 4 Platypus (2 at the rear)
but if you have unlocked vehicle drops GDF can request a Husky and Strogg can request
an Icarus.
* Area 22, last objective: Near the end of the corridor with the service door,
there is a hole in the ceiling. Strogg Aggressors can get on an Icarus and boost up
the hole and plant a charge on the rear of the Service door or climb the ladder near
the slipgate core and plant a charge on the rear of the Service door.
* Area 22, last objective: The Hog can get to the slipgate core between the large
black boxes at the rear but it’s tricky. The Desecrator can get into the slipgate
core if he uses the Hog as a stepping stone (parked against the side of one of the
black boxes), the Desecrator can hover up and over the edge of it.
* Area 22, last objective: The Titan can be used to guard the entrance of the tunnel
on the last objective - select GDF’s base to spawn at. Place an APT or AVT outside
the West GDF Base Gate first, facing Strogg’s forward spawn. Drive the Titan halfway
down the tunnel, facing the entrance (disable/destroy any Strogg APTs/AVTs first).
Repair it at the rear of the tank if there aren’t any enemies, if there are then
repair it round the corner, at the bottom of the tunnel. Watch out for the Desecrator
and Hog with its ram, though.
* Area 22, last objective: Icarus can be used to set off mines around the slipgate core
with its stroybombs; go through the service door, once destroyed, and up the stairs.
Armadillo and Husky can drive to the slipgate core. The Anansi can fly down the tunnel
and around the slipgate core.
* The Ark: At the start if you are GDF you can get in the Trojan and get into the rear of the
Strogg base from the water. From the slope in Strogg’s base you can fire at Strogg
deployables to disable them and vehicles (Tormentor).
* The Ark - fast plant: Be the Aggressor and get in the Hog in Strogg’s base as soon
as the game starts and boost (hold left Shift) to the generator. You may be able to
plant the charge and take GDF by surprise. You have a better chance if you have a
gunner with you (press V for the Context menu and request a gunner - bottom order).
If you have unlocked Vehicle Drops Request an Icarus immediately after planting the
charge (Context menu - bottom order), so it gets in the way of any GDF Engineers that
try to disarm it, or lands on them. Ask for covering fire on the way to the generator
as well and when you get there (Context menu - top order).
* Try the fast plant on Canyon - Engineers in Armadillo, Outskirts - Soldiers in Husky/
Armadillo - go the left side between the concrete barriers, and Sewer - Engineers in
Armadillo.
* The Ark, last objective: The Titan and Armadillo can fit under the shutter inside
the rear of the biodome near Strogg’s forward spawn. You can spawn at GDF’s base and
get in the Titan and drive to the dome. If you are the Engineer you may want to place
an APT or AVT outside the dome before you go inside. You can repair the Titan inside,
from the rear of it for cover (behind the shutter) if it gets damaged and try to
liberate Strogg’s forward spawn and plant mines near it.
* Canyon: After the MCP captures the Outpost if you are having trouble getting to the
shield generator from the Outpost you could respawn at the Ruined building spawn where
an Armadillo is or the Domed building spawn (select them on the Limbo menu) where an
Armadillo and Titan are and drive through the opening to the right of the Ruined
building spawn to the shield generator.
* Island: You can get in a Trojan at the start and go through the side GDF base gate,
through the water, to the beach opposite and block the rear entrance to the generator
room where Strogg enter from their spawn point. You can also run them over at their
spawn point and keep them pinned down.
* Island: Destroy the Bunker hatch, above the first objective, with the GDF Soldier’s
HE charge. You can then change to Engineer and go through the bunker hatch and throw
grenades and Self-arming mines (if unlocked) over the railing to clear mines and kill
enemies.
* Island: If you are GDF after the generator has been repaired, from the second
forward spawn you can get in a Husky or Armadillo (maybe ask for a gunner/covering
fire) and drive along the beach and turn left into the tunnel, drive to the end, get
out and go up the steps and into the vault room. Or you can run along the beach and
turn left into the tunnel or spawn at the GDF base as the Soldier with the GPMG or
rocket launcher and get in the Platypus (you could ask for a gunner/covering fire),
go down the tunnel and enter the vault room from the rear to plant a charge on the
vault door. This way is a bit quicker than running from the forward spawn.
* Island: Titan can drive up the side of the hill, near the last objective, and
drive onto the roof of the building facing the observatory, then drop off onto the
ground and destroy the APT if there is one.
* Island: If the Covert Ops is in disguise when he picks up the data disc, he will
lose the disguise. He can’t take a disguise while carrying the data disc either.
Defending Infiltrators won’t lose their disguise if they return the data disc, though.
* The data disc on Island and data brain on Outskirts take 6 seconds to transmit.
* If the data disc on Island, data brain on Outskirts or energy cells on Quarry are
dropped they will automatically return to their spawn points after 35 seconds if
nobody collects them.
* If you are Strogg on Island or Outskirts or GDF on Quarry for the last objective
(defending), if you don’t have a radar you will not be able to track the data disc
on Island, data brain on Outskirts or energy cells on Quarry if they are picked up.
You will only see them on the map at their spawn points or if they are dropped. If
you are carrying one (attackers) a briefcase is shown to the left of your ammo bar
and to the left of your name on the Match in Progress screen (hold Tab or F4). The
briefcase replaces your rank (or bot symbol if a bot is carrying it) on the Match
in Progress screen, when picked up. Defenders can see the briefcase with a radar
even if it is underground (vault area - Island) or inside buildings.
* Outskirts: If the Covert Ops is in disguise when he picks up the data brain, he
will lose the disguise. He can’t take a disguise while carrying the data brain
either. Defending Infiltrators won’t lose their disguise if they return the data
brain, though.
* Quarry: If you are Strogg, you can be the Aggressor with the hyperblaster/
obliterator or Oppressor. From their forward spawn go to the side of the hut in
front and up the hill to the left, overlooking the generator. If you are Aggressor
use your hyperblaster/obliterator and grenades on the generator to clear mines and
enemies. If you are the Oppressor throw the violator beacon at the generator (the
violator beacon can set off mines but the violator itself can’t) or target the
generator with artillery. You can get on an Icarus first, if you want, and fire
stroybombs from the top of the hill, at the generator (aim high while standing
on top of the hill or buildings).
* Quarry: After the generator is destroyed the first Strogg drop pod, containing
energy cell 1, arrives after 55 seconds, the second drop pod, containing energy
cell 2, arrives 30 seconds later and the third drop pod, containing energy cell 3,
arrives 30 seconds after that.
* Quarry: If you are the Infiltrator and teleport while carrying an energy cell
you will drop the energy cell. If the Infiltrator is in disguise when he picks up
an energy cell, he will lose the disguise. He can’t take a disguise while carrying
an energy cell either. Defending Covert Ops won’t lose their disguise if they return
an energy cell, though.
* Quarry: You can get in the Hog with an energy cell, go down the left side of the
map and down the slope at the end, to the right, behind the GDF AVT. You can ram
the AVT from behind or shoot it up close, in the gunner’s seat, to disable it, and
then drive to the ship ramp and get out and run to the back of the ship and capture
the energy cell or get out of the Hog when you’re behind the GDF AVT and run into
the ship. If you are the Oppressor, you could attach Tactical shields to the front
and rear of the Hog first (they last 40 seconds) as AVTs don’t fire at these.
Tactical shields will also set off GDF proximity mines in the rear of the ship (they
don’t set off tipmines or unarmed mines).
* Quarry: If you are in a Tormentor and carrying an energy cell there’s a crater
near the 2nd energy cell building that is about 320m away from the crashed Strogg
ship. If you hover above it, or just in front of it, you can fire Strockets into
the rear of the ship, setting off mines and maybe killing enemies the Strockets
lock on range is 210 meters but its range is about 380 meters (cockpit view), its
plasma cannon won't reach the ship from here as its range is only about 180 meters
(cockpit view). You’ll know if you’ve set off any mines as there’ll be a faint red
flash (cursor) and your XP will go up. Tap or hold left Ctrl (reverse) or tap left
Shift (boost) to stay in position. Maybe target a GDF AVT and/or APT if there are
any near the ship - if you are the Aggressor or Oppressor or a Fireteam leader in
the Tormentor you can select them on the Mission select and a purple/black square
with a white skull in it will appear above the AVT/APT with the range to it in
meters, giving you a point of reference. Fire below the skull square and you should
hit the deployable - they’ll be out of lock on range but there’s no need to lock
on as deployables don’t move, just fire below the skull. You might need to spot
them first with the middle Context menu order. You can then fly towards the ship’s
ramp (just to the right of it) and bail out the aircraft (the pilot/gunner exit
to the rear left side of the Tormentor) when you are near the ramp (on the mini
map) and be propelled into the rear of the ship, capturing the energy cell. Boost
in bursts or release boost three quarters of the way to the ship or you’ll fly
too fast and probably overshoot the landing zone when you bail out or kill
yourself from the impact. Takes practice.
* Salvage: At the start of the game, or after the generator is destroyed, Strogg
Aggressors can plant a plasma charge on the East GDF Base Pillbox Breach and/or West
GDF Base Bunker Breach. This will save time later on, as you won’t have to plant
charges on them after the mining laser is constructed.
* Salvage: Strogg Infiltrator can hack GDF’s depot yard gates on Salvage to capture
the forward spawn (after the mining laser destroys the doors) or walk through them,
if in disguise, without hacking them or use the Teleporter to teleport over the wall.
* Salvage: After the mining laser destroys the doors to GDF’s base, GDF will be able
to select the rear of the base to spawn at, on the spawn select on the limbo menu,
and go through the hole that the laser made. If you have unlocked vehicle drops you
can request a Husky - press V for the Context menu and select the bottom order, get
on the Husky when it arrives (takes 14 secs.), and drive through the hole (avoiding
Strogg APTs) to Strogg’s forward spawn to liberate it. You can also use the Supply
crate trick at the rear of GDF’s base if you want to change to another class beside
Medic.
* Salvage: Alternative routes for Strogg to enter GDF’s base. To the left of the East
GDF Base Pillbox Breach, and in front of a hill, are three trees. Behind the middle
tree is a route Strogg can take up the hill (an indent in the hill) and around into
the base. Equip spikes and keep running and jumping up the hill to get up it. To the
right of the West GDF Base Bunker Breach is another route that Strogg can take to get
into GDF’s base.
* Salvage: After the mining laser destroys the doors, if Strogg Aggressor is having
trouble getting to the salvage objective you can enter the main door and go right then
turn left at the end and up the ramp and follow it all the way around to the salvage
objective. It takes longer but there are less obstacles to overcome.
* Sewer: Engineers can get on the roof, next to the emp disruptor, from stairs inside
the building or ladders at the side of it and throw hand grenades or bounce grenades
from their grenade launcher at enemies and mines around the emp disruptor. Or you can
be the Soldier with his rocket launcher. There’s a building on the waterway, just to
the West of the emp disruptor, with a ladder going up inside it. Engineers with
grenade launchers or Soldiers with rocket launchers can also enter this building, go
up the ladder and fire grenades/rockets over the wall at enemies and mines near the
emp disruptor.
* Sewer: GDF Engineer can hide behind the building materials of the emp disruptor on
Sewer to construct it (crouch down) and you won’t be able to be run over by players
in the Strogg Desecrator. Throw a grenade to detonate enemy mines and if you’ve got
time, place a mine down first. Throw another grenade at enemies if necessary once
you’re behind the construction materials.
* Sewer: GDF Soldier can use his rocket launcher when on the upper walkway, opposite
the Overflow hatch, and fire a rocket or two at the hatch to destroy any mines. You
can then jump over the railing and up the ladder to the Overflow hatch and plant a
charge on it. Defend the charge from here, or if you can, from the opposite walkway
again. After the hatch is destroyed go through and plant a charge on the Maintenance
hatch or the rear of a Sewer grate (place it on the front of the bar at the bottom,
facing you). The charge can only be disarmed from this side. If you place it on the
rear of the grate itself sometimes bots can disarm it from the front. After the grate
or hatch is destroyed you could then Respawn with the GPMG or as the Covert Ops.
* Slipgate: On the limbo menu you can select between the North Africa and Antarctica
side of the map at the top of the map. It also selects the correct map automatically
depending on what side of the slipgate you are on.
* Slipgate: GDF Covert Ops can get in an Armadillo at the start, drive through the
base gates and over the hill, to the left of the East Barricade, down the road and
straight to the slipgate. You might take Strogg by surprise and hack a third to a half
of the slipgate if you’re fast enough.
* Slipgate: After the slipgate is hacked GDF Engineer can place an AVT where the Strogg
APT was, at the slipgate.
* Slipgate: You can be team killed on Slipgate if you are just on the other side of the
slipgate in a vehicle (Antarctica side) and the MCP goes through (telefragged). If a
vehicle or MCP is just on the other side of the slipgate (Antarctica side) and you go
through in a vehicle (North Africa side) you can also be team killed, even if Team damage
is off. You can’t be telefragged in the MCP. The message, ‘File a complaint for being
team killed? Vote: f1 - 0 Yes / f2 0 - no’ is displayed on screen.
* Valley: Strogg can spawn at the Outpost, get in the Hog, and drive down the tunnel
and boost (hold left Shift) over the bridge to the other side (only before it’s half
constructed). Strogg’s base on Valley is not near any objectives but you can still select
the Strogg base spawn on the limbo menu and spawn there for extra vehicles, such as a
Desecrator and the Tormentor.
* Volcano is the only map where GDF have no base defense turrets or an artillery
interceptor turret.
* Volcano: GDF’s hangar spawn isn’t used for an objective in the game although you can
spawn there to gain access to the 2 Platypus at the rear. Covert Ops can place a radar
there for the last objective. It’s better if enhanced radar is unlocked first although
its range only extends to the left (west) vent (where the flyer drones go through to
destroy the energy core) on the last objective.
* Volcano: If you are Strogg, instead of planting a charge on the Seawall breach, East
bunker breach or Forward bunker door as Aggressor, you can start as the Infiltrator, go
up against the wall to the right of the forward bunker door and use his teleporter to
teleport over the wall. You could then go up the steps and liberate GDF’s forward spawn
(GDF bots won’t capture it if it’s liberated, a human GDF player has to), go down the
stairs to the first objective and hack the Security controls straight away.
* Volcano: You don’t have to destroy the Seawall breach, East bunker breach or Forward
bunker door as Aggressor, at the start, if you don’t want to. You can go up a slope to
the left, on the beach, and follow it round to get inside the compound or go around the
Platypus, to the right, around the corner and up the hill to get inside.
* Volcano: GDF Engineers can place a deployable (APT recommended) by looking through
the opening of the Centre bunker or West bunker (with the mg nests) without going over
the wall. You can also jump onto the Centre bunker roof, without climbing the ladder,
by running and jumping onto it (works better with knife/spikes drawn).
* Volcano: If there are Strogg bots on the map get in a Platypus and drive to near
Strogg’s Beach forward spawn, change to the gunner seat, and shoot the bots to keep them
distracted for the 1st and 2nd objective.
* Volcano: You can jump then hold crouch to go through the opening of the Forward bunker
MG Nest to disarm plasma charges planted on the Forward bunker door.
* Volcano - trick jump: Stand on the crates around the corner from the 1st objective,
then jump, turn and crouch into shaft near the first objective or request a Husky,
drive it down the steps to the shaft, up to the wall, get off then jump onto it, then
jump and crouch into the shaft. Strogg can do this with an Icarus but it’s a lot harder
to get to the shaft in one piece. Strogg Infiltrator can just use his teleporter to
teleport into the shaft.
* Volcano: For the 2nd objective GDF Engineers can place an APT opposite the side opening
to the transformer building. There is usually a bot radar there or bot AIT, but you can
destroy it.
* Volcano: It takes 5 hits with the Infiltrator’s flyer drone to destroy the geothermal
energy core on Volcano - 20-100%.
* Volcano: On the last objective, energy core, if there’s no mines near the 2 vents to
destroy the Strogg Infiltrator’s flyer drone, GDF Engineers can fire grenades from their
grenade launcher (if unlocked) into the vent to destroy the flyer drone if a flyer drone
has just entered one, or GDF Covert Ops can throw his camera into the vent and detonate
it. If you run out of grenades for the grenade launcher you can ask the Field Ops for
more ammo (Context menu - press V select - I Need Ammo). If there isn’t a Field Ops or
they don’t come, select Respawn on the limbo menu. Field Ops also provide rockets for
the Soldier’s rocket launcher. The Soldier’s rocket launcher can lock onto the flyer
drone. If a flyer drone enters a vent the Soldier can fire a dumb rocket (without lock
on) into the vent to try and destroy it. The Soldier can also use his GPMG.
* Volcano: If you are the Covert Ops on the last objective, you can take a disguise
and go around the area hunting down Strogg Infiltrators guiding their flyer drone to
the energy core. Infiltrators are vulnerable while using the flyer drone because they
must stay still while guiding the flyer drone, in first person. The Covert Ops can
backstab them from behind (press F) and take them out in one hit. Half of the time the
Infiltrators will be guiding their flyer drone for this last objective. If you have
unlocked enhanced radar and have placed a radar outside the hangar, near the 2 Platypus,
look on the map/mini map, red arrows that are not moving could be Infiltrators guiding
their flyer drone.
* Volcano: Strogg’s Oppressor can use his tactical shield to set off mines around the
1st and 2nd objectives and on the last objective, in the room with the 2 vents so the
Infiltrators can guide their flyer drones through the vents to the energy core. The
tactical shield should protect the Oppressor from the blast of the mines. The flyer
drone, vehicles and players can pass through tactical shields.
-=Strogg Infiltrator: Places to use his teleporter and flyer drone=-
* You can also place the teleporter at objectives or at yours or the enemies’
forward spawns, to capture/liberate them if they have been captured or liberated.
* Area 22: On the roof of the first objective building there is a vent that is
slightly open. The Infiltrator can guide his flyer drone down it into the room
below, over the handrail to the generator, and set off mines and/or kill enemies.
* On the last objective, down the corridor to the left of the Service door, there
is a hole in the ceiling. The Infiltrator can use his teleporter to teleport up
there, although it isn’t necessary if the Service door has been destroyed. Strogg
can also get up there on an Icarus.
* The Ark: On the last objective there are 2 square holes that the Infiltrator
can use. After the mining laser has destroyed the doors to the biodome, from
Strogg’s forward spawn, go forward and up a few steps to the doorway in the right
corner and turn left into a room with stairs. In one of the shorter walls opposite,
on the floor above, there is a small hole in the wall near an ELLKTEK sign. Use
the flyer drone in this hole.
* For the other hole turn right, at Strogg’s forward spawn, and through the wide
doorway then through a doorway opposite and turn left up the stairs and through
the opposite doorway into a room with 5 mainframe computers surrounded by a glass
handrail. Opposite one of these end mainframe computers is a small hole in the
bottom of the wall. Crouch or go prone in front of it and fire the teleporter
through it and teleport. This one isn’t worth the hassle, though.
* Refinery: Any player from any team can use this route. After the SSM destroys
the entrance to the last objective a shaft is exposed above it. There are two
ladders to get to it; one is right around the corner to the left, and the other
is at the end of the building to the right. There is enough room to stand up in
the shaft. Strogg Infiltrator can also teleport into the shaft from below.
* Salvage: At the first objective the Infiltrator can teleport through the upper
floor open side window of the building, nearest to Strogg’s forward spawn, from
near the box below. He can also teleport onto the roofs.
* After the mining laser destroys the doors and the orange hut there are 2 places
the Infiltrator can use his flyer drone and teleporter. If you drop down the
hole in the destroyed orange hut and turn the corner to the left, there is a doorway
on the left to a locker room. An open panel is on the wall that the Infiltrator can
launch his flyer drone into.
* The other place is through the main destroyed doors, turn right. The room at the
end has a reddish hole in the wall. The Infiltrator can teleport into this and climb
a ladder into a shaft which comes out into a room overlooking the salvage objective.
* Volcano: After the Forward bunker door is destroyed the Infiltrator can go through
it and through the doorway at the end and turn right. There is an open panel in the
wall that he can teleport into. If you want to get out the same way, you’ll have to
wait until the teleport bar recharges but you can crouch into the shaft next to the
bottom-right of the ladder and drop down a hole to get out. You can also go up the
ladder, crouch in the upper shaft, and follow it round to an opening where you can
see the security controls below, to the right.
* The other place is from GDF’s forward spawn. Go down three flight of stairs and at
the top of the fourth flight of stairs you will see a square hole above some pipes
in the top-right corner. Crouch and teleport into this hole.
-=Trick plants (plant charges - Soldier/Aggressor)=-
* Area 22: On the last objective, if you are a Strogg Aggressor, fly to the slipgate
core on an Icarus, through the service door if it’s destroyed. Directly face one of
the 4 sides of the slipgate core, in the middle of it, touching it. Press boost (left
Shift) for 1 second, press G to get off in mid-air, then 1 second after getting off
the Icarus press W to go forward. You should land on the Icarus and be able to plant
a charge high up where it can’t be disarmed. It’s difficult though. There’s a box at
the side you can land on and then drop onto the Icarus to plant the charge high up
but that is also difficult.
* Area 22: On the last objective, near the end of the corridor with the service door,
there is a hole in the ceiling. Strogg Aggressors can get on an Icarus and boost up
the hole and plant a charge on the rear of the Service door or climb the ladder near
the slipgate core and plant a charge on the rear of the Service door.
* The Ark: On the last objective, Strogg Aggressor can jump onto the handrail (equip
spikes first) that is near the bioscanner (up the steps - laboratory window end), and
then jump on top of the bioscanner and plant a charge (crouch and plant it). He can
also jump on the console terminal next to the bioscanner at the opposite end and jump
onto this bioscanner to plant a charge on top of it. Not the square part on top, the
edge around it.
* Island: On the second objective, GDF Soldier can plant a charge on the right side
of the right handrail, along the top bar. Position the cursor on the bottom vault
door hinge, just to the right of the handrail and then place the charge and arm it.
If done correctly only half the charge will be exposed, the other half will be
embedded in the vault door. It’s hard to notice first time. If bots are in the game
half the time they get in each other’s way trying to disarm it, jumping over the
handrail.
* Outskirts: For the first objective GDF Soldier can drive to the barricade in an
Armadillo, right up to the barricade, get out, jump on the front of the Armadillo
and plant a charge high up on the barricade spike. He can also plant a charge on
the rear of the barricade, up on the spike, by jumping on the cables at either end.
* Sewer: GDF Soldier can jump onto the trash box to the left of the barricade, jump
onto the wall, then plant his charge on top of a barricade spike and arm it. He can
also jump on the front of an Armadillo in front of the barricade and place a charge
on top of a spike and arm it.
* Sewer: For the second objective, GDF Soldier can plant a charge on the Overflow
hatch and when it’s destroyed go through. He can now plant a charge on the rear of
either sewer grate. Plant it on the bottom bar, at the front, facing you. The charge
can only be disarmed from this side. If you plant it on the rear of the sewer grate
itself, above the bar at the bottom, sometimes bots still disarm it from the front,
through the grate. You can shoot at enemies through the grate, but grenades won’t fit
through.
* Slipgate: GDF Soldiers can drive right up to any of the 3 barricades in an Armadillo,
get out, jump on the front of the Armadillo, and plant a charge on top of the barricade
spike, although bots don’t disarm charges on these barricades, human players might
(online).
* Valley: GDF Soldier can plant a charge on the rear of the sewer grate by going down
any of the manholes in the building facing the last objective, but it takes a while
to get to it.
* Volcano: For the second objective, Strogg Aggressors can plant a charge on the rear
of the transformer. Stand either side of the transformer and slightly back, to the
side of the girder. You should be able to see the rear end of the transformer (black).
Position the cursor to the right of the rear, on the black part, place your charge
and arm it.
-=Other Tips=-
* Rewards: When you unlock some rewards you may need to respawn for them to become
active such as the Covert Op’s Personal Jammer.
* You can’t use the Soldier’s rocket launcher or Aggressor’s obliterator while prone.
* The Soldier’s/Aggressor’s charge disappears after 30 seconds if it hasn’t been armed.
If a mine isn’t armed it disappears after 30 seconds (except Self-arming mines - unlock).
* It takes 5 seconds to capture your team’s forward spawn and 10 seconds to liberate
the enemies’ forward spawn, unless more than 1 are capturing/liberating it then it is
faster.
* You run faster with knife/spikes equipped.
* If you sprint and jump at the top of steps, ramps, slopes/hills (with knife/spikes
equipped) you’ll jump higher.
* If a team-mate is planting a charge on an objective but is killed before they arm it,
or you kill them if Team damage is on, and you arm their charge, and it’s the first
charge on it to be armed, you’ll receive XP and proficiency reward when the charge goes
off (after 40 seconds) and take the credit for it. You can also plant your own charge
on the objective and arm it. It doesn’t do this if you arm team-mates mines, though,
the XP and reward goes to the player whose mine it was.
* If Team damage is on you and you are the Soldier/Aggressor, you can select the charge
and manually place it on your own deployable (or a team-mates) or your team’s vehicles
and arm it with mouse 1.
* Guard towers and mg nests can be destroyed with the Soldier’s/Aggressor’s charges.
Plant a charge anywhere on a guard tower, or on the metal plate below the GPMG on the
mg nest, and when they go off the building materials will respawn so they can be
constructed again by the Engineer. GDF Soldiers can plant charges on them if ‘Team
damage’ is on. You don’t get any XP or reward when it goes bang, though. Charges take
40 seconds to go off.
* If an enemy is downed if you are the Covert Ops/Infiltrator you can finish them off
quickly without using ammo by starting to take their disguise for 1 second then stop.
You can also do this with the Technician when he creates a spawn host or you can use
the knife/spikes to save ammo.
* If an explosive is on an objective and there are no Engineers/Constructors around
you could respawn as one to try and disarm the explosive and then change back.
* Supply crate trick: If the GDF Medic throws the supply crate marker, when the
respawn timer is under 10 seconds, and changes class, the supply crate will still
arrive and if any of GDF use it you will still receive XP and Proficiency reward
for the Medic. If you unlock Additional Supply Crate and have 2 crates on the ground
when you change class the first crate will disappear. The crate will also disappear
if you change class again. A supply crate icon is shown to the left of the ammo bar.
* You can use the Medic’s supply crate as a step on the Refinery map, 2nd objective,
and place one at the end wall next to the fence (to the left of the left open shutter
entrance) and jump on it to jump onto the roof to get to the shield generator
objective. You can also use the supply crate on Refinery to block the rear door next
to the Strogg base, at the rear, to slow down the bots on the 3rd objective as bots
don’t destroy supply crates. It can also be used to look over fences so you can shoot
at enemies. If you are behind a supply crate that is near an enemy APT the APT will
not fire at you.
* If you have thrown an emp grenade and a violator beacon is thrown near it or if you
have thrown a scrambler grenade and the airstrike marker is thrown near it, it will
prevent the violator/airstrike from arriving. This rarely happens, though. Emp grenades
won’t stop the Airstrike and Scrambler grenades won’t stop the Violator, though.
* When the Hammer reloads the launch tube goes down for 50 seconds. You can place a
mine, charge or camera in the end of the tube and it will go up with it when it rises.
When the hammer fires and if they are still in the tube, it will destroy itself.
Tactical shields fall off it. You can place a tactical shield over the top of the DMC
and when it fires it will destroy itself.
* You can place a Charge and arm it, drop Medpacks, Ammo packs, Stroyent Cells, place
a Tactical shield, throw the airstrike marker or violator beacon, launch the hammer
or dark matter (cannon), throw a grenade or the smoke grenade, create a spawn host
and change class/team and they will still be there/go off.
* If you are the Soldier/Aggressor or Field Ops/Oppressor and are in a vehicle, if
a deployable is far away you can select it on the Mission select and a purple/black
square with a white skull in it will appear above the deployable with the range to
it in meters. You can then shoot below the skull and disable/destroy the deployable.
You’ll get a reward for Vehicle rewards and Soldier/Aggressor or Field Ops/Oppressor
rewards. You can also select the deployable and destroy it with weapons and receive
rewards in Soldier/Aggressor or Field Ops/Oppressor rewards and Light weapons rewards.
If you do it with the Covert Ops/Infiltrator the skull disappears when the deployable
is disabled.
* If you are the Soldier/Aggressor or Field Ops/Oppressor and in the Anansi or Tormentor
aircraft and a deployable is out of lock on range (210 meters) you can select the
deployable on the Mission select (press M) and a purple/black square with a white skull
in it will appear above the deployable with the range to it in meters. You might need
to spot them first with the middle Context menu order. Fire the Anansi’s Law or the
Tormentor’s Strocket below the skull square and you should hit the deployable - they’ll
be out of lock on range but there’s no need to lock on as deployables don’t move, just
fire below the skull. You’ll know if you’ve hit it as there’ll be a faint red flash
(cursor) and your XP will go up. Hold left Ctrl (airbrake) for the Anansi to stay in
place. Tap or hold left Ctrl (reverse) or tap left Shift (boost) to stay in position
for the Tormentor. The Anansi’s LAW range is about 475 meters (cockpit view) and its
rocket’s range is about 825 meters (cockpit view). The Tormentor’s Strocket range is
about 380 meters (cockpit view) but its plasma cannon’s range is only about 180 meters
(cockpit view). The Tormentor can fire Strockets into the rear of the ship, on Quarry,
to try and clear the mines and kill enemies.
* Request vehicle Icarus - If you have unlocked vehicle drops and you are the Strogg,
use the Infiltrator and throw a scrambler grenade at a GDF vehicle (outside), such
as the Titan, to disable it for 30 seconds, jump on it and press V for the Context
menu and select the bottom order - ‘Request Icarus’. When the Icarus arrives (Icarus
drops take 12 secs to arrive) it will land on the vehicle, destroying it in one go.
The scrambler grenade only disables the MCP for 5 seconds. If a Requested Icarus lands
on the MCP it completely damages it but it is difficult to do. It won’t kill the
driver of the MCP but if the Icarus lands directly on the gunner of the MCP it will
kill them. If you have god mode on and are in a vehicle and a requested Icarus lands
on it, it won’t damage the vehicle and the Icarus will still be intact.
* If you are the Strogg Aggressor, and have unlocked Vehicle Drops, after planting a
charge on the generator (on Quarry, The Ark, Salvage) request an Icarus, in case GDF
Engineers try to disarm it, so it lands on them giving you more time to defend the
charge. Icarus drops take 12 seconds to arrive.
* The Soldier’s GPMG, GPMG on guard towers and mg nests, MG on vehicles, Minigun on
vehicles, Aggressor’s Hyperblaster, Hyperblaster on vehicles, the Infiltrator’s Flyer
drone, GDF base defense turrets and explosive weapons can damage/destroy the
Constructor’s Repair flyer drone.
* To get out of the mission area without taking damage, stand at the edge of the
mission area, facing it, and request a vehicle (Icarus works best). Get on it and
you can fly into the out of bounds area without taking damage. You’ll start taking
damage if you get off the Icarus/Husky, though.
* Barricades: You can jump over barricades from the rear to disarm charges on the
Sewer barricade and Slipgate barricades - East and West barricade, the South barricade
on Slipgate can only be jumped over from the right half of the ramp at the rear of it.
It’s best to equip knife/spikes to sprint and jump over them when you near the top of
the ramp. You can’t do it on Outskirts and Refinery.
* Jump pads: There are Strogg launch pads on Outskirts map (1 in the last objective
building) and on Slipgate map (at GDF’s 2nd forward spawn and the last objective
building - Nexus core, on the Antarctica side after you go through the slipgate).
If you are on a Husky or Icarus you can drive onto them and be propelled upwards.
* Area 22: Strogg can place a deployable on the roof of their first forward spawn
(Warehouse).
* In GDF's base on Area 22 there are 2 Armadillos under a roof canopy but only 1 can
be seen. When you get in the Armadillo that is there and drive off the other one will
spawn.
* If a bot is kicked they are replaced by another bot and a number is added to a class
box on the limbo menu when the respawn timer reaches 0. If you want more bots of the
same class keep kicking a bot from the other classes that you have more than 1 of -
hold Tab or F4 to show the Match in Progress screen (Scores) to see the bots name,
beside their class symbol, that you don’t want. Select the bot on Admin - Players -
with the left mouse button then click the right mouse button and left mouse click on
Kick halfway down (names are listed in alphabetical order). Keep kicking the bot
classes you don’t need until a bot for the class you want is added (hold Tab or F4
to see if the bot class you want has appeared on the Match in Progress screen).
* On the Kill text if a weapon/vehicle/deployable name is in red it means it is a
team kill.
* The GDF Engineer’s grenade launcher has 5 grenades and the Strogg Constructor’s
plasma launcher has 10. These grenades do more damage than hand grenades. The
grenades bounce once then explode on impact. You’ll unlock Light weapons rewards
faster using these and hand grenades on deployables and vehicles. Toggle between
the grenade launcher/plasma launcher or bullets with mouse 2. They can be fired
up to 150m.
-=How to use the grenade launcher/plasma launcher=-
The grenade launcher/plasma launcher has a range of about 150 meters optimum.
Practice using it on Volcano. Start the game (F3). Kick all the Bots if you want
- Limbo (press L) - Admin - Kick all bots. Check Team damage as well so you can
damage your own deployable. You can also change the Time Limit to 60, 100 or 0
(unlimited time). Start as Strogg Aggressor and plant a plasma charge (takes 40
secs to go off) on the Forward Bunker door to gain access to GDF’s compound.
Change to GDF Engineer and construct 2 MG Nests to unlock the grenade launcher
(select them on the Mission select first (press M) so you can see the wrench
icon when you are next to one). Now change to Strogg Constructor and spawn with
the plasma launcher. Place a deployable (APT or AVT) behind Strogg’s forward
spawn (Strogg Base side) on the beach (don’t capture it). When it arrives damage
it to half with grenades and it appears on the Mission select. Now stand on top
of the highest MG Bunker - Front Bunker - there’s a ladder at the rear. Press
mouse 2 to use the launcher. Select your damaged deployable on the Mission select
(press M) and it will tell you the distance above it from anywhere on the map.
Aim quite high and press mouse 1 to fire at the deployable. You can also select
Strogg’s Forward Spawn on the Beach on the Mission select - Capture forward spawn,
and it will tell you the distance above it. This makes it easier to gauge the
distance to objectives and targets. Practice firing grenades/plasma at your
deployable/forward spawn. After firing look down at the deployable to check its
health. Aim the launcher slightly higher or lower each time after firing to see
how close to the target it is and you should be proficient with the launcher in
no time. You can also stand up to 150 meters away from primary objectives (yellow
diamond) and fire grenades/plasma at it, unless it’s concealed. Vehicles usually
have the distance above them up to 100 meters. Cheats: Open the console window
with Ctrl, Alt and ~ or Ctrl, Alt and ` (under Esc), type net_allowcheats 1 to
activate cheat mode. You can then spawn a deployable instantly for your side
(See the other guide for Enemy Territory - Quake Wars for console command cheats on
Cheatbook - 'Spawn Deployables'). You can place as many as you like at different
distances. You can place them anywhere on the ground, not just on the normal
deployable squares, even in the enemies territory. If you damage them enough you
can select them on the Mission select to show the distance to them. If you’re low
on ammo or health type give ammo, give health, give all (ammo and health) or god
(makes you invincible) in the console window.
-=Deployable squares with AVTs placed on them that fire at vehicles at spawn points=-
* Area 22: GDF can place an AVT at the front of their first forward spawn, directly
behind the small building in front, facing Strogg’s first forward spawn and it will
fire at Strogg’s Icarus, when the forward spawn is captured.
* Island: When GDF capture their first forward spawn, Strogg can place an AVT on
the beach (the third or fourth deployable square from GDF’s forward spawn) and it
will fire at the Husky’s that spawn there.
* Refinery: At the last objective, behind the entrance to the last objective
building, is a small square opened window building. Strogg can place an AVT either
side of this building to fire at the Armadillo that spawns at the shield generator
spawn.
* Slipgate: After GDF drive the MCP through the slipgate and the GDF’s (2nd) forward
spawn is captured, Strogg can place an AVT on the hill in front of GDF’s 2nd forward
spawn to fire at the Husky and Armadillo that spawn there.
* Valley:
1.Strogg can place an AVT at the side of the river to fire at the Platypus.
2.After the bridge is constructed and GDF capture the Tunnel forward spawn, Strogg
can place an AVT just to the side of the building, on the other side of the tunnel,
to fire at the Armadillo that spawns in the tunnel.
3.When the MCP is deployed and GDF capture the Reservoir forward spawn, Strogg can
place an AVT next to it, or on the mound opposite, to fire at the vehicles that
spawn there.
4.Strogg can place an AVT above the sewer grate to fire at the Platypus on the other
side of the river.
-=Names and abbreviations=-
Vampire
- this is the airstrike jet that the GDF Field Ops calls in by throwing the airstrike
marker.
Magog
- the GDF Magog brings the MCP and delivers the Field Op’s artillery gun, rocket
artillery and hammer launcher. Aircraft can crash into the Magog but not the cargo
plane. The cargo plane delivers the Engineer’s defence turrets (APT, AVT, AIT), Covert
Op’s Radar and the GDF Medic’s Supply crate.
Makron
- the Makron is the leader of the Strogg.
Stroggos
- homeworld of the cybernetic Strogg race (Borg).
GDF
- Global Defence Force.
GPMG
- General Purpose Machine Gun
(the GDF Soldier class can use one and they are used on guard towers and mg nests).
MG
- Machine Gun - used on Armadillo, Trojan APC, Platypus and MCP.
AA Missile
- Anti Aircraft - used on the Trojan APC. It can still be fired at ground vehicles,
deployables, infantry, mines, flyer drones and tactical shields.
MCP
- Mobile Command Post.
SSM
- Surface to Surface Missile (the MCP fires it after capturing the outpost).
-=Things to try=-
* Icarus skiing: If you are at the top of a hill, ramp or slope and walk off, holding
down the Space bar on its own (without holding forward) will cause you to ski. You
will be sliding on your feet if it has worked right. You can press boost for a split
second (left Shift) to gain more speed. While skiing you can press A or D for a split
second to strafe or S to ski backwards. Press W for a split second to ski forward again.
Press C to stop.
* You can attach charges, mines (and tripmines if the cameras on a wall and rotated
towards it), another camera and tactical shields to the Covert Op’s camera and then
rotate the camera so they spin around like a disco ball!
* On the end screen when the last objective has been completed, if you were standing
near it and didn’t die you can select respawn on the limbo menu and your body will
respawn in front of it. If it shows the end screen outside you can hover above in an
aircraft and respawn and your body will fall to the ground. Or order a deployable to
land in the last 20 seconds or throw the airstrike marker, violator beacon, supply
crate marker or launch artillery at the end screen.
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