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Skills and classes

Players can gain experience in three skills: Battle Sense, Light Weapons, and a skill determined by their current class. Certain class skill benefits remain with the player even if they change classes. Benefits from general skills are available regardless of class.

Once a player has accrued enough experience points in a particular skill, the skill is automatically advanced to the next level, providing the player with a new ability or advantage. There are four attainable levels in each skill, awarded at 20, 50, 90 and 140 experience points.

[edit] General skill - Battle Sense

Battle Sense is gained by time spent in active combat. For each thirty-second period of the game, experience is awarded depending on whether a player dealt damage, dealt and received damage, or killed and received damage.

  • Level 1 (20 xp) - You are equipped with a pair of binoculars which can be used to reconnoiter enemy positions. (All Covert Ops are equipped with binoculars and can use them to spot land mines for their team-mates. All Field Ops are equipped with binoculars and can use them to call in artillery. Therefore, level 1 Battle Sense gives no additional benefit to these classes.)
  • Level 2 (40 xp) - The powerful aerobic benefits of prolonged combat activity enable your stamina bar to recharge at 160% of the normal rate.
  • Level 3 (90 xp) - As a wily battle-hardened veteran, your combat expertise effectively increases your maximum health by 15 points.
  • Level 4 (140 xp) - Even if you're not a Covert Ops, you gain the ability to 'see' enemy land mines within a short distance with your bare eyes; however, they will not show up on your teammate's command maps. Any mines within a certain range will appear as translucent outlines in your field of vision. (Under some mods, non-Covert Ops also gain the ability to reveal them on the command map with binoculars, an ability that is otherwise Covert ops-exclusive.)

[edit] General skill - Light Weapons

Skill in Light Weapons is gained by killing with light weapons: a submachine gun, rifle (when not using the scope, if one is fitted), pistol, grenade or knife.

The player receives 3 experience points for a kill with a grenade or a bodyshot, and 5 experience points for a kill with a headshot.

  • Level 1 - When you respawn, your ammo loadout will include one extra magazine of ammunition.
  • Level 2 - Your familiarity with your weapons allows you to reload your weapons 35% faster.
  • Level 3 - Your combat experience allows you to handle your weapons with greater ease; SMG spread is reduced by 35% while pistol recoil is halved.
  • Level 4 - Your single-handed weapon slot now has the option of dual-wield akimbo pistols.

[edit] Soldier (Class Skill - Heavy Weapons)

Image:WolfensteinET portrait allied soldier.png Image:WolfensteinET portrait axis soldier.png

Heavy combat specialist. The soldier is unique in that his character skill relates only to killing the enemy rather than helping his team directly, with the exception of damaging a vehicle with the panzerfaust or mortar. Soldiers are the only class that can carry heavy weapons; however, all character classes may earn points in Heavy Weapons while using a constructed MG42 turret or a tank's Browning machinegun. Soldiers spawn with four hand grenades. Soldiers can also wield a submachine gun if they for example run out of Panzerfausts.

They spawn with 4 grenades and 3 clips of ammo for their SMG or 1 "clip" of ammo for their heavy weapon.

Soldiers receive 3 experience points for each kill with a heavy weapon. All players, regardless of class, receive 3 experience points towards their Heavy Weapons skill for a kill with an MG42 turret or tank's Browning machinegun.

  • Level 1 - Power Bar requirement for firing a heavy weapon is reduced by 1/3, using 2/3 to fire the panzerfaust, or 1/5 to fire a mortar.
  • Level 2 - Overheat rate for the Mobile MG42 is reduced by 50%.
  • Level 3 - Walking speed while brandishing heavy weapons is increased.
  • Level 4 - Soldier may carry a submachine gun (Thompson or MP40) as a sidearm in place of a pistol.

Soldiers that use the SMGs (Thompson or MP40) as their primary weapon are often deemed 'pointless'. For example, an engineer that uses an SMG can do everything that a soldier with an SMG can, and has the added bonus of being able to fulfil the objectives. In official matches, the Soldier power bar takes 27 seconds to fully reload.

[edit] Field Ops (Class Skill - Signals)

Image:WolfensteinET portrait allied fieldop.png Image:WolfensteinET portrait axis fieldop.png

Field Ops support teammates with supplies and support fire. They can drop packs containing ammunition. Support fire is signalled by throwing a colored smoke grenade to call in an airstrike - a series of explosions in a short line along the smoke - or targeting a location with binoculars to call in an artillery strike - a series of explosions surrounding the area determined by the Field Op. The airstrike is generally used for immediately clearing out a large area. The artillery strike is used for making one small area very dangerous for a longer period of time. With both, there is a limit on how many strikes the entire team can have in effect at once.

Field Ops spawn with one hand grenade, and 2 clips for his SMG (although he can supply himself with nearly unlimited ammo if needed).

Field Ops receive 1 experience point for each ammo pack picked up by a fellow team member, 3 experience points for killing an enemy player with an airstrike or an artillery strike, and 7.5 experience points for destroying an objective with either.

  • Level 1 - Ammo packs that you drop contain one extra magazine (Mega Ammo Packs); power bar requirement for ammo packs reduced to 15% from 25%. Field Ops may also carry two hand grenades, although they continue to spawn with one.
  • Level 2 - Power Bar requirement for airstrikes and artillery strikes is reduced by 30%.
  • Level 3 - Airstrikes provide a second series of explosions immediately after the first. Artillery strikes last twice as long.
  • Level 4 - The Field Op can recognize disguised enemy Covert Ops. (Turns up as "Disguised Enemy" when cursor is placed over him.)

[edit] Medic (Class Skill - First Aid)

Image:WolfensteinET portrait allied medic.png Image:WolfensteinET portrait axis medic.png

The Medic has more health than any other class, and slowly regenerates health. The Medic can heal teammates with health packs and revive them with syringes. In some servers, syringes can also be used to poison enemy players. Since a Medic regenerates health, and usually gains the most experience by staying with a group, it's a good choice for beginners. However, a skilled player can make a medic an extremely deadly individual soldier, this often occurring mini-class is known as a "rambo medic."

The greatest disadvantage for medics is their lack of ammunition, they only spawn initially with only one SMG magazine and one grenade.

Medics receive 1 experience point for each health pack picked up by a fellow team member and 4 experience points for reviving a fellow team member.

  • Level 1 - The Medic spawns with one extra magazine of ammo and one extra hand grenade.
  • Level 2 - The Medic spawns with and may carry two extra syringes. Power bar requirement for dropping health packs is reduced from 25% to 15%.
  • Level 3 - Syringes revive a knocked out teammate to full health.
  • Level 4 - The Medic may inject himself with adrenaline. When using adrenaline, the Medic runs faster and takes half damage. His stamina bar is immediately filled and cannot be depleted while the adrenaline is working. The effect lasts for ten seconds. Adrenaline is a useful and sometimes decisive tactical tool, used to rush into places of critical value for achieving objectives.
    • In some mods, once Level 4 has been obtained, all classes that the player uses thereafter can use adrenaline. On a few servers, a Level 4 Medic may also "give" Adrenaline to their teammates (alt fire). This also costs a full power bar.
    • In some mods, the Syringe may also be used to poison enemy players. The poisoned player takes continues damage anywhere up to 5 seconds and then dies. Depending on the mod, the poisoned player's screen may either become progressively distorted, or the screen may shake uncontrollably - in either situation, aiming accurately is almost impossible. Most mods allow the poisoned person to return to a normal state if they pick up a Medic's health pack.

[edit] Engineer (Class Skill - Engineering)

Image:WolfensteinET portrait allied engineer.png Image:WolfensteinET portrait axis engineer.png

Engineers are the only class that can accomplish many objectives. Engineers may build and repair machine gun nests, repair vehicles, build constructions (command posts, bridges and such), and plant dynamite and landmines. Engineers spawn with four or eight grenades, and are the only class that can carry the grenade launcher. Allied engineers may carry the M1 Garand rifle and Axis engineers the Gewehr 43.

They spawn with 4 grenades and 2 clips for their SMG or 3 clips for their rifle and 4 rifle grenades.

Engineers receive experience points for constructing and destroying objectives. For construction, the exact number usually depends on the fraction of the power bar required to construct the objective: 5 experience points for an objective requiring 50% of the power bar (e.g. MG42 emplacements) and 7.5 experience points for an objective requiring 100% (e.g. Command Post). Engineers receive anything up to 10 experience points for the destruction of an objective with dynamite.

On an unmodified server, all of the points for constructing an objective are received by a single engineer upon completion of the objective, regardless of how many participate in its construction. Some server modifications distribute the points continually during the construction, thus giving a fair share to all participants.

Engineers also receive 3 experience points for killing an enemy player with a rifle grenade, 4 experience points for killing an enemy player with a landmine or dynamite, 4 experience points for defusing an enemy land mine and 6 experience points for defusing enemy dynamite.

  • Level 1 - Spawns with four extra grenades and four extra rifle grenades.
  • Level 2 - Arms and defuses dynamite and landmines in half the time.
  • Level 3 - Power Bar requirements for construction, destruction, arming and defusing reduced by 1/3, requiring 2/3. Dropping a landmine only costs 30% instead of 50% of the Power Bar now.
  • Level 4 - Engineer now wears a flak jacket. Flak jacket reduces damage from explosives by 50%.
    • In some mods, once Level 4 has been obtained, all classes that the player uses thereafter will have the flak jacket automatically.

[edit] Covert Ops (Class Skill - Covert Operations)

A dead Axis player's uniform is stolen by an Allied covert ops player.
A dead Axis player's uniform is stolen by an Allied covert ops player.

Stealth and scouting class. Covert Ops (or simply "coverts") can steal a dead enemy's uniform, toss smoke grenades to hamper visibility with a nearly opaque smoke, and drop a satchel charge (remote-detonated explosive). The Covert Op is the only class that can use scoped weapons and silenced weapons. Any enemies in a covert's line of sight will appear on his teammates' command map. When looking at hidden landmines through binoculars, a covert will see an icon, and after a couple of seconds, the landmine will be visible to all teammates.

A covert ops spawns with 2 grenades and 3 clips for his SMG or rifle.

Covert Ops have a more powerful stabbing attack than any other class - a stab to the face deals 20-25 damage, while other classes can only hurt the enemy for 10 damage when hitting the front side of the player.

While wearing an enemy uniform, Covert Ops can open enemy teamdoors to allow other teammates to pass through. Enemies who observe a disguised covert op from a distance will see the name of the player whose uniform they stole, while up close no name will display. They can also sometimes be recognized by alert enemies who notice that they are wielding the wrong weapon for their apparent class or do not appear on their command map. The enemy recognition upgrade of a level 4 Field Op will display "DISGUISED ENEMY," and, well, the player whose uniform you stole will see his name on another player, with obvious results. How apparent covert ops are is also dependent on the server. On its standard setting, Covert Ops will automatically lose their uniform if they: 1.) Fire an unsilenced weapon 2.) Man an MG outpost, or a tank MG 3.) Use a standard grenade 4.) If they are SEEN firing ANY weapon

A few servers are far more lenient, up to the point where Covert Ops will permanently remain incognito for the duration of their life.

Finally, disguised Covops can arouse suspicions by, for example, running in the wrong direction or approaching a vital objective. In any case they lose their stolen uniform if they fire any weapon other than the smoke grenade or satchel charge in enemy vision. On servers with friendly fire turned off, some players have made it a habit to shoot fellow teammates to make sure that they aren't Covert Ops in disguise, and although this may appear to be a disadvantage for a covert ops he is also no longer at risk for being killed by his teammates while in disguise.

In addition, a covert ops can use his satchel charge to destroy secondary objectives, and some objects constructed by engineers. Although anything that can be destroyed with a satchel charge can also be destroyed by an engineer's dynamite, the satchel charge can be detonated at any time without the 30 second timer and with no advance warning to the other team. For example, in the map "Fuel Dump" a covert ops can use his satchel charge to destroy the 'depot defences' to allow an engineer to get into the fuel dump to complete the primary objective. Without the covert ops, the engineer would have to plant the dynamite that the defences first, alerting the other team to his presence, wait 30 seconds for it to explode and THEN plant his dynamite at the fuel dump.

Covert Ops receive 3 experience points for a kill using a scoped rifle (these kills only counts towards the player's Covert skill if the shot is fired while the scope is engaged, otherwise it counts towards Light Weapons skill as normal). Covert Ops receive 3 experience points for revealing an enemy land mine to their team, 5 experience points for disguising himself using an enemy uniform, 3 experience points for killing an enemy player with a satchel charge, and 7 experience points for destroying an objective with a satchel charge.

  • Level 1 - Covert gets a bonus magazine for his scoped weapon FG-42, K43, or M1 Garand.
  • Level 2 - Power Bar requirements for satchel charges and smoke grenades reduced by 1/3, requiring 2/3. Covert Ops may move closer to enemies without losing their name, and may have different icons on the command map (to reflect the class of the uniform they stole).
  • Level 3 - Weapon sway and recoil when zoomed in with a scoped weapon is decreased by 50%. Can stay underwater for a longer time without losing health.
  • Level 4 - Instant kill when stabbing an enemy from the back.

 

 


 
 
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