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Weapons

As is typical in first-person shooters, a player's weapons and equipment in Enemy Territory occupy several inventory 'slots', accessed by default with the number keys. Though these weapons are placed in only 8 different slots, you may have more weapons. This is because more than one weapon can be in one slot. To access the second weapon you must click the slot access key (1-9) twice or more, till the desired weapon is desplayed.

[edit] Slot 1 - Knife

Simple melee weapon. A level 4 Covert Ops can get a one-hit kill if he stabs an enemy in the back, otherwise, the knife does 100HP worth of damage to the back. In many mods the knife does significantly more damage when crouching and stabbing, which substitutes for the lack of headshots for this weapon. Covert Ops deal double damage when using a knife (when not backstabbing). On servers running one of the various mods, the knife can be used as a throwing weapon.

[edit] Slot 2 - Sidearm

The Luger and Colt are almost identical except in appearance, sound, and in most servers the Luger tends to have a higher recoil when fired repeatedly. A Covert Ops carries a silenced pistol with detachable sound suppressor, which can be removed, except when he is holding akimbo pistols. All pistols deal about 18 damage per hit, and 50 damage per headshot. Any player with level 4 Light Weapons may carry akimbo pistols (a pistol in each hand simultaneously). A Soldier with level 4 Heavy Weapons may carry a submachine gun (normally slot 3) in this slot. Some mods have poison throw knives. Also, as an fps secret, these pistols may be fired faster than even a machine gun, should you click fast enough, and they are much more effective than machine guns in close range.

[edit] Slot 3 - Primary Weapon

Available weapons vary by class. The weapon is dropped when the player dies, and it can be collected by any player able to use it (even if it is not otherwise available to their side).

[edit] Submachine guns

The MP40 and Thompson are available for all classes but Covert Ops, while the Sten is exclusively a Covert Op weapon.

  • MP40 - Standard Axis automatic weapon. Thirty round magazine.
  • M1A1 Thompson - Standard Allied automatic weapon. Thirty round magazine.
  • Sten Mk.IIS - Standard Covert Ops automatic weapon. Thirty-two round magazine.

The MP40 and Thompson are identical except in appearance and sound. The two were different in Return to Castle Wolfenstein. They both do 18 damage from close range. The Sten is a suppressed submachine gun with a fast rate of fire that overheats after 16 bullets are fired non-stop (It does 14 damage per hit from close range). It's the most accurate of all automatic weapons in the game. All submachine guns deal 50 damage per headshot. The helmet absorbs 10 damage when getting hit to the head, and is then "popped" off. Any subsequent shots to the head will take the full 50 damage.

[edit] Heavy weapons

These weapons are only available to Soldiers, and many servers have restrictions which limit the total number of each that can be used on a team. All heavy weapons decrease walking speed when held, though speed returns to normal if you switch to the pistol, the knife or some other weapon. The Heavy Weapon skill at level 3 lowers the speed penalty when holding heavy weapons, and the flamethrower becomes as light to carry as any light weapon.

The Panzerfaust is sufficiently powerful that a direct hit guarantees death of the target, regardless of health in nearly all cases. However a sufficiently skilled and lucky player may survive if they have an engineer's flak jacket or a medic's adrenaline.
The Panzerfaust is sufficiently powerful that a direct hit guarantees death of the target, regardless of health in nearly all cases. However a sufficiently skilled and lucky player may survive if they have an engineer's flak jacket or a medic's adrenaline.
  • Panzerfaust - Similar to a rocket launcher, when shot long distances the rocket will drop slowly in an arch, instead of moving in a straight line. Long reload time, high damage, and a wide blast radius. Single-shot, but soldiers who select it spawn with four of them, and firing one costs a full power bar. When fired, the panzerfaust will make a distinctive 'whine' for a short time as it charges up. It cannot be fired when prone, and if the bearer leans while preparing to fire, the shot will be canceled. Some players see this weapon as 'n00bish', while others see it as like any of the other heavy weapons. The Panzerfaust is extremely powerful, but with specific weaknesses that skilled players can use against the wielder, such as (in the Panzerfaust's case) the extremely long recharge time between shots and the second-long warning noise before the weapon fires. Despite the fact the Panzerfaust was an anti-tank weapon in the second World War, it's rather uneffective against vehicles in Enemy Territory. While tanks and trucks have 1200 "health", the Panzerfaust only deals 300-500 damage to them depending on where it hits. While most people tend to use this weapon in short range, some experienced players would use panzerfaust as a 'sniper rocket'. For example in campaign Würzburg Radar, a defending heavy soldier could stay at the observation hut on top of the final spawn-point, and fire his shot whenever an Allies solider grabs a radar part (the big ! icon on top of that soldier makes this decisive shot a lot easier). Also in the campaign Fuel Dump, Allies soldiers can fire long range panzerfaust into the Axis depot, although this can be considered spawn-killing.
  • Flamethrower - Short-range weapon, particularly dangerous indoors as it can deal large amounts of damage over a wide area. Fire damage continues to be dealt after the initial burn, even if the Soldier is killed. Very good for attracting enemy fire. There are 200 units of fuel, with no reload necessary. The weapon is best used behind corners or to close off narrow passageways, since it is otherwise easy to dodge, and the fire rebounds off walls. If used carelessly, it can easily ignite the bearer or their teammates - however with skill it can wreak havoc.
  • Mortar - The Soldier must deploy the mortar (alternate fire) before it can be fired. Launches an explosive projectile in an arc, and costs half a power bar. When aimed properly, can hit almost anywhere from far away. Single shot before reload; Soldiers spawn with 12 shells. Mortar can deal the same maximum damage as the Panzerfaust, but has approximately twice the area of effect. Impact point is shown on Command Map. The weapon can be easier to use if a Field Ops class has placed a marker with his binoculars, or there is a Covert Ops spotting enemies.

When shooting from flat ground, the Mortar can be fired from 40 to 90 degrees. However, deploying the mortar in downhill enables the Soldier to fire the arc lower, even below 0 degrees. Deploying the weapon in uphill enables the player to fire the shell at an angle higher than 90 degrees, causing the arc to land behind the Soldier. In ET Pro 3.1.15 patch and newer, used in official wars and in the majority of other clan matches, the lowest possible angle is 20 degrees, improving realism

  • MG42 - Bipod-mounted machinegun, intended to be deployed in a fixed position by going prone and selecting its alternate fire. It can be fired without first being deployed, but it has extremely poor accuracy and extreme recoil under such conditions. When deployed, targeting is limited to a small area; it is possible to crawl, but only very slowly, and you cannot fire while doing so. The firing radius is only around 60 degrees when deployed, which makes the machine gunner very vulnerable to flanking attacks. The Mobile MG42 user should always choose a place where he is well covered, or at least his teammates should protect his back and sides. Slightly more accurate than the constructable MG42. The weapon overheats easily (like its stationary counterparts) and can only be reloaded once its 150-round ammunition belt has been used up. The MG42 fires 18 rounds per second with each shot doing 18 damage. It is impossible to get headshots with any MGs — a shot which hits a player's head is counted by the game engine as a body shot, and thus won't even cause a player to lose his or her helmet.

[edit] Scoped or silenced weapons

These are available only to Covert Ops.

  • Silenced K43 rifle with scope - Axis only. Sniper rifle with scope attachment. High damage, ten round magazine. The sniper must stand still or lie down for the weapon to stop shaking. Time required decrease at Covert Operations level 3.
  • Silenced M1 Garand rifle with scope - Allies only. Can only be reloaded after the magazine is completely empty (this is historically inaccurate) and has a smaller magazine (eight vs. the K43's ten). In the ET Pro mod, which is used in competitions and most public servers, the Garand is made identical to the K43, the only difference being the sound and appearance. Must be still for a long time to minimize sway. Time required decreases at Covert Operations level 3. Both silenced rifles deal 50 damage to the body and 100 damage to the head when using the scope. Without the scope they deal 34 damage to the body and 68 damage to the head. Helmets do not absorb damage from scoped shots.
  • Sten Mk.IIS - Silenced automatic weapon. Accurate even at long range. Same fire rate as MP40 and Thompson but it has to be fired in bursts since it overheats after a continuous 16 shots of fire. Thirty-two round magazine. 14 damage to the torso, 50 to the head. 6 rounds per second.
  • FG42 - Automatic weapon with scope, scope has only one level of zoom. Higher rate and damage compared to other automatics, twenty round magazine size, lower accuracy unless zoomed in. It is a very effective weapon in close-quarters combat. Recoil of the FG-42 (both in and out of scope) is greatly reduced when level 3 covert op is achieved. 15 damage to the torso, 50 to the head. 9 rounds per second when shooting automatic fire.

[edit] Rifles with grenade launcher

These are available to Engineers only.

  • K43 rifle with grenade launcher - Axis only.
  • M1 Garand rifle with grenade launcher - Allies only. Can only be reloaded after the magazine is completely empty (this is historically accurate) and has a smaller magazine (eight vs. the K43's ten). In the ET Pro mod, which is used in competitions and most public servers, the Garand is made identical to the K43, the only difference being the sound and appearance.

Each rifle hit does more damage than the SMGs, but it fires about 1/2 as fast. The rifles are considered to be 'worse' than SMGs in most situations, because their huge recoil when fired rapidly renders them very ineffective over larger distances, and requires very precise aiming. Some players however, prefer the rifles' power over accuracy in close distance battles, and resort to rifle grenades at longer ranges.

Both rifles are equipped with grenade launchers, which are fired using alternative fire (usually right click). The grenade launcher allows you to propel a rifle grenade (a separate supply from your hand grenades) at a remarkable long arc distance. Rifle grenades can also be bounced off objects to hit enemies behind corners. Reflected rifle grenades have a high degree of agility and control over their targeting and are sometimes referred to as strategic “environmental” weapons. Since the damage that is inflicted is largely redirected from environmental structures, such as walls, floors, corridors, vehicles, and other map elements, the results can be highly creative and strategic, often in ways that other weapons cannot. Engineer rifles do the same damage as covert op rifles but without the scope. Rifle grenades deal 250 damage and take half of the engineer power bar to fire, although the power cost is reduced if the player has achieved level 3 in Engineering skill.

[edit] Slot 4 - Hand grenade

The grenades are functionally identical - pressing the fire button arms the grenade, and releasing throws it. The grenade detonates five seconds after arming, so players commonly 'cook off' the grenade for several seconds before throwing, to give the enemy less time to dodge the explosion. The hand grenade deals a maximum of 250 damage, and as all weapons with splash damage, can be used to destroy vehicles.

[edit] Slot 5 – Special Ability

  • Airstrike grenade – Field Ops class only. Releases a cloud of colored smoke (allies=blue, axis=red); after 6 seconds, a bomber creates a series of explosions in a line across the signal smoke, perpendicular to the Field op who has thrown it. Note: this bombing does not occur if the airstrike grenade is thrown into indoor environment. However if anyone stands exactly on top of it, the grenade's own explosion can kill. Standing on one can deny the airstrike, although sometimes at the expense of damaging the one who stood on it, as the grenade can still go off. In certain maps, when friendly fire is turned off, a player being hit by a friendly airstrike may fly into the air, and fall back down usually causing the player to die.
  • Syringe - Medic class only. Revives a mortally wounded teammate and restores part of their health. At level 3 in First Aid, this rises to full health, and the syringe colour changes from yellow to green. If playing on an unpatched server, the adrenaline injection received at level 4 First Aid is available as a second (red) syringe in this slot. On some custom mod servers, stabbing an enemy with a needle poisons them, taking away their HP second by second, usually takes about 5 seconds to kill. You can stop the poison by getting a medical pack, and if the enemy medic is killed, some players with high hp can survive. However, getting a perfect needle shot is very difficult, seeing as it takes about 1 second to stab.
  • Pliers - Engineer class only. Used to arm or disarm dynamite and landmines, repair vehicles, and construct objectives. The pliers can actually be used for killing enemies (as well as teammates). When finishing the construction of an objective, for example a Tank Barrier, the whole construction instantly appears after the building process is done. If the objective is built on a player, which can also be the engineer himself, it deals 10000 damage, killing and gibbing any player instantly. If the player standing in the construction area has the temporary immortality shield above his head, for example after being revived by a medic, he will fly to the air at enormous speed and most likely fall to his death.
  • Smoke Grenade - Covert Ops class only. Releases a cloud of opaque gray smoke as a form of cover. Lasts for several seconds. The smoke grenade can be "cooked" just like a regular grenade, though dying while cooking one off will not drop it.

[edit] Slot 6 - Special Ability

  • Health Pack - Medic class only. Restores 20 points of health. Some servers do not allow medics to pick up their own health packs.
  • Ammo Pack - Field Ops class only. Provides one magazine, one hand grenade, and one syringe (for medics only).
  • Dynamite - Engineer class only. Must be armed with pliers. After arming, explodes after thirty seconds, unless disarmed by an engineer. Dynamite is the only thing that can destroy certain objectives.
  • Satchel Charge - Covert Ops class only. Drops a bomb that can be detonated whenever the Covert Op chooses, but the Covert Op must be within range. Satchel charges can be defused by Engineers. Some objectives can be destroyed by satchel charges.

[edit] Slot 7 - Special Ability

  • Adrenaline syringe - Obtainable by level 4 first aid.(medic) Can still be used if player switches classes, on certain modified servers.
  • Landmine - Engineers are capable of dropping landmines and arming it with their pliers, so long as the maximum number of landmines available to the team has not been reached. They are activated by any player (or vehicle) moving over or near them, releasing a hissing sound and coloured smoke depending on the team (either blue or red). The actual landmine is detonated when the player steps off the mine: when on the mine, engineers can disable the mine with the pliers. If you are not an engineer, certain other things can be done: for example calling for a medic, and then letting him revive you. You can also just wait for enemy players, and fight them while staying in the same position. If you are knocked out, do not tap out until an enemy walks over (or near) your body. The mine will explode, and, hopefully, also kill the enemy. Of course, if the enemy sees the coloured smoke coming off your feet, he will most likely sprint away from you and shoot you, so that your body is moved (due to the momentum of bullets), and before your health reaches zero from the injury, the landmine usually explodes as you are no longer standing on it. Jumping off landmines (using your sprint bar for this is highly recommended) can also be done, although you will still take damage (and die if you are low on health).

[edit] Slot 8 - Binoculars

  • Field Ops start with these and can use them to call in artillery strikes. Counting from the exact moment the field op calls in the artillery strike, it takes 11 seconds for it to explode. The warning flare of the artillery strike comes 6 seconds after firing and deals only 20 damage to a player who's standing exactly at the point where it explodes. One team may simultaneously have only three artillery bombings on the map. As support fires, artillery may only be called to areas that can be seen from the above - not inside buildings, for example.

In unpatched version, field ops can also spot landmines (and XP goes to field op XP instead)

  • Covert Ops start with these and can use them to spot landmines (ver 2.6).
  • Other classes are rewarded with binoculars when they achieve Battle Sense level 1.

 


 
 
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