Need some tips to play at your full effectiveness? Whether you need a beginner's guide to the classes or advanced strategies for winning, this is the place. Complete info on the class-specific skills and advice that's guaranteed to boost your score.
Classes Soldier
Unlike the
other classes, the soldier is defined entirely by the weapon they choose to
carry. No special abilities, no mission-specific goals, and little use for the
power bar. So, this guide will be a discussion of the pros and cons of the
various weapons available, and how best to use them.
Mortar: Not
a terribly easy weapon to use. Carrying it drastically slows your speed, like
all heavy weapons, and it's utterly useless in a firefight. However, it's the
only weapon that allows you to attack the front lines not just from a distance,
but from complete safety behind walls. The mortar must be deployed before it can
be fired, and then the elevation (range) and azimuth (horizontal facing) are
adjusted with the mouse. Hitting the primary fire key drops in a round, which is
then lobbed through the air. Fortunately, the command map (G) can be used to
display the target of shells that fall outside of your field of view. Any
artillery strikes called by Field Ops will also appear on your map and in your
sights, so you can sit back and let others pick your targets for you. Note that,
assuming equal elevation and no intervening barriers, each 5 degrees of
elevation below 90 will lob a mortar round almost exactly 1 square's distance on
the command map. The mortar begins with 12 shots, and each drains 1/2 of a full
power bar.
Panzerfaust: The "other" explosive weapon. You start
with only 4 shots, and each consumes a full power bar. The Panzerfaust will slow
your running to a brisk walk when the weapon is equipped, and it cannot be fired
while prone. The best uses for it are clearing out bunkers and entrenched
defenders from a distance, allowing your team to advance before reinforcements
can arrive. At middle ranges it's actually fairly affective against lone
soldiers, due to the sheer speed of the projectile. It's less suitable for
short-range combat, due to the one-second charge time before firing and the huge
blast radius, but it can be used as a last-ditch kamikaze attack. A rocket is a
guaranteed kill if it hits within 10 feet, but the damage drops off sharply
after that and at as little as 16 feet the damage is nonexistent.
Flamethrower: The flamethrower can be immensely powerful when used
correctly. When used incorrectly, it's more of a menace to your own team than to
your enemies. The most important thing to remember is that the flamethrower is a
short-ranged weapon, suitable for ambushes because your victim will be blinded
by the flames and generally unable to retaliate before they're dead. The flames
burn for a few more moments after you hit someone, and do an additional 25
damage or thereabouts. The flamethrower is best used with short passages and
blind corners where you can get the first shot on people while they run by; even
a short burst can kill someone at full health. It can also be used well
offensively, but there are a few things you can't forget. First, your speed is
drastically lessened while firing. That means it's more difficult to set
yourself on fire... but also means enemies will be able to retreat and take you
out with grenades or by blindly firing through your impressive-looking but
ineffective wall of flames. Second, never, never, NEVER take the second rank in
a charge when you have a flamethrower. Firing into a melee is a good way to kill
teammates and lose friends. Furthermore, even though tight quarters are your
friend be careful about firing at walls. The flames will rebound, and you aren't
immune to setting yourself on fire. Finally, forget about using the flamethrower
on large outdoor maps - it just isn't up to par.
MG42: The only
way to use the MG42 effectively outside of point-blank range is to lie prone and
engage the tripod (alt-fire). This zooms in slightly but prevents you from
moving the gun more than about 20 degrees in any direction. In other words, make
sure you have someone to watch your back when you're using the MG42 because
you're incredibly vulnerable from every direction but one. In many ways, the
MG42 is the opposite of the flamethrower. It works best, unsurprisingly, facing
into long corridors and choke points. It's also a long-range weapon, and depends
on sheer rate of fire to make up for the inaccuracy. Finally, it's almost
entirely a defensive weapon. Note that this doesn't mean it can't be used
on the attack - in fact, one of the best ways to use it is to set up outside of
a heavily trafficked area and "defend" it against the people that should
be there keeping you out. A well-placed soldier using the MG42 can pin down a
section of the map by themselves for some time, and with good support from field
ops and medics there's little they can't survive.
Thompson/MP40:
Honestly, there's not much to say about the sub-machinegun. There's little use
for a soldier with one, because any class (other than Covert Ops) can carry one
and perform other useful functions. If you want a Thompson and ammo, it's
really best to pick Field Ops so you can contribute something else to your team.
Soldiers have semi-exclusive access to the Heavy Weapons skill,
while other classes can gain experience by using the mounted MG42s found in the
levels, but aren't likely to come by it as quickly or easily as a true soldier.
So here's everything you need to know about the Heavy Weapons skill, taken from
the manual. (if you want to read the entire thing, check the Wolfenstein: Enemy
Territory group in the start menu)
Heavy
Weapons
This rewards players for kills with Heavy Weapons. Players of
any class will earn 3XP for a kill using an Emplaced or Mounted MG. Soldiers
earn 3XP for kills with the Mobile MG42, Panzerfaust, Flamethrower or Mortar.
You earn 3XP whether the kill is due to explosive splash damage or a direct
hit.
Heavy Weapons Level 1: Improved Projectile Resources
Your
combat experience allows you to use your projectile weapons with greater ease.
Firing a Panzerfaust or Mortar will now take 1/3rd less Power Bar than
previously.
Heavy Weapons Level 2: Heavy Weapon
Proficiency
Your technical know-how means that your overheating Emplaced
or Mobile MG will cool at twice the normal rate.
Heavy Weapons Level
3: Improved Dexterity
You've been lugging heavy chunks of metal around
the battlefield for so long, your speed penalty is now decreased. You will
still be slowed when firing the Flamethrower, but when carrying it or your other
weapons - your speed is now faster.
Heavy Weapons Level
4: Improved
Weapon Handling
Such is your skill at toting weaponry, you are now able
to handle a Light Weapon in one handed slot, freeing up the two handed slot for
an alternate Heavy Weapon. This means you can now carry an SMG and a Mortar, for
instance.
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Medic
Starting out, the medic is probably the least-flexible and least-equipped of all
the classes in Enemy Territory. You start with a Thompson (MP40 if Axis) with a
single clip of ammo, a grenade, 8 syringes, and the health pack. So it should be
fairly obvious that at least initially, a medic is not a front-line fighter.
Their primary strength lies with keeping the rest of their team combat-ready,
and their syringes even allow them to revive the recently-killed on the field of
battle.
The two unique abilities of the medic are the health pack and syringe. The
health pack drops a kit which provides 20 points of health, and initially
requires a quarter of the medic's power bar to use. When level 2 first aid is
reached the health packs require only 15% of the power bar, allowing the medic
to heal a much larger amount in the same amount of time.
The syringe, on the other hand, can actually be used to revive the dead. When a
comrade is killed, a red icon will appear above their body. While the syringe
icon is there, they can be revived by selecting the syringe, standing over the
teammate, and pressing fire. Note that the icon will disappear if the player
enters the respawn queue or takes too much damage, so get to them as quickly as
you can. You can also see the syringe icon on the compass in the corner of the
screen if you're close enough, so you can use it to locate fallen allies
quickly.
A good medic will find themselves in the line of fire quite often, but they
should never be the first line of an assault. Instead, it's better to hang back,
wait for the first wave of soldiers to engage the enemy, and then run in with a
needle to raise the fallen and health packs to revitalize the wounded. Charging
into the middle of a firefight with nothing but a syringe in hand is risky, but
can easily turn the tide of a close battle while earning valuable experience.
Just remember that a medic is no good to their team dead, so don't hesitate to
heal yourself when you need it.
A medic can expect to gain experience, and thus ranks, very quickly on the
front lines of combat. First aid is probably the first improvement you'll see,
and one of the most important. The benefits are another clip and grenade,
decreased power cost for health packs, full revive for teammates, and finally
the adrenaline syringe. These will greatly decrease your dependence on
lieutenants, and allow you to heal your team much faster. The last bears special
mention - it gives you 10 seconds of adrenaline, during which your stamina bar
will not decrease and you take only half damage from all attacks. Obviously,
being able to run into and out of heavily defended positions can be incredibly
useful at the right times. Battle sense and light weapons are the other areas
medics are likely to improve in, and all of the light weapon abilities are
useful... especially the extra clip given at level 1. Battle sense gives great
benefits at level 2 by recharging your stamina bar faster, and at level 3 by
increasing your health by an additional 15.
Finally, remember that the power of a lone medic should not be overlooked. Their
ability to heal themselves, when coupled with their innate regeneration, makes
them excellent for defending a position by themselves when necessary. A medic
behind the barrel of an MG42 can often hold off an entire team for some time by
healing themselves when necessary.
So here's the lowdown on first aid, the medic's special ability. This is cropped
from the manual - you can read the whole thing by checking in the Wolfenstein:
Enemy Territory program group.
First Aid
This is a Medic-specific skill that rewards players for reviving team-mates and
healing them with Health Packs. Medics earn 1XP each time they heal someone with
a Health Pack and 4XP every time they revive another player with their Syringe.
First Aid Level 1: Medic Ammo
Medics receive an extra ammunition clip and grenade with their basic weapon
load-out.
First Aid Level 2: Improved Resources
2 syringes extra max ammo, 2 extra on spawn plus Medic pack only takes 15% Power
Bar instead of 25%
First Aid Level 3: Full Revive
Syringes now return fallen team-mates to full health.
First Aid Level 4: Adrenaline Self
To equip the adrenaline shot press the Special Weapon 1 key (5 by default) twice
and then press the primary fire key to inject the Adrenaline syringe. Doing so
will impart a temporary bonus in Health and Stamina. For 10 seconds you will
only suffer half damage from any attack and your Stamina Bar will not decrease
at all, even if you are sprinting. This will give you the ability to rush into
and out of strongly defended areas which may prove of critical tactical
importance.
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Engineer
In many ways, the engineer is the most important class in Enemy Territory. They
are, of course, the only class that can build structures, repair vehicles, and
dynamite objectives. In fact, Rail Gun is the only map that can be won without
the aid of an engineer - on every other map, each team needs at least one to
achieve victory.
The first decision to be made as an engineer is which weapon to choose. The
Thompson/MP40 is a good all-around choice, with a good balance between accuracy,
power, and firing rate. You really can't go wrong with a good submachinegun,
after all. The rifle is the only other choice for an engineer - K43 for the
Axis, and the M1 Garand for the Allies. Each shot packs more than double the
punch of the SMGs, but the clip is limited and you're stuck with semi-automatic
fire. The rifle is also extremely inaccurate when you're running around and
jumping, making it a close-range weapon unless you have time to crouch or
(ideally) go prone. For the middle ranges, the pistol is probably a better
choice.
However, if you want access to the rifle grenades you will, of course, need to
choose a rifle. The rifle grenades are nearly equal to the Panzerfaust in
destructive capability in the hands of a practiced user, and the ability to lob
grenades over 100 yards with pinpoint accuracy can consistantly result in
one-hit kills. Level 1 engineering gives access to 8 of them, which should keep
you in explosives for a long time. Just remember that the grenades are fast, but
not jet-propelled; they will drop due to gravity, so aim 5 to 20 degrees above
your target as well as leading them. Each grenade also drains half of your power
bar, so keep a close eye on it when charging a demolition point. Not only is it
possible to drain all of your power and be forced to rely on the rifle itself,
but that's the same power bar you use to plant dynamite or lay land mines.
Wouldn't want to have to camp a heavily-guarded objective by yourself for 20
seconds with a pistol before you can even stick a bundle of explosive love on
it, would you?
So rifle vs SMG, which is better? For the Axis it's a pretty clear-cut decision
- the K43 has a 10-shot clip, the rifle grenades are too good to pass up, you're
not going to be planting dynamite very often, and the ten bullets you get is
enough to take out any attacker at close range. For the Allies it's a harder
question. The rifle grenades ARE excellent for clearing out clusters of Axis
defenders, but the rifle itself is decidedly subpar. You get the same poor
accuracy as the K43, but each clip has only 8 bullets and must be completely
emptied before you can reload. That means most battles will drain a full clip,
because you can't afford to start a battle with just two bullets in the gun. If
you expect to engage mostly in long-range combat go for the rifle, otherwise you
might be better off with the Thompson.
All weapons aside, how the engineer should be played primarily depends on which
side of the assault they're on. The Axis find themselves defending on most maps
- when there are objectives for the Allies to demolish, it's vital that
at least one engineer remains within at most a 15 second run of the objective.
Nothing will annoy the Allies more than the sound of "dynamite
defused," and nothing will annoy your team more than losing a match within
the first 10 minutes. In the early moments of the map you're free to roam and
build stationary fortifications, so take advantage of it. Not only will you gain
quite a bit of experience, but you'll have them standing before they're needed
rather than trying to build a barrier (for instance) while under fire from tanks
and airstrikes.
In "multi-goal" maps such as Würtzburg Radar that require either
building or demolitions before the Allies can achieve their primary objective,
however, a quick engineer can usually slip in to defuse dynamite, destroy a
bridge with a quick plant, and so forth. The longer you can delay the Allies
from getting to their real goal, the less time you'll need to defend it. So on
maps like Siwa Oasis and Radar, for instance, guarding the destroyable walls can
buy your team at least a minute per unsuccessful attempt. If you can keep a
secondary entrance closed, you'll also make it that much harder to get past your
team's defenses. Remember, an engineer taking time to plant is a nice, juicy
target.
And finally, use the land mines! The engineer's other specialty, each team can
have up to 10 land mines placed at any time. Each depletes half of your power
bar to drop, and they must then be manually armed with the pliers like dynamite
- in other words, setting up a comprehensive landmine defense takes some time.
They're best placed at the choke points or near goals as a last-ditch tactic
against opponents who have gunned down (or bypassed) all of your defenders. Keep
a careful eye on the death messages if you do this, and run back to check and
re-plant mines. Don't use the exact same places, though... shuffle them around a
few feet each time to keep defenders guessing.
On the Allied side, you're more than likely going to find yourself on the attack
the majority of the time. When you can, stick with your team and try to invade
en masse. With a good medic at your side you're far more likely to survive and
accomplish your goals, and that's what the game is all about. Stay out of the
first wave, shooting rifle grenades past your teammates to hit likely ambush
points and camping spots. When the coast is clear, make a run for the objective
and do the deed!
Another viable tactic is the "commando run." Head for the back
entrance (most maps have one) while your team distracts the enemy. Avoid
conflict and head to the goal by the safest route possible. With a little luck
the defenders will all be on the front lines, and by approaching from an unusual
entrance you may be able to get the drop on any stragglers. Avoid using your
power bar on the approach if possible; your first plant should draw the
attention of the entire Axis team if they're paying attention, but you should
have time to place a second stick before the defenders arrive. If you can buy
even a few more seconds defending the goal, a single engineer should run out of
time trying to defuse a pair of dynamites. I've seen this done successfully once
with a pair of engineers.... the sight of a lone Axis engineer trying to defuse
5 bundles of explosives made me laugh until my sides hurt.
One of the biggest problems with the lone engineer is landmines; if you're
significantly ahead of your allies, odds are no Covert Ops will have scouted the
area. On the other hand, engineers have the least to fear from landmines as long
as you remember a few simple tips. First, the mines are triggered when stepped
on, but only explode when you step off of them. If you aren't actively
engaged in a firefight, stop as soon as you hear the distinctive "click -
hiss..." Pull out your pliers and get to work. You'll defuse the landmine,
gain some XP, and be on your way. If you can achieve rank 4 engineering you'll
have even less to fear, because you'll be issued a flak jacket that protects
against half the damage from all explosions.
Here's the lowdown on the Engineering skill, taken right out of the manual. The
manual was installed with the game, so check the Wolfenstein: Enemy Territory
group in the start menu to read the whole thing.
Engineering
This is an Engineer-specific skill that rewards players for
constructing/demolishing objectives and the use of explosives. Engineers earn 3
XP for repairing a vehicle or MG. They also earn XP for constructing or
destroying constructible objectives: 5XP for a 50% of Power Bar objective such
as repairing an MG nest, 7.5 for a 100% Power Bar objective like repairing a
tank and up to 10XP for destroying an Objective. Engineers also earn 3XP for a
Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing an
enemy Land Mine and 6 points for defusing enemy Dynamite.
Engineering Level 1: Improved use of Explosive Ammunition
Inventory includes four extra Rifle Grenade rounds and four extra Hand Grenades.
Engineering Level 2: Improved Dexterity
The experience of handling explosives in combat allows Engineers to arm and
defuse Land Mines and Dynamite in half the time.
Engineering Level 3: Improved Construction and Destruction
The expertise of the veteran Engineer means that constructing and repairing
objects and setting Dynamite or Land Mines uses 1/3rd less Power Bar charge than
normal.
Engineering Level 4: Issued Flak Jacket
Only the most expert Engineers who have proven their ability to survive on the
battlefield are issued with these expensive Flak Jackets which provides the
player with 50% damage deflection from explosive weapons.
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Field Ops Specific Tactics
That's right you're now the man! The only class that can not only call in
air and artillery strikes with your trusty smoke canister and binoculars, but
you're a walking ammo cache to boot! You'll be carrying a standard weapons
loadout of a knife, a pistol (single handed weapon) and a sub machine gun (two
handed weapon) into battle, but you're packing much more punch than that with
your special abilities, so let's learn how to best use this power without
blowing up our own troops.
Since the Field Ops class is a weapon based class, the best spot for a Field Ops
under normal circumstances is with someone who is going to be doing little else
than trying to decimate as much of the enemy forces as possible, the Soldier
Class. The Soldier is the heavy weapons expert and packs the biggest punch, so
naturally he'll be chewing up ammo faster than any other class. Either in a
support postion of defense or helping pave the way on the attack, a Field Ops is
a vital part of keeping the big guns booming with ammo packs-o-plenty.
Now let's talk a bit about the pros and cons of calling in strikes. Since the
Artillery Strike is ordered with the binoculars as opposed to the Air Strike,
which requires the throwing of a smoke canister to mark the strike location, the
Artillery Strike is much more of a long distance weapon. Both strikes must be
used outdoors only as a plane or long distance gun battery could not possibly
get their shots indoors, and buildings in Enemy Territory are indestructable.
Having to take the fight indoors basically cuts the Field Ops options in half,
leaving him a lightly armed ammo supply. This class should still be teamed up
with a Soldier to keep them happily mowing down enemies both indoors and out.
In general, with the ability to call in major, damaging strikes that can
destroy vehicles or groups of enemies, the Field Ops is best used outdoors. Both
Air and Artillery strikes require a full power bar to be executed, so you must
make your shots count. As you progress in rank, the Field Ops specific skill,
"Signals", will allow you to progressivly give more ammo per pack,
double the intesity of Strikes and even take less power per strike as well as
adding the ability to spot disguised foes. This all stacks up to one class that
is best used on the larger areas and possible bottle necks where the enemy must
travel in groups.
All of these improvements are used since with great power, the Field Ops also
becomes a popular target for Snipers and Covert Ops looking to remove an enemy
that can cause such open devastation. Bear this in mind when surveying the area
with the limited view area of the binoculars. More than one Artillery Strike has
been denied via the sniper's bullet, and this is where his partner the Soldier
comes in. When finding positions to cover and hold, the Soldier should be
providing support while a strike marker or call is being made. Nobody on the
other team is going to want a strike called in, trust me. Pick a safe spot to
work your magic from if at all possible.
A big area of interest with a few goals to accomplish will be to cover and
support, or cover and destroy an engineer that has something to construct for
your team to progress. Using the bridge in the Fuel Dump level as an example, an
Allied Field Ops and Soldier combo can provide vital cover to an exposed
Engineer who's constructing the bridge, while an Axis Field Ops and Soldier team
would be trying to keep the build site under constant fire. A heavy barrage of
Artillery fire will pretty much take care of anything in the Wolfenstein world,
and I just love simple solutions to life's little problems.
Now go forth and cause mass destruction. Wipe out a machine gun nest with a
glance. Detroy thundering tanks with a puff of smoke, but don't forget to keep
your buddies stocked with ammo. A bang is better than a click anyday of the
week.
Here's how the Field Ops progresses with the class specific "Signals"
reward system. This is straight from the Wolfenstein: Enemy Territory manual,
and we all read that right?
(Find the game manual in the Wolfenstein: Enemy Territory program group,
installed with the game, or click here)
Signals
This is a Field Ops-specific skill that rewards players for killing enemy
players or destroying objectives with Artillery or Air Strikes, and supplying
team-mates with ammo packs. Field Ops earn 1XP for giving one of your team's
players an Ammo Pack. You'll earn 3XP for every enemy player you kill with an
Air Strike, 4XP for killing them with an Artillery Strike and 5XP for destroying
an Objective with either.
Signals Level 1: Improved Resources Your proven logistical efficiency is
rewarded by access to Improved Resources. Every Ammo Pack you distribute will
contain an extra magazine clip and issuing the Ammo Pack will only deplete your
Power Bar by 15% instead of 25%.
Signals Level 2: Improved Signals Your experience as a fire support
observer gains you improved efficiency. Calling in an Artillery or Air Strike
uses up only 2/3 of your Power Bar, allowing you to call in fire support more
frequently than before.
Signals Level 3: Improved Air and Ground Support Your expertise in
identifying key enemy targets is rewarded by diverting more fire support
resources to your designated targets. Each Air Strike now has two aircraft
incoming and each Artillery Strike lasts twice as long.
Signals Level 4: Enemy Recognition Your observational skill and
battlefield experience now means that you can identify disguised enemy Covert
Ops. Placing your cross-hairs over an Enemy infiltrator will result in a
Disguised Enemy prompt and their location will be highlighted on your team's
Command Map.
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Covert Ops Tactics Guide
Playing as Covert Ops, the newest total Wolfenstein class born in Wolfenstein:
Enemy Territory, you must get a new mind set in place. You are the best-equipped
class to run the lone wolf tactic. Running on your own, outside a supported fire
team, you'll progress through rank by undermining the enemy efforts whether
defense, or offense. You are swift, silent and deadly. You are the night.
Your weapons loadout when starting as a Covert Ops class player is based on
stealth and accuracy. Your silenced pistol (single handed weapon) and choice of
a silenced M1S Garand or K43 for sniping joy, or the scoped automatic FG42, or
even the accurate and automatic Sten MkII S make up an arsenal of deadly, ghost
like power. Combine this with the class specific smoke grenade and satchel
charges, season with the standard grenade and you've got yourself a walking
hazard.
With the standard loadout, the Covert Ops would be little more than a glorified
sniper, except for his special abilities that take the class to a new level that
becomes more valuable to a team with proper use. You've also been given the
ability to take stealth up a notch or two, offering access to bases that
normally your team could not enter without high explosives, or a tank!
One of the first things to learn as a Covert Ops is your value to the team's
intel gathering. A Covert Ops player will display all enemies that he sees, onto
the command map for his team. What he sees, they can see just by pulling up the
command map. Also, using his Covert Ops binoculars, the player can mark (using
the crosshair) enemy landmines for his entire team to either avoid, or detroy
with explosives. The Covert Ops spots the landmine with his binoculars, keeping
the crosshair on it until the mine is marked and shows up on his team's command
map. A team radio announcement will automatically go out letting everyone know
the map is updated with this valuable info. Now that's handy and definitely
going to put a frown on the face of the enemy Engineer who just planted the
little trap.
That's far from the only way for the Covert Ops to cause grief to the enemy,
there's also the power of "Disguise". When you kill, or come across a
dead foe, you have the abilty to take his clothes so that the enemy will see you
as one of his own, with some minor changes. To take an enemy uniform, you must
stand over the body of a dead enemy to activate the Uniform icon. Keep
Activate/Use pressed to take the uniform and put it on. The enemy's body will
now be without pants and remain as a warning to his team that they have a spy in
their ranks. While wearing an enemy uniform (Disguise), the Covert Ops can use
enemy Team Doors that were normally locked against any intrusion. These doors
are normally marked and show a lock and chain icon when being attempted by an
undisguised Covert Ops, or any other class. While disguised, you will show up at
a distance as the player you took the uniform from if someone has player
identify on, but up close it won't show, alerting them that you're a fraud. Now
that you can slip into enemy strong holds without all those nasty explosives,
it's time toss another wrench into the gears of your enemy's plans.
Once inside the defenses, a Covert Ops can use his satchel charges with great
effect. A satchel will destroy the inner Axis defences on the Fuel Dump level,
as well as blow the generator on the Seawall Battery level so his team can slip
through the back door for a two pronged attack. The options are vast and a well
trained Covert Ops is a deadly menace to the opposition while being an
invaluable intelligence tool for his team.
Here's how the rewards are given in the games manual, installed with the game in
the game's directory on your computer.
Covert Operations
This is a Covert Ops-specific skill group, which rewards players for
reconnaissance, reporting battlefield intelligence, sabotage and Scoped Weapon
skills. ANY player earns 5XP for kills with a headshot, 3XP for kills with a
bodyshot, armshot or legshot. A Covert Ops will earn 3XP for each Land Mine
spotted and 5XP for disguising themselves using an enemy uniform. You'll earn
5XP for every kill with a Satchel Charge and 7XP every time you use a Satchel
Charge to destroy an Objective.
Covert Operations Level 1: Improved Use of Scoped Weapon Ammunition
Each Ammo Pack you get from a Field Ops or Ammo Cabinet includes one extra clip
of ammunition for your Scoped Weapon
Covert Operations Level 2: Improved use of Sabotage and Misdirection
Your expertise allows you to use your Satchel Charges and Smoke Grenades more
often: your Power Bar usage will be reduced by 1/3rd.
Covert Operations Level 3: Breath Control
Your mastery of the Sniper's art results in a 50% reduction in both recoil jump
and weapon sway with Scoped Weapons.
Covert Operations Level 4: Assassin
Your expertise with the knife allows you an instant kill with any backstab.
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