In this section I'll give you the stats for each class, as well as info on how to help your team using that class, sneaky tactics you can use, and how to XP whore with that class (if you're into that kind of thing!)
should pick one class to get really good at, but make sure to try all the
different classes. Each one will give you new insights into how the game
works, and teach you new ways of playing. For example, being an engy helps
you learn mining spots, or being a medic helps you learn how to use your
Panzerfaust, Flamethrower, Mortar, Mobile MG42, MP40/Thompson
if you're a soldier, you are your weapon. You're a killing machine, and
that's really all you have to do. The job of a soldier may include
defending an area, clearing out an area so teammates can get through, or
spawncamping to cut off the enemy's flow of reinforcements.
are some general things to keep in mind though... Don't be a soldier with
an SMG, might as well use something powerful like a panzer. The only
reason the SMG is included in the soldier's arsenal is so that you can
steal an SMG off the ground if your panzer is recharging, or you're out of
ammo, etc. Also, once you get level 4 heavy, you'll be able to carry an
SMG instead of a pistol.
ammo if you need it. If you are an MG in particular, try to get the field
ops to provide you with some ammo every time he spawns.
the beginning when you have level 0 heavy weapons, panzers and mortars are
a bit crappy because your charge bar will recharge at a very slow rate. So
try to get 20+ heavy weapons XP as quick as possible, using any method
how to get really good at spawncamping. This is one of the best features
of a soldier, and if you play competitively in a clan, you'll be at a real
disadvantage if none of the soldiers in your clan know how to spawncamp. (Because
you can be sure as hell the enemies will do it to you!) Try to get clumps
of kills at the same time if you can.
I've made a chart showing how the bonuses work. Depending on how many
medics are on your team, and whether you are a medic or a non-medic, your
HP will vary.
read this chart, notice that the HP is listed as 3 numbers, for example
"120-134-151". What this means is you have 120 initial HP when
you spawn, but your max HP is 134. If you have level 3 battle sense, then
your max HP is 151.
interesting thing to note here is that non-medics always spawn with their
max HP, unless they have level 3 battle sense. So, if you're at the
beginning of a campaign or something, and nobody has had a chance to get a
lot of XP yet, then don't bother dropping health packs around the spawn-
nobody needs them. However, if there are some teammates who have level 3
battle sense, then you definitely should drop health packs for them at the
beginning. If you don't, then their +15 health bonus goes to waste because
they spawn with less HP.
thing to note is that, it's a good idea to have 2 medics because then
everybody gets a nice +20 HP bonus. You could have 3, but it only gives
you an additional +5 HP compared to 2 medics.
most teams have more than one medic, it's best if you try to split up your
coverage. You don't want for example, 3 medics in one area, and the rest
of your team somewhere else. If you are playing defense and trying to hold
specific chokepoints, then coordinate which medics will cover which
points. If you are on offense then make sure that for each assault team
there is at least one medic.
being a good medic is largely about being at the right place at the right
time. You should stay aware of what's going on around you. If some
teammates are trying to launch an assault or infiltrate a base, go run
with them! If you don't know where you should be going, then just look
around you when you spawn and find someone to run with. Usually I go with
engies or field ops. Engies are a good choice because they're usually
crucial to a mission. Field ops are great because then they can supply you
with ammo while you heal them.
you are supporting a teammate, help him out in the fighting. Don't just
let him get slaughtered and then go in to revive him- there isn't always
time. You might get killed while reviving him, or the enemy might gib them
quickly. Just remember, two guns is better than 1.
if you are supporting multiple teammates, then you should stay back a
little instead of rushing forwards. If you already have 3 guns, having 4
isn't going to make a huge difference. You need to stay alive in this case,
because as long as you are alive, there's still hope for your teammates.
Once the medic dies, teammates tend to die pretty quickly.
there are two medics supporting the group, then you could have one medic
fighting while one medic hangs back so he can revive as necessary.
should constantly scan teammates to see who is low on health. Also, scan
for covert ops! Since medics are constantly scanning teammates, they are
usually the first one to notice an enemy in disguise. (With the exception
of level 4 field ops). So, if there's a covert in disguise in the area,
you should be the first to spot him and open fire. Of course, if you're
playing in a clan, this isn't so important because you guys will all be on
one fireteam so you can see a symbol above the heads of your teammates.
REALLY good at using the map and compass to spot where people are and
where they need help. Read the sections on "Interface basics"
and "Map walkthroughs" to learn tips on how to quickly locate
wounded teammates, and how to use landmarks and symbols on the map to
quickly figure out where someone is. You have to be able to do this
quickly, even if you're getting shot while 3 guys are spamming the text
for a medic. It takes some practice, but knowing how to use the compass
effectively will make you better than 90% of the medics out there.
busy. If you're not busy, you're not doing your job. If there's nothing to
do at the moment, take a little walk, and check on how your teammates are
doing. Support them with your SMG when necessary, or give them health/revives.
Pay special attention to your engineers if you are allies- if the
engineers are getting killed every time they try to complete the
objectives, you won't get anywhere.
there's nothing happening, then drop some health packs in an area which is
highly trafficked by your teammates, or where they are likely to flee. For
example, sometimes if I'm about to exit from a cave into dangerous
territory, I drop a couple of health packs in the cave in case I, or a
teammate, needs to take cover.
forget that the role of a medic isn't just about reviving people once
they're dead. Ideally, you should do what you can to prevent your
teammates from dying at all! So, don't hesitate to jump in and use your
gun. Also, exploit the fact that you have a lot of health. If you see
someone low on health and under fire, go rush the enemy so he is forced to
switch targets to you. Or, if you have to steal some objective, be the one
to take it. If you have to escort a vehicle such as the tug on railgun or
a tank or truck, be the one to escort it. Especially if you have
adrenaline, the medic is great for taking a hit for the team.
you reach level 2, you might find that you often have more health packs
than you need. So, don't just wait until someone asks you for it before
you give it to them. Instead, drop them all over the ground in common
places where people are losing HP. This is important because:
frees you from having to chase teammates around to heal them
not always there when people need you
you don't do this, but the other medics do, they'll get all the first aid
skills while you're scratching your head, wondering why nobody ever needs
your health packs
I mentioned, having a nice pile of health packs can really help if you're
losing a fight- just quickly run over them and you're back in action.
still useful to heal individual people from time to time, although this
becomes less important once you get level 3 first aid where you can start
tk-reviving. Once I get TK-revives, for the most part health packs are
just a backup plan, like "if I'm not around when you need me, take
some of these."
to prioritize who you heal. Don't heal mortars since they hardly ever take
you are healing someone, try to stand to the side of him so that you don't
block his line of fire. Also be careful not to throw health packs directly
in front of an MG or a sniper since it often blocks their vision. While
you are healing, also be looking around for signs of enemies. Ideally, the
person you are healing should be watching your backs, but often they just
stand there looking at you, so make sure to do this!
healing people can be a bit frustrating. They might not realize that you
are trying to heal them, so I would suggest you hit v6 ("I'm a medic!").
After you hit v6, you could also shoot the ground near them a couple of
times to get their attention. If you're using Ventrilo or TeamSpeak, just
tell them to pick up the health.
not sacrifice your life to revive someone, especially if you're in good
condition (full health, enough ammo). For example, say your teammate is
wounded, but nearby there's also an enemy. You could revive the teammate
first and then try to fight the enemy, but he might kill you while you
have your syringe out. This would be horrible because not only would you
die, but most likely your teammate would die as well. Your enemy has an
advantage over the newly-revived teammate. Why? Because, your enemy will
already have his crosshair lined up on your teammate's head by the time
his invulnerability wears off, and meanwhile your teammate may be facing
any random direction.
could kill the enemy first and then revive- but then your teammate may
never get the revive- maybe he taps out first because you're taking too
long, or you die while fighting the enemy.
it is a judgment call- sometimes you may want to sacrifice your life if
the wounded person is crucial to your team. But, most of the time I would
suggest fighting the enemy first and then reviving.
scenario is if you're currently in a safe area but your teammate is in
some dangerous area (artillery, or lots of enemies there, etc). In this
case, don't bother reviving him. Just say v45 ("Sorry!") and go
on with your life. Unless the teammate is doing some vitally important
job, there's no point dying over it.
check the body for nades. There may be a nade he was priming before he
died, or maybe an enemy threw a nade on the body.
your teammate is getting up, he will be invulnerable for a couple of
seconds. Use this to your advantage if you're in a narrow area- you can
often "hide" behind your teammate and use him as a shield.
the body is on stairs, it can be tricky to revive them. You run past them
and then run back again, then run past them again, etc. So, instead of
missing 5 times with your syringe, get it right the first time: get near
their body, then crouch and slowly move directly over their body and use
the syringe. In general, crouching quickly while you revive someone is a
good idea, so you don't end up missing with your syringe.
someone might die on a bridge or something, but you can't tell from the
map whether they are on the bridge, or under it. When in doubt, prefer
higher ground. If it turns out you're wrong, you can always just jump
down. On the other hand, if you went under the bridge and you were wrong,
there's no easy way to get to the top of the bridge without doing a lot of
running. Try to always stay on higher ground in the first place, so that
you can reach teammates faster.
to prioritize who you revive. Medics and engies are generally top priority.
Use your compass map to tell where your teammates are and how close they
are. (The red "medic" sign will appear larger on the compass for
people who are closer to you.)
you get level 3 first aid, you will get full revive, so use TK revives
more. You can even use TK revives if you don't have full revives, too. TK
revives are very useful if you need to revive someone very quickly,
perhaps because they're about to have to do some fighting, or if they're
running off somewhere with low health and you don't want to have to chase
them down to heal them. When you TK revive, try to follow these guidelines:
you have full-revive, TK revive people w/ < 50 HP
you don't have full-revive, TK revive people w/ < 20 hp
v-6 ("I'm a medic") to warn your teammates before you tk them
close to him and pump him with 2-3 shots from your SMG
sprint over his body and poke him with your needle
are some things you should NOT do:
not TK someone from far away- they might tap out!
not TK with your knife
not make your "patient" lose his helmet by shooting him in the
not TK revive someone who has stolen an objective, or engies who are doing
an important job like defusing dynamite.
not TK revive a covert in disguise (he will lose his uni)
not TK revive mortars or MGs (then they have to get set up again)
free to use TK revives on other medics, they usually appreciate the help.
The only time when you shouldn't do this is if they're already healing
reviving with a knife is sometimes called the medic's "scalpel".
Although it might save you 2 bullets, I would strongly recommend avoiding
it. Many times teammates won't realize what you're doing, so they'll
either shoot back at you, or they'll tap out as soon as they die because
they'll assume it was a covert ops knifing them and trying to steal their
in mind that TK revives DO NOT give you XP. (In fact, if the guy files a
complaint on you, that's -1 XP). So if you're a low-level medic, try to
use health packs more often so you can get to level 2 or 3 quicker.
problem with TK revives is that it causes your teammate to potentially
lose battle sense XP. (Remember, battle sense is awarded for surviving
longer). So, some people don't appreciate TK revives. Try to save them for
when you need to revive a teammate really quickly or when you're out of
health packs. If there's some engy who is just staying around the base and
planting landmines, he probably doesn't need to be healed immediately, so
give him as many health packs as you can, and then move on to something
so many ways you can use adrenaline, so I'm just going to make a list:
you steal an objective, use adrenaline to help you safely secure the
it when you see an enemy coming along.
adrenaline right before going to revive someone so that you don't get
killed while you're trying to revive them. Reviving people is always
dangerous- whoever killed them may still be there!
your path is blocked by artillery support, use adrenaline so that even if
you get hit, you'll still survive.
you're going into any dangerous area (either from people guarding it, or
from mines), use adrenaline.
can defuse mines with adrenaline (just step on them and jump off!) This is
a neat tactic once you have level 4 battle sense.
you need to get somewhere right away (say some dynamite has been planted)
to help out, then sprint as far as you can until you're out of stamina,
and then use adrenaline, so you can continue sprinting for another 10
you stole the radar parts and you're running away with them. If you're low
on health, Don't use adrenaline! Use health packs instead. If your HP is
critically low, halving the damage against you isn't going to help much,
you'll still die pretty quickly.
you have adrenaline, you'll obviously also have full revive since that
happens at level 3. So, make sure to use plenty of TK revives so that you
can save up your power bar for adrenaline, instead of wasting it on health
packs. Of course, if you're in a very safe area, then go ahead and use
health packs, because you won't be needing adrenaline any time soon.
people will get pissed at you for playing Rambo medic, when they're lying
dead waiting for you to revive them. Personally I think if you're a good
gunner, it's okay to be a Rambo medic. If you can be the highest fragger
on your team, who really cares if you're doing it with a panzer or with an
SMG? You're still helping the team even if you're making the kills as a
medic. If you're not really getting a lot of frags though, then maybe you
should be a field ops or a panzer. Or, just be a "good" medic.
should still do what you can to help your team. You might not want to run
around monitoring everyone's health, which is fine, but at least if
someone is near you, revive them or give them some health packs. You can
also be effective by pairing up with teammates instead of running by
yourself. For example, you could be the personal bodyguard for your engies.
You can still do plenty of fragging since engies are always running into
danger, while at the same time you'll be there in case your buddy needs a
quick revive or something.
M1 Garand, K43 rifle, grenades
are not the best in combat, but you really have to learn how to defend
yourself. You can't just go plant dyno and expect no one to be guarding it.
You also shouldn't expect your team to kill all the enemies in your path.
They'll do their best to support you, but still you'll be in constant
danger. In other words, if you go to the objective and there are 6 guys
there so you can't get through, that's your team's fault for not clearing
the area out for you. But if you go there and there's 1 or 2 guys
defending it, it's your responsibility to kill them.
to use a grenade launcher. Not only do they give you engineering XP (as
opposed to an SMG which gives you light weapons) but they are also very
nasty in the right hands. You can use them to do all sorts of things an
SMG couldn't do, such as bank shots to kill players who are out of view,
killing a clump of enemies, clearing out a tunnel or small room, etc. If
you are going to plant dyno though, you might actually prefer to use an
SMG. Shooting a rifle grenade wastes some of your charge bar; you do NOT
want to get all the way to the objective, pull out your dyno, and then sit
and wait for your charge bar to fill up.
to take medics with you. If you can have a medic trail you from behind, he
can often revive you as soon as you die. If your medics don't do this,
then follow one of your medics around so he'll be there when you need him!
you repair a tank, try to get somebody else to escort it while you take
cover at a safe distance. Let someone else be the cannon fodder. If you
die escorting the tank as an engineer it really sucks because then your
entire team has to wait for you to respawn and run your ass all the way
back to the tank to repair it. It's hard enough being an engineer, we
shouldn't expect them to repair the tank AND escort it through a storm of
nades, bullets, and bombs, while everyone else is off doing other stuff.
sure to pay attention any time a command post or MG nest gets destroyed.
These things tend to help your team, and often people forget to rebuild
them. Don't let it become a distraction though; some covert ops purposely
satchel your command post over and over just to distract you and hopefully
kill you while you're trying to rebuild it. If it happens once or twice,
go ahead and repair, but otherwise just focus on the objective.
you construct or repair, always remember that people are going to be all
over your ass trying to kill you. So, if you are planting dynamite, go
into prone position while you arm it. If you are repairing the tank, run
around the tank while you do it. If there are mines around the tank, then
jump on to the tank and crouch while you repair it. This can be very
effective on Goldrush, here is a couple of pictures showing what I mean:
the 1st picture, I just jumped on the side of the tank and crouched. The
other 2 pictures were just for fun- what I did is after I got on to the
side of the tank, I went prone. In the middle picture you can see this
causes a weird graphics glitch where my head is buried inside the tank (!)
you're trying to construct something which is vital to winning the map,
don't be a wuss about it. For example, whether you're repairing the tank
on Goldrush, building the bridge on Fueldump, or building the assault ramp
on Battery, you should charge in like mad and repair it. Even if there's
artillery striking all around you, just go in and do it. Quite often
you'll die before you finish the job, but that's OK. If another engy on
your team can get there soon, then maybe he will be able to finish the job
you started. In these cases, you really don't have time to wait for the
perfect moment- as long as you're not constructing, your team isn't
getting anywhere. So remember, even if each engy only does 1/3 of the job,
eventually it adds up.
is one reason I think it's sometimes good to have multiple engineers on a
map. If you have 5 engineers trying to construct the bridge on fueldump
for example, it doesn't matter if there's artillery- the bridge will get
constructed sooner or later because each engineer adds on to the work of
the other engineers.
where the good dyno spots are. (Read the "Map walkthroughs"
w/ teammates so they can help throw nades on the dyno, distract enemies,
kill engies, etc.
nades on the dyno, or in places engies might be coming from
you plant, find a hiding spot nearby. Ideally an engy will come rushing in
to defuse, and he won't see you so you can quickly kill him before he has
you plant multiple dynos, plant the one which is more difficult to reach
first. Since they usually defuse in the order of which is easiest, this
will help ensure that they defuse in the wrong order.
you're blowing up a barrier, don't plant more dyno than is necessary. If
you arrive at the barrier and you notice some dynamite is already ticking
away, focus on protecting that dyno rather than planting another. If you
plant unnecessary dyno, you may just end up TKing teammates.
to have level 3 engineering by the time you plant- it helps when you need
to plant multiple dynos.
good habit to get into is, after you plant the dyno, announce to your team
what time it will blow up at. (Just mentally note the current time and
subtract 30 from it).
are some guidelines for finding new trickplant spots:
defuse a teammate's landmine. They usually get really pissed if you do
this. However, once in a while it may be useful to defuse your own
landmines and re-plant them. Why? Because, if there's a landmine that
hasn't been stepped on all game, there's a good possibility it's because
it was spotted by an enemy covert ops. So, simply kill it and replant, and
now it will be hidden from the other team again.
lots of time is left, let teammates rush first and clear out the area for
10 seconds or less are left, look around the area quickly and kill the
engy if he's still there. Then, defuse.
come with a nade primed and do a quick "spray and pray". This
works especially well on Oasis because the rooms with the anti-tank guns
are very small. So if an engy is in there, then a quick nade into the room
will probably kill or at least hurt him badly. Make sure to check the map
before you throw the nade though! If there are teammates in the room then
may help to bind a key to say "Which dyno should I defuse
first?" or something like that. So, if you are going to defuse and
two dynamites have been planted, you can defuse in the correct order. If
you're playing in a clan it's a lot easier because people can just tell
you quickly over the voice chat.
than constructing and things like that, the best way to XP whore is
basically make lots of kills with your rifle grenade. Note that, if you
use your rifle grenade as a regular rifle (i.e. no grenade attached) then
it won't count as engineering XP, it's just light weapons. But if you
attach a rifle grenade, launch the grenade, and kill your enemy, you get 3
XP of engineering skill.
you have lvl 4 battle sense, you can try walking around and defusing
mines. This is a decent way to rack up some quick XP.
you are running along and throwing ammo (say, on the way out of the spawn),
look straight up and throw the ammo. This way the packs will fall behind
you and you won't pick them up yourself. This is usually easier than
trying to run backwards and throw packs.
main people you need to give ammo to are mobile MGs and medics. They spawn
with very little ammo, so if you can try to make sure they have ammo on
the way out of the spawn, they won't worry about running out. Mortars are
also ammo hogs, but you shouldn't waste too much time resupplying them.
When they run out of ammo, they can just /kill so they respawn with more
ammo. The only time you should bother resupplying a mortar is if you
really need more XP.
thing to remember: the airstrike flare (the cannister) must be thrown in
some area so that the airplane above can see it. So for example, if you
throw an airstrike in the path of a tank, and then the tank rolls over the
cannister, it will just say "Can't see target, aborting". So,
make sure to throw the airstrike on top of the tank.
3 signals is very important, it will make your airstrikes cover much more
area, and they will also have a nice big shockwave afterwards.
Additionally, it's impossible to cancel a level 3 signals airstrike by
lying on the cannister.
might often get a lot of "hits" with an airstrike which don't
actually kill. So, often people coming out of an airstrike zone will be
weakened up a bit- use your SMG to finish the job off.
the airstrike about 2 seconds before the enemy spawns, so that it goes off
by the time they lose their invulnerability.
can be really effective when you coordinate with other field ops. For
example, on Battery when you're trying to get up the ramp as allies, two
field ops can throw airstrikes on to the ledge while an engy constructs
the ramp. This can push the axis away long enough for everyone to get up
the ramp without some covert just satcheling the ramp.
thing you might not know about airstrikes is that you can control the
direction in which the airstrike occurs, by standing at a different
location when the airstrike goes off. The way it works is that the
airstrike always happens in a line which is perpendicular you. I guess it
works that way to ensure that you don't get hit by the airstrike. So,
suppose you throw an airstrike and then stand around until it goes off.
This is what it will look like:
the other hand, say you throw the airstrike and then move to some other
location. Then it will still explode in a line perpendicular to you:
if you are throwing an airstrike on a narrow choke point, such as the Axis
spawn exits on Railgun, then you want to position yourself off to the side
of the chokepoint so that your airstrike reaches into the narrow area as
far as possible to kill enemies.
the airstrike cannisters do not work indoors; however in some
circumstances you might still be able to use them to good effect. The
cannister itself is like a weak grenade- it does 140 HP of damage, opposed
to a nade which does 250 HP. Also, they can function as a wimpy smoke
players don't take arty as seriously as they should: they'll often run
through it because they don't want to wait around for it to end. Use this
to your advantage :)
tips on airstrikes/artillery
you want to stop a moving tank, you should ideally use support fire
instead of firing for effect. FFE is not good because by the time the
first strike occurs, the tank will have moved away from that spot. Even if
you decide to get clever and you call the arty somewhere to the front of
the tank, there's always a chance that it won't damage the tank completely.
Using support fire is also good because the blast occurs pretty soon after
you toss the cannister, so that way you don't give the tank much time to
the tank is stopped though, then FFE is the best option because it lasts
for a long time, so for a window of 15 seconds or whatever, you'll be able
to hold off any engies who are trying to repair the tank.
Sten, FG42, K43
are some things coverts are great for:
a command post
(opening enemy doors)
in to steal gold or radar parts
to cover engineers, or blind MGs
pesky mortars/MGs/field ops behind enemy lines
enemy locations and mines
you're on allies, you should try to help your team's engineers as much as
possible. If you think about it, the covert ops is very well-suited as a
support role for engineers. You can help by providing smoke, opening enemy
doors, planting satchels on top of their dyno so you can blow up enemy
engineers trying to defuse, spotting landmines, providing sniper cover,
eliminating mobile MGs or other nuisances, satcheling a enemy command post
so an engy can build it (e.g. side entrance on Radar), or just
accompanying the engineer and watching his back. Another thing you might
try is satcheling an objective or command post right before one of your
engies plants dyno. This may help to distract the enemy engineers and get
them running in the wrong direction.
let's take a close look at each of the covert ops abilities...
also helps if there's an enemy hiding somewhere. Even though he might be
difficult to see to your eye, he's still visible on your compass map. So
for example, once I was playing as covert ops and as I spawned, I noticed
an enemy nearby on my compass map. So I immediately went and killed the
spawncamper before he could do any harm.
you get a uni, be careful not to lose it! You WILL lose your uni if you do
any of the following:
you use an FG42, or unsilenced pistol
you use a silenced weapon and the enemy SEES you doing it
you use a knife or grenade and the enemy SEES you doing it
you spot landmines and the enemy SEES you doing it
you're sneaking around, try to look as natural as possible. For example,
suppose the axis are camping some choke point. If I manage to get a uni,
then I run through that point backwards. This usually works pretty well,
because it fools the enemies into thinking you're one of them and you're
just retreating from that point. In general, try not to run towards an
enemy, and don't hover your crosshair over your enemy to see if they
notice you. Instead, just keep running as if you have some job to achieve.
If there are lots of enemies in the area and one of them shoots a
"test" shot at you, don't return fire because you'll just get
pummeled. Either look at him quickly and keep moving, or duck behind a
corner and nail him when he comes.
careful of medics. Medics are always monitoring their teammates to see how
much health they have, so they're often the first ones to notice an enemy
in disguise. Field ops can be a nuisance too because once they have level
4 signals, they get enemy recognition. Once you steal the uni, leave that
area soon, so the person you stole the uni from doesn't find you. If you
want to be extremely careful, you might even consider blowing up the
corpse of your enemy with a satchel charge, since a guy without pants
always arouses suspicion.
walking to move silently (hold CAPS LOCK while you move). Also, if you
hold CAPS LOCK while opening a door, it will cause the door to open
without making any noise, and the door will stay open longer. Remember to
use your radar since enemies will appear on it to some extent.
the amount of time you spend running around in the open where enemies can
see you. When you're in the open, you should try to sprint as much as
possible. So, sprint across some area and then take cover. Once your
stamina recharges, sprint some more and then take cover, etc. Also if
you're running past some enemy, you need to do it as quickly as possible,
so that he doesn't have time to check you with his crosshairs. If he's
alone and there aren't many other enemies around, then you might want to
run past him, then turn around and pump him a few times in the back while
you still have some element of surprise, just in case he might have
you steal a uni, try to memorize the name and class of the person you
stole it from. This helps you determine which weapon you should have out.
For example, if you steal a medic uniform, but then you run around toting
a Garand, you're going to look pretty suspcious. Here's a quick guide to
which weapon you should have out for each kind of uniform:
unsilenced pistol, or possibly a rifle. Keep in mind that engineers hold
their rifles at a different angle than covert ops, so even with a rifle
you will look a bit suspicious.
ops: smoke cannister (resembles an airstrike flare)
ops: any weapon, although FG42 may look suspicious. If you want to use a
rifle, use the correct kind. For example, if you have an axis uni, then
you should use a K43, not a Garand.
run around with your knife out. People are always suspicious around guys
with knives. In fact, I've even seen people TK someone who had a knife out
and then say, "whoops! I thought you were an enemy!"
in doubt, just use an unsilenced pistol, since every class has one. Be
careful once you get akimbos though! Sadly, you can't take the silencers
off of those, so if you plan on infiltration, you might consider even just
using a regular pistol.
you throw your smoke cannister, almost always you should charge it up
before you throw it. It works just like priming a nade- hold your fire
button down for a few seconds and then release it. This way smoke will
start coming out instantly and you don't have to wait 5 seconds.
main use for satchel charges though is destroying objectives. For example,
the footbridge on fueldump, command posts, etc. You can also destroy
watchtowers, which also kills whoever is manning the watchtower MG. The
best place I know for satchels is when you're axis on Battery, you can
keep the Allies from getting up the ramp by jumping in and satcheling it
every time the ramp is built.
strategy some people like to do is blow up the enemy's command post
repeatedly to distract the enemy engineers. Also, when they come running
to rebuild it, then the covert ops sneaks in and kills them. This may work
well on a noobish server. I wouldn't recommend spending too much effort on
this though, because it takes you away from other things you could be
doing. The only time I'd say it's crucial to satchel a command post is if
you need to build it for your team as a spawnpoint. (e.g.
side entrance on radar)
are some ideas on how to use sniping effectively:
enemy engineers. For example, on fueldump, you can snipe allied engies who
are trying to construct the bridge. This can be a huge help to your team.
enemy field ops. If you can keep an objective airstrike-free for even
15-20 seconds, that can really help your team.
behind enemy lines and snipe from a good hidden spot. For example, get
into the enemy's base, then find a spot from which you can spot all their
landmines, and snipe their mortars/MGs/other pests.
you get trapped behind a wall of artillery, don't just sit around in
despair: pull out your gun and start sniping enemies on the other side!
cover between shots and while reloading, e.g. if you're standing at a
window, fire some shots and then crouch or go prone. This makes it a bit
harder for enemy snipers to spot your location. Also vary your position
once in a while so you are less predictable.
weapon to use?
weapons can help for going behind enemy lines. If you plan to snipe, steal
an enemy rifle if you get the chance.
you're good at headshots and burst firing, a Sten is an excellent choice
as long as you don't need to do any sniping. The key is learning how to
fire in bursts, because if you fire recklessly you'll overheat the gun
after 16 rounds. Just becauuse the Sten doesn't boom and thunder like the
MP40 and Thompson, don't be fooled into thinking it's a wimpy gun.
rifles (K43/Garand) are the best choice if you plan to do a lot of sniping
from a far range. At close range, they are more difficult to use because
many people simply can't hold their own against someone using an SMG. The
rate of fire is just too slow with a rifle, when you're trying to shoot a
player who is strafing around like mad. It depends though, you might be
better with rifles than other people. Also, it might be easier if you're
in a narrow hallway since the enemy's movement will be limited.
FG42 is a great choice if you plan to get into lots of firefights at close
range. At point-blank range, the FG42 always beats an SMG, simply because
of the rate of fire. Sure, you only get 20 shots per clip, but if you're
close to the enemy, that should be all you need. The main problem with the
FG42 is that it's horribly inaccurate, so a lot of experienced shooters
stay away from this gun because it makes getting headshots more difficult.
As you get more experienced with using the FG42 though, the ability to
snipe and make "potshots" comes in very handy.