It is essential that all personnel familiarise themselves with the weapons they will use and encounter in military combat.

Each weapon is designed for a particular use. All personnel must be able to recognise the suitability of each weapon to complete their mission objectives.

General Hints.

Always Aim For The Head
A kill can take up to eight body shots or up to three head shots. Head shots therefore take them down two or three times quicker. Always aim for the head.

Always fire in short bursts.
Accuracy on all machine guns improves when the weapons are fired in short bursts rather than continuous fire. Always tap the trigger, letting off a few accurate bursts. Never hold down the trigger. Remember it only takes three head shots to kill, so accuracy is most important.

Crouch in defensive positions.
Accuracy of all weapons can be improved when crouching. Always crouch when you take up a defensive position. Your accuracy will be better, and you'll also be harder for the enemy to spot. If you do get spotted, jump up and keep moving.

Summary.
* Knife.
* Luger.
* Colt.
* MP-40.
* Thompson.
* Sten.

* FG-42.
* K-43 & M1 Garard.
* Panzerfaust.
* Flamethrower.
* Grenades.
* Air strike
* MG-42.
* Mortar.


Knife.

Normal stab: 10 HP
Backstab: 101 HP

The knife does little body damage, and is no use in a frontal attack on an enemy armed with a gun, but creep up behind someone, and a sharp stab in the back will result in an instant (and almost silent) kill.

In the single player missions, the knife was a handy weapon if you could sneak up behind standing guards and stab them in the back. There are also a few occasions in multiplayer games when the knife can get a quicker and easier kill than a handgun or a submachine gun.

If you are hiding in a defensive position, and peek around a corner to notice a single enemy approaching alone, stay hidden till they run past, then sprint up and knife them in the back. As long as you don't sprint over any noisy railings to give your position away, you can get an easy instant kill. There's no need to try and get those three crucial head shots, a stab in the back, and they're dead.

Don't dismiss the knife as a last resort weapon. It can be very useful in certain situations. Observe, and consider the knife where it might offer an easier kill.

The knife can also be used to break glass windows and other objects without wasting any precious ammo.

Luger.

Bodyshot: 18 HP
Headshot with helmet:40 HP
Headshot without helmet: 50 HP

Single pistols:
Reload time: ~1.5 seconds
3.5 rounds per second (if you click fast!)
8 rounds per clip
24 rounds total

Dual-wield (akimbo) pistols:
Reload time: ~2.5 seconds
7-10 rounds per second (if you click as fast as you can)
16 rounds per second (if you use a script)
16 rounds per clip
48 rounds total


The Luger is very accurate whether you stand or crouch. The Luger does a little more damage than the MP-40 and the Sten. Don't dismiss the Luger as a last resort weapon.

Colt.

Bodyshot: 18 HP
Headshot with helmet:40 HP
Headshot without helmet: 50 HP

Single pistols:
Reload time: ~1.5 seconds
3.5 rounds per second (if you click fast!)
8 rounds per clip
24 rounds total

Dual-wield (akimbo) pistols:
Reload time: ~2.5 seconds
7-10 rounds per second (if you click as fast as you can)
16 rounds per second (if you use a script)
16 rounds per clip
48 rounds total

The Colt is very accurate whether you stand or crouch. The Colt does a little more damage than the MP-40 and the Sten. Don't dismiss the Colt as a last resort weapon.

MP-40.

Bodyshot: 18 HP
Headshot with helmet: 40 HP
Headshot without helmet: 50 HP

Reload time: 2.5 seconds
6 rounds per second
30 rounds per clip
5 spare clips maximum

The MP-40 is a good all-rounder. Its body damage is less than the Thompson, but its rate of fire is a little higher. Very accurate when fired in short bursts. Always tap the trigger, never hold it down. NB: Prior to v1.3, an MP-40 shot to the back of the body did a significant 37 health points of damage.

Thompson.

Bodyshot: 18 HP
Headshot with helmet: 40 HP
Headshot without helmet: 50 HP

Reload time: 2.5 seconds
6 rounds per second
30 rounds per clip
5 spare clips maximum

The Thompson provides a higher body damage than the MP-40, but its rate of fire is a little less. The Thompson is not quite as accurate as the MP-40, but try to fire the Thompson in short bursts. Always tap the trigger, never hold it down.

Sten.

Bodyshot: 14 HP
Headshot with helmet: 40 HP
Headshot without helmet: 50 HP

Reload time: 3 second
After 16 rounds, it overheats for 2 seconds
32 rounds per clip
64 rounds total

The Sten provides the same body damage as the MP-40. However, the Sten's rate of fire is much greater than both the MP-40 and the Thompson, making this a formidable weapon.
The weapon will overheat and jam after 10 shots of continuous fire, so you'll need to fire the Sten in short bursts. However, the Sten has incredible accuracy, even when fired continuously.

FG-42.

Bodyshot: 15 HP  (30 HP in sniper mode)
Headshot with helmet: 40 HP  (48 HP in sniper mode)
Headshot without helmet: 50 HP  (60 HP in sniper mode)

Reload time: 2 seconds
9 rounds per second
20 rounds per clip

Also known as the assault rifle, multi-gun, paratroop rifle, or "Spray and pray" weapon, the FG42 is basically like an SMG with sniping capabilities. At close range it is extremely deadly because of the high rate of fire. Unfortunately it's also very inaccurate (high spread), so at medium range you'll have to control your fire very carefully. At this range, you can't go in firing recklessly because if you fire in one long burst, you'll waste your whole clip in slightly over 2 seconds and then get caught on reloading.

If you're mainly going to be sniping and doing very little else, I would stick with a K43 or Garand. They do way more damage in sniper mode than the FG42 so you can often take out a guy with one headshot. They are also silent, and the scope can be zoomed in.

Sniping can still come in pretty handy if you are using the FG42. It works great at medium range. For example, on Radar, sometimes when I'm allies, I come through the side entrance, past the east parts, and climb up the ladder into the room above the axis spawn. From there, I can spot landmines around the parts, and snipe enemies who are guarding the parts.

You can also use sniping to make quick "potshots" at the enemy. What you do is basically go into sniper mode, get off 1 or 2 shots really fast, then get out of sniper mode. This is a good option when you're close enough to snipe them, but far enough that your accuracy will be crap. Here are a couple of times you might consider doing a potshot:

  • You see an enemy running at some distance and they haven't noticed you yet. Give him a couple of quick shots to the head.
     
  • If you're losing a fight from medium range, duck behind a wall or a corner, and wait for the enemy to come into view. As soon as he does, do a quick potshot. If you're lucky and the enemy was low enough on health, you can kill him before he sees you.

K-43 & M1 Garard.

Bodyshot: 34 HP (50 HP in sniper mode)
Headshot with helmet: 48 HP (80 HP in sniper mode)
Headshot without helmet: 68 HP (100 HP in sniper mode)
8 rounds per clip (M1 Garand) or 10 rounds per clip (K43)

If you're an engineer, rifle grenades are very useful in a pinch, and give you engineering XP. Much like panzers, almost everyone hates rifle nades because they're cheap as hell. At least it makes some sense though- engies die pretty quick so at least they should have a decent weapon to defend themselves with.

Many veteran FPS players are very skilled with SMGs, so that may be a better choice for you- but I still suggest learning how to use a rifle nade. At close range, try to bounce the grenade at the enemy, and at far range you can use it like a mortar- it will go high in the air and explode on impact. You can also learn a lot of cool bank shots to hit enemies who are out of sight. It's a very difficult weapon to get used to because the nades don't go where your cursor is, and there is some delay between when you fire and when they impact. But, they're really worth learning, so practice with them every time you play engy.

The rifle itself is pretty powerful as well, doing approximately double as much damage per shot as an SMG. If your enemy has 100 hp or less, 3 bodyshots will be enough to kill him. The rifle's accuracy is less than that of an SMG, so it's mainly a close range weapon.

If you're a covert, this is a great weapon- it's silenced, powerful, and great for sniping. If you can, try to wait for the "sway bar" to be green before you fire.

One important thing to note. A lot of people don't like the M1 garand, for good reasons: it has only 8 rounds per clip instead of 10, and you can only reload once you finish a clip, which means if your clip is almost empty, you either have to fire the extra shots into the air to get rid of them so you can reload, or you have to risk reloading in the middle of a fight.

Note that on some versions of ET, the Garand and K43 are exactly the same (same clip size, and ability to reload any time). But this is usually not the case. 

Panzerfaust.

4 shots, very long recharge time
Instant death to anyone within a ten foot radius
Can be used to damage tank/truck

Panzerfaust rockets are useful for clearing targets from a distance, but the Panzerfaust has no zoom or scope facility, so you better know where to aim!

When used defensively, you can remain completely hidden, peeking around a corner, watching for the enemy to advance. There is a slight delay between pulling the trigger and the rocket firing. With practice you'll be able to judge this accurately so you can pull the trigger while facing a wall, then strafe out just in time for the rocket to clear the corner.


Remember that the launcher is on your right shoulder. You need to allow extra clearance when firing around a corner to the left.

The rockets can be easily dodged from a long distance, so panzerfausts are best used where the enemy is concentrated in a confined space and has little room to escape. Wait and time the launch when you are able to take out the most enemies with one shot. It takes 40 seconds to recharge another rocket, so make sure every shot does the maximum damage.

The panzerfaust can be used very effectively supporting the team at the front line against a well defended bottleneck. A quick 'Clear the path!' (V-C-C or V-3-4), take your shot, then shout 'Let's go!' (V-C-G or V-3-2), and your team moves forward.

Teammates may have planned a brave charge at the enemy just as you launch the rocket, so only pull the trigger when you are certain your teammates will be safe.

You do not need to aim directly at an enemy. Rockets have a large blast radius, so you can aim at the corner of a wall and take out enemies hidden behind it.

Bodies also absorb the blast, so you may be better aiming at the wall or ceiling above a group of enemies rather than the first one in the line, which would provide a degree of cover for the others.

Be very careful firing the panzerfaust in confined corridors, because the rockets explode upon impact, it's easy to get caught up in the explosion should the rocket hit a nearby wall or obstruction.

It takes 40 seconds to load and prime each rocket, so you may need to switch to your pistol between launches, and retreat to a safe distance.

This is a heavy weapon and will reduce your running pace, so switch to your handgun when you need to run.

You only carry four rockets, and a lieutenants ammo pack only contains one rocket, so you may need to drop the panzerfaust after the fourth rocket and join teammates, picking up someone else's weapon when they die.

Flamethrower.

200 "shots" (each "shot" is one burst of flame)
No need to reload clips, never overheats

The Flamethrower has a limited range, and only hurts enemies while they are engulfed in flames. However, the flamethrower can be used to effectively clear confined spaces and small rooms of enemies.

The short range means that the weapon is best utilised in short sections of corridor or around ladders, where the enemy has a narrow bottleneck, and where you can flame without being shot at.

 Bounce the flames off of walls and ceilings to get different angles around corners, and listen for the crackling noise of soldiers and clothes catching fire!

You only need 1 point of fuel to set fire to someone and kill them. Don't waste ammo directing long jets of flames where they aren't necessary. A quick burst of fire will often flush an enemy out, or hold them off for a bit longer.

As with the air strikes and artillery, the flamethrower can be a useful deterrent as well as a killing machine, especially in confined rooms and corridors. Most enemies are unlikely to approach when they see a jet of flames licking the corner of a corridor. You may not kill them, but you'll certainly hold them back for a while. If they cant get a line of sight to shoot at you, they'll often try throwing a grenade at you to coax you out, so listen for grenades bouncing at your feet.

You need to adjust your movement patterns when using the flamethrower. Don't run forward when firing it or you'll set fire to yourself! Don't stand still where the enemy may be able to target a couple of head shots.

This is a heavy weapon and will reduce your running pace, so switch to your handgun when you need to run.

Flamethrowers should only be targeted at enemy locations where you can be absolutely certain your teammates will not wander into. It is very easy to kill your own teammates when targeting an open location. Before squirting jets of flame around, make certain your teammates will be safe. Teammates may have planned a brave charge at the enemy just as you pull the trigger, so only use the flamethrower when you are certain your teammates will be safe.

The soldier behind the green Safe line appears to be engulfed in flame, but he is actually outside the flamethrowers range and is perfectly safe. The flamethrower graphics show occasional bursts of flame beyond the flamethrowers reach. If the soldier takes one step closer to the yellow line, just one point of flamer fuel will result in 90 health points of damage.


 

Grenades.

Grenades are useful for attacking multiple enemies in close range. The grenades explode after a five second fuse has expired. You can hold down the trigger, count a few seconds, and then let go of the trigger to throw the grenade. The grenade will then explode soon after you have thrown it, which will not give the enemy any time to react. This is a useful tactic for taking out enemies in bunkers or rooms where they will have little chance of escape.

Depending on the distance the grenade needs to be thrown, judge whether the fuse should be held for three or four seconds. Beware that if are holding a primed grenade on the fifth second it will go off in your hand, so careful skill is required to throw primed grenades after three or four seconds.

The grenade icon at the bottom of the screen will pulsate each second and you should be able to hear a click, both of which should help you count the seconds accurately.

Ensure you practice timing throws in a personal server session. You should also practice throwing grenades over walls and into small openings such as bunkers. If the grenades bounce back, you may get caught in the blast! The Beach Invasion is a good map for grenade practice.


Health Variable


Range Thrown At Eye Level


Range Thrown Up At 45'

 

Air strike

A smoke canister can be thrown to mark the target location of an air strike, (an aerial bombing from a plane). Blue smoke indicates Allied air strikes, and red smoke indicates Axis air strikes.

Although an aeroplane noise and pilot's communication can be heard, there are no visual graphics of the aeroplane or the bombs - you'll have to use your imagination!

Note that air strikes are only effective outdoors. Indoors and under covered areas, the air strike can be used purely as a smoke screen. The smoke causes a distraction, and can enable you to sprint to nearby locations undetected.

Air strikes should only be targeted at enemy locations where you can be absolutely certain your teammates will not wander into. It is very easy to kill your own teammates when targeting an open location. For this reason, air strikes are most effective when thrown over walls towards the enemy, where you can be certain your teammates will be safe.

To be effective, ensure you throw smoke canisters a little clear of doorways and overhead projections. Sometimes overhanging roofs will mean the 'pilots' abort the strike since they can't get a clear line directly above the canister.

Four seconds after the smoke canister is thrown, a radio message will either confirm the target location with 'Affirmative. On my way.' or reject the target location with 'Aborting. Can't see target.'

If the target location is confirmed, the pilot will bomb the target location one second later, in a line roughly 90' to the lieutenant at the time the radio confirmation was given. It doesn't matter which direction you face, only your location at the time the strike is confirmed.

Altering the orientation of an air strike.

You can change the orientation of the air strike after you have thrown the smoke canister. Sometimes you can use this to your advantage, but beware of your teammates positions because you can wipe out half your own team if you carelessly target air strikes in locations your teammates are likely to wander into.

Teammates may see the smoke marker, but not see who threw it. Teammates may also have planned a brave charge at the enemy just as you launch the strike, so only call strikes when you are certain your teammates will be safe.

When you see any smoke markers, but you cannot see the position of the lieutenant that threw the canister, make sure you retreat to a safe distance.

Air strikes are also useful as a deterent at enemy choke points such as ladders and doors. Place a strike at the doorway, and enemy soldiers will have to wait for a few seconds as the shells rain down. Useful for delaying enemy reinforcements.

When the air strike explosions start, or when the air strike is aborted, the smoke canister explodes causing damage similar to a grenade.

Any air strikes can be aborted by any player, by standing or crouching directly over the smoke canister. As the aeroplane pilot can't get a clear line directly above the canister, they will abort the air strike. Unfortunately, the smoke canister will then explode, causing over 100 health points damage, usually killing the person standing on it, but if you are brave and want to be a hero, try aborting enemy air strikes when your teammates are endangered, for example around the gate area on the Assault map.

Beware that it is often difficult to get the position exactly right to abort the strike. Your feet need to be over the canister, and not your head because your body leans forward to look at the ground. If you are not in precisely the right position, the strike will not be aborted, and you will sacrifice yourself in the line of air strike explosions.


Range Thrown At Eye Level


Range Thrown Up At 45'


MG-42.

Bodyshot: 20 HP
Headshot without helmet: 20 HP
Headshot with helmet: 20 HP

18 rounds per second
150 rounds per clip
450 clips total

The MG-42 fixed emplacements can be useful for gunning down oncoming enemies. They have a similar damage score to hand held submachine guns, and are equally accurate. They have a fast rate of fire, never overheat, and never run out of ammo.

The MG-42 is still best fired in short bursts to improve accuracy further, and so you can see where your targets are. The gun has a noticeable recoil, and your screen will shake as you fire, making it tricky to aim. The juddering will make this weapon impossible to aim if you have a ping over 200, so forget using them if you have a dial up modem.

Most of the MG-42's are in great firing positions but are horribly exposed. Although you can get a few kills, a sniper or panzerfaust will easily take you out. If you're brave enough to man a gun in an open location, keep a lookout. Quickly disengage the gun and take cover when you spot danger.

There are a few MG-42's however, that enable you to easily cover an enemy bottleneck, and have adequate cover. Those MG-42's are well worth manning since they can sometimes hold back an enemy advance for several minutes. An engineer is useful for repairing these emplacements and getting them working again when they are destroyed.

Mortar.

A very much underappreciated weapon, I think. If you are good with a mortar you can make quite a lot of kills, as well as really piss of your enemies, since most of the time, you never know when a mortar is going to fall on your head and thus no way to avoid it :) It works best when there are a lot of people playing, since that increases the chance you'll hit enemies. However, in my ol' clan JAE, our mortar was awesome and could get highest fragger even though teams were only 7v7.

The mortar is like the panzerfaust in that it does heavy damage to a large area. However, the nice thing is that you don't have to expose yourself to your enemies, and don't have to be on higher ground to be effective. The goal of the mortar is basically to take out as many enemies as possible- usually spawnkilling- so they don't bother your team. It can also be very good for targeting objectives. For example, use it to disable the tank on fueldump or goldrush. On Battery, mortar the assault ramp construction. Ive even seen one guy set up a mortar outside the antitank gun on Oasis- then when the engy on his team planted dyno and an enemy engy came to defuse it, he just mortared the room. Very effective!

Use the command map to figure out where your mortars are going. A little target symbol will appear at the point the mortar hit, so you can use that to perfect your aim. Another useful way to adjust your targeting is this rule of thumb: every decrease of 5 degrees in your angle roughly corresponds to your mortar going 1 extra square on the map. Typical angles I use are around 70-85 degrees.

You can also see where your enemies are by looking at your command map. Any enemies that a covert ops on your team can see shows up on your command map. Also, when a field ops calls an artillery strike, a symbol appears in that area showing where the airstrike is. It can be pretty effective to combine mortars with artillery strikes- that way it's extra likely that nobody will get past that point. I've also seen two mortars working together to very good effect. Both mortars target two points on a common walking route (often the route out of spawn).

Some of the best mortars I've seen were amazing at doing this. If you were on the other team and there was a covert ops nearby, you could count your life in seconds, because that would put you on the mortar's map. Obviously this takes a lot of skill because you have to be able to precisely calculate which direction and angle to aim the mortar based on what you see on the map. Targets may also be moving, which makes things even tougher.

Memorize the good mortar spots, and the angles you need on each one of them. Also, get yourself a spawntimer. (I recommend Heron's spawntimer- read more about it in the "Scripts & Tweaking" section.) When the enemy spawns, you should mortar them, killing as many ppl as possible. The rest of the time until the next spawn time, you should spawn other areas such as objectives, areas where enemies have been spotted on your map, etc. If you are very good at calculating where your mortars will land, you may even be able to take out annoying MGs or even other mortars. This may require some communication with your teammates.

When you run out of ammo, self-kill (use the /kill command, see the "Scripts & Tweaking" section for more information). Don't ask a field ops to be an ammo whore for you, and don't steal ammo from the cabinets, because then you'll guzzle up all the ammo that other people need. The only exception is if you have some low-level field ops on your team who really needs the XP, then you can tell him to feel free to give you ammo.

You might notice that if you set up your mortar on a steep hill, the angles that you can shoot on are modified. So, unless you actually want to get an odd angle, set up your mortar on flat ground. The weirdest exploit of this is that you can actually sit on top of the lamp in the bank in goldrush, and set up your mortar at zero degrees and aim your bombs in the doorway to the bank. (I don't recommend doing this, hehe).

Another very odd use of the mortar I've seen is on Goldrush. What you do is set up your mortar right before the Axis spawns (at the second spawnpoint, near the bank), and shoot straight up (90 degrees) right after they spawn. Then just sit there. What usually happens is the enemy sees you sitting there, and then everyone starts shooting, trying to kill you- instead of running out of the spawn like they really should. So, by the time they kill you, their invulnerability has worn off, and the mortar you shot into the air finally comes down and takes out several Axis at once. If your enemies don't know about this "trick", this can be very effective.