Frag1sm's Guide To Fragging
Current version: 1.0
Index:
1) Basics & Tips
2) Classes
3) Weapons
4) Maps
5) Tricks & Strategies
6) Configuration
7) Contributions
8) FAQ
10) Dictionary
11) Copyrights and Legal Information
12) Credits
Basics
The basics of RCTW: ET, are pretty easy, but to master these, it may take time,
training, hard work, and possibly help from another player. Here are some
simple rules to follow when playing RTCW: Enemy Territory.
1) Stay cool when the bullets start firing. Freaking out and spraying bulets
everywhere ISN"t going to help the situation. You have to stay cool, keep an
eye on the enemy, and do what you need to do.
2) Line up your shots. If you just spray bullets in the general direction of
your enemy, your not going to get very far. Try and line up your shots,
especially when playing a sniper, and you will save ammo, get more kills, and
minimize friendly fire.
3) Aim for the head. If you make your first shot count you wont have to fire a
second one. Aiming for the head is a great habit to get into. A headshot does
alot of damage, and is the "sweet spot" for you snipers out there. This is true
when your either low on health, in the middle of an intense firefight, or both.
If you only hit them in the head, and they only hit you in the body they MIGHT
get away with 10-20 HP, while you kill them in 1-3 shots. Somehting to remember
is that the hitboxes in ET are REALLY messed up, so you dont have to aim RIGHT
on the head.
4) Lead your shots. Look where your enemy is headed, predict where their going,
and where their going to be when you fire your shot. If you aim RIGHT on a
running enemy, your chances of actually hitting him are VERY slim. The better
thing to do is aim just a little in front of them and you can kill them before
they fire a single shot.
5) Be Unpredictable. An enemy will kill you fast if you move in a straight line
towards them, to minimize the threat of being killed, you will need to zig,zag,
jump, turn, swivel, every evasive move you can think of. Even if you can't see
any enemies its best to do this because snipers will be hidden, and unfindable.
6) Watch your fire. No one is going to like you if you don't watch where your
gun is. If your firing madly at everything, chances are, most of those are
TK's. To minimize this, pick your targets carefully, try and see if its an
enemy or friendly before you fill it with lead. The best way to do this is by
looking at your radar, checking what weapons he has (covert ops don't change
weapons when they steal a uniform, you can distinguish disguised enemies by
checking what class they are on radar, and visually) and then actually looking
at your target. By doing this you will minimize your ammount of TK's and save
your team some pain.
This next part is dedicated to |VW| Evil1
7) WATCH YOUR STEP. When your walking around watch out for those flags sticking
out of the ground, that doesnt mean gold is buried there, it means that someone
has planted a mine there, and if you step on it you will be killed once you
step off. that last senctence is important. You will not die/explode until you
step OFF the landmine, so you might call an engineer to defuse it for you, or
difuse it yourself.
8) GIB that body. If you kill an enemy, you will notice that he won't stay
still. He will lay down for a few seconds, then lean forward. This is because
he is not actually dead yet. To force him to respawn you must gib him by
shooting him with roughly ten-twenty bullets. This will finally kill him and
force him to enter the reinforcement que.
9) Stay Full. Reloading in the middle of a battle is a horrible thing to do,
and can cause you death. To minimize this, reload after every battle, and keep
a good ammo supply. If you do happen to run out of ammo in the middle of a
fight, assuming you are not using a pistol already, switch to your pistol. You
should have done enough damage with your primary gun to hurt the enemy quite
badly, meaning a few shots with a pistol should cap him.
Classes
There are five classes in RTCW: Enemy territory. They are: Soldier, Medic,
Engineer, Field Ops, and Covert Ops. Each class then has several weapons they
can use. We will start with the Soldier Class.
Class: Soldier
Usefulness: 3/5
Weapons: Knife, Grenades, Colt 1911, Luger, Thompson, MP40, FlameThrower,
Mobile MG, and Mortar.
Overview: The soldier is the simplest class to play, and the hardest to
master. Any person can play as him and get a good number of kills, but some of
his weapons can be hard to master. The basic soldier is armed with a Knife,
Pistol, Primary weapon, and a few grenades. As he gets more kills he gets
better at aiming, his power bar recharges faster, andhe is able to carry 2 two
handed weapons, such as a flamethrower and MP40. The soldier is best used on
maps where very little construction is needed, or he can use a heavy weapon to
defend something, like an Axis soldier using a mobile MG to stop the allies
from making the Assault Ramp on the Battery map. However, on some maps, such as
GoldRush, the soldier is next to useless, as the Engineer Class is basically a
downgraded soldier that can build things.
Best used on: Battery(AXIS), Radar(ALLIES), and Fuel Dump(AXIS)
Class: Medic
Usefulness: 5/5
Weapons: Knife, Colt 1911, Luger, Thompson, MP40, Grenades, Med-kit, Syringe
Overview: The medic is the second most useful class in the game. It has an SMG,
which makes it a good frontline fighter. However, the medic is MUCH more useful
than being a fighter. No team would win a match without a medic to heal and
revive them. The medic has med-kits, which basically heal up a teammate(or an
enemy) like they were standing by a health rack. But the Medic ALSO has a
syringe, with the ability to bring people back form the dead if they havent
tapped out already. Alot of medics make mistakes though. Some stand in the
backlines, waiting for soldiers to die when they COULDbe on the front, killing
enemies AND reviving/healing friendlies, ad getting MORE XP. Another mistake
Medics make is running towards a friendly, downed, soldier just as they died.
When you do this you make yourself open to fire. What you SHOULD do is keep
your gun out until the last moment, then pull it out, stab the teamate, and
pull out your gun again. This way allows you to fire at an enemy who might turn
the corner as you near the body, and then he will kill you, and gib BOTH bodies.
Useful on: ALL MAPS!(AXIS/ALLIES)
Class: Engineer
Usefulness: 5/5
Weapons: Knife, Colt 1911, Luger, MP40, Thompson, K10, M1 Garand,
Grenades/Rifle Grenades, Wirecutters, Dynamite, Landmines.
Overview: The Engineer is the MOST important class in the game. Why? Because
EVERY map but one NEEDS at least one engineer, EVERY map makes use of an
engineer. Alot of the objectives in the game revolve around either 1) blowing
stuff up, or 2) Repairing something. Every map from Seawall Battery, to Oasis,
to Goldrush, they ALL need engineers. Engineers can play both offensively and
defensively, although the work MUCH better on defense. With their ability to
plant landmines they can hold off a whole army for several minutes, and those
minutes might win them the game. Me myself have held the tank on goldrush for
the first 15 minutes with only seven landmines out of the ten i had. But
Engineers are needed on offense as well. They are needed to plant the almighty
dynamite that blows up objectives, or slows down a rumbling tank. Any man can
be an engineer, but can they be good ones? Some engineers run around wildly,
planting mines as they go, while smarter engineers plant mines in choke points,
where they will stop the flow of enemy forces. But the engineer is ALL about
their skills, they also have great weapons. They can choose to arm themselves
wih the standard SMG's, or the grenade-firing rifles. While both rifles are
good, the K10 comes out on top. ( I will explain in the weapons section) but
the best thing about these rifles are their grenade launching properties. By
using the alternate fire, these ordinary rifles turn into grenade launchers!
these "launchers" shoot the grenade far, and can bounce the grenade around a
corner, or up onto a bridge, and other places you couldn't get to with a normal
grenade. Overall, the engineer, with its building skills, great weaponry, and
necessity in almost all maps, makes the engineer the #1 class in the Enemy
Territory game.
best used on: ALL!
Class: Field Ops
Usefulness: 3/5
Weapons: Knife, Colt 1911, Luger, MP40, Thompson, Grenades, Artillery Strikes,
Airtstrikes.
Overview: To me, the Field Ops is the most USELESS class there is. After
looking at his weapons though, you might say, " C'mon he has AWSOME weapons!
Why is HE the worst?" Well because, his weapons aren't all that usefull. Sure
he has airstrikes and artillery, but thse weapons can easily be avoided. The
fieldops has to take out his binoculars/gas can, then he has to find his
target, then he throws/relays the co-ordinates, THEN the airstrike/artillery
comes. Now, while the fieldops is looking through his binoculars for a target,
ANY class could quite easily kill him/do heavy damage, that could force the
fieldops to target the wrong location or die. Plus, its pretty easy to run out
of the area or run THROUGH it before the artillery kills you. The airstrikes,
too are slow. he must take outhis gas grenade and throw it, meanwhile you can
kill him while he has No weapons, and if he DOES throw it, you can easily run
away, because the airstrike takes too long to get there. The best thing the
fieldops is for sneak attacks to take down a tank, or to scare a newer player
away. While he does get the occasional kill with artillery or airstrikes, he's
really just a watered down soldier, you could do much better as an engineer.
Well, after discussing it with some friends, I will explore the field ops a
little more. One good thing he can do is hand out ammo, which is pretty much
lifesaving for a soldier manning a mobile MG, or a soldier holding a hallway
with a flamethrower. Another thing is that his airstrikes/artillery CAN be
useful on certain maps in certain places when timed right, such as the Old City
courtyard on Oasis. There isn't really much more to say other than he is most
useful for resupplying troops with ammo.
Best used on: None
Class: Covert Ops
Usefulness: 3/5
Weapons: Silenced/Normal Colt 1911, Silenced/Normal Luger, Sten, FG42, K10
Silenced Sniper Rifle, M1 Garand Silenced Sniper Rifle, Knife, Binoculars,
Smoke Grenade, Grenade, Satchel Charge.
Overview: The Covert ops class sits between useful and useless. It is fight
worthy, with weapons like the Sten SMG, and can conceal people with its smoke
grenade, but is made more for stealth or sniping Missions. However, on some
maps the Covert Ops can be a big help because they can 1) Steal a dead man's
uniform and 2) Spot landmines. These two things are the bready and butter of
the Covert Ops. They can also destroy Command Posts, and small objectives with
their satchel charges. A good tactic is to fill a room with smoke, plant a
satchel charge, run away and detonate it. They will know you have been there,
but they wont know where you were, or where you went. You may also score a few
kills this way. Stealing uniforms is a great help too. To steal a uniform kill
an enemy, gib him, (with a knife to be silent), then press the "use" key to
steal his uniform. Once you have the uniform on you can go through the doors
usually only enemies can use, and look like an enemy too. This comes in handy
when a Covert Ops steals a uniform on Battery map, and then uses it to go
through the back door, and destroy the generator. Overall Covert Ops is for
advanced players, and if used correctly, quite useful.
Weapons:
Pistols and knives
The pistols are good, close range wepaons, good at making headshots, or
finishing off that last enemy. I have been in fights where a pistol ahs saved
my life, and gotten me another kill. Just on a side note, when you reach Light
Weapons LV. 4 ( explained later) you can wield dual pistols!
knife
There isn't much to say about the knife except that its shiny, sharp, and
instant death if you attack an enemy from behind.
Colt 1911
Ah yes, the 1911. It has the stopping power of an SMG, only its a pistol, and
dangerously good at headshots at close range. When using a 1911, try aiming for
the head, and you will get your kill even faster.
Luger
The luger is the axis version of the colt. It has a clip of eight shots. and is
used quite commonly by axis soldiers, even at long range. Overall its an awsome
pistol, and will get you at least a few kills, garunteed!
SMG's
SMG's are the most popular guns in the game because they offer good accuracy,
ROF, and damage.These guns are available to every class, and is a good choice
for anyone. They are, however, suited for close to medium range firefights.
Thompson
Team: Allies
The thompson is the allies' SMG. It can put out bullets pretty fast, and its
accuracy is very good in almost every stance. Not much more to say other than
its a good, reliable, gun that is great if your attacking or defending.
MP40
Team: Axis
The mp40 is the axis' rival to the thompson. Alot of people say that the mp40
is more accurate than the thompson, but doesn't do as much damage. I haven't
confirmed that theory, but I am pretty sure its false, as i seem to do just as
much damage with this gun as the thompson. Just like its rival, its a good,
reliable, gun used by any class, that is accurate in all stances.
Sten MKII
In game it is called the sten , and is only usable by the Covert Ops class. It
is a fairly good gun, with a bigger clip than both the mp40 and thompson. It
has drawbakcs however. the first is that it can not be fired in full auto for
very long, and is the most accurate SMG. The reason is that it can overheat,
disabling it for enough time to get you killed. It is best to use this gun in a
crouch or prone position, where the enemy most likely wont see you until you
are already gibbing him and stealing his pants.
Rifles
Rifles are weapons that are best used at long ranges, with the exception of the
FG42, and are only usable by either the Covert Ops, or Engineer. While as an
engineer, you can also attach rifle grenades.
M1 Garand
The m1 garand is the main allied rifle. It has a reletively small clip of eight
shots, and cannot be reloaded in the middle of a clip. It has fairly good range
with both the regular shot and the attached rifle grenade. Its a fairly good
weapon, but engineers might be better off with an SMG.
K10
The k10 is axis version of a rifle. It has a bigger clip than the garand,
having 10 shots, and can be reloaded, which is a big help. grenades, too, can
be attached to it. It has good range, and good stopping power. However, like
the garand, although it CAN be used at close range, if you plan on being
indoors, such as on the Seawall battery map, you should probably go with the
thompson.
M1 Garand, Scoped
Exact same as above, but has a scope, and a silencer, for ultra-sniping. It is
used only by the covert ops, and grenades CANNOT be attached to it.
K10, Scoped
Same as a normal K10, but is scoped,silenced, and grenades CANNOT be attached
to it.
FG42
The fg42 is a cross between a SMG, and a rifle. It shares the clip size and ROF
of an SMG, but can also be used to snipe in single shot mode that is accesed
when you zoom in. Its used alot by Covert Ops because of these attributes, and
for good reason. It has range, full auto, clip size, single shot, zoom, and
range to fit the profile of any Covert Ops' need.
Other
The "other" catagory includes the heavy weapons of the soldiers arsenal,
featuring the all mighty panzerfaust anti-tank rocket launcher. It also
includes the Engineers landmine, and the Field Ops' arty and air support.
Panzerfaust
The panzeraust is the most powerful weapon in the game, sporting massive splash
damage, and a great range. This weapon however, does suffer from some
drawbacks. One is that it is very popular amongst the newbies out there, you
clam they "Know how to sue it" but end up getting kicked because of numerous
TK's. Other drawbacks include delayed firing (it doesn't fire until a few
seconds after you click fire) and it makes distinct noises when fired, and
while going through the air. Pretty much every soldier sprints and jumps when
he hears the sound of a panzer firing. The sound it makes while flying through
the air is very distinct, too. Those noises are quite distinct, and once you
hear them,a nd know the danger behind them, you will certainly not forget them.
Mobile Machine Gun (Mobile MG)
The mobile mg has all the greatness of an MG, except that this one is portable
and has limited ammo supply. This is a great weapon for holding points, like
stopping the Allies form creating the assault ramp on battery. But to get good
accuracy you need to go prone and extend the tri-pod with the alt.-fire button.
This greatly improves your accuracy, but greatly decreases your movement and
turning abilities. The gun CAN overheat, making it best to fire in short
bursts, and it eats up ammo pretty fast. A small, but important side note is
that no-matter where you hit your enemy, whether it be in the head or body, you
will only cause 20 damage per hit.
Flamethrower
The flamethrower is one of the most dangerous weapons, competing only with the
panzerfaust. It's flames don't last too long unless they hit something, and it
burns through ammo. However, it has some pretty cool attributes, and is great
at holding tight corridors. Its flames bounce off walls and slides across
floors. It also has great range for a close-range weapon. Once the flames hit
an enemy, the enemy burns for around three-five seconds, which can cause alot
of damage, either letting you burn him to death with a final burst, or if you
die, the next guy to come along can cap him real fast, and a medic could
possible revive you.
Landmines
Landmines are pretty dangerous too, if your not smart. If you step on one it
will make a hissing noise, and smoke will pour out form it for a few seconds.
Don't worry about it exploding yet, because it won't detonate until you step
completely off of it. There ARE ways of livng through an encounter with a
landmine though, which will be explained later. To you engineers out there,
landmines are best placed in vital choke points, like around the old-city wall,
or at the tank barriers on gold rush. Note, landmines can also be defused if
you accidently step on one, but they ca ONLY be defused if you have activated
them by moving onto them.
Artillery Fire
This "other" weapon can be strong if you use it right, but more expierenced
might not be scared by it until you level it up a bit. Basically, you point to
the area you want it to land with your binoculars, and press the fire button. A
few seconds later that area will be pounded by waves of artillery fire, slowing
the advance of troops. The shells have medium splash damage, and so you might
catch a few kills that way. Other than that, getting kills with artillery fire
is more chance than anything.
Air Support
The air support attack is, again, from the field ops. This time throw down a
canister of smoke, and a plane will drop bombs in a line. This is most useful
for taking down the tank on Goldrush in my opinion. Again, the plane takes a
few seconds to get there, and it makes a swooping sound, alerting nearby troops
to your presence, and the presence that bombs will soon be dropping. Thats all
i have to say about airstrikes, as there isn't much about them.
Smoke Grenade
The smoke grenade isn't so much a weapon as it is a distraction. It is used by
the Covert Ops class, and gives off enough smoke to fill a small room or
hallway. and that is it for the smoke grenade.
Maps
The standard six maps in RTCW: ET are quite varied, from a normandy-like beach
assault, to an assault on a desert city, to robbing a bank, you will be kept
occupied for quite a while. Aside from the six standard maps I wont give any
information, because of the sheer amount custom maps. Also note that I wont
tell you were command posts or anything else, only primary and secondary
objectives.
Oasis: Oasis is a fairly fun map, with open courtyards and tight corridors. The
Allies are attacking the Axis in this map.
Primary Objectives: Capture the Old City, Blow down the Old City Wall, Destroy
the North Anti-Tank gun, destroy the South Anti-Tank gun.
Secondary Objectives: Repair the Waterpumps, Repair the Old City Waterpumps.
This map is great for defensive play on the Axis part. It has several
chokepoints, tight hallways, lots of areas to mine. Axis should mine around the
Old City Wall, and Old City Waterpump. Some other places are at the end of the
water tunnels and around the foot of the staircases at the Anti-Tank guns.
Rail Gun: Rail Gun is a big map with wide open spaces, and the only confined
spaces is a small bunker that connects all three main areas.
Axis are attacking the Allies
Primary Objectives:Get the first tug to the train depot, load the ammo onto the
first tug, get the ammo onto the second tug, get the ammo to the rail gun, fire
the rail gun
Secondary Objectives : Destroy the gun controls
Rail Gun is the only map where the Axis attack Allies. The Axis have to get the
1st tug to the ammo deopt, load the ammo, and get it to the rail gun. The
Allies should plant mines around the track switch, but the Axis most probably
know they are already there. The Allies should, instead, split up and defend
the track switch while the other half takes the deopt-yard. The Axis shoudl
throw all their forces at the tug and track switch. If you rush fast enough,
you can get the tug to the deopt yard in five or less minutes. Once you have
the 1st tug back to the original tug-yard, load it onto the SECOND tug, and
then to the rail gun. Prepare for mines at the area at the foot of the ladder,
and possibly Allied soldiers on the top of the gun, and behind the controls.
Wurzburg Radar: Wurzburg can be confusing for new people, as it has several
entrances, its dark, its gloomy, and the first few minutes are crazy.
Allies are attacking the Axis
Primary Objectives: Steal the East radar parts, Steal the West radar parts.
Secondary Objectives: Blow open the side door, Blow open the front door.
Radar is a dark, gloomy map, with medium visibility. Theres long grass, and
several entrances to the German fortress. The Allies should try and split up,
and go to the Side entrance, Front Entrance, and Forward Bunker. The faster you
blow open the front entrance and side entrance, the faster you can steal the
radar parts, which will take a while. The Axis have the advantage of camoflauge
as their uniforms are grey, and an Axis soldier could easily take over in the
long grass with a mobile MG, and catch you off guard.
Gold Rush: Goldrush is a fairly simple, straightforward map with one main path
and a few small, detour hallways.
Allies are attacking Axis
Primary Objectives: Get the tank to the bank courtyard, blow open the bank
doors, steal the first gold-crate, steal the second gold-crate, get the truck
to the extraction point.
Secondary Objectives: Destroy tank barriers 1&2, Destroy truck barriers 1&2
This map can be a little hectic for some people, especially at the beginning,
where there is several entrances to the tank courtyard. The way in is through a
large, open door. But most players will know is that Axis engineers have filled
every entrance with landmines. That is why it is good to start off with a full
set of engineers, to difuse landmines and eventually repair the tank. Once you
repair the tank, you should gain control of a nearby spawn point. The next
thing to do is blow open the first tank barrier, if any. After that, you can
access the bank courtyard and possibly prevent the construction of the second
barrier. Now would be a good time to leave one or two men with the tank, and
get the rest into the bank courtyard. if you can secure the bank courtyard, get
the truck repaired (Axis has most probably destroyed it) and get two people
ready to nab the gold crates.the Allies have gotten past the hardest part of
the map, and unless theres only five minutes left, they ARE going to win, but
put up a good fight, and Axis can win this one fairly easily.
Seawall Battery
Allies are attacking Axis
Primary Objectives: Build the assault ramp, Take the west bunker, Destroy the
gun controls
Secondary Objectives Destroy the generator
This is my personal favorite map. It requires strategy, teamwork, skill, and
thinking. First of all, at LEAST one person should be a Covert Ops so that if a
newbie player, or someone on the Axis team falls/jumps onto the beach you can
kill him and steal his pants. Once they are in disguise they can sneak around
back and destroy the generator with a satchel charge. That will open the doors
and open a way into the battery through the back, magnetic, now-unlocked,
doors. This move might also draw the attention of Axis players, allowing Allies
to get a few engineers up, construct the assault ramp, and make a charge into
the West Bunker. This will catch the Axis players in a good pincer attack, and
if you got an Allies engineer through the back, two engineers coming through on
different sides will garuntee that you get at least one dynomite on the gun
controls, winning you this map.
Fuel Dump
Axis is Defending
Primary Objectives: Stop the Allies from destroying the fuel dump.
Secondary objectives: NONE
Well, if you have been playing and following along with this guide, this is
your sixth map. You have gotten the feel of RTCW: ET, so I will give you a
general strategy to win this game as the Axis, as you should know where and
when to plant mines, what weapon you are best with, and most basic skills and
common sense. Ok, so as the axis you MAY want a few Field Ops as their arty is
the best attack against the advancing Allies. There are several things to do at
this time, including LOTS and LOTS of building. It isn't uncommon to see two or
three Field Ops and the rest of the Axis players are engineers. Assuming you
are by the machine-gun tower looking at the bridge, you should watch the left
flank, because there is a footbridge that can be built there, also, some
players may come across the ice and jumped the barbed wire. Mostly, however
they will try and get the bridge, along with some minor support fire. Once they
have the bridge constructed retreat into the tunnels andback to your main base.
By now alot of your teams Engineers have "decorated" the place with landmines.
Snipers are probably positioned up in the water tower on top of the factory,
and the defenses are top notched. Soldiers are wielding panzerfausts and
everyone awaits the coming of the tank. Depending on your class, you should
find a good place. If you too have a panzerfaust, then get to the roof, it
gives the best vantage place, and you can hit nearly anything. However remember
to lead your target. From on the rooftop your panzer rocket takes a good three
to five seconds to hit the ground, which doesn't seem like alot, but it is. If
your a Covert Ops or Field Ops, I advise changing to either an engineer or a
soldier. Medics wont be needed much by now, and being a soldier gived you
access to heavy weapons, while being an engineer will allow you to difuse
dynamite. Well, good luck, i hope you win. Just follow my basics and you will
be fine.
Tricks & Strategies
Now, some of these tricks are dirty, mean, and can get you in trouble. Some
people may not like them, so try at your own risk. Also, I do not use these
tricks, I just wrote them here because some people call them "strategy."
Force TK
Well, here is a dirty little trick that can cause a TK for the enemy team. It
requires you dying on a landmine without being gibbed, so it is like you are
calling for a medic. Now because you are waiting to be revived, the landmine
won't explode. If you are in the middle of an enemy base, chances are an enemy
Covert Ops will come over to steal your uniform. Now, before he gibs you, tap
out and back into the reinforcment que. This will cause the landmine to
explode, killing the Covert Ops, resulting in him being TK'd. Like I said
above, this is a dirty little trick, and can cause you to be kicked or banned.
So in otherwords, use at your own risk.
Revive me! Or Not
This isn't so much a trick as it is a strategy. Kill an enemy and shoot it four
or five times. Chances are, a medic will come running to the body with his
syringe out. When he gets close enough to the body thrown a grenade and gib the
body as well as either kill the medic or heavily damage him. You can then
finish off the medic and gib him with any weapon of your choice.
Suicide Charge
This one is great when you have little ammo or life. Take out a grenade and
prime it by pressing the fire button, but DON'T release the button! Now run
towards your enemies, you have about five seconds. Once those five seconds are
up, you will explode with everyone around you, if you died during the charge
the primed grenade will drop and then explode.
Configuration
Configuring your computer can actually imporove the amount of frags you get. By
changing your crosshair, controls, brightness, and sensetivity you can get ALOT
more frags.
Crosshair
You will notice that the default is big, ugly, and hard to lose track of. This
is for the newbies, because its hard to lose track of and good for close range
fighting. You might, however, want to change your crosshair to a smaller one as
you get better. As it gets smaller it gets harder to keep track of for some
people, but it also allows you to pull of headshots alot easier. I suggest that
you play around with the crosshair size, color, and style, to find the
crosshair that is best for you.
Controls
The default controls are the same as most FPS these days, using the WASD
configuration. These are the most important default controls.
W- Move Forward Q- Lean Left
A- Strafe Right E- Lean Right
S- Move Backwards R- Reload
D- Strafe Left F- Use
The way the default controls are set up is so that you are moving your fingers
a minimum amount, so you can stay focused on the game instead of fumbling for
keys. But if you are left handed, or don't like this configuration, you can
change it to your liking. It is best that you fit the keys so that they are
COMFORTABLE for you to use, and quite EASY to acces, also REMEMBER where the
keys are, if you forget you will waste time looking for a key when you could be
killing the guy sneaking up behind you.
Brightness
This will be short. If the screen you have is too dark for you, you can change
it so that the screen is brighter, and easier for you to see. Its best to push
this up just a little bit from the default, to make it a bit lighter, and
easier to see on darker maps. But its all up to you, change it so that you feel
comfortable, and aren't squinting to see.
Sensitivity
This really depends on you. The basics are that the higher your sensitivity,
the more your mouse is going to move. Snipers may want this done a bit so that
their crosshairs dont wiggle when lining up a shot, but soldiers with SMG's may
want it up to help them when going after an enemy that is jumping, squirming,
and trying to avoid being shot.
Contributions
So far none, please e-mail all contributions to
[email protected]
Frequently Asked Questions
Please send all questions to
[email protected]
Dictionary
Online there is alot of speech that isn't used in everyday life. Here I will
explain some of them.
BRB: Be right back, Bathroom break
LOL: Laughing out loud
ROTFL: Rolling on the floor laughing
ROTFLMAO: Rolling on the floor laughing my a** off.
Frag: Kill
Cap: Kill
Ice: Kill
Engi: Engineer
Uni: Uniform
Tom/ Tommy: Thompson
Obj: Objective
RTCW: Return to Castle Wolfenstein
ET: Enemy Territory
Gib: Killing a guy after he has already been killed, killing him during the
stage where he can be revived.
CopyRights
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
Copyright 2005 Frag1sm
Gamefaqs.com, Neoseeker.com is allowed to host this guide, if you see any other
site with this guide, please tell me about it via e-mail at
[email protected]
If you would like to host this game on your website/forums, please e-mail me at
[email protected] for acceptance, do NOT host in your site before you e-mail
me, as that is violation of Copyright.
Credits
I would like to thank |VW| Evil1, |VW| Wolfman, and the makers of this game.
This guide took me a few days, and still needs updates, but I am glad I have
gotten the first version of this guide up, and for having a game like this to
write about.