Slot 6 - Special Ability
* Health Pack - Medic class only. Restores 20 points of health. Some servers do not allow medics to pick up their own health packs.
* Ammo Pack - Field Ops class only. Provides one magazine, one hand grenade, and one syringe (for medics only).
* Dynamite - Engineer class only. Must be armed with Engineer's tool. After arming, explodes after thirty seconds. Dynamite is the only thing that can destroy certain objectives.
* Satchel Charge - Covert Ops class only. Drops a bomb that can be detonated whenever the Covert Op chooses, but the Covert Op must be within range. Satchel charges can be defused by Engineers. Some objectives can be destroyed by satchel charges.
Slot 7 - Special Ability
* Adrenaline syringe - Obtainable by level 4 first aid.(medic) Can still be used if player switches classes, on certain modified servers.
* Landmine - Engineers are capable of dropping landmines and arming it with their pliers, so long as the maximum number of landmines available to the team has not been reached. They are activated by any player (or vehicle) moving over or near them, releasing a hissing sound and coloured smoke depending on the team (either blue or red). The actual landmine is detonated when the player steps off the mine: when on the mine, engineers can disable the mine with the pliers. If you are not an engineer, certain other things can be done: for example calling for a medic, and then letting him revive you. You can also just wait for enemy players, and fight them while staying in the same position. If you are knocked out, do not tap out until an enemy walks over (or near) your body. The mine will explode, and, hopefully, also kill the enemy. Of course, if the enemy sees the coloured smoke coming off your feet, he will most likely sprint away from you and shoot you, so that your body is moved (due to the momentum of bullets), and before your health reaches zero from the injury, the landmine usually explodes as you are no longer standing on it. Jumping off landmines (using your sprint bar for this is highly recommended) can also be done, although you will still take damage (and die if you are low on health). On version of Jaymod servers engineers can use either Normal, Bouncing (aka Bouncing Betties), or Poison landmines as well.
Slot 8 - Binoculars
* Field Ops start with these and can use them to call in artillery strikes. Counting from the exact moment the field op calls in the artillery strike, it takes 11 seconds for it to explode. The warning flare of the artillery strike comes 6 seconds after firing and deals only 20 damage to a player who's standing exactly at the point where it explodes. One team may simultaneously have only three artillery bombings on the map. As support fires, artillery may only be called to areas that can be seen from the above - not inside buildings, for example.
In unpatched version, field ops can also spot landmines (and XP goes to field op XP instead)
* Covert Ops start with these and can use them to spot landmines (ver 2.6).
* Other classes are rewarded with binoculars when they achieve Battle Sense level 1.
Maps
Enemy Territory comes with six official maps. On all except Rail Gun, the Allied team are attacking and the Axis team must defend.
There is also a large number of third party maps available, several of them being conversions of RTCW maps.
Siwa Oasis
Siwa Oasis is a map that in most cases will be finished in two stages. First, the Allies need to blow up the Old City wall. This is easier if the Allies capture the Old City spawn point. Destroying the old city wall makes the Old City spawn point permanently Allied. With the Wall destroyed, the Allies have access to the area where the anti-tank guns are. Destroying both anti-tank guns will win the map for the Allies. The Axis win if at least one anti-tank gun is still intact when the map-timer runs out.
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