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{{Header Nav|game=Wolfenstein: Enemy Territory}}
{{Header Nav|game=Wolfenstein: Enemy Territory}}


In Wolfenstein: Enemy Territory, the player can choose 5 different classes. Each has a different task in the team.
In Wolfenstein: Enemy Territory, the player can choose 5 different classes. Each has a different task in the team. [[Image:Wolfenstein_Enemy_Territory_Classes.JPG]]


==Soldier==
==Soldier==

Revision as of 12:58, 29 August 2007

In Wolfenstein: Enemy Territory, the player can choose 5 different classes. Each has a different task in the team. File:Wolfenstein Enemy Territory Classes.JPG

Soldier

A soldier's position is at the front of an assault. As they carry the heaviest weapons around, ranging from flamethrowers to panzerfausts (bazookas) and even mobile MG-42's, they will be slowed. They need good protection from their teammates, or they will be an easy target. A soldier uses his power bar a lot. Mortars and panzerfausts use 50% and 100% of the soldiers' power bar respectively, so they can't be fired very frequently. When soldiers gain more experience, firing a mortar or panzerfaust will use less of the power bar (You'll read more about that later). Soldiers are useful for rushing into guarded rooms when wielding flamethrowers, defending an important objective with a Mobile MG-42, or just taking out as many enemies as possible from a safe range using a mortar or panzerfaust.

Medic

A medic is essential for every team. Medics start out with barely any ammo, only one ammo clip for the MP40 (or the Thompson, if allies), some syringes and one grenade. Good medics will be in the line of fire really often, but not really as an assault trooper. He is often busy healing his allied troops. When an allied soldier is wounded really badly, and his health points (HP) fall below one, he can either give up and go into reinforcement line, or he can wait for a medic to revive him. To revive a teammate, the medic has to stand over the wounded soldier, take out his syringe (normally at slot 5) and fire at the soldier. He will then stand up again either with 50 HP, or, if the medic has reached First Aid level 3 (See the Skills page), with full health. To heal other soldiers, or himself, the medic uses health packs. Every health pack heals 20, and costs 25% of the power bar. (15% if First Aid level two is reached.)

Engineer

As Engineers are needed for most objectives, they are unmissable in any team. Engineers can use either the submachinegun (MP40 / Thompson) or the K43 rifle(M1 Garand if allies). A unique ability of the engineer is that he can fire a grenade with his rifle. When the right mouse button is pressed, the engineer puts a grenade on the end of his rifle. He can then fire it for over 100 yards with extreme accuracy. A rifle grenade is very powerful, it has almost the same effect as the panzerfaust. The only difference is that the grenade's height will decrease at longer ranges. Also two unique abilities are that he can place land mines and dynamites. Dynamites are often only used for objectives (e.g. blowing up walls) and rarely for taking out enemy troops. Land mines are very useful to prevent the enemy engineers from getting to objectives, or just to make sure no-one enters an area.

Field ops

Covert ops