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Enemy Territory Guide
September 15, 2003   Jakub Wojnarowicz > [View My Other Articles]
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Classes

Classes

Enemy Territory has five classes, each specialized for a specific purpose and vital to the war effort. Any class is capable of dealing with another in regular combat. Some may have certain advantages in some situations, but in general they are rather equivalent. What differentiates them are their special abilities.

Covert Ops
A spy and sniper in one. Can steal uniforms to disguise himself as the enemy, to use doors only accessible to the enemy or attack from behind. Satchel Charge (det pack) can be used to defuse dynamite very quickly, blow up command posts, machine gun emplacements and certain special objectives. Only class to not have either the MP40 or Thompson available to it; they have to settle for the Sten (a quiet and very accurate submachine gun prone to overheating), FG42 (a weapon that’s inaccurate unless zoomed, holds only 20 rounds but fires so fast it’s one of the most deadly close-combat guns in the game) or K43 Sniper (the better of the two sniper rifles.)

Engineer
Absolutely necessary for every attack objective, and it’s hard to win on defense without him too. Can choose between the MP40/Thompson or the K43/Garand. The latter two can be used to fire rifle grenades (think: long range grenades with a short fuse timer), at a somewhat significant cost in the power bar. Most important abilities are laying anti-personnel mines, building structures, and setting dynamite to blow up objectives.

Field Ops
A support fire and ammunition supplies specialist. Can only have the MP40/Thompson, but comes equipped with binoculars with which he can call artillery strikes. Also throws airstrike markers and drops ammunition for fellows. Don’t underestimate the need to make sure everyone has ammo.

Medic
Like the Field Ops, can only have the MP40/Thompson. Starts with less ammunition than any other class – just one clip of ammo and one grenade. However, he can heal allies and himself with medkits, or revive them from near-death using adrenaline shots. Keep this in mind before you tap out with 30 seconds left on the timer.

Soldier
Has more weapon choices than anyone. MP40/Thompson, Panzerfaust, Mortar, mobile MG42, and flamethrower. The Panzerfaust, often considered a ‘cheap’ weapon because you can all-but-guarantee you’ll get at least one kill before you die (often your attacker), is quite important nevertheless. It’s balanced out by low ammo, a ~2 second ‘warm up’ from the time you click shoot, and the fact that it can be fired only every so often, depending on your power bar. MG42 is another very useful weapon, often better at picking off distant targets than the sniper rifle. The flamethrower and mortar have their uses, but these are more limited. Any soldier spawning with a submachine gun is just wasting everyone’s time; he’d be better off as one of the other classes.



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