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deployables info :
«
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July 12, 2007, 09:23:31 PM »
http://community.enemyterritory.com/index.php?q=node/79
Firstly, a quick recap of who can deploy what deployable. The GDF Engineer and Strogg Constructor deploy Defence Turrets like the Anti-Personnel Turret (APT) which targets enemy infantry but not vehicles, the Anti-Vehicle Turret (AVT) which targets enemy vehicles but not infantry and the Artillery Interceptor Turret (AIT) which stops all enemy artillery except for Airstrikes or Orbital Strikes.
The GDF Field Ops and Strogg Oppressor call in Artillery deployables such as the Artillery Gun and Rail Howitzer which can pound a wide area with a prolonged barrage, the Rocket Artillery and Plasma Mortar which can swiftly saturate a point target with a rapid salvo and can even lock on to enemy vehicles (yes, that means Air vehicles too), and then there’s the Hammer Launcher/Dark Matter Cannon which will generally splurge everything in a wide area but takes a while to reload. Remember, any of these will be defeated by a functioning enemy Artillery Interceptor Turret so make sure the enemy’s AIT’s are disabled before they eat up your precious firepower. Mmm...NOM NOM NOM.
Deployables are not only a vital part of the gameplay in Enemy Territory: QUAKE Wars, they're also tasty and nutritious.
The GDF Covert Ops can deploy Radar and the Strogg Infiltrator deploys PSI-Radar. Radar is absolutely vital for both attackers and defenders. Ideally you want more than one, and to redeploy them by bounds when the objectives fall so you don’t lose all your radar coverage at once. Radar really is of primary importance: one of the best things your aircraft can do is to hunt down and disable enemy radar. Don’t forget that the GDF Covert Ops’ Third Eye Camera is a very handy short range radar, and very hard to spot if well-placed.
Also, while they don’t count as a full "Deployable" because they don’t actively do anything, the GDF Medic can call in Supply Crates from which their teammates can grab both Ammo Packs and Med Packs. If you’re a GDF Medic and you’re not calling in Supply Crates that allow your teammates to both heal and resupply themselves, you’re not doing all of your job.
Location, Location, Vocation:
You can only call in deployables to certain key locations and it really is worth taking the time to wander round the maps as all the relevant classes of both teams for all the objectives and work out exactly where they are. Equip your Deployment Tool, hit Fire and wander about in third person, working out what will fit where.
GDF Field Ops in particular should test where they can deploy Rocket Artillery and still hit key chokepoints - unlike the high, arcing trajectory of the Strogg Plasma Mortar, the GDF Rockets have a low trajectory that often intersects with terrain or buildings. Don’t waste your rockets trying to dig through the landscape.
Not to be too paranoid but it goes without saying that if you find a great deployable site, chances are someone else already knows about it. Remember that deployment is quite a dramatic process - the Strogg deployables plummet from orbit in a plume of flame and smoke, while the GDF’s Jotun tactical lift planes overfly the drop site and the mighty Magog heavy lifters pause significantly to drop their precious loads. There’s a lot going on in the midst of combat, but try to keep track of where your and their team’s deployables are being delivered. And always, always, always use your Context Menu (default V) to report the location and type of enemy units. Your Field Ops/Oppressors really need to know if the enemy have an AIT up, or there’s an APT covering the objective chokepoint. Let them know, and they’ll warn you about stuff so you don’t waste your firepower/time/life either.
Field Ops and Opressors direct the fire of their artillery deployables with the targeting tool. Bang.
Directing and Defeating Defence Turrets
So how do ETQW's defence turrets work? It may not be immediately apparent but both teams' APTs and AVTs have a detection radius that's slightly larger than their firing radius, so if you're approaching them from a long way off you may see them swivel to face you, giving you warning you're about to be fired at if you proceed.
Defence turrets have a 170° engagement arc - it used to be 180°, but we wanted to make it easier for players to judge when they're safely behind the thing rather than straying inside the engagement arc. Generally, if you're behind a defence turret, it won't shoot at you. If you fire at it, it'll turn and shoot at you no matter where you are. If you're going to plant anything explosive on a turret, or attempt to hack it, you'll need to make sure you're approaching it from the right direction, and that by so doing you're not straying into the engagement arc of another turret. You can see the importance of orientating your turrets correctly when you're deploying them - if you don't point them in the right direction to start off with, your enemies may be able to stroll past them, and not even need to disable or destroy them.
Priorities, and the Disable/Destroy Dilemma
I’m not sure if there are any hard and fast rules about what your priority deployable target should be. Very often it’ll be the enemy’s AIT(s) or Radar, but map to map, objective to objective, your priorities will change. Individual APT’s may not be the most fearsome asset on the battlefield but at that point in the game it may the biggest threat to your mission. Don’t go in with just a Plan A and stick to it no matter what - communicate, evaluate, and do what your team needs at that moment.
Remember, you only have to take away 33% of a deployable’s health to disable it. Do you want to entice an Engineer/Constructor to repair it, under your sights? If the deployable is too severely damaged, the enemy will simply replace it, possibly somewhere you can’t see. If you’re particularly evil, you may deliberately disable rather than destroy a vital deployable and then plant a mine (if you’re a GDF Engineer or Strogg Constructor) or boobytrap (if you’re a GDF Covert Ops) or ready a Flyer Drone (if you’re a Strogg Infiltrator) to kill any dutiful Constructors or Engineers trying to repair it.
OK, that's enough for now. Next time we'll take a look at the many and diverse methods of disabling, destroying, muffling and otherwise being bad to deployables.
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