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Skills

image:ic_lightweap.gif Light Weapons

Level 5: Faster Weapon Switching

Switching between weapons is 33% faster.

Level 6: Additional Light Weapons Ammo

Gain an extra clip for light weapons.

Level 7: Poison Needles

You get needles full of poison which you can use to disorient an enemy and obscure their vision. It will also drain their health at a rate of 20hp/second. Once poisoned, the only way to be cured is to have a medic poke you with their revive needle. Dying does not cure you of poison either, you will still be poisoned while wounded, until the poison drains your corpse health and gibs you. If revived by a medic's needle, the poison will be cured and you will be revived. If revived by CPR, the poison will remain and you will be revived.

Level 8: Throwing Knives

Players can now throw their knives. Bind +attack2 to your normal alternate fire key. Hold your alt fire key to charge up throw power. Weapon icon will grow in size until max power is achieved. Release alt fire to throw the knife.

Level 9: Pistol Execution

Execute players like a professional assassin. When closely behind an enemy, shoot your pistol at his head to cause instant death. Death from an execution puts a player in limbo and is unrevivable. You will see a pistol hint icon when you are close enough behind to execute someone, much like a backstab.

 

image:ic_battlesense.gif Battle Sense

 

Level 6: Improved Lung Capacity

All your hard training has increased your physical fitness even more, allowing you to hold your breath 25% longer underwater.

Level 7: Dynamite Prediction

Much like aiming at a tank or another player shows their name and health, you can now look at a dynamite to see how much time is left before it explodes. A newly planted dynamite has a full health bar while with an empty health bar, its timer is up and will explode.

Level 8: Danger Awareness

Having mastered Battle Sense, your senses are so fine tuned, you gain a sixth sense about danger. When a grenade is tossed nearby, you will see a visual indicator in your HUD. The location of the icon in your HUD also shows what direction the grenade is. The icon will appear around your crosshair, in a fashion similar to your compass. If the grenade is behind you, the icon will be below your crosshair. If it is to the right, the icon will be to the right of your crosshair.

Level 9:

-Coming Soon-

image:ic_soldier.gif Heavy Weapons

Level 5: Improved Machine Gun Usage

Soldiers using Mobile MGs can now reload them mid-belt/clip.

Level 6: Additional Heavy Weapon Ammo

Soldiers gain an extra clip for all Heavy Weapons.

Level 7: Improved Strength

Heavy Weapons don't weigh you down as much as they used to.

Level 8: Advanced Weapons Training

Soldiers (and only Soldiers) can pick up and use any weapon that is on the field. This does NOT carry over to other classes. Use Insanity mode Unlocked Weapons if you want any class to be able to pick up any weapon.

Level 9: Helmet Armour

Soldiers' helmets get an upgrade! 40% reduction in damage from the first headshot. After that, the piece of armour on the helmet will fall off, leaving your normal helmet. Picking up an ammo pack will restore lost armour.

image:ic_medic.gif First Aid

Level 5: Improved Health Care

Aura Skill: Health packs near a medic with this skill, heal team mates 30hp rather than 20hp

Level 6: Full Payload

Medics gain 4 extra needles and 2 extra grenades.

Level 7: Health Pack Delivery

Medics can toss medpacks onto or close to depleted Health Racks to resupply them.

Level 8: First Aid Level 8

-Coming Soon-

Level 9: Battlefield Resuscitation

This is a complex skill that carries over when you are not a medic and primarily not used when you are a medic. Having mastered First Aid, you can now perform Battlefield Resuscitation on wounded teammates, which is similar to CPR. You use this skill by approaching a wounded teammate and holding the Activate/Use key (F key default) for about 7-8 seconds. Your teammate will come back to life. Note: If you do not complete the revive in one sitting, you will need to start over and do a full 7-8 seconds again, as the "progress" of the revive will rapidly decay if you stop. You will also be able to see wounded teammates easier as they will have a caduceus icon over them when they are wounded, similar to how the medic sees the needle icon over the wounded, but the caduceus icon does not appear on your radar.

 

image:ic_engineer.gif Engineering

Level 5: Advanced Weapon Cooling

Aura Skill: An engineer with this skill helps to keep your teammate's weapons cool. MGs will last longer before they overheat and will cool faster, as well as Sten/MP34.

Level 6: Advanced Arming and Defusing

Arming and defusing of dynamite and landmines is faster.

Level 7: Advanced Construction and Demolitions

Constructing, tossing landmines, and tossing dynamite, uses less charge bar.

Level 8: Faster Rifle Grenades

Reduces the charge bar usage of rifle grenades.

Level 9: Engineering Level 9

-Coming Soon-

 

image:ic_fieldops.gif Signals

Level 5: Inspire Morale

Aura Skill: Nearby teammates will lose stamina at half the normal rate and recharge stamina at triple the normal rate

Level 6: Ammo Sensory

Much like aiming at a tank or another player shows their name and health, Field Ops can see current ammo supply of teammates.

Level 7: Ammo Pack Delivery

Field Ops can toss ammo packs onto or close to depleted Ammo Racks to resupply them.

Level 8: Advanced Resources

Ammopacks are once again upgraded, this time to the Huge Ammo Pack, which is silver in color. It contains 3x the amount ammo as a normal ammo pack.

Level 9: Signals Level 9

-Coming Soon-

 

image:ic_covertops.gif Covert Operations

Level 5: Improved Disguises

Covert Ops no longer automatically lose their disguise when firing a weapon within an enemy's view. Instead, their charge bar is drained somewhat. If they do not have enough charge, they will lose their disguise instead. This skill improves with each Covert Ops level gained after this one, using less charge for this skill as you progress.

Level 6: Stealthy Movement

Covert Ops can now move at normal speed without making a sound so long as they remain unobserved. They can also exit water silently while holding the crouch or walk buttons. Doors will still open normally.

Level 7: Recognition Disruption

Nullifies level 4 Field Ops skill, so you won't display as "Disguised Enemy!"

Level 8: Enemy Communications

While in disguise, you can call for ammo or a medic and have your vsay appear in the other team's chat, appearing to be said by the player whose disguise you stole, along with an ammo or medic icon over your head.

Level 9: Impersonation

Disguised name doesn't disappear at close range. Coupled with Enemy Communications, you can easily get an enemy to give you medpacks or ammo, then blast them in the face as thanks for it.

 

Awards

New awards have been added to replace those that have been removed. These include the following:

New Award

Award Requirements

Super Mario Award

Scoring the most goomba kills

Highest Killing Spree

Achieving the best killing spree total

Most Headshots

Scoring the most headshots

The Darwin Award

Getting killed by being crushed, drowning, or other deaths not caused by other players.

Isaac Newton Award

Most falling deaths

Bounty Hunter Award

Player who managed to earn the most bounty points

Jack the Ripper Award

Player who made the most knife kills

Artillery Spammer

Player who called the most artillery

 

Throwing Knives

This is gained as a skill. Bind +attack2 to the key you normally have for alternate fire (weapalt). +attack2 will do all the glorious things that weapalt did, PLUS you can throw knives with it. Here are some more details of throwing knife behaviour in ET:

* Skill is earned at level 8 Light Weapons

* Damage of a thrown knife is relative to the speed it hits at. Faster throw = more damage.

* Knives spin in flight.

* Thrown knives can lodge into soft surfaces such as wood, sand, snow, etc. (not stone or metal).

* Throw power can be charged by holding down your +attack2 bind and are tossed when released.

* Charge power is represented by the weapon icon. It scales larger until it reaches full power, after which the icon no longer grows.

* Knives do not disappear when they make a hit.

* Because of the above, auto-pickup of dropped knives does not exist. If it did, enemies would catch your knives when they are hit by them.

* There are 2 types of knives to throw, Axis knife and Allied knife. Meaning you can pick up the other team's knife if one is thrown at you, to throw or stab with. Therefore you can carry 2 types of knives at once. Good for playing covert, hold and stab with the other team's knife to help your disguise.

* You can throw all your knives. Meaning, if you throw every knife you are carrying, you no longer have a knife to stab with. That is, until you pick one up or get some ammo. Use wisely.

* Max throw distance is farther than a grenade by about 35%.

* Knives lose their velocity underwater, so underwater THROWING knife fights do not exist. Try throwing anything underwater in real life... doesn't work too well.

* Knives are not poisoned and they are not doing extra backstab damage.

* Thrown knives can make headshots, causing more damage.

Kicking

The purpose of the kick is that its a melee attack used to knock a player back, much like a shove, but with damage. To perform it, bind +kick to a key or do it in the No Quarter menu. You will not be able to move while kicking, as who can really run around while one foot is in the air???

Uses of kicking

Example of Kicking

Example of Kicking

* Kick open doors (they open faster and can gib players blocking it)

* Break windows

* Knock other players back, possibly off ledges

* Kick grenades, airstrike cans, and smoke screen cans

 

 

 

Leaning

One of the most obvious things missing from unmodded Enemy Territory were leaning animations. Sure, it appears you are leaning when you are in 1st person view, but you never see other players lean. This used to let people hide behind corners and lean out and ambush someone, which is not very fair. In No Quarter, we have remedied this by adding in leaning animations. When you lean, you are now seen as leaning to other players.

 

Aura Skills

We have added a new style of skill that may be familiar to RPG players, called an aura based skill. These aura based skills do nothing for yourself, but help out teammates instead. How aura based skills work is quite simple. If you are close enough to a player with an aura based skill then you will receive the effects of that skill. We have tried to include one aura based skill per class. The skills do NOT carry over to other classes, so you can't be a Medic giving off 5 auras. Aura radii can overlap from different teammates, but if it's the same aura, the effect does NOT multiply. An aura that would recharge your stamina at twice the normal speed will NOT charge it four times faster if you're within two like auras. Overall, these types of skills will hopefully inspire people to stick together and work as a team.

Currently, there are 3 aura based skills in No Quarter.

image:Caduceus.gifLevel 5 First Aid: Improved Health Care

image:fast-cool.gifLevel 5 Engineering: Advanced Cooling (formerly an ice cube icon)

image:morale_allies.gifLevel 5 Signals: Inspire Morale

When within another player's aura, you see the icons above and gain the benefits from each. Once you are out of range of that player, the icon disappears. This is why sometimes during spawn you see these icons pop in and out a lot.

 

Ammo Sharing

No Fieldops on your team? You can still give out ammo... your own. There are 2 new commands in No Quarter to do that:

Example of Dropped Clips

Example of Dropped Clips

*/dropclip does as it says, drops a clip from your current weapon. If you don't have a full clip left, you will not drop anything.

*/dropweapon does as it says too, drops your current weapon. This works with weapons in weaponbank 2 and 3 only.

Sharing ammo by dropping weapons and clips does not award you XP. It gives ammo to your teammates, which will help you fight. Teamwork!

 

Chargebar Feedback

You can visually see if fire support is available. When the lightning bolt below your charge bar turns yellow, airstrikes are currently unavailable. When it is orange, artillery is currently unavailable. When red, neither are currently available.

Similar to the above, if you do not have enough chargebar to use your current weapon/item, your charge bar itself will display as bright red.

 

Breath Bar

When underwater, your HP bar turns into a blue oxygen bar and shows you how long before your start taking drowning damage.

 

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