![]() ![]() ![]() While Engineer / Constructor turrets function automatically, the Field Ops / Oppressor classes need to specify targets. This is an important feature, since the turrets rocket into the battlefield at high speed, crushing anything underneath. A white outline of the chosen machinery then pops up on the screen, visible to teammates as well as yourself. You cycle to a special tool in your arsenal, pick which type of turret you'd like to plant, ensure it's within friendly territory, confirm the location, rotate the turret so it's pointing the right way, then finalize the selection. Regardless of class or race, turret deployment occurs in the same fashion each time. To place a turret, you need to be inside territory controlled by your team, preventing the horror scenario of an enemy turret in your spawn point. Heavier armaments, like the GDF artillery gun, rocket artillery, or hammer missile can be called into the battlefield by the Field Ops class, while more exotic looking Strogg counterparts can be set down by their Oppressor class. GDF Engineers and Strogg Constructors can call in anti-personnel, anti-vehicle, and anti-missile devices to fortify defensive positions or take over key choke points on a map. Using the full range of each class' abilities can dramatically alter how a battle proceeds. Upon finding an enemy body, Technicians have the added benefit of using their revive tool to turn the dead foe into a limited use spawn point. A Strogg medic, called a Technician, can still revive and toss out health packs, but the revive isn't an instant effect, it takes a few seconds, making you more susceptible to getting caught by an enemy rocket or bullet barrage. ![]() Strogg classes mirror those of GDF in functionality, though differ when it comes to their methods. These abilities are on a cooldown timer, just like all the special abilities of the other classes, so you can't just stand in one spot popping out health packs indefinitely. GDF Medics, for instance, are always useful, but more so in close quarters combat, since they can drop health packs all over the place and instantly revive fallen teammates, meaning you don't have to wait for a respawn timer or deal with the delay of teammates running from the spawn point to the battle lines. If you're playing on a good team, it should also shift the class composition of your squad, since each has widely varying uses. Near the end the action moves indoors, eliminating any air strike or turret abilities and forcing players to rely more on their shooting skills. At Sewer's beginning, players fight in an open field where vehicles and stationary turret weapons are a viable tool for combat. Gameplay shifts depending on which objective is in contention. Finally, to secure victory, a Covert Ops class is required to hack the plant's main controls. Next, a few Soldier class players have to swarm the facility and plant explosives on sewer grates to bust into an underground area. First, the GDF need to send an Engineer class to construct an EMP disruptor outside the facility to gain access. On a map called Sewer, the GDF need to break the Strogg's hold on a sewage facility in Japan, a process undertaken in stages. Before hopping in you'll need to review the map objectives, since they're more complicated than going prone under a flag until it's captured. As either Strogg or Global Defense Force, you pick one of five classes, each with its own special abilities, and fan out with your team over each of the game's large maps. ![]() The game is structured much like Splash Damage's 2003 free multiplayer download Return to Castle Wolfenstein: Enemy Territory. While id Software and Splash Damage were hesitant to talk about their high profile shooter competition, they were more than happy to talk about the PC version of Quake Wars. ![]()
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