XP Levels
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19 Feb 2009, 10:09
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Journals
Hey,
Does anyone have a breakdown of the xp level upgrades for each class?
i.e. not just that you get reduced spread, but to what degree / decreased sniper recoil, but to what degree etc at each level of upgrade.
Google doesn't seem to offer much.
Cheers =)
Does anyone have a breakdown of the xp level upgrades for each class?
i.e. not just that you get reduced spread, but to what degree / decreased sniper recoil, but to what degree etc at each level of upgrade.
Google doesn't seem to offer much.
Cheers =)
Uniquely for a First Person Shooter, Enemy Territory rewards players with Skills, Rewards and Promotions. Each of Enemy Territory's classes has its own specific skill and abilities, in addition to two general skills that apply to all classes: Light Weapons and Battle Sense. For each class, the use of their primary skill (e.g. First Aid for Medics) results in an increase in Experience Points (XP) and at certain levels these result in a Reward.
Players' Battle Sense, Light Weapons and current class skill level are indicated in the HUD display at the bottom left of the screen. Each skill has four Levels. At each Level the player receives a unique reward.
Improvements in a player's general and class-specific skill level are rewarded periodically with promotion to a superior rank. Ranks in Enemy Territory range from Private to General (and their Axis counterparts). Ranks are displayed on the player's helmet for everyone to see. Ranks are a visible warning to the enemy of a player's current skill level and Experience Points. The best player in each class is awarded a medal at the end of each mission.
Light Weapons
Light Weapons rewards all player classes for kills with small arms and unscoped rifles. Players earn 3 XP per kill with a grenade, a Legshot, an Armshot or a Bodyshot and 5 XP per kill with a Headshot.
Level 1 Light Weapons: Improved use of Light Weapon Ammunition
When you respawn, your ammo load-out will include one extra clip of ammunition.
Level 2 Light Weapons: Faster Reload
Your familiarity with your weapons allows you to reload your weapons 35% faster.
Level 3 Light Weapons: Improved Light Weapon Handling
Your combat experience allows you to handle your weapons with greater ease; SMG spread is reduced by 35% while Pistol recoil is halved.
Level 4 Light Weapons: Dual-Wield Pistols
Your single-handed weapon slot now has the option of dual-wield akimbo pistols.
Battle Sense
Battle Sense is a bravery skill that rewards all classes for surviving combat.
Players gain ZERO points for each 30 seconds survived while 'Cold' i.e. not actively engaged in combat. You'll earn 2XP per 30 seconds while 'Warm' (you inflicted damage), 5XP per 30 seconds while 'Hot' (dealing AND receiving damage) and 8XP if 'Super-Hot' (killing and receiving damage).
Battle Sense Level 1: Issued Binoculars
Battle Sense Level 1 gives you a pair of Binoculars which can be used to reconnoiter enemy positions. Only Covert Ops can use Binoculars to spot Land Mines for their team-mates.
Battle Sense Level 2: Improved Physical Fitness
The powerful aerobic benefits of prolonged combat activity enable your Stamina bar to recharge at 160% of the normal rate.
Battle Sense Level 3: Improved Health
As a wily battle-hardened veteran, your combat expertise effectively increases your maximum Health by 15 points.
Battle Sense Level 4: Trap Awareness
Even if you're not a Covert Ops, you'll be able to sense enemy Land Mines without the aid of Binoculars. Any mines within a certain range will appear as translucent outlines in your field of vision. Unless you're a Covert Ops, you won't be able to spot them for your team-mates.
Heavy Weapons
This rewards players for kills with Heavy Weapons. Players of any class will earn 3XP for a kill using an Emplaced or Mounted MG. Soldiers earn 3XP for kills with the Mobile MG42, Panzerfaust, Flamethrower or Mortar. You earn 3XP whether the kill is due to explosive splash damage or a direct hit.
Heavy Weapons Level 1: Improved Projectile Resources
Your combat experience allows you to use your projectile weapons with greater ease. Firing a Panzerfaust or Mortar will now take 1/3rd less Power Bar than previously.
Heavy Weapons Level 2: Heavy Weapon Proficiency
Your technical know-how means that your overheating Emplaced or Mobile MG will cool at twice the normal rate.
Heavy Weapons Level 3: Improved Dexterity
You've been lugging heavy chunks of metal around the battlefield for so long, your speed penalty is now decreased. You will still be slowed when firing the Flamethrower, but when carrying it or your other weapons - your speed is now faster.
Heavy Weapons Level 4: Improved Weapon Handling
Such is your skill at toting weaponry, you are now able to handle a Light Weapon in one handed slot, freeing up the two handed slot for an alternate Heavy Weapon. This means you can now carry an SMG and a Mortar, for instance.
First Aid
This is a Medic-specific skill that rewards players for reviving team-mates and healing them with Health Packs. Medics earn 1XP each time they heal someone with a Health Pack and 4XP every time they revive another player with their Syringe.
First Aid Level 1: Medic Ammo
Medics receive an extra ammunition clip and grenade with their basic weapon load-out.
First Aid Level 2: Improved Resources
2 syringes extra max ammo, 2 extra on spawn plus Medic pack only takes 15% Power Bar instead of 25%
First Aid Level 3: Full Revive
Syringes now return fallen team-mates to full health.
First Aid Level 4: Adrenalin Self
To equip the adrenalin shot press the Special Weapon 1 key (5 by default) twice and then press the primary fire key to inject the Adrenaline syringe. Doing so will impart a temporary bonus in Health and Stamina. For 10 seconds you will only suffer half damage from any attack but your Stamina Bar will not decrease at all even if you are sprinting. This will give you the ability to rush into and out of strongly defended areas which may prove of critical tactical importance.
Engineering
This is an Engineer-specific skill that rewards players for constructing/demolishing objectives and the use of explosives. Engineers earn 3 XP for repairing a vehicle or MG. They also earn XP for constructing or destroying constructible objectives: 5XP for a 50% of Power Bar objective such as repairing an MG nest, 7.5 for a 100% Power Bar objective like repairing a tank and up to 10XP for destroying an Objective. Engineers also earn 3XP for a Rifle Grenade kill, 4XP for a Land Mine or Dynamite kill, 4XP for defusing an enemy Land Mine and 6 points for defusing enemy Dynamite.
Engineering Level 1: Improved use of Explosive Ammunition
Inventory includes four extra Rifle Grenade rounds and four extra Hand Grenades.
Engineering Level 2: Improved Dexterity
The experience of handling explosives in combat allows Engineers to arm and defuse Land Mines and Dynamite in half the time.
Engineering Level 3: Improved Construction and Destruction
The expertise of the veteran Engineer means that constructing and repairing objects and setting Dynamite or Land Mines uses 1/3rd less Power Bar charge than normal.
Engineering Level 4: Issued Flak Jacket
Only the most expert Engineers who have proven their ability to survive on the battlefield are issued with these expensive Flak Jackets which provides the player with 50% damage deflection from explosive weapons.
Signals
This is a Field Ops-specific skill that rewards players for killing enemy players or destroying objectives with Artillery or Air Strikes, and supplying team-mates with ammo packs. Field Ops earn 1XP for giving one of your team's players an Ammo Pack. You'll earn 3XP for every enemy player you kill with an Air Strike, 4XP for killing them with an Artillery Strike and 5XP for destroying an Objective with either.
Signals Level 1: Improved Resources
Your proven logistical efficiency is rewarded by access to Improved Resources. Every Ammo Pack you distribute will contain an extra magazine clip and issuing the Ammo Pack will only deplete your Power Bar by 15% instead of 25%.
Signals Level 2: Improved Signals
Your experience as a fire support observer gains you improved efficiency. Calling in an Artillery or Air Strike uses up only 2/3 of your Power Bar, allowing you to call in fire support more frequently than before.
Signals Level 3: Improved Air and Ground Support
Your expertise in identifying key enemy targets is rewarded by diverting more fire support resources to your designated targets. Each Air Strike now has two aircraft incoming and each Artillery Strike lasts twice as long.
Signals Level 4: Enemy Recognition
Your observational skill and battlefield experience now means that you can identify disguised enemy Covert Ops. Placing your cross-hairs over an Enemy infiltrator will result in a Disguised Enemy prompt and their location will be highlighted on your team's Command Map.
Covert Operations
This is a Covert Ops-specific skill group, which rewards players for reconnaissance, reporting battlefield intelligence, sabotage and Scoped Weapon skills. ANY player earns 5XP for kills with a headshot, 3XP for kills with a bodyshot, armshot or legshot. A Covert Ops will earn 3XP for each Land Mine spotted and 5XP for disguising themselves using an enemy uniform. You'll earn 5XP for every kill with a Satchel Charge and 7XP every time you use a Satchel Charge to destroy an Objective.
Covert Operations Level 1: Improved Use of Scoped Weapon Ammunition
Each Ammo Pack you get from a Field Ops or Ammo Cabinet includes one extra clip of ammunition for your Scoped Weapon
Covert Operations Level 2: Improved use of Sabotage and Misdirection
Your expertise allows you to use your Satchel Charges and Smoke Grenades more often: your Power Bar usage will be reduced by 1/3rd.
Covert Operations Level 3: Breath Control
Your mastery of the Sniper's art results in a 50% reduction in both recoil jump and weapon sway with Scoped Weapons.
Covert Operations Level 4: Assassin
Your expertise with the knife allows you an instant kill with any backstab.
your lucky I typed all of this out for you!
Cheers!
Throughout the campaign players earn experience points in 3 areas; light weapons,battle sense, and a unique player skill. This alters the game as the campaign progresses as perks are awarded.The default server settings erase all points and perks at the beginning of a new campaign or upon disconnection with the server. There are modified settings that do allow for XP saves allowing you to carry your skills across multiple campaigns or a preset limit of time. Each skill has 4 levels to obtain in which you earn these rewards, at 20, 50, 90 and 140 experience points.
Light Weapons - Rewards all player classes for kills with pistols and other non class specific weapons. Players earn 3 XP per kill with a grenade, a Legshot, an Armshot or a Bodyshot and 5 XP per kill with a Headshot.
Level 1 - Improved use of Light Weapon Ammunition
When you respawn, you will have an extra clip of ammunition.
Level 2 - Faster Reload
You reload your weapons 33% faster.
Level 3 - Improved Light Weapon Handling
Reduces recoil and spread by 50% for pistols and 33% for sub machine guns.
Level 4 - Dual-Wield Pistols
You can now dual wield pistols akimbo style, this is not automatically selected for you and you must go into the menu and select it as your weapon.
Battle Sense - Players gain ZERO points for each 30 seconds survived while not actively in combat. You'll earn 2XP per 30 seconds while inflicting damage on the other team, 5XP per 30 seconds while inflicting and receiving damage lastly you earn 8XP if you are actively killing the opposing team and receiving damage.
Level 1 - Binoculars
Binoculars which can be used to reconnoiter enemy positions. Covert Ops can use Binoculars to spot Land Mines and alert the rest of the team.
Level 2 - Improved Physical Fitness
The benefits of prolonged combat activity enable your Stamina bar to recharge at 160%.
Level 3 - Improved Health
Your combat expertise effectively increases your health by 15 points.
Level 4 - Trap Awareness
You can now sense enemy Land Mines without the aid of Binoculars. Any mines within a certain range will appear as transparent outlines in your field of vision. However only the covert ops class can make the rest of the team aware of mines that you have found
Class specific rewards
Heavy Weapons (Soldier) - 3XP for kills with soldier heavy weapons regardless of splash damage or a direct hit.
Level 1 - Improved Projectile Resources
Panzerfaust and Mortar will now take 33% less Power than previously.
Level 2 - Heavy Weapon Proficiency
Emplaced or Mobile Machine Gun will cool down at double the normal rate.
Level 3 - Improved Dexterity
Lower movement penalty when using heavy weapons.
Level 4 - Improved Weapon Handling
You can now equip an SMG in your pistol slot.
First Aid (Medic) - 1 XP for healing using a medpack and 4 xp for reviving using a syringe
Level 1 - Medic Ammo
Medics receive an extra ammunition clip and grenade when spawning.
Level 2 - Improved Resources
Medic can have 2 more syringes and gets 2 additional syringes when spawning. Medic pack takes 15% of power bar instead of 25%
Level 3 - Full revive
Syringes now return teammates to full health
Level 4 - Adrenalin self
Gives adrenaline needles that you can use on yourself to decrease damage taken by half and Stamina bar will not decrease for 10 seconds
Engineering (Engineer):
3 XP for repairing a vehicle or MG.
5 XP for constructing something that takes 50% of power bar (eg. a MG nest)
7.5 XP for constructing something that takes 100% of power bar (eg. a Tank)
10 XP for destroying an objective
3 XP for Rifle Grenade kill
4 XP for a landmine or dynamite kill or defusing a landmine
6 XP for defusing enemy dynamite.
Level 1 - Improved use of Explosive ammunation
Inventory includes 4 extra Rifle Grenades and 4 extra Hand Grenades
Level 2 - Improved Dexterity
Allows Engineer to arm and defuse dynamites and land mines in half the time
Level 3 - Improved Construction and Destruction
Constructing and repairing objects and setting dynamites and land mines uses 1/3rd less Power bar than normal.
Level 4 - Issued Flak Jacket
Deflects 50% of the explosive damage
Signals (Field Ops):
1 XP for giving other players ammo packs
3 XP for every enemy player killed using air strike
4 XP for every enemy player killed using Artillery
5 XP for every objective destoryed by either of these
Level 1 - Improved Resources
Every ammo pack will include extra ammo clip and giving them out takes 15% of the power bar
Level 2 - Improved Signals
Calling artillery or air strike takes 2/3rd of your power bar
Level 3 - Improved Air and Ground support
Each air strike has now 2 aircrafts incoming and artillery is twice as long
Level 4 - Enemy Recognition
Placing your cross-hairs over an undercover enemy Covert Op gives "Disguised Enemy" message and shows their location on command map.
Covert Operations (Covert Ops):
Scoped weapons:
5 XP for kills using a headshot
3 XP for kills using a bodyshot
3 XP for spotting landmines
5 XP for disgusing themselves using enemy uniform
5 XP for every kill using satchel charge
7 XP for destroying an objective using satchel charge
Level 1 - Improved use of Scoped Weapon Ammunation
Each ammo pack gives extra clip of scoped ammunation
Level 2 - Improved use of Sabotage and Misdirection
Player can use satchel charges more often as power bar usage is reduced by 1/3rd
Level 3 - Breath Control
Reduces both recoil jump and weapon sway with scoped weapons
Level 4 - Assassin
Allows to instant kill using any backstab
I just obj whore till my team gets in a position to camp best =)
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