Frag1sm's Guide To Fragging Current version: 1.0 Index: 1) Basics & Tips 2) Classes 3) Weapons 4) Maps 5) Tricks & Strategies 6) Configuration 7) Contributions 8) FAQ 10) Dictionary 11) Copyrights and Legal Information 12) Credits Basics The basics of RCTW: ET, are pretty easy, but to master these, it may take time, training, hard work, and possibly help from another player. Here are some simple rules to follow when playing RTCW: Enemy Territory. 1) Stay cool when the bullets start firing. Freaking out and spraying bulets everywhere ISN"t going to help the situation. You have to stay cool, keep an eye on the enemy, and do what you need to do. 2) Line up your shots. If you just spray bullets in the general direction of your enemy, your not going to get very far. Try and line up your shots, especially when playing a sniper, and you will save ammo, get more kills, and minimize friendly fire. 3) Aim for the head. If you make your first shot count you wont have to fire a second one. Aiming for the head is a great habit to get into. A headshot does alot of damage, and is the "sweet spot" for you snipers out there. This is true when your either low on health, in the middle of an intense firefight, or both. If you only hit them in the head, and they only hit you in the body they MIGHT get away with 10-20 HP, while you kill them in 1-3 shots. Somehting to remember is that the hitboxes in ET are REALLY messed up, so you dont have to aim RIGHT on the head. 4) Lead your shots. Look where your enemy is headed, predict where their going, and where their going to be when you fire your shot. If you aim RIGHT on a running enemy, your chances of actually hitting him are VERY slim. The better thing to do is aim just a little in front of them and you can kill them before they fire a single shot. 5) Be Unpredictable. An enemy will kill you fast if you move in a straight line towards them, to minimize the threat of being killed, you will need to zig,zag, jump, turn, swivel, every evasive move you can think of. Even if you can't see any enemies its best to do this because snipers will be hidden, and unfindable. 6) Watch your fire. No one is going to like you if you don't watch where your gun is. If your firing madly at everything, chances are, most of those are TK's. To minimize this, pick your targets carefully, try and see if its an enemy or friendly before you fill it with lead. The best way to do this is by looking at your radar, checking what weapons he has (covert ops don't change weapons when they steal a uniform, you can distinguish disguised enemies by checking what class they are on radar, and visually) and then actually looking at your target. By doing this you will minimize your ammount of TK's and save your team some pain. This next part is dedicated to |VW| Evil1 7) WATCH YOUR STEP. When your walking around watch out for those flags sticking out of the ground, that doesnt mean gold is buried there, it means that someone has planted a mine there, and if you step on it you will be killed once you step off. that last senctence is important. You will not die/explode until you step OFF the landmine, so you might call an engineer to defuse it for you, or difuse it yourself. 8) GIB that body. If you kill an enemy, you will notice that he won't stay still. He will lay down for a few seconds, then lean forward. This is because he is not actually dead yet. To force him to respawn you must gib him by shooting him with roughly ten-twenty bullets. This will finally kill him and force him to enter the reinforcement que. 9) Stay Full. Reloading in the middle of a battle is a horrible thing to do, and can cause you death. To minimize this, reload after every battle, and keep a good ammo supply. If you do happen to run out of ammo in the middle of a fight, assuming you are not using a pistol already, switch to your pistol. You should have done enough damage with your primary gun to hurt the enemy quite badly, meaning a few shots with a pistol should cap him. Classes There are five classes in RTCW: Enemy territory. They are: Soldier, Medic, Engineer, Field Ops, and Covert Ops. Each class then has several weapons they can use. We will start with the Soldier Class. Class: Soldier Usefulness: 3/5 Weapons: Knife, Grenades, Colt 1911, Luger, Thompson, MP40, FlameThrower, Mobile MG, and Mortar. Overview: The soldier is the simplest class to play, and the hardest to master. Any person can play as him and get a good number of kills, but some of his weapons can be hard to master. The basic soldier is armed with a Knife, Pistol, Primary weapon, and a few grenades. As he gets more kills he gets better at aiming, his power bar recharges faster, andhe is able to carry 2 two handed weapons, such as a flamethrower and MP40. The soldier is best used on maps where very little construction is needed, or he can use a heavy weapon to defend something, like an Axis soldier using a mobile MG to stop the allies from making the Assault Ramp on the Battery map. However, on some maps, such as GoldRush, the soldier is next to useless, as the Engineer Class is basically a downgraded soldier that can build things. Best used on: Battery(AXIS), Radar(ALLIES), and Fuel Dump(AXIS) Class: Medic Usefulness: 5/5 Weapons: Knife, Colt 1911, Luger, Thompson, MP40, Grenades, Med-kit, Syringe Overview: The medic is the second most useful class in the game. It has an SMG, which makes it a good frontline fighter. However, the medic is MUCH more useful than being a fighter. No team would win a match without a medic to heal and revive them. The medic has med-kits, which basically heal up a teammate(or an enemy) like they were standing by a health rack. But the Medic ALSO has a syringe, with the ability to bring people back form the dead if they havent tapped out already. Alot of medics make mistakes though. Some stand in the backlines, waiting for soldiers to die when they COULDbe on the front, killing enemies AND reviving/healing friendlies, ad getting MORE XP. Another mistake Medics make is running towards a friendly, downed, soldier just as they died. When you do this you make yourself open to fire. What you SHOULD do is keep your gun out until the last moment, then pull it out, stab the teamate, and pull out your gun again. This way allows you to fire at an enemy who might turn the corner as you near the body, and then he will kill you, and gib BOTH bodies. Useful on: ALL MAPS!(AXIS/ALLIES) Class: Engineer Usefulness: 5/5 Weapons: Knife, Colt 1911, Luger, MP40, Thompson, K10, M1 Garand, Grenades/Rifle Grenades, Wirecutters, Dynamite, Landmines. Overview: The Engineer is the MOST important class in the game. Why? Because EVERY map but one NEEDS at least one engineer, EVERY map makes use of an engineer. Alot of the objectives in the game revolve around either 1) blowing stuff up, or 2) Repairing something. Every map from Seawall Battery, to Oasis, to Goldrush, they ALL need engineers. Engineers can play both offensively and defensively, although the work MUCH better on defense. With their ability to plant landmines they can hold off a whole army for several minutes, and those minutes might win them the game. Me myself have held the tank on goldrush for the first 15 minutes with only seven landmines out of the ten i had. But Engineers are needed on offense as well. They are needed to plant the almighty dynamite that blows up objectives, or slows down a rumbling tank. Any man can be an engineer, but can they be good ones? Some engineers run around wildly, planting mines as they go, while smarter engineers plant mines in choke points, where they will stop the flow of enemy forces. But the engineer is ALL about their skills, they also have great weapons. They can choose to arm themselves wih the standard SMG's, or the grenade-firing rifles. While both rifles are good, the K10 comes out on top. ( I will explain in the weapons section) but the best thing about these rifles are their grenade launching properties. By using the alternate fire, these ordinary rifles turn into grenade launchers! these "launchers" shoot the grenade far, and can bounce the grenade around a corner, or up onto a bridge, and other places you couldn't get to with a normal grenade. Overall, the engineer, with its building skills, great weaponry, and necessity in almost all maps, makes the engineer the #1 class in the Enemy Territory game. best used on: ALL! Class: Field Ops Usefulness: 3/5 Weapons: Knife, Colt 1911, Luger, MP40, Thompson, Grenades, Artillery Strikes, Airtstrikes. Overview: To me, the Field Ops is the most USELESS class there is. After looking at his weapons though, you might say, " C'mon he has AWSOME weapons! Why is HE the worst?" Well because, his weapons aren't all that usefull. Sure he has airstrikes and artillery, but thse weapons can easily be avoided. The fieldops has to take out his binoculars/gas can, then he has to find his target, then he throws/relays the co-ordinates, THEN the airstrike/artillery comes. Now, while the fieldops is looking through his binoculars for a target, ANY class could quite easily kill him/do heavy damage, that could force the fieldops to target the wrong location or die. Plus, its pretty easy to run out of the area or run THROUGH it before the artillery kills you. The airstrikes, too are slow. he must take outhis gas grenade and throw it, meanwhile you can kill him while he has No weapons, and if he DOES throw it, you can easily run away, because the airstrike takes too long to get there. The best thing the fieldops is for sneak attacks to take down a tank, or to scare a newer player away. While he does get the occasional kill with artillery or airstrikes, he's really just a watered down soldier, you could do much better as an engineer. Well, after discussing it with some friends, I will explore the field ops a little more. One good thing he can do is hand out ammo, which is pretty much lifesaving for a soldier manning a mobile MG, or a soldier holding a hallway with a flamethrower. Another thing is that his airstrikes/artillery CAN be useful on certain maps in certain places when timed right, such as the Old City courtyard on Oasis. There isn't really much more to say other than he is most useful for resupplying troops with ammo. Best used on: None Class: Covert Ops Usefulness: 3/5 Weapons: Silenced/Normal Colt 1911, Silenced/Normal Luger, Sten, FG42, K10 Silenced Sniper Rifle, M1 Garand Silenced Sniper Rifle, Knife, Binoculars, Smoke Grenade, Grenade, Satchel Charge. Overview: The Covert ops class sits between useful and useless. It is fight worthy, with weapons like the Sten SMG, and can conceal people with its smoke grenade, but is made more for stealth or sniping Missions. However, on some maps the Covert Ops can be a big help because they can 1) Steal a dead man's uniform and 2) Spot landmines. These two things are the bready and butter of the Covert Ops. They can also destroy Command Posts, and small objectives with their satchel charges. A good tactic is to fill a room with smoke, plant a satchel charge, run away and detonate it. They will know you have been there, but they wont know where you were, or where you went. You may also score a few kills this way. Stealing uniforms is a great help too. To steal a uniform kill an enemy, gib him, (with a knife to be silent), then press the "use" key to steal his uniform. Once you have the uniform on you can go through the doors usually only enemies can use, and look like an enemy too. This comes in handy when a Covert Ops steals a uniform on Battery map, and then uses it to go through the back door, and destroy the generator. Overall Covert Ops is for advanced players, and if used correctly, quite useful. Weapons: Pistols and knives The pistols are good, close range wepaons, good at making headshots, or finishing off that last enemy. I have been in fights where a pistol ahs saved my life, and gotten me another kill. Just on a side note, when you reach Light Weapons LV. 4 ( explained later) you can wield dual pistols! knife There isn't much to say about the knife except that its shiny, sharp, and instant death if you attack an enemy from behind. Colt 1911 Ah yes, the 1911. It has the stopping power of an SMG, only its a pistol, and dangerously good at headshots at close range. When using a 1911, try aiming for the head, and you will get your kill even faster. Luger The luger is the axis version of the colt. It has a clip of eight shots. and is used quite commonly by axis soldiers, even at long range. Overall its an awsome pistol, and will get you at least a few kills, garunteed! SMG's SMG's are the most popular guns in the game because they offer good accuracy, ROF, and damage.These guns are available to every class, and is a good choice for anyone. They are, however, suited for close to medium range firefights. Thompson Team: Allies The thompson is the allies' SMG. It can put out bullets pretty fast, and its accuracy is very good in almost every stance. Not much more to say other than its a good, reliable, gun that is great if your attacking or defending. MP40 Team: Axis The mp40 is the axis' rival to the thompson. Alot of people say that the mp40 is more accurate than the thompson, but doesn't do as much damage. I haven't confirmed that theory, but I am pretty sure its false, as i seem to do just as much damage with this gun as the thompson. Just like its rival, its a good, reliable, gun used by any class, that is accurate in all stances. Sten MKII In game it is called the sten , and is only usable by the Covert Ops class. It is a fairly good gun, with a bigger clip than both the mp40 and thompson. It has drawbakcs however. the first is that it can not be fired in full auto for very long, and is the most accurate SMG. The reason is that it can overheat, disabling it for enough time to get you killed. It is best to use this gun in a crouch or prone position, where the enemy most likely wont see you until you are already gibbing him and stealing his pants. Rifles Rifles are weapons that are best used at long ranges, with the exception of the FG42, and are only usable by either the Covert Ops, or Engineer. While as an engineer, you can also attach rifle grenades. M1 Garand The m1 garand is the main allied rifle. It has a reletively small clip of eight shots, and cannot be reloaded in the middle of a clip. It has fairly good range with both the regular shot and the attached rifle grenade. Its a fairly good weapon, but engineers might be better off with an SMG. K10 The k10 is axis version of a rifle. It has a bigger clip than the garand, having 10 shots, and can be reloaded, which is a big help. grenades, too, can be attached to it. It has good range, and good stopping power. However, like the garand, although it CAN be used at close range, if you plan on being indoors, such as on the Seawall battery map, you should probably go with the thompson. M1 Garand, Scoped Exact same as above, but has a scope, and a silencer, for ultra-sniping. It is used only by the covert ops, and grenades CANNOT be attached to it. K10, Scoped Same as a normal K10, but is scoped,silenced, and grenades CANNOT be attached to it. FG42 The fg42 is a cross between a SMG, and a rifle. It shares the clip size and ROF of an SMG, but can also be used to snipe in single shot mode that is accesed when you zoom in. Its used alot by Covert Ops because of these attributes, and for good reason. It has range, full auto, clip size, single shot, zoom, and range to fit the profile of any Covert Ops' need. Other The "other" catagory includes the heavy weapons of the soldiers arsenal, featuring the all mighty panzerfaust anti-tank rocket launcher. It also includes the Engineers landmine, and the Field Ops' arty and air support. Panzerfaust The panzeraust is the most powerful weapon in the game, sporting massive splash damage, and a great range. This weapon however, does suffer from some drawbacks. One is that it is very popular amongst the newbies out there, you clam they "Know how to sue it" but end up getting kicked because of numerous TK's. Other drawbacks include delayed firing (it doesn't fire until a few seconds after you click fire) and it makes distinct noises when fired, and while going through the air. Pretty much every soldier sprints and jumps when he hears the sound of a panzer firing. The sound it makes while flying through the air is very distinct, too. Those noises are quite distinct, and once you hear them,a nd know the danger behind them, you will certainly not forget them. Mobile Machine Gun (Mobile MG) The mobile mg has all the greatness of an MG, except that this one is portable and has limited ammo supply. This is a great weapon for holding points, like stopping the Allies form creating the assault ramp on battery. But to get good accuracy you need to go prone and extend the tri-pod with the alt.-fire button. This greatly improves your accuracy, but greatly decreases your movement and turning abilities. The gun CAN overheat, making it best to fire in short bursts, and it eats up ammo pretty fast. A small, but important side note is that no-matter where you hit your enemy, whether it be in the head or body, you will only cause 20 damage per hit. Flamethrower The flamethrower is one of the most dangerous weapons, competing only with the panzerfaust. It's flames don't last too long unless they hit something, and it burns through ammo. However, it has some pretty cool attributes, and is great at holding tight corridors. Its flames bounce off walls and slides across floors. It also has great range for a close-range weapon. Once the flames hit an enemy, the enemy burns for around three-five seconds, which can cause alot of damage, either letting you burn him to death with a final burst, or if you die, the next guy to come along can cap him real fast, and a medic could possible revive you. Landmines Landmines are pretty dangerous too, if your not smart. If you step on one it will make a hissing noise, and smoke will pour out form it for a few seconds. Don't worry about it exploding yet, because it won't detonate until you step completely off of it. There ARE ways of livng through an encounter with a landmine though, which will be explained later. To you engineers out there, landmines are best placed in vital choke points, like around the old-city wall, or at the tank barriers on gold rush. Note, landmines can also be defused if you accidently step on one, but they ca ONLY be defused if you have activated them by moving onto them. Artillery Fire This "other" weapon can be strong if you use it right, but more expierenced might not be scared by it until you level it up a bit. Basically, you point to the area you want it to land with your binoculars, and press the fire button. A few seconds later that area will be pounded by waves of artillery fire, slowing the advance of troops. The shells have medium splash damage, and so you might catch a few kills that way. Other than that, getting kills with artillery fire is more chance than anything. Air Support The air support attack is, again, from the field ops. This time throw down a canister of smoke, and a plane will drop bombs in a line. This is most useful for taking down the tank on Goldrush in my opinion. Again, the plane takes a few seconds to get there, and it makes a swooping sound, alerting nearby troops to your presence, and the presence that bombs will soon be dropping. Thats all i have to say about airstrikes, as there isn't much about them. Smoke Grenade The smoke grenade isn't so much a weapon as it is a distraction. It is used by the Covert Ops class, and gives off enough smoke to fill a small room or hallway. and that is it for the smoke grenade. Maps The standard six maps in RTCW: ET are quite varied, from a normandy-like beach assault, to an assault on a desert city, to robbing a bank, you will be kept occupied for quite a while. Aside from the six standard maps I wont give any information, because of the sheer amount custom maps. Also note that I wont tell you were command posts or anything else, only primary and secondary objectives. Oasis: Oasis is a fairly fun map, with open courtyards and tight corridors. The Allies are attacking the Axis in this map. Primary Objectives: Capture the Old City, Blow down the Old City Wall, Destroy the North Anti-Tank gun, destroy the South Anti-Tank gun. Secondary Objectives: Repair the Waterpumps, Repair the Old City Waterpumps. This map is great for defensive play on the Axis part. It has several chokepoints, tight hallways, lots of areas to mine. Axis should mine around the Old City Wall, and Old City Waterpump. Some other places are at the end of the water tunnels and around the foot of the staircases at the Anti-Tank guns. Rail Gun: Rail Gun is a big map with wide open spaces, and the only confined spaces is a small bunker that connects all three main areas. Axis are attacking the Allies Primary Objectives:Get the first tug to the train depot, load the ammo onto the first tug, get the ammo onto the second tug, get the ammo to the rail gun, fire the rail gun Secondary Objectives : Destroy the gun controls Rail Gun is the only map where the Axis attack Allies. The Axis have to get the 1st tug to the ammo deopt, load the ammo, and get it to the rail gun. The Allies should plant mines around the track switch, but the Axis most probably know they are already there. The Allies should, instead, split up and defend the track switch while the other half takes the deopt-yard. The Axis shoudl throw all their forces at the tug and track switch. If you rush fast enough, you can get the tug to the deopt yard in five or less minutes. Once you have the 1st tug back to the original tug-yard, load it onto the SECOND tug, and then to the rail gun. Prepare for mines at the area at the foot of the ladder, and possibly Allied soldiers on the top of the gun, and behind the controls. Wurzburg Radar: Wurzburg can be confusing for new people, as it has several entrances, its dark, its gloomy, and the first few minutes are crazy. Allies are attacking the Axis Primary Objectives: Steal the East radar parts, Steal the West radar parts. Secondary Objectives: Blow open the side door, Blow open the front door. Radar is a dark, gloomy map, with medium visibility. Theres long grass, and several entrances to the German fortress. The Allies should try and split up, and go to the Side entrance, Front Entrance, and Forward Bunker. The faster you blow open the front entrance and side entrance, the faster you can steal the radar parts, which will take a while. The Axis have the advantage of camoflauge as their uniforms are grey, and an Axis soldier could easily take over in the long grass with a mobile MG, and catch you off guard. Gold Rush: Goldrush is a fairly simple, straightforward map with one main path and a few small, detour hallways. Allies are attacking Axis Primary Objectives: Get the tank to the bank courtyard, blow open the bank doors, steal the first gold-crate, steal the second gold-crate, get the truck to the extraction point. Secondary Objectives: Destroy tank barriers 1&2, Destroy truck barriers 1&2 This map can be a little hectic for some people, especially at the beginning, where there is several entrances to the tank courtyard. The way in is through a large, open door. But most players will know is that Axis engineers have filled every entrance with landmines. That is why it is good to start off with a full set of engineers, to difuse landmines and eventually repair the tank. Once you repair the tank, you should gain control of a nearby spawn point. The next thing to do is blow open the first tank barrier, if any. After that, you can access the bank courtyard and possibly prevent the construction of the second barrier. Now would be a good time to leave one or two men with the tank, and get the rest into the bank courtyard. if you can secure the bank courtyard, get the truck repaired (Axis has most probably destroyed it) and get two people ready to nab the gold crates.the Allies have gotten past the hardest part of the map, and unless theres only five minutes left, they ARE going to win, but put up a good fight, and Axis can win this one fairly easily. Seawall Battery Allies are attacking Axis Primary Objectives: Build the assault ramp, Take the west bunker, Destroy the gun controls Secondary Objectives Destroy the generator This is my personal favorite map. It requires strategy, teamwork, skill, and thinking. First of all, at LEAST one person should be a Covert Ops so that if a newbie player, or someone on the Axis team falls/jumps onto the beach you can kill him and steal his pants. Once they are in disguise they can sneak around back and destroy the generator with a satchel charge. That will open the doors and open a way into the battery through the back, magnetic, now-unlocked, doors. This move might also draw the attention of Axis players, allowing Allies to get a few engineers up, construct the assault ramp, and make a charge into the West Bunker. This will catch the Axis players in a good pincer attack, and if you got an Allies engineer through the back, two engineers coming through on different sides will garuntee that you get at least one dynomite on the gun controls, winning you this map. Fuel Dump Axis is Defending Primary Objectives: Stop the Allies from destroying the fuel dump. Secondary objectives: NONE Well, if you have been playing and following along with this guide, this is your sixth map. You have gotten the feel of RTCW: ET, so I will give you a general strategy to win this game as the Axis, as you should know where and when to plant mines, what weapon you are best with, and most basic skills and common sense. Ok, so as the axis you MAY want a few Field Ops as their arty is the best attack against the advancing Allies. There are several things to do at this time, including LOTS and LOTS of building. It isn't uncommon to see two or three Field Ops and the rest of the Axis players are engineers. Assuming you are by the machine-gun tower looking at the bridge, you should watch the left flank, because there is a footbridge that can be built there, also, some players may come across the ice and jumped the barbed wire. Mostly, however they will try and get the bridge, along with some minor support fire. Once they have the bridge constructed retreat into the tunnels andback to your main base. By now alot of your teams Engineers have "decorated" the place with landmines. Snipers are probably positioned up in the water tower on top of the factory, and the defenses are top notched. Soldiers are wielding panzerfausts and everyone awaits the coming of the tank. Depending on your class, you should find a good place. If you too have a panzerfaust, then get to the roof, it gives the best vantage place, and you can hit nearly anything. However remember to lead your target. From on the rooftop your panzer rocket takes a good three to five seconds to hit the ground, which doesn't seem like alot, but it is. If your a Covert Ops or Field Ops, I advise changing to either an engineer or a soldier. Medics wont be needed much by now, and being a soldier gived you access to heavy weapons, while being an engineer will allow you to difuse dynamite. Well, good luck, i hope you win. Just follow my basics and you will be fine. Tricks & Strategies Now, some of these tricks are dirty, mean, and can get you in trouble. Some people may not like them, so try at your own risk. Also, I do not use these tricks, I just wrote them here because some people call them "strategy." Force TK Well, here is a dirty little trick that can cause a TK for the enemy team. It requires you dying on a landmine without being gibbed, so it is like you are calling for a medic. Now because you are waiting to be revived, the landmine won't explode. If you are in the middle of an enemy base, chances are an enemy Covert Ops will come over to steal your uniform. Now, before he gibs you, tap out and back into the reinforcment que. This will cause the landmine to explode, killing the Covert Ops, resulting in him being TK'd. Like I said above, this is a dirty little trick, and can cause you to be kicked or banned. So in otherwords, use at your own risk. Revive me! Or Not This isn't so much a trick as it is a strategy. Kill an enemy and shoot it four or five times. Chances are, a medic will come running to the body with his syringe out. When he gets close enough to the body thrown a grenade and gib the body as well as either kill the medic or heavily damage him. You can then finish off the medic and gib him with any weapon of your choice. Suicide Charge This one is great when you have little ammo or life. Take out a grenade and prime it by pressing the fire button, but DON'T release the button! Now run towards your enemies, you have about five seconds. Once those five seconds are up, you will explode with everyone around you, if you died during the charge the primed grenade will drop and then explode. Configuration Configuring your computer can actually imporove the amount of frags you get. By changing your crosshair, controls, brightness, and sensetivity you can get ALOT more frags. Crosshair You will notice that the default is big, ugly, and hard to lose track of. This is for the newbies, because its hard to lose track of and good for close range fighting. You might, however, want to change your crosshair to a smaller one as you get better. As it gets smaller it gets harder to keep track of for some people, but it also allows you to pull of headshots alot easier. I suggest that you play around with the crosshair size, color, and style, to find the crosshair that is best for you. Controls The default controls are the same as most FPS these days, using the WASD configuration. These are the most important default controls. W- Move Forward Q- Lean Left A- Strafe Right E- Lean Right S- Move Backwards R- Reload D- Strafe Left F- Use The way the default controls are set up is so that you are moving your fingers a minimum amount, so you can stay focused on the game instead of fumbling for keys. But if you are left handed, or don't like this configuration, you can change it to your liking. It is best that you fit the keys so that they are COMFORTABLE for you to use, and quite EASY to acces, also REMEMBER where the keys are, if you forget you will waste time looking for a key when you could be killing the guy sneaking up behind you. Brightness This will be short. If the screen you have is too dark for you, you can change it so that the screen is brighter, and easier for you to see. Its best to push this up just a little bit from the default, to make it a bit lighter, and easier to see on darker maps. But its all up to you, change it so that you feel comfortable, and aren't squinting to see. Sensitivity This really depends on you. The basics are that the higher your sensitivity, the more your mouse is going to move. Snipers may want this done a bit so that their crosshairs dont wiggle when lining up a shot, but soldiers with SMG's may want it up to help them when going after an enemy that is jumping, squirming, and trying to avoid being shot. Contributions So far none, please e-mail all contributions to frag1sm@hotmail.com Frequently Asked Questions Please send all questions to frag1sm@hotmail.com Dictionary Online there is alot of speech that isn't used in everyday life. Here I will explain some of them. BRB: Be right back, Bathroom break LOL: Laughing out loud ROTFL: Rolling on the floor laughing ROTFLMAO: Rolling on the floor laughing my a** off. Frag: Kill Cap: Kill Ice: Kill Engi: Engineer Uni: Uniform Tom/ Tommy: Thompson Obj: Objective RTCW: Return to Castle Wolfenstein ET: Enemy Territory Gib: Killing a guy after he has already been killed, killing him during the stage where he can be revived. CopyRights This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2005 Frag1sm Gamefaqs.com, Neoseeker.com is allowed to host this guide, if you see any other site with this guide, please tell me about it via e-mail at frag1sm@hotmail.com If you would like to host this game on your website/forums, please e-mail me at frag1sm@hotmail.com for acceptance, do NOT host in your site before you e-mail me, as that is violation of Copyright. Credits I would like to thank |VW| Evil1, |VW| Wolfman, and the makers of this game. This guide took me a few days, and still needs updates, but I am glad I have gotten the first version of this guide up, and for having a game like this to write about.