login (email): password:
auto log in (cookie) | forgot your password?
all game guides

Enemy Territory: Quake Wars - Turrets, artillery, radars - game guide, walkthrough, secrets, game tips & strategies

Enemy Territory: Quake Wars Game Guide
Turrets, artillery, radars
by Maciej "Sandro" Jalowiec (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
Download this game guide for free in PDF File format.
rate guide:
Turrets, artillery, radars  (23/26)

Engineers/constructors, field ops/oppressors and spies/infiltrators can deploy various kinds of weapons and devices – turrets, artillery guns, radars, etc.

 

Engineer/constructor deployables

These deployables have 4000 health points:

 

Antipersonnel turret

It has a 170 degree field of vision, but can rotate if you attack it. Shoots only at enemy infantry. Turns off when is loses 1/3 of energy (2 grenades should do the job). Remember that even if a Husky (with driver uncovered) will drive in front of the turret, it won’t be attacked.

 

Antivehicle turret

Similarly to the antipersonnel turret, antivehicle deployable has a 170 degree field of vision, but it can turn around if attacked. Shoots only at enemy vehicles (including flying ones), even those with no crew inside. It turns off when loses 1/3 of energy.

 

Artillery interceptor/shield generator

It sees everything around and it is able to stop artillery barrage called by enemy field ops/oppressor. Just like deployables above, the artillery interceptor/shield generator turns off when it loses 1/3 of energy.

 

 

Field ops/oppressor deployables

These deployables have 3000 health points:

 

Artillery gun/rail howitzer

This gun launches ten shells in one barrage and its reload time is 30 seconds. Quite useful against enemy infantry. Turns off when it has only 2/3 of energy or when it causes 1000 health points damage to the enemy.

 

Rocket artillery/plasma mortar

Weapon effective against enemy vehicles and stationary objects. Launches 6 missiles in one barrage, and its reload time is 35 seconds. This weapon gets inactive when it has only 2/3 of energy or when it causes 1000 health points damage to the enemy.

„Hammer” launcher/dark matter cannon

The heaviest type of artillery. It has the biggest lethal radius, destroy stationary objects as well as vehicles and infantry. Hammer reloads in 40 seconds while the dark matter cannon requires 55 seconds. Both get inactive when they lose 1/3 of energy or when the cause 1000 health point damage to the enemy.

 

 

Spy/infiltrator deployables

These deployables have 3000 health points:

 

Radar/psi radar

It scans the territory in a radius presented below. Shows enemies’ positions on the command map. Turn off when it loses 1/3 of energy.

 

 

Radar scanning radius.

 

Turrets, artillery, radars  (23/26)
comments and responses

Introduction
General hints
Battlefields
Opening tips
Area 22
Ark
Canyon
Island
Outskirts
Quarry
Refinery
Salvage
Sewer
Slipgate
Valley
Volcano
Classes & equipment
Soldier / Aggressor
Medic / Technician
Engineer / Constructor
Field Ops / Oppressor
Spy / Infiltrator
Weaponry
GDF
Strogg
Deployables
Vehicles
GDF
Strogg
Campaign rewards
Campaign rewards
This site is not assotiated with and/or endorsed by the Activision or Splash Damage. You are not permitted to copy any image or info from this page.
All logos and images are copyrighted by their respective owners. Official Enemy Territory: Quake Wars www page: http://www.activision.com/
Chronicles of Mystery: The Tree of Life | Dragon Age: Origins | Risen | Divinity II: Ego Draconis | Batman: Arkham Asylum | Fallout 3: Mothership Zeta | ArmA II | Sherlock Holmes vs. Jack the Ripper | Fable II: See the Future | Fable II: Knothole Island | Call of Juarez: Bound in Blood | Fallout 3: Point Lookout | more game guides ...