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Enemy Territory: Quake Wars Game Guide by gamepressure.com

Enemy Territory: Quake Wars Game Guide

Table of Contents

Turrets, artillery, radars | Deployables ET: QW Guide

Last update: 11 May 2016

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Turrets, artillery, radars - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough

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 - Deployables - Enemy Territory: Quake Wars - Game Guide and Walkthrough
Radar scanning radius.
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