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trog
AGN Admin
Posts: 4180
Location: Brisbane, Queensland
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After struggling around in the Wolfenstein servers with a lot of newbies, I thought I'd whip up a quick guide that will hopefully give some people a bit of a better idea how to play the game. At the moment, I've only done it from the Allied point of view, and I'll (hopefully) finish it off tomorrow and do an Axis one as well (it's a bit of a rush job). Check out out over on the AusGamers site. |
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| #0 08:36pm 18/09/01 |
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system
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trog
Posts: 4181
Location: Brisbane, Queensland
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pre-emptive apologies for the very average writing in it, but I spammed it together in about 10 mins, I'll be wordsmithing it tomorrow ! |
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| #1 08:42pm 18/09/01 |
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DecayingCorpse
Posts: 439
Location: Brisbane, Queensland
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yeah, i kan't schpeel 2nite iether. |
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| #2 08:46pm 18/09/01 |
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power
Posts: 1454
Location: Brisbane, Queensland
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beta two days old....all n00bs! |
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| #3 09:12pm 18/09/01 |
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Just
Posts: 17
Location: Melbourne, Victoria
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I think it might be a exclamation mark not a cross(when they capture the documents). |
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| #4 09:20pm 18/09/01 |
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Flying Llama
Posts: 1562
Location: Brisbane, Queensland
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f*** i can only get 20 fps!!!!!! no amtter how much tweaing |
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| #5 09:49pm 18/09/01 |
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Doober
Posts: 786
Location: Brisbane, Queensland
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OK, here's my take on it. Allies should go with a good number of engineers to start with, not just at least one. The best way to rush up the beach seems to be the middle, the left side will get mown down if the front bunker is occupied by axis and the right seems more vulnerable to snipers. Engineers should pretty much run straight for the door/wall as any second wasted is a second that the axis engineers might use to defuse the dynamite. The two choices between the wall or door to blow: the wall is easier (although axis can easily jump through the little nitch in the top) to blow and gives a much bigger entrance, but the door allows the flag to be capped so respawns will be better located. I'd probably recommend, if you were a lone engy, to dynamite the wall first then run along the wall to the door (lobbing grens in the bunker on the way) and dynamite the door after waiting for your power to recharge. It seems to take 30sec to recharge your power anyway so by the time you plant on the door, the wall will have blown and hopefully most axis attention will be drawn away from defusing the dynamite you just planted at the door. Axis almost never seem to bother repairing the fixed machine guns so as trog said, take em out with panzerfausts right from the word go to give you much more free range on the beach. Snipers are rather handy to guard the dynamite since axis engies have to sit pretty much still on the dynamite for some length of time to defuse it (and sniper shots tend to throw them back a way too, but defusing is continued from where they left off [ie. not CS style]). Once past the sea wall, if you enter through the front bunker i'd recommend going via the left passage (past the murder hole) to the middle level bunker then going out across to the right hand bunker that guards the sea wall breach. Axis tend not to use the area around the murder hole that much and very often i run through there without seeing anyone (also good since you can take out the bastards manning the middle and right bunker guns). If you're a bit game (or you know the right hand stairs are guarded), you can NOT go to the right bunker but up the ladder to the main axis respawn area and take the left hand stairs down to the basement. If you're and engy, stick some dynamite in the radio room (no-one wants to guard an area with dynamite in it). If you enter from the sea wall breach i can't recommend using the ladder since it leaves you vulnerable and puts you in an open area within sight of the axis respawn (snipers like the area atop the ladder too, mausers hurt alot at point blank). Instead go around the left of the right bunker, up the big flight of steps and go in to the right hand bunker area, go up the stairs and sprint around to the top of the right hand stairs leading to the basement. If you see axis snipers in the open area up top, resist the urge to shoot them since they will then chase you and even if you kill them they will probably respawn before you can transmit the documents anyway. The righthand stairs: Depending on how many, and how smart you reckon the guys in the war room are, you have a few options. You can do a careful frontal assault via the main (always open) door, good if you are a medic (and they dont have a medic) since you have enough range and freedom to shoot them a bit then back off and drop medkits for yourself. This is obviously better if they have flame throwers (the war room is a bit cramped for them and they will probably hurt themselves too). This is the point where you realize that friendly fire off is totally gay, since the war room might be packed with flamers or minigunners who can't damage each other. If the guys in the war room are idiots, go via the ducts (the entrance is at the bottom of the right hand steps). They drop into two spots in the back room attached to the war room and give you a chance to get the first shot in - very handy if only one guy is guarding the room. Also of minor note is that the normally closed door to the war room is sometimes a good choice. Half the time the guards will be looking at the other, always open, door and you can nab the docs before they start shooting at you. If you take either door and want to try a snatch, sprint jump over the handrail then turn 180deg and sprint jump back over the rail and you'll get a good lead on the dumb guards who walk around the handrail. If you had approached from the left hand stairs the tactics are the same except for the ducts, and the normally closed door is a slightly better option. Once you get the docs, the obvious path to the radio room is the left hand steps since it is by far the shortest route. Axis will again obviously know this and if they have half a brain will have multiple guards on the steps (can be awkward fights) and blocking the door (literally) to the radio room. If you suspect the defence is tough, go the other way and exit the basement via the right hand steps. Some gauge on how tough the defence will be is the number of axis people you saw elsewhere on the way to the war room. Also, if axis are kicking ass elsewhere they might hesitate to run all the way back and guard the radio room. Go left in this case. The right hand stairs path is much more vulnerable but quite often works since often everyone only guards the left stairs and reinforcements run down the left stairs to the war room while you scoot out the other way. I guess thesse are mostly solo tactics but half the time you can only get one guy through the defence anyway. |
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| #6 10:36pm 18/09/01 |
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Rodolphe
Posts: 2879
Location: Brisbane, Queensland
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My strategy for Axis: Hold off allies by using same similar techniques to what trog said. But as soon as the enemy breaches the wall/door you want a minimum of 4 people the hanging around or in the war room - within these 4 people you want a lieutenant and a medic. It s***s me to tears when no one is keeping an eye on the objective that they need to guard. It also s***s me when you are a medic trying to guard the war documents on your own with only a pistol because no lieutenants are responding to your "need ammo" call... Axis is a bit easier I think, they have it pretty easy until the wall is breached, and even then all they really have to do is co-ordinate themselves so there a few people in the war room. |
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| #7 10:52pm 18/09/01 |
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PeaceKeeper
Posts: 1009
Location: Brisbane, Queensland
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I think trog is in love. |
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| #8 10:59pm 18/09/01 |
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resilient
Posts: 2112
Location: Brisbane, Queensland
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Are my awesome engineer skills mentioned in this? |
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| #9 11:05pm 18/09/01 |
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Freewheelin
Posts: 355
Location: Brisbane, Queensland
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no |
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| #10 11:09pm 18/09/01 |
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Doober
Posts: 789
Location: Brisbane, Queensland
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lol @ 'guarding the docs as a medic with only pistol' - SOOO many times have i done that :) Or i end up guarding the left stairway and no-one else is helping so i don't know whether the doc carrier has gone to the left or right stairs and i have to constantly run back and forth checking. Axis just have to force the allies into chokepoints. A few people in the war room is good but to really rip into the allies you have to choke them up. Force them to hold up in the front bunker with a few well positioned minigunners (and using the middle bunker gun). Force them to hide away from the sea wall breach with the left bunker gun (medics can make good gunners since they can take a sniper non-headshot and come back quickly) and a few lt's running around throwing airstrikes keeps allies seeking cover rather than running to the war room. Recapture the front bunker flag whenever you can too, it is a real PITA for allies to spawn all the way back in the water. Have 2 or 3 medics patrolling above the trenches to drop medkits down and be able to revive everyone and so keep the defences up constantly. Flames in the front bunker work a treat too, especially just after allied reinforcements there :P Once when i played, the axis did just concentrate on the war room and the allies (me) got a bit of a group through. Two guys distracted the guards and me (a medic) dashed in, snatched the docs and sprinted all (almost) the way to the radio room. The lesson is, give yourself some second chances by keeping the allies as far away from the war room as possible. Sometimes even a group of people guarding the war room can't stop a quick snatch by one solo medic (who leaves his power maxed out until he has the docs, then drops medkits in front of himself while he sprints - for an effective ~250 health) |
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| #11 11:12pm 18/09/01 |
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The Satan Gundam
Posts: 494
Location: Brisbane, Queensland
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Don't TK that's my tip |
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| #12 11:51pm 18/09/01 |
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Khel
Posts: 1849
Location: Brisbane, Queensland
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Khels' tip to being a master wolfenstein player: Kill people and capture or protect things and win and stuff. |
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| #13 12:21am 19/09/01 |
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Toll Booth Willy
Posts: 1233
Location: Brisbane, Queensland
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the easiest way I've found as an Ally is blow the wall up, then run it and cruise up the ladder (if no guards) otherwise sprint up the stairs and into the complex. Usually you have to deal with 1 guy and its clear sailing if you ran in right after the explosion and get inside. Works best when the Axis are all alive and out of the complex.. |
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| #14 12:35am 19/09/01 |
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PeaceKeeper
Posts: 1011
Location: Brisbane, Queensland
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my strategy is really hide behind tollaz0r and revive him if he dies :P |
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| #15 12:54am 19/09/01 |
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PiR8
Posts: 332
Location: Brisbane, Queensland
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my stradgey run like f***ing with the flame thrower and burn s*** then win the game :P works for me |
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| #16 12:58am 19/09/01 |
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eX|steNce
Posts: 1
Location: Brisbane, Queensland
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ahaha wtf?? |
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| #17 12:46pm 23/12/01 |
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eX|steNce
Posts: 2
Location: Brisbane, Queensland
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icles |
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| #18 12:46pm 23/12/01 |
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chawpa
Posts: 304
Location: Melbourne, Victoria
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test |
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| #19 01:19pm 23/12/01 |
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Denominator
Posts: 42
Location: Brisbane, Queensland
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hehe |
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| #20 01:21pm 23/12/01 |
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system
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| #20 |
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