28-02-2014, 09:43 AM
Hi guys!
Everybody knows, that in Et we are gaining experience points. But why we need them? Ofc, to level up and get some rewards!
There is 7 cases:
- light weapons - shooting by mp40 or thommy gun
- battle sense - very active in fight
- heavy weapons - shooting by panza, mortar etc.
- first aid - healing teammates by medkits, andrenalines
- engineering - building some stuff, planting dynamites...
- field operations - resupplying teammates, calling and killing by airstrike or artillery
- covert operations - infiltrating, wearing disguise, destroying objectives by Satchel charge
Every case has got 4 levels. When you reached level, you get reward
1 level - 20 XP
2 level - 50 XP
3 level - 90 XP
4 level - 140 XP
1. Light weapons
1. level - one more grenade and one more clip
2. level - 35% faster reloading
3. level - less recoiling by using SMG and 35% better aiming
4. level - akimbo luger/colt, great thing
2. Battle sense
1. A binoculars!
2. Stamina bar are fills 60% faster
3. 15 more points to your health bar
4. You can see mines planted by enemy team
3. Heavy weapons
1. Every shot by panza or mortar takes 33% less stamina
2. MG42 needs a half of normal time to cool down
3. Your running is faster, when you are holding panza or flamethrower
4. You can take SMG and heavy weapon. Imo best reward
4. First aid
1. One more clip and one more grenade for medic!
2. More syringes to heal your team8s and throwing medkits takes 15% less power than earlier 25%
3. Full revive! A teammate you healed, have got full hp, not 50%
4. And some andrenaline - sorry guys, but I don't know much about 4 level of medic
5. Engineering
1. Advanced use of ammunition exploding - the 4 extra grenades and rifle grenades
2. Faster arming and disarming mines
3. Improved building and demolition - building, repair and planting dynamite takes 33% less power
4. Flack jacket - damage from explosions are reduced by 50%
6. Field operations
1. Improved resources - you can give out a double pack of ammo, and each of them costs 15% power bar instead of the earlier 25%
2. Improved signals - call artillery costs 2/3 power instead of 100%
3. Improved air support and artillery - airstrike cover a larger surface area and artillery fire lasts twice as long
4. Identifying the enemy - when you move the crosshair on covert ops in disguise you will see, that he is an enemy and its
position is marked with a cross on the map
7. Covert operations
1. Improved resources ammunition for sniper rifles (one more clip)
2. Strengthening of sabotage - Satchel Charge and smoke grenades take 33% less stamina bar
3. Breath control - reduces recoil when firing by 50% and delivers faster calming the viewfinder when measured by sniper rifle
4. Killer - if you stab the enemy in the back, you will always kill him
Thanks for reading my lil' tutorial. Hope you will like it!
Dukajek
Everybody knows, that in Et we are gaining experience points. But why we need them? Ofc, to level up and get some rewards!
There is 7 cases:
- light weapons - shooting by mp40 or thommy gun
- battle sense - very active in fight
- heavy weapons - shooting by panza, mortar etc.
- first aid - healing teammates by medkits, andrenalines
- engineering - building some stuff, planting dynamites...
- field operations - resupplying teammates, calling and killing by airstrike or artillery
- covert operations - infiltrating, wearing disguise, destroying objectives by Satchel charge
Every case has got 4 levels. When you reached level, you get reward
1 level - 20 XP
2 level - 50 XP
3 level - 90 XP
4 level - 140 XP
1. Light weapons
1. level - one more grenade and one more clip
2. level - 35% faster reloading
3. level - less recoiling by using SMG and 35% better aiming
4. level - akimbo luger/colt, great thing
2. Battle sense
1. A binoculars!

2. Stamina bar are fills 60% faster
3. 15 more points to your health bar
4. You can see mines planted by enemy team
3. Heavy weapons
1. Every shot by panza or mortar takes 33% less stamina
2. MG42 needs a half of normal time to cool down
3. Your running is faster, when you are holding panza or flamethrower
4. You can take SMG and heavy weapon. Imo best reward
4. First aid
1. One more clip and one more grenade for medic!
2. More syringes to heal your team8s and throwing medkits takes 15% less power than earlier 25%
3. Full revive! A teammate you healed, have got full hp, not 50%
4. And some andrenaline - sorry guys, but I don't know much about 4 level of medic
5. Engineering
1. Advanced use of ammunition exploding - the 4 extra grenades and rifle grenades
2. Faster arming and disarming mines
3. Improved building and demolition - building, repair and planting dynamite takes 33% less power
4. Flack jacket - damage from explosions are reduced by 50%
6. Field operations
1. Improved resources - you can give out a double pack of ammo, and each of them costs 15% power bar instead of the earlier 25%
2. Improved signals - call artillery costs 2/3 power instead of 100%
3. Improved air support and artillery - airstrike cover a larger surface area and artillery fire lasts twice as long
4. Identifying the enemy - when you move the crosshair on covert ops in disguise you will see, that he is an enemy and its
position is marked with a cross on the map
7. Covert operations
1. Improved resources ammunition for sniper rifles (one more clip)
2. Strengthening of sabotage - Satchel Charge and smoke grenades take 33% less stamina bar
3. Breath control - reduces recoil when firing by 50% and delivers faster calming the viewfinder when measured by sniper rifle
4. Killer - if you stab the enemy in the back, you will always kill him
Thanks for reading my lil' tutorial. Hope you will like it!
Dukajek




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