MEDAL OF HONOR PACIFIC ASSAULT MULTIPLAYER CLASS AND WEAPON GUIDE Written by Michael W. Dean (email@example.com) April 4, 2007 Version Beta 3 Note: This document is Copyright 2007 Michael W. Dean. This document is for private use and may not be reprinted in part or whole without permission of the author. Medal of Honor Pacific Assault is a trademark of Electronic Arts Inc., and I lay no claim over it, but the text of this FAQ is another matter. Permission is granted for this FAQ to appear on gamefaqs.com, neoseeker.com, supercheats.com, and 1up.com. CONTENTS - Introduction - Overview of Invader Mode - The Classes -- Infantry / Heitai -- Corpsman / Kangohei -- Engineer / Kosakohei -- Ammo Tech / Shichuhei - Changing Classes In Game - Weapons -- Allied Weapons - M1911A1 Pistol - M1917 Colt Revolver - M1 Carbine - M1 Garand - M1903 Springfield - M1903A5 Sniper Rifle - M1928A1 Thompson Submachine Gun - Reising Model 55 Submachine Gun - M1918 Browning Automatic Rifle (BAR) - Model 11 Remington Semi-Auto Riot Gun -- Axis Weapons - Nambu Type 8 Pistol - Model 38 Arisaka Rifle - Model 44 Cavalry Carbine - Model 97 6.5mm Sniper Rifle - Type 100 8mm Submachine Gun - Model 96 6.5mm Light Machine Gun - Other Weapons -- Grenades -- Bayonets -- Gun Butts -- Mortars -- M92 Portable Machine Gun -- Mounted Machine Guns - Oh Crap, I’m Incapacitated - Superlatives -- Most Helpful -- Most Valuable -- Most Accurate -- Most Lethal - Common Mistakes - A Quick Word for New Players - Helpful Quotes - Thanks - In Closing INTRODUCTION The multiplayer aspect of Medal of Honor Pacific Assault (MOHPA) can be quite complex. The standard mode of play, Invader, utilizes large maps with mixed terrain and multiple gameplay objectives. Furthermore, MOHPA gives the player a choice between four classes. The game only offers capsule explanations of what each class is capable of, however. This guide is meant to give an in-depth view of the classes, allowing new players to make more informed choices. Having the right balance of character classes on a team can make a critical difference in an Invader game. MOHPA also features standard deathmatch and team deathmatch modes, but Invader mode is the most widely played. It is also arguably the most fun. Thus, this FAQ will focus on the uses of each class in Invader play. This FAQ assumes the player knows the basics of first person shooter (FPS) gameplay on the PC. If you are completely unfamiliar with the game’s controls, or with FPS games in general, make sure you run through the single player game; preferably the entire game, but at least the Boot Camp mission. OVERVIEW OF INVADER MODE When you join an Invader game you will first be asked to choose your team: the Axis (in this case the Japanese) or the Allies (United States Marine Corp). Some servers allow you to choose freely, others require you to join the team with fewer players. Before you join you can look at the rosters of each team, which will include icons showing you what classes your comrades are playing. Consider this list carefully before choosing a class. If half of the members of your team are medics, for instance, another one is probably not necessary. (More on class selection is included in the individual write-ups). After this you will be asked to select your character class and your starting weapon. As you might expect, Allied players may only select American weapons at spawn and Axis players must choose Japanese armaments. You spawn in with a pistol, your chosen weapon, up to three grenades (two for Ammo Techs), and any extra gear appropriate to your class. More on that in a sec. It’s important to point out that the weapon restrictions only apply to spawning; once in the game you can trade your pistol or main weapon for anything that’s been discarded on the battlefield. Many players ditch their pistol for a more powerful weapon at their first opportunity. The screen will specify whether your team is attacking or defending this round. This is an important distinction. Each map has three to four listed objectives which the attacking team must accomplish in order. For instance, on the Gifu map the Allies must first overrun an Axis lookout point. Next they must destroy three Axis machine gun emplacements. After this they have to capture an Axis ammunition depot. Finally, they have to commandeer an Axis radio building. If the final objective is achieved, the Allies win even if their casualties are greater. The Axis’s only job is to kill all of the Allies before they accomplish their goals. Each team has a limited number of respawns, which varies depending on the server settings and on the total number of people playing. Each time you die you use one of your team’s respawns. When your team runs out of respawns, that’s it...no more reinforcements. Once the last man is killed, the opposing team wins. It’s important to note that in this game getting knocked down does not always mean instant death. Many of the weapons will leave you incapacitated instead. The game will give you the option to tap out and respawn (by hitting the use key…default key F), but if you do not do so you can be revived by a team medic. (If your fallen body goes neglected for too long, however, you will eventually time out for inactivity. This usually takes a couple of minutes. It counts as a death and moves you to spectator mode. However, by tapping the mouse buttons you can reset the inactivity timer, allowing you to stay incapacitated indefinitely.) THE CLASSES Each class is listed first by its English name, then its Japanese name. The only difference between the Allied and Axis versions of each class is weapon selection...Allies can’t spawn in with Axis weapons and vice versa. The Allied and Axis classes are otherwise identical in capability. I will typically refer to each class by its English name for the sake of simplicity. INFANTRY / HEITAI Icon: Boot Overview: Infantry is the simplest class to play. Infantrymen start the game with 125 health points (everyone else starts with 100) and may select any starting weapon at all. This is the only class that can spawn in with a sniper rifle. And that’s it, that’s all there is to the Infantry class. Extra health, whatever gun you want, and you’re off. Pros: Infantry is a good choice if you just want to fight. All of the other classes have secondary responsibilities and have to make tactical decisions based on that; if you’re a grunt, your only job is to shoot the bad guys. The extra health is useful against many (but not all) of the weapons in the game, and the free choice of weapons grants considerable versatility. You can choose whatever weapon is best for the current objective. This also is your class if you want to snipe, because as mentioned above, only Infantry can start with a sniper rifle. Cons: The extra health is useful, but not THAT useful. A clean center shot from a bolt action rifle will still incapacitate you in one hit. You can stand up to one or two more shots from the semi-auto and autofire weapons, but if your foe is at all accurate you’ll just make him invest a few more bullets into your demise. Also, the lack of secondary abilities can cripple a team if too many players choose this class. Notes: Your job is simple: KILL. Shoot every enemy you can and protect your teammates. The other three classes have duties which leave them vulnerable at times; however, nobody’s vulnerable if all the enemies around them have been reduced to dog food. So KILL. CORPSMAN / KANGOHEI Icon: Red Cross Overview: Corpsmen start the game with a medkit that allows them to instantly and completely heal themselves or injured teammates. Draw the medkit by pressing the 4 key (default). Once drawn, left-click on the mouse to heal yourself and right-click to heal a teammate. Right- clicking will also revive an incapacitated teammate. Obviously, you must be right next to a teammate to heal them. The medkit has limited charges (usually 12 heals and 12 revives), but can be replenished by walking over a dead Corpsman’s dropped pack. The Corpsman has the most limited weapon selection in the game. Corpsmen may only choose a rifle as their starting weapon, and then only a non-sniper rifle. Nothing else is available to them. The map (default key M) is an important tool for Corpsmen. It will show you the locations of your nearby teammates. If someone’s icon is red he’s badly injured; if you see a skull icon he’s incapacitated. Pros: The Corpsman’s healing ability is incredibly useful. A quick heal to yourself or a teammate can be the difference between life and death, and between taking an objective or having to start over from the spawn point. The medkit always heals completely. Remember, though, while Corpsmen can heal themselves, they cannot revive themselves. Cons: Limited weapon selection keeps this otherwise powerful class in check. Rifles are skill weapons in MOHPA, and are not for inexperienced or panicky players. Also, similar to Infantry, Corpsmen have no real ability to destroy objectives. Notes: A Corpsman who can’t or won’t use his medkit is one of the sorriest sights in the game. Play this class generously and boldly. Don’t be stingy with your healing and revive ANY fallen teammates you can get to. Be careful, however; every team has a few kamikazes who get shot way behind enemy lines. Do consider the odds before you hike through hostile territory to heal someone. Be brave, stick your neck out for your teammates, but don’t commit suicide. ENGINEER / KOSAKOHEI Icon: Bomb Overview: The Engineer is an important class. They have the ability to set timed charges which can obliterate mission objective items, and they can lay landmines...and every experienced MOHPA player respects landmines. Engineers may select a machine gun or submachine gun as their primary weapon, but they may not start with rifles. Allied Engineers can also spawn in with a shotgun. Engineers also have the ability to detect and deactivate enemy mines, and can defuse timed charges much faster than the other classes. Pros: Do you like to blow stuff up? Do you want to keep on getting frags even after you die? You’ve found your class. Engineers are vital to Invader games; I absolutely cannot overemphasize their importance. Mines are a fundamental offensive and defensive tool in the game, and rack up impressive numbers of frags if used correctly. In addition, the Engineer’s ability to destroy mission objectives makes him indispensable. Cons: The weapon choice is a bit of a limit, but not a big one. Shotguns and SMG’s are powerful at close to medium range, but lose effectiveness beyond that. Machine guns are vicious at any range, but slow your running speed to a crawl. Choose whichever one works best for you and have fun with this deadly character class. Notes: If you join an attacking team that has no Engineers, become one. You’ll be doing your comrades an enormous favor. If you’re playing Engineer for a defending team, lay mines all over the objective, up and down the approach points, and anywhere else you think the bad guys might try to go. Space them apart a bit; incoming grenades will detonate mines, and if too many are clumped together they’ll all go off. You start off with four mines, and once you run out just find a dead Engineer’s backpack; you’ll get a whole new set. An additional note: WHEN YOUR TEAM’S ENGINEER IS SETTING A CHARGE, PROTECT HIM WITH YOUR LIFE. Don’t let a brave Engineer risk his ass to plant a bomb while you hang back because you’re afraid you’ll get hit. Engineers can win the game for you, but they need support. Take a bullet for them if it will buy time for them to get their demo in place. Also, enemies who are focused on killing you won’t have time to defuse the bomb. AMMO TECH / SHICHUHEI Icon: Bullet Overview: Ammo Tech is often an underrated class. They are in fact quite useful. First off, they get to carry two main weapons along with their sidearm and grenades...anything other than a sniper rifle or a shotgun. (As a small restriction, however, they can only carry two grenades.) Secondly, they are given ten ammo boxes which they can drop anywhere they want; these boxes will completely recharge the ammo and grenades of anyone who picks them up (including the Ammo Tech who dropped them). Finally, the Ammo Tech gets one satchel charge, a timed explosive many times more powerful than a grenade...and that no one can defuse. Pros: The Ammo Tech is highly versatile. Their ability to carry two primary weapons makes them fully effective at any range. They carry enough spare ammo to refurbish most of the team. Finally, the satchel charge is powerful enough to kill several enemies at once and can damage mission objectives, and nobody can defuse it except for the Ammo Tech who dropped it. New players won’t even know what it is, and may unwittingly stand on it until it blows. Experienced players will have to get the hell away from it...sometimes right into the loving embrace of your teammates’ bullets. Cons: This character is not a replacement for the Engineer. It takes multiple satchels to finish off a destructible objective, and each Ammo Tech is only given one per spawn (and picking up an ammo box does not replace it). Aside from that, however, there are few disadvantages to this very combat-flexible class. One warning, though: enemies can pick up your ammo boxes, so deploy them with caution. Notes: Aside from combat, your main job as an Ammo Tech is to resupply everyone’s grenades. The more experienced players on your team will use their grenades to great effect, but they’ll run out quickly. Worry less about people’s bullets; players get plenty of those and will frequently pick up more from dropped weapons. Grenades, however, are far more limited. Also, learn to deploy your satchel charge effectively. Dropping one in the bushes near unsuspecting bad guys is a great way to get rid of them without all the bother of aiming at them. CHANGING CLASSES At any point during the game you can press the P key (default) and choose a new class and / or primary weapon. Changes will be applied on your next respawn. This can be very useful between objectives on a map, or if you’re trying a new class and getting your ass handed to you. WEAPONS Each weapon is described in terms of per-bullet damage, most effective range, bullet capacity, and the running speed of your character when he’s wielding it (i.e. you run slowly when carrying the big weapons, faster when carrying the light weapons). These weapons are not historically accurate in every detail; they emphasize game balance over veracity. (For instance, in real life the Garand hits every bit as hard as the Springfield and can be reloaded in mid-clip.) The weapons strike a balance between per-shot damage, accuracy, rate of fire, capacity, and running speed. The only exception is the pistols, which are deliberately (and realistically) underpowered compared to the bigger weapons. If you have a quiet moment after enemy contact, it’s a good idea to reload all of your weapons. A full magazine is your friend. - ALLIED WEAPONS -- M1911A1 Pistol (a.k.a. Colt .45) -- Damage: Low Range: Short Capacity: 7 rounds Running Speed: Fast Allied Infantry spawn in with the M1911A1. Like all pistols in the game it is low powered and inaccurate past short range. It does feature a very fast rate of fire, however, and can drop a foe in a few shots. Its use is occasionally recommended if your main weapon is clumsy at close range, i.e. a sniper rifle. -- M1917 Revolver –- Damage: Low Range: Short Capacity: 6 rounds Running Speed: Fast All Allied classes aside from Infantry start the game with this sidearm. Its surprisingly high rate of fire allows it to perform almost as well as the M1911, but it is much slower to reload. If you have trouble tracking a close target with your rifle, however, you might need to pull this out once in awhile. -- M1 Carbine –- Damage: Low Range: Short to Medium Capacity: 15 rounds Running Speed: Fast This short, lightweight rifle doesn’t deal out tremendous per-shot damage, but it is accurate, high capacity, and has quite a high rate of fire. In the hands of a skilled player it is every bit as deadly as an SMG. -- M1 Garand –- Damage: Medium Range: Short to Medium Capacity: 8 rounds Running Speed: Medium The Garand’s damage is significantly less than that of the bolt action rifles, but its rate of fire is just as fast as the M1 Carbine’s. This makes it a heavy hitter up close. It is also equipped with a bayonet. Although fairly accurate at long range, your enemy will tend to move to cover after being hit once. As in most WWII games, the Garand cannot be reloaded in mid-clip. If your Garand has only one bullet left in it, it’s usually a good idea to fire it off and auto-reload so you’ll be prepared for the next enemy engagement. -- M1903 Springfield –- Damage: High Range: Medium to Long Capacity: 5 rounds Running Speed: Medium A clean hit with the M1903 will incapacitate any enemy in one shot. Even if you just wing somebody with it, they’ll lose about 90% of their health. It is a bolt action, however, so its rate of fire is very slow. It can also be very difficult to track a foe with it at close range. Although this weapon is exceptionally accurate, proper use of it takes practice. -- M1903A5 Sniper Rifle –- Damage: High Range: Medium to Very Long Capacity: 5 rounds Running Speed: Medium This is the scope-equipped version of the Springfield. Pressing the iron sights key (default ALT) will bring up the scope, which will allow you to hit targets outside of normal visual range. Not too far outside of it, however, so be careful! In addition, it’s easy for opponents to flank you when you’re peering through that scope; it’s advisable to look up from it once in awhile. It is best to crouch or go prone when using the scope; otherwise it will waver and wobble and make targeting very difficult. The reload rate of this weapon is very slow as it must be done one bullet at a time. If you’re a brand new player, it is suggested that you do not choose this weapon until you’ve learned the maps. Too many snipers will ruin a team. -- M1928A1 Thompson Submachine Gun –- Damage: Low Range: Short to Medium Capacity: 50 rounds Running Speed: Medium The Tommy gun is a monster at close range; while only moderately accurate, its high rate of fire and insane capacity can make life difficult for your opponent. This gun is a staple of any Allied team. -- Reising Model 55 Submachine Gun –- Damage: Low Range: Short to Medium Capacity: 20 rounds Running Speed: Fast The lightweight Reising allows quicker running speeds than the heavier Thompson. It is equally accurate and its rate of fire is similar. It’s your call: do you want more foot speed or more bullets? -- M1918 Browning Automatic Rifle (BAR) –- Damage: Medium Range: Short to Medium Capacity: 20 rounds Running Speed: Slow This weapon does good damage and has a very high rate of fire; this makes it very deadly. It’s even fairly accurate at long range, although no match for a bolt action at that distance. Your running speed while carrying this beast is the slowest of any standard Allied weapon. -- Model 11 Remington Riot Gun –- Damage: Varies Range: Point Blank to Short Capacity: 5 rounds Running Speed: Medium What’s a shooter game without a shotgun? Close up, the Remington is exceptionally deadly; a clean hit is pretty much instant death. Past point blank, however, it does significantly less damage. You’ve got to get right in your opponent’s face with this one. You’d best hope he’s alone, because after you clear him out his buddies are going to perforate you. This weapon also reloads very slowly, one shell at a time. Useful only on maps with lots of tight corners. AXIS WEAPONS -- Type 8 Nambu Pistol –- Damage: Low Range: Short Capacity: 8 rounds Running Speed: Fast The Axis pistol performs as well as its Allied counterparts, but with the same limitations. It has a very quick rate of fire. It’ll do in a pinch, but the prevalence of bayonets on the Axis weapons render it almost useless. -- Model 38 Arisaka Rifle –- Damage: High Range: Medium to Long Capacity: 5 rounds Running Speed: Medium The standard Axis rifle is quite powerful. Like the M1903, a clean center shot will knock a foe down in one hit. It is accurate at any range (although harder to use close in). It is equipped with a bayonet, making it instantly lethal in melee, and it’s the longest rifle in the game, which gives the blade superior reach. Its rate of fire is very slow, of course, but other than that it’s an excellent weapon. -- Model 44 Cavalry Carbine –- Damage: High Range: Medium to Long Capacity: 5 rounds Running Speed: Medium In terms of damage and rate of fire, this weapon is very much equivalent to the Arisaka. Its accuracy is slightly better when you’re in motion, however. It has a bayonet, but the Model 44 is shorter than the Arisaka, so it has a bit less reach. -- Model 97 Sniper Rifle –- Damage: High Range: Medium to Very Long Capacity: 5 rounds Running Speed: Medium The Japanese sniper rifle is equivalent to the American one in almost every respect. All the warnings that apply to that weapon apply to this one. Use the scope with care, and only while crouching or prone. It reloads very slowly. -- Type 100 Submachine Gun – Damage: Low Range: Short to Medium Capacity: 30 rounds Running Speed: Fast This lightweight weapon is fast and fairly accurate. While it doesn’t have the Thompson’s capacity, it’s very deadly in its own right. Its rate of fire is as good as any weapon in the game, and it grants you very good running speed. -- Model 96 Light Machine Gun –- Damage: Medium Range: Short to Medium Capacity: 30 rounds Running Speed: Slow This weapon is comparable to the BAR, except that its capacity is higher and its rate of fire is slower. It features a top-mounted magazine that may occasionally obstruct your vision, but this is rarely a major issue. Like the BAR, carrying it slows your running speed. It also comes with a bayonet. OTHER WEAPONS -- Grenades -- Damage: Very High (Splash) Range: Short to Medium Capacity: 3 for most classes, 2 for Ammo Techs Running Speed: Fast Hand grenades are a powerful offensive tool and see plenty of use in every Invader game. They are useful for killing the enemy and detonating mines, and can mildly damage mission objectives. The fire button will give you a long throw, while the alt fire button results in a short ground toss. Holding the fire button down allows you to cook the grenade for up to five seconds. Cooking results in a shorter throw, of course, because the grenade explodes sooner after the toss. Naturally, grenades are an indirect fire weapon that can be bounced around corners or over obstacles. Grenades have an effective blast radius of about six feet. They are lethal at point blank but lose damage with range. Remember, even on servers with friendly fire off you can still be hurt by your own grenades, so toss carefully and avoid bouceback. Learn to lead running targets with your grenades just as you would with a gun; there’s no use throwing a timed explosive right at someone if they’re going to be well away from it when it goes off. -- Bayonets –- Damage: Very High Range: Melee Running Speed: By weapon As mentioned above, several of the weapons include bayonets, which can be used by pressing the alt fire button. While deadly, bayonets are difficult to use. Naturally, you have to be right up on your often fast-moving target to stick him. Also, the attack animation itself is somewhat slow, as your character takes a half second to wind up the strike. This makes the strike even easier to avoid if your opponent sees it coming. This brings us to the cardinal rule of bayonets: backstab! If you can slip up on your opponent you will enjoy a much higher degree of success with bayonets. If your opponent sees you coming and is trying to dodge you again must attempt to lead him; predict his movements and slash at where he’s going to be rather than where he is at that moment. -- Gun Butt –- Damage: Medium Range: Melee Running Speed: By weapon If your weapon lacks a bayonet you can still give your opponent a good old fashioned smack in the face with it. Again, just press the alt fire button. Sadly, the gun butt is plainly inferior to bayonets; its range is shorter and its damage much lower. The attack animation is a touch faster, but this doesn’t really bridge the gap. However, sometimes it may be all you’ve got left. Gun butting works much like bayoneting in terms of targeting…it’s best to lead the target a little if he sees you coming. Try to stick close to him and follow up the attack, because it generally takes 2 – 3 gun butts to drop an enemy. -- Mortars –- Damage: Very High (Splash) Range: Medium to Very Long Capacity: 30 Running Speed: Very Slow when carried, Nil when firing Most of the maps contain a few mortars in prearranged locations. These weapons pack a great deal of firepower, but learning to use them properly takes time and practice. If you find a mortar, you can pick it up with your use key. You can now slowly carry it around, but you cannot fire it until you find suitable ground and set up the weapon with alt fire. You can then use the mouse to set the weapon’s elevation, and the fire button will launch a shell. Remember, a high angle means a short shot and a low angle means long range. The shell travels in a long arc and explodes as soon as it contacts a hard object, be it ground, concrete, or flesh. The shells do not bounce, so do not fire mortars indoors! If a teammate has the mortar, do not stand right in front of him! If friendly fire is off the shell will explode on you and kill him. If friendly fire is on you’ll both die, along with any teammates within several feet. Either way the server admins are likely to boot you. Also remember that you are a completely stationary target when firing a mortar. If an enemy closes in on you, simply press the use key again and you’ll drop the mortar. If you need to go from firing position back to transporting the mortar, just press alt fire. Even while merely carrying the mortar you are still vulnerable, as your walking speed with it is very slow and you cannot fight without dropping the thing (or quickly emplacing it and trying to blow up your assailant at relatively close range). As explosives, mortars do splash damage. At ground zero they will obliterate any enemies, and from there they do decreasing damage to a radius of about ten feet. Not only are mortars highly deadly to enemy troops, they can also destroy mission objectives. A given objective can generally take 4 – 6 shots before being destroyed. This tactic can be invaluable against a strongly defensive team, or to aid an attacking team with no engineers (or incompetent engineers). Each mortar comes packed with 30 shells and once they’re used up that’s it, it’s dead weight. Mortars cannot be replenished. Make each shot count! -- M92 Portable Machine Gun –- Damage: Medium Range: Short to Long Capacity: 100 Running Speed: Very Slow when carried, Nil when firing Much like mortars, M92’s are placed at certain preset positions on most maps. You can also pick one up with the use key, deploy it (on level ground only) with alt fire, and shoot it with the fire key. You can drop it quickly by hitting the use key and move it back to carrying position with alt fire. Once emplaced your POV switches to the M92’s gun sights. This gives you a slight zoom effect, making longer range targeting a bit easier. The M92 has a heat meter which rises as it is fired; if heat reaches maximum levels the weapon cannot be used until it cools off. Keep an eye on the heat meter and give the weapon a break before it tops out! The M92 features decent per-bullet damage and a very high rate of fire. It is best used to control tight spaces and corridors, but can be used anywhere. You are mostly stationary when firing it and thus an easy target, so be careful. The M92 is best used as a support weapon, fired from an unexposed position. -- Mounted Machine Guns -- Damage: Medium Range: Short to Long Capacity 90 (Allies) / 100 (Axis) Running Speed: Nil Most of the maps feature mounted machine guns in various locations, generally set up for use by the defending team. The Allied and Axis machine guns are slightly different; the Allied gun does somewhat better damage, but its capacity is a bit less. Mounted MG’s are easy to use. Just walk up to the butt of the gun and press the use key. You will then sight down the weapon and can fire at will. These guns cannot be moved, but interestingly, they can be destroyed. All mounted machine guns have health bars which can be depleted by grenades, satchels, or mortar rounds. In addition, on some maps the MG’s are destructible objectives, making them vulnerable to enemy engineers’ demo charges. Much like the portable M92, mounted machine guns have heat meters and limited ammo. Near each mounted MG you will find a box of spare ammo; when the gun is empty you can crouch near this box and press use to reload the weapon. This takes a few seconds so pick your moment carefully. Also like the M92, the mounted machine guns leave you fairly stationary, so be careful using them without team support. OH CRAP, I’M INCAPACITATED No FAQ intended for new players would be complete without a section regarding when to tap out and when not to. OK, so somebody shot you. I’m sure it was the lag. Not your fault. Let’s just deal with it. First off, is there a Corpsman on your team? If not, go on and tap, but consider coming in as a Corpsman yourself next time (see Changing Classes, above). If your team has a Corpsman or three you might have a shot at getting revived. Check your map (default key M) and see if he’s anywhere near you. Call for help if you want (default key H), but don’t overuse it...nothing says “n00b” quite like some guy screaming for a Corpsman literally every two seconds. Be patient, your Corpsman might be under fire. If he’s nearby he might be dealing with the guy who shot you. (It’s a nice little victory if he kills your assailant and then revives you.) Give the guy time to reach you. Keep checking your map to see where he is. If he keeps running past you perhaps you could recommend he read this FAQ, along with whatever other helpful suggestions you might have for him. Sometimes, for whatever reason, your Corpsmen just can’t find you. Instead of endlessly bashing H and annoying everyone, tap the team speak key (default key Y) and type out where you went down. You’ve got time, you’re incapacitated. This tactic can help your medics out tremendously. You cannot fire your weapon for a few seconds after being revived, but you can start moving immediately. It is always a good idea to do so; sometimes enemy players will lie in wait, hoping to kill you the moment you come to. There is one time when you should tap immediately, however: when you’re on a defending team and the attackers are about to get the final objective...as in, they’re right on it. It doesn’t matter if there’s one enemy and a hundred of you...if he gets that last objective his team wins and you can bet he’ll be laughing about it. If you hear that telltale siren, tap immediately and charge for him with guns blazing when you respawn. Just watch out for mines...but that’s good advice anytime. SUPERLATIVES After each map is played four superlatives are given for outstanding battlefield performance. All players are in competition for these awards; i.e., if you are a Corpsman, you are competing with all other Corpsmen in the game for the Most Helpful award, regardless of whether they are Axis or Allied. If you win five of the same superlative for a given team you will be awarded a medal in your records. The Axis and Allies have different medals, so you have to earn each superlative five times separately for each team to collect all the medals. The superlatives are: -- Most Helpful -- This goes to the player who healed and revived the most teammates in the round. (You do not get credit for healing yourself, only teammates.) -- Most Valuable -- This is given to the player who earned the most bonus points. Bonus points are mostly awarded for performing the function of your class, i.e. Corpsmen get bonus points for healing, Ammo Techs get bonus points each time a teammate picks up an ammo box they dropped, etc. Furthermore, you lose bonus points by team killing or fragging yourself. -- Most Accurate -- This one simply goes to the player who had the highest hit percentage. Overall accuracy includes not only bullets fired, but grenades thrown and emplaced weapons used. -- Most Lethal -- This award is frequently misunderstood by new players. It does NOT necessarily go to the player who gets the most frags. Instead, it goes to the player who gets the most frags over the number of times he died. Essentially, your kills minus your deaths equals your lethality. If player A gets 33 kills but dies 27 times, his lethality is 6. If player B gets 20 kills but only dies 3 times, his lethality is 17. Although he got fewer kills he was a greater benefit to his team, so the award goes to him. It is possible for one player to earn all four superlatives in one match. You pretty much have to be a Corpsman to pull this off. COMMON MISTAKES Here is a list of a few mistakes commonly made by inexperienced players and, in some cases, entire teams. -- Selfishness / Greed / Lack of Teamwork –- This is the biggest problem in the game. Invader games are all about teamwork. Teams that work together and help each other out win matches. Teams that play like grabass idiots tend to lose. Corpsmen who only heal themselves, Ammo Techs who only supply themselves, Engineers who just run and gun and never plant mines or charges…all of these players detract from their team’s performance. Even worse are overaggressive or flippant players who use up dozens of team spawns with nothing to show for it. Worst of all are players who kill their own teammates for any reason whatsoever. -- Unaggressive Attackers –- This is probably the most common team-wide error in the game. The attacking team hangs back near its own spawn point, trying to snipe the defenders. This almost never works. Most of the maps give the defenders terrain advantages which can only be overcome by a solid offense. The best example is the first objective on the Gifu map; all too often the Allies stay on their hill, trying to engage the Axis at range. The Axis position is superior, however, and this usually results in an all-out slaughter of the Allied team. -- Not Enough Rifles –- This is mostly an Allied problem. All Allied players have access to short range, low damage weapons with high rates of fire. It’s not uncommon to see an entire Allied team with no long range firepower. By comparison, the Axis’ more limited weapon choice means several players will be carrying bolt action rifles, which have long ranges and are an almost assured one shot drop. This gives the Axis a key tactical advantage on many maps: they can kill the Allies well before the Allies come into effective range. Basically, don’t be afraid of that unscoped Springfield, especially if you’re a Corpsman or an Ammo Tech. Use it to soften the enemy’s position while your teammates with shorter range weapons move up. -- Tight Formations –- It’s a standard rule of infantry combat to maintain intervals between men, especially when advancing. This is mostly to prevent a solitary grenade or shell from taking out several soldiers instead of just one. Basically, don’t bunch up when you know the enemy is nearby. A clump of soldiers will attract shrapnel because everybody loves getting multiple kills. -- Not Pausing for Your Corpsman –- Staying in motion is a good habit. It makes you a harder target. However, when a team Corpsman is chasing you around trying to heal you it makes you a harder target for him as well. Hold still for a second and let him replenish your health unless you are directly under fire. -- Hiding When You’re the Last Survivor -- In most games when an attacking team runs out of spawns the last few survivors retreat and hole up somewhere. In real life this is just common sense. In the game, however, it slows the action to a crawl. The other team is forced to comb the entire map looking for you. That thought might please some of you, but consider your dead teammates, who have nothing to do but sit around and wait for you to die. Many of them will sign off, leaving your team even weaker for the next map. If your team has lost badly and you’re nowhere near the last objective, here’s my advice for the last survivors: charge! Go out in a blaze of glory! Get it over with so the next map can start sooner. On the other hand, if it was a close game and you’re at the last objective, a strategic retreat can be useful. It may draw out the defenders so you can either whittle down their numbers with traps and ambushes, or so you can avoid them and go for the last objective when they’re a safe distance away. Games have been won this way on occasion. Don’t fall back too far, however, or you may find time running out before you can get to the objective. Hiders on the defending team can typically be ignored. Just go finish your objectives and voila, you win while they sit in a tree somewhere watching impotently. A QUICK WORD TO NEW PLAYERS All the advice in the world is no substitute for experience. Get out there and play! Even if you’re an experienced FPS player, MOHPA multiplayer has a steeper than average learning curve. Don’t get discouraged if at first you die more often than you’d like; be patient, develop your skills, and go after some objectives and before long you’ll be the one raining down hell and havoc on all the smacktards. It just takes a little time and patience. HELPFUL QUOTES “When the pin is pulled, Mr. Grenade is not our friend.” – U.S. Army training notice “If the enemy is in range, so are you.” – Infantry Journal “If you see a bomb disposal technician running, try to keep up with him.” – U.S. Army ordnance manual “Incoming fire has the right of way.” – Murphy’s Law of Combat #28 “Anything you do can get you killed, including nothing.” – Murphy’s Law of Combat #37 “Never worry about the bullet with your name on it. Instead, worry about shrapnel addressed to 'occupant'.” – Murphy’s Law of Combat #57 THANKS TO... Clan =ACT= for providing the MOHPA server where so many of us cut our teeth. Hope to see you guys back in action soon. R. Carter says hi! GameFAQs for general awesomeness IN CLOSING So that’s it...no boring author statements, no boring version histories. Hopefully the content wasn’t boring...couldn’t have been too bad if you got this far! Thanks for reading.
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