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Instruments of WarWolf ET ChatHow ET XP is Earned

#1:  How ET XP is Earned Author: BECK Post You have posted in this forum: Thu Dec 13, 2012 8:27 am

With the forthcoming stats module, I thought it would be interesting to share some data about how XP is actually awarded for various activities in ET. I had some discussions on TS with people who weren't aware of this, so I thought I'd post this here.

Code: ›
# Light weapons
    # 3 XP for regular kills
    # 5 XP for headshot kills
# Battle sense
    # 2 XP if you inflict damage on enemies within 30 seconds
    # 5 XP if you inflict and receive damage within 30 seconds
    # 8 XP if you kill and receive damage within 30 seconds
# Heavy Weapons
    # 3 XP for every kill with a heavy weapon
# First aid
    # 1 XP for giving health pack to a teammate who isn't a medic
    # 4 XP for reviving someone.
# Engineering
    # 3 XP for killing with a rifle grenade
    # 4 XP for a landmine kill
    # 4 XP for defusing an enemy's landmine
    # 6 XP for defusing enemy's dynamite
    # 10 XP for constructing important objectives (sometimes less than 10, depends)
    # 3-7 XP for repairing MGs or tanks
# Signals
    # 1 XP for giving out an ammo pack
    # 3 XP for each player killed by an airstrike
    # 4 XP for killing them with arty strike
    # 5 XP for destroying an objective with either airstrike or arty strike
# Covert Operations
    # 3 XP for each land mine spotted
    # 5 XP for stealing a uni
    # 5 XP for a satchel charge kill
    # 7 XP for destroying an objective with a satchel charge
    # 3 XP for killing an enemy
    # 5 XP for killing with a headshot


As to the levels themselves - some people weren't even aware of the benefits they get as a player for gaining XP:

Code: ›
Light Weapons
    Level 1: Improved use of light weapon ammunition
       When you respawn, you'll get an extra clip of ammo.
    Level 2: Faster Reload
       Now you can reload weapons 35% faster
    Level 3: Improved Light Weapons Handling
       Your accuracy with SMG's is 35% better, and you have less recoil with pistols
    Level 4: Dual-wield pistols
       Now you can fire two pistols at once (really really cool)

Battle Sense
    Level 1: Binoculars
       You get binocs...
    Level 2: Improved Physical Fitness
       Stamina bar recharges 60% faster
    Level 3: Improved Health
       Max HP goes up by 15
    Level 4: Trap awareness
       Now you can see landmines (when you get close to them, white outlines of the landmine appear)

Heavy Weapons
    Level 1: Improved projectile resources
        Each time you fire a panzer or mortar, it costs 33% less from your power bar
    Level 2: Heavy weapons proficiency
        MGs take half the usual time to cool after they overheat
    Level 3: Improved Dexterity
        You can run around faster with Panzer or Flamethrower
    Level 4: Improved Weapon handling
       Lets you carry heavy weapon + MP40/Thompson instead of heavy weapon + pistol. REALLY nice :)

First Aid
    Level 1: Medic ammo
       1 extra ammo clip and grenade
    Level 2: Improved resources
       A couple more syringes, more ammo, and health packs take 15% power bar instead of 25%
    Level 3: Full revive
       You get a green syringe that can revive people to full health instead of half-health
    Level 4: Self adrenaline (VERY COOL)
       For 10 seconds, damage against you is cut in half, and you can sprint without losing stamina

Engineering
    Level 1: Improved use of explosive ammunition
       Four extra rifle grenade rounds and four extra grenades
    Level 2: Improved dexterity
       Lets you arm or defuse landmines/dynamite in half the time
    Level 3: Improved construction/destruction
       Constructing, repairing, and arming dyno or landmines takes 33% less power bar
    Level 4: Flak Jacket
       You take 50% less damage from explosives

Signals
    Level 1: Improved resources
       You get "mega" ammo packs (double ammo), and giving them costs 15% power bar instead of 25%
    Level 2: Improved signals
       Calling arty costs only 2/3 of your power bar (instead of 100%)
    Level 3: Improved Air and Ground support
       Airstrikes affect more area, and arty strike lasts twice as long. VERY useful.
    Level 4: Enemy recognition
       If you place your crosshairs over a cvops in disguise, their location shows up on command map.

Covert Ops
    Level 1: Improved use of scoped ammunition
       Ammo packs give you one extra clip for your K43 or FG42
    Level 2: Improved use of sabotage and misdirection
       Satchel charges or smoke grenades take 33% less power bar
    Level 3: Breath control
       Your weapon recoils 50% less after each shot. Note that on certain shrub servers, breath control also improves your MP40/Thompson accuracy
    Level 4: Assassin
       You get an instant kill for a backstab

#2:   Author: PumpkiN Post You have posted in this forum: Thu Dec 13, 2012 1:23 pm

not sure if you made this list up or copied it, but i have a few questions about it. if you dont know, it's totally ok Very Happy

just thinking in the slight case that you or anyone knows:

Light Weapons:
--what is a headshot kill? (kill shot was headshot? meaning you bleed the guy with body shots and then do one last headshot for the kill or does it need to be all headshots?)

Engineerings:
--xp for blowing up an objective? (an educated guess would be it would be the same as constructing.. but maybe you know for sure?)
--is a command post a "important objective"

Signals:
--when you say "destroy" do you mean "damage"? as far as i know, there are no objectives that can be destroyed by anything other than satchel and dyno..

CovertOps:
--the last two things there are for sniper kills i would assume? do both snipers have equal xp for kills? (it is much easier to kill with the garand sniper than the fg)


now to the abilities..


Medic:
--i do not think we get extra ammo for level 1 and level 2 medic. only with the light weapons level 1 do we get extra ammo. medics can have at most 30/30 when they spawn. this is with only one ammo boost.

--our "self adren" is not quite as much of a self adren as it is a "teammate adren". also the abilities of the adren are maybe different for our server? i dont even know anymore because it has been changed and bitched about so much..


Signals:
--level 4, could you elaborate on this? is this with benocs? or just with ur crosshair as you are running along with the smg?


and lastly, what in the world is accuracy level 4???






going through these, it is clear that you did not write these beck Very Happy its ok if you dont know the answers to these, but maybe someone else does Very Happy

#3:   Author: BECK Post You have posted in this forum: Thu Dec 13, 2012 2:13 pm

I did not write this LOL. It is a general guide for default ET, and doesn't account for any of our particular settings (e.g. adren). But I wasn't aware there were any major discrepancies. Use this how you choose Smile

Got it from here:
http://www.enemy-territory.net/XP.html

#4:   Author: Sin Post You have posted in this forum: Thu Dec 13, 2012 2:21 pm

PumpkiN wrote (View Post): › Signals:
--when you say "destroy" do you mean "damage"? as far as i know, there are no objectives that can be destroyed by anything other than satchel and dyno..

Tanks and trucks dood, im sure damaged and destroy are just interchangable there.


Last edited by Sin on Thu Dec 13, 2012 3:00 pm; edited 1 time in total

#5:   Author: Sir Sux-A-Lot Post You have posted in this forum: Thu Dec 13, 2012 2:42 pm

PumpkiN wrote (View Post): ›
Signals:
--level 4, could you elaborate on this? is this with benocs? or just with ur crosshair as you are running along with the smg?


no, it's all the time. If a disguised covie walks on front of you, his name says Disguised Enemy!

quite the lame lvl4 lol

also for the extra ammo and the medic, you're right, medic gets his extra clip with lvl1 fragging.
However I think every specific class lvl1 gets an extra grenade in addition to the other upgrades mentioned above.

#6:   Author: JvIasterMind Post You have posted in this forum: Thu Dec 13, 2012 4:02 pm

PumpkiN wrote (View Post): › and lastly, what in the world is accuracy level 4???


The word, "accuracy", is just word wrapped from the previous sentence (part of level 3). "Level 4" belongs to "Covert Ops". Razz

#7:   Author: BECK Post You have posted in this forum: Thu Dec 13, 2012 4:09 pm

ffs, I'm regretting even posting this :/

#8:   Author: PumpkiN Post You have posted in this forum: Thu Dec 13, 2012 4:41 pm

JvIasterMind wrote (View Post): ›
PumpkiN wrote (View Post): › and lastly, what in the world is accuracy level 4???


The word, "accuracy", is just word wrapped from the previous sentence (part of level 3). "Level 4" belongs to "Covert Ops". Razz



aah looks like i cant read.. but that being the case. lvl 4 covie seems to be useless since you can one kill backstab whenever.. right?


BECK wrote (View Post): ›
ffs, I'm regretting even posting this :/



LOL im sorry Sad it is totally useful stuff... its just that it needs to be accurate Wink

#9:   Author: wizyq Post You have posted in this forum: Thu Dec 13, 2012 7:39 pm

i get ET CUS IMA BOSS!

#10:   Author: Jayd Post You have posted in this forum: Mon Jul 28, 2014 11:55 pm

# Heavy Weapons
# 3 XP for every kill with a heavy weapon

So I could use the PPSH as a soldier and rack up Soldier levels crazy fast? Very Happy

# First aid
# 1 XP for giving health pack to a teammate who isn't a medic
# 4 XP for reviving someone.

What about when you needle someone who's low?

#11:   Author: BECK Post You have posted in this forum: Tue Jul 29, 2014 8:22 am

I don't think PPsh is considered a "heavy" weapon. Mortar, panzer, MGs (mounted or mobile), flame.

As to the needle, this description of XP comes from etmain days, so I'm not sure needling a teammate was even a feature when this was written. I suppose you could test it out and see?
Instruments of WarWolf ET ChatHow ET XP is Earned


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