Some
Tips and Strategies for the different classes!
The key to Wolf MP is teamwork,
you need good class balance to perform the objectives.
There is no health on the map, and no ammo either.
You will need a Medic to supply health and a Lieutenant
to supply ammo. Here is a quick run down on some stuff.
More info is in the readme that will accompany the
test but this will get you started. Wolf MP was designed
to have friendly fire on, you can turn it off but
it is much more fun on.
All classes carry a knife,
pistol, 2-handed weapon, grenade(s).
Soldier - Can carry
any two handed weapon. ALL classes are limited to
one 2 handed weapon at a time. You can drop your weapon
and pick up a different one. When you are wielding
one of the heavier weapons, Venom, Panzerfaust, you
move sllloooww.. but you can move at normal speed
if you have your knife or pistol out.
Engineer - Carries half
the normal ammo initially can pick up more but starts
out with half. Carries dynamite and tools, can defuse
dynamite and fix the MG42 mounted guns.
Medic - Carries half
the normal ammo initially and only 1 grenade. Can
produce health packs based on the charge bar. All
the class charge bars are on the right of the hud,
the left hand bar is stamina. Also carries a syringe
( with 5 charges ) that can revive fallen comrades.
You will see a revive icon over them if it is possible.
When you die you can choose to go straight to limbo
( press jump ) or wait for a medic. PAY attention
to the reinforcement timer on the scoreboard so you
know when to jump to limbo. Medic's also give a health
bonus to your team up to 120, just having 2 medics
alive on your team means you spawn in with 110 health
instead of 100. Medics are your friend.
Lieutenant - Carries
smoke grenade which calls in an airstrike, ammo pack
( recharge system like the medic ) and binoculars
for calling in artillery. The latter is particularly
useful for erradicating enemy snipers that are hard
to find.
You can change classes when
you are in limbo and/or change weapons as a soldier.
This is important as roles evolve based on what is
going on during the game play.
If you are on the allied team,
initially you are going to need an engineer, some
snipers, a medic to help get the engineer up the beach.
Once you have blown the door and the wall you do not
need any more engineers unless you just like blowing
stuff up in a major way. If you can capture the forward
spawn point in the bunker you will mostly reinforce
in there so at this point snipers become less critical.
You will want soldiers and at least one medic and
lieutentant. It is usually a fight down to the war
room and then up to the radio room.
The axis team is going to want
a lieutenant and a sniper or two to start out with.
You will want to man the MG42's ASAP so you can chew
the beach up and keep the door and wall up as long
as possible. You can even get sneaky and have an engineer
jump over the wall to defuse the dynamite if you can
keep him covered well enough. Once they are inside
the base you will want keep a group in the war room
and in the radio room. A medic is handy near the radio
room to keep people alive during the last push. A
good Axis sniper can dominate the beach in the beginning.
That is just a taste of what
is coming your way from a game play perspective. The
map is even fun one on one you just have to change
classes to win!
Oh yeah, USE the SPRINT key,
it is really helpful getting your butt outta bad places.
Also don't forget the voice chats, called "Quick"
chat in the menu system.
For server ops the .script
file in the maps directory ( outside the pak file
) contains mission time etc.. 8 Minutes is a good
place to start.