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Found 1 result

  1. Lately I've been getting questions like "and what does this thing do, and what does this icon do?" more and more often while playing on the server. Hence the idea for this tutorial. It will describe the icons you can see on noquarter servers and briefly describe each effect. FIELD OPS First, lets discuss the basic stuff - the field ops status. To most of you this is probably basic knowledge, but I see people constantly struggle with it - so it won't hurt to mention this. - On this screen we have 3 very important factors that go into how to use field ops more efficiently. Firstly, the ammo of your gun (duh), but more interestingly - your "charge bar", which is used to perform all class-specific actions. Supplying your teammates with ammo packs will deplete 10% of this bar for each ammo pack you throw out. Using the artillery SUCCESSFULLY will deplete 70% of your chargebar. Throwing an airstrike can (at the moment of the throw, we can't tell if it's going to be a success or not yet) will also deplete 70% of your charge bar. However, that's when the interesting part starts. - On this screen we can see that the airstrike icon has disappeared, meaning the plane dropped the airstrike run and needs to do another run, however my charge bar is full. That usually means one of your teammates used one already. This is a very common occurance when you have more than 1 field op, since all of you are operators of the same fire control station. If one of your friendly field ops call any fire support, all of you will temporarily loose access to it. - here we can see how it looks after your team used all fire support available at a given moment. My charge bar dropped by 70%, since I called artillery, my allied field ops used airstrike, and our team is all out of air support now. That means you have to wait - calling additional artillery/throwing airstrike markers will deplete 33% of your charge bar, but will result in a message "Too many airstrikes requested" (airstrike) or "Insufficient fire support" (artillery). No matter how much you spam - if the aforementioned symbols are not visible under your charge bar, you won't be able to call more fire support. These symbols, however, are visible ONLY to the field ops, so you have to work with your field op to know when an airstrike is going to drop, for example. There are a few exceptions and special situations, however. Let's say an enemy field ops throws an airstrike at me, and I kick it back. Both teams need to have airstrike support available, but only the team that kicks back the can will drop the airstrike, and deduct an airstrike support from their team. Meaning if I am the one to kick back an enemy airstrike, my team will drop an airstrike and spend OUR team airstrike support, not the enemy. The enemy field ops will be deducted 70% of their charge bar, however, which can effectively shut down the airstrike attempt. AURA EFFECTS Now, let's get to one of the most unique features of NoQuarter, and one that many people have no idea about - the area-of-effect abilities. Anyone who ever played NQ mod must've realized, that next to your XP is a little area with all sorts of icons. These icons represent current statuses, that your character is under effect of. Let's discuss all of them, and discover how RPG-like NQ mod really is. A typical left side of the screen area shows your rank, under that the ranks of your skills (class-specific -> battle sense -> light weapons). But what are those icons next to it, I wonder? - Let us discuss these 3 first, as they are the most common, ones you see on every class, at every spawn (mostly). The first two from the top will be present on every screen, so let's read about them now. First one from the top is the helmet icon - very straighforward. That means, your character currently has a helmet - I know, big news. The middle one is also very self-explanatory. It means, you have achieved Battle Sense level 1 (congratulations!) and your character has binoculars on them. Very fancy, since after reaching Covert Ops level 4, every class on NoQuarter can spot landmines. The last one is the spawnshield icon. As long as this icon is visible to you - you are an immortal being. However, shoot one bullet, or even perform a class-specific action (throw a medpack/ammopack, call an arty, or even swing a knife) and the spawnshield will come off! Treat with caution! That was pretty boring, eh? Let's get to the interesting part then! The first one is an snowflake icon. It is obtained by reaching Engineering level 5. Every friendly player standing next to an Engineer with that skill (does not work for the said engineer themselves) will receive a "weapon coolant". All of the heavy MG's, Venoms and Stens/MP34's will overheat slower and if they do - they will cool back at a rapid rate. Very useful for keeping your covies engaged with the enemy or providing barrage with a stationary MG42/Browning. It is also not class specific, so if you're, say, a Field Ops with a picked up Sten, you will also receive the benefit of that skill. Secondly, one of my favourites - a caduceus icon. It is obtained by reaching First Aid level 5. Every friendly player standing next to a Medic with that skill (except for the said Medic) will receive an improved health care pack. It increases the effect of the picked medpacks by 10 HP - so you will heal 30 HP instead of 20. There are a few special scenarios with that skill, so I will briefly explain them: Should you get burned by enemy flamethrower - you will be under the fire effect for 5 seconds, which decreases incoming healing by 50%. The formula for medpacks picked up while under the influence of this aura is (20+10)/0.5. Which lefts us with 15 - that will be the amount of health you will restore with every medpack, in contrary to normal 10 (under flamethrower effects) Secondly, it does not work on map-entity medpacks. Medic stands that heal you for 20 will not heal you for 30, and the ones that heal you rapidly for 7 (present on MLB Daybreak for example) will not heal you for 14 each. Lastly, the medpacks are affected in real-time, not at the moment of dropping/picking them up. If a medpack is just chilling there, and two wounded players come for it, and one of them is providing the medic aura for the other, the medic will heal 20 from that medpack, but the other player will heal 30 HP (unless they're both medics with that aura). As we can see, the last contender has finally entered the game! A running man icon. That is the last of the "big three" that can be present on NQ. The running man symbol is an aura effect, obtained by reaching level 5 of Signals (field ops skill). Every Field Ops, who has at least level 5 of Signals will "emit" this aura to nearby allies (again, not themselves!). What does this effect do, you may ask? It is arguably one of the most powerful features your team can have in their arsenal - every friendly player affected by it will loose stamina while running at half the normal rate, and regain it at TRIPLE the rate! Truly a beast of an aura, and one that if correctly used, can wreck havoc with quick hit-and-runs. All auras will be visible under the player, that provides the effect. Every Engineer, Medic and Field Ops, who have reached level 5 of their respective class will have a corresponding symbol under them, letting you know they are providing the benefits to nearby allies! MISCELLANEOEUS For last, I have saved a few very class-specific icons, that are mostly self-explanatory, but still unique enough to mention these. First - one of my favourite, if not THE favourite feature of NoQuarter. Combat CPR - unlocked by reaching full proficiency in First Aid (level 9). Allows other classes to perform a combat resuscitation, which is a process requiring you to hold F for 7 seconds and leaves you extremely vulnerable to enemy fire, but allows for classes other than Medic to revive fallen friendlies! The combat usefulness of this ability cannot be overlooked! Just please, don't tap out when someone's doing that to you, otherwise the person trying to revive you may end up with a severe case of throwing the keyboard through the window, especially when you tap out at the last second. (For some reason, ETLegacy inverted the big caduceus on the middle of my screen, weird). This screen shows an Engineer, who has acess to Flak Jacket and Adrenaline shot. Briefly put - Flak Jacket is available to Engineers after reaching Engineering skill level 4. Unless the settings allow for it, it DOES NOT carry over to other classes. The Flak Jacket halves the damage from all explosives. Decreasing explosive damage by 50% allows Engineers to survive direct contact with riflenade hits, landmines and other ways of insta-killing other classes. Very useful for clearing out layers of mines, or repairing the objective under heavy fire. The Adrenaline shot is very unique (as everything) on NoQuarter. The shot's availability can be modified between classes (NQ1 currently only supports the Engineers having it, and only 1 per lifetime). The adrenaline effects differ from other mods adrenaline - NoQuarter adrenaline lasts 10s, speeds you up by 25%, completely removes stamina usage and... that's it! No damage modifiers (more damage dealt or less received) or any other benefits. It can only be used once per lifetime, meaning that even if you resupply yourself with an ammo crate, you won't get extra adrenaline shots until you respawn. - status while being injected with adrenaline - status while your adrenaline was depleted and you have no more adrenaline available (this life) - Engineers under the effect of adrenaline will have glowing-red eyes! Schpooky! This player is both disguised (the mask symbol - only visible on friendly coverts) and a part of your Fireteam (first symbol, letting you know they are a fireteam member). - This player is under the effect of poison syringe! Healing them with medpacks will only delay the inevitable - they need a medic syringe to cure them! This player is badly hurt. NoQuarter's characters are getting more and more bloodied, the lower HP they are. 35HP and less, their face will become visibly bruised, meaning a friendly medic can restore their HP with a syringe, not throwing medpacks. This player is about to get kicked to the respawn queue, not knowing what happened. Execution is a skill obtainable by reaching Light Weapons level 9. Sneak behind someone and fire away with a pistol at the back of their heads for bonus style points and instantly gibbing the enemy player! AFTERWORD Even if this was totally useless - I still had fun making it! There are so many unique features of NoQuarter, that I hope this post will help beginners to get around it, and hardened NQ veterans to see, if there's something they might have not known about the mod! If you made it here - thank you for reading and congratulations for your promotion, General of the Army! I know there are complete tutorials about NQ mod as a whole and these are much better than my scribbling, but I wanted to contribute to NQ mod being more widely understood! Big thanks to @NomaT for assisting me with getting all the neccesary screens for this post! (Sorry for weird formatting at some points, I couldn't get forums to cooperate with me on all points)
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