Enemy Territory: Quake Wars - Insights, Analysis, Intelligence

Deployables

How does the deployment system work? In a nutshell, here's what I've gathered from the Public Beta and forum discussions:

  1. Three classes from each side can call in deployables
    • GDF Engineers/Strogg Constructors deploy Defense Turrets
    • GDF Field Ops/Strogg Oppressors call in artillery assets
    • GDF Covert Ops/Strogg Infiltrators call in sensors (aka radar)
  2. Only one deployable may be in play per player at any given time. If a player changes class, any deployable already on the ground will self destruct (including supply crates). There is no effect if a player dies.
  3. Deployables can only be deployed outdoors and inside of friendly territory. What is considered friendly territory will change as the map progresses. If territory changes hands and your deployables end up in enemy territory, they will self destruct.
  4. To deploy an asset, select your Deployment Tool (6) and Fire (Mouse1). You should see a wireframe of your deployable and green and red patches marked on the ground. The green patches indicate a permissible deployment site; the red patches indicate non-permissible deployment sites.
  5. Non-permissible locationPermissible location

  6. Move your crosshair to move the wireframe to a suitable spot then click Mouse1 to select. Use your F key to select from the different types of deployables for your class.
  7. Deployables have a 170 degree arc of awareness. The double yellow arrow marks the front. Drag the mouse to rotate your deployable so it's facing the direction you want. Click Fire again to call in the deployable. If you're successful, you will get an audible acknowledgement then you will see a while outline of your deployable waiting to be dropped in.

    Direction selectionDeployment confirmation

  8. Deployables can be damaged by any weapon.
  9. Deployables can be disabled before they become destroyed. When disabled, the deployable is still in place and is repairable by ANY friendly GDF Engineer or Strogg Constructor. If the deployable's health goes to 0, then the deployable is destroyed and a new one must be deployed - by an GDF Engineer or Strogg Constructor who doesn't already have one deployed.
  10. EMP and Scramble grenades will disable a deployable for 30 seconds; hacking a deployable disables it for 60 seconds and doesn't consume a grenade.
  11. Deploying a second deployable will result a confirmation message then the destruction of the original deployable.
  12. Deploying any deployable involves the item falling from space (Strogg) or being brought in by the Magog Sky Crane (GDF) so there is a considerable delay from the time a deployable is requested to the time it is active and ready to kill bad guys.
  13. Generally speaking, deployables have a 170 degree FOV. This means that if you approach it from outside its FOV, it won't engage you unless you attack it, in which case it will rotate and defend itself. Once it kills you, it will return to its original facing.

Deployable Details

Deployable NameNotes
  • Only has a 170 degree field of vision but will rotate if you attack it
  • Most non-pistol weapons out range it
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only targets players on foot
  • Only has a 170 degree field of vision but will rotate if you attack it
  • Most non-pistol weapons out range it
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only targets active vehicles within it's FOV, vehicles do not have to be manned to be targeted
  • 360 degree coverage
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only blocks strikes from Rail Howitzer, Plasma Mortar, and Dark Matter Cannon; Will NOT block Violator Orbital Strikes
  • Shoots a 10-round barrage
  • 30 second reload time
  • Becomes disabled after 1000 points of damage
  • Shoots a 6 round barrage of rockets
  • 35 second reload time
  • Can lock onto vehicles or deployables
  • Calling GDF Field Ops can direct rocket strikes with target designator within the general strike area to hit multiple or moving targets
  • Becomes disabled after 1000 points of damage
  • Fires a single slow moving projectile
  • 40 second reload time
  • Area of affect/blast radius is approximately 3x as wide as for an artillery round and 4x as wide as a rocket
  • Becomes disabled after 1000 points of damage
  • Randomly global chatting, "It's Hammer Time" is consider to be silly
  • When enabled, will show enemy players on the Command Map
  • Detection range is 8500, a little more than the range of the standard Assault Rifle
  • Becomes disabled after 1000 points of damage
  • Only has a 170 degree field of vision but will rotate if you attack it
  • Most non-pistol weapons out range it
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only targets players on foot
  • Only has a 170 degree field of vision but will rotate if you attack it
  • Most non-pistol weapons out range it
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only targets active vehicles within it's FOV, vehicles do not have to be manned to be targeted
  • 360 degree coverage
  • Becomes disabled after 33% damage - about 2 grenades + some additional damage
  • Only blocks strikes from Artillery Gun, Rocket Artillery, and Hammer Launcher; Will NOT block Vampire Airstrikes or SSMs launched from the MCP
  • Shoots a 10-round barrage
  • 30 second reload time
  • Becomes disabled after 1000 points of damage
  • Shoots a 6 round barrage of plasma rounds
  • 30 second reload time
  • Can lock onto vehicles or deployables
  • Calling Strogg Oppressor can direct rocket strikes with target designator within the general strike area to hit multiple or moving targets
  • Becomes disabled after 1000 points of damage
  • Fires a single slow moving projectile
  • 55 second reload time
  • Area of affect/blast radius is approximately 3x as wide as for an artillery round and 4x as wide as a rocket
  • Becomes disabled at 33% health or after 1000 points of damage
  • "Run! DMC!" is not an appropriate vsay
  • Formerly known as the Strategic Strike Gun (SSG)
  • When enabled, will show enemy players on the Command Map
  • Becomes disabled after 1000 points of damage
  • Detection range is 8500, a little more than the range of the standard Assault Rifle