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Multiplayer Class FAQ

by MWDean

MEDAL OF HONOR PACIFIC ASSAULT
MULTIPLAYER CLASS AND WEAPON GUIDE

Written by Michael W. Dean ([email protected])

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.