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MM VM Y2 MMME MMMM MMMMMM2UM;LMZ.MM MM7 MNM: MHM MMY MMY7M ;NJ MM:LME MMMMMMM:.MM VM LMMMMM;MM.HMM MMMMMN;LM ;E2 HM MHM MKM M M Z UZ MKKKHKM YM MKKNY MM MMMMMMMMMMMMMMMMMMMMMMNMMMMHMMMMMMHMHMMMMMMMMMMMMMHMHHHHHMMMMMMMMMMMNNMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMNMMNNNNNNNNKMNNMHHHHHHHNHHHHHMNNNMNNMMMMMNMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMNNNNNNHNUHHENHHHHHHHHHHHNNNNNNNNNMMNMMMMMMMMNNMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM ASCII: http://ascgen.jmsoftware.co.uk/ Author: UnknownMercenary Platform: PC Update: 9/28/05 Version: 1.3 ===================================================================== Contents ===================================================================== 1 - FAQ History 2 - Introduction 3 - Setting Up 4 - Playing Rules 4.1 - Basic Rules 4.2 - Game Types 4.3 - CS Player's Guide 5 - Weapons Guide 5.1 - Pistols 5.2 - Sub Machineguns 5.3 - Shotguns 5.4 - Rifles 6 - Inventory Items 7 - Tips and Strategies 7.1 - Playing Strategies 7.2 - Key bindings 8 - Resources 9 - Legal & Thanks ===================================================================== 1 - FAQ History ===================================================================== - Version 1.3 -- 9/28/05 - -------------------------- Minor tweaks and changes to formatting. Updated some entries. Moved this section to the top. - Version 1.2 -- 6/19/05 - -------------------------- Formatting changes, redid lots of weapon descriptions and added ASCII art at the beginning. - Version 1.1 -- 6/06/05 - -------------------------- Added a few small changes, and did a bit of reformatting. May add some map strategies in the future. - Version 1.0 -- 4/30/05 to 5/07/05 - ------------------------------------- First published copy of the FAQ. Featured 99.9% of the material seen currently in the FAQ. ===================================================================== 2 - Introduction ===================================================================== Tactical Ops is quite an old mod for the hit 1999 game Unreal Tournament. There are various websites devoted to Tactical Ops itself, but few related to version 2.2 of Tactical Ops. This version is, in my opinion, the best version of the game. Although TO 2.2 has died off in favor of the new retail versions, it still has quite a following. This FAQ is written in order to provide a comprehensive guide to anyone looking to join the community and play one of the greatest user-made multiplayer mods ever created. ===================================================================== 3 - Setting Up ===================================================================== The install programs are quite difficult to find on the Internet these days, but if you'll check the resources section you will find some very useful URLs. There are 4 install versions: the Mac executable, the UMOD install, the Windows executable, and the zipped archive. I recommend either the UMOD installation or using the zipped archive. To install the zipped archive, just point it to your Unreal Tournament directory and the appropriate file structures will automatically be created for you. To run Tactical Ops 2.2, you should use the appropriate launcher programs that have been provided. These usually have names such as "TacticalOpsWinLauncher" or "TacticalOpsLinuxLauncher". Now that you've got the game running, you'll have to configure your preferences in the options menu. The most important things to configure are your new controls and the new Tactical Ops settings. The optional settings are the ones for converting Unreal Tournament weapons to Tactical Ops ones. This is only for playing UT game modes and maps with TO weapons. A short controls guide: * - Reload: This key is self-explanatory if you've played any shooter in the past 5 years. You will discard your current weapon's magazine and a new one will be inserted into your gun. * - Use Key: The use key will be very important in the game. In many of the maps, you will not be able to open doors with standing in front of them and pressing the use key. To order a hostage around, you will have to stand in front of them and press the use key. To defuse the bomb, you'll have to utilize the use key. * - Flashlight: Self-explanatory. You have one always. * - Nightvision: Amplifies all the light in the area and makes dark areas brighter. The downside is that it begins to make your eyes sore after a while. You have to buy Nightvision first. * - Buy Primary Ammo: Pressing this key will automatically purchase ammunition for the weapon currently in your hands. * - Switch Fire Mode: Some weapons--especially the automatic ones-- have alternate fire modes. These modes are usually Semi-Automatic or Single Shot, Burst Fire and Automatic. ===================================================================== 4 - Playing Rules ===================================================================== The rules of Tactical Ops aren't very complex, and anyone who has played any kind of "realistic" first person shooter--especially Counter-Strike--will be familiar with the way the Tactical Ops gameplay is structured. --------------------------------------------------------------------- 4.1 - Basic Rules --------------------------------------------------------------------- - TEAM BASED - -------------- Tactical Ops is a team-oriented game. There are 2 teams in Tactical Ops: the Terrorists and the Special Forces. Both teams have their own objectives and their own weapons, along with their own skins, player models, and radio voices. - BUYING SYSTEM - ----------------- The most noticeable change from Tactical Ops to Unreal Tournament is that there are no weapons lying around on the maps. Instead, weapons must be purchased. At the beginning of a round, everyone will start off at his or her team's spawn point. At the beginning of the match, you will also spawn with a free starting pistol and $1000 in your pocket. For a short a period of time (This time varies. It will depend on server settings) you will be allowed to purchase weapons free of danger. To purchase a weapon, you must press the action button to view the buy menu (The "V" button by default). You can come back at any time during the round and purchase more weapons and ammunition if you wish to do so. - THE MONEY SYSTEM - -------------------- The following is a short chart detailing how the TO economy runs. Action: Amount ($) Kill an enemy $300 Kill a teammate -$1200 Kill a hostage -$2000 Win the round $1500 Lose the round* $1000 Rescue a Hostage $1000 Keeping Evidence $300 * If your team continues to lose the round, this amount increases to a maximum of $2000. - DIFFERENT WEAPONS SYSTEM - ---------------------------- The weapons system is quite different to the one that you find in standard UT. All of the weapons found in Tactical Ops can be found in real life. Just as in real life, your weapons will need to be reloaded, and (almost) no one weapon will have 100% accuracy or do 500% damage. - FRIENDLY FIRE - ----------------- Another feature taken from real life is the ability to hurt your teammates and hostages. Friendly fire settings will depend on the server. There are 2 FF settings: regular friendly fire and explosive friendly fire. Regular friendly fire only controls friendly fire from bullets and the like. Explosive friendly fire controls whether or not you can kill or injure your teammates with deadly grenades. Therefore, it is still possible to kill your teammates even when regular FF is on. With hostages, you can harm or kill them no matter what. They tend to be particularly susceptible because they aren't wearing body armor. Usually, 2 or 3 shots will be enough to kill one, and a glancing shot from a shotgun will do them in. --------------------------------------------------------------------- 4.2 - Game Types --------------------------------------------------------------------- There are 5 game modes in Tactical Ops. Probably the most fascinating feature is that no map is restricted only a single game mode. A mapper can combine a few game types into one map. Each game mode has its own victory conditions, but you can also win by totally annihilating the opposing team. Some map can contain no objectives, and focus entirely on killing. - BOMBING & DEFUSAL - --------------------- This typically involves the Terrorist team trying to plant the bomb at a designated bombsite. One terrorist will be chosen at random and will have the bomb placed in his inventory. A small bomb icon is located on the HUD to indicate that you have the bomb. If you do not wish to carry the bomb, you can drop it for another teammate to pick up. To plant a bomb, simply select the bomb in your inventory (Press the "9" key by default) while standing on a bombsite. Hold down the fire key until you get a confirmation message that the bomb has been planted. Even if the bomb has been planted, the Terrorist's job still isn't complete. The bomb has a 55-second timer before it explodes. You'll have to defend the bombsite until the bomb goes off. It's usually a good idea to wait until there is 10 to 15 seconds left. As a Special Forces member, it is your duty to protect the bombsites from the Terrorist team. If they manage to make it to a bombsite and plant the bomb, you'll have to defuse it. To defuse the bomb, stand on top of it and hold the use key until the progress bar reaches 100%. Defusing the bomb usually requires 8 to 9 seconds, and will not be able to move or fire your weapons during that time. - HOSTAGE RESCUE - ------------------ Terrorists will have to protect the hostages and keep them from being rescued by the Special Forces team. As a terrorist, you can get them to follow you and lead them away or hide them somewhere so it's not so easy for the Special Forces to find them. Be careful, if you lead a hostage to a rescue point it will count it as a hostage rescue for the SF team. An alternative to camping the hostages is to wait around the rescue points and ambushing the Special Forces there. As a Special Forces member, you must rescue the hostages. The number of hostages that must be rescued can vary depending on the map. Sometimes you only have to rescue the majority, but usually you must rescue all of them for it to be considered a victory. To rescue a hostage, you will have to lead them to the hostage rescue point. Usually, a rescue point is located close to the SF spawn point. Be careful, as there may be terrorists waiting there to gun you down. - ESCAPE - ---------- This is one of the less common game types of Tactical Ops. It usually entails the Terrorist team fleeing for their lives while the Special Forces get to hunt them down. To escape, you'll have to make it to the escape point alive. Once you reach the escape point, you'll go into spectator mode and you'll respawn in the next round will all the weapons and money you had before. - CAPTURE THE O.I.C.W. - ------------------------ The O.I.C.W. (Or the Objective Individual Combat Weapon. See Weapons Guide for more information) is a top-secret prototype weapon. On most O.I.C.W. maps, it's the Terrorist's objective to steal the O.I.C.W. and slaughter the entire SF team with it. As a Special Forces member, you must protect it from theft. Usually, the OICW may only be picked up by a Terrorist unless specified otherwise on a map. After it has been dropped by a Terrorist player, anyone can pick it up, and it will fill your normal rifle slot ("4" key by default). - ASSAULT - ----------- Assault is the game type with the most variety. It will usually involve console timers that either (or both) teams must complete in to ensure victory. Sometimes there can be multiple console timers to complete. Obviously, the first one who completes them wins. --------------------------------------------------------------------- 4.3 - CS Player's Guide --------------------------------------------------------------------- There are many similarities between Counter Strike and Tactical Ops. Here are some things to remember, because there are many gameplay mechanics that are fundamentally different from those of Counter Strike. Moving from Tactical Ops from Counter-Strike is easy to pull off, but moving from Counter-Strike to Tactical Ops is a more difficult task. Counter-Strike has many features available to make the game more newbie-friendly, features that Tactical Ops does not have. - WEAPONS - ----------- Not all weapons are capable of an instant-kill headshot, and they don't have any of the weight penalties that Counter Strike weapons have. Unlike in CS, you are not given a count of the total amount of ammunition you have. Instead, it shows the amount of ammo magazines that you are carrying. Each magazine carries the same amount of ammunition. If you reload, your current magazine and all ammunition in it are dumped. You also cannot pull off the drop-switch trick to get more ammo for a gun. However, you can pick up another of the same gun to add ammo to your current count. - DAMAGE SYSTEM - ----------------- Instant-kill headshots are almost non-existent, with a few exceptions. There is still an advantage at aiming for the head. Getting headshots in will do significantly more damage than chest shots. Also, Kevlar is a lot more useful. Without Kevlar, a player can take significantly more damage. A few pistol or SMG rounds or getting grazed from a rifle round kills. Grenades also do a lot more damage as well, and are more effective at flushing out entrenched enemies. - GENERAL - ----------- Talking to hostages does not grant you money and money awards do not change, no matter what gametype. If you are a Terrorist, a hostage can pick up a gun and kill you. If you are on either team and you attack a hostage, they will attack and kill you if they have a weapon. Defusing bombs also requires no Defuse kit. Lastly, the flashlight's power is unlimited. ===================================================================== 5 - Weapons Guide ===================================================================== There is a wide selection of weapons available in Tactical Ops, and many of them are team specific. That means that only one team can purchase them. However, you can pick up and keep a weapon from the opposing team. --------------------------------------------------------------------- 5.1 - Pistols --------------------------------------------------------------------- - GLOCK 21 - ------------ Weapon Price: $400 Magazine Price: $15 Magazine Capacity: 13 Total Magazines: 5 Rate of Fire: As fast as you can click your mouse Damage: Low Accuracy: Very Low Firing Modes: Single/Burst 2nd Function: None Team: Terrorist - Description - --------------- The Glock serves as a mediocre sidearm and a bad starting pistol. It doesn't particularly excel in any category. The Glock is the most inexpensive pistol. It is not as accurate as the Beretta but has a greater range. The Glock also comes with a 3 round burst option, but this isn't really effective unless your opponent is in your face and there is no possibility for the 3 shots to miss. A missed 3 round burst can mean death -- your enemy will be alerted your presence and you'll have to fire another burst. Keeping your distance is a good way to counter the Glock. - BERETTA 92F - --------------- Weapon Price: $500 Magazine Price: $15 Magazine Capacity: 15 Total Magazines: 4 Rate of Fire: As fast as you can click your mouse Damage: Low Accuracy: Low to Mediocre Firing Modes: None 2nd Function: None Team: Special Forces - Description - --------------- The Beretta is quite a step up from the Glock. It has better accuracy, it deals out slightly more damage and it has the largest magazine out of all the pistols. However, it lacks the range and options of the Glock. I would still take the Beretta over the Glock any day. While it may not be able to compete with the Glock's burst functionality in close quarters, and Beretta user can usually pick off a Glock wielder at a distance. - DESERT EAGLE - ---------------- Weapon Price: $700 Magazine Price: $25 Magazine Capacity: 7 Total Magazines: 7 Rate of Fire: As fast as you can click your mouse Damage: Mediocre to High Accuracy: Mediocre to High Firing Modes: None 2nd Function: Laser Aiming Team: Both - Description - --------------- The Desert Eagle is the monster pistol of Tactical Ops. The Deagle dishes out loads of damage with each shot, and it comes equipped with a laser sight function that will increase accuracy up to 166%. With a steady hand, a player can snipe with the Deagle. However, the laser is easily noticeable and the Deagle only has 7 rounds, as opposed to the 13 of the Glock and 15 of the Beretta. --------------------------------------------------------------------- 5.2 - Sub Machineguns --------------------------------------------------------------------- - INGRAM MAC 10 - ----------------- Weapon Price: $1000 Magazine Price: $30 Magazine Capacity: 32 Total Magazines: 6 Rate of Fire: Very High Damage: Low to Mediocre Accuracy: Very Low Firing Modes: None 2nd Function: None Team: Terrorist - Description - --------------- The Ingram is a rapid-fire handheld sub-machine gun. The lack of a stock makes the Ingram woefully inaccurate. To make up for it's bad points, the Ingram sports one of the fastest firing rates of any Tactical Ops weapon. The Ingram, much like the Glock, is an "In-your- face" weapon to be used for ambushes or in cramped maps. There's nothing more fun than catching someone by surprise and emptying an Ingram into them. - H&K MP5 NAVY - ---------------- Weapon Price: $1500 Magazine Price: $50 Magazine Capacity: 30 Total Magazines: 5 Rate of Fire: High Damage: Mediocre to High Accuracy: Mediocre Firing Modes: Single/Burst/Auto 2nd Function: Attach Silencer Team: Special Forces - Description - --------------- The MP5 Navy is a reliable sub-machine gun with few flaws. It is the most accurate sub-machine gun; it comes with a detachable silencer; and it comes with a trigger group of burst, semi, and automatic modes. However, the MP5 also has a retractable stock that must be extended with each use of the weapon, making the action of selecting the MP5 slow and time consuming. The MP5 has a loud and distinct noise when fired, and its damage is also weakened if the silencer is attached when firing. - H&K MP5K PDW - ---------------- Weapon Price: $1600 Magazine Price: $40 Magazine Capacity: 30 Total Magazines: 5 Rate of Fire: Very High Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: None 2nd Function: None Team: Terrorist - Description - --------------- The MP5K is a shorter, more compact version of the MP5 Navy. Because of its shorter barrel, it is inherently less accurate of the two MP5 sub-machine guns. It comes with a non-detachable silencer and no trigger groups, but it doesn't require a stock to be extended with usage, making weapon selection much quicker. The MP5K also comes with a longer reload time. --------------------------------------------------------------------- 5.3 - Shotguns --------------------------------------------------------------------- - Mossberg - ------------ Weapon Price: $1500 Ammunition Price: $40 Magazine Capacity: 8 Total Ammunition: 48 Rate of Fire: Very Low Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: None 2nd Function: None Team: Terrorist - Description - --------------- The Mossberg is the only pump-action shotgun in Tactical Ops. It's a slow weapon, and not one suited for most of the combat situations you may encounter during your playing time. It is easy to counter the Mossberg by taking advantage of it's agonizing pump-action time--all you need to do is run circles around your opponent. However, the weapon will provide an instant kill in close range. - Benelli M3 - -------------- Weapon Price: $2000 Ammunition Price: $40 Magazine Capacity: 8 Total Ammunition: 40 Rate of Fire: High Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: None 2nd Function: None Team: Special Forces - Description - --------------- The Benelli M3 is an automatic combat shotgun, and works great for clearing rooms. However, it's very easy to empty your shotgun's tube and be forced into a horrible and long reload time. The M3 has less spread than the Mossberg, which means that your shots have a greater chance of hitting at medium range. It is the medium of all the shotguns. - Saiga - --------- Weapon Price: $2800 Magazine Price: $40 Magazine Capacity: 7 Total Magazines: 4 Rate of Fire: Very High Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: None 2nd Function: None Team: Terrorist - Description - --------------- The Saiga packs 7 rounds of shotgun fury, and has the greatest range out of all 3 shotguns--the range of the Saiga is insane. It works wonders in enclosed areas, turning your opponents into chunky gibs. The reload time is considerably longer even though this weapon uses a magazine instead of having to load shells into an internal tube. All I can recommend is that you have fun with this weapon. --------------------------------------------------------------------- 5.4 - Rifles --------------------------------------------------------------------- - AK47 - -------- Weapon Price: $3200 Magazine Price: $40 Magazine Capacity: 30 Total Magazines: 4 Rate of Fire: High Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: Single/Auto 2nd Function: None Team: Terrorist - Description - --------------- The AK47 is a well-rounded and practical rifle for the budget terrorist. It packs a 7.62x39-mm punch that can kill in as little as 2 or 3 shots, and has decent accuracy at distances. It works wonders in close range, the bullets shredding through armor and flesh at alarming rates. If sniping is required shooting in short bursts or switching the Single Shot mode won't hurt. - FAMAS - --------- Weapon Price: $3500 Magazine Price: $50 Magazine Capacity: 25 Total Magazines: 6 Rate of Fire: Very High Damage: Mediocre to High Accuracy: Low to Mediocre Firing Modes: Single/Burst/Auto 2nd Function: None Team: Special Forces -Description- ------------- The FAMAS doesn't have as much power as the AK47, but it makes up for this with additional ammunition, a higher rate of fire, a quick reload time and more firing options. The FAMAS also packs quite an amount of recoil. The FAMAS works best in close quarters or medium ranges. At any distance past medium range, firing in 5 or 6 round bursts is recommended. - H&K SR9 - ----------- Weapon Price: $3850 Magazine Price: $50 Magazine Capacity: 20 Total Magazines: 4 Rate of Fire: As fast as you can click your mouse Damage: Mediocre to High Accuracy: Mediocre to High Firing Modes: None 2nd Function: Laser Aiming Team: Both - Description - --------------- The SR9 is the most versatile and most powerful semi-automatic rifle available in Tactical Ops. It doesn't take more than 3 or 4 shots to kill, and the laser sighting functions exactly the same as it does for the Desert Eagle: the weapon's accuracy is increased up to 166%. The SR9 is a wholly versatile weapon that can function in many situations well. Newcomers may find it difficult to operate this weapon at close ranges. - H&K PSG1 - ------------ Weapon Price: $4350 Magazine Price: $15 Magazine Capacity: 5 Total Magazines: 4 Rate of Fire: Medium Damage: Mediocre to Very High Accuracy: Mediocre to High Firing Modes: None 2nd Function: 2x/4x Sniper Scope Team: Both - Description - --------------- The PSG1 is the most commonly used sniper rifle in Tactical Ops for three reasons. It is approximately $4000 cheaper than the other sniper rifle, the Parker Hale. It is also available to both teams. Lastly, it will do almost everything the Parker Hale does and will work well in almost any long distance situation. The PSG1 has near spot-on accuracy, and also features a magnification of up to 4x. It also has the ability to shoot faster than the Parker Hale does due to the fact that the PSG1 is a semi-automatic rifle. However, there is a great amount of recoil after each shot, and the user must readjust the scope or wait for the gun to become level again. - H&K 33 - ---------- Weapon Price: $4500 Magazine Price: $40 Magazine Capacity: 30 Total Magazines: 4 Rate of Fire: Very High Damage: High Accuracy: Mediocre to High Firing Modes: None 2nd Function: 2x Sniper Scope Team: Terrorist - Description - --------------- The H&K 33 is an altogether very powerful and incredibly useful assault rifle. The H&K 33 is wonderful, providing a lot of death- dealing blows with it's armor-piercing 5.56-mm. It also features a 2x Sniper Scope, but the rifle's crass and loud firing noise makes it easier to pinpoint a sniper's position. - Steyr AUG - ------------- Weapon Price: $4700 Magazine Price: $50 Magazine Capacity: 30 Total Magazines: 5 Rate of Fire: Very High Damage: High Accuracy: Mediocre to High Firing Modes: Single/Auto 2nd Function: Laser Aiming Team: Special Forces - Description - --------------- The Steyr is the Special Forces equivalent of the H&K 33 with a few exceptions. The Steyr does slightly more damage than the H&K 33, and it also has a higher carrying capacity. The fact that it also sports a Single Shot mode means that you can snipe a bit more accurately with this weapon. The downsides include horrendous recoil and a lengthy reload time. - Parker Hale 85 - ------------------ Weapon Price: $8500 Magazine Price: $15 Magazine Capacity: 4 Total Magazines: 10 Rate of Fire: Low Damage: Very High Accuracy: Very High Firing Modes: None 2nd Function: 2x/4x Sniper Scope Team: Terrorist - Description - --------------- The Parker Hale can be called a lamer's weapon since it does so much damage: one shot will usually kill. The Hale packs an incredible scope with 4x magnification and a larger viewing area, along with greater range and a magazine that's twice the size of the PSG1's. But the Hale is a bolt-action rifle. This requires the first shot to hit- -if it misses, you'll have to wait a few seconds as you zoom out to operate the bolt, allowing another shot to be fired. - M4/M203 - ----------- Weapon Price: $11000 Magazine Price: $50 Magazine Capacity: 30 Total Magazines: 6 Grenade Price: $300 Grenade Launcher Capacity: 1 Total Grenades: 4 Rate of Fire (Rifle): Very High Damage (Rifle): Mediocre to Very High Accuracy (Rifle): Mediocre Rate of Fire (Grenade Launcher): Very Low Damage (Grenade Launcher): Mediocre to Very High Accuracy (Grenade Launcher): About as low as you can get Firing Modes: Auto/Grenade Launcher 2nd Function: none Team: Special Forces - Description - --------------- The Colt M4 is the most powerful weapon in Tactical Ops available for purchase. Combining the raw power of the Steyr AUG and the explosiveness of the HE grenade, the M4 is the penultimate assaulting machine. It works wonders in almost any situation--you can send the grenades in to shred the enemy's armor, then use the 5.56-mm to finish them off. The M4 out-shoots most weapons at long ranges except for the sniper and scoped rifles. - O.I.C.W. - ------------ Weapon Price: N/A Magazine Price: N/A Magazine Capacity: 25 Total Magazines: 6 Grenade Price: N/A Grenade Launcher Capacity: 5 Total Magazines: 2 Rate of Fire (Rifle): Very High Damage (Rifle): Very High Accuracy (Rifle): Mediocre Rate of Fire (Grenade Launcher): Very High Damage (Grenade Launcher): Very High Accuracy (Grenade Launcher): About as low as you can get Firing Modes: Auto/Grenade Launcher 2nd Function: 2x/4x Sniper Scope Team: Terrorist - Description - --------------- Imagine the capabilities of the M4 to the power of a 100, and you can get an idea of what the O.I.C.W. is like. The rifle component will shred any opponent apart, and the magazine-fed grenade launcher will turn anything into red chunks. On most O.I.C.W. maps, the weapon can only be picked up by Terrorists. But, if it has been taken from it's original holding point and was then dropped, than anyone can pick it up to fill his or her normal rifle slot. ===================================================================== 6 - Inventory Items ===================================================================== A few of the items in this section will be available automatically, but others must be purchased from the Buy Menu the same way that firearms are. - KEVLAR - ---------- Kevlar Vest: $350 Kevlar Helmet: $250 Kevlar Leg Pads: $300 - Description - --------------- Kevlar is what keeps you from biting the dust too quickly, and purchasing Kevlar should always be your priority. Unless you're *THAT* skilled in Tactical Ops, getting some Kevlar to protect yourself is important. Kevlar comes in 3 forms: Kevlar Vest, Helmet, and Pads. The most important components are the chest and head. Therefore, getting a vest and/or a helmet is important. However, you should not rely on the Kevlar to keep you alive for too long. It's only effective against the smaller caliber rounds that pistols and sub machineguns have--rifle rounds will either wear out the Kevlar severely or penetrate right through it and deliver a world of hurt. The most leg pads will do is provide a bit of extra protection. The status of Kevlar is colour coded. Any shade of green is good--the armor is still effective. If the colour of the armor is yellow, it means it may hold out, but you're more susceptible to small arms fire. Red means that the Kevlar is now useless. It would probably be ideal for you to buy some more Kevlar, or to try and avoid unnecessary firefights if possible. - COMBAT KNIFE - ---------------- Extra Knives: $100 - Description - --------------- You'll always start off with at least one combat knife. While you can't throw that single knife away, it can come in handy for humiliating stealth kills or agreed-upon 1 versus 1 situations in a game. From the front it will take anywhere from 2 to 5 or 6 slashes to kill someone. If you manage to sneak up on them from behind, a single slash will bring them down. And then afterwards you can wipe your blade clean of blood with the 2nd Function key (Default "Mouse 2"). If you're willing to drop $100 for some extra knives, you can now switch to throw knives with your "Fire Mode" button. The throwing knives are horribly inaccurate at any range, but they do a decent amount of damage and you can throw them quickly with ease. Usually two or three thrown knives can take an opponent down. If they happen to land on the ground or get stuck in a wall or something, you can pick the knife or knives up again and throw them some more. - CONCUSSION GRENADE - ---------------------- Cost: $300 - Description - --------------- The Concussion Grenade is the poor man's equivalent of the HE grenade. While it doesn't do as much damage as the HE, it can strip away most of your opponents armor in the process. The Concussion Grenade will rarely injure someone badly as long as they have Kevlar with them. The only time the Concussion Grenade will kill instantly is if you happen to stand *right* on top of the grenade as it detonates, or if you're unprotected and some flak and shrapnel get caught in your eyes or upper chest area. - FLASHBANG - ------------- Cost: $400 - Description - --------------- The Flashbang will emit a large white flash and a loud bang that will blind and deafen anyone in the vicinity--hence the name Flashbang. Flashbangs are less-than-lethal weapons. They don't hurt too much, but if you're low on health (say in the 10% range) then a direct hit from a Flashbang will most certainly injure, or perhaps kill you. Flashbangs can affect teammates too, so try not to throw them in the same area that they are. To avoid a Flashbang, simply turn away from the direction the Flashbang is going (or coming from). This will work unless you're within the grenade's range. In that case, run away. - SMOKE GRENADE - ----------------- Cost: $450 - Description - --------------- A smoke grenade will release a cloud of thick white fumes. Smoke grenades can usually be utilized to cover your teammates' assault or to cloud an enemy sniper's vision in order to allow your teammates to advance. Another function of the smoke grenade is to use it to lag an opponent's (or your own) computer. - HE GRENADE - -------------- Cost: $500 - Description - --------------- The HE (or High Explosive) grenade is the most powerful explosive available for purchase. It has an incredible explosive radius, and it will reduce most of your victims to approximately 50 HP and wear down their armor severely--just enough to finish them off with most weapons available. Unless you're extremely lucky, having a HE grenade go off right next to you will most certainly kill you. - C4 EXPLOSIVES - ----------------- Team: Terrorist - Description - --------------- The C4 explosives are available to and can only be picked up by the Terrorist team, and are only available for use during Bomb & Defusal maps. At the beginning of every round, a player is randomly chosen as the bomb carrier. To indicate to the player that they are the bomb carrier, there is a small bomb icon on the HUD. The bomb must be planted at a bombsite (usually designated by a large red cross or red "X"). The bomb has a detonation time of 55 seconds, and must be guarded until it explodes. - NIGHTVISION - --------------- Cost: $800 - Description - --------------- Nightvision goggles will take whatever light is within the area and augment it, thus making darker areas slightly brighter. Nightvision doesn't have much practical uses. While it does make spotting enemies easier in the dark, your crosshair becomes difficult to see. In cases where you might need Nightvision goggles but are too cheap or too poor to buy them, turning on your flashlight is a suitable substitute. ===================================================================== 7 - Tips & Strategies ===================================================================== This section contains various strategies I've gathered over a year of playing. By no means are they extremely effective, but they've helped me get slightly better at the game. Use at your own risk. --------------------------------------------------------------------- 7.1 - Playing Strategies --------------------------------------------------------------------- - KEVLAR - ---------- Kevlar is the most important item to have. It doesn't matter that you won't have the money to buy a better weapon--if you're careful enough, you might just be able to defend yourself with your starting pistol against enemies packing sub machineguns and rifles. Without Kevlar, you will become very exposed to gunfire--a grazing bullet will sometimes be enough to put you in the ground. If any of your Kevlar is in Yellow status, I recommended replacing it. At the first round, you're given $1000. You *could* do other worth while things with that money. However, I don't recommend it unless you think you're skilled enough.For one, you can equip yourself with a grenade and still have enough money to purchase a vest or a helmet. Another strategy is to purchase a Desert Eagle and to acquire a helmet with your remaining cash. The best (but most difficult to pull off) is to buy both a Desert Eagle and a Concussion Grenade. Doing this will give your team an advantage, but don't try it unless you can survive without Kevlar. - STAY IN GROUPS - ------------------ Sticking together with your teammates is a significant rule. Staying with a group of people and fighting together is better than going it solo "Rambo" style and getting yourself picked off by an enemy. On many objective-oriented maps, it's much safer to have a teammate covering you will you plant or defuse the bomb, or make a run with the hostages. Having a teammate to back you up during a fight is vital insurance. - KNOW WHEN TO RUN - -------------------- Don't stick around for a fight if you're facing a skilled player with an M4, or a large group of enemies is glaring down on you. It's better to run away and face them later individually, when they've already taken some hits from your other teammates. Either that, or toss a grenade in their vicinity and hope on of them caught some of your shrapnel. The point is that, if you know that you're in a situation that you can't handle, then run away, but don't be a coward and run at every opportunity. Also, do *not* attempt to defuse the bomb with less than 10 seconds left. By then, it's almost a guaranteed win for the Terrorist team. - CAMPING - ----------- Camping refers to the act of setting up camp somewhere and staying put in a single spot. Most players will camp at important places such as a bomb spot or the hostage holding area. Other players will camp at strategic areas, usually with sniper rifles. While camping may be frowned upon by some, it is generally accepted as a part of the game. Sometimes camping can be life saving, especially if you're forced into dealing with the fact your teammates are dead and you have to face multiple opponents alone. - ENHANCING YOUR AIM - ---------------------- Tactical Ops features a cone-fire system. This means that, with each successive shot, the bullets will become exponentially inaccurate. Your accuracy also depends on your movement. If you happen to be standing still or crouching, then your accuracy will be fairly good. If you're strafing and firing your automatic weapon like mad, then your accuracy will drop harshly. You best bet at increasing your aiming skills is to use semi-automatic weapons. Try playing a few matches using only the Desert Eagle and/or the SR9. - HOSTAGES CAN SHOOT TOO - -------------------------- Sometimes, hostages can pick up weapons and defend themselves. As a Special Forces member, try tossing one of your weapons to a hostage. If he picks it up, he will automatically use it to defend himself from attackers. By default, a hostage's enemy is a Terrorist, but if you start shooting him he will shoot back and kill you. - I AM THE ONE AND ONLY... - ---------------------------- If you're stuck all alone and you're with a few other enemies, take a more cautious approach. Camp if you need to and get an HE grenade, for it may become useful. Try not to rush a die. If you want, you could suicide, probably much to the chagrin of your teammates. When the round boils down to you and one other player, it is possible for one of them to suggest a 1-on-1 match. Usually, this match will involve the use of knives only. Firstly, both players must agree upon this condition and on an area to fight in. Once they get there, it is an unspoken rule that they toss *all* their weapons on the ground. This match is with knives, slashing only. Unless stated otherwise, throwing knives are usually not permitted. - FLASHBANGS - -------------- Always watch where you throw your flashbangs. There's nothing more annoying than getting blinded by your teammates. The best thing to do is at least type a short message notifying your teammates that you've got a flashbang, and to turn away when you're going to throw it. Don't just apply this technique to flashbangs; don't haphazardly throw HE grenades into a crowd of teammates. - SNIPING TIPS - ---------------- While there are only two true sniper rifles in the game, there are four rifles that come with scopes and about six rifles that will work as makeshift sniper rifles. These weapons would be the PSG1, the Parker Hale, the H&K 33, the Steyr AUG, the AK47 and the SR9. The H&K 33 and Steyr AUG are more tailored as assault rifles than sniper rifles, but their attached 2x scope provides some sniping capabilities. For maximum effectiveness, fire these weapons in 3 to 5 round bursts, and switch to Single Shot for long distances with using the AUG. The AK47 has decent accuracy for being the cheapest rifle available in the game. For distance shooting, fire the AK47 in bursts to control its recoil, or switch to Single Shot mode. The SR9 with the laser sight function active has about the same accuracy as the PSG1. However, the SR9's sniping capability is a bit limited due to the fact that the laser sight becomes very difficult to see at long ranges and it also becomes something that will give away your position as a sniper. Location and camouflage are the most vital things that will ensure your survival as a sniper. Usually a spot that's high up and has a large viewing area, but which is concealed and difficult to get too, is an excellent sniping post. If the area is dark, then that helps too. To gauge how dark an area is, look at the colour of your arm. The darker the shade, the dimmer the lighting. If you arm is completely black, then congratulations--you're hidden away into obscurity. To augment this camouflage, picking the right player skin is an important factor. The darkest skins for the Special Forces are the Black S.W.A.T. and the U.S. Army, and for the Terrorists is the Yakuza skin. To counter snipers, the best thing to do is to throw several smoke grenades to cloud his or her vision, and then find an alternate route to go in and kill them. Or, just as easily, you can buy a sniper rifle of your own and take him out. Lastly, a sniper must learn to shoot the rifle without the scope, or no-scoping. Without the scope, a sniper rifle is still accurate to a certain extent. The crosshair is usually located in the center of the screen, and all that you must do is visualize the crosshair's location. But, too much movement will make the rifle wildly inaccurate. --------------------------------------------------------------------- 7.2 - Key Bindings --------------------------------------------------------------------- Binding keys isn't difficult. It involves the editing of your TOUser.ini file that is located in UnrealTournament/System. First things first, make a backup of this file as insurance. Then, open it up with the basic text editor of your choice--Windows Notepad will work fine. Now, you can bind keys. Select a key of your choice, then next to it add the command that you want it to be binded to. * - Example: Leftmouse=Fire You can also bind 2 commands to one key if they are separated by | (hold shift + backwards slash key). * - Example: N=s_kAmmoAuto 113|s_kAmmoAuto 102 - FULL LISTINGS OF COMMANDS - ----------------------------- This list can be found here: http://to22.fragging.org/main.php?module=tutorial&c=showtut&bid=1&wid =4&seite=1 ** NOTE: that some of these commands will only work on servers running TOST (the Tactical Ops Server Tool), and will not work offline. Weapons: s_kAmmoAuto 101 buy Glock s_kAmmoAuto 102 buy Desert Eagle s_kAmmoAuto 103 buy MAC10 s_kAmmoAuto 104 buy MP5 s_kAmmoAuto 105 buy Mossberg Shotgun s_kAmmoAuto 106 buy Benelli M3 s_kAmmoAuto 107 buy AK47 s_kAmmoAuto 108 buy Steyr Aug s_kAmmoAuto 109 buy FAMAS s_kAmmoAuto 110 buy HKSR9 s_kAmmoAuto 111 buy HK33 s_kAmmoAuto 112 buy PSG-1 s_kAmmoAuto 113 buy HE-nade s_kAmmoAuto 114 buy Flashbang s_kAmmoAuto 115 buy Conclusion-nade s_kAmmoAuto 116 buy Parker Hale 85 s_kAmmoAuto 117 buy Saiga s_kAmmoAuto 118 buy MP5KPDW s_kAmmoAuto 119 buy Beretta 92FS s_kAmmoAuto 120 buy Smoke-nade s_kAmmoAuto 121 buy M4A2m203 Items: s_kAmmoAuto 301 buy vest s_kAmmoAuto 302 buy helmet s_kAmmoAuto 303 buy thigh pads s_kAmmoAuto 304 buy full armor s_kAmmoAuto 333 buy only damaged armor (red) s_kAmmoAuto 401 buy night vision s_kAmmoAuto 999 buy magazin for actually weapon Speeches: speech 4 11 0 "Area cleared" speech 2 2 -1 "Attack main target" speech 2 4 -1 "Clean this place out" speech 2 3 -1 "Cover me" speech 4 1 0 "Emergency" speech 4 5 0 "Emergency! Man down" speech 4 14 0 "Enemy incoming" speech 4 12 0 "Enemy spotted" speech 1 0 0 "Hey friendly fire" speech 2 1 -1 "Hold this position" speech 4 10 0 "Hold this position" speech 0 0 0 "I copy" speech 4 3 0 "I Got your back" speech 4 4 0 "I'm hit" speech 4 9 0 "I'm in position" speech 4 6 0 "I'm under heavy attack" speech 4 15 0 "I've got your back" speech 4 13 0 "I need some backup fast" speech 4 17 0 "I need some backup fast" speech 2 4 -1 "Let's clean this place out " speech 4 2 0 "Objective accomplished" speech 4 8 0 "Objective accomplished" speech 5 16 0 "Objective accomplished" speech 4 0 0 "Return to base" speech 0 1 0 "Roger that" speech 0 2 0 "You got it" speech 4 7 0 "You got it" speech 1 1 0 "Watch who you shoot" speech 3 0 0 "Enemy down" speech 3 1 0 "Enemy eliminated" speech 3 2 0 "Got him" Taunts: taunt1 chickendance victory1 chickendance victory2 swing Taunt wave wink Taunt thrust bow TOST 1.2: xSay / xTeamSay in combination with: ## - print # #W - your weapon #T - your current target #N - your nick #L - your current location (if mapper split map in locations) #H - your health #B - all teammates at a range of 1500 units TOSTInfo - about TOST ShowTeamInfo - HUD-extension on right side - how many SF/Terrors alive or dead (toggle) ShowWeapon - shows your weapon-inventory at the bottom (toggle - off - full - small) ===================================================================== 8 - Resources ===================================================================== - FAQ RESOURCES - ----------------- http://to22.fragging.org/main.php?module=tutorial&c=tutorial http://ascgen.jmsoftware.co.uk/ - COMMUNITY WEBSITES - ---------------------- http://to22.fragging.org/main.php - MOD DOWNLOADS - ----------------- http://www.g- hub.com/modules.php?op=modload&name=Downloads&d_op=viewdownload&cid=7 http://www.gameservers.net/downloads/tacticalops/patches/win32/tactic alops220.zip http://to22.fragging.org/main.php?module=alternativedl&c=alternatived l_main&dir=Mod-versions - MAP DOWNLOADS - ----------------- http://to22.fragging.org/main.php?module=mapbase&c=mapbase&mk=TO2.x&m s=A http://www.levelrating.com/mapLists.asp ===================================================================== 9 - Legal & Thanks ===================================================================== FAQ (C) 2005 UnknownMercenary Tactical Ops (C) 2002 Kamehan Studios This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Thanks to: * The guys down at http://to22.fragging.org * All the players who've kept Tactical Ops 2.2 alive * Laurent "Shag" Delayen and the rest of the original TO team END OF FILE