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Tactical Ops: Assault on Terror: Difference between revisions
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Not a weapon the player can actually ''buy'' in the game. The [[Heckler & Koch XM29 Objective Individual Combat Weapon|H&K OICW]] combination of assault rifle and grenade launcher is the ''objective'' of the map TO_Metalstorm. The terrorists have to steal the weapon, while the Special Forces have to defend it. Hence, the weapon can only be picked up by Terrorist players. | Not a weapon the player can actually ''buy'' in the game. The [[Heckler & Koch XM29 Objective Individual Combat Weapon|H&K OICW]] combination of assault rifle and grenade launcher is the ''objective'' of the map TO_Metalstorm. The terrorists have to steal the weapon, while the Special Forces have to defend it. Hence, the weapon can only be picked up by Terrorist players. | ||
The Kinetic Energy module (stockless underbarrel assault rifle) is chambered for 6.8x43mm and has a 25-round box magazine. The overbarrel grenade launcher module fires a 20mm shell and feeds from a detachable 4-shell box magazine (and starts play with one in the breach). It also has | The Kinetic Energy module (stockless underbarrel assault rifle) is chambered for 6.8x43mm and has a 25-round box magazine. The overbarrel grenade launcher module fires a 20mm HE shell and feeds from a detachable 4-shell box magazine (and starts play with one in the breach). It also has an optical scope with two-step zoom. | ||
Another way to get the weapon is to actually summon it by cheating. First, type ''~'' to summon the console. Then type ''iamtheone'' to activate cheat mode. Then to summon the weapon, type ''summon s_swat.s_oicw''. Activating cheat mode will cause the user to move very slowly for the rest of the game as a punishment for cheating, even if the character deactivates the cheat. | Another way to get the weapon is to actually summon it by cheating. First, type ''~'' to summon the console. Then type ''iamtheone'' to activate cheat mode. Then to summon the weapon, type ''summon s_swat.s_oicw''. Activating cheat mode will cause the user to move very slowly for the rest of the game as a punishment for cheating, even if the character deactivates the cheat. |
Revision as of 23:48, 9 September 2012
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Tactical Ops: Assault On Terror (abbreviated TacOps) is a tactical First-Person Shooter developed by Kamehan Interactive. Originally the game was released as a total conversion for Unreal Tournament, but in 2002 a standalone retail version was released through MicroProse.
The basic gameplay is very much like Counter-Strike, with two teams (Terrorists and Special Forces) fighting against each other. There are also lots of typical hostage rescue and bombing/defuse maps, but there are many more objective-based maps similar to UT's "Assault" mode. For example on one map the Terrorists have to steal the OICW prototype from a factory.
The weapons in TacOps are all based on real weapons. However, due to licensing policies, some weapons appear under false names. The handling of the weapons is rather relaxed than realistic. Compared to CS, the weapons do far less damage and are also less accurate. However, on many weapons different firing modes are selectable. As in the famous concurrent, there are weapons available for both teams as well as such that are restricted to one side.
Weapons are bought from money that is gained during the match rounds. Players start with a budget of $1000 and have an account with a maximum of $20,000. Bonuses are received for money bundles, packets of drugs and weapons picked up and turned in by surviving players at the end of the round.
Another peculiar feature of TacOps is the weapon inventory. Weapons are grouped in 5 categories, and each player can hold at maximum one gun/weapon of each category (this even applies to grenades). These categories are:
- Knife
- Pistols
- Submachine Guns and Shotguns
- Rifles
- Grenades
The following weapons are used in the game Tactical Ops: Assault on Terror.
Pistols
Beretta 92F
The Beretta 92F is the standard sidearm of the Special Forces. It appears in the game under the name Glorietta 9F2. Its magazine holds 15 rounds and costs $20 each.
Glock 23?
The standard sidearm of the terrorists appears to be a Glock 23. Holds 13 rounds, features a 3-round burst mode and is called GL 23 in the game.
IMI Desert Eagle
The IMI Desert Eagle appears as the Night Hawk is very powerful and the only handgun available to both sides. Its magazine holds 7 rounds and costs $25 each.
Taurus Raging Bull
The Taurus Raging Bull can be easily identified by its fictional name Raging Cobra. The only revolver in the game and restricted to the Special Forces. A engraving on the barrel reads "Sixshooter", which also refers to this gun's ammo capacity. Each six-shot speedloader costs $30 each.
Submachine Guns
H&K SMG II
The AP II is what appears to be modeled after the H&K SMG II. It is used exclusively by the Special Forces and is the cheapest SMG they can select. The magazine holds 30 rounds and cost $20 each.
H&K MP5SD5
The H&K MP5SD5 is simply called MP5SD inside the game and is also restricted to the Special Forces. It holds a 30-round magazine and is the only silenced weapon in the game.
Ingram MAC-11
The ingame name of this gun reads "Uzi", but it's clear that this is in fact the Ingram MAC-11. It is used only by the Terrorists and is the cheapest SMG they can select. Its magazine holds 32 rounds and cost $30 each.
Note: Although the receiver clearly resembles the MAC-11, the weapon shop menu states that the gun uses .45 ACP ammunition, as the MAC-10 would do. The MAC-11 would use .380 ACP rounds instead.
MP5A5
The H&K MP5A5 is the iconic SMG of the terrorists, called the MP5 Navy in the game. The weapon is select fire, with semi-automatic, burst fire and full-automatic modes. The magazine holds 30 rounds and cost $40 each.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 is easy to distinguish by its appearance and its fictional name, BW SPS12. It is exclusive to the Special Forces. Its tubular magazine holds 8 shells and boxes of 8 shells cost $32 each.
Mossberg 590 Cruiser
The Mossberg 590 Cruiser, another easy-to-identify shotgun, is exclusive to the Terrorists. It has a short sawed-off barrel, making it useful in close quarters fighting but less effective at longer ranges. Its integral tubular magazine holds 8 shells (despite the shortened barrel) and boxes of 8 shells cost $32 each.
Saiga-12
The Saiga-12, a powerful short-barreled semi-automatic shotgun based on the Kalashnikov action, is called the AS12 in-game. It is exclusive to the Terrorists. Its high recoil makes it less effective in bursts but its detachable box magazine is quicker to reload than a pump-action shotgun. However, the magazine cannot be reloaded on the fly like the other shotguns. Its box magazine holds 7 shells and costs $? each.
Assault Rifles
M16A2
The M16A2 appears as M16 and is available for both sides. It has a single-fire and a 3-round-burst mode. Its magazine holds 20 bullets and it is equipped with a optional laser aiming device mounted under the barrel.
M4A1
The M4A1 is an assault carbine of the Special Forces and also appears under its real designation. Holds 30 rounds and has the selectable modes of semi-auto, 3-round and full-auto.
Norinco Type 56
The Norinco Type 56 is another iconic assault rifle of the Terrorists and their counterpart on the M4A1. Just like the original, it features a semi-auto and a full-auto mode and holds 30 rounds in the magazine. Although the ingame name of the rifle alludes the Soviet AK-47 rifle, the circled front sight reveals it to be rather its Chinese copy, the Norinco Type 56.
H&K HK33
The H&K HK33, called the RK 3 Rifle in-game, is the more powerful assault rifle of the Special Forces. It has only a full-auto firing mode, but is equipped with a scope. Its scope has one step. Its 30-round magazine costs $50 each.
SIG SG 551?
Named the SW Commando, the SIG SG 551 is the Terrorists' counterpart to the HK33. Technical features are identical to the latter. I think it's an 551 because of the longer barrel compared to other depictions of the SG 552.
M4/M203
The pinnacle of the Special Forces' weapons is this combination of the aforementioned M4A1 assault carbine and the M203 grenade launcher. Unlike the "simple" M4A1, this one only can fire in full-auto mode or grenade launcher mode. The grenade launcher is breach-loading and must be reloaded after every shot. The assault rifle uses 30-round magazines that cost $50 each and the launcher fires 40x36mm grenade shells that cost $500 each.
H&K OICW
Not a weapon the player can actually buy in the game. The H&K OICW combination of assault rifle and grenade launcher is the objective of the map TO_Metalstorm. The terrorists have to steal the weapon, while the Special Forces have to defend it. Hence, the weapon can only be picked up by Terrorist players.
The Kinetic Energy module (stockless underbarrel assault rifle) is chambered for 6.8x43mm and has a 25-round box magazine. The overbarrel grenade launcher module fires a 20mm HE shell and feeds from a detachable 4-shell box magazine (and starts play with one in the breach). It also has an optical scope with two-step zoom.
Another way to get the weapon is to actually summon it by cheating. First, type ~ to summon the console. Then type iamtheone to activate cheat mode. Then to summon the weapon, type summon s_swat.s_oicw. Activating cheat mode will cause the user to move very slowly for the rest of the game as a punishment for cheating, even if the character deactivates the cheat.
Sniper Rifles
H&K MSG 90
The H&K MSG90, dubbed the SR 90 in the game, is a semi-automatic rifle that is available to both sides. It is the weaker of the two sniper rifles and the player will often have to make two headshots or vital shots to kill a target. Its box magazine holds 5 rounds and costs $40 each. It features a scope with two zoom steps.
Parker Hale M85
The Parker Hale M85 (or PH 85 as it is called in the manual), the only weapon in the game to be called by its manufacturer's name, is a bolt-action rifle that is available to both sides. It is the most powerful rifle in the game and can kill with one well-placed shot. Since it is a bolt-action rifle, the bolt has to be worked after every shot to load a fresh round. Its detachable box magazine holds 10 rounds and costs $80 each. Also features a scope with two zoom steps.
Machine Guns
M60
The M60 is the only machine gun in the game. It is exclusive to the Terrorists and is their counterpart to the M4A1/M203 combination used by the Special Forces. Holds an impressive load of 100 belted rounds and each belt costs $500.
Grenades
Concussion
- (MK.3 Offensive Grenade)
Has a cylindrical dull sheetmetal body with a crimson top and bottom and a narrow crimson band around its middle. The pull-ring fuze and lever are colored crimson. When used it produces an explosion without fragmentation. Costs $300 each.
FlashBang
- (Royal Ordnance G60 pyrotechnic grenade)
Has a cylindrical green fiberboard body with a broad brown band around its lower third. Instructions are written on the grenade body in black print. When used it produces a flash, blinding anyone facing it, but no "bang". Totally useless when playing against bots in practice games because the bots aren't affected by it. Costs $400.
Smoke
- (M18 Smoke Grenade - Violet)
Has a cylindrical dull sheetmetal body with a thin purple band along the lower third. The pull-ring fuze is colored purple but the lever is plain metal. When used it produces a cloud of white smoke. Also useless in practice games because of its ineffectiveness against bots. Costs $450.
HE
- (M26 Fragmentation Grenade)
Has a lemon-shaped olive drab body with a yellow band around its upper half and yellow markings. When used it produces an explosion with fragmentation. Costs $500.