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Tactical Ops: Assault on Terror: Difference between revisions

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=== Taurus Raging Bull ===
=== Taurus Raging Bull ===
[[File:TacOps Raging Cobra.JPG|thumb|500px|none|''Raging Cobra'' revolver]]
[[File:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|500px|Left|Taurus ''Raging Bull'' revolver]][[File:TacOps Raging Cobra.JPG|thumb|500px|Right|''Raging Cobra'' revolver]]
The [[Taurus Raging Bull]] is easily identified by its in-game name of ''Raging Cobra''. It is the only revolver in the game and is restricted to the Special Forces. A engraving on the barrel reads "Sixshooter", which also refers to this gun's ammo capacity. Each six-round speedloader costs $30 each.  
The [[Taurus Raging Bull]] is easily identified by its in-game name of ''Raging Cobra''. It is the only revolver in the game and is restricted to the Special Forces. A engraving on the barrel reads "Sixshooter", which also refers to this gun's ammo capacity. Each six-round speedloader costs $30 each.  



Revision as of 18:38, 9 October 2012

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Nice, but where's the trigger?

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Tactical Ops box cover

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 (TO_MetalStorm) 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 (a common trick in video games). The handling of the weapons is rather relaxed than realistic. Compared to CS, the weapons do far less damage and are also less accurate.

Weapons are bought from money that is gained during the match rounds. As in Counter Strike, there are some weapons that are restricted to one side. Players start with a budget of $1000 and have an account with a maximum of $20,000. Bonuses are received for any money bundles, bags of drugs, and weapons picked up and turned in by a surviving player at the end of the round.

Unlike Unreal Tournament, from which TacOps was derived, players cannot dual wield pistols and SMGs. There are also no claymore mines, rocket launchers, or guided missiles. However, many weapons are select-fire and have modes with different rates of fire.

Armor is available that protects the head, torso and legs but players cannot headshot or gib targets and damage to the legs does not affect target mobility. There are no health packs in game and players cannot buy healing at their spawn points.

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:

  1. Knife
  2. Pistols
  3. Submachine Guns and Shotguns
  4. Rifles
  5. Grenades

The following weapons are used in the game Tactical Ops: Assault on Terror.

Pistols

Beretta 92F

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Glorietta 9F2 pistol

The Beretta 92F, the standard sidearm of the Special Forces, appears in-game as the Glorietta 9F2. Its magazines hold 15 rounds and cost $20 each.

For some reason, the pistol doesn't have an alternate burst mode like the Terrorists' Glock.

Glock 21

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GL 23 pistol

The Glock 21, the standard sidearm of the terrorists, is called a GL 23 in-game. It features selective-fire semi-auto and 3-round burst modes. Its magazines hold 13 rounds and cost $20 each.

Although it is called a Glock 23 (which comes in .40 S&W), it appears to be a Glock 21 because it has a 13-round magazine and comes in .45 ACP. It also has a burst-fire mode like the 9mm Glock 18 machine pistol, which is not available in other calibers.

IMI Desert Eagle

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Black Hawk pistol

The IMI Desert Eagle, the only handgun available to both sides, appears as the Night Hawk. It is very powerful and can kill an armored target in 2 or 3 shots. Its magazines hold 7 rounds and cost $25 each.

The Desert Eagle is chambered for the .50 AE round, making it a Mark XIX model.

Taurus Raging Bull

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Taurus Raging Bull revolver
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Raging Cobra revolver

The Taurus Raging Bull is easily identified by its in-game name of Raging Cobra. It is the only revolver in the game and is restricted to the Special Forces. A engraving on the barrel reads "Sixshooter", which also refers to this gun's ammo capacity. Each six-round speedloader costs $30 each.

Although chambered for a mythical ".50 Magnum" round rather than the .454 Casull or .500 S&W Magnum, it takes 3 or 4 shots to bring down a target - meaning it is probably chambered for the lower-powered .50 S&W Special [12.7 x ? mm]. It also lacks a scope, which would make it more useful.

Submachine Guns

H&K SMG II

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AP II SMG

The H&K SMG II is referred to as the AP II. It is used exclusively by the Special Forces and is the cheapest SMG they can select. The magazines hold 30 rounds and cost $30 each. Its magazines are not interchangeable with the MP5A4 and MP5SD6.

H&K MP5SD6

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MP5SD SMG

The H&K MP5SD6 is simply called MP5SD in-game. The only silenced weapon, it is also restricted to the Special Forces. Its magazines hold 30-rounds and cost $40 each. Its magazines are not interchangeable with the MP5A4.

Ingram MAC-11

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Uzi' SMG

The in-game 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 magazines hold 32 rounds and costs $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. A .45 ACP MAC-10 would also have a 30-round magazine rather than a 32-round magazine like the 9mm MAC-10. The MAC-11 would use .380 ACP rounds instead and have a magazine capacity of 16, 32, or 36 rounds.

MP5A4

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MP5 Navy SMG

The iconic H&K MP5A4 is the standard SMG of the terrorists, called the MP5 Navy in-game. The weapon is select fire, with semi-automatic, 3-round burst and full-automatic modes. The magazine holds 30 rounds and cost $40 each. Its magazines are not interchangeable with the MP5SD6.

Shotguns

Franchi SPAS-12

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BW SPS12 pump gun

The Franchi SPAS-12, easy to distinguish by its distinct appearance, is called the BW SPS-12 in-game. It is exclusive to the Special Forces. The shotgun has only a pump-action mode and has no optional semi-auto mode like the real-life SPAS-12. Its integral tubular magazine holds 8 shells and boxes of 8 shells cost $32 each.

Mossberg 590 Cruiser

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Berg 509 pump gun

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

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AS 12 semi-automatic shotgun

The Saiga-12, another shotgun exclusive to the Terrorists, is called the AS 12 in-game. Its high recoil makes it less effective in bursts but its detachable box magazine is quicker to fully reload than a pump-action shotgun. However, like all magazine-fed weapons in the game, it cannot be reloaded with loose shells and so cannot be reloaded or topped-off on the fly like the other shotguns. Its box magazines hold 7 shells and cost $40 each.

Assault Rifles

M16A2

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M16 assault rifle

The M16A2 appears as the M16 and is available for both sides. Like the real M16A2, it is selective fire with semi-auto and 3-round-burst fire modes. It is equipped with a optional laser aiming device mounted under the barrel that is activated and deactivated by right-clicking the mouse; it projects a red dot that replaces the usual crosshairs. Its magazines hold 20 rounds and cost $50 each.

M4A1

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M4A1 assault carbine

The M4A1 is an assault carbine used by the Special Forces that also appears under its real designation. It is select fire and can be set for semi-auto, 3-round burst and full-auto modes (unlike the real M4A1, whose controls are set for semi-auto and full auto modes only). Its magazines hold 30 rounds and cost $50 each.

Norinco Type 56

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AK47 assault rifle

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 full-auto mode. Its magazines hold 30 rounds and cost $50 each.

Although the in-game 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

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RK 3 scoped assault rifle

The H&K HK33, called the RK 3 Rifle in-game, is exclusive to the Special Forces and is the the most powerful assault rifle they can buy. It has only a full-auto firing mode. It comes with a scope that has one step zoom. Its 30-round magazines cost $50 each.

SIG SG 551?

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SW Commando scoped assault rifle

The SIG SG 551, named the SW Commando in-game, is the Terrorists' counterpart to the HK33. It is full auto mode only and has a one-step zoom scope. Its magazines hold 30 rounds and cost $50 each.

It appears to be a SIG SG 551 assault rifle because it has a longer barrel compared to depictions of the SG 552 assault carbine.

M4/M203

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M4A1 assault carbine with M203 grenade launcher below the barrel. Note the ever-present launcher sight on top of the barrel.

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

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The "secret" OICW assault rifle and grenade launcher

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 zoom steps.

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

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SR 90 automatic sniper rifle

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

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Parker Hale M85 sniper rifle

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 is worked after every shot to load a fresh round (which is an automatic action in the game). Its detachable box magazine holds 10 rounds and costs $80 each. Also features a scope with two zoom steps.

Machine Guns

M60

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M60 machine gun

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 Grenade

(example: MK.3 Offensive Grenade)

Has a cylindrical dull sheetmetal body with a crimson top and bottom and a narrow crimson weld around its middle. The pull-ring fuze and lever are colored crimson. When used it produces an explosion without fragmentation that can temporarily stun its targets. In enclosed spaces (like small rooms) its overpressure can kill or injure everyone inside (including hostages!). Cost $300 each.

FlashBang Grenade

(example: Royal Ordnance G60 pyrotechnic grenade)

Has a cylindrical green fiberboard body with a broad brown band around its lower third; instructions for use are written on the grenade body in black print. Unlike a real "flash-bang" grenade, there are no flash holes in the cylinder. 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. Cost $400 each.

Smoke Grenade

(example: M18 Smoke Grenade - Violet)

Has a cylindrical dull sheetmetal body with purple markings and a thin purple band along the lower third. The pull-ring fuze is colored purple but the safety lever is plain metal. When used it produces a cloud of white smoke. Also useless in practice games because of its ineffectiveness against bots. Cost $450 each.

HE Grenade

(M26 Fragmentation Grenade)

Has a lemon-shaped olive drab body with yellow markings and a yellow band around its upper half. When used it produces an explosion with fragmentation. If a teammate is caught in the blast radius and he dies, the game will automatically kill the player (this occurs even if the "No Friendly Fire" setting is used). Cost $500 each.