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Talk:Tactical Ops: Assault on Terror
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:
- Submachine Guns and Shotguns
- Rifles and Support Weapons
Not an M4
As it lacks the detachable carry handle, it's a Model 727. Spartan198 (talk) 00:17, 2 May 2014 (EDT)