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Some Tactics Please -  Tactical Ops (PC) PC Game
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Tactical Ops (PC) 

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Some Tactics Please (Tactical Ops (PC))

isvikthere

Member Name: isvikthere

Product:

Tactical Ops (PC)

Date: 27/10/03 (2143 review reads)
Rating:

Advantages: cheap, low hardware requirements, addictive

Disadvantages: no AI to speak of, litle bugs in the maps, hard to find in the shops

Introduction

TacticalOps or 'Tactical Operations - Assault on Terror' for full, is a spin-off of the famous and very successful 1998 game called UnrealTournament or UT for short. UT drew its success from the brilliant on-line gaming experience it gave. With the game UT came an editor programme which allowed you to create your own gamemaps, playerskins, weapons, etc.

So a group of people not really pleased with the way the UT-world looked and worked developed their own universe using the game editor and the game engine. These people found each other under the banner of 'Kamehan Studios' which is thus the official author of the game and that was how TacticalOps came to be.


History

Initially it was called SWAT Operations or something similar but as there already was a game published by Sierra with a similar name they had to change it to TacticalOperations - Assault on Terror (TO-AoT). It is also referred to as TacOps or simply TO. Also because it was at first just a mutator to the UT-game like some others (e.g. Infiltration), the gamemod was freely downloadable and you just installed it with your UT-game.

Some claim TO to be a Counterstrike clone, I'm not sure about this, I think both Counterstrike and TO were independent developments where the first used the Halflife game engine and TO the one from UnrealTournament. However as with TacOps there is still the possibility to create your own maps some map creaters used the map editor to recreate in TO the Counterstrike maps they liked and maybe this is where the confusion stems from.

Thus over the years the game went through different updates until at one point, with the ironing out of bugs and improvements to graphics and maps and refining of the weapons characteristics at its version 3.1.5 the game became a fullblown standalone First Person Shooter-game to be purchased and that no longer required the game UnrealTournament to be installed fir
st. However people still playing with the UT-add on could still download patch 3.1.5 to upgrade their version to play on-line against people with the retail version.

Finally from patch 3.4.0 on all access to the game for people using the UT-add in was cut off, with from then on only the retail version allowing you to play the game on-line on servers running version 3.4.0. The number of on-line servers still running the 'free' version 3.1.5 is diminishing by the day.


The Game

TacticalOps is a policemen versus terrorists game scenario, with two teams fighting each other and each team having a specific mission to accomplish in time to win the round. Policemen have either to defend positions and dismantle bombs, free hostages, or simply eliminate all terrorists in the map. Terrorists do exactly the opposite, they plant bombs and guard them until they explode, they guard hossies and keep the police from freeing them, they make their escape from the map, or they simply murder all policemen they bump into.


Hardware requirements

As this game is based on a rapidly ageing game engine the requirements aren't too steep

Operating system : 95/98/2000/NT 4.0/XP
Processor (CPU): Minimum: Pentium 200 MHz but recommended: PII 450 MHz or more
Memory (RAM)Minimum: 64 MB Recommended: 128 MB or more
Hard disk space : 120 MB (650 MB for full install)
CD-ROM drive :4x or higher
Audio system : DirectX 8.0a compatible sound card
Video system: Minimum: 8 MB 3D video card - Recommended: 16 MB or more
(DirectX 8.0a & OpenGL included
Network & internet play via TCP/IP (56k minimum speed)


Realism

A map is played over different rounds and each round has a fixed duration, if you get killed in a round you are not respawned but have to sit out the round as a spectator where you can either hover over the maps (if the gameserver has this option activated) to see the ongoin
g action or jump from teammate to teammate and see through their eyes what they are doing.

As this is a first person shooter game (FPS) you see the world through the eyes of the shooter and besides your friends and opponents you only see the tip of your own gun. Each team has some six skin types you can choose from.

Each team also has its own type of weapons and at the beginning of a map you have a basis amount of cash to purchase a small weapon, the weapons range from a basic knife to a sophisticated sniper rifle or a machinegun/grenade launcher combination for the policemen and combatknife to M60 machine gun for the terrorists.

The more money you earn in each round the better the weapons you can buy. You earn money by killing off opponents or picking up money or drugs scattered over the map. Your team is financially rewarded or punished at the end of the round according to the success of the mission.

For each weapon you can only buy a limited amount of ammo at the start of the map and you can only combine the use of weapons of different calibres. So after a few rounds your typical equipment would be:
- body armour
- a smoke-, flash-, splinter- or handgrenade
- combatknife
- handgun
- light machinegun
- heavy machinegun or snipergun
- nightvision or binoculars (if you are very rich)

If you run out of ammo you can only replenish by returning to your starting point or picking up clips from the dead.

With the selection of realworld weapons, the damage they can do, and the limited amount of ammo TacOps provides a great amount of realism, which is what the authors strived for and which is less the case in UnrealTournament. The realism is increased by the fact that if you get injured there is no way of healing, and once you've sustained 100% damage you're dead. It is as simple as that. (Note : How 'realistic' the fact is that you are still as lively with only 1% health lef
t as with full health is questionable.)

There aren't any exotic powerups either, but at the start of each round you can buy body armour to protect your head, chest and legs. The armour's protection also diminishes with the amount of hits you take until its protection is completely depleted. If you manage to get back to your starting point and have the cash you can however buy new body armour.

Through the in-game menu you can define shortcuts or attribute functions to all your mouse-
and keyboard buttons.

The online server administrators have a wealth of options they can use to define the game :
-is friendly fire harmful and to what degree ?
-how many players can join the game
-how long does a round last
-how many rounds for each map
-what maps can be played
etc.


Standalone gameplay

As a standalone game TacticalOps is useless except for training purposes and for familiarizing yourself with the game. This because artificial intelligence in the game is non-existent, which unfortunately even has its effect on the on-line game where, if you are working in a hostage scenario, the hostages are more annoying than helpful if ever you are a policemen trying to free them. The hossies you are escorting can pick up arms and use them but they are dangerous too none but the most unaware terrorist. Both terrorists and policemen are punished for wounding or killing the hostages as a considerable amount of cash is drawn from your credit if you shoot them or blow them up.


Experience

As I've played the game since its version 2.2 up to the retail version 3.4.0 I've seen some changes to the game but those were mostly cosmetical with some fine tuning of the weapons balance and didn't affect the overall experience much. Just like the infamous Counterstrike on-line gaming is plagued by cheaters that through hacking the programme obtained access to unlimited ammo or unlimi
ted cash or other unfair advantages like artificial aid in their aiming with what is called 'aimbots' : tools allowing you to automatically zoom in on the heads of the opponents and to kill them with one shot. Other cheats are also radars showing you the position of the opponents on the map or skinhacks allowing you to see through objects.

As a countermeasure Servertools have been developped to detect these cheaters and to kick them out off the game. The latest tools against cheating are grouped under what is called TOST - TO Server Tools, whereby Tost verifies the games files installed on your PC
and checks if these haven't been hacked and altered.

An additional tool called TOprotect is created this year, whereby a small executable on your PC verifies and identifies you as an unique client. Cheating and anticheating is an ongoing battle where new versions of TOST have to be developped as soon as cheaters find new ways around TOST's protection. Suspected cheaters can be kicked by the players because players can be voted out, if ever a majority (half + 1) of votes against him in each team is reached, the player in question is kicked from the server.

Just like UT, UT2003, Counterstrike and other similar games TO is kept alive by Clans: people playing the game grouping themselves in teams that challenge other teams. It's these clans that often run their own servers on-line allowing outsiders to play on-line as long as the clan doesn't reserve the server for their own use (wars against other clans, trainings). If they reserve their server, access to it is blocked with a password. Clans actively recruit members amongst regular on-line players that manage to impress them with their skill.

Finding on-line servers running TacticalOps is quite easy through the in-game menu, similar to the one used by UT, where you have to click just a few buttons to get the list with all the active servers throughout the wo
rld.

The game allows for teamspeak, whereby through a console you can type comments either to all other players or to your teammembers only, once you're killed you can communicate only to the other dead. For obvious reasons the dead can't communicate with the players still alive in the game.

Add-ons that allow for direct voice input like Roger Wilco and such can be integrated in TO.


Conclusion

Tactical Ops is an Unrealtournament spin-off that evolved over the years in a pleasant first person shooter teamgame that is primiraly destined for network play (local or over the internet). It can become very addictive although the dozen or so standard maps could get boring in the long run. The solution for this is to go to servers that run new maps, which however involves a tedious download before you can play them.

However if, by chance, and by pure coincidence you find yourself in a team of people
you do not know but that somehow do manage to work as one entity the game experience can be magic resulting in your team crushing the opposition. The reward is even greater when your team composed of random players manages to exterminate opponents belonging to the same clan. I must admit however that this is very rare as mostly people play like the individuals they are and thus will be picked off one by one if the adversaries do work like a team following common tactics. Of course this is how the game was intended to be played.

The game was initially published by Infogrames, now Atari.

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Overall rating: Very useful

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Last comment:
kimking

- 27/10/03

Excellent review.

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