Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.
Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.
Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.
Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay
Changed:
Max FPS 210 instead of 150
Allow TO4.cfg update instead of replace when new settings were added
The team which kills half of the hostages loses
Mk20 -9% damage, price 4800 -> 5000, ammo 15 -> 100
M40 Price 8750 -> 8900, ammo 75 -> 150
Glock, M9 100% dmg 0-10m, 100->60% 10-28m, 60->16% 18->88m
MP5SD shoot sound louder (3dB)
Defuse volume bomb scaled up slighly
Lower jump off speed for pawns (when jumping on another player)
Hostage kill penalty 800 -> 1200
Fixed:
"Real" spectator not able to enter ghostcam
Weapon cloning exploit
Maps:
MAP-Fueled
Blocked middle lane, the gate window, half
Lowered the metal bars in the middle area, near the gate window
Redid the middle drop-point where SF can sidestab Terrorst going to A (higher) bombspot. Its a smaller opening, less random where a player may appear
Closed a lot of railings / fences where you could should through
Gave canals a little more cover from the middle (for instance; blocked the gap under the blue truck)
Raised the fences in middle area, near the white truck. Better cover
Blocked a part of the area near the palm on SF sniping lane (no more shooting under the truck), also slight better cover on the bombspot
Added a blockade under the red tank on B (lower) bombspot, it was too easy to shoot someone when it was planting / covering the bomb
Added an extra crate on B (lower) bombspot to give more tactical movement possibilities (its now an L-shape)
Slightly moved the coal container near SF spawn to overview the B (lower bombspot more). As a counter, the spiked railing on top of the wall is blocked off. So its less random where a player shoots from
MAP-Scope
MiddleHouse, lower area, gained a little more general light. This way its easier to see from the outside in
Removed collision from all BarbedWires (blocked bullets and players)
Redid some meshes of the B building, with a higher shadow resolution. This gives it a better shadow quality (was very blocky)
Added Plywood to the metal fences on the bridge. This prevents lame sniper / random bullets passing from this position. Now its more obvious where a player can shoot from
Removed the pillar in the lower facility (near the hostage), this was annoying on movement
Lowered the light intensity slightly on lower facility hallways (had annoying bright spots on the player and gun model)
Added a new rock on Sniper Mountain (near SF side) to make it obvious just can't jump any higher
Removed shrubs near Sniper Mountain
Fixed Trees; leafs blocked bullets
MAP-Eviction
Blocked the ledge on the towerflats next to the sniper roof near Terrorist base
Closed the gap between the plywood on the 1st floor "construction floor" of the main building
Added more Global Illumination light, less intense Direct Sunlight, in order to get less intense contrast between shadow and lit areas
Rescaled the fences on the stairs infront of SF base, you can now jump and walk on them
Removed a Bookcase and pillar just outside of CFO laptop hackspot (blue room), for better movement
Removed a few yellow poles on the outside area, in between SF and Terrorist spawn, for better movement
Minimum Setup
- OS: Xubuntu 18.04 LTS
- Processor: Intel Core i5 3570k / Ryzen 5 2400GMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1050ti / AMD RX 570Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
Recommended Setup
- OS: Ubuntu 18.04 LTS
- Processor: Intel Core i5-7600K / Ryzen 5 2600xMemory: 16 GB RAM
- Graphics: Geforce GTX 1070 / AMD Vega 56Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
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