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Global Operations - PC

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Press the following codes while playing for desire effect:

Code Result
--------------------------
Alt+F11 - Unlimited life
Alt+F12 - Unlimited Ammo


Change # of Bots in Single Player:
----------------------------------


In the Crave\GlobalOperations\GlobalOps folder, there is a file called
"singleplayer". If any of the levels are giving you a really hard time,
you can edit this text file. The file is in plain english and is where
the number of bots is picked from. Most levels have 1 of each type of
player: medic, commando etc. You will see a name of the character followed
by a 1 or 0 (0 being "good guy" and 1 being "bad guy").

In the first round of play, you are a good guy -- in the "next" round
of play -- your a bad guy.

Modify this file as desired and save. Always make a backup before
overwriting the file.


Play as Terrorists (offline):
-----------------------------
To unlocked Campaign 2 (terrorists), simply beat all 13 Campaign 1 missions,
on any difficulty setting. Hit the ''Next'' button on the mission select
screen to get to Campaign 2.


Strategy Guide:
---------------
After playing this and other FPS games lately, I have a
few observations to make. I hope you all read this in
the manner it is intended - as a discussion of winning
tactics and gameplay that, if properly orchestrated,
can mean a LOT of winning.

I have noticed many similarities between the situations
and challenges of these games and those of real life CQB
(Close Quarters Battle) tactics that I have used in the
real world.

Obviously, communication is key to success - this is why
I think voicecomm is essential. That opens up a new area
to discuss and practice; that is, proper comm discipline,
a thorough knowledge of the maps as well as previously
agrred upon names for all key sectors (kinda useless to
say "Regroup at the Tunnel" when one or two teammembers
know that area as "the subway"). Also, using key phrases
and following an established protocol can make a difference.

Having an established "Plan" before hand is also essential.
If we are on the Terrs side, then obviously our main goal
is to get the VIP to the other side of the map and into the
getaway vehicle. Kills are secondary or even tertiary.
There needs to be a plan by which this rescue of the VIP
is accomplished in as little time as possible, or barring
that, in as efficient manner as possible. One person should
always be assigned as the main escort of the VIP. If he
loses him then another is the backup escort.

Now, depending on the number of people on the team, some
different combat and escort tactics can be used. I cannot
stress enough the importance of having at LEAST 1 Recon
member on the team. Due to his ability to "Paint" the area
with his radar, he gives in enormous tactical advantage to
himself and his teammates. (NOTE - we should have a simple
command, like typing "P", to tell the Recon to Paint the
area if you want it). I can honestly say that I have racked
up more kills and rescued more VIPs as a Recon, as well as
enabled my team to get more kills because of it, than any
other character - and I thought I used to have a great kill
ratio as a Sniper!

As for other classes:
---------------------
Commando - good all around character who can serve as a
great escort or lead/rearguard element. With heavy armor
and a good weapon (assault rifle with scope) can also serve
as backup long range shooter. And for those times when there
are a lot of enemy far off, especially near a car, the LAWS
rocket can't be beat.

Sniper - fast and great for long range shooting, the Sniper
is a bit difficult to play since many people are not willing
to sit still and be patient. I really think Snipers are only
suited for very defensive-minded groups. I have been just as
accurate and successful using an assault rifle (or even a
subgun) with a scope as I have as a sniper with a sniper rifle.

Heavy Weapons - Good as an assault shock trooper. This guy
should always be in Heavy armor with either the heaviest
belt fed gun available, or as an alternate tactic use the
machine gun with the scope. Another great escort for the
VIP since their movement speeds are similar.

Medic - Quite honestly, for the style of play that is in
evidence most of the time, and the desire to secure the VIP
in an efficient and timely manner, I think the Medic is not
as important, though having one or two in the back is not a
bad idea. Still, as discussed elsewhere here, if the person
needing healing doesn't follow the proper procedures, by the
time the medic gets to your dying body, you could have been
back yourself by respawning. And I can't recall how many
times I've racked up kill after kill on a medic and a
wounded enemy! One time I was waiting in the shadows quite
a ways off with my MP-10 with a scope. I whacked a guy, he
called for a medic, the medic healed him, and as soon as he
did I whacked the medic and the guy again! This continued 3
times in a row!

Demoman - Again, this guy I think is more suited for defense.
The Betty Blooper (Grenade Launcher) is slow and difficult
to aim, limited ammo, and you can see it coming. The C-4
charges are awesome, but are better suited for ambushes and
defensive use.

OK, so it appears to me that a mixture of Recon, Commandos,
and Heavy Weapons might be the best all-around group.


Tactics:
--------
How to shoot:

Just as in real-life, I have noticed that that the designers
of the game really know their stuff. Weapons-related recoil
and true-to-life physics means that you cannot simply "
spray and pray" and hope to be victorious. Most guns when
fired in full auto kick a LOT - notable real-life exceptions
are the H&K 53 subgun and to a lesser extent the G-11.
(Greywolf drools while thinking of how much fun the H&K 53
was to shoot!)

So, when using almost any gun in GO (notable exceptions are
the belt-fed guns) it is usually best to only use it in
semi-auto mode or (if available) 3-shot burst. Your accuracy
improves dramatically, and you use a LOT less ammo. Nothing
is worse than running out of ammo! Again, I can't stress
enough the wonderful advantages of a weapon with a tactical
scope. When I am armed with a H&K 36, G-11, or MP-10 with
scope, and am in semi-auto or 3-shot burst mode, I kick some
serious boo-tay! But it is all about being calm, patient,
and setting up your shot.

OK, this may be a little difficult to follow at first, but
hopefully I can explain this.

It is essential, in combat (real life or otherwise) to
never be alone. ALWAYS have at least one buddy with you.
The increase in combat effectiveness increases geometrically
instead of arithmetically. We need to make sure that we have
our sub-teams set up before a match and stick to it. Now,
often we'll have to have teams of 2 men, though there are
calls sometimes for 3 man teams. Let's try an example:

Bob and John are a two-man team. Let's call them "Alpha
Team". They are similarly equipped as well. Bob is a
Commando, and John is a Recon. Great mix here. Bob has
an assault rifle, while John usually has a subgun. Now,
I think that ALL weapons should have scopes on them, so
Bob the Commando should have something like the G-11 or
the G-36, and John the Recon should have the MP-10 with
the scope.

The most important factor in a 2 man team is to make sure
that each person knows