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    FAQ/Hints and Tips by LSlavchev

    Updated: 01/11/03 | Printable Version | Search This Guide

    ----=====GLOBAL OPERATIONS=====----
          ---====HINTS&TIPS====---
       Nothing more or less than that
    by Lubomir Mario Slavchev, 2002
    lubo.s@mbox.bol.bg
    pro_vince@abv.bg
    
    advice: Don't laugh at the frequent use of "nice". I'm addicted to this word.
    
    0. Contents
    1. Basic Weapon&Inventory Hints&Tips&Info
     1.1 Pistols
     1.2 Sub-machine guns
     1.3 Grenade Launchers
     1.4 Shotguns
     1.5 Heavy Machine Guns
     1.6 Assault rifles
     1.7 Sniper rifles
     1.8 Inventory
     1.8.1 Standard inventory
     1.8.2 Other equipment
    2. Characters
     2.1 Demoman
     2.2 Heavy Gunner
     2.3 Commando
     2.4 Medic
     2.5 Recon
     2.6 Sniper
    3. Money and special characters
     3.1 Special characters
    4. Hints&Tips&Something else
    5. About the author
    6. Credits
    
    1. Basic Weapon&Inventory Hints&Tips&Info:
    1.1 Pistols:
    Pistols are one-hand weapons, used mostly in close combat. In GO they are called
    sidearms. I love pistols, because they are cheap and sometimes very effective. I love
    playin this way: choose a heavy gunner, buy some kind of pistol, buy heavy armour, go
    kill the bitches.
    Note that all semi-auto pistols hold one additional round in the barrel. When you start
    the game with a pistol with 10-round magazine, you'll notice your character pull and
    then push the slide. This movement cocks a round in the breech. Now reload and you have
    a brand-new 10-round magazine. All rounds are now 10 + 1 in the barrel. Get it? However
    this doesn't work on the .44" revolver, cause it is a REVOLVER, they operate a way,
    that doesn't let you cock a round.
    OK, here are the pistols in GO.
    
    Beretta M92F, 9x19mm, 15+1 rounds, semi-auto, 300$ + supressor=500$, 1 fire mode
    accuracy/power/recoil/fire rate: high/medium/medium/medium (according to me, not to game)
    tips: use this when you don't have much money. Aim to the chest and when you see the
    enemy, plunk at least 10 shots, if you're for the head, shoot at least 3!
    
    Glock 18C, 9x19mm, 19+1 rounds, full auto, 350$
    (+extended clip=700$)(+tac light=425$)(total=775$), 2 fire modes: semi-auto and full auto
    accuracy/power/recoil/fire rate: medium/medium/medium/high
    tips: not too good, but good enough to take out 3 of them before you have to call a
    medic. Nice full auto firing mode, but recoil is greater and accuracy is lower when
    using it. The extended clip can hold 31 rounds. Nice.
    
    Para Ordnance P14-45, .45"ACP, 14+1 rounds, semi-auto, 450$
    (+supressor=650$)(+laser sight=750$)(total=950$), 1 fire mode
    accuracy/power/recoil/fire rate: high/medium to high/medium/medium
    tips: YO! This gun definitely rox! My favourite, cause I really like the Para series.
    15 round from the massive .45"ACP is enough. Most of the time I find myself using this
    gun and no other weapons. One or two headshots- death. Five chestshots- death. So what
    more do you need? And one advice: RELOAD!
    
    Heckler$Koch .45" USP, .45"ACP, 12+1 rounds, semi-auto, 500$
    (+supressor=700$)(+tac light=575$)(total=775$), I guess only one fire mode
    accuracy/power/recoil/fire rate: high/medium to high/medium/medium
    tips: I don't use this very much. The clip is too small. This is the only reason. But
    sometimes, if I'm with a Glock or Beretta, I drop it and take this one. It's good, but
    I'd prefer the Para Ordnance.
    
    Belgium FN FiveseveN, 5.7x28mm, 20+1 rounds, semi-auto, 575$, no upgrades, 1 fire mode
    accuracy/power/recoil/fire rate: high/low/medium/high
    tips: Very nice for close quarters when you need to plunk some 10 rounds to kill an
    enemy. Headshots need from 2 to 5. Reload if you have less than 15 in the clip. Very
    nice, but somewhat unpowerful for single shots and reminds me of Counter-Strike
    zombies, screaming: "One-Six, One-Six!!!".
    
    Sig Sauer SP2340, .357"SIG, 12+1 rounds, semi-auto, 600$,
    (+tac light=675$), 1 fire mode
    accuracy/power/recoil/fire rate: high/high/medium/medium
    tips: One of my favourites. It uses the powerful .357"SIG rounds and holds 12+1 of
    them. One .357"SIG to the head almost always kills. I love this gun, but I still prefer
    the Para. Cheaper. But there's something to add: .357"SIG is not .357"Magnum...
    
    Colt Anaconda .44"Magnum(11,176x33mm), six-shooter revolver, 750$
    (+3xScope=1050$)
    accuracy/power/recoil/fire rate: very high/very high/high/medium to low
    tips: very useful if you don't have money for a sniper. VERY powerful due to the
    massive .44" Magnum cartridge. But I don't buy it because of the six shots I have.
    
    IMI Desert Eagle 50AE, .50"Action Express, 7+1 rounds, 975$, semi-auto, no upgrades,
    1 fire mode
    accuracy/power/recoil/fire rate: very high/very high/very high/medium to low
    tips: Oh! The BIG gun... Only single shots with this, cause the recoil is really
    STRONG! And it's very useful. One or two shots in the chest and the guy is over.
    I REALLY LOVE THIS GUN! But I play better with the Para Ordnance, heh heh. Pity,
    there's no laser-sight upgrade.
    
    
    1.2 Sub-machine guns
    There are six of them in Global Ops. I don't use SMGs very often, cause I'm a pistol
    lover and they are kinda expensive. The only one that I like is the P90. SMGs are
    not very powerful, but somewhat accurate weapons with high fire rate. If you know how
    to use their fire modes, they will become your favourite weapons. Don't hold the
    trigger until the whole clip goes. Aim carefully and then shoot up to 6 rounds in
    series of 2 or 3, or just stick to the 3-round auto burst option. Aim for the neck or
    for the head. And, just like pistols, SMGs can cock a round in the barrel.
    Usually SMGs have at least two fire modes: full auto and single shot. Some like the
    famous MP5 have the extremely useful 3-round auto burst option.
    OK, here we go.
    
    IMI Micro UZI, 9x19mm, 32+1 rounds, 4 clips, 750$, I guess two fire modes,
    (+supressor=1050$)
    accuracy/power/recoil: high/low/medium
    info: I think this works only in close quarters. Aim well! Some improvement may occur,
    if the single-shot mode is used.
    
    Heckler&Koch MP5K/PDW, 9x19mm, 30+1 rounds, 4 clips, 900$, 3 fire modes
    (+3xScope=1250$)(+DoubleClip=1275$)(+supressor=1200$)(total=1925$)
    accuracy/power/recoil: high/low to medium/low to medium
    info: One of the best, if all upgrades used, this gun can be the best in the game. Use
    the different fire modes wisely and no way you go wrong. Double Clip and 3xScope are
    both very nice upgrades.
    
    12S, 9x19mm, 20+1 rounds, 4 clips, 1100$, 2 or 3 fire modes?
    (+tac light=1175$)(+3xScope=1475$)(+extended clip=1550$)(total=1950$)
    accuracy/power/recoil: high/medium/medium to high
    info: This is a decent SMG, but I'd prefer the MP5. However, extended clip is nice,
    but... well, this gun sux in power, but not in accuracy!
    
    Hechler&Koch .45" UMP, .45"ACP, 25+1 rounds, 4 clips, 1425$, 2 fire modes (I think?)
    (+tac light=1500$)(+supressor=1625$)(+3xScope=1825$)(total=2100$)
    accuracy/power/recoil: high/high/high
    info: Don't shoot in continuosly! Recoil is high, but power is high, too. So the UMP45
    is a very good weapon. Upgraded with scope it rox! W/o scope also useful. This gun is
    definitely a perfect choice. Either single-shots or 2-3 round bursts.
    
    Heckler&Koch MP5/10, 10mm, 30+1 rounds, 4 clips, 1700$, 3 fire modes
    (+tac light=1775$)(+3xScope=2150$)(+supressor=2000$)(total=2525$)
    accuracy/power/recoil: high/high/medium to high
    info: The best SMG! Similar to the 9x19mm version, but far more powerful (in real-life
    10x25mm Norma is better even than .45"ACP). Scoped it is a must-have! A bit expensive, but...
    
    P90, 5,7x28mm, 50+1 rounds, 4 clips, 2275$, 2 fire modes I think
    (+laser sight=2550$)(+supressor=2575$)(total=2850$)
    accuracy/power/recoil: high/low to medium/medium to high
    info: Too expensive, but very useful, I like it! 51 rounds cannot be ignored. And pity
    it doesn't have a scope! P90 is one of my favourites, but I still prefer the MP5.
    
    
    1.3 Grenade launchers
    Grenade Launchers are used by Demomen to blow up people or equipment. Very powerful
    and accurate, but somewhat slow and heavy. In GO, there's only one GL.
    69A1, 3575$, 1 grenade in the breech, 6 grenades can be carried
    info: It uses 40mmHE(High Explosive) grenades. The accuracy and the power is very
    high, but the reload time is SLOW and this weapon is too bulky.
    
    
    1.4 Shotguns
    Shotguns are secondary weapons. They are useful in close or mid-range combat against not
    very well protected enemies. This is for pump-action shotguns. The automatic shotguns
    are far more powerful and fast-firing. They can kill almost everybody, if handled
    right. Like pistols and SMGs, cock a round, then reload. Here's the deal.
    
    Remington 870, 12 gauge Shotgun Shells (12 gaSS), can hold up to 6+1 shells, you
    can carry up to 36 shells, 900$
    (+tac light=975$)
    accuracy/power/fire rate/reload time: medium/low to medium/low/very low
    info: Nah! This sux! But in the hands of a master can do wonders. However, the
    real-life version is much more reliable. But this one is SLOW!!!
    Anyway, here's an extremely clever way to use it: only in close-quarters, only
    face-blasts, hey! Corner and door traps!
    
    Benelli M1, 12 gaSS, 5+1 shells, 30 shells, 1100$
    (+tac light=1175$)
    accuracy/power/fire rate/reload time: medium/medium/medium/low to medium
    info: Another sucker here. If you aim for the head and you move quietly, this isn't
    a bad choice. But in crowds, this really sux. Slow reload.
    However, if you're lucky and aim for face-blasts, you can find this useful even when
    in front of 6 people, but only in close distance. And, repeating, you must be lucky.
    
    Franchi SPAS15, 12 gaSS, 6+1 shells in a clip, 6 clips, 1675$
    no upgrades
    accuracy/power/fire rate/reload time: medium/medium/medium to high/medium
    info: Well, this is something useful. But the clip holds too little shells. Aim for the
    chest or the head and shoot, shoot, shoot. Reload.
    
    USAS12, 12 gaSS, 10+1 shells in a clip(20+1 upgraded), 6 clips, 3000$
    (+drum clip=3875$)
    accuracy/power/fire rate/reload time: medium/high/medium to high/medium to low
    info: The best shotgun. USAS12 rox. Buy the drum-like magazine and go blast'em! Nice
    fire rate and power. Definitely the leading shotgun.
    
    Note: I hate shotguns. I take one from the battlefield only when my pistol has no ammo.
    
    
    1.5 Heavy Machine Guns
    Oohhh, yeahhh!!! They are my favourites, I LOVE THEM! You can kill, kill, kill! On the
    last mission of the Special Forces I was trapped with the VIP in a room with 1 exit and
    the bitches were coming to me. Every one damn terrorist was cut in half when he showed
    on the door! I was shocked- NO ONE THREW A GRENADE IN THE ROOM TO KILL US! What's this?
    Flat AI?
    Anyway, Heavy MGs are to be used for supporting your team. They can hold up to 100
    rounds and they need to be cocked. Some of them have more than one fire mode. Here are
    the MGs...
    
    M249SAW, 5,56x45mm NATO, 100+1 rounds, 3 belts, 3625$
    (+200 round belt=4575$)
    accuracy/power/recoil: high/low to medium/high
    info: The basic one. Nothing special. Could be better, but it's cheap enough. Why not
    buy it and try it? Small caliber. Reminds me of Opposing Force.
    
    96, 5,56x45mm, 100+1 rounds, 3 belts, 4250$
    (+3xScope=4575$)(+200 round belt=5200$)(total=5525$)
    accuracy/power/recoil: high/medium to high/medium to high
    info: Very nice heavy MG! Scoped it's kinda unusual, but very good! However, I don't
    like the small caliber.
    
    Heckler&Koch 21E, 7,62x51mm, 100+1 rounds, 3 belts, 5600$
    (+200 rounds belt=6550$)
    accuracy/power/recoil: high/high/medium to high
    info: The recoil is too high to aim well, so use single shots A LOT!!! A little
    expensive maybe, but it's useful enough. This is my favourite Heavy-MG, so take a note.
    
    M240G, 7,62x51mm, 100+1 rounds, 3 belts, 6425$
    no upgrades
    accuracy/power/recoil: very high/very high/medium to low
    info: Very accurate, very powerful, almost no recoil- what more do we need? A 200-round
    belt could always come in handy, too, but... And no scope, but the massive 7,62x51mm
    rounds can always persuade me to choose this one, or the previous.
    
    
    1.6 Assault Rifles
    These weapons are to be used in mid-range or even close combat. They are powerful,
    accurate and fast firing. They can cock a round in the barrel like all pistols, SMGs,
    etc. Assault rifles are maybe the perfect multi-purpose weapons. However, they are
    not too cheap.
    
    Kalashnikov AK-47, 1975$, 30+1 rounds, 4 clips, 7,62x39mm, 2 fire modes
    (+5xScope=2475$)
    accuracy/power/recoil: high/high/medium
    info: One of the best assault rifles, trust me! This is the Russian power. AK-47 is
    cheap, powerful and with the scope... just perfect! Just buy it and try it! Go for
    headshots and you'll find yourself in love with this babe...
    
    Olympic Arms M4, 2500$, 30+1 rounds, 4 clips, 5,56x45mm, 2 fire modes
    (+5xScope=3075$)(+supressor=2725$)(+100-round C-shaped magazine=4250$)(total=5050$)
    accuracy/power/recoil: high/low to medium/medium
    info: Oh, man, it's too expensive. Better buy the Kalashnikov! However, if you have
    money, well... a 100-round clip is worth its money, but I hate 5,56x45mm NATO rounds.
    
    FN FAL, 2800$, 20+1 rounds, 5 clips, 7,62x51mm, 2 fire modes? or 3?
    (+5xScope=3400$)
    accuracy/power/recoil: high/high/high
    info: The massive 7,62x51mm rounds cause this gun to have huge recoil. That's why I
    don't use its full-auto mode. Fire in short or single bursts and everything should
    be OK. Extremely nice and I think AK-47 and FN FAL, both scoped, are the best rifles.
    
    Sig Sauer SG550, 3150$, 30+1 rounds, 4 clips, 5,56x45mm, 2 fire modes
    (+5xScope=3725$)(+DoubleClip=3525$)(total=4100)
    accuracy/power/recoil: very high/medium to high/medium to high
    info: Very nice and reliable and powerful and useful and... what more? Just take the
    scope and the double clip, then go kill'em. One of my favourites and this one reminds
    me of the Tactical Ops 3.1.5. Commando rifle, yeah!
    
    Heckler&Koch G36, 4250$, 30+1 rounds, 4 clips, 5,56x45mm, at least 2 fire modes
    (+100-round C-mag=6000$)
    accuracy/power/recoil: high/medium/medium to high
    info: Milla Jovovich ruleez! Well, it's a very good gun, but it's too expensive.
    Remember the Kalashnikov? I'd prefer it or the FAL!
    
    Heckler&Koch G11, 6500$, 45+1 rounds, 4 clips, 4,73x33mm, at least 2 fire modes
    no upgrades
    accuracy/power/recoil: high/very high/very high
    info: 33mm is too much for a light bullet such as the 4,73. That's why it's so awfully
    powerful and that's why the recoil is so STRONG! It has a 5xScope and is a perfect
    weapon, only if you know how to use it. H&K RULEEEZ!!!!!
    
    
    1.7 Sniper rifles
    "The main purpose of the sniper rifles is to destroy valuable targets at extended
    ranges with aimed fire, and with as few ammunition as possible. In most cases,
    "the target" means the human being (enemy soldier, armed criminal, terrorist, president,
    etc), and the "as few ammunition as possible" often means one shot. The range for sniper
    fire may vary from 100 meters or even less in police/counter-terror scenarios, or up
    to 1 kilometer or more- in military or special operations scenarios."- Maxim R. Popenker
    Yeah, thank you, Max. Now let's see what sniper rifles do we have in our game.
    
    Remington M710, 2800$, 4+1 rounds, 5 clips, .270"
    (+12xScope=3550$)
    accuracy/power/recoil: high/medium/medium
    info: This is the basic one. .270" rounds aren't very powerful, but they work. At least
    1 shot to the head, at least 3 to the chest. No legshots!!! Be careful, clip holds
    only 4!
    
    Heckler&Koch PSG1, 3750$, 5+1 rounds, 6 clips, 7,62x51mm
    (+extended clip=4300)
    accuracy/power/recoil: very high/medium/medium
    info: Very accurate, but the 7,62x51mm rounds could do better. This German rifle can
    be upgraded to a 20-round clip, so do it! Also, reminds me of Tactical Ops again.
    It's advantage is its 20 round magazine which allows for many many follow up shots,
    and, also, the laser-sight.
    
    Snayperskaya Vintovka Dragunova, 4525$, 10+1 rounds, 5 clips, 7,62x54mm Russian
    (+10xScope=5275$)
    accuracy/power/recoil: very high/high/medium to high
    info: Again Russian power, hehe. 7,62x54mm rounds do damage, 1 headshot-death, so aim
    well and take the 10xScope. This is one of my favourites, it's really good, powerful
    and reliable and the clip capacity is big. Here's some real-life info on it:
    
    "The SVD is optimistically credited with a maximum effective range of 1,300m with the
    PSO-1, and 800 meters with only iron sights. The PSO-1 has a 6-degree field of view
    and contains an integral, infrared detection aid along with an illuminated rangefinder
    reticle. Thus, the SVD is effective in daylight against point targets or at night
    against active infrared emitters, such as night driving aids and weapon sights.
    The reticle's rangefinder is tied to the height of a standing man; however, many feel
    that at longer ranges, this is too easy to misinterpret. With the use of this
    rangefinder, the PSO-1 can then be adjusted by a 'ballistic drop calculator' (BDC) cam
    to match the trajectory of the 7.62x54mm cartridge out to 1,000m. Beyond 1,000m, the
    reticle has hash marks for aiming at 1,100, 1,200, and 1,300 meters."
    
    Maxim Popenker said about this rifle: "The SVD was designed on Soviet Army request
    as a lightweigh, powerful and reliable semi-auto rifle, and remains in service for
    almost 40 years."
    
    Accuracy International- Arctic Warfare 50, 7350$, 5+1 rounds, 6 clips, .50"BMG
    no upgrades
    accuracy/power/recoil: very high/very high/medium to high
    info: The Big Boss. This sniper rifle uses the largest and most powerful rounds- the
    .50"BMG(12,7x99mm). It's heavy, accurate and extremely powerful. Anyway, aim for
    the head. A little expensive, though. Made in UK.
    
    
    1.8 Inventory
    1.8.1 Standard inventory
    You can choose from 4 types of grenades- flashbang, smoke grenade, frag grenade and
    one very useful, gas grenade. Grenades are placed two in a slot. You can also buy
    some vision enhancements, like night vision(NV) and thermal vision(TV), I think TV is
    more useful in close range. Gas mask is also nice.
    There are some special items, possessed only by certain characters, such as the LAW,
    in possess of the Commando and the C4, for the Demoman.
    Well, let's see.
    
    -Explosives
    Flashbang, 250$, capacity per a slot: 2
    info: This will blind your enemies, but be careful- it can blind you and your
    teammates, too. Always turn around when you throw it, then wait for the flash and
    after that go kill 'em.
    
    Smoke grenade, 200$, capacity per slot: 2
    info: This can be used for cover, but I don't buy it.
    
    Frag grenade, 275$, capacity per slot: 2
    info: Tear your opponents appart. Be careful not to be in the blast radius.
    
    Gas grenade, 350$, capacity per slot: 2
    info: Gas, which will make your enemies dizzy and affect their aiming. Pretty useful,
    but remember to buy a gas mask, too.
    
    Remote C4 explosives, 625$, capacity per slot: 3
    info: Plant them somewhere, hide some else where, wait for a victim, press the button.
    A little low on power, I think.
    
    Timed C4 explosives, 1025$, capacity per slot: 3
    info: Plant them and run the hell away. Very powerful and useful on missions where you
    have to blow up targets. Try taking down walls with this.
    
    -Vision enhancements
    Night Vision, 450$
    info: This item helps you see in pitch dark areas. Very nice. I often use it on the
    colombian mission.
    
    Thermal Vision, 875$
    info: Very useful vision enhancement. You will see everything in violet, except human
    beings- in yellow/red. Reminds me of Aliens Vs. Predator. But you can see any further
    than 50m. And a little expensive, but useful. Sometimes I mistake the direction with
    this, cause it's short-sighted.
    
    1.8.2 Other equipment
    Gas mask, 450$
    info: This will prevent you from the gas effect. Why not take it?
    
    LAW, 4655$
    info: Extremely powerful rocket launcher. I never used it in missions, I only tried in
    training missions, but I have been told it has awful power! But you have to wait to
    align the target and prepare it to shoot. Very slow, but very powerful.
    
    2. Characters
    There are six main characters in GO: Demoman, Heavy Gunner, Commando, Medic, Recon,
    Sniper. Each one of them has its own hidden abilities and different people prefer
    different characters. Let's see what have we got here.
    
    2.1 Demoman
    starting money: 3500$
    dying money: 1750$
    money for 1 kill: 200$
    money for blowing up an enemy: 100$
    plant/defuse bomb: 75$
    Primary weapon/Secondary weapon/Sidearm: Choose from: 1Grenade Launcher/4Shotguns/8Pistols
    3 slots for grenades, medium to heavy armor
    info: Demomen must plant or defuse explosives. They have also to blow up certain
    targets with the GL and they are somewhat slow in combat, but have many explosives.
    Starting Equipment(Starting EQ): Heavy Armor with SPAS15+Frag. Gren.=3450$
    Best Equipment(Best EQ): Heavy Armor with Para Ordnance P14-45(no upgr.)+SPAS15+Frag Gren.+Gas Gren.+Gas Mask=4700$
    Best EQ,2: Heavy Armor with Desert Eagle+USAS12(full upgr.)+Frag. Gren.+Gas. Gren+Frag. Gren+Gas Mask=7700$
    Best EQ,3: Heavy Armor with Colt Anaconda(scoped)+69A1+Gas. Gren+Gas Mask=6925$
    
    2.2 Heavy Gunner
    starting money: 4100$
    dying money: 2050$
    money for 1 kill: 300$
    kill assist: 250$
    Pri/Sec/Side: Choose from: 4Heavy MGs/4Shotguns/8Pistols
    3 grenade slots, medium to heavy armor
    info: One of my favourite characters. Slow, but very well-protected and armed to the
    teeth. Used in close or medium range combat. A real cashman.
    Starting EQ: Heavy Armor with Para Ordnance+SPAS15+Frag Gren.=3900$
    Best EQ,1: Heavy Armor with Para Ordnance P14-45(laser sight)+Stoner 96(scoped)=6800$
    Best EQ,2: Heavy Armor with Desert Eagle+H&K 21E(no upgr.)+Frag Gren.+Gas Gren.+Gas Mask=9150$
    
    2.3 Commando
    starting money: 2300$
    dying money: 1150$
    money for 1 kill: 300$
    kill assist: 250$
    Pri/Sec/Side: 6assault rifles/6SMGs/8Pistols
    2 grenade slots, medium to heavy armor
    info: Another favourite of mine. Many weapons, heavy armor, LAW. What more do I need?
    Well, more money can always be welcome. He is a little slow, but... And he can carry
    only 2x2 grenades. But armed with an assault rifle, a SMG and a powerful pistol, hey,
    no one can resist his power. Used in medium range combat situations, but can be used
    in far combat, too, trust me.
    Starting EQ,1: Heavy Armor with Sig Sauer SP2340(no upgr.)=2100$
    Starting EQ,2: medium armor with H&K MP5/10(scoped)=2150$
    Best EQ,1: Heavy Armor with Desert Eagle+AK-47(scoped)+H&K MP5/10(scoped)+Frag Gren.+Gas Gren.+Gas Mask=8175$
    Best EQ,2: Heavy Armor with Desert Eagle+FN FAL(scoped)+H&K MP5/10(scoped)+Frag Gren.+Gas Gren.+Gas Mask=9100$
    Best EQ,3: Heavy Armor with Desert Eagle+H&K G11+H&K MP5/10(scope+supressor)+Frag Gren.+Gas Gren.+Gas Mask=12500$
    Best EQ,4: Heavy Armor with Desert Eagle+H&K G11+P90 (full upgr.)+Frag Gren.+Gas Gren.+Gas Mask=12900$
    
    2.4 Medic
    starting money: 2300$
    dying money: 1150$
    money for 1 kill: 300$
    kill assist: 250$
    heal 1 teammate: 200$
    Pri/Sec/Side: 6assault rifles/no secondary/8Pistols
    1 grenade slot, as I can remember, low to medium armor
    info: This one is both nice and shitty. Cause he has to run around the level, looking
    for teammates, screaming "Medic!Medic!". What a job! But he can heal his own self, too,
    and that's why I like him. The assault rifles give him the power and he is very light
    and fast. Medium armor is a good deal. Only 1x2 grenades. Sorry. And no secondary.
    Starting EQ: AK-47 (no upgr.)=1975$
    Best EQ,1: medium armor+AK-47 (scoped)+Frag. Gren.=3500$
    Best EQ,2: medium armor with AK-47 (scoped)+Gas Gren.+Gas Mask=4025$
    
    2.5 Recon
    starting money: 1200$
    dying money: 600$
    money for 1 kill: 200$
    kill assist: 150$ (with the Life-Sign Detector)
    Pri/Sec/Side: 6SMGs/no sec/8Pistols
    2 grenade slots, low to medium armor
    info: Playing as a Recon is fun, cause you have to use the Life-Sign Detector to find
    your enemies and this way you assist in their killing, which earns you money, so you
    can respawn as a Heavy Gunner and buy the BIG GUNS. Hehe. Recon is used in close
    quarters, also, he's very fast, but his armor sux. No secondary and only 2x2 grenades.
    Starting EQ: medium armor with Para Ordnance P14-45(no upgr.)=1200$
    Best EQ,1: medium armor with H&K UMP.45"(scoped)+Frag Gren.=2850$
    Best EQ,2: medium armor with H&K MP5/10 (scoped)+Frag Gren.+Gas Gren.+Gas Mask=3975$
    
    Recon Life-Sign Detector info:
    Life-Sign Detector will help you find your teammates and the current mission waypoints.
    It is a very powerful tool, if used properly. Here's some more hints on it. However,
    I don't enjoy playing as a Recon because of the shitty armor and the low cash.
    The Life-Sign Detector has 3 work modes. The first and the most useless can show you
    only your teammates and the mission waypoints. The second lets you notice some enemies,
    who are somewhat close to you. And the last one, my favourite, will help you detect
    enemies, situated a long distance away from you. Remember that the Life-Sign Detector,
    like any other electric tool, has limited battery endurance and needs to be recharged.
    The energy will start getting lower and lower only when you enter the second and the
    third mode. When you switch back to the normal mode, it will recharge.
    
    2.6 Sniper
    starting money: 3500$
    dying money: 1750$
    money for 1 kill: 200$
    kill assist: 100$
    Pri/Sec/Side: 4sniper rifles/no sec/8Pistols
    1 grenade slot, low to medium armor
    info: The Sniper is used for long-range combat. He uses scoped sniper rifles, which
    are very accurate. He is fast, not very well-protected and has only one slot for
    grenades and no secondary. If you like to camp, waiting for enemies to appear on your
    crosshair, you'll like the Sniper.
    Starting EQ,1: Remington M710+Para Ordnance P14-45=3250$
    Starting EQ,2: medium armor+Colt Anaconda (scoped)=1800$
    Best EQ,1: medium armor with Dragunov SVD (scoped)+Para Ordnance P14-45=6475$
    Best EQ,2: medium armor with AI-AW.50"BMG+Desert Eagle+Frag Gren.=9350$
    Best EQ,3: medium armor with AI-AW.50"BMG+Colt Anaconda (scoped)+Gas Gren.+Gas Mask=9875$ (whole mission sniping, yeah!)
    
    3. Money and special characters
    In the hurry you may not notice, but the game gives you money for certain actions.
    Below you can check a list, showing you how much money you earn for completing
    different tasks.
    
    Clear the level: 4000$
    Lose the level: 3000$
    Money for 1 kill: This one can be different, depending on what weapons you use (take
    a pistol!) and how many shots did the bastard need to die (aim for the head!) and
    how much health points did he have before you encountered him (fresh meat only, pls)!
    Kill assist: 250$
    Rescued hostage: 750$
    Interact with a hostage for the first time: 150$
    Hostage killed by a Special Forces player: -900$
    Hostage killed by a terrorist player: -750$
    Stay alive for 30 sec and you get 150$
    
    3.1 Special characters
    In multiplayer you can play with some different characters such as the VIP and the
    intelligence officer. Let's see what they can offer us.
    
    VIP
    info: As a VIP you must not get killed. You may pick up weapons and kill enemies
    (opposite team members). The VIP gets money for killing an enemy, but the money
    is given to the team members, who have to prevent the VIP's assasination.
    opinion: I hate playing as a VIP.
    
    Intelligence Officer
    info: As the officer, you won't get in the combat, but you'll have to provide combat
    tactics and strategies, so the team members progress in the mission. You can choose
    how to observe the mission process thru 4 monitors. You can see your teammates on
    the monitors, enemies will appear only if they are in the recon's Life-Sign Detector
    range.
    You can also use every team member's personal camera to view the action from his own
    position.
    The Officer is also able to place waypoints on the level, which will guide the
    players to certain areas and navigate them thru the whole mission.
    opinion: Playing as an Intelligence Officer is sometimes fun, cause you can navigate
    the dumbasses, but sometimes it gets boring because you there's almost no action-
    the IO will never die and he will never use a gun, though.
    
    4. Hints&Tips&Something else
    OK, here's what I like to do on most of the conventional missions. I take the heavy
    gunner, cause he has heavy armor, a lot of cash and weapons, and... I like his outfit.
    I almost ALWAYS play with a pistol. I love pistols and I'm good at aiming. My favourite
    pistol is the Para Ordnance P14-45. Nice balance between accuracy, power and clip
    capacity. So I get the Para and some grenades, sometimes a gas mask, if I have enough
    money. If the mission is dark, I buy the TV, not the NV, but if I'm low on cash, I go
    for the NV. Tell some teammate "Cover Me!" and go! Beware of snipers and try to move
    slowly and quietly. Around corners- strafe, check for an enemy. If there, strafe back
    and then show out again, shoot one round, get back behind the corner. Do this again
    and again until he dies. If he lobs a gren at you, turn around and run! Be careful,
    cause grenades are very dangerous. If in corridors, stick to the wall, keep running,
    be difficult to get on their crosshairs. If someone shows up, don't wait and waste
    him with a powerful somewhat 8 to 10 round blast from your Para. Duck and reload.
    Get a better weapon.
    With pistols, don't buy the Five-seveN. It's useful only in close quarters. Try
    something universal like the Para or the Sig. Desert Eagle is very good choice, but
    only if you go for headshots. The Colt Anaconda is good for snipers with that nice
    scope, but it can hold only 6 rounds. Don't buy the H&K .45"USP, cause it isnt't more
    powerful than the Para, and has smaller clip.
    I don't know, but I aim for headshots only with the Desert Eagle. Maybe because it
    has very little ammo. When I'm not using the Desert Eagle, I stick to the Para and
    aim for the chest, cause 5 shots and the bitch is gone. From time to time I buy the
    Five-seveN, but it's too low on power with that lousy 5,7x28mm cartridge- it's for
    SMGs. However, sometimes even a single shot from the Five-seveN is enough to kill a
    soldier. I don't know, maybe it was an eye-shot (are there eye-shots in GO??? Mail me, pls!).
    And one very useful advice- reload, reload, reload!!! Always have a full clip plus one
    round cocked in the barrel. This is the only way to accept surprises.
    The Glock18C with the Xtended clip is good only in full-auto fire in close range.
    Otherwise, it sux and it's too expensive. Better buy a Sig Sauer with these money.
    Berettas will sometimes be useful, cause they are very accurate weapons and the fire
    rate is good, too.
    I don't buy such shit like tac lights, but sometimes I buy supressors, or laser sights,
    especially for the Para, the silencer+laser sight upgrade is very useful tool.
    If you have to take out a near sniper, don't worry. First be sure he is busy with
    other of your teammates and switch to the pistol. Aim carefully and mow him down
    slowly, one shot for every two seconds, to have enough time to aim. And remember to cover
    between the shots and the reloads.
    For distant snipers you must have a scoped weapon (Anaconda .44" is perfect, so does the
    AK-47). Again, wait for the sniper to lock on some of your teammates and while he's not
    watching you- blast his head with a round!
    
    With shotguns: always aim for the head or the neck. A heavy armored heavy gunner can
    survive a few shots to the chest and even 10 shots to the legs, but a frontal face
    blast from a SPAS15 is always deadly, no matter what armor do they have.
    
    SMGs and assault rifles: try to use the 3-round auto burst mode, if possible. They are
    very powerful, if you know how to use them. You must aim to the head and shoot 2 series
    of 3 rounds for sure. At least 2. The AK-47 is very good in close and mid-range and I
    like waiting for victims on the side of the doors- people tend not to look around the
    door when they go through it. However, never shoot an auto gun for more than 2 or 3
    seconds- it gets very inaccurate. Shoot 5 to 8 rounds, then pause for a second and
    continue pumping them.
    Single shots are extremely useful for high-caliber assault rifles such as the AK-47 and the
    FAL, because they are very accurate. Tap rapidly your fire button to fire faster. Remember,
    rapid single shots are more accurate than rapid fire!
    
    Heavy MGs: If you have a heavy MG, don't shoot it like the Quake 2 chaingun! Shoot no
    more than 5 rounds and let it get accurate again. And aim for chest or head. If the
    heavy MG has a single-shot option, get used to it. Far more accurate. The scoped heavy
    MG (Stoner 96) is very good choice when you have to deal with mid-range or even far targets.
    I like using it on the Arctic mission.
    
    Grenades: When you throw a grenade, always do it for a second or two. An unarmed trooper
    with no gun in hands is a very easy target. Try to hide, gather your throwing strenght,
    then show out and release the fire button just a moment before they see you. Then hide
    again. Practice this a few times and you'll get it.
    Be extremely careful with the flash grenade. ALWAYS warn your teammates before throwing
    one of these and when you do- throw it as far as possible and turn around to prevent
    blindness.
    If you are blind, try circle strafing, shooting, or, if you know you can hide somewhere,
    do it. BUT DO NOT STAY IN ONE PLACE. If you know you will be killed, lob a gas grenade
    to make them angry, hehe.
    If you have no gas mask, but you have gas grenades, throw them as far as possible and
    then "fire in the hole". If you have a gas mask, it's all right. Just make them dizzy
    and walk in the gas cloud, killing them with a Desert Eagle. I love this tactic.
    And remember- NAFTL!- Never Aim For The Legs!
    
    Sniper: Don't worry to use high-caliber sniper rifles such as the SVD and the AI-AW50
    for chest shots- two or three shots will kill any bastard, no matter how hard and heavy
    is his armor. But if you have a good chance for a headshot, don't wait and blast'em
    good. And don't forget to reload your sniper rifle after almost every shot, if you
    have enough time. When you have 2 shots left, you MUST reload. I like using the 20-round
    clip for the H&K PSG1.
    
    5. About the author
    Full Name: Lubomir Mario Slavchev
    Full Nickname: DJ MS Lubo-Erazor.BAT
    Born in: Sofia, Bulgaria
    hobbies: walking around the neighbourhood with friends, playing different 3D-actions
    (Duke Nukem 3D, Quake 1/2/3, Tactical Ops, Unreal Tournament, Tom Clancy's Ghost Recon,
    Global Operations, Hitman: Codename 47, Resident Evil 2, Resident Evil 3, Doom 1/2,
    Jazz Jack Rabbit 2 (2D-action), SiN, Heavy Metal FAKK2, Soldier Of Fortune, Blood 2,
    KISS Psycho Circus: The Nightmare Child, Deus Ex, Aliens Vs. Predator, etc), push-up drills also a hobby
    e-mail: lubo.s@mbox.bol.bg
    also try: pro_vince@abv.bg
    I'M A LEE CHILD FAN!
    OK, if something sux, please let me know. Just e-mail me, but don't spam or flood me!
    I'll come back with a Para Ordnance P14-45 to punish you.
    Global Ops favourite tactic: EVERY SHOT COUNTS, BITCH!
    
    6. Credits
    Arkanoid2 style- OK, big wet ones go to:
    
    George- for giving me the CD with GO and the CD-key for GO, thanks, man, you're a nice
    guy!
    
    Maxim R. Popenker, who gave me some info on different weapons and told me so much about
    the Dragunov sniper rifle. Go to:
    http://world.guns.ru/
    This is his website on weapons.
    
    ES-Computing- for compiling the wondeful and VERY user-friendly text-editor EditPlus!
    
    Electronic Arts and Barking Dog Studios- for creating Global Operations.
    
    Stoil Neshev- for telling me about the existence of Global Operations and reminding
    me to play some other tactical actions than just sit in front of this RapidWaters2
    Tactical Ops 3.1.5 server.
    
    my computer- for not crashing while writing this shit.
    
    Me- for the idea of creating such a wondeful document. (I'm humble and modest.)
    
    My Mom- for buying my computer.
    
    Bernd Wolffgramm- for posting this in the DLH.
    
    You all- for being patient in reading this and especially for playing GO instead of other games!
    
    All right, that's all. I have to play some Colombian missions now. Bye!
    MS Lubo, 2002
    lubo.s@mbox.bol.bg
    pro_vince@abv.