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    Equipment FAQ by TeraTempyst

    Version: 1.0 | Updated: 09/01/02 | Search Guide | Bookmark Guide

    Equipment FAQ 1.0 - Global Operations
    By Erik Marks (TeraTempyst)
    0. History
    1. Introduction
    2. Pistols
    3. Shotguns
    4. Submachine Guns
    5. Assault Rifles
    6. Sniper Rifles
    7. Machine Guns
    8. Other
    9. The Rest
    0. History
    1.0 - September 1st - I was bored so I typed everything up. Die.
    1. Introduction:
    Feel free to use this FAQ on your own site, just drop me a line first. It can
    be found at the contact list at the bottom.
    I just wrote this FAQ on the spur of the moment... It includes every piece of
    equipment in the game, ranging from pistols to specialty explosives. My
    opinions arent concrete; you may feel differently about some weapons than I do.
    Just do what feels alright and use this as a basic guideline.
    Please note that this guide already assumes you already have a slight idea on
    how to play Global Operations. Meaning that I'm just going to dive right into
    the weapons here.
    Whats to come: Specific strategies on what to buy and what to pick up in the
    2. Pistols
    Pistols are wielded by every class in the game (except by the intelligence
    officer, but after dealing with the damn computers all day I wouldnt be
    surprised). They are worthy of backup use, and some even as primary weapons.
    Beretta 92F - 300$
    Caliber: 9mm Parabellum
    Magazine Size: 15 + 1
    Trigger Group: Semi-Automatic
    Description: This is the cheapest of the pistols, and it also has the lowest
    power. However, dont let that put you off. The 92F will serve you reliably as a
    backup pistol if you cannot afford anything else.
    Technique: If you've got a twitchy finger, you can empty the entire clip in a
    matter of seconds. During CQB, this can be valuable since the recoil wont carry
    you TOO highly. At longer distances, try to go for double taps.
    Addons: The suppressor is somewhat effective. It will make your shots weaker,
    but if you're going behind enemy lines it can be a life saver.
    Glock 18 - 350$
    Caliber: 9mm Parabellum
    Magazine Size: 19 + 1 (Extended: 31 + 1)
    Trigger Group: Semi-Automatic, Full Automatic
    Description: The Glock functions much like the 92F, with a minor difference; it
    features a full auto trigger group. Thats right, after being maligned in other
    games as a 3 round burst (cough counterstrike), its finally properly
    Technique: Frankly, semi-auto doesnt work that effectively. But hell, you
    bought this for the full auto function, right? Under full auto, this gun has an
    extremely high rate of fire. At close to medium distances, fire in 4 - 6 round
    bursts. At longer ranges, single shot may be a little better.
    Addons: The Extended magazine will give you 31 rounds at your disposal. While
    this does make the gun more than a Sig, it can be worthwhile if you want a full
    auto backup. The Tac Light is up to you, since its relatively cheap. I
    traditionally dont use them.
    Para Ordinance P14 - 450$
    Caliber: .45 ACP
    Magazine Size: 14 + 1
    Trigger Group: Semi-Automatic
    Description: The cheapest of the somewhat stronger pistols, the P14 is one of
    the best for newer players and veterans alike. It fires moderately accurate and
    has decent power. The main power of this gun is its Addons.
    Technique: Buy a laser sight with this gun. With the laser sight, you can
    strafe and shoot at a distance and STILL score headshots. Fire a round every
    second or so and every shot will land, assuming you have your crosshairs
    trained on the enemy.
    Addons: The laser sight is indispensable. Buy one with this gun all the time;
    if you dont, you might as well get a USP. The suppressor is in the same vein as
    the Beretta's; get one if you need it.
    Heckler and Koch USP45 - 500$
    Caliber: .45 ACP
    Magazine Size: 12 + 1
    Trigger Group: Semi-Automatic
    Description: This is definitely for straight shooters. The USP45 is incredibly
    accurate at a distance and its very strong for its price.
    Technique: Play this like you'd use the Para P14, but try not to strafe quite
    as much since you dont have the advantage of the laser sight. Try to keep your
    shots at a moderate rate or you'll empty the clip fast.
    Addons: Buy a suppressor for this gun at all opportunities. The suppressor is
    very, VERY effective. You can use the USP with the suppressor the same way youd
    use it without. Again, tac light is up to you.
    Fabrique Nationale Five SeveN - 575$
    Caliber: 5.7 x 28mm
    Magazine Size: 20 + 1
    Trigger Group: Semi-Automatic
    Description: Another specialty pistol. The Five SeveN features the highest
    capacity magazine for all pistols in the game. Its not quite the strongest, but
    it has great accuracy and it uses armour piercing rounds.
    Technique: Even though this uses armour piercing rounds, it doesnt make up for
    its inherent weakness. Aim for the head when you can. The extra rounds give you
    a nice chance at getting at least one kill a magazine.
    Addons: Not appliable
    Sig SP2340 - 600$
    Caliber: .357 Sig
    Magazine Size: 12 + 1
    Trigger Group: Semi-Automatic
    Description: This pistol is like a USP on crack. It has the same clip size as
    the USP, but it uses a higher power caliber.
    Technique: Handle in a similar manner to the USP, but keep in mind its range is
    a little lower. Its made up for wholey in its power, however. As a medic, one
    time I took out 2 commandos and a heavy gunner all in succession with one
    magazine. Thats how useful this is.
    Addons: The tac light is up to you.
    Colt Anaconda - 750$
    Caliber: .44 Magnum
    Magazine Size: 6
    Trigger Group: Semi-Automatic
    Description: This is 1 of the 2 powerhouse pistols. It uses the .44 Magnum
    round, notorious of its use by Dirty Harry. Here's your chance to ask them
    Krongen punks if they feel lucky.
    Technique: Never use this for CQB; in fact, dont buy this if you dont plan on
    getting the scope to go with this. However, with the scope, this works well as
    a pseudo sniper rifle. Just crouch and pick them off from a distance; if you're
    a good shot, it'll take one or two shots at most.
    Addons: The 3x scope is very, VERY important to get with this. If you dont plan
    on getting this with a scope, just go for the Desert Eagle.
    IMI Desert Eagle - 975$
    Caliber: .50 Action Express
    Magazine Size: 7 + 1
    Trigger Group: Semi-Automatic
    Description: This is the bad ass of guns. It wields the most powerful pistol
    caliber in the game. Unfortunately, it also only holds 8 rounds maximum, just
    two more than a Anaconda. It also costs more than some submachine and shotguns.
    Technique: Unlike the Anaconda, this works better in CQB than long distance.
    Time your shots though, since they run out very quickly. Dont bother aiming for
    the head unless you want to permanently kill your adversary. They wont get up.
    Addons: Not appliable
    3. Shotguns
    I will be blunt: Shotguns are damn near worthless. At least, in my experience
    they are. Demomen and Heavy Gunners use them. In most cases I'd suggest you get
    a pistol before a shotgun, unless you can't afford your classes' primary
    weapon. All of the shotguns are 12 gauge.
    Remington 870 - 900$
    Magazine Size: 6 + 1 (reloaded individually)
    Trigger Group: Pump Action
    Description: The cheapest shotgun, and for a good reason. Its near impossible
    to get a kill with this damned thing. It fires slowly and a full reload takes
    forever. I must admit, it feels really cool firing it, even though I can count
    the amount of kills with this on my fingers.
    Technique: Aim for the head. These damn pellets must be made of plastic.
    Addons: Tac light is up to you.
    Benelli M1 - 1100$
    Magazine Size: 5 + 1 (reloaded individually)
    Trigger Group: Semi-Automatic
    Description: THIS GUN IS HORRIBLE. I have never gotten a kill with this, and I
    rarely see anyone using it. Dont bother, if you need a crap shotgun, get a
    Technique: Dont buy it.
    Addons: If you happen to buy one by mistake, the taclight is up to you.
    If anyone has particular tactics for this gun, gimme a message. I'd like to
    hear them.
    Franchi Spas15 - 1675$
    Magazine Size: 6 + 1
    Trigger Group: Semi-Automatic
    Description: This is where the shotguns become somewhat worthwhile. The Spas 15
    is the most powerful of the shotguns. Also, unlike the cheaper ones, it is
    magazine based, so it doesnt take forever to restock.
    Technique: Like all shotguns, aim for the head. This shouldnt take quite as
    many shots as the others, but you'll find yourself reloading often, so have a
    pistol backup or at least a good place to fall back.
    Addons: Not appliable
    USAS12 - 3000$
    Magazine Size: 10 + 1
    Trigger Group: Semi-Automatic, Full Auto
    Description: While weaker than the Spas15, this shotgun makes up for its
    weakness in the fact that it fires automatically. Fast.
    Technique: Make sure to use 3 round bursts and check to see if your target is
    bleeding profusely, or youll waste all your ammo in a snap. In Semi-Automatic,
    its not much better than a Benelli.
    Addons: The Drum magazine can be very helpful, if you can afford it. With a lot
    of excess cash, its almost a necessity.
    4. Submachine Guns
    I'll be biased here - I love submachine guns. In Global Ops they can be
    extremely effective if you know how to properly use them. Theyre meant for CQB,
    but most can be used at an Anaconda-ish distance on single fire.
    IMI Micro UZI - 750$
    Magazine Size: 32 + 1
    Caliber: 9mm Parabellum
    Trigger Group: Semi-Automatic, Full Auto
    Description: The UZI has the highest rate of fire of all of the submachine
    guns. This is both a good and bad thing; the good side is you can dump 5 or so
    rounds into someone instantly. The bad side is this rate of fire smacks your
    crosshair around like its its bitch.
    Technique: Fire in short bursts unless you have a point blank range going.
    Suprisingly enough, semi-automatic is very useful; at medium ranges you can
    score each shot pretty much dead on.
    Addons: The suppressor is sort of kinda alright sort of. Go for it only if you
    need it.
    Heckler and Koch MP5K-PDW - 900$
    Magazine Size: 30 + 1
    Caliber: 9mm Parabellum
    Trigger Group: Semi-Automatic, Full Auto
    Description: Many people seem to just mistake this for a UZI clone. However, I
    have found this very useful (mainly because I've always liked the mp5k)
    compared to the UZI. It fires slightly slower and has considerably less recoil.
    Not to mention it's more accurate.
    Technique: Use an UZI type technique, but go for longer bursts. And dont be
    afraid to use it at longer ranges. Single shot is even more useful than the
    Addons: The suppressor is effective. Go for it if you want one. The Double Clip
    is worth while if you think you'll be deep in CQB without decent backup. Make
    sure the exposed clip is on the left side or its pretty useless. The scope is a
    good compliment to single shots. Crouch when you use it though.
    Beretta 12S - 1100$
    Magazine Size: 20 + 1
    Caliber: 9mm Parabellum
    Trigger Group: Semi-Automatic, Full Auto
    Description: I'd say this is closest to a newbie sub machine gun there is. It
    has a slow rate of fire, but its recoil is very controllable. It has almost no
    vertical recoil, so you can go full auto very reliably. However, it is almost
    useless without addons.
    Technique: Dont bother with semi-automatic; automatic is slow enough to pull
    off single shots easily. Just pull down on the mouse and fire for as long as
    you want, and every shot will go where you want it.
    Addons: Tac light is up to you. Go for the scope and extended clip when you
    can, if you plan to use this.
    Heckler and Koch UMP45 - 1425$
    Magazine Size: 25 + 1
    Caliber: .45 ACP
    Trigger Group: Semi-Automatic, Full Auto
    Description: While others seem to have had some success with this SMG, I sure
    havent. It does use a more powerful round than the 9mm, but I can never get
    this thing to hit a target. It recoils horrendously and has a slow rate of
    fire. If you can counter act these downfalls, go for it.
    Technique: Fire in bursts, definitely.
    Addons: The suppressor works effectively, as does the scope. Tac light is up to
    Heckler and Koch MP5/10 - 1700$
    Magazine Size: 30 + 1
    Caliber: 10mm
    Trigger Group: Semi-Automatic, Three Round Burst, Full Auto
    Description: The workhorse of the SMG group. It wields a powerful cartridge
    (similar in power to the .357 sig) and has a controllable rate of fire/recoil.
    Recons might not be able to afford this, but it is an effective primary for
    Technique: Trigger Groups work well in proportion to distance. At very long
    ranges single shot will work best. In long to medium ranges, 1 or 2 3 round
    bursts can usually wield a kill. Close up, go ahead with rock and roll. If
    you're short on ammo, go for 3 round burst close up and else where go single.
    Addons: Same as the UMP. The suppressor sounds different than the other ones,
    which may or may not attract attention.
    Fabrique Nationale P90 - 2275$
    Magazine Size: 50 + 1
    Caliber: 5.7 x 28mm
    Trigger Group: Semi-Automatic, Full Auto
    Description: Even though its more expensive than the mp5, it is somewhat
    similar in usefulness. So it's really up to you. It has a high rate of fire
    (somewhat like the mp5k) but it is quite controllable. It uses the same round
    as the Five seveN, but you wont really notice its armour piercing effect since
    you're going to be putting out loads of lead.
    Technique: Unless you have a laser, fire in bursts. On single fire, it is
    incredibly accurate. It also doesnt have an animation for switching between
    single and full auto, so you can go between them on a whim.
    Addons: Always get a laser sight when you can get one, it functions similarly
    to the P14 laser. The suppressor works effectively, although it decreases the
    use of the laser slightly.
    5. Assault Rifles
    Assault Rifles are the most versatile weapons in the game. They work well at
    long to medium distances but they can also hold their own in CQB. Theyre the
    primary weapons of Commandos and Medics.
    Kalashnikov AK47 - 1975$
    Magazine Size: 30 + 1
    Caliber: 7.62 Eastern Block
    Trigger Group: Semi-Automatic, Full Auto
    Description: The most widely produced assault rifle in the world, known for its
    idiot proof operation. The AK47 is affordable by everyone, and it is worth the
    bang for its buck. It does, however, have horrendous recoil.
    Technique: In almost all cases youll want to use single shot. If see yourself
    going into a CQB situation, switch to full auto. Unfortunately, trigger group
    changing is a pain in the ass, since the selector switch is on the other side.
    Blame Mr. Kalashnikov for that blunder.
    Addons: The scope is worth it, especially with the single shot nature of the
    gun. Go for it.
    Olympic Arms M4A1 - 2500$
    Magazine Size: 30 + 1
    Caliber: 5.56 NATO
    Trigger Group: Semi-Automatic, Full Auto
    Description: While it uses a weaker round than the AK47, the M4 is more
    expensive. Why? Because it can reliably be used on full automatic without too
    much of a problem. This is the closest thing to a newbie assault rifle.
    Technique: Unlike most guns in the game, this can be used on full auto for more
    than 4 or 5 rounds without worrying about recoil. Its rate of fire is moderate,
    but nothing to scoff at. Aim for the head, since it uses the weakest rifle
    Addons: The M4 has some of the best additions in the game. The 5X scope is very
    much worth it in all but the msot close up cases. The suppressor is unique to
    the M4, no other rifles have it. Get a suppressor if you can, too. The C-MAG is
    a bit expensive, but if you want an M4 instead of say, an SG550, grab one. It
    makes a nice support weapon.
    Fabrique Nationale FAL - 2800$
    Magazine Size: 20 + 1
    Caliber: 7.62 NATO
    Trigger Group: Semi-Automatic, Full Auto
    Description: This is somewhat similar to the AK47. It does have a stronger
    caliber and thus proportionally a stronger kick. Unfortunately this does mean
    that its practically impossible to hit anything using full auto. Use single
    shot exclusively.
    Technique: This rifle is pretty much a specialty rifle. Switch to single shot
    and pop some heads from a distance. The 7.62 round is damn powerful and you'll
    take down anyone easily with a few well placed shots.
    Addons: A scope on this gun is practically necessary.
    Sig Sauer SG550 - 3150$
    Magazine Size: 30 + 1
    Caliber: 5.56 NATO
    Trigger Group: Semi-Automatic, Three Round Burst, Full Auto
    Description: The SG550 is basically an expert version of the M4 Carbine. It
    fires a little faster (or so it seems) and has a smidge more recoil. Its also a
    tad more accurate, not to mention the addition of a 3 round burst mechanism.
    Technique: Use this similarly to the M4. The 3 Round Burst is alright, use it
    to conserve ammo in CQB when you're low.
    Addons: The Scope is different in design to the other rifle scopes; it has a
    red dot in the center for better reference when your crosshair is apart. While
    it doesnt seem like it would be helpful, its a nice aid to find your center
    fast. The Double Clip makes the SG550 a CQB demon.
    Heckler and Koch G36 - 4250$
    Magazine Size: 30 + 1
    Caliber: 5.56 NATO
    Trigger Group: Semi-Automatic, Three Round Burst, Full Auto
    Description: The G36 is better left to experts, but its a killer in the hands
    of those that know how to use it. On full auto it has a high rate of fire (not
    to mention a pretty damn intimidating sound) while maintaining a decent
    accuracy. Try not to waste entire clips at a time though.
    Technique: The built in scope is what makes this gun great, especially on maps
    like Sri Lanka, where you can snipe those below with about 4 or 5 shots. Dont
    bother with 3 Round Burst, I haven't found must use for it. Its a CQB killer.
    Addons: The 100 round CMag makes this a GREAT support weapon. Just crouch down,
    look through the scope, and take out anyone unfortunate to fall in front of
    your sights.
    Heckler and Koch G11 - 6500$
    Magazine Sice: 45 + 1
    Caliber: 4.73 x 33 Caseless
    Trigger Group: Semi-automatic, Three Round Burst, Full Auto
    Description: This gun is expensive, and for a damn good reason. It has a built
    in scope and a highly powerful round. Its three round burst is the main use of
    this gun.
    Technique: Use the Three Round Burst exclusively and you'll be all set. It
    fires 3 rounds without recoiling until theyve all fired, resulting in what
    essentially is a long range shotgun. In CQB, you can easily get 6 or 9 rounds
    to connect in sequence. Full Auto is useless, it recoils too much and the rate
    of fire is low. Single Fire is only worth while if your low on ammo, since 3
    round burst is much more effective.
    Addons: Not appliable
    6. Sniper Rifles
    The sniper rifles are great for taking out enemies from a distance with
    precision. Fortunately, the Global Ops team really evened out the sniper rifles
    and made them difficult to use, preventing whoring. Make sure you're a good
    shot before picking the Sniper specialty.
    Remington 710 - 2800$
    Magazine Size: 4 + 1
    Caliber: .270 Winchester
    Trigger Group: Bolt Action
    Description: The cheapest sniper rifle of the group. What really pisses me off
    is that its very expensive for the cheapest rifle. Some times you might not
    even be able to afford this. However, it can be used well if you get used to
    Technique: Try not to move your crosshair too much while zoomed in. Just sit
    and wait for a kill. If you swivel around too much, it will be impossible to
    make a shot. Crouching is pretty much a necessity, as with all snipers.
    Headshots are important as well.
    Addons: The 12x Scope is quite nice on maps like Quebec and Sri Lanka.
    Heckler and Koch PSG1 - 3750$
    Magazine Size: 5 + 1
    Caliber: 7.62 NATO
    Trigger Group: Semi Automatic
    Description: Personally, I dont think that the PSG is really worth the 1000
    dollars more than the Remington sniper. Its much more inaccurate at a distance,
    even while crouching. It its pretty useful at medium distance sniping, however.
    Technique: From long distances, dont bother. Just use a 710. And always aim for
    the head. You wont get anything at all with body shots.
    Addons: The Extended Clip gives you a nice 20 + 1 rounds. Particularly useful
    for follow up shots.
    Dragunov SVD - 4525$
    Magazine Size: 10 + 1
    Caliber: 7.62 x 54
    Trigger Group: Semi Automatic
    Description: This is the best mix of price and power in sniper rifles. This is
    your best choice for long and medium range sniping.
    Technique: Use this in the traditional sniper sense. Crouch down and pop heads
    as they come by. Headshots arent necessary but if you want to permanently take
    someone down they're recommended.
    Addons: The 10x scope is worthwhile for long distances, obviously.
    Arctic Warfare 50 - 7350$
    Magazine Size: 5 + 1
    Caliber: .50 BMG
    Trigger Group: Bolt Action
    Description: This rifle is HUGE, as is the caliber that it uses. There are two
    advantages of this over the Dragunov: It permanently puts anyone down, no
    matter where you hit him. The second being its piercing power, which lets you
    team up with a recon and wall hack away. The only problem? ITS FUGGIN
    EXPENSIVE. I must say, make sure you have reliable medics on your team. And
    make sure NOT to get killed while its not wielded. It sucks to see a 7000
    dollar rifle disappear out of thin air.
    Technique: Get this over a Dragunov if you team up with a recon. Wallhack like
    a mofo.
    Addons: Not appliable
    7. Machine Guns
    Machine guns are the main suppot weapon of the Heavy Gunners. They all fire
    somewhat accurately while crouching. They are meant for sustained fire, to take
    down groups of enemies. While they can be fired on the move, I wouldnt
    recommend it in a casual confrontation. Also, all machine guns can be equipped
    with 200 round boxes and start with 100 round boxes.
    Fabrique Nationale M249 SAW - 3625$
    Caliber: 5.56 NATO
    Trigger Group: Semi-Auto, Full Auto
    Description: The weakest of the machine guns, but dont let that put you off
    from it. It has low recoil and 10 to 15 shots are guaranteed to put your
    adversary down. Unfortunately it has low penetration so you'll have to take
    down each person separately.
    Technique: Fire full auto on groups, burst on single enemies. Dont be afraid to
    fire one the move.
    Addons: Not appliable
    Stoner 96 - 4250$
    Caliber: 5.56 NATO
    Trigger Group: Semi-Auto, Full Auto
    Description: Even though it wields the same caliber as the m249, it is
    inexplicably stronger and more steady than the m249 in everyway. If you can
    afford this over the SAW, go for it.
    Technique: Similar to the 249, but go ahead and use longer bursts if you feel
    it is necessary.
    Addons: The scope can actually be used to some effect as a psuedo sniper while
    firing quick 2 or 3 round bursts. Fun fun.
    Heckler and Koch 21E - 5600$
    Caliber: 7.62 NATO
    Trigger Group: Semi-AUto, Three Round Burst, Full Auto
    Description: A machine gun based on the G3 series of rifles. It fires a strong
    caliber. This is my favorite machine gun, especially because of the 3 round
    Technique: Again, on groups go full auto, on single people opt for the 3 round
    burst. Try not to fire on the move, as the higher caliber has quite a kick.
    Fabrique Nationale M240G - 6425$
    Caliber: 7.62 NATO
    Trigger Group: Semi-Auto, Full Auto
    Description: Much like the 21E, the 240 fires a high caliber. The only
    difference I see it slightly lower recoil and slightly better penetration. Mow
    down groups of people. I dont like this because frankly its a little too
    Technique: Go for the same method as the other machine guns. Try not to fire on
    the move.
    8. Other
    I'll separate this into sections...
    Grenades are purchasable by all groups. They have quick draw times, allowing
    them to be brought out on the fly. Regular fire makes a lob, which is good for
    long distance, outdoor throws. Alternate fire makes an underhand pitch. Hold
    the button for a longer time for a longer throw.
    Smoke Grenade - 200$
    I've never really found much use for these. If you toss them out, they make
    smoke. This really doesnt work well as a diversonary tactic, since when smoke
    appears most people hold their guns towards the smoke. Perhaps having someone
    throw a smoke grenade out a door and having another group go out another side
    would work.
    Flash Grenade - 250$
    These things are annoying as hell. Toss some out and anyone in the area will be
    blinded and hear a ringing. Try to throw these in conjunction with your group,
    so you can rush after a successful blinding.
    Frag Grenade - 275$
    This should be pretty obvious. YOU GO BOOM NOW!
    Really though, these do humongous damage even to those in the general vicinity.
    Try to warn anyone in the general area if FF is on.
    Gas Grenade - 350$
    These are like Smoke Grenades on drugs. Get your team to throw on a gas mask,
    and toss one in a hall way. When inhaled, the gas causes spinning and coughing,
    which will cause enemies to quickly run away.
    Heckler and Koch HK69 Grenade Launcher - 3575$
    I've had a hard time using this, but others may find some use. If you have a
    good sense at arcing the grenade to  make a direct hit, you definitely have a
    good chance of taking out groups of people at a time. This is a demoman
    LAW - 4655$
    It sucks being hit by this. Really, it does. However, firing this thing is fun
    as hell. It is a single shot rocket launcher. While it may seem expensive, you
    can take out entire groups of people at a time without letting them get
    medicked. I love how they made this weapon unwhorable, but also made it highly
    powerful. Fire once to engage it, fire again to let loose with the rocketery.
    Make sure theres noone in the vicinity or it wont let you fire.
    On a side note, even though only commandos can get this, I've successfully used
    one as a medic in a panic situation. So if you find one on the ground and are
    in dire need of fire power, go for it. Apologize to the person who dropped it,
    Remote C4 - 625$
    The ultimate protection weapon. For example, place a few around the Very
    Important Objects in Antarctica and wait. Detonate when someone comes by. Wash,
    Rinse, and Repeat. Place multiple with the alternate fire. Demoman only.
    Timed C4 - 1025$
    Honestly, I've never found much use for this. It makes a big fuggin explosion
    though. Demoman only.
    All of the masks are helpful in one way or another, but they lower your viewing
    Gas Mask - 450$
    This is a gimme if you plan to be throwing gas grenades, or know that the other
    team is. Only problem is in hall ways it makes a hell of a wheezing sound which
    can get distracting. Wear it when you have to.
    Night Vision - 450$
    Usual night vision shtick; make everything green. The main difference between
    this and the thermal vision is you can distinguish details between your team
    and the opposition. I've used these while sniping in Quebec.
    Thermal Vision - 875$
    These work well in maps like Sri Lanka where the enemies have a lot of grassy
    cover. Pop these on and theyll light up like a Christmas tree. Only problem is
    they have limited distance and you cannot distinguish friend from foe.
    9. The Rest
    To contact me just drop a message at tempyst@attbi.com.
    I thank no-one, because I did this in the 3 hours free time I had. Ha, hahahah.
    etc etc.
    Actually, I'd like to thank Crave Entertainment for making this damn fine game.
    Good job guys, I wish you the very best. I also thank CJay for running
    Gamefaqs, the greatest site EVAR!
    Copyright stuffs, etc etc
    I do not have any affiliation with Crave or Barking Dog Studios. SO SHUTUP
    Copyright Erik Marks 2002
    PS: Visit www.tempestgames.cjb.net or I bash your head in.

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