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M M, M X7r,M.::ii a@@MXMWM02X2@MMXS8M. a28ZaXMS2MW22M82M rZaM8a2M rZaMMaXr8MMXZW2ZWaMMar70M@r:77r ZMMM8WZa8MMMW0BW@WW@@MMMMM@WWWB8000B800BW08Z00B0@W08ZBMM@80WWW@@MW0BMMM@BBXr77; Typhoon Rising (looks better from a distance) S .MMM MMMMM MM MZ WMM MMM MM MMMMMMM 8 MMMMMMM MMM @M MMB 8MM MMMMM MMM 0MM XMM MMMW MMZ M8 MMX M MMMMM XM; MM MMM MM MM Z, MMMM. ,MMMMMMi MM0 M MM MM rM MMM MM0 MMMM MM MMMM MMMMMM MMM07 MM MM MM MMMM aMM MMaMW0MMMM MM 0M MM :MMS MMi MMM :8MM MMM :MMM a MMM MMM MMM MMMMMMM MM ZMM MMM ZMMMM7 MM2 MX :MMMW M SMMM MMMr; MMM; WMMMMMMMM :MMMMMMMMMMMMM MMMM: MMMMi MM MM MM MM MMM M MM MM@ MM; MM, MM MM 2MM MMW MM M; MM .MM MM MM7 MM MM MM0;WMMMMMaMMM, 0MM WM MMMMMMM MMMMMMMMMMMM@SMM MM; MM MM , r MM2 MM MM MM MM MMM MM MM BMZ MM :MM MM MM MMM MM 7MM MM MM rMM MMM MM @M7 MM@ MMM 8MM MMM MM 2MM MM MMMa XMMMM MMX MW 2MMMMMMMM MMM ================================================================================ Game : Joint Operations: Typhoon Rising Platform : PC Content : Weapons FAQ Author : wherearemypants Created : August 13, 2004 Last Update : December 18, 2004 Contact : event.horizon5@gmail.com ================================================================================ TABLE OF CONTENTS ----------------- 1 Version History 2 Introduction 3 Character classes 4 Weapons and descriptions 4.1 Universal weapons (both sides) 4.2 Joint Ops weapons 4.3 Terrorist weapons 4.4 Mounted and fixed weapons 4.5 Grenades and Explosives 5 Weapon strategies 6 Contact and E-mail policy 7 Copyright and credits ================================================================================ 1111111111111111111111111111111 VERSION HISTORY 11111111111111111111111111111111 0.0 Guide started; basically some ASCII and some useless info. 0.5 Guide updated with a few more weapons, grenades and explosives section added but it's empty. Expect more updates soon. Guide rejected: Incomplete. 0.51 Virtually nothing done, just spell checked. 0.75 Finished Terrorists weapons, finishing touches on Joint Ops weapons. Updated character classes, and updated weapon strategies. Started fixed weapons. Guide accepted! 0.8 Finished fixed weapons, started vehicle mounted weapons. 0.9 Updated Joint Ops Weapons, updated e-mail, updated weapon strategies, updated e-mail policy, updated credits, updated Terrorist weapons, started grenades and explosives, revised Fixed weapons. 1 Finished guide. I may add more later, but it's not likely. ================================================================================ 22222222222222222222222222222222 INTRODUCTION 2222222222222222222222222222222222 I have decided to write this guide because its summer and I'm really bored. Besides, there are currently NO guides whatsoever for this game. This is my first guide so please don't get mad if it's not the best guide you ever saw. ================================================================================ 33333333333333333333333333333 CHARACTER CLASSES 33333333333333333333333333333333 Riflemen: Your basic soldier, has access to the most weapons, including rocket launchers, grenades, flash bangs, smoke grenades, pistols, rifles, and sub-machine guns. Riflemen are your general soldier, but do not have access to some specialty weapons. Medic: Medics don't have access to a large selection of weapons, but they have the unique ability to heal and revive teammates. Reviving a teammate gives you the same amount of points as a kill, making the medic a great class to get your score up fast. Sniper: This class is an obvious favorite. Quite often, you'll find that there are WAY too many snipers on your team. Snipers have exclusive access to the long range, high powered rifles, and use them to pick off enemies at a distance up to a kilometer away. Gunner: Gunners have exclusive access to several machine guns to choose from. Gunners are great at laying down covering/suppressing fire. They are also good for close-quarters encounters, and you don't have to reload too often. Engineer: Engineers are a unique class, who are particularly good at blowing things up. They have access to only the most basic rifles, but can bring Satchels and stingers. ================================================================================ 444444444444444444444444444 Weapons and descriptions 444444444444444444444444444 And now for the main part of this guide, the WEAPONS! Select weapons at armories, which are the green circles on your spin map. ================================================================================ 4.1 Universal weapons (Both sides) Knife / Machete --------------- Class: all classes Type: Melee Description: These are the games melee weapons. Basically, you walk up to someone, and slice them up. This is an instant kill weapon, but does not damage vehicles. Comments: You should only resort to this if you have no ammo left, or you want to sneak up to someone from behind. There is a tactic sometimes used where, if you want to clear a bunker of it's occupants, you rush in, killing everyone with a knife by running up to them, slashing, then moving on. This method can be quick, but you're better off tossing a grenade inside. Colt 1911A1 ----------- Class: all classes Type: Secondary weapon Clip size: 7 Description: This is your basic automatic handgun. Point and shoot. Not very powerful, not much ammo and barely scratches vehicles. Comments: You should only have to use this if your primary weapon runs out of ammo. If you ever are stuck with only this thing, head straight to the nearest armory and restock. Shotgun ------- Class: Riflemen, Gunner, Engineer Type: Secondary weapon Clip size: 7 Description: This is a simple, 12 gauge pump action shotgun. The best weapon to have in a close-quarters gunfight. Useless at long range, however. Comments: This is the best gun to have for clearing a bunker or building, but for anything else, you might as well just throw it in the river. This gun is rarely used by me because you rarely are in a situation you need it. Just take a handgun, unless you are a die-hard shotgun fan. L115A ----- Class: Sniper Type: Primary weapon Clip size: 10 Description: This is the best all-round Sniper rifle in the game. The amount of recoil is very low, good accuracy at all ranges, reasonable stopping power. This rifle is bolt-action, however, resulting in a low fire rate. Comments: Not my favorite, but this gun is certainly great for learning, and also good for experienced snipers. Great overall, especially the low recoil. M82 --- Class: Sniper Type: Primary weapon Clip size: 10 Description: This is a semi-automatic sniper rifle complete with a bipod. Great accuracy at all ranges, incredibly powerful. This rifle has a very high amount of recoil, but it's semi-automatic, so you can empty the 10 round clip much faster. Comments: This is my personal favorite. Although the high recoil makes finding a target again difficult, the accuracy should ensure you don't miss the first time. This rifle is very loud, too making it hard to stay hidden for a long time. ================================================================================ 4.2 Joint Ops Weapons M9 -- Class: All classes Type: Secondary weapon Clip size: 15 Description: Better than the Colt 1911A1. Slightly more accurate, same power, larger clip. As with all handguns, they don't do much damage to vehicles. Comments: Again, you should only have to use this if your primary weapon runs out of ammo. If you ever are stuck with only this thing, head straight to the nearest armory and restock. M16 --- Class: All classes, M203 is riflemen only. Type: Primary weapon Clip size: 30 Description: The M16 is a great weapon, however it is often underrated. It can be fitted with an M203 Grenade launcher if you are the rifleman class. This weapon can't be fired in fully-automatic, it's 3 round burst only. This weapon is very accurate, and powerful enough to destroy light vehicles. Comments: This is a great weapon, as it keeps you from unloading the whole clip into the air. It forces you to be more accurate, so you use up less ammo. This is a great weapon. It's accuracy is great for taking out people at medium range, but it's 3 round burst configuration makes it bad for close quarters, because you find yourself mashing down the mouse button repeatedly, which is annoying because your trying to unload the most bullets as possible in the smallest time possible. M4 -- Class: Riflemen, medic, engineer Type: Primary weapon Clip size: 30 Description: This is the most common weapon, for obvious reasons. It's fully automatic, has good accuracy, good fire rate, and reasonably powerful. Plus it's got a nice red dot sight, making aiming easy. Comments: This is a great weapon, and is overall very good. I really like it, great for close quarters, as well as medium range. It's better than the M16 in close quarters as it is fully automatic. At longer ranges, its accuracy isn't too bad. Not as the M16's long range capability, however. MP5 Silenced ------------ Class: Riflemen, medic Type: Primary weapon Clip size: 30 Description: A great little Submachine gun. It's relatively weak, but it's so quiet you can't hear it unless you're within 5 feet of it. Reasonable accuracy and low recoil makes a great weapon for sneaking around behind enemy lines. Comments: It's a fun gun to use, but it just lacks the stopping power to be used effectively in combat. If you're planning to go running amok in the jungle, taking on hoards of screaming enemy soldiers, this isn't the gun to use. It's well suited to sneaking around at an enemy base, at night. MP5/10 ------ Class: Riflemen, medic Type: Primary weapon Clip size: 30 Description: A larger version of the silenced MP5, only without the silencer. Same stats, only much more powerful. Still not as powerful as the M4 or M16. Comments: This is a boring gun, really not much to see here. Better stopping power but not great, better accuracy, but not great, it has low recoil and fast fire rate though. M249 SAW -------- Class: Gunner Type: Primary weapon Belt length: 200 Description: This is a belt-fed machine gun, complete with a bipod. High fire rate, good stopping power, good accuracy, and great at close quarters. Has the largest ammunition capacity in the game. Comments: The best machine gun. Very good all around, well balanced, and great for close quarters as well. As with all the machine guns, you really get the best accuracy when you're prone. The tracer rounds give your position away quickly though. M240 ---- Class: Gunner Type: Primary weapon Belt length: 100 Description: This is the older variant of the M249 SAW. It has a much higher fire rate, but ignorantly reduced accuracy. Otherwise identical. Comments: Very good for support/suppressing fire. One look at this thing and enemies run for cover. The ammo belt is too small, however, as you can chew through it far too quickly. Take the M249 SAW, as you can get twice as much ammo. M60 --- Class: Gunner Type: Primary weapon Belt length: 100 Description: A great machine gun, as it is incredibly powerful. This baby can take out most light vehicles quickly. Its accuracy is as good at the M249 SAW, but its fire rate is the slowest. Comments: I like this gun. It's very powerful, can tear through a person faster than you can say "dead." Fire rate is slow, but in this case it's a good thing as its belt isn't very long. Great for mass killing. M24 --- Class: Sniper Type: Primary weapon Clip size: 5 Description: A good sniper rifle overall. Good accuracy, great stopping power, low recoil. Its bolt action, with a small clip, so your shots will be slow, and you have to reload often. Comments: This isn't the best sniper, but it ranks high on my list for its accuracy and stopping power. ================================================================================ 4.3 Terrorist weapons .357 Magnum ----------- Class: All classes Type: Secondary Weapon Clip size: 6 Description: This Revolver has basically the same stats as the Colt 1911A1. It has reasonable accuracy and average damage, but low clip size. Comments: Don't use this unless you have some kind of revolver fetish. Its clip is far too small for it to be useful at any rate. Just take the Colt 1911A1. AK47 ---- Class: All classes Type: Primary weapon Clip size: 30 Description: This is the terrorist version of the M16. It has average accuracy and excellent damage. The AK47 is fully automatic. It can also be fitted with a GP25 grenade launcher. The GP25 grenade launcher functions exactly the same as the M203 on the Joint Ops side. Comments: This gun is fun to use because it has so much power. However, its accuracy is relatively poor, making it difficult to hit much. Great for light vehicles and close on encounters. AK74 ---- Class: All classes Type: Primary weapon Clip size: 30 Description: This is the terrorist version of the M4. It has great accuracy and average power. It can also be equipped with a GP25 Grenade launcher, which functions the same as the M203. Comments: This gun seems a bit on the weak side to me. It isn't great for long range, but it is very accurate at short range. I find that the reflex sight on it makes aiming a lot easier, but the lack of power on this gun ruins the gun potential in other areas. Dragundov --------- Class: Sniper Type: Primary weapon Clip size: 10 Description: This is a terrorist sniper rifle. It is very powerful, but not very accurate. It is also light for a sniper rifle, making movement speed faster. It's also semi-automatic allowing for fast sniping. Comments: I don't really like this weapon. I find it's too inaccurate to be incredibly useful. Plus, in my opinion, it's very ugly. M21 --- Class: Sniper Type: Primary weapon Clip size: 20 Description: This is the second terrorist sniper rifle. It is moderately powerful, but not very accurate. It's also semi-automatic, making quick firing easy. Comments: I don't like this weapon either: It's far too inaccurate to be useful, it's absolutely hideous, and only has moderate power. RPK-47 ------ Class: Gunner Type: Primary weapon Clip size: 45 Description: This is a modified AK47, designed to shoot larger rounds faster. It also has a re-shaped butt stock. It has great power, good accuracy, but has a small clip size. Comments: This gun is great for clearing close in areas, and is powerful enough to take out light vehicles without much trouble. Its clip is far too small to make it a useful suppression weapon. PKM --- Class: Gunner Type: Primary weapon Belt size: 100 Description: The better of the two terrorist machine guns. It has great accuracy, good power and decent range. Good for medium to point-blank range encounters. Comments: A fun gun to use, it great for suppressing fire. Good for destroying small vehicles, too. ================================================================================ 4.4 Mounted and fixed weapons Minigun ------- Class: Mounted Type: Machine gun Ammo: Infinite Description: These miniguns are found on the Joint ops Blackhawk, and the terrorist equivalent, as well as the Joint ops Chinook. They fire powerful rounds at a high speed, and have great accuracy. Comments: These are obviously made for strafing runs, as well as support fire. And these babies do the job well. They are also useful as ground turrets if the helicopter isn't flying. It can be difficult to aim at times, especially if the pilot is jerking the bird around. .50 Cal ------- Class: Mounted Type: Machine gun Ammo: Infinite Description: This is a fixed machine gun, found at/around bases, as well as key defensive positions. It is also mounted on jeeps and boats. Has excellent power, great for destroying helicopters, light and heavy vehicles. Comments: This weapon is great for defending areas, and if you a jeep or boat, it can be mobile! Unless it's on a vehicle, it's indestructible. It is also wonderfully powerful; it can cut through a mob of infantry like a knife through hot butter. Great for talking out all vehicles, as well. Grenade launcher: ----------------- Class: Mounted Type: Grenade launcher Ammo: Infinite Description: A fixed grenade launcher. This is found at or near bases. It is also mounted on some boats. It launches explosive grenades. The grenades arm about .2 seconds into flight; this prevents the user from killing himself by accident. Comments: This is obviously the most powerful weapon in the game, not because the explosions are powerful, but because it has infinite ammo. The very popular and very annoying tactic found today is "Grenade spamming." This is when a person takes a boat, drives it far from the target, then fires endlessly at the target. This prevents people from moving around, kills most of them, and makes medic revives impossible. It also makes it impossible to fire back at the spammer. This is by far the MOST ANNOYING tactic ever invented. And that is NOT an exaggeration. ================================================================================ 4.5 Grenades and explosives Grenade ------- Class: Thrown Type: Grenade Number carried: Up to 3 Description: This is the basic anti-personnel fragmentation grenade. You throw it, wait 3 seconds and it blows up, killing or hurting anyone nearby. Comments: This is a wonderful invention. You can use it to clear anything from a bunker to a building to a helicopter as it takes off. Use it as a clearing weapon, just pop it anywhere you want and the enemies will run away or die trying. Toss it into bunkers before you charge in, as with buildings. And there's nothing like tossing a grenade into an enemy chopper just as it takes off with 10 people in it. However, you will often find that they weigh you down when on the move, but always take at least 1 at all times. Flashbang --------- Class: Thrown Type: Grenade Number carried: Up to 3 Description: This is a grenade variant that, upon detonation, emits a extremely bright flash and a very loud bang, blinding and deafening your enemies. Comments: This is very good for annoying people, but other than that, your better off using grenades. They function the same as grenades, and if your into shooting people while the lie in the corner, them be my guest and take a few. In never take any, as the weight-effectiveness ration is too great. Smoke ----- Class: Thrown Type: Grenade Number carried: Up to 3 Description: These are thrown devices that, upon detonation, emit a dense cloud of smoke that can be use to cover for a retreat or mask your movement. Comments: These would be very useful, if not for the fact that the smoke is useless. Due to the generally huge, open environments in the game, the tiny cloud of smoke gives little to no cover. They are good for nothing, don't take any. Satchel ------- Class: Thrown Type: Remote explosive Number carried: Up to 2 Description: A small pack filled with plastic explosives. You just toss it to the ground, and then get to a safe distance and use the detonator in slot 8 to safely demolish whatever needs demolishing. Comments: These things are really fun to use, but can also be a pain. They can provide those really fantastic, one-of-a-kind moments where you blow up a Chinook filled with 20+ troops shortly after take off, and they also provide those horrible, this-happens-way-too-often glitch moments where you don't get a single kill for said explosion. They also make good landmines and are great for traps. AT4 --- Class: Engineer (Joint Ops only) Type: Explosive projectile Ammo: 2 Description: A portable anti-vehicle rocket launcher. It fires unguided rockets that can take out vehicles. Comments: This baby rocks! It will destroy light vehicles in one hit, and heavy ones in two. You have to lead targets and compensate for the drop that will occur from gravity, but once you know how to use it, you will be unstoppable. If you get good enough, you can even hit helicopters! RPG --- Class: Engineer (Terrorist only) Type: Explosive projectile Ammo: 2 Description: Same as AT4. A portable anti-vehicle rocket launcher. It fires unguided rockets that can take out vehicles. Comments: Functions exactly the same as an AT4. Stinger ------- Class: Engineer Type: Guided Explosive Projectile Ammo: 2 Description: The Stinger is a portable, shoulder-fired anti Aircraft missile launcher. You have to aim it at an aircraft and wait for the lock on signal. Once you hear it, fire the missile and it will automatically home in on the aircraft. The pilot will hear a warning signal, however and may be able to avoid it. Comments: I don't really like this weapon. It's too weak and too slow to be of any practical use. A skilled pilot will have little trouble avoiding it, because it take up to 15 seconds to reach it's target. It also takes multiple hits to take large choppers out. I just leave this at the armory, and take an RPG or AT4 instead. They are way more powerful, and after some practice, you can hit anything with them. And it's always funny to hear a pilot say "What the **** was that?!?!" After he gets destroyed without any warning. ================================================================================ 5 Weapon strategies If you have a machine gun, try to find a area with lots of combat. Then set up on a balcony, hill, cliff, etc. Then as your forces move in, fire constantly at the opposing forces. This will make them take cover, so your forces can advance much more safely, resulting in a better chance of winning the battle. When equipped with a rifle, use short bursts, as this will keep your shots together, so you'll probably get a better chance of hitting. Use grenades to clear bunkers. Just run up, pop a grenade in the window, and rush in after it goes off. If there is a large helicopter hovering nearby, or moving slowly, or landing, use an AT4 to blow it away, as stingers can take 3 or more shots to destroy a chopper. AT4's can blow the helo to hell much more effectively. Don't try this on small, fast moving choppers, as you'll almost never hit it. Use at least basic stealth tactics. If the enemy can't see you, you can sneak behind them and shoot them in the back. Don't go Rambo. Rambo's will always fail against a well organized team. Stick with a group, or at least hang around someone even if they don't want you to. If your defending a building and you know an attack is happening, put claymores at the entrances and then toss a smoke on the claymore. They'll never know what hit them. This next one is common sense, but no one ever seems to do it. If you die, and a medic is nearby, wait for him! I can't stand it when you rush up to someone and they respawn while your about to med them. When you sneak up on somebody and kill them, use the knife. Gunfire or explosion will arouse other players. It can be very fun to set up ambushes using satchels. Go to a road that is frequently used, drop a bomb in the middle, and wait in cover for an enemy vehicle to drive over it. Kaboom! James wrote: "Ok, what you need to do is get in an enemies transport plane, it is better as a engineer, place a C4 and lay down low and wait till someone gets in as pilot, and when more men get in let it take off, they never notice you because their is so many names. When chopper is in the air, get a knife and kill everyone, BUT NOT THE PILOT!! When you have killed all the people inside, kill the pilot with a knife (easier then gun trust me I do it all the time!) then stab him and quickly take control of the helicopter." It sounds a bit crazy to me, but go ahead and try it! ================================================================================ 6 Contact and e-mail policy Feel free to contact me via e-mail at event.horizon5@gmail.com Comments, complements, suggestions, and ideas are all accepted. I will NOT read hate mail, or e-mails that are pointless or hard to read. Oh, and I'm not tech support, so don't ask me why your game doesn't work or how to enter a CD-key. ================================================================================ 7 Copyright and credits There is no real copyright, but please contact me if you want to post it on your site or anything, and be sure to give me full credit. Author: wherearemypants Wavehawk: Pointed out a few errors and supplied some info. Ty: Pointed out an error. James: Contributed to Weapon strategies section. You have no reason papcove: Pointed out that I forgot to add the Stinger. Special thanks ============== Novalogic for making this great game. The guy that invented music, for giving me something to listen to while writing this guide.