Patch 20238
TTK
Weapon spread
Base damage
RPM
[ 2020-08-25 17:06:31 CET ] [ Original post ]
Added
- Hidden, Right handed & mirrored weapon mode
- Steam Achievements
Changed
- Lower volume reload saiga, ak
- Add 18% random offset to individual spray pattern shot
- Bomb speaker range 38 -> 46m
- Hostages receive 25% more damage
- Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
- Reduce falling damage threshold / multiplier
Weapon balancing
- Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
- Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS
Movement balancing
- The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
- Player gravity 2.025 -> 2.130
- Running speed 600 -> 610
- Braking Deceleration 400 -> 1500 (player stops faster)
- Ground Friction 9.5 -> 8.5 (faster direction changes while running)
- Acceleration 1950 -> 2025
Fixed
- Nade spawn clipping through thin walls
- Delayed nade spawn into next round possible
- Map switch bug (CTF / TDM servers)
- Minimap hacking panel marker not visible
- SpecHUD scope overlay
- Outline visible in water
- Init money after swap teams, inverse round winner array & swap team score
MAP-Blister
- Fixed the LOD (popping effect) on the carpets on the floor (plum0)
- Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
- Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
- Fixed the hole in the wall on palm tree area (ccKane)
Smoothen movement / blocked obstacles:
- Board on the wall on the outside ring of lower bombspot (ghosty)
- Little area on SF side, where you enter the tunnel of middle area (ghosty)
- Wall segment in the tunnels near palm tree (wingah / ghosty)
- Lower wall on high bombspot in sniper lane (ccKane)
MAP-Drought
- Changed skylight bpadded a bit more light to the map in general
- New light positioning on both terror and sf entrances
MAP-TrainYard
- Windows on the train now block bullets (Kummelmuck)
- Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
- Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
- Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
- Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)
MAP-TrooperII
- Changed Mid building floor (nades where getting slowed down)
- Corrected a blocking volume at the elevator
- Rearranged boxes on elevator corridor
- Reduced elevator delay time by 0.3 (Kummelmuck)
- Blocking volumes blocking nades fixed (pLum0, koystikojo)
- Getting stuck on spawn fixed (pLum0)
- Getting stuck on lower mid building on the stairs
- More damage added, decals and props
MAP-Followthemoney
- Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)
- Added breakable glass to some interior windows (testing phase)
MAP-Fueled
- Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)
- Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)
- Added some extra details to the canals
MAP-RapidWaters
- Block railing on Terrorist side of low water ladder exit (ccKane)
- Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side
- Changed the plants on the high-bridge, giving better sight on all sides
- Made the water entrance on Terrorist base smaller; easier to spot enemies
- Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing
- Gave the door meshes a little more thickness
- Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)
- Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)
- Removed some water plants for better sight underwater
- Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)
MAP-Arena-LockDown
- Gave general light a little boost - easier to spot enemies
- Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)
- Fixed the broken material of the little stuff laying on the floor (Remus)
MAP-Arena-RGB
- Changed the box material back to standard grey (Remus)
- Fixed the strange seam on the material when boxes where on each other (Remus)
- Added an extra cover box, directly left from SF spawn
- Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box
MAP-Arena-KillThemAll
- New Look WIP
Weapon balancing comparison
TTK
Weapon spread
Base damage
RPM
TO4: Tactical Operations
TacByte
TacByte
2019-12-19
Indie F2P Multiplayer EA
Game News Posts 68
🎹🖱️Keyboard + Mouse
Mostly Positive
(269 reviews)
https://www.to4.co/
https://store.steampowered.com/app/690980 
TO4 Client Linux [28.29 G]
TO4: Tactical Operations brings back those nostalgic feelings you know from the early days of online shooters. We love that sheer easy-to-learn-hard-to-master attitude. The fun of playing with friends in a game where you need tactics, ammo clips, bravery and perhaps a bit of luck.
Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.
Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.
Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.
Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay
Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.
Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.
Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.
Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay
MINIMAL SETUP
- OS: Xubuntu 18.04 LTS
- Processor: Intel Core i5 3570k / Ryzen 5 2400GMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1050ti / AMD RX 570Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
- OS: Ubuntu 18.04 LTS
- Processor: Intel Core i5-7600K / Ryzen 5 2600xMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Geforce GTX 1070 / AMD Vega 56Network: Broadband Internet connection
- Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
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