Joint Operations - Typhoon Rising

Joint Operations - Typhoon Rising

17.10.2013 18:41:26
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Typhoon Rising
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================================================================================
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.

 
Comments:
Je reactie is bewaard !!!
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