Ghosts of Tabor: Difference between revisions

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'''Advanced:'''
'''Advanced:'''


* Marek sells powder and is easier to level up if you want to get the AP powder.  
* Jiris sells powder and is easier to level up if you want to get the AP powder.


=== Safehouse ===
=== Safehouse ===
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[[File:Island Map.jpg|center|thumb|Map of the Island with names]]
[[File:Island Map.jpg|center|thumb|Map of the Island with names]]
Take a look at the map and get a rough idea of what is where.
Take a look at the map and get a rough idea of what is where.
Minefields: There are minefields. Don't go near the signs, mines can be a little bit in front of a sign. A general rule of minefields is there's no safe route through an actual minefield, but if there are areas without signs then they're probably safe.
=== Specific Locations ===
Research and Prison are the most important areas to know where you are and where your teammates are as player contact is likely. IDing hostiles and friendlies is a cornerstone of effective squad tactics.
=== Research ===
Research is the central building of the entire island map. It is a multi level complex with the most loot. It's reasonably complex and knowing what a room or area inside research is called is important for communication with teammates.
* Storage : The area above garage. The squeaky door is out front of this room.
* Garage : There's some parking in a dark area below with some weapon lockers, boxes etc in a side room.
* Armory: this is the room above storage, with the catwalk and double doors outside. Contains loot. Armory has the 'armory roof' which is a small section with a fire escape. You can run off the balcony onto the metal thing and then onto the ground without taking damage. (This is the fastest exit from F1)
* Basement Lab: Going down Big stairs you will find basement labs: there's a few boxes down there. Rarely worth going down.
* F0 : The entrnace floor of research. The rooms listed will be 'from rear approach' (church-side approach)
** Entrance: there's some stairs leading up to the back door, and storage double doors is nearby.
** Hallway: The hallway. The doors near the end start closed.
** Empty Office (First left): Office with no loot. Wood floor.
** Big Stairs (First right): Big stairs leads down to basement and all the way up to roof. Has access to every floor.
** Shelving room (Second right): room with some shelving. Filing cabinets and loot spawns on the shelves.
** 1st Entrance to big office(third right). Big office F0 contains a ramp to big office F1. A little loot.
*** Bathrooms, left and right. Each big office has bathrooms, each with a med and a box sometimes. For three floors that's 5-6 meds.
** Presentation Room(third left): Long room with often a scav, and a gun on the table.
** (fourth right): Second Entrance to big office. Big office has a ramp leading up to Big office F1
* F1 : Labelled F1 as you go up big stairs.
** Coming out of big stairs behind you: Pool room. Gun sometimes spawns on the bar.
** Hallway doors start closed after the first set of rooms.
** First left: Office? Don't go in here there's no loot.
** First Right: shelving room: 2 filing cabinets and sometimes stuff on the shelf. There's a hard-baked dead scav model in there with blood; he's just part of the map.
** Second Left Through doors: Filing cabinet office. 4x4 cabinets. View of the gas-line radio-research ridge.
** Second right: F1 big office. Boxes, small cabinets and shelves.
*** Bathrooms. Left leads to the Armory and Armory Roof.
** Third Left: Orange Stairs- Leads to F2
** Third Right: TV Office
** Fourth Right: Big office F1. Reception desk out front too.
** Atthe end of the hallway there is the statue entrance room with stairs leading down to F0.
* F2 : Labelled F2 in big stairs.
** Coming out of big stairs behind you: Balcony. Nothing here, sometimes a scav spawn.
** First left: Filing cabinet office. Only one cabinet on F2.
** First right: Big office. around the back is called loot corner and there's a lot of chests there.
*** Bathrooms: Two bathrooms, left and right.
** Second left: Orange stairs, leads down to F1, view over radio ridge.
** Second right: second entrance to big office.
** Third Right: Security room. Some filing cabinets, 2 lockers.
** At the end of the hall is Conference room. There's a keycard spawn on the end of the table.
* Roof. Only way up is big stairs. There's some boxes up here, slow to loot though. However, there are ways down at the yellow tarp, you can jump diagonally pretty easily to armory roof. Has good covered views of the area around, but people coming over the ridges can see and shoot you.
=== Prison ===
The second central player gathering spot. Much less loot than research, but contains a keycard room and is surrounded by spawns.
* Cells. The green hanger like things are cells. They have numbers but the numbers are only visible from a few angles. MOST cell doors start CLOSED. One does not; the one nearest tranny trench. There's a single box in most of the cells. Low value loot, time consuming.
* Guard Tower. Guard building - 4 floor building with a tiny office up top.
** F0 - Mess Hall - Accessible via the front and back. Single locker and some food usually.
** F1 - Access around back to the upper levels - The door starts closed. In F1 is the keycard room and a good view of the mess hall. There's a small balcony to the left that can be used to exit the building.
** F2 - Med cabinet in a locked room to the right, and to the left is the roof that 'can be used to jump down to F1 without using the stairs'. This roof also often spawns a scav and has a box on it.
** F3 - Filing cabinet and a small box. Sometimes GPUs spawn here.
* Watch Towers. Report a tower based on where it is: the tallest ones are the one near tranny trench, (there's also one IN tranny trench), and the northwest tower. Scavs often spawn in the tall ones. Tall watch tower. Short watch tower.
* Suicide Hill. This is a hill near the guard tower with a big rock on it, and a ridge leading down to tranny trench. This is the hill to run to on any of the prison spawns because you get a good view of the other spawns; but you're a sitting duck. The name is to remind you to not stay too long.
* Tranny trench. This connects to the prison and there's a pit of identifiably male corpses.
* Squeaky Door - Near the back of guard tower is the squeaky door. The little guardhouse outside contains two lockers.


=== Spawn Locations ===
=== Spawn Locations ===
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** Used by most players
** Used by most players
** Scavs spawn here
** Scavs spawn here
** Do not exfil from here unless desperate


* Dead Nigger Storage (DNS)
* Dead Nigger Storage (DNS)
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Small, concentrated loot areas. Quick in and out, very dangerous.  
Small, concentrated loot areas. Quick in and out, very dangerous.  
Silo is a vertical focused map. There's a large number of floors and it's a kind of 3D maze with multiple ways around most places.
Exfil:
* There are many possible exfils but rule of thumb is that no exfil will be active for you (green light on the radio) on the same level you spawned. To exfil you should head up or down.


<map?>
<map?>


<areas of interest>
==== Areas of Interest ====
 
* Elevator. This area is attached to the garage on the top floor - There's an elevator shaft and on the garage floor there are a set of double doors that you can jump to and grab and open. Inside is an area that sometimes spawns high value loot so it is often targeted by players. Expect contact.
** It is often the case you will encounter a player already inside or you will be inside when a player comes by. If you have a grenade expect to have a very funny encounter.


<strategies>
<strategies>
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=== Weapons ===
=== Weapons ===
'''Attention: IF you don't want to read all this crap; just use weapons that have foregrips and you can put optics on. Yeah that's it.'''
When it comes to weapon damage, it's bullet autism sim damage for the most part. Intermediate cartridges are all similar, higher tier rifle bullets do more damage, and pistol rounds do less damage.  
When it comes to weapon damage, it's bullet autism sim damage for the most part. Intermediate cartridges are all similar, higher tier rifle bullets do more damage, and pistol rounds do less damage.  
Weapons you find but can't buy magazines for are worth much less for you than weapons you can use. You can only use a weapon if you can bring in the magazines to feed it, and rarer weapons with custom magazines spawn but you'll be finding magazines with the weapon itself.
When using magazines, don't value magazines that you can buy, the empty magazine isn't worth much at all. Stanags, SKS, AKM/74 magazines are all extremely common and should almost be considered one use. Before you can buy them yourself it's often worth holding onto them, but during a firefight don't be more attached to the magazine than your life. Only retain them if there's no active shooting.
The most important property of any weapon is that you hit a target with it. Remember this, and practice. If you aren't 100% sure on how to hit a target at various ranges, your weapon is useless.
Generally what makes a weapon good is these factors:
* Optic Mount - Optics are a great way of acquiring a target quicker. Irons work, but you want to be shaving milliseconds from engagements. Make sure to practice with the optic and know exactly where the zero is. It varies from sight to sight a tiny bit, and that tiny bit matters at 100m.
* Foregrip mount - They reduce recoil. All I do is hope that people don't figure out how good they are. The higher level worth ones are worth their weight in gold and should be more valuable to you than the weapon they're attached to.
* Magazine availability - Field resupply and buying are the two main sources of magazines. Guns that take Stanags, AK-74 mags, AKM mags and SKS mags are easily replenishable in the field.


===== Pistols: =====
===== Pistols: =====
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* G36 - High RPM, good meat grinder. Takes foregrip and optics. Main downside is it doesn't take stanags so you won't be finding free mags.
* G36 - High RPM, good meat grinder. Takes foregrip and optics. Main downside is it doesn't take stanags so you won't be finding free mags.
* AS Val - Built in suppressor. Almost worth it since the suppressor is 8k by itself. Bring lots of mags, you're not looting free stanags. No drums available.  
* AS Val - Built in suppressor. Almost worth it since the suppressor is 8k by itself. Bring lots of mags, you're not looting free stanags. No drums available.  
* SCAR - Now affordable, takes stanags. Worth it for cool scar running. Like the M4 but slightly better and tan colored.
* SCAR - Now affordable, takes stanags. Worth it for cool scar running. Like the M4 but slightly better and tan colored. A little more expensive than the M4 and way rarer; the rate of fire is a little lower than the M4. This results in more controllable long range engagements but also you burn through mags slower.  
* Others - Most higher tier rifles are slightly better but most don't use stanags so make pretty poor daily drivers. They're fun though so if you wanna use one then go ahead they'll kill just fine. Snipers are handicapped a bit by scopes being hard to use.
* Others - Most higher tier rifles are slightly better but most don't use stanags so make pretty poor daily drivers. They're fun though so if you wanna use one then go ahead they'll kill just fine. Snipers are handicapped a bit by scopes being hard to use.
* Snipers - Extreme range engagements are nearly impossible due to vr controllers, and loot will drop where you kill them. Indoor engagements suicidal.
* Snipers - Extreme range engagements are nearly impossible due to vr controllers, and loot will drop where you kill them. Indoor engagements suicidal.


==== SMGs ====
==== SMGs ====
Underrated but they are handicapped by there being no cheap SMGs that take foregrips and optics. The magazines are harder to find too, and you have to bring in all your ammo without relying on resupply in the field.
Underrated but they are handicapped by there being no cheap SMGs that take foregrips and optics. The magazines are harder to find too, and you have to bring in all your ammo without relying on resupply in the field. As they chew more ammo and you have to bring all the ammo with you, they're basically near impossible to reliably use on large maps. Lower tier SMGs absolutely murder close range, and the higher tier ones can put an enormous amount of firepower downrange on a target even at 100m.


* Mac10, Uzi, Agram, etc - Short SMGs have the foregrip and trigger too close to shoot accurately over distance. Very bad guns.
* MP40 - Solid early game killer. No attachments, you basically just find one and use it same run.
* MP40 - Solid early game killer. No attachments, you basically just find one and use it same run.
* Tommy Gun - Kills hard, but is expensive.
* Tommy Gun - Kills hard, reasonably easy to find. Drum mags spawn on these and they have so many rounds you can hose super hard.
* MP5 - Easy to find. Irons aren't the best, and to reload you need to open the bolt first. Without practice this might get you killed. However it isn't a bad smg.
* MP5 - Easy to find. Irons aren't the best, and to reload you need to open the bolt first. Without practice this might get you killed. However it isn't a bad smg.
* Luty - Huge damage output, massive rpm and huge recoil.  
* Luty - Huge damage output, massive rpm and huge recoil.  
* MP7/MP9/Vector - Expensive. High damage output, low recoil, rare magazines. Absolute killers in silo and at close range. Decent at longer distances too simply due to how many bullets you can put into a target.
* MP7/MP9 - Expensive. High damage output, low recoil, rare magazines. Absolute killers in silo and at close range. Decent at longer distances too simply due to how many bullets you can put into a target. MP9 can take another foregrip: It reduces the recoil to almost nothing. If you can buy the mp9+mags, consider it.
* Vector - Drum mags available + foregrip options. Probably the best SMG.
* UMP - Far too expensive and rare. The magazines are reasonably common though. It is a good weapon though.
* UMP - Far too expensive and rare. The magazines are reasonably common though. It is a good weapon though.


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=== Armor ===
=== Armor ===
'''Attention: tl;dr Wear armor it stops bullets; helmets are nice but optional.'''
Important thing to keep in mind about armor is if someone shoots you with FMJ rifle rounds, it will kill you. The armor just buys you a couple more hits - and also works great against pistol rounds. AP ammo MELTS through armor.
Important thing to keep in mind about armor is if someone shoots you with FMJ rifle rounds, it will kill you. The armor just buys you a couple more hits - and also works great against pistol rounds. AP ammo MELTS through armor.


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=== Attachments/Optics ===
=== Attachments/Optics ===
'''tl;dr foregrips and optics. foregrips and optics. foregrips and optics. Oh and use suppressors when you get them'''


Attachments are actually extremely useful in this game, but only foregrips and optics.
Attachments are actually extremely useful in this game, but only foregrips and optics.
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==== Foregrips ====
==== Foregrips ====


Foregrips reduce recoil on firearms, but require a forward rail to be useful.
Foregrips reduce recoil on firearms, but require a forward rail to be useful. Foregrips are obscenely powerful items and the reason you want to level up spectre is for suppressors and foregrips.  


General rule: More expensive the better; more recoil absorption. The most expensive ones absorb so much recoil it makes it a ridiculous proposition to use anything else if you can help it. Angled foregrips got more rare so you should always pick these up, they're worth their weight in gold. Common in keycard rooms but keycards are hyper rare so it doesn't matter any more.
General rule: More expensive the better; more recoil absorption. The most expensive ones absorb so much recoil it makes it a ridiculous proposition to use anything else if you can help it. Angled foregrips got more rare so you should always pick these up, they're worth their weight in gold. Common in keycard rooms but keycards are hyper rare so it doesn't matter any more.
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* Kobra. Red T shaped sight. Overall the best sight to use. It's zeroed dead on and is easy to find. You can find 2-5 out of a successful raid so running out of them is rarely a concern. Due to the zero this is best to usewhere the irons interfere with the sight picture; such as the M4, SCAR, and higher end weapons.  
* Kobra. Red T shaped sight. Overall the best sight to use. It's zeroed dead on and is easy to find. You can find 2-5 out of a successful raid so running out of them is rarely a concern. Due to the zero this is best to usewhere the irons interfere with the sight picture; such as the M4, SCAR, and higher end weapons.  
* Green Optic - Green ^ shaped sight. Most important is that the zero is off, you need to shoot a bit higher than the target to hit. This optic is 'pointed' a little downwards so on guns with pointy up sights it will be partially obscured by the irons. Useful on AKs, G3s. Overall these should just be kept for emergencies where you run out of kobras.
* Green Optic - Green ^ shaped sight. Most important is that the zero is a bit off with some guns, you need to shoot a bit higher than the target to hit. This optic is 'pointed' a little downwards so on guns with pointy up sights it will be partially obscured by the irons. Useful on AKs, G3s. Overall these should just be kept for emergencies where you run out of kobras.
* EOTech Holo + Zoom - EOTech Holo with a flippable zoom lens. The basic holo is very good  but flipping the zoom down out of the way so you can actually use the optic properly is a pain. It's also pretty expensive, and it's uncommon to find.  
* EOTech Holo + Zoom - EOTech Holo with a flippable zoom lens. The basic holo is very good  but flipping the zoom down out of the way so you can actually use the optic properly is a pain (especially on rear charged guns like the ARs). It's also pretty expensive, and it's uncommon to find.  
* ACOG - Expensive. Probably the best zoom scope, but that's not saying much. When combined with a tilt rail and another optic this gives you good long range/short range capability.
* ACOG - Expensive. Probably the best zoom scope, but that's not saying much. When combined with a tilt rail and another optic this gives you good long range/short range capability.
* 4-12x scope - Looks like it fits on a sniper rifle. Adjustable zoom for different ranges of engagement. Rare, expensive, hard to use.  
* 4-12x scope - Looks like it fits on a sniper rifle. Adjustable zoom for different ranges of engagement. Rare, expensive, hard to use.  
* Red dot - Red dot shaped optic. Is pretty small, you can fit it on a pistol with enough tilt rails. They're small and the aparture isn't as good as other optics. good to sell, but kobras are better.
* Red dot - Red dot shaped optic. Is pretty small, you can fit it on a pistol with enough tilt rails. They're small and the aperture isn't as good as other optics. good to sell, but kobras are better.


==== Suppressors ====
==== Suppressors ====


Suppressors in tabor currently work by making the entire weapon silent past 20yd or so. There's no supersonic or subsonic consideration. Bullet impacts still make noise but overall suppressors are incredibly good. The only reason not to use a suppressor is you're too poor for it. There's no difference in suppression effect between various types; they all make it silent. They were recently nerfed a little bit as gunshot falloff got changed for the worse (gunshots atm are either 'oh it's <200yd away' or silence.
Suppressors in tabor currently work by making the entire weapon silent past 20yd or so. There's no supersonic or subsonic consideration. Bullet impacts may or may not even still make noise - suppressors are broken good. The only reason not to use a suppressor is you're too poor for it.  
 
There's no difference in suppression effect between various types; they all make it silent. If a bullet hits you, it will make no noise.


Each class of weapon has a suppressor for it; they're not caliber restricted. For example: Pistol, LMG, Rifle, SMG. They are always a good find because even the ones with little practical use still sell for a decent chunk of money.
Each class of weapon has a suppressor for it; they're not caliber restricted. For example: Pistol, LMG, Rifle, SMG. They are always a good find because even the ones with little practical use still sell for a decent chunk of money.


* Rifle and SMG suppressors should basically never be sold. They're extremely valuable, mainly because they are suppressors for weapons you can actually use effectively.  
* Rifle and SMG suppressors should basically never be sold. They're extremely valuable, mainly because they are suppressors for weapons you can actually use effectively.  
* Pistol suppressors are okay for scav clearing inside buildings or in silo if you don't have a rifle or smg suppressor. Due to that long list of conditions for these to be useful, sell most of these. Keep a few just for fun.
* Pistol suppressors are okay for scav clearing inside buildings or in silo if you don't have a rifle or smg suppressor. Because pistols aren't that useful, sell most of these. Keep a few just for fun.
* LMG suppressors are currently the most useless. Because there are no good LMGs in the game. They sell for a lot, and you can often sell one and almost make enough to buy a rifle suppressor.
* LMG suppressors are currently the most useless. Because there are no good LMGs in the game. They sell for a lot, and you can often sell one and almost make enough to buy a rifle suppressor.
The experience of being shot at by someone using a suppressor is terrifying. If a bullet hits you, you will just take damage with no noise. I think there might be a bug where bullet impacts from too far away do not make sound either, so you just start taking damage as if you'd been poisoned with no clue as to where fire is coming from. Clearly you want to be giving lots of other players this experience.


==== Misc Attachments ====
==== Misc Attachments ====
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=== Misc ===
=== Misc ===
====Backpacks====
<s>Two</s> Three backpacks: Mini backpack, Adventure backpack and Geartech G4. The G4 is larger and has a compartment for an extra primary weapon holster. Due to the requirement for level 4 minty to get the geartech, it's not something you will buy most likely.
Contrary to what might seem obvious; Geartechs are not worth using in squads. Weapons don't sell for enough to make their use worth it. Finding them in the field is extremely dangerous since you will need to transfer loot over and that is time consuming. There is simply not enough high value loot on the map split between 2/3 people to make the geartech worth it.
The overall takeaway from backpacks is do not take risks to loot a geartech. They're rare but there's not enough loot to fill them. I have died multiple times because while I was swapping loot to a geartech someone came and shot me. Don't bother with them.
====Food and Water====
You need to eat and drink on longer raids. When you run out of your hunger or thirst meters you will slowly take damage until death.
* Eating uses up some of your thirst meter, so try not to eat without water available.
* Eating/drinking makes loud noises; scavs do not eat or drink.
* Don't eat pet food. It uses up a LOT of your thirst meter and gives you very little hunger meter. (Anchovies come in a similar looking can, don't confuse them)
* Fruit cocktail, tangerines, canned peaches all restore thirst and hunger at the same time, but are extremely rare.
* Silver Water bottle is about 1/2 your thirst meter, blue is about 2/3, and the canteen is more than that.
* When drinking do not pour the bottle into your mouth, but hold it up to your mouth until you hear slurping noises.
* Spoons allow you to eat a little faster. Usually the extra time grabbing a spoon is not worth it; you can eat and open filing cabinets at the same time without the spoon.
* When you are hungry, your stomach will make growling noises. When you are thirsty, you will cough.


=== Typical Loadouts ===
=== Typical Loadouts ===
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You basically upgrade to almost anything else on the field. SKS is tricky to reload so practice reloading it before going out.
You basically upgrade to almost anything else on the field. SKS is tricky to reload so practice reloading it before going out.


Why not a glock or pistol? They don't have the range needed; fenixes shoot you from 100-150m. One exception is the ruger. It is almost as quiet as a suppressed weapon and should take out a scav with a headshot. Pick one up and use it on scavs to stay silent.
Why not a glock or pistol? They don't have the range needed; fenixes shoot you from 100-150m.


'''Silo'''
'''Silo'''
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==== Mid Tier ====
==== Mid Tier ====


You've gone in a few times and looted some stuff. Maybe you have spectre level 2 for some optics too. Either way this tier is full of gear that is very common on raids and easily purchased from lvl 2 spectre.  
You've gone in a few times and looted some stuff. Maybe you have spectre level 2 for some optics too. Either way this tier is full of gear that is very common on raids and easily purchased from lvl 2 spectre. As always, take better weapons if you have them. The key is foregrip + optic.


Keep in mind that the kobra and green optics have different zeros. Check the zero on an optic you're not familiar with before trying to kill players with it using the safehouse target.  
Keep in mind that the kobra and green optics have different zeros. Check the zero on an optic you're not familiar with before trying to kill players with it using the safehouse target.  
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'''Weapon Choice'''
'''Weapon Choice'''


* Galil with foregrip + green optic. Foregrips reduce recoil and the optic helps with aim. Cheap foregrips are super common so there's no excuse not to foregrip whenever you can, the benefits are tangible. More expensive foregrips do more recoil reduction though. Takes stanags, which are reasonably common; lootable from other galils you find, m16s, m4s, etc. Scavs rarely spawn with these now so they're a little rarer but still common in weapon lockers.
Generally what you take is any automatic rifle you have with an optic. A typical run through research/radio will nab you 4 or so optics so there's little risk of running out. Automatic weapons kill very hard close up, long range engagements typically give you more time to set up better shots.
* AKM with kobra and side-rail attachment. No foregrip; but ammo extremely common and in an emergency you can transfer 7.62x39 from SKS mags. Magazines cheaper than stanags.
 
* Galil with foregrip + green optic. Foregrips reduce recoil and the optic helps with aim. Cheap foregrips are super common so there's no excuse not to foregrip whenever you can, the benefits are tangible. More expensive foregrips do more recoil reduction though. Galils are common to find but you can't buy the gun itself until spectre 3. Takes stanags, which are reasonably common; lootable from other galils you find, m16s, m4s, etc. The magazines can be bought from lvl2 so you don't need to run out. Scavs rarely spawn with these now so they're a little rarer but still common in weapon lockers.
* AKM with kobra and side-rail attachment. No foregrip; but ammo extremely common and in an emergency you can transfer 7.62x39 from SKS mags. Magazines cheaper than stanags. Lack of a foregrip weakens it in longer range engagements.  
* AK-74. Same as above but ammo less common; AKS-74u and AK-74s spawn sometimes though, but don't rely on field mags. Mags also cheaper than stanags.
* AK-74. Same as above but ammo less common; AKS-74u and AK-74s spawn sometimes though, but don't rely on field mags. Mags also cheaper than stanags.


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''' Helmet '''
''' Helmet '''


* The tier 2 and 3 helmets are worth taking usually.
* Best you can buy/have.


==== Big Boy Raid ====
==== Big Boy Raid ====
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* Island of Tabor: Military prison, guard tower floor 1.  
* Island of Tabor: Military prison, guard tower floor 1.  
** Easier to hit as it is inside the prison; you can clear the area without too much trouble.
** Loot crates are different; more armor, helmets, misc loot, think of it like the minty keycard room.
* Silo: Floor 4, next to the office/store backrooms. Same level as garage, you can reach it through the red areas.
* Silo: Floor 4, next to the office/store backrooms. Same level as garage, you can reach it through the red areas.
** More likely to spawn weapons due to a number of weapon boxes. There's an armor box and some misc boxes, and some meds. Think of this more like the spectre keycard room.


Keycards spawn in a number of locations, most common on island:. Note that they spawn sideways and are kinda hard to see.  
Keycards spawn in a number of locations, most common on island:. Note that they spawn sideways and are kinda hard to see.  
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* Silo: Inside keycard room.
* Silo: Inside keycard room.


Prison's is currently easier. Silo you can hit fast and hard but player confrontation is likely.
Island's keycard room is . Silo's keycard room


==== Stuff worth looting: ====
==== Stuff worth looting: ====
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* Food. All food. It's a moneymaker.
* Food. All food. It's a moneymaker.
* Optics and foregrips. You'll want to keep the nice foregrips usually.
* Optics and foregrips. You'll want to keep the nice foregrips usually.
* GPUs, flight recorders, PSUs, usb sticks, electronic wallets, cpus, RAM; Most misc electronic stuff is good.  
** Angled foregrip, 'fingerhole skeletal', and the short hollow foregrips are very nice finds.
* Most misc electronic stuff: GPUs, flight recorders, PSUs, usb sticks, electronic wallets, cpus, RAM; is good.  
** Electronic wallets have wildly varying values. Most will be 1-3k but they can be worth 500k+
** Electronic wallets have wildly varying values. Most will be 1-3k but they can be worth 500k+
** GPUs are kinda bulky but sell for ~35k.
* Car Battery - Rare and expensive and very large. It sells for enough to be worth leaving the raid after finding one.
* Full magazines for guns you use. Stanags, AK mags. The ammo inside is worth 2 times as much as the magazine. But to USE, not to sell.
* Full magazines for guns you use. Stanags, AK mags. The ammo inside is worth 2 times as much as the magazine. But to USE, not to sell.
* Measuring tape. It's worth like 800.
* Drum mags. Useful to use; they're worth a little to sell but stanag drums are extremely useful.
* Drum mags. Useful to use; they're worth a little to sell but stanag drums are extremely useful.
* Higher end SMGs that fit in your bag. MP9, agram, MP7, etc. Basically only because they fit in the bag.  
* Higher end SMGs that fit in your bag. MP9, agram, MP7, etc. Basically only because they fit in the bag.  
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* Night Vision Goggles. All NVGs are worth a decent chunk of money, it's sad that they have little tactical value. The tan ones are worth quest XP though on minty.
* Night Vision Goggles. All NVGs are worth a decent chunk of money, it's sad that they have little tactical value. The tan ones are worth quest XP though on minty.
* Flashlights, lasers. Worth a decent chunk of money and tactically useless. Lasers in real life don't leave a massive fucking laser trail telling everyone on the map where you are.
* Flashlights, lasers. Worth a decent chunk of money and tactically useless. Lasers in real life don't leave a massive fucking laser trail telling everyone on the map where you are.
* Knives. Worth ~800, they stack easy.
* NRS. They sell for about 1.4k and with scavs being snipers now you will want to bring 1-2 into each raid. Keep a nice pile of these and then sell the excess.
* NRS. They sell for about 1.4k and with scavs being snipers now you will want to bring 1-2 into each raid. Keep a nice pile of these and then sell the excess.
* Water. Due to new food drain speed, water bottles should be taken on sight and then drank when you need the bag space. The big blue bottles contain way more water than the small silver ones. The small silver ones contain about 1/2 your water bar. Silver ones sell for ~900, while big blue ones sell for 1.5k. Since pistols don't make up your bag space any more these are worth taking most of the time.  
* Water. Due to new food drain speed, water bottles should be taken on sight and then drank when you need the bag space. The big blue bottles contain way more water than the small silver ones. The small silver ones contain about 1/2 your water bar. Silver ones sell for ~900, while big blue ones sell for 1.5k. Since pistols don't make up your bag space any more these are worth taking most of the time.  
* Money. It is not worth much; like 100-300 kopeks, but it's tiny and stacks in the bag easily.  
* Money. It is not worth much; like 100-300 kopeks, but it's tiny and stacks in the bag easily.  
* Brass jars. Rare though.
* Brass jars. Lots of brass.
* Brass. Saves you buying it. (It now comes out of raids with you)
* AP Powder, FMJ powder, tracer powder. It's kinda bulky but it saves you 1.2k when buying your own, and the AP powder is locked behind difficult traders. Tracer just sell. It's worth over 1k I think.
* AP Powder, FMJ powder, tracer powder. It's kinda bulky but it saves you 1.2k when buying your own, and the AP powder is locked behind difficult traders. Tracer just sell. It's worth over 1k I think.
* 1 Helmet, Wear helmets and upgrade as you find them. The shitty helmet is worth 900 kopeks and you can store it on your head. Helmets are hard to loot and not all that useful.
* 1 Helmet, Wear helmets and upgrade as you find them. The shitty helmet is worth 900 kopeks and you can store it on your head. Helmets are hard to loot and protect mostly against pistol rounds. A good rifle round will go through even the highest level helmet.
* Mid-high tier armor. Upgrade armor when you find it. Only take extras if you can exfil safely since it will use up a hand. The extra second spent dropping the armor and grabbing your weapon is an extra second of someone shooting at you. You can't take anything out if you die, remember that. DNS exfil is great since there are two armor boxes right next to the exit.
* Mid-high tier armor. Upgrade armor when you find it. Only take extras if you can exfil safely since it will use up a hand. The extra second spent dropping the armor and grabbing your weapon is an extra second of someone shooting at you. You can't take anything out if you die, remember that. DNS exfil is great since there are two armor boxes right next to the exit.
* Big Backpack. The Geartech G4 is great. Upgrading in the field is a massive pain though since you have to transfer items. It's best if you put your old bag down, and while holding the new bag pull items from your old and put them in the new. Run somewhere out of the way to do this, and do this fast and after clearing the area.
* Big Backpack. The Geartech G4 is sometimes worth taking. Upgrading in the field is a massive pain though since you have to transfer items. It's best if you put your old bag down, and while holding the new bag pull items from your old and put them in the new. Run somewhere out of the way to do this, and do this fast and after clearing the area.


====Stuff not worth looting: ====
====Stuff not worth looting: ====
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* Purple Keycards. They don't open anything and you can't even sell them. Less value than a spoon.
* Purple Keycards. They don't open anything and you can't even sell them. Less value than a spoon.
* Most magazines. They're too cheap now; the ammo inside them is worth more than the magazine. Empty mags are pretty worthless. Good news is feel free to not care about empty mags in a raid so much. Stanags and above are worth just enough to spend a little effort but if you're in a firefight just drop it and don't bother looking for it.
* Most magazines. They're too cheap now; the ammo inside them is worth more than the magazine. Empty mags are pretty worthless. Good news is feel free to not care about empty mags in a raid so much. Stanags and above are worth just enough to spend a little effort but if you're in a firefight just drop it and don't bother looking for it.
** Empty magazines for magazines you can buy are worth very little. When buying a magazine, most of the cost is going towards the ammo inside.
** Except magazines for good weapons: MP7 mags UMP mags P90, G36, drum mags, stuff you can use.
* Chargers, spark plugs, 'piles of stuff' eg capacitors, nuts and bolts, steel. The quest xp reward isn't actually worth the effort and they sell for shit. (At least right now)
* Chargers, spark plugs, 'piles of stuff' eg capacitors, nuts and bolts, steel. The quest xp reward isn't actually worth the effort and they sell for shit. (At least right now)
* Pistols, most weapons. Only loot weapons you use, or exceptions for weapons that are on the higher end of value.
* Pistols, most weapons. Only loot weapons you use, or exceptions for weapons that are on the higher end of value.
* Most ammo/AP ammo. If it's in a calibre you can use, check how many rounds are in the box. You can't sell ammo boxes so only loot it if you want to use it.
* Most ammo/AP ammo. If it's in a calibre you can use, check how many rounds are in the box. You can't sell ammo boxes so only loot it if you want to use it.
* Loose brass. Sure it saves 600 kopeks in theory but in practice there's a bug where it doesn't come with you to the safehouse.
* Spoons. They sell for 0. They let you eat faster, but in practice eating without a spoon is fast enough. (Protip: Eating increases thirst, spoons let you eat fast enough to die of dehydration)
* Spoons. They sell for 0. They let you eat faster, but in practice eating without a spoon is fast enough. (Protip: Eating increases thirst, spoons let you eat fast enough to die of dehydration)
* Too much: You need your hands for killing. Only occupy your hands if you're pretty safe.
* Too much: You need your hands for killing. Only occupy your hands if you're pretty safe.
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== Known Jank ==
== Known Jank ==
'''LAST UPDATED 30th MAY'''
'''LAST UPDATED 30th MAY 2023'''


There's a bunch of glitches that bugs that affect gameplay, and it's good to know what can be done so you can operate around it. This will attempt to be accurate up until the date set above.
There's a bunch of glitches that bugs that affect gameplay, and it's good to know what can be done so you can operate around it. This will attempt to be accurate up until the date set above.
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* Healing: If you try and heal another player it will attach to them but will often not heal them. When sharing heals, drop them.
* Healing: If you try and heal another player it will attach to them but will often not heal them. When sharing heals, drop them.
* Bag-position desync. The symptoms of this are when you take a bag and it starts spinning around faster and faster. What causes this is a form of item desync. Arranged items will often be slightly out of sync and this will cause collision issues that will cause backpacks to spiral around and fly into the air. This is clientside.  note: this is why you sometimes see your squadmate's bags spinning around wildly, it's fine on their screen.
* Bag-position desync. The symptoms of this are when you take a bag and it starts spinning around faster and faster. What causes this is a form of item desync. Arranged items will often be slightly out of sync and this will cause collision issues that will cause backpacks to spiral around and fly into the air. This is clientside.  note: this is why you sometimes see your squadmate's bags spinning around wildly, it's fine on their screen.
** If you don't let go of the backpack or put it on your back quickly it will fly off into space.
** Close the backpack (trigger) or put it on your back to stop it spinning in the short term.
** A longer term fix for this is to put it down and have another player rearrange the out of sync items for you to resync them.
** Another way to tackle this is to quickly put it on your back and then find a locker. The one on the radio roof is a good one: Shove the bag in the locker so it can't rotate and then grab items until it fixes it.
** Pistols ''looted from players'', helmets, ammo boxes, maybe knives, sometimes bad luck will also cause this glitch. Protip: Add ammo boxes to your bag on purpose to cause desyncs so that if someone kills you they can't keep your bag.
** Pistols ''looted from players'', helmets, ammo boxes, maybe knives, sometimes bad luck will also cause this glitch. Protip: Add ammo boxes to your bag on purpose to cause desyncs so that if someone kills you they can't keep your bag.
** A fix for this is to put it down and have another player rearrange the out of sync items for you to resync them.  
** ''Update 20 June:'' Bag spinning has been addressed in the patch notes. Not personally verified it has been fixed though.
** Another way to tackle this is to quickly put it on your back and then find a locker. The one on the radio roof is a good one: Shove the bag in the locker so it can't rotate and then grab items until it fixes it.
* Desync can happen to weapons with attachments too. This is rarely a problem but it might happen if you recover someone's weapon; the desync is likely to be fine when exfilling, fine when in safehouse, but as soon as you start the raid it starts to flip out and fly away.
* Do not put helmets in your bag. There's a number of bugs that happen since they don't have appropriate colliders. Such as the bag flying away, or the helmet in your bag doing weird things with colliders and turning your bag solid: IE you cannot shoulder a weapon because a collider will be in the way.
* Do not put helmets in your bag. There's a number of bugs that happen since they don't have appropriate colliders. Such as the bag flying away, or the helmet in your bag doing weird things with colliders and turning your bag solid: IE you cannot shoulder a weapon because a collider will be in the way.
* Weapon Bagging. If a weapon is held in the hand in or near a backpack when it is released to go back onto the back, the backpack can catch your weapon and send it to another dimension. The weapon is sent so far and fast it is gone for every player and not just you. To counter, exercise good weapon/bag discipline. When looting, have your primary either stowed or put down somewhere. When checking your back, move the primary well away from the bag before letting go of the bag. This can be used offensively to vanish weapons on the map you can't carry, but it's quicker and pretty much just as effective to just take the mag and chuck it somewhere.
* Weapon Bagging. If a weapon is held in the hand in or near a backpack when it is released to go back onto the back, the backpack can catch your weapon and send it to another dimension. The weapon is sent so far and fast it is gone for every player and not just you. To counter, exercise good weapon/bag discipline. When looting, have your primary either stowed or put down somewhere. When checking your back, move the primary well away from the bag before letting go of the bag. This can be used offensively to vanish weapons on the map you can't carry, but it's quicker and pretty much just as effective to just take the mag and chuck it somewhere.
* Weapon stuck in object. Weapons can get stuck in things. To get them out, empty your holster space, and then holster the weapon from the object. This will teleport it out.  
* Weapon stuck in object. Weapons can get stuck in things. To get them out, empty your holster space, and then holster the weapon from the object. This will teleport it out.  
* Bag colliders. It's possible to get your bag colliding with your weapon: IE you try and shoulder your weapon and the stock collides with the bag and you cannot aim properly. Not sure of everything that causes it but helmets in bags causes this. When you get this, exfil ASAP; fixing it in the field is very time consuming.
* Bag colliders. It's possible to get your bag colliding with your weapon: IE you try and shoulder your weapon and the stock collides with the bag and you cannot aim properly. Not sure of everything that causes it but helmets in bags causes this. When you get this, exfil ASAP; fixing it in the field is very time consuming.
* Conveyor Bag Eating. In theory you can put a bag full of items on the belt and have all the items come up. In practice, the system will eat your bag and all the items without giving you a chance to sell or return anything. It's still often worth putting in the bag if it's just a bunch of low value items you can't be bothered to individually sell, or for items you have to put in the bag to sell like ram and CPUs, but keep in mind that every time is a risk.
* Conveyor Entire Bag Eating. In theory you can put a bag full of items on the belt and have all the items come up. In practice, the system will eat your bag and all the items without giving you a chance to sell or return anything. It's still often worth putting in the bag if it's just a bunch of low value items you can't be bothered to individually sell, or for items you have to put in the bag to sell like ram and CPUs, but keep in mind that every time is a risk.
* Attachments on Guns: These might float in the air but 'attached' to the gun. Don't bother fixing them in the safehouse because it will bug out again when you reload the safehouse or go into the raid. This happens to weapons you bring into raids too, you should reattach it then else it'll be fucked for the whole raid.
* Attachments on Guns: These might float in the air but 'attached' to the gun. Don't bother fixing them in the safehouse because it will bug out again when you reload the safehouse or go into the raid. This happens to weapons you bring into raids too, you should reattach it then else it'll be fucked for the whole raid.
* Floating attachments on guns: If you see a floating sight and you're with teammates, don't grab it. Sometimes they will stop being synced and just float in the air: but if you grab it, you will grab it off your teammate's gun.  
* Floating attachments on guns: If you see a floating sight and you're with teammates, don't grab it. Sometimes they will stop being synced and just float in the air: but if you grab it, you will grab it off your teammate's gun.  
* Flying weapons: Weapons will often fly around like a poltergeist is throwing them around. This doesn't indicate player activity, it's just jank.
* Flying weapons: Weapons will often fly around like a poltergeist is throwing them around. This doesn't indicate player activity, it's just jank.
* Conveyor Item Eating: The conveyor belt will randomly stop accepting items (but eat them anyway) until reloading the safehouse. I haven't discovered what causes this but the strategy is to assume that the next item might be eaten when you put it in; put in and sell items one at a time so you can immediately tell when it has entered 'eating' state which is when items you put in will not register on the sale screen. If you put in your bag at once, or chuck in loads of items at once, you will not be able to tell how many items were eaten until you start selling. To reload the safehouse, put your backpack back on and go to tutorial and back again.
* Conveyor Single Item Eating: The conveyor belt will randomly stop accepting items (but eat them anyway) until reloading the safehouse. I haven't discovered what causes this but the strategy is to assume that the next item might be eaten when you put it in; put in and sell items one at a time so you can immediately tell when it has entered 'eating' state which is when items you put in will not register on the sale screen. If you put in your bag at once, or chuck in loads of items at once, you will not be able to tell how many items were eaten until you start selling. To reload the safehouse, put your backpack back on and go to tutorial and back again.


=== Wall Glitches ===
=== Wall Glitches ===
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=== Duping ===
=== Duping ===
''Update: 26th May patch:'' A number of duping methods have been patched, but chances are they didn't get all of them.
''Update: 26th May patch:'' A number of duping methods have been patched, but chances are they didn't get all of them. There's been no real rumours of duping so if it exists it's kept under wraps.


There's a number of ways to dupe and I'm not going to tell you how here, but it will impact what you do with items. Duped items often are unkeepable as they will be despawned during a dupe clear wave. Items are duped and then used immediately to get around this; when you find a item that is likely duped, sell it. The money stays but your wall trophy will probably despawn. '''The short answer is that you should just sell high level items you find on players.'''
There's a number of ways to dupe and I'm not going to tell you how here, but it will impact what you do with items. Duped items often are unkeepable as they will be despawned during a dupe clear wave. Items are duped and then used immediately to get around this; when you find a item that is likely duped, sell it. The money stays but your wall trophy will probably despawn. '''The short answer is that you should just sell high level items you find on players.'''
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The devs can detect duping and people do it anyway.
The devs can detect duping and people do it anyway.
AK Alphas have been appearing at unusual frequencies in player's hands recently, so I highly suspect there is a duping bug out there still.


=== Sound ===
=== Sound ===
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=== Crashes ===
=== Crashes ===


* Safehouse crash: <s>26th May patch introed a crash where you can just die if you try and put anything down in your safehouse inside a 'saved' area such as a weapon wall or shelf. The conveyor's stored items is probably safe.</s> Pretty sure this is fixed now, I've not seen a safehouse crash from this since the hotfix.
* Safehouse crash: Random crashes in the safehouse are possible. Always be paranoid in the safehouse: whenever you get back from a raid, stash your armor, helmet and weapon before selling items. That way if you do crash these items are not also lost. Same for any other downtime where you don't need these items; mag reloading, etc. Stash it to be safe.
* Crashing on a raid: If someone crashes in a raid they become invincible after a short period of time and their stuff is unlootable. If a pal crashes or you crash the crashed body needs to be killed to recover their items. Usually it's best after this to grab their stuff and yeet to exfil; dangerous though since the squad is smaller and you'll usually have no hands free.
* Crashing on a raid: If someone crashes in a raid they become invincible after a short period of time and their stuff is unlootable. If a pal crashes or you crash the crashed body needs to be killed to recover their items. Usually it's best after this to grab their stuff and yeet to exfil; dangerous though since the squad is smaller and you'll usually have no hands free.
* Network Crashes: You can get disconnected from the server mid raid. In this case you will be dumped into the safehouse rather than the game process crashing. You will still lose all your taken items, and as a downside your soul-less body will be unkillable very quickly, there's usually not enough time for a teammate to kill you and recover your items.
** There's also symptoms of network lag: you'll teleport around and be lagged out. Try not to carry your bag around during one of these lag spikes, it's possible for the lag repositioning to cause your held item to yeet into another dimension. Guns held with both hands might also be affected but they are more resistant due to having two hold positions; it's best to either hold with both hands or holster.

Latest revision as of 12:43, 6 September 2024

Ghosts of Tabor is a shooty game.

Getting Started

The overall premise of the game is a PvPvE arena where you go into an arena (a raid), and there are both AI enemies and human enemies, and loot to collect. You must survive until reaching an exfiltration zone to bring any loot back to your safehouse and make it usable next raid. If you die (or crash) you lose everything you found and everything you brought in. Sounds pretty bad but the economy is pretty loose right now so wealth and weapons aren't hard to come across so you can afford to go on a losing streak most of the time.

Main Menu

Can be accessed with left thumbpad/left thumbstick. It allows you to access the tabor market, the safehouse, the options and the tutorial.

Tutorial

This is a playground with the basic game mechanics able to be practiced.

Familiarise yourself with weapon handling. Trigger for mags, grip for everything else. Same with configuring a rig; put modules on it, then put objects in the module. Ammo loading practice is there too.

You can use the tutorial's food and healing to heal and feed yourself between raids. At least for now, it's something they'll probably patch.

Tabor Market

Where you buy stuff. There are a number of traders, and each trader has a 'trader level' that requires quest xp and buy/sell xp to level up. Low levels you can barely buy anything.

The two most important traders are Spectre (guns and attachments) and Minty (Rigs and backpacks.) Everything else is pointless to level up.

Buying:

  • To buy an item, run over to the trader, and select the item you want from the menu on the screen. It will swing into the game on the panel. Scan it with the scanner at your right hip and then go to checkout to buy it.
  • Hitting the start favourites that item and you can purchase it from inside the safehouse without having to come out to the market.
  • You can scan and favourite pre-configured items. For example; go to minty, take the level 0 rig (the "bra") and attach two primary ammo modules to it. Scan this item, then go to checkout and favourite it. You can then buy this item pre configured which saves a lot of time for 'rat runs' (minimum gear runs).

First time shopping list:

  • Pre-configured level 0 chest rig. 2 Primary modules recommended. Favourite this. (from minty)
  • Adventure Backpack from minty. Favourite it, buy a few.
  • 10 brass, 2 FMJ Powder (from ammo places.) (Favorite these too)
  • Pre-configured SKS. Take an SKS, put in a mag. Chamber a round and then replace the magazine, then scan and favourite this. 30+1 SKS good to go pre-configured.
  • Favourite the NRS (healing item) just in case. You don't need to buy any since you should start with some and they're easy to find

Advanced:

  • Jiris sells powder and is easier to level up if you want to get the AP powder.

Safehouse

Where most of your non-raid time will be spent, this is where you sell and store your loot, where you get ready for raids, and where you manage contact lists, squads, and actually deploy on raids.

The main room contains a desk with keycards on it, and the main raid computer near the van. Use the keycards to unlock at least the trade room and the armory. Feel free to unlock the other areas but it's all just more storage or literally nothing at the moment. Some doors don't even work.

Items only save if they are left on marked shelving/surfaces or on mannequins, or on the pre-set weapon walls, or in the lockers. Items left on the floor or not in a distinct area will vanish from existence if you leave the safehouse.

If you leave the safehouse without using the in game main menu (EG alt-f4 or use steamvr quit, or crash) all the items you are carrying will vanish permanently. To be on the safe side, stow items before quitting the game.

Trade room

  • Where you sell items and receive items that you have bought. When you buy an item it is delivered in 'purchased items' and you must summon it.
  • Sell an item by putting it on the conveyor belt, not leaving the room, and then deciding what to do on the computer screen. Select a vendor to sell it at that price to that vendor, or hit the return arrow in the top right to send it back to purchased items. You can put in your entire back and just click through the buttons but I have tried this with with a full bag 3 times and it has eaten the bag and contents without giving me the items 2/3 times. Useable for bags that only have a couple items but don't trust your entire raid loot to it. You actually need to do this for a few items that the conveyor doesn't pick up like CPUs and RAM.
  • Rations are available on the purchased items screen, collect these as a habit during your poor years, since it's an extra bit of money. (The items are borderline unusable but can be sold for better ones).
  • There's some shelving too.

Armory

  • Storage. The back room has more storage. Store stuff in here. You can put guns and magazines on the wall. Helmets have a tendency to fall through shelving so try to only use the lockers and mannequins for those. If when you put down an item it is RED it is not in the marked area properly. HOWEVER: Attachments sometimes bug out and always show as red regardless, so you're basically at the mercy of 'does it look right' when they do that.
  • Ammo manufacturing is also here. To make ammo:
  1. Select the ammo type you want. Do this first. If you flick through AP/tracer/FMJ it'll delete the powder and brass you already put in the machine.
  2. Put in 1 brass. 1 brass roughly = 1 box of ammo.
  3. Pour in a little powder; Like about a second's worth of pour is enough per box usually.
  4. Pull the lever.
  • Loading magazines
  1. Open the box of ammo and tip it into the top of the loader with trigger.
  2. Put the magazine into the bottom half. You can also load boxes as if they were magazines.
  3. Press load.
  4. CAUTION: If you press load without something in the lower half, it will spill the entire contents on the floor.

Maps

Island

Big, lots of loot. All routes lead near research.

Map of the Island with names

Take a look at the map and get a rough idea of what is where.

Minefields: There are minefields. Don't go near the signs, mines can be a little bit in front of a sign. A general rule of minefields is there's no safe route through an actual minefield, but if there are areas without signs then they're probably safe.

Specific Locations

Research and Prison are the most important areas to know where you are and where your teammates are as player contact is likely. IDing hostiles and friendlies is a cornerstone of effective squad tactics.

Research

Research is the central building of the entire island map. It is a multi level complex with the most loot. It's reasonably complex and knowing what a room or area inside research is called is important for communication with teammates.

  • Storage : The area above garage. The squeaky door is out front of this room.
  • Garage : There's some parking in a dark area below with some weapon lockers, boxes etc in a side room.
  • Armory: this is the room above storage, with the catwalk and double doors outside. Contains loot. Armory has the 'armory roof' which is a small section with a fire escape. You can run off the balcony onto the metal thing and then onto the ground without taking damage. (This is the fastest exit from F1)
  • Basement Lab: Going down Big stairs you will find basement labs: there's a few boxes down there. Rarely worth going down.
  • F0 : The entrnace floor of research. The rooms listed will be 'from rear approach' (church-side approach)
    • Entrance: there's some stairs leading up to the back door, and storage double doors is nearby.
    • Hallway: The hallway. The doors near the end start closed.
    • Empty Office (First left): Office with no loot. Wood floor.
    • Big Stairs (First right): Big stairs leads down to basement and all the way up to roof. Has access to every floor.
    • Shelving room (Second right): room with some shelving. Filing cabinets and loot spawns on the shelves.
    • 1st Entrance to big office(third right). Big office F0 contains a ramp to big office F1. A little loot.
      • Bathrooms, left and right. Each big office has bathrooms, each with a med and a box sometimes. For three floors that's 5-6 meds.
    • Presentation Room(third left): Long room with often a scav, and a gun on the table.
    • (fourth right): Second Entrance to big office. Big office has a ramp leading up to Big office F1
  • F1 : Labelled F1 as you go up big stairs.
    • Coming out of big stairs behind you: Pool room. Gun sometimes spawns on the bar.
    • Hallway doors start closed after the first set of rooms.
    • First left: Office? Don't go in here there's no loot.
    • First Right: shelving room: 2 filing cabinets and sometimes stuff on the shelf. There's a hard-baked dead scav model in there with blood; he's just part of the map.
    • Second Left Through doors: Filing cabinet office. 4x4 cabinets. View of the gas-line radio-research ridge.
    • Second right: F1 big office. Boxes, small cabinets and shelves.
      • Bathrooms. Left leads to the Armory and Armory Roof.
    • Third Left: Orange Stairs- Leads to F2
    • Third Right: TV Office
    • Fourth Right: Big office F1. Reception desk out front too.
    • Atthe end of the hallway there is the statue entrance room with stairs leading down to F0.
  • F2 : Labelled F2 in big stairs.
    • Coming out of big stairs behind you: Balcony. Nothing here, sometimes a scav spawn.
    • First left: Filing cabinet office. Only one cabinet on F2.
    • First right: Big office. around the back is called loot corner and there's a lot of chests there.
      • Bathrooms: Two bathrooms, left and right.
    • Second left: Orange stairs, leads down to F1, view over radio ridge.
    • Second right: second entrance to big office.
    • Third Right: Security room. Some filing cabinets, 2 lockers.
    • At the end of the hall is Conference room. There's a keycard spawn on the end of the table.
  • Roof. Only way up is big stairs. There's some boxes up here, slow to loot though. However, there are ways down at the yellow tarp, you can jump diagonally pretty easily to armory roof. Has good covered views of the area around, but people coming over the ridges can see and shoot you.

Prison

The second central player gathering spot. Much less loot than research, but contains a keycard room and is surrounded by spawns.

  • Cells. The green hanger like things are cells. They have numbers but the numbers are only visible from a few angles. MOST cell doors start CLOSED. One does not; the one nearest tranny trench. There's a single box in most of the cells. Low value loot, time consuming.
  • Guard Tower. Guard building - 4 floor building with a tiny office up top.
    • F0 - Mess Hall - Accessible via the front and back. Single locker and some food usually.
    • F1 - Access around back to the upper levels - The door starts closed. In F1 is the keycard room and a good view of the mess hall. There's a small balcony to the left that can be used to exit the building.
    • F2 - Med cabinet in a locked room to the right, and to the left is the roof that 'can be used to jump down to F1 without using the stairs'. This roof also often spawns a scav and has a box on it.
    • F3 - Filing cabinet and a small box. Sometimes GPUs spawn here.
  • Watch Towers. Report a tower based on where it is: the tallest ones are the one near tranny trench, (there's also one IN tranny trench), and the northwest tower. Scavs often spawn in the tall ones. Tall watch tower. Short watch tower.
  • Suicide Hill. This is a hill near the guard tower with a big rock on it, and a ridge leading down to tranny trench. This is the hill to run to on any of the prison spawns because you get a good view of the other spawns; but you're a sitting duck. The name is to remind you to not stay too long.
  • Tranny trench. This connects to the prison and there's a pit of identifiably male corpses.
  • Squeaky Door - Near the back of guard tower is the squeaky door. The little guardhouse outside contains two lockers.

Spawn Locations

Prison spawns:

Near prison; player contact extremely likely.

  • Beach Prison
    • North of Prison Camp
  • Tranny Pit (or trench)
    • East of prison.
  • Hills Prison
    • South of prison

Research Spawns

  • Church
    • At the church.
  • Garage
    • Fairly rare, is the dark garage underneath research.
  • Radio Ridge
    • On the ridge between research and radio
  • Car Storage
    • North of garage hill
  • Garage Hill
    • On the hill between research and car storage/tents

DNS Spawns

  • DNS itself
    • On the beach
  • Tunnel Spawn
    • On the beach near the tunnel
  • Lighthouse
    • On the beach northwest of lighthouse
  • House
    • Right next to house

Exfil Locations

There are multiple exfil spots on island but you will always get exfils that are on the other side of the island from you.

  • Boathouse Exfil
    • At the boathouse west of research
    • Used by most players
    • Scavs spawn here
    • Do not exfil from here unless desperate
  • Dead Nigger Storage (DNS)
    • Down the beach
  • Church Road Exfil
    • Past the church is an exfil on the road.

General exfil stretgy is to clear the area before heading to exfil. Exfil camping is rare in tabor due to it being in VR, but you never want to get killed at exfil.


<strategies>

Silo

Small, concentrated loot areas. Quick in and out, very dangerous.

Silo is a vertical focused map. There's a large number of floors and it's a kind of 3D maze with multiple ways around most places.

Exfil:

  • There are many possible exfils but rule of thumb is that no exfil will be active for you (green light on the radio) on the same level you spawned. To exfil you should head up or down.

<map?>

Areas of Interest

  • Elevator. This area is attached to the garage on the top floor - There's an elevator shaft and on the garage floor there are a set of double doors that you can jump to and grab and open. Inside is an area that sometimes spawns high value loot so it is often targeted by players. Expect contact.
    • It is often the case you will encounter a player already inside or you will be inside when a player comes by. If you have a grenade expect to have a very funny encounter.

<strategies>

Items

General Item Advice

  • Avoid gear fear. Take in your stuff. I recommend holding in reserve 2-3 of an item in case you have a losing streak and then take in any excess of that item.
  • Due to trader levelling, 95% of what you use will be found until spectre level 3.
  • Mid tier loot is easy to find.

Weapons

Attention: IF you don't want to read all this crap; just use weapons that have foregrips and you can put optics on. Yeah that's it.

When it comes to weapon damage, it's bullet autism sim damage for the most part. Intermediate cartridges are all similar, higher tier rifle bullets do more damage, and pistol rounds do less damage.

Weapons you find but can't buy magazines for are worth much less for you than weapons you can use. You can only use a weapon if you can bring in the magazines to feed it, and rarer weapons with custom magazines spawn but you'll be finding magazines with the weapon itself.

When using magazines, don't value magazines that you can buy, the empty magazine isn't worth much at all. Stanags, SKS, AKM/74 magazines are all extremely common and should almost be considered one use. Before you can buy them yourself it's often worth holding onto them, but during a firefight don't be more attached to the magazine than your life. Only retain them if there's no active shooting.

The most important property of any weapon is that you hit a target with it. Remember this, and practice. If you aren't 100% sure on how to hit a target at various ranges, your weapon is useless.

Generally what makes a weapon good is these factors:

  • Optic Mount - Optics are a great way of acquiring a target quicker. Irons work, but you want to be shaving milliseconds from engagements. Make sure to practice with the optic and know exactly where the zero is. It varies from sight to sight a tiny bit, and that tiny bit matters at 100m.
  • Foregrip mount - They reduce recoil. All I do is hope that people don't figure out how good they are. The higher level worth ones are worth their weight in gold and should be more valuable to you than the weapon they're attached to.
  • Magazine availability - Field resupply and buying are the two main sources of magazines. Guns that take Stanags, AK-74 mags, AKM mags and SKS mags are easily replenishable in the field.
Pistols:

Pistols fire bullets but they're effectively emergency use only. Useful with a suppressor to silently kill scavs, or be a 'oh shit my mag is empty' sidearm. Or if you're running very low spec gear. Headshots will kill. Scavs engage at such long ranges now all pistols are near useless on island.

  • Ruger: 22, anything but a headshot and you might as well not bother shooting. Very quiet though, limited use as a sneak weapon.
  • Most everything else: Better than no weapon.
Rifles

Rifles are the go-to weapon. They hit hard and have enough range and firepower for most engagements.

Scavs drop Stanag, AKM and SKS mags all the time so using a weapon compatible with these will greatly increase your longevity on raids.

  • SKS:
    • Solid trader level 1 rifle. Will be your main powerhouse until automatic assault rifles + optics.
    • Uses SKS mags: Curved magazines with a 'hook'.
    • 7.62x39 Russian.
    • No attachment points
  • Galil
    • 5.56 Scav lootable. Automatic, takes stanags (m4 mags)
    • attachment points up front; green optic recommended due to wider aperture.
    • Very good gun with a solid foregrip.
    • Good with foregrip and optic.
  • AKM - 7.62x39 russian. Banana mag grey/black. No foregrip/front attachment points. Can take optic with AK butterfly mount rail.
    • Decent with an optic. Low rate of fire, high recoil, similar damage to other intermediate cartridiges (5.56/5.45)
  • AK-74 - 5.45 russian. Orange/bakelite banana magazine. Very similar to AKM but with slightly lower recoil.
    • Decent with an optic. Slightly higher rpm and lower recoil than AKM. Intermediate cartridge damage.
  • M16. 5.56, stanag mags. Cheap. Useless.
    • Doesn't take an optic or foregrip. Stuck with irons. Not worth selling, not worth bringing in. Emergency use only.
    • Only use is free stanag magazines.
  • AKS-74u - AK-74 but worse. Not worth much.
  • M4 - 5.56, takes optic + foregrip. Low recoil, high rate of fire. Low cost (requires level 3 spectre)
    • Very good.
  • G3 - 7.62x51 (or is it 54?) NATO. High damage, high recoil. Takes optic, no foregrip.
    • Recoil way too high to be practical for 90% of engagements.
  • OPSKS - SKS with attachments/optics. Pretty damn good but automatics with low recoil are better.
  • G36 - High RPM, good meat grinder. Takes foregrip and optics. Main downside is it doesn't take stanags so you won't be finding free mags.
  • AS Val - Built in suppressor. Almost worth it since the suppressor is 8k by itself. Bring lots of mags, you're not looting free stanags. No drums available.
  • SCAR - Now affordable, takes stanags. Worth it for cool scar running. Like the M4 but slightly better and tan colored. A little more expensive than the M4 and way rarer; the rate of fire is a little lower than the M4. This results in more controllable long range engagements but also you burn through mags slower.
  • Others - Most higher tier rifles are slightly better but most don't use stanags so make pretty poor daily drivers. They're fun though so if you wanna use one then go ahead they'll kill just fine. Snipers are handicapped a bit by scopes being hard to use.
  • Snipers - Extreme range engagements are nearly impossible due to vr controllers, and loot will drop where you kill them. Indoor engagements suicidal.

SMGs

Underrated but they are handicapped by there being no cheap SMGs that take foregrips and optics. The magazines are harder to find too, and you have to bring in all your ammo without relying on resupply in the field. As they chew more ammo and you have to bring all the ammo with you, they're basically near impossible to reliably use on large maps. Lower tier SMGs absolutely murder close range, and the higher tier ones can put an enormous amount of firepower downrange on a target even at 100m.

  • Mac10, Uzi, Agram, etc - Short SMGs have the foregrip and trigger too close to shoot accurately over distance. Very bad guns.
  • MP40 - Solid early game killer. No attachments, you basically just find one and use it same run.
  • Tommy Gun - Kills hard, reasonably easy to find. Drum mags spawn on these and they have so many rounds you can hose super hard.
  • MP5 - Easy to find. Irons aren't the best, and to reload you need to open the bolt first. Without practice this might get you killed. However it isn't a bad smg.
  • Luty - Huge damage output, massive rpm and huge recoil.
  • MP7/MP9 - Expensive. High damage output, low recoil, rare magazines. Absolute killers in silo and at close range. Decent at longer distances too simply due to how many bullets you can put into a target. MP9 can take another foregrip: It reduces the recoil to almost nothing. If you can buy the mp9+mags, consider it.
  • Vector - Drum mags available + foregrip options. Probably the best SMG.
  • UMP - Far too expensive and rare. The magazines are reasonably common though. It is a good weapon though.


Shotguns

All entirely useless, not even going to write about them specifically. (The spread atm is far too wide for them to be effective past 4 metres)

Armor

Attention: tl;dr Wear armor it stops bullets; helmets are nice but optional.

Important thing to keep in mind about armor is if someone shoots you with FMJ rifle rounds, it will kill you. The armor just buys you a couple more hits - and also works great against pistol rounds. AP ammo MELTS through armor.

Armor is worth taking and using, that plate stops bullets.

  • Lvl 0 - "The Bra"
    • Very Cheap, no bullet protection, takes 2 modules.
    • Looks like a forest camo sports bra.
  • Lvl 1 - "Green one"
    • 5k ish, takes 3 modules. Small amount of bullet protection.
    • Looks like a forest camo chest rig.
    • Works okay at helping against scavs and their barrage of 9mm
    • Not really worth upgrading to in the field.
    • Not really worth buying either.
  • lvl 2 - "Tan armor"
    • Don't know the price, Takes 3 modules. Decent bullet protection.
    • It's tan.
    • These are very common in the field, extremely common to bring a bra and upgrade to the first tan armor you see.
  • lvl 3 - "Long Green"
    • Price too much. 4 modules, good bullet protection.
    • It's forest camo and goes down past the waist a little.
    • Not too rare. Good to use.
    • Common tactic is to bring in a tan armor, then upgrade to lvl 4 in the field and use it.
  • lvl 4 - "Fort Armor/ Tower Armor"
    • Very expensive. 5 modules. Best bullet protection.
    • It's dark green and looks like american football armor.
    • Pretty rare, but commonly duped
    • found on scav boss/minions in silo
    • Use it if you like I guess.

Helmets

Helmets are about as useful as they are IRL: Pistol rounds and glancing rifle shots are what they protect against. They also only protect the bit of the head they cover so it's perfectly easy to get domed with a shot to the head no matter what you're wearing.

It's hard to carry more than one so it's usual that you'll go in without a helmet and then just use any level 2+ helmet you find in the field until you lose it. Higher level helmets are worth saving for big boy raids though, that extra protection might matter.

  • Lvl 1 - "Pilot helmet" - Obscures vision, provides limited protection against glancing pistol rounds. No NVG slot. Sells for ~900.
  • Lvl 2 - "Military helm" - Limited protection against pistol rounds, limited protection against glancing rifle rounds.
  • Lvl 3 - "Military tan helm" - Same as above
  • Higher level helmets:
    • Altyn : Solid Metal look, face shield. No idea how strong it is in game but RL it can stop pistol rounds. No NVG slot.
    • Blue thick one: Probably just a tiny bit better than the military ones.

Attachments/Optics

tl;dr foregrips and optics. foregrips and optics. foregrips and optics. Oh and use suppressors when you get them

Attachments are actually extremely useful in this game, but only foregrips and optics.

To attach one, move it towards the rail, position it, and then release grip.

To remove one, move your hand close enough to the attachment to see T+G, then press trigger, then press grip to pull it off. Some are more awkward than others.

Lasers / Flashlight

Everyone in 50m will know your exact location when you use one of these. The only use for the flashlight is seeing into dark loot boxes or helping you kill scavs in dark areas. Make sure to turn these off. They sell for a decent amount so you should always take them for selling.

Players with these are usually loot pinatas. 3k bonus for the kill.

Foregrips

Foregrips reduce recoil on firearms, but require a forward rail to be useful. Foregrips are obscenely powerful items and the reason you want to level up spectre is for suppressors and foregrips.

General rule: More expensive the better; more recoil absorption. The most expensive ones absorb so much recoil it makes it a ridiculous proposition to use anything else if you can help it. Angled foregrips got more rare so you should always pick these up, they're worth their weight in gold. Common in keycard rooms but keycards are hyper rare so it doesn't matter any more.

Careful not to confuse the mini halo grip (looks like a paralellogram) with the higher end one that has a notch for a finger. The angle side grip is the best one so finding these is always good.

You can buy the combat foregrip, which is okay, from lvl 3 spectre.

Foregrips are extremely effective at increasing your ability to put more bullets into a target so should be used whenever possible.

Optics

There's a number of optics, most are holo-style while some are zoomed optics. The zoomed optics are pretty hard to use since they are basically just cameras. Extreme range engagements are very hard to do; motion tracked controllers don't really allow the kind of stablity you need to perform shots reliably over 100m; ever tried to do long range shooting without resting the gun on something?

  • Kobra. Red T shaped sight. Overall the best sight to use. It's zeroed dead on and is easy to find. You can find 2-5 out of a successful raid so running out of them is rarely a concern. Due to the zero this is best to usewhere the irons interfere with the sight picture; such as the M4, SCAR, and higher end weapons.
  • Green Optic - Green ^ shaped sight. Most important is that the zero is a bit off with some guns, you need to shoot a bit higher than the target to hit. This optic is 'pointed' a little downwards so on guns with pointy up sights it will be partially obscured by the irons. Useful on AKs, G3s. Overall these should just be kept for emergencies where you run out of kobras.
  • EOTech Holo + Zoom - EOTech Holo with a flippable zoom lens. The basic holo is very good but flipping the zoom down out of the way so you can actually use the optic properly is a pain (especially on rear charged guns like the ARs). It's also pretty expensive, and it's uncommon to find.
  • ACOG - Expensive. Probably the best zoom scope, but that's not saying much. When combined with a tilt rail and another optic this gives you good long range/short range capability.
  • 4-12x scope - Looks like it fits on a sniper rifle. Adjustable zoom for different ranges of engagement. Rare, expensive, hard to use.
  • Red dot - Red dot shaped optic. Is pretty small, you can fit it on a pistol with enough tilt rails. They're small and the aperture isn't as good as other optics. good to sell, but kobras are better.

Suppressors

Suppressors in tabor currently work by making the entire weapon silent past 20yd or so. There's no supersonic or subsonic consideration. Bullet impacts may or may not even still make noise - suppressors are broken good. The only reason not to use a suppressor is you're too poor for it.

There's no difference in suppression effect between various types; they all make it silent. If a bullet hits you, it will make no noise.

Each class of weapon has a suppressor for it; they're not caliber restricted. For example: Pistol, LMG, Rifle, SMG. They are always a good find because even the ones with little practical use still sell for a decent chunk of money.

  • Rifle and SMG suppressors should basically never be sold. They're extremely valuable, mainly because they are suppressors for weapons you can actually use effectively.
  • Pistol suppressors are okay for scav clearing inside buildings or in silo if you don't have a rifle or smg suppressor. Because pistols aren't that useful, sell most of these. Keep a few just for fun.
  • LMG suppressors are currently the most useless. Because there are no good LMGs in the game. They sell for a lot, and you can often sell one and almost make enough to buy a rifle suppressor.

The experience of being shot at by someone using a suppressor is terrifying. If a bullet hits you, you will just take damage with no noise. I think there might be a bug where bullet impacts from too far away do not make sound either, so you just start taking damage as if you'd been poisoned with no clue as to where fire is coming from. Clearly you want to be giving lots of other players this experience.

Misc Attachments

  • AK Rail Attachment - All optics are picatinny/NATO rails so to put an optic on an AK style gun (AK, vintorez, dragunov, etc, but not the galil) - you need one of these. Awkward colliders, a little bulky for what it's worth, but invaluable and should be looted as it makes your AKs usable.
  • Tilt rail - Allows multiple optics 'tilted' out. Can do funny things like make a spiral of these to put optics on pistols, or use a rail on the galil to spiral an optic out. Late game you can combine with a zoom optic and red dot to get quick range options. Imagination is the limit but practically not super useful.

Misc

Backpacks

Two Three backpacks: Mini backpack, Adventure backpack and Geartech G4. The G4 is larger and has a compartment for an extra primary weapon holster. Due to the requirement for level 4 minty to get the geartech, it's not something you will buy most likely.

Contrary to what might seem obvious; Geartechs are not worth using in squads. Weapons don't sell for enough to make their use worth it. Finding them in the field is extremely dangerous since you will need to transfer loot over and that is time consuming. There is simply not enough high value loot on the map split between 2/3 people to make the geartech worth it.

The overall takeaway from backpacks is do not take risks to loot a geartech. They're rare but there's not enough loot to fill them. I have died multiple times because while I was swapping loot to a geartech someone came and shot me. Don't bother with them.

Food and Water

You need to eat and drink on longer raids. When you run out of your hunger or thirst meters you will slowly take damage until death.

  • Eating uses up some of your thirst meter, so try not to eat without water available.
  • Eating/drinking makes loud noises; scavs do not eat or drink.
  • Don't eat pet food. It uses up a LOT of your thirst meter and gives you very little hunger meter. (Anchovies come in a similar looking can, don't confuse them)
  • Fruit cocktail, tangerines, canned peaches all restore thirst and hunger at the same time, but are extremely rare.
  • Silver Water bottle is about 1/2 your thirst meter, blue is about 2/3, and the canteen is more than that.
  • When drinking do not pour the bottle into your mouth, but hold it up to your mouth until you hear slurping noises.
  • Spoons allow you to eat a little faster. Usually the extra time grabbing a spoon is not worth it; you can eat and open filing cabinets at the same time without the spoon.
  • When you are hungry, your stomach will make growling noises. When you are thirsty, you will cough.

Typical Loadouts

With everything but rat tier; you can (and should) always bring something nicer if you have it, but the examples here are mostly to show what you can affordably lose without issue.

Most recommendations here are for Island or other general purpose maps. Silo is polarising in its gear choices; you either want to bring in top tier gear to help survive and hit the key card room, or almost nothing so you don't lose much.

Rat Tier

Absolutely bottom of the barrel; you go in with nothing and either come out with something or die horribly. Productive simply because you can die multiple times failing and the one success will pay for the backpacks you wasted. Recommended most on Silo; island is too large and fenixes will tear you apart before you get a weapon.

  • Adventure Backpack

Starting/Poor Tier

Island

This is when you have a little gear, such as the starting gear and traders and you aim to bring enough to take on fenixes but to upgrade everything in the field. There's not much choice in weapons: Bring something nicer if you have it.

  • Adventure Backpack
  • SKS with 1 extra magazine
  • Lvl 0 Armor with 1-2 primary modules.
  • NRS for fenix chip damage.

You basically upgrade to almost anything else on the field. SKS is tricky to reload so practice reloading it before going out.

Why not a glock or pistol? They don't have the range needed; fenixes shoot you from 100-150m.

Silo

  • Adventure Backpack
  • Some kind of cheap smg you have lying around.

Mid Tier

You've gone in a few times and looted some stuff. Maybe you have spectre level 2 for some optics too. Either way this tier is full of gear that is very common on raids and easily purchased from lvl 2 spectre. As always, take better weapons if you have them. The key is foregrip + optic.

Keep in mind that the kobra and green optics have different zeros. Check the zero on an optic you're not familiar with before trying to kill players with it using the safehouse target.

  • Adventure Backpack

Weapon Choice

Generally what you take is any automatic rifle you have with an optic. A typical run through research/radio will nab you 4 or so optics so there's little risk of running out. Automatic weapons kill very hard close up, long range engagements typically give you more time to set up better shots.

  • Galil with foregrip + green optic. Foregrips reduce recoil and the optic helps with aim. Cheap foregrips are super common so there's no excuse not to foregrip whenever you can, the benefits are tangible. More expensive foregrips do more recoil reduction though. Galils are common to find but you can't buy the gun itself until spectre 3. Takes stanags, which are reasonably common; lootable from other galils you find, m16s, m4s, etc. The magazines can be bought from lvl2 so you don't need to run out. Scavs rarely spawn with these now so they're a little rarer but still common in weapon lockers.
  • AKM with kobra and side-rail attachment. No foregrip; but ammo extremely common and in an emergency you can transfer 7.62x39 from SKS mags. Magazines cheaper than stanags. Lack of a foregrip weakens it in longer range engagements.
  • AK-74. Same as above but ammo less common; AKS-74u and AK-74s spawn sometimes though, but don't rely on field mags. Mags also cheaper than stanags.

Armor choice

You need to level minty to buy anything more than a lvl0 so what you will have available will depend on what you've found. Rule for any armor is upgrade in the field. Armor boxes are everywhere but tan armor is easy to find, short green is VERY easy to find. Higher level armors spawn more often in research. DNS and prison are good stops for some tan armor if you need to upgrade since they both have 2-3 armor crates.

  • Lvl 0 - Upgrade in the field ASAP. To anything.
  • Lvl 1 - Short green - Take em if you have em, they're not worth much to sell and will stop a 9mm.
  • lvl 2 - Tan - Take them as a solid armor; they can definitely save your life from a close up burst from a rifle by eating a couple shots for you. Getting DNS exfil is a great chance grab these.

Helmet

Upgrade in the field. The head makes a good place to store a low tier helmet you find and sell that for 900 or so.

High Tier

You've either looted enough to fund this or have spectre level 3 and a bunch of money. Once you have the gear or money to run this tier of gear you should take it every island raid.

  • Geartech G4 if you have some. Else, adventure backpack.

Weapons

Take a suppressor every raid. They're currently broken as shit and make your shots silent from more than 20yd away.

The lack of AKs is because they don't take foregrips.

  • M4 with high level foregrip and kobra optic. Low recoil, high rpm. Fire in bursts of 4-5, or spam bullets. Used as a bullet hose, you can kill many player targets simply by hosing them with rounds. Single shot or 2-3 shot bursts for scavs. You eat up ammo REALLY fast.
    • Bring 4 magazines. You can also loot some but player encounters eat up ammo really fast.
  • SCAR, high level foregrip, kobra optic. Low recoil, medium RPM. Fire in bursts of 2-3. Very accurate bursts, more damage than the M4, and about 1k more from spectre.
    • Again takes stanags.
  • Any weapon that can put lots of bullets into a target. SMGs are okay as you can simply put 10 shots into a target within a second or so with a magdump, but you'll burn through ammo and will not be able to find any more.

Armor

  • Tan armor. 3 primary modules.
  • Short green is okay if you have some lying around that you want to use.
  • Long green good too if you have some lying around.

Helmet

In this tier I recommend taking in a helmet you found from the last raid (the non-pilot ones). They aren't actually super effective at keeping you alive but since you only have one life you might as well.

Rich Tier

  • Geartech G4

Weapons

  • AK Alpha with angled foregrip, drum mags. AP ammo if you can be bothered.
  • Same as High Tier but with drum mags and AP ammo. AP melts through armor and is a notable edge against other kitted players.
  • G36 - Little less accurate but it takes a foregrip and has a high RPM with low recoil.
  • Any weapon that takes a foregrip and an optic will be fine. The lack of drum mags for the AS Val/Vintorez makes them pretty hard though.

Armor

  • Long green or tan armor.

Helmet

  • Best you can buy/have.

Big Boy Raid

These raids are typically keycard runs on silo. On these you take the best stuff you have with the plan to not die. Go in a squad, so if one of you dies the others can pick up anything particularly valuable. You're not going to get wiped by an errant player but the lead player when moving around might get hosed.

Take the large backpack.

Weapon

  • High RPM low recoil close quarters weapons. M4, G36 - AP ammo. You do not want to die because you hit some plate.

Armor

Best you have.

Helmet

Best you have.

Loot

Things to loot:

The locations of all the loot spawns are static, but there's a chance of getting nothing from a box or location.

  • Boxes. These are obvious.
  • Filing cabinets: both the 4stack and the 2stack small ones contain loads of stuff. Do not miss these. Loot from the bottom up.
  • Lockers: Contain weapons usually.
  • Desks/Tables/Shelving/some floors - There's loot sometimes spawning out in the open. There are only specific points though and you just kinda need to learn them or keep your eyes open.

Keycards:

You can find keycards in the map that open up special keycard rooms that have very high chances to spawn very good loot. At the moment there are purple and orange keycards. Purple keycards do nothing, they don't open anything and they don't sell for anything. Orange keycards are exceptionally rare and open the rooms. Due to the changes in keycards it is likely you will never see an orange keycard.

(There was a change; people were duping purple keycards so much the devs decided to change the keycard rooms to take orange keycards. And then didn't remove the purple keycard spawns. And then made orange keycards super rare. The irony is that the kit inside the keycard rooms is now not as rare as the keycards for the most part; although most super-high tier loot can only spawn in the keycard rooms.)

There's two keycard rooms:

  • Island of Tabor: Military prison, guard tower floor 1.
    • Easier to hit as it is inside the prison; you can clear the area without too much trouble.
    • Loot crates are different; more armor, helmets, misc loot, think of it like the minty keycard room.
  • Silo: Floor 4, next to the office/store backrooms. Same level as garage, you can reach it through the red areas.
    • More likely to spawn weapons due to a number of weapon boxes. There's an armor box and some misc boxes, and some meds. Think of this more like the spectre keycard room.

Keycards spawn in a number of locations, most common on island:. Note that they spawn sideways and are kinda hard to see.

  • Island: Research. Conference room, shelf in storage under the small box, reception desks. Inside keycard room. SOMETIMES in radio's desk drawers.
  • Silo: Inside keycard room.

Island's keycard room is . Silo's keycard room

Stuff worth looting:

  • Orange Keycards. Broken rare, treat it as a mission priority.
  • Pistols: Glock and Tokarev only. Everything else is worth crap.
  • Certain high value weapons: AK Alpha (AK with front rails) for example.
  • Food. All food. It's a moneymaker.
  • Optics and foregrips. You'll want to keep the nice foregrips usually.
    • Angled foregrip, 'fingerhole skeletal', and the short hollow foregrips are very nice finds.
  • Most misc electronic stuff: GPUs, flight recorders, PSUs, usb sticks, electronic wallets, cpus, RAM; is good.
    • Electronic wallets have wildly varying values. Most will be 1-3k but they can be worth 500k+
    • GPUs are kinda bulky but sell for ~35k.
  • Car Battery - Rare and expensive and very large. It sells for enough to be worth leaving the raid after finding one.
  • Full magazines for guns you use. Stanags, AK mags. The ammo inside is worth 2 times as much as the magazine. But to USE, not to sell.
  • Measuring tape. It's worth like 800.
  • Drum mags. Useful to use; they're worth a little to sell but stanag drums are extremely useful.
  • Higher end SMGs that fit in your bag. MP9, agram, MP7, etc. Basically only because they fit in the bag.
  • Walky Talkies. There's a minty quest for 2 of these that's 4k xp. Collect two, then accept the quest and hand them over.
  • Night Vision Goggles. All NVGs are worth a decent chunk of money, it's sad that they have little tactical value. The tan ones are worth quest XP though on minty.
  • Flashlights, lasers. Worth a decent chunk of money and tactically useless. Lasers in real life don't leave a massive fucking laser trail telling everyone on the map where you are.
  • Knives. Worth ~800, they stack easy.
  • NRS. They sell for about 1.4k and with scavs being snipers now you will want to bring 1-2 into each raid. Keep a nice pile of these and then sell the excess.
  • Water. Due to new food drain speed, water bottles should be taken on sight and then drank when you need the bag space. The big blue bottles contain way more water than the small silver ones. The small silver ones contain about 1/2 your water bar. Silver ones sell for ~900, while big blue ones sell for 1.5k. Since pistols don't make up your bag space any more these are worth taking most of the time.
  • Money. It is not worth much; like 100-300 kopeks, but it's tiny and stacks in the bag easily.
  • Brass jars. Lots of brass.
  • Brass. Saves you buying it. (It now comes out of raids with you)
  • AP Powder, FMJ powder, tracer powder. It's kinda bulky but it saves you 1.2k when buying your own, and the AP powder is locked behind difficult traders. Tracer just sell. It's worth over 1k I think.
  • 1 Helmet, Wear helmets and upgrade as you find them. The shitty helmet is worth 900 kopeks and you can store it on your head. Helmets are hard to loot and protect mostly against pistol rounds. A good rifle round will go through even the highest level helmet.
  • Mid-high tier armor. Upgrade armor when you find it. Only take extras if you can exfil safely since it will use up a hand. The extra second spent dropping the armor and grabbing your weapon is an extra second of someone shooting at you. You can't take anything out if you die, remember that. DNS exfil is great since there are two armor boxes right next to the exit.
  • Big Backpack. The Geartech G4 is sometimes worth taking. Upgrading in the field is a massive pain though since you have to transfer items. It's best if you put your old bag down, and while holding the new bag pull items from your old and put them in the new. Run somewhere out of the way to do this, and do this fast and after clearing the area.

Stuff not worth looting:

  • Purple Keycards. They don't open anything and you can't even sell them. Less value than a spoon.
  • Most magazines. They're too cheap now; the ammo inside them is worth more than the magazine. Empty mags are pretty worthless. Good news is feel free to not care about empty mags in a raid so much. Stanags and above are worth just enough to spend a little effort but if you're in a firefight just drop it and don't bother looking for it.
    • Empty magazines for magazines you can buy are worth very little. When buying a magazine, most of the cost is going towards the ammo inside.
    • Except magazines for good weapons: MP7 mags UMP mags P90, G36, drum mags, stuff you can use.
  • Chargers, spark plugs, 'piles of stuff' eg capacitors, nuts and bolts, steel. The quest xp reward isn't actually worth the effort and they sell for shit. (At least right now)
  • Pistols, most weapons. Only loot weapons you use, or exceptions for weapons that are on the higher end of value.
  • Most ammo/AP ammo. If it's in a calibre you can use, check how many rounds are in the box. You can't sell ammo boxes so only loot it if you want to use it.
  • Spoons. They sell for 0. They let you eat faster, but in practice eating without a spoon is fast enough. (Protip: Eating increases thirst, spoons let you eat fast enough to die of dehydration)
  • Too much: You need your hands for killing. Only occupy your hands if you're pretty safe.

Tactics

There are several core principles of combat that will help you kill that aren't just click head.

  • Awareness. This is most important part of every engagement by far. Where are players spawning, where are players going, what are they doing, where players aren't.
  • Coordination and communication. In a squad you cannot just shoot anything that moves. You must be able to share where you are and where enemies are and what noises you made so you can shoot things that aren't them.
  • Speed and timing. The more time you are in an area, the more time people have to come find you. Same with looting; you're vulnerable when looting so be quick.
  • Weapon Readiness. Your weapon is your life and it should be ready and in the fire mode you thought it was in at all times. Magazines should be checked, firemode should be confirmed.
  • Weapon use. Know where your zero is and practice getting the sight on target, the positioning is different for each gun/optic. Practice recoil control as this varies too. You don't get much shooting practice in the field so get the basics down first. You must know how to use your weapon.
  • Keeping your opponents from being able to do any of the above.


Awareness

There are many things to be doing to stay aware of where players are and where they aren't.

  • Concentrate on what you don't know. Knowing you don't know something keeps you cautious, while ignoring that you don't know something gets you killed. For example: some approaches to some areas you can't see the doors. In those cases, you now know that you do not know if players are there or not. If there's also no fenixes outside that's another clue but sometimes they don't spawn outside. So you now know that you don't know.
  • Spawn locations. Players will spawn in set locations and then usually head to the nearest lootable. Learn these locations as they tell you where people can come from.
    • For example: You spawn in tranny trench. You know that there are prison-spawns of hill prison and beach prison. There's also church and car storage but that's further away. You skip looting the crap nearby and immediately head to hill prison along the hill-line. People there? Kill them before they expect contact. If not, sit on the hill waiting for the beach-prison spawn to run through the prison cells or hit the guard house. Church might come along later so keep an eye from there.
  • Doors. Doors are nearly impossible to close properly so they're always left open. Fenixes do not open doors. (Their ragdolls can knock a door open though...) Know which doors are 'always open' and one that are openable and visually confirm their status before moving up. Closed doors usually means no players. Keep in mind multiple entrances! Know every exit and entrance to an area.
    • Take a quick thought about the direction in which the doors have been opened. Indicates player direction.
  • Loot. Loot boxes and filing cabinets and lockers all open is an obvious sign of players. Keep in mind that some players re-close stuff after they've looted it. All open is a reliable indicator, all closed should not be relied on. Also note that lots of players skip filing cabinets because they're absolutely retarded and don't know they're missing out on like 10-50k of loot every run.
    • Don't loot before clearing an area. Especially if you kill 1-2 players. The third often goes silent and they're very angry.
  • Fenixes (or 'scavs' from tarkov). They must be killed for a player to run through an area. Alive scavs are usually the most positive indication that there are no players in that area.
    • They first get 'angry' at a player and run towards them and point a gun in their direction, and then start shooting at long range. Patrolling scavs are unaggroed. So if you see fenixe running around angry in the distance, they've seen a player. Most likely you, but possibly not
    • When scavs die they drop a weapon and three magazines. Their bodies also despawn after a few minutes but the weapons/magazines do not. You can use this information to judge how recently a player has been through the area.
    • Scavs also respawn after a time, it's not uncommon to see scavs walking around an area with the doors open. In this case the player is long gone, or is hiding in a corner waiting for you.
    • Scav is easier to say
    • Visually identified by black clothing. Not the helmet.
  • Gunshots. There's a lot in a gunshot
    • The fact there are gunshots. Gunshots are only made by players and scavs shooting at players.
    • The fact that there weren't gunshots. If you hear scav dying/shooting noises but no gunshots, suppressors are nearby. Players using suppressors are likely much better than average.
    • How many - Player on player tends to be LOTS of gunfire, while scav on player or player on scav tends to be a lot lighter and often one sided. Player on player in research is very noisy.
    • Type of gun. Fenixes only shoot makarov, glock, luty, galil, AKM and SKS and very rarely a bizon. These are guns often used by players, but if you hear something a scav doesn't spawn with, that's 100% a player. Actually telling the difference between guns is pretty much experience, but it's fairly easy to tell between pistol calibers, the luty, and the rifles. Note that scavs can shoot the SKS as if it were full auto. Pistols sound like pistols; weaker shots. Luty is a high rpm brap. Rifles have sharper more powerful reports.
    • Rhythm of gunfire: Scavs shoot in predictable patterns while players will be more chaotic with shots.
    • How far away: Louder guns travel further; EG the 50cal can be heard across the entire map while pistols are much closer. If you hear pistol shots and it isn't a scav shooting at you, go on alert.
    • What direction: Gunshots will usually come from where scavs are. Research, tents, radio, prison, DNS, the road around car storage. Note that vertical distance is nearly impossible to determine.
  • Fenix Noises: Fenixes make walking sounds, shooting sounds, and angry polish czech talking, and death sounds. When they walk they tend to patrol around an area and be less directional (IE not hitting the lootables). Their death sound is different than a player death sound. (I think, but it rarely matters)
  • Player noises: Players also make walking, shooting and talking sounds. But if you hear backpack sounds, gun hitting something sounds, magazine or weapon noises they can only come from players, and these are quietish sounds so they are really close. Note that verticality isn't calculated in, so if someone is directly above you it is possible to hear their looting noises as if they were next to you (Same with scav noises).
    • "Squeaky doors" and keycard rooms also make noise when opened. At the moment the range on both is about 50m. Not a big deal on island but on silo this matters.
  • Visual Identification of Players: Basically don't forget to look for players. Looking in places they often are located is a good habit but in my experience they can be pretty much anywhere and you can't win them all. Once visual contact is established with a player you are on a timer and that timer either is until they notice you or until they kill you or run away.
    • Spawn-->Exfil routes are the most common places to find players. For example, the route through to radio is the most heavily frequented. When on that hill yourself, check the floors. Start with F2 orange stairs. Players are easiest to see there, and if you see scavs you might be able to relax. When players are on f1 and ground they are less likely to be looking out windows, but those orange stairs are F1 AND F2 and there's nice big windows for them to be seen and to see. Also when in research check that hill for a few seconds when you can.
    • Spawn-->Loot areas are common routes. Players often move slowly so if you can run fast to a common route you can catch them off guard.
    • "Skylining" and hills. If you crest a hill, your player model is much more highly visible against the sky than it is against the ground and you are shootable from both sides at once. Check skylines first since they're quick to check and players sitting there will be the most dangerous.
    • Differences between fenixes and players: Scavs will be wearing black clothes. Players are tan/green.
  • Dropped loot.
    • Fenixes drop a gun (commonly looted) and 3 magazines. Easy to spot and ID. Their corpses tend to last a while, but the loot they drop stays the entire raid.
    • Players drop what they were carrying, which ranges from absolutely nothing, to their backpack/armor/helmet/weapon. These items are often floating in place and are easy to see. Their corpses despawn pretty fast: If you're unsure if you killed someone or if it was a scav or player, the player corpse will despawn after like 20 seconds.

Known Jank

LAST UPDATED 30th MAY 2023

There's a bunch of glitches that bugs that affect gameplay, and it's good to know what can be done so you can operate around it. This will attempt to be accurate up until the date set above.

Virtual Desktop / PCVR

The game has issues with virtual Desktop.

  • Advice from their discord is: "Run the game at 72fps with no Steam overlays and it should be fine".
    • To disable overlay: in steam vr settings there is overlays button, and it lists all the overlays in steam autostart. By overlays they probably mean things like xsoverlay.
  • You could also try airlink.

Items

  • Items can appear on different locations for different players. If an item has flown away by itself and you have party members they might be able to 'resync' it for you and make it appear.
  • Healing: If you try and heal another player it will attach to them but will often not heal them. When sharing heals, drop them.
  • Bag-position desync. The symptoms of this are when you take a bag and it starts spinning around faster and faster. What causes this is a form of item desync. Arranged items will often be slightly out of sync and this will cause collision issues that will cause backpacks to spiral around and fly into the air. This is clientside. note: this is why you sometimes see your squadmate's bags spinning around wildly, it's fine on their screen.
    • Close the backpack (trigger) or put it on your back to stop it spinning in the short term.
    • A longer term fix for this is to put it down and have another player rearrange the out of sync items for you to resync them.
    • Another way to tackle this is to quickly put it on your back and then find a locker. The one on the radio roof is a good one: Shove the bag in the locker so it can't rotate and then grab items until it fixes it.
    • Pistols looted from players, helmets, ammo boxes, maybe knives, sometimes bad luck will also cause this glitch. Protip: Add ammo boxes to your bag on purpose to cause desyncs so that if someone kills you they can't keep your bag.
    • Update 20 June: Bag spinning has been addressed in the patch notes. Not personally verified it has been fixed though.
  • Desync can happen to weapons with attachments too. This is rarely a problem but it might happen if you recover someone's weapon; the desync is likely to be fine when exfilling, fine when in safehouse, but as soon as you start the raid it starts to flip out and fly away.
  • Do not put helmets in your bag. There's a number of bugs that happen since they don't have appropriate colliders. Such as the bag flying away, or the helmet in your bag doing weird things with colliders and turning your bag solid: IE you cannot shoulder a weapon because a collider will be in the way.
  • Weapon Bagging. If a weapon is held in the hand in or near a backpack when it is released to go back onto the back, the backpack can catch your weapon and send it to another dimension. The weapon is sent so far and fast it is gone for every player and not just you. To counter, exercise good weapon/bag discipline. When looting, have your primary either stowed or put down somewhere. When checking your back, move the primary well away from the bag before letting go of the bag. This can be used offensively to vanish weapons on the map you can't carry, but it's quicker and pretty much just as effective to just take the mag and chuck it somewhere.
  • Weapon stuck in object. Weapons can get stuck in things. To get them out, empty your holster space, and then holster the weapon from the object. This will teleport it out.
  • Bag colliders. It's possible to get your bag colliding with your weapon: IE you try and shoulder your weapon and the stock collides with the bag and you cannot aim properly. Not sure of everything that causes it but helmets in bags causes this. When you get this, exfil ASAP; fixing it in the field is very time consuming.
  • Conveyor Entire Bag Eating. In theory you can put a bag full of items on the belt and have all the items come up. In practice, the system will eat your bag and all the items without giving you a chance to sell or return anything. It's still often worth putting in the bag if it's just a bunch of low value items you can't be bothered to individually sell, or for items you have to put in the bag to sell like ram and CPUs, but keep in mind that every time is a risk.
  • Attachments on Guns: These might float in the air but 'attached' to the gun. Don't bother fixing them in the safehouse because it will bug out again when you reload the safehouse or go into the raid. This happens to weapons you bring into raids too, you should reattach it then else it'll be fucked for the whole raid.
  • Floating attachments on guns: If you see a floating sight and you're with teammates, don't grab it. Sometimes they will stop being synced and just float in the air: but if you grab it, you will grab it off your teammate's gun.
  • Flying weapons: Weapons will often fly around like a poltergeist is throwing them around. This doesn't indicate player activity, it's just jank.
  • Conveyor Single Item Eating: The conveyor belt will randomly stop accepting items (but eat them anyway) until reloading the safehouse. I haven't discovered what causes this but the strategy is to assume that the next item might be eaten when you put it in; put in and sell items one at a time so you can immediately tell when it has entered 'eating' state which is when items you put in will not register on the sale screen. If you put in your bag at once, or chuck in loads of items at once, you will not be able to tell how many items were eaten until you start selling. To reload the safehouse, put your backpack back on and go to tutorial and back again.

Wall Glitches

Update: 26th May patch: Wall/floor glitches should have been patched now.

There's a number of locations where players can glitch into the floor or wall. They can see and shoot you but you cannot see them, making it a one-sided death to be caught by someone doing this in those areas. I'm not entirely sure how the glitching is done but the following areas are likely affected:

Silo:

  • Elevator shaft at the top near the ladder. This has a massive impact on silo as the elevator loot room is the central room people go to and will always see action, and so it is the most likely place someone will glitch into the wall. Overall assessment: Silo is completely broken. Avoid. There's an okay chance someone won't do this but overall it reduces the profitability of elevator runs enough so they're no longer worth it except if you're desperate.

Island:

  • Boathouse. People can glitch into the floor. Exfil extremely dangerous. Boathouse was already risky but until this is fixed consider boathouse a no-go area.
  • Armory on F1 research. Apparently there's a glitch here too. I've never seen it, however.

Duping

Update: 26th May patch: A number of duping methods have been patched, but chances are they didn't get all of them. There's been no real rumours of duping so if it exists it's kept under wraps.

There's a number of ways to dupe and I'm not going to tell you how here, but it will impact what you do with items. Duped items often are unkeepable as they will be despawned during a dupe clear wave. Items are duped and then used immediately to get around this; when you find a item that is likely duped, sell it. The money stays but your wall trophy will probably despawn. The short answer is that you should just sell high level items you find on players.

Items that are often duped are high-level items:

  • Weapons like 50cals, m249s, AK alphas. Super super rare stuff some of which doesn't even spawn.
  • Apparel; high tier armor, big backpacks, high tier NVG.
  • Keycards. Keycards on players should be used as soon as possible, they cannot be trusted.

Players that dupe are often fucking terrible at the game and are easy marks lots of the time, but if they have a 50cal and high tier armor they can still get a lucky shot off and blap you with their 50cal with laser instead of optic.

The devs can detect duping and people do it anyway.

Sound

There's some jank with sounds. Sounds being a main source of awareness, you need to know about sounds.

  • Gun shots have a stepped falloff at the tail end. IE you can go from 'oh gunshot in the distance' to 'absolute silence' in a single step. Noticable in squads since you can be a 10ft apart and not hear gunshots that they do.
  • Verticality of steps and voice is off. Walking and speaking below or above you can sound like it's right next to you sometimes. This has gotten better but keep in mind it is very difficult to tell vertical distance.

TikTok

Tabor is quest crossplay. Usually in games this is a living nightmare but for this you get to shoot children and steal their stuff. Anyway; Exploits get around via TikTok because it's all kids and zoomzooms sharing this information.

Crashes

  • Safehouse crash: Random crashes in the safehouse are possible. Always be paranoid in the safehouse: whenever you get back from a raid, stash your armor, helmet and weapon before selling items. That way if you do crash these items are not also lost. Same for any other downtime where you don't need these items; mag reloading, etc. Stash it to be safe.
  • Crashing on a raid: If someone crashes in a raid they become invincible after a short period of time and their stuff is unlootable. If a pal crashes or you crash the crashed body needs to be killed to recover their items. Usually it's best after this to grab their stuff and yeet to exfil; dangerous though since the squad is smaller and you'll usually have no hands free.
  • Network Crashes: You can get disconnected from the server mid raid. In this case you will be dumped into the safehouse rather than the game process crashing. You will still lose all your taken items, and as a downside your soul-less body will be unkillable very quickly, there's usually not enough time for a teammate to kill you and recover your items.
    • There's also symptoms of network lag: you'll teleport around and be lagged out. Try not to carry your bag around during one of these lag spikes, it's possible for the lag repositioning to cause your held item to yeet into another dimension. Guns held with both hands might also be affected but they are more resistant due to having two hold positions; it's best to either hold with both hands or holster.