Jump to content
You must register an account to edit pages.

Ghosts of Tabor

From VR Wiki
Revision as of 09:38, 25 May 2023 by Phossu (talk | contribs) (Rifles)

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:

  • Marek 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>

<areas of interest>

<strategies>

Silo

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

<map?>

<areas of interest>

<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

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.

Pistols:
  • Glock: 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
  • Other pistols: Expensive or useless. The ruger is quiet, that's about it.
Rifles

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.
    • Best used with AP ammo so you melt through plate.
    • Decent plinker.
  • OPSKS - SKS with attachments/optics. Pretty damn good but automatics with low recoil are better.
  • Others - Most higher tier rifles are slightly better but are way rarer and expensive so make pretty poor daily drivers. They're fun though so if you wanna use one then go ahead they'll kill just fine.

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.

  • MP40 - Solid early game killer. No attachments, you basically just find one and use it same run.
  • Tommy Gun - Kills hard, but is expensive.
  • 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.


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

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.

  • 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.

Attachments/Optics

Misc

Typical Loadouts

Loot

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.
  • Click head. 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.
  • 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.

  • 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.
  • 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. They first get 'angry' at a player and run towards them and point a gun in their direction, and then start shooting once in a (random as shit) medium-ish range. Patrolling scavs are unaggroed. So if you see fenixe running around angry in the distance, they've seen a player. Their behaviour is such that to loot they MUST be killed. Dead scavs either through bodies or piles of magazines on the ground indicate player activity. FEnixes also respawn after a time, it's not uncommon to see scavs walking around an area with the doors open. The magazines stay on the ground longer than the corpses. This can all tell you if players have been around. Closed doors might be a trap but alive fenixes are not fakeable.
  • Gunshots. There's a lot in a gunshot
    • The fact there are gunshots. Gunshots are only made by players and scavs shooting at players.
    • 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 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

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.

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. Other player's 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. How to handle this is to let go as soon as possible, ideally getting inside first. Then have a teammate rearrange the items for you since they might be in sync on his screen. note: this is why you sometimes see your squadmate's bags spinning around wildly, it's fine on their screen. Ammo boxes are very commonly the cause of this. Helmets can do this too. Protip: Add ammo boxes to your bag on purpose to cause desyncs so that if someone kills you they can't keep your bag.
  • 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.

Wall Glitches

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

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.

You can hear the 50cal from across the map, so count the shots. Each magazine is ten rounds, and dupers often forget to dupe the extra mags. Lots of the time their aim will be shit and they'll be popping shots off at scavs and burn through their entire and only magazine and then leave the map once they're dry. Very funny to hear. Still, 50cals will one shot through any armor on any part of the body, worth avoiding.

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.