Ghosts of Tabor

From VR Wiki

Ghosts of Tabor is a shooty game.

Getting Started

Maps

Items

Weapons

Armor

Attachments/Optics

Misc

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.
  • 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 scavs 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.

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.