Insurgency: Sandstorm

Insurgency: Sandstorm

392 ratings
Obscure stuff
By Ed
Some things in the game that the game either doesn't outright tell you, people don't know about or is rather obscure but may be pretty damn useful.
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About this shopping list
I made some reddit posts a while back with some funny stuff I found out either through witnessing other people do them, or just goofing around and stumbling across quirks and features that could save the bacon of a player and decided that it needed a more permanent home.

This was also inspired by the work of Frankelstner and his Payday 2 Long Guide. If you've ever played Payday 2 and seen his guide, it's quite insane as to how much detail and effort has gone into that guide, especially considering that he and the other guys that worked on that guide had to trawl through countless mission scripts and other game files to get the raw data that governs how the game works.

edit: lol, seems like there's at least two sites out there that copy pasted my guide word for word on their sites. One of them at least had the decency to mention who the author was. also thanks to AgentHotel for bringing up changes in recent patches.
Controls/UI/misc stuff
In the settings menu, under Game (which should be the first menu that appears anyway), in the HUD section there's an option to always show the compass. This is strongly recommended as it greatly assists with callouts. Personally I reckon this should be an opt-out feature i.e. on by default. Some people feel that it's too large/obnoxious but I don't see any problem with it, most of the time I don't even notice it until I need to. The compass has the added benefit of showing the bearing as a number directly above the compass itself, which can be actually be used to line up shots/grenade throws as the number is always aligned to the center. One could also use the objective icon below it, but since that's closer to the bottom edge of the screen you'll likely have a harder time doing such a thing.

Be aware that the minimap has north pointing to the right side of the screen - keep that in mind when making callouts while looking at the map. This has now been patched and the top of the minimap now represents north as expected. Broken again as of 1.9.

Using the number keys to switch weapons has an annoying delay before you can switch to a different one, likely to fix a bug where the game wouldn't equip the correct weapon (i.e. the little selection menu would show you had equipped your pistol, but pulled out your RPG instead or something like that). The mouse wheel however, does not suffer from this delay, so if you need to quickly switch between grenades or weapons to resupply or use them scroll the mouse wheel, but don't expect it to be flawless.

As with Insurgency 2014, when you start aiming down the sights your bullets are already going to hit the center of the screen. This can be easily seen in action with a laser sight turned on - equip as much gear as you can carry to slow down your ADS speed, then notice how the laser sight already auto centers itself when you start aiming. If you can center your targets you can sometimes take them down before you even actually aim down your sight. With enough practice, you can do some l33t quickscopes with the bolt actions that'll get you into FaZe in no time.

Taking off armour and ammo vests greatly increases movement speed AND ADS (aim down sight) speed. You can scope in really quick with a 7x scope if your weight range (indicated by a bar towards the upper left corner of the loadout menu) is in the 20% area, assisting in them sick quickscopes.

Crouch jumping is still possible in Sandstorm. While it's still possible to shoot while vaulting over stuff, you can't aim down the sights and it becomes a matter of spraying and praying, whereas you can instead strafe towards a low wall or object and jump crouch onto/over it to get a better drop on anyone below.

Unlike many first person shooters, the camera does NOT reflect the actual position of your head most of the time, as a result, when moving while crouching, you may feel concealed behind a low wall when in reality your head is rather exposed to anyone on the other side, and shame on you for thinking as such, because what kind of first person shooter decides that the head should be where the camera is? Not Insurgency: Sandstorm, that's for sure.

After sprinting for a certain amount of time, you can press CTRL to slide, and in the initial stages of the 2nd beta, you could also hipfire while doing so, but one of the patches has since removed this. You can slide off the edge of something to gain a nice speed boost. One really nice spot to do this is on F point in Crossing as Security, there's an abrupt ledge beside a path leading down to the road below and sliding off it gets you some nice airtime and speed, you might take some fall damage however if you don't land on the sloped section. Wonder what it looks like in third person...

PKM sniping with an ACOG is was actually pretty damn fun, at least in coop, although the changes to LMG recoil and the ACOG scope's view have kind of nerfed that. 2x holosight makes it feel closer to a belt-fed mosin however. As of the February 28th update, the ACOG scope's view now encompasses the entire ocular lens, giving it a wider field of view and thus worth the 3 supply points it costs.

If you reload and then sprint after the magazine has been pulled out, don't forget to reload again - the game has a staged reloading system where if you perform actions that would normally cancel a reload at certain points in the reloading process (e.g. after pulling out the magazine), it will resume the reload where you left it off. I bring this up because I've seen on numerous occasions someone sprinting in the middle of a reload, then encountering a bot only to fire off the chambered round and the gun clicking empty, before dying in a hail of gunfire. If you're not sure at any point, hold R to check the status of your gun - this also tells you how much ammo you have, and it's a very good habit to pick up after mowing down some enemies. While scrolling the mouse wheel also lets you see your ammo count, holding R has the significant advantage of letting you shoot during the animation.

Double tapping R performs a speed reload which is rather self explanatory, but you lose the magazine in the process, therefore it is best to do it when the mag is almost or completely empty. Speed reloads only seem to be faster than an ordinary reload when the gun isn't completely empty (i.e. chamber empty and bolt locked back, requiring a pull of the charging handle or whatever). If you want to take full advantage of speed reloads, at the beginning of a game reload your gun so it's loaded with magazine + chambered bullet, then get into the habit of counting each pull of the trigger so you know when to reload. Soon enough it'll become a subconscious thing, even now I have a hard time not counting my shots since it's become second nature.

Night Vision Goggles (NVGs) or Night Optic Devices (NODs) if you really want to call them that were introduced with patch 1.7 but are currently only available on night maps. They take the accessory slot, meaning if you don't have a gas mask you are screwed against chemical mortars. There is meant to be a feature that allows you to cancel putting on masks and NVGs if you press the button to equip them before 60% of the animation has completed, but this seems to be fairly buggy.
Weapons and explosives
Throwing grenades while prone will result in them not going as far, keep that in mind before throwing flashbangs and frags.

Weapon damage is determined by a combination of caliber and barrel length - thus, shorter barreled weapons like the SCAR-H will sometimes take more than one shot to kill someone, despite being chambered for a larger bullet.

Bullet penetration is a severely underrated and underused feature of this game. If you think someone's behind something...there's a very good chance you can wallbang them. Look at the penetration power of a gun to see how good it is at punching through things. The more powerful weapons will tend to go through obstacles as if they were toilet paper.

Explosives have shrapnel that can fly past the explosion radius, be extra wary of suicide bombers. As of patch 1.12 (Operation Glasshouse), explosions will penetrate walls up to a certain distance. Be very wary of friendlies. Large explosions from things like caches, C4 or artillery etc. will also go through walls, as opposed to the immediate area above and below the center of the explosion.

Live frag grenades can be thrown back by going up to them and pressing the use key (F by default). Holding the use key holds the grenade until you release it, so it is typically ill-advised to do so unless you know for sure that it hasn't been cooked beforehand, or hasn't been out of the thrower's hands long enough to leave little time until detonation. Generally, if you're going to run from a grenade you can see, it's likely that it'll blow up before you can escape its blast radius, so it's usually better to try to throw it back. The game also mentions that lying on top of a grenade can reduce the blast damage for anyone else unfortunate enough to be near it as well. Quickdraw holsters and grips have the side effect of letting you throw back grenades quicker. Throwing back grenades with the anti materiel rifles is inadvisable due to the incredibly long equip and holstering animations.

Frags have a 5 second fuse (increased from Ins 2014's 4 second frags), while smokes have a 2.5s fuse, followed by the 1.8s fuse of incendiaries. Double clicking quickly enough with grenades drops the spoon before the pin is actually pulled, which allows for saving a second or two when timing a grenade for a throw. This may be a bug since this is something you can't normally do with grenades in reality.

If you've decided that you don't want to throw the grenade that you just pulled the pin off, roll the mouse wheel while still holding down the mouse button until you actually pull out a different weapon. Letting go prior to your other weapon being equipped will throw the grenade. If you've already dropped the spoon (indicated by a distinctive pinging noise not too different to an M1 Garand), the timer is already ticking down and you have no choice but to throw it away.

Corpses and gibs can apparently protect you from explosions. Not sure if this has been patched yet. They don't stop bullets though, so if you're getting shot at through some bodies but can't see the shooter, either shoot back or run for cover.

C4 (but not IEDs unfortunately) can be stuck onto objects by looking at where you want to stick it to, then right clicking. Unlike Ins 2014, it appears that once it's stuck onto something, you can't take it back, whereas simply throwing C4 around let's you pick it back up. C4 and IEDs can also be picked up by enemies and teammates alike once armed, which has potential use in booby trap/suicide bombing tactics. One sneaky method involves throwing a brick of C4/an IED onto a body so that it looks like that dead player dropped some explosives to pick up and use, then when an enemy player comes to investigate, boom. Chuck/stick some IED or C4 onto a toyota and get creative...

The RPG-7's point of impact seems to not be at the tip of the front sight post, but rather just below it - so if you wanted to send a rocket through a window, you would obscure the window with the tip of the sight post and fire away.

The RPG and M3 MAAWS (or M3 CG) both have very long reloads that can be shortened (but not in the traditional sense) by switching guns the moment you see the ammo indicator change. This doesn't actually decrease the time you need to wait before you can fire another rocket (if you switch back to the RPG and try to aim and fire another rocket, you'll find that the camera just zooms in a little bit but you can't actually shoot as reloads are based on time rather than animations), but this does allow you to draw your gun out earlier in case there are enemies nearby. You can also start sprinting once you see the bottom right ammo indicator show the magazine has been loaded. In fact, reloads being time-based rather than animation-based applies to any weapon in the game. Use this to your advantage if you're in a sticky situation.

Machine guns have a slight delay between pulling the trigger and the round actually being fired, this is to simulate how open-bolt guns behave in reality.

As of one of the recent patches (12th of December 2019? Patch notes don't detail every change unfortunately) the M249 now comes with armour piercing 5.56mm rounds. This was likely done to increase its penetration power and thus its wallbangability, since the PKM was (and still is) a belt fed mosin of a powerhouse that could shred anyone behind even moderately thick concrete walls due to its big 7.62x54mmR bullet, which is also used by the SVD and Mosin (though the Mosin comes with AP rounds). While it doesn't make the M249 a 95% one shot kill weapon like the PKM, its 200 round box mags and increased penetration of AP rounds means that wallbanging can be done much more often without worrying too much about reloading.

As of the February 28 2020 patch, the M249 no longer has AP rounds, while the MG3 and M240 do. Since they both use 7.62x51mm rounds, this means their penetration power is on par with that of the M24...who doesn't love full auto M24s? However the downside to those guns are that they cost more supply, are much heavier and have more recoil.

Shotguns can pump much faster if mashing the fire button. A shotgun without a foregrip attached can fire as fast as one with a foregrip, and a shotgun with a foregrip can shoot even faster, 2 shots a second. For reference, the Scout's bat from TF2 swings twice per second. I've seen someone with an auto clicker shoot slightly faster than this with the foregrip. It seems that shotguns now have a fixed rate of fire regardless of any attachments applied or not.

Similarly, bolt-action rifles can also cycle faster if mashing the fire button, although the speed increase is not as significant as the shotguns, but it's definitely there.

The anti-materiel rifles have significant sway when aiming without using the bipod - standing while aiming has a very noticeable tremble to it, similar to aiming while being suppressed. When firing quickly in a short amount of time without using the bipod, your character gets tinnitus and is also suppressed.
Weapon mods/attachments
Against bots, flash hiders actually do have some effect - bots seem to be much less inclined to shoot back at you at long distances if you're shooting at them with a flash hider attached. This attachment may also be of benefit in PvP at longer ranges as it makes you harder to see when shooting at people. Further testing needs to be done to see if it increases weapon length.

Compensators only reduce horizontal recoil, not vertical recoil. While reduction of any sort of recoil is good, this attachment will be more efficient on guns with higher horizontal recoil values like the PKM. If you're looking for vertical recoil reduction, the foregrip does that. As with the flash hider, further testing needs to be done to see if it increases weapon length.

Drum magazines increase your magazine capacity by a large amount compared to the standard mags, but they also increase horizontal recoil. With the Galil, recoil is only increased by 40%, compared to 200% for other guns. The compensator synergises well with this attachment...if you still have enough supply points. Extended mags only give you a few more rounds but don't affect recoil in any way, and for whatever reason, for this attachment NWI simply stretched the base magazine model of weapons and called it a day.

Suppressors don't affect recoil in any way, but they do extend the length of the gun. What this means for you is that you'll have to be a bit further back from obstacles or walls before your gun gets lowered because you're too close. If an enemy is right up in your face, your gun will be lowered because it's too long to point at the enemy. At that point you should just try to aim for the face and melee if you can't move backwards/out of the way fast enough, although against bots you're more likely to lose since bots don't have weapon bash delay.

The vertical/recoil foregrip, aside from decreasing vertical recoil by a not insignificant amount, also increase shotgun pump speed. Combined with button mashing the shoot key, you can fire off around 2 shots a second. For reference, the Scout's bat from TF2 swings twice per second. While it's still slow compared to typical rifles, the amount of damage that comes with each shot allows for great burst damage. While recoil control isn't exactly a priority for shotguns, the increased rate of fire is definitely something worth considering. Unfortunately, at some point, a patch (probably a recent one) either removed or broke this feature; all shotguns have the same rate of fire regardless of grip. As a result, the recoil grip is pretty much useless and you should use any other grip instead.

Bolt action and shotgun weapons benefit the most from the loading grip. Unfortunately for shotguns, it doesn't increase the rate of fire - only the recoil grip does.

In the beta, the quickdraw holster unintentionally improved the draw time of the weapon you were switching to, allowing you to whip out grenades or RPGs faster. This is now no longer the case. Quickdraw holsters and quickdraw grips do however have the side effect of letting you throw live grenades back quicker.

Bipods and foregrip bipods can be toggled by pressing the default key of G. This is useful if you've set the game to auto deploy bipods and you find that moving around walls gets annoying due to the constant bipod deploy animation. It also makes it easier to gun down helicopters lying down since the bipod has a limited angle of elevation. It's also worth noting that the PKM's bipod doesn't actually have any deploying animations - you just see it move a little bit on your screen, which kind of gives it an edge over the M249 in that regard. As of the February 28th patch, the PKM's bipod now has deploy and packing anims.

As of one of the patches in 2024, bipods no longer function just because you go prone. If you need to deploy a bipod while prone, the immediate spot in front of you (where you gun would be) must be at an equal or greater height than where your character currently is. Even the slightest downward slope will result in the bipod not working at all.

Laser sights cannot be used for the Marksman class in PvP to emphasise its role as a long range sharpshooter, rather than close quarters role. In co-op Marksmen can still use it however.

Laser sights and flashlights can be toggled with the default key of H. Not sure if lasers affect bot perception like the flash hider does however (although this is rendered moot by the fact that they already know where you are at almost all times if you don't have a suppressor). It does however make a nice clicking noise that you can spam in the starting truck beginning of the round. Also be aware of teammates in dark maps, be careful not to blind them with your flashlight if you have one.

Laser sights also show the true point of impact of your bullets - this sounds painfully obvious, but I bring this up because there are certain situations where your gun appears to be aiming elsewhere compared to the laser sight - the MG3 is a good example - it's quite a long gun, but if you slap a laser sight on it, aim down the sights and then go close (but not too close) to a wall or object so that the gun gets lowered/raised, you may still see the laser sight pointing to the center of the screen, indicating that your bullets will hit where you're aiming, and not necessarily where your gun is pointing from your point of view.

The ACOG scope used to be quite decent, on par with the SU230, however shortly before release its physical proportions were resized and the field of view was cut down to match that of similar scopes. What this means is that there is now a fairly thick border around what you actually see through the scope, and the ring of the eyepiece, therefore most of your peripheral view is blocked by the huge body of the scope, which is a shame because personally I really like the ACOG reticle. As of the February 28th patch, the ACOG now uses its full ocular lens space, making it worth the extra supply point over the C79.
Melee
One of the more recent patches (possibly 1.8) removed the ability to melee with throwables and the knife. The reasons are unknown as there appear to be no patch notes regarding this decision. This means you are screwed if a bot walks in on you when you have a grenade in your hand. Previously as a last resort you could try to fist them in the face.

Against bots, melee is quite broken. The bots are almost always able to score a headshot with a weapon bash, resulting in instant death, whereas us being human, do not have aimbot and the reflexes of John Wick. More often than not it will feel like you will need to go to USMC sniper school to learn how to consistently poke bots in the face with the muzzle of your gun, since poking them anywhere else won't guarantee a kill unless they're already on low health.

As of one of the patches that overhauled AI behaviour (possibly 1.8), bots seem to aim for the head much less often when meleeing, thus allowing you to potentially poke them in the face before they kill you.

Knives are especially broken in that one could understandably think that swinging a knife would cut anything that gets touched by the knife, however in this game it only hits whatever is in the center of your screen, and even then it has a ridiculously short range. How short? If you decide to mess around in local play and turn on god mode, go up to a bot, and due to the collision hitbox, there are spots around the bot where you cannot even knife them, despite touching them. It seems that collision hitboxes are of the classic box type, so imagine a cardboard refrigerator box and someone is inside that box - the range of the knife is so short that you can't even hit the guy from the corners of the box.

On the topic of broken melee, I'm not sure if backstabbing is still broken - in the beta I was able to sneak up behind a bot, I must have rolled a 20 because the bot somehow didn't know I was there, so I decided to backstab him, since in Ins 2014 backstabs were instant kills. Nope, he just groaned in pain and slowly turned around while my knife took its sweet time to prepare for another swing, while he proceeded to fill my face with lead. It seems that only headshot melee attacks are instant kills - not even backstabs will kill them if they're on full health. As of the February 28th patch, backstabs are now instant kills like in the previous game. And once again backstabs are broken, no longer instant killing bots at least.

The knife does excel rather surprisingly well at shanking bots as they come around corners - get a bot to see you, when he starts chasing you hide around a corner and knife him at head height. Unlike weapon bashing, the knife has no delay between clicking left mouse and the swing registering, so this is one of the few instances where you can kill bots quite easily. You can also bash with C4, IEDs and mines, and like the knife it is also instant, although it doesn't have the swing arc of the knife meaning if you miss, you're a goner.
Resupplying
Instead of holding F at a supply crate to do a full resupply, you can open and close the loadout menu (either by hitting the resupply button or save loadout button) to instantly do a full resupply. Tapping the F key (which is the shortcut for a full resupply) while in the loadout menu, standing beside a crate seems to not work, at least in my experience.

If for whatever reason the initial supply truck in co-op has disappeared or blown up, you can still resupply in the spawn zone - look for the icon denoting your spawn area and move towards it - if you can see how many supply points you have (indicated by a number and crate icon in the lower right corner of your screen) you're in the zone. Open up your loadout menu and tap F to restock, there's a 50 second cooldown between resupplies however.

Fully resupplying also restores your health, so if you've been hit make sure you heal yourself.

After (re)spawning/doing a full resupply at a crate, switch to your underbarrel grenade launcher and/or RPG and keep tapping F for both weapons - if you're wearing a heavy carrier, you'll get an extra 2 underbarrel grenades and 1 extra rocket One of the beta updates made it so that you can only carry two grenade launcher explosives, and a maximum of 3 RPGs. Since you already spawn with 2 40mm grenades (3 if using 40mm smoke), this now only applies to RPGs since you spawn with 2 rockets but can pick up an extra one from the crate if wearing a heavy carrier. Patch 1.1.4 removed this feature which was apparently a bug. Well I guess it was fun while it lasted. Balls. You can still refill grenades and rockets, but you can only hold one in reserve.

If you have to pick up a gun in the field, any similar guns can have their magazines scavenged for extra ammo. Against Insurgent bots, one could strip off all armour and ammo vests and live off dropped SKSs and AKMs, and vice versa with Security bots' M4s and Mk18s. The QTS extended mags work with all 5.56mm weapons that use AR-15 style magazines. Looks pretty funny too. It is currently unknown if ballistics or damage are affected, as the QTS uses 5.8mm rounds.
Commanders and Observers
Smoke cockblocks commander fire support - if you try to call fire support at a location and there's smoke in between the marker will be blocked by the smoke. This can be useful in that defenders can smoke enemy spawn points to force their commander to move to more risky or exposed spots for fire support. In contrast, smoking an objective your team is defending is never a good idea since it just creates confusion and your teammates can't see any incoming attackers through the smoke.

Observers capture points twice as fast as the other classes. In co-op, a game is better off with having observer slots filled before rifleman slots since observers are literally riflemen, weapons and all, but with a radio. If you're in a co-op game where people seem to not want to play any class but rifleman and there's a commander, you may want to point this out. Better to have any radio than none at all, and especially a radio guy that can capture points twice as fast as everyone else, which may prove crucial if playing on servers that ramp up the number of bots per wave. Update 1.4 patched this - apparently it was a bug, which is a bit odd considering this feature was present in Day of Infamy.

Observers don't need direct line of sight with the Commander to request fire support, they just need to be close enough (within ~10.25 metres) to the commander to do so, as indicated by the meter at the bottom left corner of the screen. This way, the observer can be in a safe position away from gunfire that could potentially interrupt the request, either through suppression or (un)lucky headshot. Current stance also affects the distance between an Observer and Commander, so if one is just barely out of reach, try having either one crouching or going prone and it might possibly be close enough to call in fire support.

As was just mentioned, being suppressed interrupts fire support, so as an Observer make sure you're not getting shot at, at least until the order goes through and is confirmed by HQ. There are unique lines for interrupted fire support requests, one of the more notable ones has the female security requesting a gun run by saying "we need the cannon, the one that goes, 'BRRRRRRT.'"

It appears that if a fire support request gets interrupted due to the Observer getting hit or being suppressed and the commander then dies, the order will never go through - it seems the Observer is extremely forgetful to the point of forgetting a request made seconds ago.

Let's say a Commander and Observer are in a sticky situation where they could possibly die in the next second or two, in this scenario, the Observer only needs to be around the commander for when fire support is initially ordered - once you hear the commander start ordering whatever fire support needed, or see a message in the chatbox from the player who is commander that says something like Order Fire Support the Observer can then immediately run off to safety and hide until the order is confirmed by HQ. Note that this only works if the Commander stays alive - if the commander dies and the Observer hasn't requested fire support, no fire support will arrive at all.

Observers should ideally stay near the Commander at all possible times, but occasionally fights get intense enough that sticking together is too risky e.g. grenades or a machine gun nest or something. Generally however, the Observer can remain behind cover while the Commander goes out to use fire support, as long as both are within 10.25 metres of each other.
Fire support
If you are within the vicinity of fire support, your (or a nearby) character will say something depending on what's been called. Attentive players can use this to their advantage to evade or prepare for incoming enemy fire support.

To call in fire support, you must be within approximately 10.25 metres of an Observer. Cycling fire mode goes through the available and exhausted fire support options, while by default, pressing J brings up the fire support menu. Holding down the cycle fire mode key while the binoculars are out also brings up the fire support menu.

On servers that allow more than one commander, fire support is shared, so if there are two commanders, you do not get twice the amount of fire support. However, each commander has their own separate cooldown between requests of different fire support types i.e. if commander A calls in explosive artillery, once the order is confirmed, commander B can immediately order an autocannon strafe, provided he is not waiting on his own previous fire support request to cool down first.

Calling fire support through a building to the other side (i.e. through a window on your side and going out a window on the other side of the building) seems to be bugged in that the strike marker will be blocked by an invisible barrier on the second window. If you're in a building however, you can still call fire support from within.

Smoke artillery/mortars will launch 6 shells for Security and Insurgents. The first shell will always strike the marker, with subsequent rounds shelling a 15 metre radius. Shells can kill teammates and enemies on direct hits, even if in a vehicle. As with smoke grenades, artillery/mortar smoke also blocks fire support line of sight. Keep this in mind when calling in something else after smoke has been ordered. This works both ways - enemy commanders also cannot call fire support through the smoke, therefore if you're defending a point, call smoke on enemy spawns/positions to force their commander to have to expose himself more to call in fire support. Calling in smoke on an objective with enemy defenders is also great for creating confusion and chaos. Calling in smoke on your own team is almost certainly guaranteed to result in casualties and losing whatever objective you were defending.

Explosive mortars will call in 6 shells for Security, 15 for Insurgents. As with smoke shells, the first round will always land on the marked spot, with subsequent shells bombarding a 15 metre radius. The explosions can penetrate the roof of buildings, so keep this in mind if calling artillery on an objective your team is defending, or if you hear enemy mortars firing when defending. This works both ways - it can potentially kill hostile defenders through the roof of an objective your team is assaulting. Security artillery gets 6 shells (used to be 10 prior to a patch that decreased it), while Insurgents get around twice that amount, though sometimes there's one more or less shell. Prior to the patch that tweaked artillery shell count, Insurgents had around 20 shells for their artillery, meaning you had to hunker down for quite a while. Patch 1.6 increased Insurgent shell count to 15 rounds. Explosive mortars can hit helicopters, bringing them down when that happens.

Chemical mortars launch 6 shells that will land within a 15 metre radius of the strike marker, each shell releasing a cloud of cheeto dust-like gas that damages players over time within 11-12 metres of the impact zone. The gas also blocks fire support line of sight, although to a lesser extent than smoke mortars. As with the other mortar types, direct hits will kill teammates and enemies. Gas shells can be distinguished from smoke rounds by your camera trembling when the shells hit something. This fire support is great for area denial and more so since patch 1.6 doubled their duration to 60 seconds, provided that the enemy doesn't have gas masks (which can sometimes be the case with people wishing to use that supply point on other things). Due to the gas attacking targets by line of sight from the point of impact, lying behind a low wall can sometimes be enough to protect oneself from the gas, and if a shell lands outside a doorway, even if you're hiding in a building, as long as there is direct, unobstructed line of sight to the impact spot, you will still take damage. Windows with bars over them will protect against the gas, even if the glass has been destroyed.

Autocannon strafes will fire 30mm explosive shells in a line perpendicular to the commander's point of aim, starting from the 3 o'clock position of the direction the commander was looking at when the order was confirmed. Initially, the strafe would randomly start from the 9 o'clock or 3 o'clock positions, but now it seems to only come from the 3 o'clock position. The direction of strafes is determined by the direction the commander is looking at when the order is confirmed by HQ, allowing particularly attentive commanders to maximise its effectiveness.

The IED drone can be called in to fly through windows and doors. The target marker will snap to possible openings around your point of aim, and the indicator will turn purple. When called in, it will drop in from high up directly above the marker. It's incredibly finicky however - sometimes the drone will spaz out like crazy when attempting to fly through openings, and even if it does manage to fly through the window, it moves slowly enough that attentive enemies can easily shoot it down. The IED drone is near useless in co-op, as bots will almost always shoot it down, assuming it doesn't get stuck on a building or something. Its only redeeming feature in this case is that it always blows up when shot down. Bots no longer shoot at IED drones. They are now more useful, assuming they don't get stuck on something.

Prior to an update that made bomber drones drop 3 IEDs, they would drop at least 5 molotovs and frag grenades, the fire support menu icon still shows this. The drones will now drop the three IEDs within a 20 metre line of the marker, with one IED always landing on the marker. The change to IEDs makes them a bit more dangerous now as their explosions can inconsistently penetrate roofs and walls. A useful feature of this particular fire support is that it arrives quicker after confirmation than mortars, increasing its usefulness in emergencies. Like the Security autocannon strafe, the drones will always fly in from the right side of wherever the commander was facing at the time the order was confirmed by the observer, but this is of little use since the IEDs always explode in the same spots regardless of commander orientation at the time of order confirmation.

The rocket barrage arrives a bit quicker than explosive mortars and comes in 5 salvos of 6 rockets, for a total of 30 rockets, with several seconds between each salvo. Dealing a lot more damage over a much wider area (50-55 metre radius), it is useful for when enemies are spread out over a large area or there are enemy toyotas. The gaps between each barrage can often lull unwary players into a false sense of security, exposing themselves to the next wave of rockets. As with explosive mortars, rockets can bring down helicopters if one happens to hit them.
Fire Support, Helicopters
With changes to the duration of helicopters, it's possible to get two helicopters covering your team by ordering minigun support, then gunship support as soon as it's available.

On custom servers that allow for more than one of each helicopter to be called in, if these are shot down the heli can not be called in again i.e. if the gunship gets shot down, you can't call in any more gunships, but miniguns are still available. If both were shot down...hopefully you still have enough ammo.

The minigun support comes in the form of a UH-60 Black Hawk with two door mounted GAU-19 miniguns - these are extremely deadly as they fire .50 BMG rounds, same as the M82A1...at about 3,000 rounds per minute. What this means for you is if it's shooting at you and you run inside a building, hope to hell that the burst of red tracers don't kill you through the walls and/or roof.

It's not uncommon for a door gunner to be attacking a teammate, then when that teammate is killed, he instantly snaps onto you, in a completely different area/direction.

The gunship is an AH-64D Apache that will introduce itself with a salvo of four rockets whose explosions can inconsistently penetrate ceilings and walls. They also make a very distinctive noise when fired, so if you're defending a point and you hear the distant sound of rotors followed by the sound of rockets being fired...lie down and hope for the best. As a security commander, the rockets will impact the spot where you ordered the gunship at the green smoke marker, so keep that in mind before you decide to call a gunship on top of your team. Once the initial salvo is fired, the gunship will then fly around exterminating targets with its 30mm M230 chain gun.

On a side note, its chain gun model is actually just a DShK connected to an untextured mount. Seems like it was intended to use the actual, proper model, but then deemed unnecessary (how often do you see these things up close?).

The gunship has no concept of danger close - if it sees an enemy near you, it will blow you up together with him, unless by some stroke of luck you're in a position where obstacles block the explosions from blowing you up to smithereens.
Shooting down helicopters
When a helicopter is called in, it is sometimes possible to see it spawn off in the distance, flying straight towards the target area - this is not bad a time to try to shoot it down, scoped weapons make it easier to see the bullet drop, but otherwise this is probably one of the few times the main rotor of a heli is exposed enough to crash it by destroying that.

If nobody has an RPG, helis can also be taken out with concentrated firepower. There are several weak spots on both helis, from order of easiest to hardest:
- the belly towards where the tail connects to the main body (the gunship seems to be a bit further back)
- the main and tail rotors
- the pilot and gunner(s)

Both the Blackhawk and Apache appear to both share the same health stats. Anti-materiel rifles live up to their name here. It is currently unknown if bullets have distance-damage falloff that applies to helicopters.

Weapon category
Main rotor
Tail rotor
AMRs
1-2
1-3
7.62mm battle rifles, heavy pistols*
3-5
3-5
7.62mm assault rifles (AKM, AK-74 etc.)
7-9
7-9
5.56mm, 7.62mm assault rifles
5-9
5-9

*Heavy pistols use the usual bullets that come to mind, such as .357 and .50 AE.
It's worth noting that there appears to be a specific spot on both rotors that could be considered a "headshot" or critical area; at least with the AMRs, this will result in a one-hit kill.

Judging by my extremely limited testing, the main rotor seems to have less health than the tail rotor, but this comes at the cost of exposing yourself to the gunners if trying to go after it. The belly takes roughly 50-60 rounds from full power 7.62mm rifles to bring it down, with 5.56mm rifles it is approximately 70-80. This might seem like a lot, but remember that extended and drum mags give you a decent amount of extra rounds. The machine guns are different, with the belt-fed ones taking half a magazine. Thus, the M249 requires 100 rounds, while the rest of the 7.62 machine guns take about 50. An exception to this (likely for balancing) is the Galil, which takes 50 rounds (one drum mag) to take it down. The MG3 excels here due to its sheer rate of fire.

Heavily damaged helicopters will retreat, and this is indicated by the helicopter beginning to emit dark grey/black smoke (as well as catching on fire). This can occur when enough concentrated small-arms fire is directed at the body. Keep in mind that there appears to be a very narrow window between when a heli catches fire, and when it actually retreats. In this situation, the heli will continue to shoot at players, but a few shots more and it will retreat. Helicopters will immediately cease attacking when enough damage is received.

It is highly advised to go after the rotors when it is busy firing on other targets or you feel that it's far enough to not target you immediately (the latter which is rarely ever the case). They'll almost always dodge RPGs if they're fired from an angle that the pilot can see (which is basically the front and sides of the helicopter, unless you're right below it), and trying to shoot the rotors is much more difficult with the accuracy buff given to the gunners from one of the patches and the fact that they fly much higher now than they did during the beta. If you're directly or nearly directly beneath a chopper, this is a very good time to spray its belly or RPG it.

If ambushing the helicopters is not possible, then try to find sheltered positions from which you can shoot it down. You'll need to use and abuse the lean mechanic, as the door gunners often have insane reaction times, or a burst from the 30mm cannon will vaporise you. Provided that your team is not occupied with other objectives or situations, the easiest way to take down a heli is with combined firepower against the belly weak spot: from full health, just two extended mags (60 rounds total) from an MDR is enough to bring one down. If even just two people on your team are focusing their fire on a helicopter, even that will bring it crashing to the ground pretty quick. With a whole team of players focusing fire, even the gunship would be hard pressed to do anything before attempting a retreat.

Depending on your gun, you may or may not need to take into account bullet drop and velocity. Most guns require very little lead when going after the rotors. The anti-materiel rifles require almost no lead at all when the heli is almost directly overhead, and the M99's bullet velocity is 800 m/s, slower than the 5.56mm rifles. In fact, the cheap and venerable M16 is actually surprisingly effective against helicopters as it has the second highest muzzle velocity of all the guns in the game at 960 m/s (the AUG barely beats it at 970 m/s), meaning that with an ACOG scope attached, very little lead is required even if the heli is further away. The AUG has the highest velocity at 970 m/s, meaning even less lead required. The bolt actions are also no slouch either, being able to take out the tail rotor in 3-4 hits as with other 7.62mm guns, however the mosin's 865 m/s muzzle velocity is superior to the M24's 790 m/s.

Generally, if your gun's muzzle velocity is below 800 m/s it will be quite a challenge even with a high power optic like the ACOG scope. With machine guns, it is often easier to just spray the area of the belly that where the tail and the main body of the heli join, as the ammo capacities are more than enough to bring them down through sheer firepower.

Weapons with armour piercing rounds do not deal extra damage.The 7.62mm AP machine guns seem to do more damage than even the PKM. AP rounds may also be able to penetrate the body of helicopters, meaning the occupants can potentially be shot out without even seeing them although this is unconfirmed. The pilot of the minigun heli sits in the front left seat, while the gunship pilot and gunner are both immediately in front of and behind the cannon (assuming you are looking at it from directly below). Keep that in mind if you are ever trying to pull off a pilot snipe.

Parking a technical on a hill so that it can actually aim high enough to hit helicopters is also a viable tactic, just be sure to aim for the rotors or the rear of the belly as those are the easiest weak spots to hit. Don't be surprised if the helicopters attempt to retaliate however...hopefully you're quicker at taking out the heli than it is taking you out. Assuming that the M2HB and DShK in this game use their real world muzzle velocities, the former is 890 m/s, the latter 850 m/s.

As mentioned previously, the pilot of both choppers can be shot out, as well as the gunners. For the minigun helicopter, if a door gunner is shot, the helicopter will switch to the other side, and if both are shot it will retreat. Cleric will have lines for when his gunner(s) are shot, but this is only ever heard in multiplayer, or if you use the developer menu to change teams. If you watch a replay, you see that the occupant that was hit simply disappears upon getting hit. Killing the pilot results in all guns ceasing fire as it begins to fall. You may notice a bloody red mist upon a successful hit of the pilot or gunners.

A single 40mm grenade will take down a helicopter, although if it hits the front it sometimes won't do any damage. Direct hits with smoke grenades will do nothing. Good luck.
Co-op/bots
As of patch 1.17, bots seem to not always drive vehicles to their destination. They'll often just sit in it at the spawn point. Beware of the gunner though.

Patch 1.17 seems to have altered their behaviour towards grenades - they seem to throw them back much much more than they used to, often stealing your kills as a result, or worse, throwing it out of the way. Don't be surprised if you find that you need to cook even incendiary grenades to prevent them from picking them up.

The information regarding bots and vehicles is kept here to show that vehicles used to be in co-op but have been removed indefinitely. Officially it was due to "performance" reasons. You can ignore these bits unless you want to read about what players had to deal with in the past and how easily their AI could be exploited. Hiluxes are back baby! RIP single cab technical though...

Bots won't shoot at you if you're in a resupply zone, indicated by your supply points appearing in the bottom right corner of the screen. If they decide to walk up to you, feel free to try poking them with your gun or sucker punching them. As of patch 1.4, bots will now spawnkill you again Apparently a simple 5 second invincibility feature is too hard to implement (at least for players, bots get this) so bots will kill you in spawn areas and resupply zones. Make sure the area is clear before you resupply, marco polo with the intimidation command will be very useful here.

Be wary of smoke grenades against bots - while they can't see through smoke and often times are blind to the point of you being able to poke them with your gun or knife without them seeing you for a second or two before they let loose on you, smoke also seems to be time based - the moment the smoke wears off (30 seconds), they will see right through any lingering smoke that obscures human vision.

Use the intimidation voice command and nearby bots will respond, allowing you to hear where they are. It's worth noting however that if there's only one bot alive, it will remain completely silent so keep alert. Patch 1.7 broke this however so until a hotfix comes out intimidation won't work as expected.

Bots can't see through certain fences/grating, most notably fences around the tops of stairs and windows with bars on them. Very useful especially if a bot is on a toyota.

For whatever reason, bots are omniscient as long as you have an unsuppressed gun, even if you have never fired a shot. You can be sneaking around in socks on carpet and as long as you don't have a suppressor, bots will magically know where you are. You can see this in action when your teammate is one floor below or above and you walk into a room with a bunch of bots staring at the floor or ceiling. Sticking a suppressor on your gun kind of turns them into lobotomites.

Bots also sometimes have an infuriating habit of shooting their gun at you through solid walls until their magazine runs dry, or seemingly if you get far enough - this can be most easily seen with machinegunners - they see and start shooting at you, then when you're behind cover they'll continue tap firing at the wall, knowing your exact location at all times, even through several solid walls and objects. This is made worse with bots using PKMs, M240s or MG3s as these have very good penetration power, and their 7.62mm rounds can often kill in one shot. While the frequency of this has been somewhat cut back with patch 1.8, it still does happen.

When bots are close to or directly underneath or above you, It is highly discouraged to expose yourself to them in these situations - their targeting behaviour seems to operate on a cylindrical-based radius, rather than a spherical one - you can be two floors above a bot but if it is within 5 metres of you horizontal distance-wise, they will pretty much snap on to and John wick you.

While bots may be omniscient to frustrating levels, they still have some flaws - most notably, they will tend to clump on the other side of a wall you're camping on. This can be exploited to great effect when defending a point as last man standing - camp in a corner of a room or something, wait there then use the intimidation command as improvised echolocation, then when it sounds like there's a lot of them behind you, wallbang the lot of them. *Especially* if you have a battle rifle or machine gun. 7.62mm is a mean caliber, and even 5.56mm has more penetration power than most people give it credit for. Don't be surprised if people accuse you of cheating because they never used the intimidation lines and likely don't use headphones so are unable to hear as well as headphones users.

Bots also have an insatiable desire to hop on the gun of a toyota - this can be exploited as well, turning them into honeypots - drive into an area where bots may be lurking, then hop out. If nobody comes out, try hopping on the gun, optionally firing a shot or two, then jumping out. The bots should then come out and try to make a beeline for it. I like to stay at the tailgate, moving around a bit to see if there's any bots coming and if so, quickly hopping on and putting them down, rinse, lather and repeat. Note: while recent patches have made it so that bots no longer make a beeline for the DShk the moment their fellow bots get shot out (i.e. there is now a delay between bots getting on the gun, whereas before there would be a conga line of bots jumping on the gun the exact moment the last bot got sniped off it), they still seem to have a lust for the gun if you decide to drive into a new neighbourhood and hop out. Since the change appears to be timer based, you may have to wait a bit until bots start going for the gun again after the last bot was shot off it.

Certain maps may also provide an alternate method of killing bots with the vehicle - a few such as the final objectives on Farmhouse Security and Oilfield Security have room to drive around, keep the gun empty, and drive past bots to get them to smell the empty gun, then drive off and turn around when it's safe and wait for the line of bots to come round the corner as they attempt to jump on, then line them up to run them over. Just be prepared to hop out and run for the tailgate to shoot them in the feet in case one of them somehow manages to jump on the gun.

In the unfortunate event that a bot sneaks by you and gets on the toyota gun, you still have some time to shoot the operator in the face before it eventually zeroes in on you. if it's close enough to you, run up to it and run as fast as possible to the tailgate while hugging the vehicle, then shoot the gunner in the feet. With the 4 seater toyota, the gun is in a position close enough that you can actually tickle the shins of the bot with your gun while they can't do a single thing about it.

If you can't get close enough to a toyota gunner, the next best way to take out the gunner is to simply lie down and start spraying his face. The gunner often takes a surprisingly long time to kill you - I've missed 2 shots with a greased M24 lying down just 10 metres away and the bot still failed to gun me down. Having a bipod on your gun makes things even easier. Note that with patch 1.8 the bots are much more forgiving with the gun now, so you should have even more time to shoot them in the face before they actually start to nail you.

Occasionally however the bots can quickly kill you, but I've found this to be quite rare in my attempts to drop shot the gunner. Shooting out the gunner also has the benefit of letting you and your teammates use the toyota against the bots, which can often mean the difference between successfully fending off a counterattack or having to pick a new map.
Co-op/bots Part 2
If your gun clicks empty or runs out of bullets because you forgot to mag check or just came out of a hectic gunfight and a bot then catches you reloading, keep moving. You can pull out your pistol if you have a quick draw holster, but the erratic behaviour of bots means that even when consciously going for headshots, you may miss and die a sad death, and the low damage of pistols means that even if you get a shot or two off their more powerful rifles may kill you before you can put them down first. More often than not, pulling your knife out while running away behind a corner and ambushing the bot with a facestab will be more successful due to the latter.

If bots see you move back into cover, they will bombard your position with laser guided frags and/or molotovs. Generally, if you have to move back into cover, just relocate to an entirely new position, or one far enough that you don't get bathed in a burning alcohol-petroleum mix from the heavens (and grenades can be thrown surprisingly far in this game). Sometimes if you pop back out of cover, you can even catch the bot in the act of preparing a grenade. As such, beware of staying near or approaching teammates that have recently been firing at or fired at by bots as it's possible that there's a grenade waiting for you.

Try not to stand in a line behind other players - situations can occur where you and a teammate go around a corner at the same time, only for you or the teammate to get instantly killed before you even see the bot because said bot was shooting at one of you guys, but all the shots were offset against the original target in such a way as to score every hit on the other person. That thing about not ♥♥♥♥♥♥♥♥♥♥♥♥♥ and bunching up applies to bullets as well as grenades.

If you've run out of ammo and a suicide bomber is charging at you and there's no cover to protect you from the blast, as a last resort, melee the bot in the face for an instant kill. At least if you miss (it's possible, especially when you know you're about to get vaporised), you can rest assured that you at least tried pistol whipping instead of running away only to still get blown up.

If there's an enemy toyota gunner and you're on a DShk yourself, don't panic, just tap the trigger and aim for the face. It often takes quite a while for them to actually kill you on the gun if he hasn't zeroed in on you already. Similarly, if you've got a machine gun, you can usually just drop to the floor and start unloading on the gunner's face. If do have to take cover from an enemy toyota gunner, never peek from the same spot more than once - this is how they one shot you before you can even react.

On night maps, bots are next to blind in dark areas, provided there's no flashlights. Try to stay away from light sources to exploit this. It's possible to go on a knifing spree as they will often walk right past you in dark spots. Bots can see a bit better at night so keep this in mind, Jack the Ripper. Beware of flashlights however - bots with flashlights on their guns will be able to see you and also act as a spotter of sorts for their teammates when they shine their light on you. Bots will also see you and your teammates if you have a flashlight and decide to shine it on your buddies. Flashlights will also blind anyone you're aiming at however, often times they'll stop shooting and walk/run aimlessly in an attempt to escape the light. You can also hear them saying how they're blinded by the light as well.
Frenzy mode
As of the balancing patch for this mode, bots will now stop to pull out and throw molotovs at anyone in a spot that's either too far, or impossible for them to reach. Bots will also attempt to climb up onto things that players are on (e.g. if a player is standing on a burnt out car, bots may attempt to climb up). Bots can still knife you during the climbing animation so be wary.

Bots have a unique type of molotov specific to Frenzy mode that provides infinite ammo. You're not safe for as long as you're in an unreachable area. This weapon can be accessed through the developer menu as well.

As with ordinary co-op, bots can swing their knife twice as fast as human players. Not sure if this is developer oversight or not since this has been in the game before Frenzy was even mentioned in the April 1st announcement.

Bots will also attempt to shoulder charge you, and if it successfully connects, it does a small amount of damage but more dangerously, it lowers your gun for a second or two, possibly to simulate getting stunned. During this time, you can't attack at all and are completely at the mercy of the bot, unless a teammate can save you.

Special enemies are Bruisers, Flamers and Jumpers. If you've played Left 4 Dead, they're somewhat similar in characteristics to Tanks, Boomers and Hunters respectively.

Bruisers taller than their brethren, have distinctive helmets and a fully sick paisley patterned shirt that's out of this world, and take less damage to the head and chest, leaving their arms and legs unprotected. Their footsteps and voice sound much deeper than usual so you'll know right away.

Flamers are similar to Boomers but instead of covering anyone nearby in bile, they drop a molotov on death and take more shots to kill than the ordinary cannon fodder. You can also hear them constantly screaming from being permanently on fire, and sometimes they will stop mid-scream to say that they hear a nearby enemy, before resuming their screaming routine.

Jumpers teleport moderate distances when shot at or when they feel like it. Just because you're on a place where the other frenzied can't get to you, doesn't mean you're safe. It's not uncommon for a Jumper to teleport right on top of someone and instantly shank them.

If a flamer is really close to someone, try to get the teammate to crouch jump over a low wall or on top of a vehicle, or anything that forces the flamer to take a longer route. If you shoot the flamer when they're right behind a teammate there's a very good chance that you'll get them killed. Keep this in mind if you see someone being chased by one.

Bruisers require concentrated fire to take down since they have so much health. Prior to the balance changes for this mode, shotguns were king against these guys, being able to double tap them in the head at close-medium range. Unfortunately since that patch, shotguns require around 6-8 shells to take one down if you're not using slugs.

Jumpers present a different kind of danger in that they can throw off people's aim and also have a tendency to jump towards the side, so often times in a chaotic situation where bullets are flying everywhere and you and your team are taking on a banzai charge, they can teleport to the side of people's field of view unnoticed and quickly take out many unsuspecting or distracted teammates. They often teleport into and instantly kill players with their knife.

The knife is surprisingly effective in this mode, at least when you're not going up against a bruiser or flamer. When bots are close enough to you, they will attempt to shoulder charge you and if it connects, it often leaves you stunned for a bit in that your gun gets lowered for a second or two and you can't even shoot. Even if you have your knife out, you'll find that you can't attack with it either. Best way to counter this if going stabby stabby against the bots is to sprint away when they're close to you (3-5 metres) and when you hear them yell a battle cry, that's your cue to whiz around 180 degrees and shank them in the face. You may need to jump before turning around to maintain momentum if necessary. Corner knifing is also a viable tactic, although the increased speed of the bots often means they overshoot the corner rather than running straight into you, so you may need to adjust your aim accordingly.

Going knife only also opens up another team tactic: baiting. With nothing but a knife, gas mask for possible cheeto dust attacks and an incendiary for potential cache destruction/area denial, you are now the rabbit: you move extremely fast compared to your teammates, and thus you can charge forward, get the attention of the bots and lure them to your teammates who hopefully have set up a kill zone. You might even be able to knife a few of them while doing this.

Suicide bombers are pretty fun to shank as well - because bots move much faster in this gamemode, you're given a larger window of opportunity to run head on at a suicide bomber to stab him in the face. If you miss the initial swing, quickly follow up with a punch.
Doors
Kicking in a door will kill anyone immediately on the other side of the door and around it, so stay away from them or open them from the side, especially in co-op, since the omniscient bots *will* know if you're close enough to kick the door in your face. You can always shoot through the door if you're not too sure however.

Door hinges can also be shot off and make a distinct noise when they've been destroyed - for that extra SWAT feel, have a teammate prep a flashbang while you bring it down.

In contrast, if defending a point, going around busting down doors is not a good idea because a) it's a great form of early warning system since bots/people make noise opening doors and b) it sucks when a frag or molotov comes flying through the open doorway and kills everyone inside and c) if it opens towards you, it's an easy way to get the Knock Knock achievement as outlined below.

Open doors can be kicked shut - stand beside the hinges, look towards the doorframe, then hit the melee key. This will kick the door shut and kill anyone unfortunate enough to be standing in the swing arc of the door, as well as the doorframe itself. This can be used against bots to get the Knock Knock achievement easily. Move away from the door as soon as you kick it shut, because if anyone on the other side kicks it open again, you're dead meat, although this can be somewhat mitigated by opening the door with the Use key immediately after booting it shut. Opening it immediately after kicking it may be the only way to avoid getting instantly killed in co-op if there's more than one bot lining up to go through the door.
  • patch 1.1.3 has altered doors so that you now no longer die if you're standing right next to one while it gets kicked open or shut. This change appears to have also made it much harder to kick doors shut on bots - somewhat frequently they will walk through unscathed when you kick it in their face.

Opening a door while aiming down sights or preparing a grenade will open the door slightly less than halfway.
Vehicles
If a vehicle flips, the best way to right it is to have someone stay inside (preferably in the driver seat to stay on the movement keys) while someone else moves into the wheels or axles, which seems to bounce or drag the vehicle around like a toy.

If you don't have an RPG and want to blow up a toyota quickly, fill the front radiator grille with lead. You can tell you're hitting it if you can't see the sparks from the bullet impacts. It should also start to smoke really quickly, but why would you want to blow it up :( that 50 cal is very useful.

Players using the toyota gun have a very hard time spotting enemies, since the shields restrict so much of their view. As a driver, if you see anyone, try to use voice comms to tell them where enemies are - recommend using clock positions, with 12 o'clock being the front of the vehicle, and saying high or low to denote elevation. E.g. there's a bad guy on a balcony just in front and to the left, you'd say something like 11 o'clock, high.

Jumping out of a vehicle moving at speed will not kill you. If you intended to hop in the gunner seat but accidentally jumped in the passenger, don't hesitate to jump out then quickly hop right back on the gun while the vehicle's moving. You just have to be quick enough to not be out of range when you do try to jump on the gun.

Some things are broken with the toyotas: sometimes, if you try to run over a bot, the vehicle simply bounces off and the bot kills you with a measly pistol or something. Additionally, if someone is on the gun and you jump on top of him/walk into him, the toyota will spaz out and go flying. In that event, do not exit the vehicle - toyotas do not take physics damage i.e. they can survive falls off cliffs and high speed crashes into poles (I know from experience). Your soft fleshy bag of bones and meat however won't fare too well if you decide to panic and hop out while it's 50 metres in the air.

Additionally, the windshield is incredibly biased against human players - bots can kill you through the windshield with a bloody Uzi, yet for us humans it will take anywhere between 10-20 armour piercing bullets from the M24 or Mosin before the windshield actually breaks, finally letting us hit the bot inside. Yes you read that right, bot bullets will penetrate glass, while yours will not. The game even states that vehicle glass will block bullets until it shatters...but apparently the bots didn't get that memo. It appears that recent patches have made it so that bullets will now penetrate glass, although this only seems to be a consistent case with full power cartridges e.g. 7.62mm weapons.

When driving a vehicle, rolling the mouse wheel or pressing the number key for pistol will pull out your pistol, which may be useful as a desperate resort. It should be noted that pistol rounds will have a hard time penetrating the glass. You may have to break it to actually shoot out in the first place, and it's probably not worth it since you just expose yourself even more to enemy gunfire.

You can also use the binoculars while driving or riding shotgun, although it's important to note that the fire support will be called on your position, rather than where you're aiming, as the vehicle seems to block line of sight, even when the glass is broken.

The gun can aim low enough to shoot out the driver and passengers. There's an achievement for killing the driver of a vehicle with the mounted gun. Keep that in mind when you go for a joy ride in enemy territory, especially against bots who will attempt to board the gun while you're still driving.

If nobody has an RPG, the next best way to take out a toyota is to drop to the floor and start spraying the gunner's face when it's visible (since bullets deal reduced damage going through the shields). Bipods make this even easier. Don't worry about getting shot - when you lie down, for whatever reason the gunner seems to take a while before he actually hits you. Doing this has the added benefit of giving your team a vehicle with infinite ammo and bullets that can one shot kill at extreme ranges and penetrate pretty much anything.

Hold the crouch key while in any seat of a vehicle to dip your head, reducing the chances that you get sniped out. Doing this on the gunner seat in a rhythmic fashion has a nice teabagging action to it for any witnesses.

The following requires some initial speed but you don't have to be going at highway speeds to do this. It also relies on the fact that you leave vehicles in the direction that you're looking. If you're a lone driver and you come across a whole bunch of enemies, you can quickly hop on the gun by looking towards the driver side door, exiting, looking at the gun and hitting the F key at the right time to hop on it. Done right, you'll only have left the vehicle for less than a second and get more protection from the gunner shields.

The toyota's gunner shields aren't impervious, bullets can and do go through so its very possible to wallbang the gunner, particularly with the AP loads of the bolt action rifles. Needs more testing - feels like they're still impervious. It appears that subsequent patches have made it so that more powerful bullets will penetrate the shields. It's possible to spray the gunner with a PKM through them.

Middle mouse to honk the horn ahuehuehue, although if you've rebound your melee key then you press the key you assigned melee to.

Vehicles can now toggle their headlights, although it appears that only the driver will actually see the effect - other players won't see anything happening. The default key is L, which is pretty silly considering that lessons are already bound to that.
Commendations/Taglines
I used a hex editor (HxD) to snoop around in the pakchunk0-WindowsClient.pak file and I found a list of all the taglines in the game. Some of them are quite interesting, particularly the ones that make references to as yet unseen content. I had made a post a couple months back of the commendations I had seen a while back, but now armed with a hex editor I was able to check out all of them, and they're pretty damn interesting. At least for me.

Taglines or commendations are the things you see at the end of each round/match that show special things players did in the game (e.g. captured the most objectives, or lived through the entire round and capped every objective). They're very similar to Halo's medals. Personally I prefer calling them commendations over taglines since I thought a tagline was something you see on movie posters or companies' products.

But anyway, unfortunately sometimes commendations bug out in that often not all six spots are filled on the post-game carnage screen, sometimes none at all. The original list was rather messy when copied from HxD to Notepad but I polished it up for your reading pleasure. Taglines you've been awarded can also be seen from the main menu by clicking on Profile, then selecting the Achievements tab.

Objectives, points and assists

Most Valuable Player - Earned the most points in the round
Unsung - Earned the most assists in the round
Professional - Completed the most objectives
But My K:D - Had at least 20 kills and a 3:1 or more kill to death ratio in Versus, but completed no objectives
Mine - Killed 5 enemies on a single contested friendly objective and resecured it
On Point - Captured every objective in Firefight
Destroyed Cache - Successfully destroyed the enemy weapon cache objective

Most...

Most Kills - Earned the most kills
Most Headshots - Earned the most headshots
Most Objective Captures - Captured the most objectives
Most Offensive Kills - Killed the most enemies who were defending an objective
Most Defensive Kills - Killed the most enemies who were capturing an objective
Most Fire Support Kills - Earned the most Fire Support kills as a Commander
Most Fire Support Requests - Requested the most Fire Support as an Observer

Fire Support

Good Effect - Killed the most enemies with fire support as a Commander with at least 8 kills
Communicative - Killed the most enemies with fire support as an Observer with at least 8 kills
Expensive - Called in every fire support option at least once as a Commander
Supportive - Stayed by the Commander for the longest time as an Observer with at least 15 seconds

Last man standing

Comeback Kid - Won the round as the Last One Standing
No Pressure - Respawned the team by completing an objective as the Last One Standing

Special events

Azrael - Earned at least 500 score and lived for the entire round
PTFO - Captured every objective and lived for the entire round
Just a Flesh Wound - Fought while heavily wounded for over half the round
Hollywood - Suppressed by enemy gunfire from three different enemies while performing a slide, and lived
Nine Lives - Suppressed by enemy fire support during three separate strikes, and lived through each one

Push

Thorough - Captured and destroyed every objective in Push and ultimately won the round
Tenacious D - Successfully defended the cache in Push mode when the enemy had at least 5 waves
Slippery - Destroyed the enemy cache in Push while at least 75% of the enemy were alive
Tough Cookie - Killed 5 enemies while defending the cache in Push
Tough Hombre - Killed 10 enemies while defending the cache in Push
Tough Bastard - Killed 15 enemies while defending the cache in Push
Finisher - Destroyed the final objective in Push

Bot carnage

Cleaner - Killed 45 enemies in Checkpoint
Operator - Killed 75 enemies in Checkpoint
Action Man - Killed 100 enemies in Checkpoint
Bot's Bane - Killed 125 enemies in Checkpoint

Versus carnage

Deadly - Killed 45 enemies in Versus
Stone Cold - Killed 60 enemies in Versus
SocioPath - Killed 75 enemies in Versus (not sure if it actually capitalises the P in game though)

Special kills

Brutal - Killed an enemy with a direct hit from a Molotov (much harder now that molotovs do not kill on detonation unless one isn't at full health)
Catch - Killed an enemy with the impact of a thrown grenade
Longshot - Killed an enemy at least 100 meters away
Tadaima! - Killed an enemy by kicking in a door
Party Pooper - Killed an enemy Commander trying to call for support
Come Again? - Killed an enemy Observer trying to call for fire support
Bang for the Buck - Successfully killed everyone inside a fully seated enemy vehicle with an explosive

Weapon-specific carnage

Jordan - Killed 3 enemies with a single grenade
Bryant - Killed 4 enemies with a single grenade
Chamberlain - Killed 5 or more enemies with a single grenade
Exploder - Killed the most enemies with grenades, rockets, or other explosives not from fire support with at least 5 kills
Devious - Killed 5 enemies with IED's, C4 or Mines
Wiley - Killed 15 enemies with IED's, C4, or Mines
Deaf - Killed the most enemies with a mounted machine gun with at least 10 kills
Drive-by - Successfully killed an enemy while inside a vehicle
Offensive Driving - Killed an enemy with a vehicle
Road Rage - Killed 5 enemies with a vehicle
Sweet Tooth - Killed 10 enemies with a vehicle
Tap Tap - Killed the most enemies with a pistol with at least 15 kills
Needs Doves - Killed the most enemies with a shotgun with at least 20 kills
Häyhä - Killed 10 enemies with a bolt action rifle from over 100 meters away without magnified optics
Old School - Killed the most enemies with a bolt action rifle without an optic with at least 20 kills
Steady - Killed the most enemies with a bolt action rifle with an optic with at least 20 kills
Making Entry - Killed the most enemies with a sub machine gun with at least 30 kills
Conventional - Killed the most enemies with an assault rifle or battle rifle with at least 30 kills
High Volume - Killed the most enemies with a machine gun with at least 30 kills
Adaptive - Killed 5 enemies with a picked up weapon
Scavenger - Killed 10 enemies with a picked up weapon
Resourceful - Killed 25 enemies with a picked up weapon
Jacket - Killed 30 enemies with a picked up weapon and/or melee
Desensitized - Killed the most enemies in melee with at least 3 kills
Sneaky - Killed the most enemies from behind in melee with at least 3 kills (This one is kind of bugged in that even frontal/side melee kills can still count to this)

Headshot Count

Noggin Knocker - Earned 5 headshots
Head Hunter - Earned 10 headshots
Dome Destroyer - Earned 15 headshots

Collaterals/penetration kills

Double Kill - Killed 2 enemies with a single bullet
Opportunistic - Killed 3 enemies with a single bullet
Serendipitous - Killed 4 enemies with a single bullet
Probably Staged - Killed 5 or more enemies with a single bullet

Unused

Now these two are interesting. Fuel trucks and Capture the Base...an attack and defend gametype seems pretty cool. Sounds similar to dustbowl in TFC/TF2. Fuel trucks appeared in the closed alpha before being replaced with weapon caches. They may or may not return however.

Destroyed Fuel Truck - Successfully destroyed the enemy fuel truck objective
Booming - Destroyed both destructible objectives in Capture the Base
122 Comments
elchupacabra 10 Jun @ 7:56am 
Great guide Ed. Thorough AF.
Thank you.
Ed  [author] 30 Dec, 2024 @ 11:55pm 
Guide updated to reflect changes in patch 1.17
Ed  [author] 5 Oct, 2024 @ 4:10am 
"weapons will ADS slower from the shoulder if they have a bipod deployed vrs having it folded"
finally decided to test this...yeah nah. it doesn't change the speed
Ed  [author] 25 Jul, 2024 @ 1:49am 
wait what really?
DaBubbleGuppies 30 Jun, 2024 @ 6:47am 
Also keep in mind, weapons will ADS slower from the shoulder if they have a bipod deployed vrs having it folded
Ed  [author] 10 Nov, 2022 @ 1:07am 
yes one of the patches that reduced ai snap shotting got subsequently broken in a following patch. this game is very much '2 steps forward, one step back' when it comes to bug fixes and general changes to the game. see also: mines
C6isDead 29 Oct, 2022 @ 10:14pm 
I'm pretty sure this has already been covered, but Suicide bombers can now hit players who are on the floor above, but not the floor below on a multi-floor building.

Also the so called "AI snap-shot reduce" patch, is complete BS. I get jump scared all the time by a snap-shotter.

The game is really fun, and well designed, they seriously need a new suggestion/idea team.

For instance Team Death Match seems to be the biggest PvP mode when it's out, bringing the player count up to almost 1k more than it usually is. Make it a permanent mode, I don't know what Focus was smoking when they made that decision. (There is many more changes I would introduce that I believe wouldn't take away from the game's realism.)

TL:DR TDM should be a base-gamemode.
Ed  [author] 8 Jun, 2022 @ 1:57pm 
patch 1.12, explosives now go through walls. watch where you plant that c4 and throw those frags!
Nighthouse 21 Apr, 2022 @ 2:39am 
this is amazing thank you for this
Ed  [author] 18 Mar, 2022 @ 11:34am 
if you start now maybe you'll finish before school does