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COVERT OPERATIONS - by Ariel Chai AKA Svartberg
================================================= [v. 0.92] [6/11/03]
Firstly, a lot of people pick this class because it’s cool, not because it’s a good one (because quite the other way around,
it’s the weakest character in the game) and certainly not because it’s an easy one to play. (it’s the hardest character to master,
unlike mr. rambo medic for example).
I don’t see myself as a good cov-op, and i personally think that all the cov-ops around the servers i played in are bad jokes. (except for 2 cov-op i’ve seen in my playing experience)
Splash Damage underpowered the cov-ops a bit too much (level 4 cov-op skill = worst joke in the world), but it may be a fun class to play when you don’t care about frags or other childish stuff.
Further more, i think this character is pretty useless in clan-matches (except for mine-finding), i suggest playing this character in servers with a higher load, the more chaos the more you can blend in.
Now before this guide begins, i want to point out this are not “rules” to follow, they are in to expand your minds, as a cov-op needs to know his many toys at all times.
- Several notes about certain uniforms :
-
if you steal a soldier’s uniform, you might get away with it by switching to an unsilenced pistol. (as long as they don’t notice it’s the other pistol brand)
i ussually do it with all classes, call it a habit.
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if you steal a fed-op’s uniform, you’re binoculars will look less suspicious, yet you must understand that you need to scan
for mines from a good hidden spot, and if you can - try scan in an angle which intersects with an enemy area.
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if you steal a medic’s uniform, and you are lucky enough to see people giving and recieving supplies, run towards them and
switch to you satchel putting it as fast as you can and triggering it fast to. if you do it allright, people will think you’re handing
medics for that split second, even if they figure out it’s a satchel after that split second, they’re already dead.
- Several important rules to take note while playing :
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a cov-op is basically a ready-to-slice sushi class, meaning - you don’t stand much chance going against someone face to face, especially
not those darn medics. whatever your head-to-head effiency in battle is (the ratio between your kills and deaths) you’ll get at least 2 times the effiency with another class
on head-to-head battles.
i’m not saying the above to discourage you, i’m saying it to make you understand that cov-op is the super-sneaky player, and is not made for a good head-to-head class.
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if you’re alone in the area, and took an enemy down (along with his new neatly done uniform), get rid of the body by satcheling it, or
throwing a grenade without priming it. (to save yourself from self-embarrasing mistakes)
i ussually do the bombing within the uniform taking time - because you may be discovered a second after you take the uniform, and of course, it makes the body go away faster.
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a good cov-op needs to know who is when and where and why, so use a spawnwatch, or anything that can be helpful, because if someone
is heading right at you (people just do it), the uniform won’t save you, and whatever weapon you switch to won’t fool any avarage+ player.
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a cov-op is vurnable from behind just like that guy you just killed from behind, so scan the area around you frequently, remember the second rule - you have
to know what is going on around you or you’re toast.
-
never forget your mine scanning ability - if you’re going to infiltrate, you have good chances running into mines. secondly it will give you good xp (to get the important lvl 3. cov-op) due to the fact must engineers put more than one mine in an area.
-
the satchel is a great weapon, when an enemy sees me (and obviously he won’t leave me alone) if i have time to switch to satchel i would probably do that, because it can be an instant kill, or degrade your opponent to near death. (use those walls to your advantage between weapon switches)
-
priming the smoke grenade is very important, i ussually prime it until before the last second. (to save on smoke time when it lands)
the only time you throw it without priming, is when you know you’re going to die.
- FG42 :
Body/Head damage = 15/30 unscoped, 30/30 scoped.
Advantages :
- This weapon’s main advantage lies in it’s high rate of fire, making full burst useful for close quarter battles. (when that enemy just enters the no-name range,
this weapon can turn the common cov-op akewardness into a solid kill).
- The fast shots in scopemode makes this weapon an ideal backup weapon for your team. (a good example would be for the allies side in oasis just taking over of the oldcity, two
teams are fighting each other, and you have the advantage of pumping them fast and accurate from the distance of the machinegun area)
- The fast reload skill does this weapons wonders (like any other weapon, but especially this one), and makes it more versatile.
Disadvantages :
- Small clip makes auto-reloading frequently, this weapon has a large drawback unless you got the fast-reload skill, so you need to always prepare a full clip ahead, and save up on ammo.
- inaccuracy/recoil - yes it never made any sense, but the super accurate cov-op gets to have the super-inaccurate weapon, this weapon can get really useless sometimes.
- drawback when hit on scope - if you get to scope mode after somebody spotted you, don’t be surprised you’ll die fast, when you’re hit your accuracy goes to hell, and basically SplashDamage
made the smg’s accurate as sniper rifles, so you’ll die fast.
- non-silenced, thus revealing your cover when you shoot with it.
- headshots in scoped mode are useless.
Methods of Practice :
*. don’t unload a full clip unless somebody is right in your face, try to do bursts based on your range, sadly this weapon has so much recoil that after a few yards
your only chance is to shoot one-shot at a time. try to hide as good as you can when you’re waiting with scope, because any shots you get will throw your crosshair away from target.
for sniping, i suggest aiming for the legs and shooting due to the recoil - practice to reaim as you shoot.
i’ve noticed that this weapon is very useful in tight areas, headshotting with it can even turn a medic into dust in seconds.
- k43/Garand :
Body/Head damage = 34/68 unscoped, 50/100 scoped.
Advantages :
- 8x scope modes, with zooming customization options (in the game menu, take the time to customize it like i did, i suggest using 4x with the default way out), easy to switch zoom in
meters of seconds.
- like any sniper rifle, let’s you hit enemies from very far away without facing them in battle.
- extremly powerful/fast in non-scope mode (unlike real sniper rifles), you hit as fast as you click the mouse.
- it is silenced, making your spot less obvious, and can always be used for infiltration. (due to usefulness in damage and speed)
Disadvantages :
- a headshot doesn’t kill, but only does 100 damage, and takes much precision to hit with, the 50 damage increase won’t help anyone ussually.
- most of the good sniping spots are obvious, don’t be surprised to get precise mortars on your position.
- Garand cannot reload clips unless its chamber is empty, and has smaller capacity than k43 (8 vs 10), making it a little weaker primary weapon.
Methods Of Practice :
*. if you’re really close to someone, click like a madman on the mouse. in non-scope mode, try to aim more as your chamber reaches zero, because you don’t have many bullets - especially on a garand.
farther more, you should use the scope mode to your advantage, for example, if someone is running from you (or just running with his back to you), although the first instict would be to shoot him immediatly,
you should instead switch to scope mode and give him a headshot. with proper practice this can be applied even if he’s actually facing you. (it’s funny how often we forget that we have a scope mode that can deliver good damage)
- Sten :
Body/Head damage = 14/40.
Advantages :
- the sten is incredibly fast, which allows for fast kills by a skilled cov-op.
- the amount of ammo in a sten is excellent, making it a versatile infiltration weapon.
- the sten is very accurate, being able to shoot from great distances, especially with the small spread skill.
- a sten is silenced, making assassination from behind excellent with it.
- a sten hits hard on the head (like any other weapon), but since it’s very fast, you can take a person from behind faster than he can call for a medic.
- the sten has a lucrative advantage of looking like mp40 from afar, especially when you’re moving and rotating, even veteran players will see this weapon as just a “black thing”, unless of course there is a small player count
and they can afford to check players who mask well in the crowd.
Disadvantages :
- the sten overheats after around 16 shots in auto-mode. (regardless of the soldier skill on et-pro i believe).
this makes head-to-head battles very painful and hard to win.
- a body shot from a sten is like throwing rocks on your enemies, it takes a minimum of 8 shots to kill a healthy enemy - taking the shots which don’t hit, your sten will probably overheat.
so it’s a hard weapon to use effeciently.
- a sten isn’t completly silenced, it can be heard with proper phones, or in close ranges.
Methods of Practice :
*. an excellent infiltration weapon, the sten is three times as good if you head-shot - if you don’t land at least one head-shot you won’t live too long.
it’s good to shoot unsuspecting enemies - engineers building things, medics giving ammo, etc, the good thing is that it takes them quite some time to realize where you are shooting from, ussually getting killed before they have the chance to spot your ugly face.
another thing to learn is the tricky heat control, you should never shoot all the rounds until the big heating-off, a wise technique is to shoot in bursts, 3-4, depending on how close the enemy is. (the big magazine size is for a reason, take advantage of it)
Methods :
- i hate to say it, but most of the time forget about headshots, as much as it is an art to headshot, it’s not rewarding, i suggest you’ll take the crazy sniper technique instead.
- the technique is pretty simple, you need to zoom way-out, and make sure that after you shot someone (prefferably in the body) you move the mouse super fast and shoot him again, and repeat as necessary.
don’t save on ammo, this is how you snipe, period. when you get better, people will think there is another sniper with you, and your kill rate will reach numbers you wouldn’t imagine possible with sniping.
- however, there are sometimes that head sniping is useful, ussually when there aren’t many enemies in your sniping views, and your range to them is medium (and not far), thus you need to take them out before they can spot you. (good example would be oasis/allies-side after taking the old city.
- ALWAYS aim for the enemy snipers first, because they are the largest threat to you. (in slow sniping usage, it seems snipers are only useful against other snipers, hahaha)
- find a good cover, and i don’t mean the obvious spot all the cov-op always pick, i have really akeward spots i snipe from, ussually behind a bush, or a tree, or on the corner of a landblock, this helps greatly
towards the gap the enemy sniper finds you - and on the contrary the time you will spot him and snipe him before he finds you.
- one rule that i unfortunatly never seem to follow, is to relocate, it may mean the difference between life and death, but on the contrary, it may mean the difference between a good spot and bad spot, so you should think if it’s worth dying for it or not. (ussually only an enemy sniper will know your position anyway)
- a defense sniper can afford staying in one area. however being an attack sniper requires you to get into akeward positions and kill the rival sniper fast, a rule is that if he sees you running with the sniper rifle (even if you get hidden by a mountain before getting into position), he’s going to get ready for you, thus you need to mask
getting into position with smoke grenades. (funny how it always helps me so much for sniping)
- you’re sniping enemy lines, so take hid and locate mines between enemy waves. (especially in fueldump)
Methods :
*. basically infiltration is the dirty job of getting behind enemy lines.
first and foremost, you need to get there, how to do that depends on the map, if the spawn clock is right, and you don’t see any enemies, than you might as well just run to the area.
however this is ussually not the case, on terrain with weather maps, you should try to hide behind bushes, scanning for the coast as you run from one tree to the other. (like dogs in africa, hehehe), due to the fact it takes longer in that map to spot an enemy.
on other maps, like goldrush, i ussually use grenades for confusion around the crowds, and make sure they are confused enough before running to a hiding spot.
*. once you’re behind their lines, there are things to watch out for, there can be a wondering enemy doing cycles in base. (like engineer plotting mines, teammate waiting for assistance, or that damn rambo-medic who is looking for people like you), they are a
serious threat and you should take care of them while making sure you won’t miss the spawncamp and get mowed by 10 angry enemies.
the engineer is easy, wait until he stops, 4 headshots with a sten and he’s down, just don’t get dumb and dance like a chicken in front of his face.
Also, sometimes when you see someone wondering around alone, and you know he’ll find you sooner or later - a grenade can be excellent, you’ll use the element of surprise to aim it, and he’ll die.
*. last comes your real job, wrecking silent havok :
- hiding near spawn places, watching your spawnclock, wait a few seconds and watch as the last guy is going out behind the team, this would be a good chance to headshot him.
- spot mines from cover. enough said.
- if you can’t get behind someone, sten headshots from hidden places - i don’t mean just a hidden place 3 meters around him, i’m talking about crawling up in a hole, proning, and shooting through a bush/gratling.
- use your satchel wisely it’s devilish to satchel a few people exchanging supplies (although it’s suicidal).
NEVER satchel spawnplaces, other than being lame, you never get a full spawn to die from satchel, they will just be angry and shoot you from 10 directions, and their medic will revive the fallen, heal them, and the fed-op will replenish their ammo, so you’re actually helping them.
- if you’re using sten or the rifle, after you take someone from behind, you need to shoot it just before he hits the floor, it’s a little tricky, but in case you don’t do it (and instead shoot him when he’s on the ground), you’re having a high risk of a medic coming just your way.
- having said the above, there are opportunities you may throw a satchel on the body, and hide in a convenient place. (for example the exit from the axis spawn in goldrush) this way the xp-whore medic will heal this guy, and you’ll satchel him. (poetic justice, watch out when the other mite gets revived), and on the other hand, if he’s an egoistic rambo medic
you’ll just satchel him and have the laxury of only dealing with him and not the person you just killed. (how fun it is shooting his head from behind when he’s trying to heal himself with his meds, hahaha)
- don’t forget that you have the role of taking out the stationary enemies (campers), i see a lot of cov-op rushing towards the campers and shooting them, i don’t think this is wise because then they will know where you are and you’d have a mad guy with a pistol running around you (hehe) in no time, as harmless as it may sound, the problem is with a nasty field-op who ussually comes around them from time to time.
i remember taking on mortars on railgun level, they were stationed near the depot spawn point and i’ve taken them from the bridge (the place with the stairs and ladder), this way they had no idea where i was, and i could avoid the field-op, and kill them over and over again. (after making sure they stop looking for me like blind frogs)
- you should be able to infiltrate and do your roles even without uniform, half of my infiltrations aren’t with uniforms, they are just taking advantage of my silenced weapon and smoke grenade.
Blending in :
*. for axis (can barely called infiltration, but it can help for the reportuar), try to think like the enemy (be one with the force, heh). try to act like someone in the attack would - a good example is in oasis near the guns, i ussually take a uniform, and i wonder outside of the exits, pointing into the actual base, strafing a bit to avoid the enemies and taking glances to the sides (like a normal ally player would), the result is very nice, i get ammo even from experienced enemies (yeah heheh, has something to do with the fact i switch to
unsilenced pistol), it can give you the impact time to headshot and kill the opponent in 1v1 (even medics), sometimes when there’s a large group i prime the grenade pointing to the axis base and then in the last second bam allies group is down and i pick the surviver/s with my fg42.
*. for allies, this is a hard one, it’s hard to blend in (especially since your heading gives them enough time to think about why you are coming from the front lines with a pistol), and there will always be that suspicious medic around the point who has nothing to lose. (think about it, if he shoots a team mate, he can heal him, if he kills a team mate he can revive him, and lastly, if he goes on his own find-the-cov-op crusade, he has nothing to lose, because he will win and patch himself to maximum again)
having said that, try to move like an enemy teammate, aim in the general enemy direction. (and move/strafe around to keep the enemies in your fieldofview, it’s not fun trying to act as them just to be shot down from behind), and instead of moving towards someone, move with your side to him backwards.
try to avoid clashing firefights, as it’s easy to tell a teammate isn’t shooting is a cov-op, act as if they are out of your view, or range.
*. if you have no chance, you might find yourself actually going with them in a group (being the last one of course), when this happens i ussually know i’m going to die, you need to act fast before you get spotted, either find the perfect time to satchel them and run away, or when the group splits, follow the weaker links.
it’s wise to make sure there’s an engineer in that small link, if he has more than one teammate near him, your only chance is a satchel or pretending to run away for objective. (don’t be surprised to be shot on the process, i would rather try to satchel and miss instead of getting died like that) if it’s only one person, when he plants the mine/objective, don’t headshoot him just yet, he opens an opportunity for you to take care of his “friend”, he will ussually stop and support the engineer, in that moment he’s going to spot you very fast. (must players scan around them when they wait for fun, even relativly new players) - so headshoot, even right in front of his face (if you will try to relocate to get a backheadshot or sideheadshot, forget it, he’ll kill you before you can even move), just kill him.
then eliminate the engineer, who is going to open fire unless he is a real blockhead. (how many times have you seen an engineer keeping planting the mine/objective even though his teammate just died by a sten ?). now don’t get cocky, don’t forget the mine he just put, scan for it, and run away like there’s no tommorow.
*. i will appreciate more feedback, as this is very hard to do. (especially with the poor cov-op code)
Tips :
- pick your weapons wisely when infiltrating, see what fits you must - an fg42 may seem useless in deep enemy lines, but may prove an excellent weapon just around their territory.
- chaos can add to you advantage in blending in, but it can also mean instant death when you are found.
- always note the spawntimer, there is nothing more suspicious than getting out of a spawn point and seeing a lone teammate snooping around.
- when you’re found out, and you know you’re going to be found soon, a smoke grenade can mean a safe escape for you, and for veterans it can mean a good diversion. (throwing a smoke grenade in one direction and seeying how all the rambo medics rush towards the smoke to kill anything on sight, while you take a completly different escape route).
again, PRIME it, or you’re dead.
- if you have to use the knife, make sure you back doesn’t point to 10 enemy troopers, since it will blow your sensetive cover. (and to 10 angry enemy troopers, heh)
- take the medics down when they are handing (prefferably to you) meds, 4-5 sten headshots, and boom. (satchel is too dangerous against medics, as they ussually just escape it)
*Tactical Support :
*. not much to say here :
- fg42 is an excellent back support weapon for medium maps (oasis/railgun), having your teammates recieve the damage, and having the enemies worry about your teammates rather than yourself.
- for attack use smoke a lot, any serious tactical squads will want your smokes in different formations. (even in clan-matches, as much as i wouldn’t call 5 player tactics anything serious), and of course on public servers - it’s a great support, throw a smoke near objective to protect your engineer, throw smoke in enterance to allow your teammates to storm in, etc …
just remember to prime the grenade, or it may confuse teammates, and will tell your veteran enemies a smoke is going to take place.
further more there is an especially useful mine-finding technique with smoke, for example in fuel dump near the last tank point, i throw a smoke to protect against obvious enemy defenders, and under the cover of smoke i spot all their mines.
- when a machinegun is nearby, a smoke thrown in front of a machinegun is way better than smoking your teammates, a good machinegunner shoots bursts on smoke therefore making your teammates even more vurnable.
- as for defense it gets tricky, as you must make sure you don’t actually help the enemies, i ussually mask teammates from tank fire, protect engineers, and protect mortar when the angry enemies storm in.
- when you’re travelling with your team, and you just decided to take that uniform for xp, unless you’re going to try to infiltrate (thus leaving your nearby teammates), take your silencer out and shoot (to blow you cover) - unless you do so, you’re just making your teammates aiming harder, the enemies won’t care because they’ll shoot anything around you including you. (no, it won’t fool anyone, even people who just played a week)
this rule applies both to attack and defense equally, the defending machine guns don’t deserve having to think before shoot, they are vurnable as they are.
- about satcheling objectives, except for the ramp which is very important, i always regarded satcheling command post pure xp-whoring, but i’ve noticed that engineers rush in and sometimes even two, providing a certain delay in the objective, and further more, i sometime like to satchel a command post just to know that an engineer will rush into my loving headshotting arms.
*Last words :
*. the cov-op is the trickiest and hardest character to master, there are tons of stuff to know, and a lot of toys to use (that’s why we like him, hehe), sadly he’s so underpowered, that elite cov-ops are ussually frag/xp-lords if they take any other class.
luckily his importance really shines with the higher count servers.