Overview
A guide that’ll teach you about which operators are good at what, how to utilise them effectively, and a bunch of little strategies for being an effective operative in Truth Or Consequences.
Tips n Tricks
– These could be thoroughly uninteresting, obvious, or obscure; Feedback and critisism is appretiated. If you have any tips or strategies, leave them in the comments and I might throw them up here with credit to you. –
Stealth
Using suppressed weapons allows you to kill enemies without alerting other hostiles, keeping your range and carefully eliminating priority targets (Or just enemies in general.) will keep risk low, and ammo counts high. This also allows you to better prepare for enemies to attack, by eliminating enemies silently (and not detonating any of the Breachers) you can enter the room you need to defend and be able to barricade it without the worry of enemies running in there and breaking your walls. Overall it just removes a lot of the hastle you would usually need to deal with when fortifying a location.
Breacher Safety
Breachers are lined with yellow blobs over their spiky backs, shooting these blobs or letting the breacher get too close will cause the breacher to detonate, thus it deals damage. To stop the breacher from exploding you need to deal enough damage to it’s body for it to die, not it’s blobs. An effective way to pull this off is to “drop-shot” it. Drop-shotting is the least honorable thing to do it PvP, but this is Co-op so shush, proning at point blank range as it’s about to detonate makes it easy to hit the body (And better yet, the head!) rather than the explose blobs.
Longer Lasting Walls
– A bit difficult to effectivly explain the positives of – Might seem a bit complex – Might be useless –
Most players grab Reinforcements and then deploy them like you’re supposed to do. This is an alternate strategy for making the walls you reinforce last longer, start by grabbing your reinforcements, DO NOT PLACE THEM, barricade the room, place traps, deploy other defences, etc. Once you initate combat, (Revive the “hostage” / Plant Explosives.) wait for enemies to start breaking the un-reinforced walls, kill them, repeat. If a wall is completley destroyed and there is now big hole, use your reinforcements to reinforce it, now the wall is repaired and on top of that, it’s a reinforced wall. So, it may only be destroyed by a Breacher.
*in simple, if a breacher destroys a reinforced wall, that’s it, but if it destroys an unreinforced wall, then you can simply place a reinforce there and voila, now a second breacher is needed.*
Operator – Lion
Lion is a powerful operator with an ability that provides a boost in many situations.
+ Hugely Versitile
+ Can be specialised to a certain role effectively
+ Roar!!!
– Can’t be totally, completely specialised to a specific role??
– 2 Armor is worse than 3 Armor
– Not Tachanka. 🙁
*There is a distinct lack of negatives due to his versatility, not because he’s all powerful, just because it’s hard to critique a jack of all trades.*
Primary:
V308
417
SG-CQB
*The V308 is my personal favorite due to it being a very globally effective weapon, the 417 should only be used if you are certain that you want to play a specialised long-range role, and the SG-CQB is simply down to whether it interests you or not.*
Secondary:
P9
LFP586 / .357 Magnum
*The P9 is a simply much better option over the .357 Magnum. No debate here, even if you’re good with Revolvers, it doesn’t matter. The P9 is simply so much better for Outbreak.*
Gadget:
Stun Grenade
Claymore
*I use stun grenade, but the choice is yours. It’s mostly subjective. Although, a stun could be gamechangingly useful to keep enemies away whilst trying to reload.*
Ability:
EE-One-D / Eks-Dee
Apon activating his ability, the entire horde is can be seen through walls for a few seconds. This can then be utilised to make a tactical aproach, eliminate enemies before they can react, or help defend locations by giving the whole team a heads up on the enemies positions.
The ability can be useful generally and also for stealthy aproaches where you need to pick your targets, or eliminated bombers without detonating their… Exploding, yellow, glowing, things? (idk man)
Operator – Finka
Finka plays an effective support role if kept alive, your survival is of utmost importance (Due to the global revive, health boost, and recoil reduction of your ability.) Using her ability at the perfect time is essential for it to be gamechanging.
+ Powerful Ability
+ Easy to play, hard to master
+ Fairly high DPS
– Staying alive is more important with Finka than any other operator. Play it safe, or else.
– Ability only has 1 charge
– Requires Coordination (Coordination is great, but requiring it is not a positive)
Primary:
Spear .308
6P41
SASG-12
*Contrary to popular belief, her Spear .308 isn’t actually that good. (In Outbreak at least.) Using the 6P41 as a primary would much better suit those looking for sustainable CC and DPS. SASG-12 on the other had is an effective shotgun for those looking for some close range firepower, unreccomended on Finka though due to her survivalist / support role.*
Secondary:
PMM
GSH-18
*This is mostly down to preference, I’d personally reccomend the GSH-18 for it’s larger magazine size, but at the end of the day if you’d rather higher damage per shot, then it shouldn’t hurt.*
Gadget:
Frag Grenade
Stun Grenade
*I personally prefer the Stun Grenade but still quite open to preference.*
Ability:
Adrenal Surge / Nanobots
You may only proc your ability once before needing to Restock. So keep it for when you truly need it. This requires you to play as a survivalist, keeping your distance from the enemy… Waiting for your moment.
Operator – Smoke
A brutal Crowd Control character with potent offensive and defensive capabilities.
+ Exceptionally good room defence
+ Still very powerful outside of defensive situations
+ Low penatration weapons
– Has fairly frequent reloads
– Has short range firearms
– No face?
Primary:
FMG-9
M590A1
*Mostly down to preference, although I use the FMG-9 for it’s low recoil, fairly high DPS and simply longer range, although if you prefer one-shot eliminating your enemies with a shotgun, it won’t hurt.*
Secondary:
P226 MK 25
SMG-11
*I’d reccomend the SMG-11 over the P226, but for those who hate frequent reloads that leave you vulnerable, the P226 could be a good call.*
Gadget:
Smoke Grenade
Impact Grenade
*Mostly down to personal opinion.*
Ability:
Compound Z8 Grenade / Gas Grenade
Lob your toxic gas into choke points causing infected to be damaged before pushing in. This gas rarely completely kills a target without you doing something to keep them in the smoke, put it in front of a barricade, as they break it they’ll slowly die. Smokes Z8 Grenades cannot simply be thrown left and right, you must carefully make your moves, this makes Smoke exceptionally good at holding objectives.
Operator – Ash
Ash is an operator built for DPS. Both her R4-C and her M120 CREM / Breaching Round are damage powerhouses.
+ DPS
+ Anti-APEX Ability
+ 3 Speed
– 1 Armor
– Frequent Reloads *Can be somewhat negated by using the G36C*
– Needs to resuply on ammo regularly.
Primary:
G36C
R4-C
*R4-C is highly reccomended, G36C has a lot less DPS, but has lower recoil.*
Secondary:
M45 Meusoc
5.7 USG
*Meusoc has superior damage-per-shot, but suffers from a MUCH smaller magazine size. I personally reccomend the USG, for it’s lower recoil and higher magazine cap.*
Gadget:
Nitro Cell
Stun Grenade
*I reccomend the stun grenade, but the Nitro Cell can be a good fall-back if you’re fighting an APEX and missed a Breaching Round or two.*
Ability:
M120 CREM / Breaching Round
The damage is effective croud control, but they can also be very useful for combat against APEX’s. When in combat with an APEX, fire your Breaching Rounds at it’s feet, (Do APEX have feet?) after all three shots have been detonated you should be able to easily finish of the heavily wounded APEX.
Operator – Kapkan
*KAPKAN IS CURRENTLY UNDERPOWRED & WEAK*
Kapkan is an operative who specialises in defence, he’s a 3 armor operator and has access to trip-wire-esque explosives, and CQC focused weaponary. (An SMG and an extra-close-range shotgun.)
+ Powerful weapons at close range
+ Very effective at defending rooms
+ High Armor
– Places EDD’s at normal speed (Brutally slow, one of the key reason’s he’s underpowered.)
– Can’t fight effectively at longer ranges
– Slow speed
Primary:
9x19VSN
SASG-12
*Down to preference, 9x19VSN has low recoil, but also has low damage per shot, the SASG-12 has semi-automatic, close range obliteration, but severely lacks in range
Secondary:
PMM
GSH-18
*I reccomend the GSH-18 due to it’s magazine capacity as usual, but the PMM definitely holds it’s own. (As opposed to other higher damage pistols.)*
Gadget:
Claymore
Nitro Cells
*This is completely up to preference*
Ability:
EDD MK II / Booby Traps
Deals enough damage to kill a grunt, long deploy time ruins their overall effectiveness.
*A link to my Reddit Post about Kapkan being weak.*
[Balancing + Bug] Outbreak’s Russians need help! from Rainbow6TTS
Operator – Tachanka
–UNDERPOWERED–
Lord Tachanka is a brutally effective killer, using his powerful LMG to shred all oppositon, Tachanka should have been the one to choose for CC DPS, but alas, our king has fallen from grace in Outbreak too.
+ High penatration + High Damage-per-shot RP-46 LMG
+ Powerful weapons
+ 3 Armor
– Big gun has big recoil, massively lessening it’s destructive potential
– Requires precise placement of turret, and whilst manning the turret you can’t move
– Staying in one position is dangerous when being flanked by Grunts, or rushed by Breahcers
Primary:
SASG-12
9x19VSN
*This is completely down to preference, the 9x19VSN is a low recoil firearm with nice hip-fire accuracy, suffers from lower damage-per-shot, and so requires headshots to maintain power. The SASG-12 is made for closer ranges, but can prove powerful in close proximity to tougher enemies. (Might be great against the higher HP enemies in Pandemic? Need the opinion of someone who actually plays Pandemic.)*
Secondary:
GSH-18
PMM
*Again, preference is key. One of the only operators that using a higher damage pistol -could- be fairly useful. Still, can’t go wrong with higher magazine capacity.*
Gadget:
WIP
Ability:
RP-46 Degtyaryov Light Machine Gun / GOD’S HAND
Incredibly powerful turret in every way other than recoil, and a lack of mobility whilst using it.
The LMG’s power suffers so much from the recoil that it becomes about as effective as what you’d be if you were not using it. It’s simply ruined by it’s recoil, which is sad because I was excited for a powerful Tachanka to use in outbreak, but sadly this just isn’t the case.
Operator – Glaz
An operator built for longer range combat, Glaz brings powerful DPS, in a longer range package.
+ High Damage-Per-Shot
+ Can quickly spot the positions of enemies using his Flip Sight
+ Can quickly eliminate Grunts and can destroy Breachers before they even pose a threat
– Weak against Smashers
– Requires a lot of skill to effectively defend a position (Due to it being a CQB.)
– Lacks versitility in range (I have met particularly skilled players who can pull off CQC.)
Primary:
OTs-03
*The long-range powerhouse of Glaz requires no introduction.*
Secondary:
GSH-18
PMM
*This decision is incredibly important, it’ll be a weapon that (Depending on your skill with an OTs-03 at close range) you’ll be swapping to fairly regularly when enemies get too close for comfort.*
Gadget:
Smoke Grenade
Claymore
*As usual, gadgets are down to preference. I prefer the smoke due to it being usable any time, anywhere as long as you are mindful of your teammates.*
Ability:
HDS Flip Sight / Scope
Glaz’s Flip Sight provides him with greatly improved spotting capabilites. Allowing him to lock-on to and eleminate targets without them standing a chance. It also allows for enhanced range which can provide him with the longer range kills that he desires.
Operator – Doc
The team’s medic, Doc provides the team with some high DPS and the ability to revive himself and his teammates.
+ High DPS
+ Can heal and revive Teammates at a range
+ Can heal and revive himself
– Requires coordination with teammates if you’re trying to heal them
– Only has 2 stim shots before needing to restock
– Low damage-per-shot
Primary:
SG-CQB
MP5
P90
*I’d reccomend the P90 for it’s DPS as long as you understand that the reloads can be costly, don’t use the MP5, if you need a shotgun in your life, use the SG-CQB.*
Secondary:
P9
LFP586 / .357 Magnum
*Both are pretty horrible sidearms, go for which ever one interests you the most.*
Gadget:
Smoke Grenade
Impact Grenade
*Down to preference*
Ability:
MPD-0 Stim Pistol / Heal Gun
Fire Stim shots to revive fallen teammates, and try to keep one in reserve unless the person you’re reviving is doing well, I.E high kill count, has an ability that could be gamechanging, etc.
Operator – Buck
Buck is an operator with questionable effectiveness, his ability doesn’t support his team, his guns have brutally high recoil and the general power of Buck as an operator isn’t super clear.
+ High DPS *Using the C8-SFW*
+ Especially powerful at close and long ranges
+ Easy to learn
– Huge recoil
– There are simply many more operators that are Buck but better,
– Glaz for long range, Ash for DPS, Lion for versitility, etc
Primary:
C8-SFW
CAMRS
*The CAMRS doesn’t deal enough damage to remain viable, it CAN be used if all you get are headshots, but if you aren’t landing headshots 90% of the time, then it’s not worth the investment*
Secondary:
MK1 9mm
*This pistol is REALLY good, deals high damage whilst still having a large ammo capacity and clear sights.*
Gadget:
Stun Grenade
Frag Grenade
*Up to personal preference, I prefer stun due to it being able to keep enemies away as I reload.*
Ability:
Skeleton Key 4-12 / Underslung Shotgun
His underslung shotgun deals enough damage to kill a single enemy at point plank range, with a body shot, so that all bullets hit the target. Overall it’s fairly ineffective though, due to the effective range being so short.
Operator – Ying
An operator who provides offensive support to her team by using her Candela Charges in hordes of infected, or rushing an APEX and hammer it with your SIX12.
+ Generally useful
+ Potent Crowd Control
+ N/A
– Low DPS
– Weak gadgets
– N/A
Primary:
T-95 LSW
SIX12
*Mostly down to preference, be careful of the low damage-per-shot from both weapons, especially the T-95 LSW*
Secondary:
Q-929
*Really good pistol, 60 damage per shot with 10 rounds in a magazine?!*
Gadget:
Frag Grenade
Smoke Grenade
*Completely down to preference.*
Ability:
Candela / Stun Grenade 2.0
Use these in hordes of enemies to stun them, then mow them down with the rest of your team.
(No more explanation needed.)
Team Compositions
Lord Tachanka’s Royal Guards
Operators:
1. Tachanka himself
2. Finka
3. Anyone
The Plan:
Tachanka sets up his RP-46 Degtyaryov. (Try say that three times fast.)
Finka activates her Nanobots.
Blast Russian anthem!!! (Sing along if you can!)
[link]
Mow down zombies ez pz!
– MANY MORE TO COME –