Joint Operations: Escalation

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Joint Operations: Escalation
Developer(s) NovaLogic
Publisher(s) Vivendi Universal
Platform(s) PC
Release date November 19, 2004
Genre(s) FPS
Mode(s) MMO
Rating(s) ESRB: Teen (T)
Media CD
Novaworld (server listing system)
System requirements Joint Operations: Typhoon Rising pre-installed, DirectX 9.0 AGP video card with 32MB & HW-T&L required. Compatible 3D cards include: nVidia GeForce 2, 3, 4, 59xx, 6xxx, 7xxx and ATI Radeon 9500, 9600, 9700, 9800, X800.
Input methods Keyboard, mouse, joystick

Joint Operations: Escalation is an expansion pack to the video game Joint Operations: Typhoon Rising.

It adds new vehicles, maps and weapons to the game.

Contents

[edit] Background

Following the introduction of the Joint Ops Task Force in Indonesia, it looked like the insurgency was suppressed. However, during the last month, the rebel movement started receiving new weapons and logistical support from underground factions in neighboring countries. What started out as an insurgency now threatens to become an all out war.

This expansion was not accepted well by the veterans and people that enjoy the "Arcade" style of play. Most players reverted back to the original "Typhoon Rising" version of the game.

[edit] New weapons

[edit] Joint Ops weapons

[edit] Rebel weapons

[edit] Common weapons

[edit] Munitions

A new feature is that you can choose between three types of ammo for your submachine gun, assault rifle, sniper rifle or machine gun.

  • Full metal jacket (FMJ); standard ammo type
  • Soft point (SP); more effective against un-armored opponents, not very effective against body armor and lightly armored vehicles.
  • Armor piercing (AP); effective against body armor and lightly armored vehicles, less effective against un-armored opponents.

[edit] New vehicles

[edit] Joint Ops vehicles

[edit] Rebel vehicles

[edit] Common vehicles

[edit] Other new equipment

[edit] Parachutes

Players now can use parachutes to jump out of helicopters or from high points. The parachute deploys automatically after a player has fallen long enough to reach terminal velocity. Parachutes can be steered, though the response is slower than normal movement. When carrying a parachute, players cannot carry a rocket launcher or explosives. After a player lands, the parachute is considered expended, and the player has to go to an armory to pick up a new one. However, weight will be added to the player's encumbrance, making the player walk/run slower.

[edit] Body armor

Players can now also use ceramic body armor. When wearing body armor, players cannot carry a rocket launcher or explosives. The body armor does not deflect a round, but instead spreads out the kinetic energy of the round, reducing the penetrative force. Also the Body Armor will add a certain amount of weight and like the Parachute have effect on the player's speed on-foot. The body armor seemingly does not exhibit realistic qualities. In the recent International Conflict mod update, the body armor now stops the effectiveness of a bullet.

[edit] See also

  • Joint Operations: International Conflict

[edit] External links