NEOTOKYO Guide

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Ultra Quick Guide – Explains EVERYTHING

Overview

How to play the game in FIVE minutes.

Lonely? Get more players!

Neotokyo is ‘dedgame’. You gotta give it a little love and players will come. Especially Friday/Saturday nights at European evening hours. As of 2020-10-17 21:00 UTC, 13 players are playing.

Want more players? Here’s how:

  • -1) ‘NT Friday’ is a regular thing and has been for YEARS. Every Friday night at 18:00 UTC…
  • 0) Play during EU/(US?) evening hours. (Games usually pick up organically at around 18:00 UTC)
  • 1) Join the Active Neotokyo Players group and wait/ask for group-wide announcements to the officers
  • 2) Use NTAlert to automatically get alerts when players join.
  • 3) Join the ANP steam group chat and nudge people there.
  • 4) Invite more friends yourself.
  • 5) Just wait a little, people join randomly and stick around!

I’ve had games during the weirdest hours pick up by just bhopping with a friend across the map and being patient.

Win/Lose Conditions

  • The team that captures the ghost at their cap point wins. (Your cap point is almost always the enemy’s spawn)
  • When the time runs out, the team with the most players alive wins.
  • When the time runs out and both teams have an equal amount of players alive? It’s a tie.
  • In Neotokyoº friendly fire is always ON

Classes

There are three classes…

Armor
Cloak
Vision
Recon
Light
13 seconds
Nightvision
Can run forever and also run-jump.
Assault
Medium
8 seconds
Motion-amplification vision[1]
Support
Heavy
NONE
Thermoptic vision[2]
Recommended for new players! :3

[1] Lights up players that move, even when they’re cloaked!
[2] Mind you that thermo-optic camo also cloaks thermically so thermal vision is ineffective!

Tips

  • If you’re new? Take support. (for the extra health)
  • Remember: To select class: click on the button with the text on it, clicking the image selects your playermodel! (common mistake!)
  • Crashes during map change are expected and part of the authentic NEOTOKYO♂ experience.
  • Turn down the quality to turn down the crashing! (or just reconnect)

Cloak & Vision

Cloak – Thermoptic Camo:

  • Recons and Assaults have thermo-optic camouflage, giving temporary invisibility for as long as they have energy. (Press C, supports can’t cloak)
  • Energy will slowly recharge when cloak is not being used.
  • When you activate camo, it makes a flash and a high-pitched noise.
  • Cloak does not make you completely invisible.
  • Walking or sprinting will distort your camo, making you somewhat more visible.
  • Firing an unsurpressed weapon will cause a bright flash and further disruption.
  • Injuries and blood are not masked by your camo (floating blood?! PEWPEWPEW)
  • The thermo-optic camo also masks your body temperature.
  • Supports can’t see you that well with their thermal vision when you are cloaked! (black siluette)
  • With a bright background, supports can see cloaked players incredibly well with their thermal vision. (As they see a darker silhouette)
  • The best way to be invisible is to stay still and crouched, and place yourself in front of a textured wall or 3D object that will make your silhouette less obvious and stick to the dark.

Vision

  • Players can enable their ‘vision mode’ with V.
  • Recons get nightvision. (sees in the dark quite well.)
  • Supports get thermal vision (sees uncloaked enemies, even through smoke)
  • Assault get ‘motion amplification vision’. (lights up players who move, even when cloaked!)

The Ghost

  • It’s a primary ‘weapon’. (You need to drop your primary to pick it up. Press G when holding your primary)
  • Inhibits you from running, even when using your secondary.
  • Only allows the carrier to see where the enemy players are when selected (Just press ‘1’ for your primary if you have the ghost!)
  • You can still tell your team where the enemy is via voice comms!
  • The ghost is a death trap without your team protecting you, remember that the objective is to capture the ghost at the retrieval points, the enemy team will try to do the same.
  • Everyone on all teams can see when you pick up the ghost and where you are while carrying it.
  • Try to avoid taking it if you don’t have a mic and you cant tell your team where are the enemies (unless you just want to capture it and take it to your point).
  • REMEMBER: YOUR RETRIEVAL ZONE IS NEVER RED. It’s either blue (if on NSF) or green (if on Jinrai)

Rank/Points

You gain rank by:

  1. Capturing the ghost (even if your teammate captures it)
  2. Killing enemy operatives.
  3. Surviving until the end of the round.
rank
points
Rankless Dog
-1 (or less)
only gets one weapon: the MPN
Private
0
Corporal
4
(unlocks detpack for recons)
Sergeant
10
Lieutenant
20+

Weapons

  • Recons get a detpack (claymore) when they’re a corporal.* (FEAR THE BEEPS!)
  • Assaults always get frags.
  • Supports always get two smokes.

* Subject to rank restrictions.

Maps


This is a short list of the main maps that you can find in the game. There are a lot more, but this are the most played.

Bullet
nt_bullet_tdm: Set in a bullet train crossing a long underground tunnel, the teams start on opposite sides of the train, and may maneuver themselves through the inside of the train or climb up to to the top of the carts through ladders. A fall from the top will result in imediate death, as the player will fall on the tracks at very high speeds. The map is the only stock map so far to carry the TDM (Team Deathmatch) suffix.

Dusk
nt_dusk_ctg: The noctournal version of Dawn. The map is almost exactly the same, with the obvious additional artificial lighting, mornign mist, and intrestingly, the lack of a passageway on the back of the parking lot, included in the latest version of Dusk.

Disengage
nt_disendage_ctg: The noctournal and remastered version of Engage. Originally, Engage itself was set at night, though this was changed to a sunset period after the first client patch. Disengage was released to meet some player’s preferences, as many enjoyed the night setting. Other significant changes mostly include propwork, as Disengage seems to be more advanced in terms of time than Engage, with the Hachikoma wreck being covered with safety barriers, and luminous signs put up to divert further traffic.

Dawn
nt_dawn_ctg: Dawn seems to be the outside of some kind of research facility, a pleasant, small traditional japanese garden complex sided by some server rooms and the entrance to a parking lot (sealed off by APCs). One team begins in the said server room, while another starts on the opposite side of the map, on a clearing large enough for a Rabbitfrog dropship to land and deploy the team. The capture points are located on the clearing, for Rabbitfrog extraction; and in the inner server room corridor, which leads to an open door, which in turn has a van backed up to it and ready to recieve the ghost.

Engage
nt_engage_ctg: Engage is best described as a traffic accident under a highway overpass; a still burning, damaged Hachikoma can be seen near one of the spawns. The map is divided into two main traffic lanes, a short sidewalk in between them that houses a bus stop and low/medium density residential buildings siding the roads. These buildings are acessible through a garage and a porno shop, depending on what side the player spawns on, which lead to back alleys that go from one side of the map to another, and provide more substancial cover than the wide open streets, which are only occupied by abandoned vehicles. One alley is simply a sealed off backstreet, while the other leads to a closed subway station that the player can only pass through to access the upper street instead of further down into the station. Capture points are located near each spawn, with vehicles ready for a rapid extraction on both sides.

Ghost
nt_ghost_ctg: Ghost is, as the name implies, a Ghost manufacturing plant, complete with storage, shipping bay, assembly, and even some Hachikoma bays. Both teams start within the facility, one right outside the main entrance, and the other already inside nearby the Hachikoma bays. The building also features a reasonably sized ventilation system and walkway. Capture points are located by the spawns, one within a shady room further along the belts by the Hachikoma bays, and another by the facility’s main gate, where a van awaits for rapid extraction.

Isolation
nt_isolation_ctg: Isolation is unique among the maps as it is the only one that forces one team to assume a defensive position, while the other assaults the same position. Set in what seems to be a large, snowy private piece of land with a large central traditional japanese house, one team spawns by the entrance gate to the property, while the other spawns inside the house. The ghost always spawns inside this house, and the only capture points belong to the team spawning outside. there are 3 of them, all positioned right outside the house’s exits. The house is outfitted with some GSDF equippment, including computorized equipment and metal barriers. While the defense team can only win by elimination, it does have immediate access to the ghost at all times, and has plenty of initial cover to use.

Oilstain
nt_oilstain_ctg: A relatively smaller, tighter map, Oilstain is set in a parking lot, sided by some additional rooms, which seem to be an entrance to a larger building. Teams spawn on opposite sides of the map, both near two sets of elevators, both having quick access to the central lot, providing near instant contact between them. The capture points are the same elevators the teams spawn by, each elevator being one of those points.

Pissalley
nt_pissalley_ctg: Pissalley can be described as a low class commercial district. Most of the surface is filled with corridors dotted with food stalls and closed shops; the lower levels of the map form aparking lot, a small warehouse and a sewege room. One of the teams starts in an outdoor parking lot, and the other near an underground access. Set at night, the map has a fair percentege of tight areas and blind spots, with the cap zones being in the spawnside parking lot and a subway station access on the opposite side of the map.

Redlight
nt_redlight_ctg: As the name suggests, Redlight is a japanese redlight district. It’s after dark, the main light source are the neon lights, scattered most everywhere through the map. A main road curves slightly across the map, sided by various business ranging from food stalls to porn shops and clothing stores. these shops are further sided themselves by darker alleyways, which range from shady brothel corridors to the back entrance to certain stores. Teams start in opposite sides of the main road, with their capture points being likewise on the map edges, near extraction vehicles.

Rise
nt_rise_ctg: Rise is set on the top floors of an office complex. The floors are composed by a series of receptions, a server room, a section still in construction, a skybridge and the roof. The two teams start in the skybridge and the roof respectively, and the capture points are likewise situated in the same locations, with extraction being made into another building (skybridge) or by Rabbitfrog extraction (roof), plus an extra capture point in the building, in the main lobby’s elevators. A fall from the roof onto the streets will result in death.

Shrine
nt_shrine_ctg: Shrine, as the name implies, is a large shrine complex. With large courtyards, zen gardens, teahouses and a central building equipped with a conference room and samurai armor showcase, the maps primary method of cover is terrain and vegetation

Another maps usually played:
*Skyline
*Subsurface
*Tarmac
*Threadplate
*Transit
*Vtol

Random Screenshots



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