Mechanics

Teams
''There are two teams currently in Tactical Breach, namely Attackers and Defenders. Both teams have different tools that assist them, oriented to attacking or defending something. While both teams can neutralize one another for the main objective, there is a side objective which can win them the game if needed, depending on the gamemode. Below will describe more of the two different teams. Note that you have no choice of what team you join.''

Attackers
'' The Attacker team is a SWAT organization invading various locations to eliminate and neutralize threats, such as a warehouse, an abandoned house, and much more. This team has more CQB tactics with their various equipment and utility, like the Breaching Charge to blow up soft-walls and specific walls in some maps. Either apprehend or neutralize the Defenders or complete the side objective.''

Defenders
'' The Defenders team is a criminal group hiding in various locations to defend what they steal and create by the Trapper and Technician, such as a warehouse, an abandoned house, and much more. This team has more defence-based equipment and utility, such as the Jammer which can block electronic equipment being used by the Attackers. Either neutralize the Attackers or defend the side objective.''

Rounds/Timer
'' Each round in most gamemodes last 3-4 minutes. However, the only exception is Solo (lasting 2-3 minutes), and Rush (lasting 1 1/2 minutes). After two minutes have passed in a round unless the round has already ended by that point, the sniper helicopters will go away. The round will end if one of the teams complete an objective or if the timer ends, resulting in a stalemate.

Sniper Helicopters
'' The sniper helicopters are an exclusive feature in all gamemodes except Solo and Rush. This was implemented to prevent spawn peeking or the Defenders from going outside. The helicopters leave after 2 minutes of a round, and only targets Defenders and not Attackers. There will be a warning if a Defender is in sightline of a helicopter, having a few seconds before they get sniped and die.

Reviving/Downed
'' If you take non-lethal damage and fully lost your health, get tazed, or by RNG when you're supposed to die, you will be downed. While in a downed state, you cannot do anything except crawl away. Being downed will also count as of the neutralize objective.. If a teammate gets close to you, they can revive you and get you back into the game. A few healing items can increase the health of the revive or after a revive, but on default when revived you will be at 50% health. However, if you have already been downed, your chances of being downed again are slimmer each time. Headshot kills cannot down people, and will kill them..''

Props
'' Props are apart of the maps in-game, serving as furniture usually, but also being interactive and unique. For example, lights that can be shot out to disable them or wood doors that can allow easier entry.''

Rappeling
'' Rappeling is an exclusive feature to the Attackers team that allows them more CQB movement. When near a wall that allows rappeling, after [F] input you will grapple on that wall, allowing vertical movement and breaching windows. Inputting [k] will let you cut the rope to easily get on the ground.''

Callouts
'' Pressing H will show a list of quick chats to send. These can be used to quickly send out messages if you don't have time to chat, and communicate quick. The contextual callout detects what you are looking at, and changes your message. For example..''

 - Open/Closed doors

 - Breachable walls

 - Objectives- Data Stations, Hostage

 - Lights