For example the Fairfax mission has a briefing that clearly outlines a reclusive nut living with his mother.
In the Remake mod suspects often have two handguns. Also having to tell them to follow me each and every time is annoying.
Instead in these mods I have to repeatedly beat a significant percentage of them into complying.Īlso I hate it when I give orders to my team and something trivial like a civilian causes them to hold position and completely ignore the previous orders. Civilians mostly curl up into a little ball when faced with such traumatic circumstances. Ingame it virtually always requires grenades to get suspects to surrender, not throwing in some kind of LTL measure will end up in shots fired. When faced with a SWAT team with their weapons trained on them most suspects in the real world will surrender, not engage them as the human mind knows it amounts to suicide. Suspects are suicidal, civilians are far too rebellious. My main gripe with the game hasn't been fixed in either mod. Running 4.1 and 1.3.1 separately on the GOG version of the game, played the first seven missions of both several times each with different loadouts and/or tactics. SSF improves a lot of important gameplay areas that this mod should focus on next. Only problem with SSF is that the developer is long gone. I've just tried it out for myself and I think you're right. Maybe it wasn't possible due to permissions, but it would have been easier imo to branch this project off of SSF 3.2 which was already solid enough. SSF is a major step up from base Swat 4, this mod at present is at best comparable to the base game, but has potential. There are many new weapons, but the ammo seems to be off as quite a few weapons with ammo that was already present in the game appear woefully underpowered to the point of being as useful as a BB gun would as well as descriptions and some textures missing or wrong (also in maps). I've also gotten cases where punching or pepperspraying people didn't help (didn't register) and I had to fire into the air to get the person to move so the game could recalculate the situation that the person was in (in essence breaking the loop). I can understand how some suspects might react irrationally, but this isn't anything like that.
That's the most glaring case of poor AI changes (or bug?), but there is loads of stuff that annoys me about it. Sadly your team shoots at the suspect, with you standing toe to toe with the suspect this will always end badly.
After about a second the AI computes that this isn't going to work and opens up on you. Suspects often run at you while your entire team is pointing guns at them, you are screaming at them to give up, beating and pepperspraying them and still they try to run right through you. You've just entered a room, maybe after throwing in your favorite grenade, maybe without. One is the smaller amount of maps compared to SSF (only ones from Swat 4 and Stechkov Syndicate), the other and imo most crucial one is that the AI seems like a step backwards from SSF. While this mod could get better than that it currently misses two crucial components compared to SSF and even base Swat 4. Too bad that the SSF devs are gone and that the Remake dev does not allow to mod his mod for public, otherwise i would try to port the AI from SSF to the remake mod.I'd stick to SSF for now if you're actually going to be playing with a more or less serious group. This mod uses vanilla AI system, so AI wont act like in the SAS or SSF mod. *All suspect's weapons like MP5sd or Scorpion are now available to use
*New spawn points for suspects and hostages *Some maps offers advantage using cameras *New 3d models and Skins for the officers, suspects and hostages Bluedrake42 has also uploaded the game on his site, not sure if its with expansion and patched to latest version though.
If you dont have it, you can find the download of the full game with expansion patched to latest version on various sites. You need SWAT 4 + Expansion (TSS) Patched to latest version.