Make sure to select the best grenade for the situation. Grenades are best used before entering and clearing rooms. Officers ordered to stack up against a door will also automatically check the lock and report whether or not the door is open. However, you will achieve higher scores for not injuring civilians or suspects.Īny suspects caught behind a door that is being blown by C2 will be momentarily stunned.Ĭrouching, moving slowly, and firing in short bursts keeps the targeting reticule tight and will make your shots more accurate. An effective way to make suspects and civilians comply is to shoot them with a lethal weapon in a non-lethal area such as in the leg or the arm. Increasing the difficulty will also increase the morale of suspects and civilians.Ĭivilians or suspects who are not compliant at first can be made to comply using non lethal weapons such as the less-lethal shotgun, taser, or grenades. Your AI officers can also be ordered to optiwand around most corners. It is a good idea to optiwand around blind corners. If you do not plan to carry a wand, it is a good idea to make sure more than one AI officer is carrying an optiwand in case one with the wand is incapacitated during a mission. If you're one of those SWAT 4 fans that likes to "keep things real," you should download them both. Like the SSF mod, Code 11 supports both single-player and online mode, but it doesn't offer any multiplayer-specific improvements or upgrades (the author, by all accounts, is a dedicated single-player fan).Ĭhoosing between these two mods isn't much of an issue because both install into their own folders and launch from their own executables without stomping on each other's toes or those of the stock game. There are still some glitches - the mod doesn't pretend to fix all of the retail game's AI problems - but I couldn't find any major deal-breakers. The bad guys appear less robotic now and are much more likely to hold their fire when barricaded out of sight (or shoot hostages when they're cornered). The sniper-scope sway feature is also gone, because real SWAT snipers use bipods or sandbags to suppress most of the gun's movement.Ĭode 11 boasts a number of specific AI upgrades. What's more, all of the original game's unconvincing rag doll physics are now history, as is the ambient background music (apparently, real-world police work doesn't come with a soundtrack). The crosshair aiming reticule (a videogame standard) is now an ominous red dot spent cartridges remain on the ground when ejected a simplified bar graphic replaces the digital ammo counter and an Aggressive Arrest option (I told you these SWAT 4 modders liked to collaborate) has also been added. Call it nitpicking if you will, but the Code 11 programmer even redrew the balaclavas worn by each SWAT team member so that the material covers their noses properly. In addition to the added safety switch for all weapons, the mod tweaks everything from bullet weight to muzzle velocities to armor absorption in its efforts to deliver a more authentic ballistic experience. Code 11's arsenal isn't as big as the one in SSF, but its 15-weapon selection (which includes a powerful Remington M870 MCS shotgun) does offer an upgrade on the stock game's generic 12-gun cupboard.Īs with the SSF mod (on which Code 11's German author collaborated), this add-on delivers a laundry list of detailed changes for SWAT 4. As with the freeware product on the previous page, Code 11 rewrites all of game's weapons ballistics and firing rates to bring them more in line with their real-world equivalents. Unsafing your weapon isn't an issue with the basic SWAT 4 game ( or with the aforementioned SSF mod) but, for those seeking the ultimate in realism, this 9.2MB add-on looks to be right on the money. When the perp with a sawed-off shotgun blew me in half only minutes after I'd installed and launched the Code 11 Authentic SWAT Mod, I learned a valuable lesson make sure the damned safety on your gun is off! Code 11 Authentic SWAT Mod 1.12b ( SWAT 4)
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