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Zgłoś problem z tłumaczeniem
hahahahahahaha, the first 4/5 missions.
Come back when you're doing Greased Palms ;)
and
Flashs, Stingers, Gas & launchers.
They all are disabling suspects, allowing you to push in and get in range to subdue with "melee bashing".
Launchers even disable suspect far away at the opposite location in large area.
I did a lot of A+ following ROE and gunning down hostile volatile suspects and even the stubborn suspects being indecisive for too long.
As long as the mission objectives are checked,
your team remained alive and no friendly-fire
and all evidences etc.. are all checked.
I think the non-lethal weapons are great VS pety crimes and juveniles with low calibre & low power guns, less dangerous or less psychopath suspect.
If only AI squad could yield taser when suspect are surrendering, I hate seeing a pacifically controlled raid, go red...
I really don't know why you bring up A+ rank when this thread is about S rank.
You can play with less stupid restrictions and enjoy more your run NOT aiming for grade S.
A+ is the BEST ... S is stupid !
So yeah go in Lethal with taser and nades and try to get the most arrested alive. That's it. Because S tiers is more like a TRAINING simulation.
And because some one said A+ was as almost impossible (with lethal) for some maps... I disagree.
Aiming for A+ can also bring S grade if lucky, and if the map has low number of suspects. (lethal ++ taser ++ nades).
Hehe, I agree.
S stands for Stupid. Love it.
S rank is more like a "puzzle game" imho. I only do it, because VOID took away all game modes that I enjoyed playing and the also took away the maps that I regularily played...
I am pretty pissed at them for that.
Anyway, that is why I do S-Rank. Cause there isn't really much else to do after you played the campaign once.
It's as "gamey" as it comes. it's not about adaption, good tactics, or great intuition.
It's doing the same exact thing over again over again until you hit the jackpot.
Keep in mind this took me OVER 120 HOURS!!!!!.....yeah that's reasonable...
I fail to see how a challenge is about pulling slots....A challenge is a test of my skill...that is not a test of my skill it's a test of my endurance and mental fortitude...
Essentially torture training...
I think that's only partially the problem though...
having them be less lethal just makes it so they are more time consuming to deal with...that's really it. It's annoying, not challenging.
That's NOT what should make a S rank...kinda.
It really should be about tactics, deescalation (LITERALLY THE MOST IMPORTANT THING IN POLICE WORK...THAT IS NO WHERE TO BE SEEN!?!?!...why void?) as well professionalism.
Each scenario needs unique AI that react to stress differently, let alone authority, as well as those around them. The bolton security is going to react differently to the party guests than the thugs at the gas station.
Understanding that and then taking them in alive with very clean use of that knowledge is what should be the defining of an S. Not "u shoot gud betta, hehe lol." Which is what it will always be in it's current state no matter how much you address it
I'll be frank...the SWAT AI was dumb focus...it reallllly should of been the suspects and civilian AI's first. That would of at least worked in both multiplayer and single player. Now the multiplayer people really are just playing the exact same game with some new levels...
that's called getting bang for your buck
That's what I am saying with the realism comment, deescalation is boring. Like the moderator said earlier in the thread if this was realistic as a SWAT officer you would be sitting outside the location behind cover watching exits for half a day or more. That's boring, not very many will be interested in that. People want some actions, that's the point. The S rank allows for it be more challenging because it's a handicap and you have to play slower than rolling with a Benelli M4 with buckshot removing limbs and doing 180 no scopes. I understand the frustration but this is the problem with "sim" games, it's a balance for playability and "realism". Do they want to sell hundreds of thousands of copies or tens of thousands of copies, that's what they're working on.
How is shooting everyone and yelling all the time more interesting than a COD campaign?
The uniqueness of a cop scenario is the difference between trying to end lives like a solider, and cop who's meant to protect them.
I don't need to stand out the there for hours...why would I? the point is things are getting out of hand that's why we get the call to go in.
The intensity ISN'T dropping bodies....it's bringing order to chaos, a bunch of people high strung and on a short fuse...THAT'S what the game needs....not a mil sim with "HA HA you shot first point lost lol"
That's just a mil sim with annoying "gotcha" mechanics.
Here's a scenario that is interesting that can happen in the gas station for example.
That is a scenario of deescalation, we didn't shot him until he became a threat, which he never did. We held our ground. and no one can tell me that THAT, wasn't more interesting of an interaction than this entire game. It's raw and heavy yet still has stress to it, one misstep or jumpy action and we messed up, ending a kids life that just went further than they we're willing to take it. instead, we stayed firmed and controlled. Deescalating a bad situation. Add in the non-lethal part and now it just comes full circle.
This is a first level (as this is the first mission) type scenario teaching you patience is rewarded, later missions will require much more thought...
THAT's the cop game that becomes swat 5...that's what a modern game can do that isn't happening.
instead we got a COD game with "hehe you fell for my trap card"....like come on?