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Firstly, it's entirely possible to pass and complete a mission even if you do kill the HVT (I shot the HVT on Valley of The Dolls and still passed with a C). Additionally, if you incapacitate a suspect and then secure them, it's still considered an arrest which isn't too hard if you pack the right ammo
I tend to see the scoring as either the "canon" outcome of the mission, or the one that the public will like the most. Getting an S or A rank means you went above and beyond for the mission if you consider C average (and the lowest rank for some cosmetics). An average swat team in the developers eyes wouldn't complete all objectives, wouldn't arrest everyone, and wouldn't bag all the evidence; that's for Trailers to do. If you dislike the focus on score, I'd suggest an Ironman run where you really do have to focus on staying alive, and pretty much ignore score. After all, that's as realistic a mindset you can get in a Swat setting, staying alive so you can keep serving
A SWAT team coming to a meth house full of junkies, brutally killing every single one of them with high-caliber assault rifles and getting A+ rating from command.
It's not the objective that's dumb, it's the AI behavior that needs tuning.
The problem I have is having cosmetics/good rankings put behind a wall of, "Arrest everyone cleanly and don't kill no one! We the good guys and don't kill no one," while also trying to convey a sense of degradation in the city and the horrors of having to make the tough choices. It's an issue that seeps into the "Commander" mode as well by punishing the player for every suspect they kill.
It feels arbitrary and condescending to tell the player they failed multiple objectives and only managed a "D" ranking when they eliminated every suspect, saved every civ, and took no casualties. I don't know what would look like a "Good" SWAT operation, but THAT sounds like a clean mission in my book.
To an extent yes, but if the devs are going to make the meth addicts act as if they are part of a Death Cult of Azathoth, then I expect a commendation for taking my team in and eliminating the threat without losing a man.
I want suspects who are able to be dealt with via none lethal measures effectively, and who naturally react to overwhelming firepower. I don't care how strong you or I feel, if a nine banger detonates in the room I'm occupying and a dozen armed men rush in leveling rifles at my head, I'm probably going to think twice before just unloading my handgun in their general direction.
Whenever you were required to arrest a suspect in SWAT 3, they were unarmed.
In SWAT 4, the only armed 'suspect' you had to arrest was an undercover cop who gave up upon seeing you.
There's all sorts of interesting things they could've done to make these objectives work. An example is Brixley having his gun in his office. He'd armed up once he knew SWAT was there, but if you take his office before he can reach it, you can either block him off or ambush him there, preventing him from arming up.
You can actually tell your AI compatriots to "Search and Secure," and they'll run around securing all the evidence/unsecured civs. Which is nice in Singleplayer anyways...