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I'm all for a difficult, tactical, John Wick deterrent and punishing game: for the sake of emulating how difficult this type of thing is to do IRL but do have to agree that the AI is far too difficult.
Creating an 'easier' set of options would make the game less 'tactical' and more 'CoD like' without ever addressing the real issue that AI have lighting fast reflexes and skills beyond that of even top-tier humans.
Adding lower difficulty levels would be band-aid on a bullet wound. The devs need to make the AI more realistic - even if they lowered it to the level of "extremely well trained suspects who know you're breaching" it would be a dramatic improvement over the current state of "they see thru walls and can 360 no scope headshot you with an infinite mag and have invincibility on" bs they do now.
If you want a 100% realism experience, then by all means enable all the settings, but for those who just wants a casual time playing a game, why not allow them to lower the difficulty? What's the issue with the game appealing to a wider audience? Aslong as nobody messes with how you play your game, then who cares if someone plays with "baby difficulty"?
Seriously, are people here inherently incapable of installing a simple mod or something?
You want AI to real life but find it too difficult? I think the main issues here are that, the AI currently has some wall hack. Other than that rather blame the mission design. EVerye mission is about some gun maniacs terrorizing the city instead of a "normal" swat situation.
There's no wall-hack. The Ai merely shoots at your LAST known position the moment you run behind a wall. The Ai literally just mimic how most human players act like when playing shooter games the same like in R6 Siege.
Go join SWAT and go see just how incredibly boring and dull their day-to-day job really is. People like you clamoring about 'realistic' SWAT situations dont even know a damn thing about real-life SWAT. 99% of real-life SWAT people almost never in their life face such hostage crises to begin with
Normally I am all about 'user choice'. But in this circumstance I think I understand the issue the devs are balancing:
(assuming you've been playing S-Tier, Non-Lethal for a while) then:
Lethal difficulty maps become too easy as you are too accustomed to the map layouts (something you wouldn't have prior knowledge of forehand irl) and the enemy AI crumples over like a punching bag after a few hits of lethal rounds. BUT on non-lethal they are almost immune to any damage 1-2 officers can bring.
This brings the devs to a very complicated position of:
Non-Lethal is still wayyyyy tooo hard
BUT
Lethal is now very easy for the experienced
As far as OP is concerned: The grading scale of difficulty is already baked in.
So let's assume (even if you disagree) that the following is true:
LTL (less than lethal) is too hard because of John Wick AI BUT Lethal is too easy (from a seasoned perspective) because your firepower can compensate.
STILL you'll never get an S grade even if IRL cops wouldn't ever bring LTL ammo to a (steam word for active mass cass event).
The difficulty curve IS baked in.... it's just the upper echelons where it becomes farrrr too difficult to overcome.
Basically:
1. If you can't complete a mission while using Lethal gear- you have skill issues.
2. If you can complete a mission on LTL but cant S-Tier it: welcome to the complaint section.
3. If you have completed all missions on S-Tier with the current AI then you are welcome to join us as unweary gods who understand the game is still broken,
But, no matter what, the AI is still rigged.
If people treated this game as a CQB simulator / training tool I don't think the devs would have a leg to stand on regarding the AI issues. But because gamers are gamers (not excluding myself btw) they have to add in the AI John-Wickness to overpower people who would normally rush through a mission an laugh at those who are actually trying to learn/model CQB as noobs.
What?
I agree that the aimbotting wall hacks are an issue. I do think that transitioning form LTL to Full Lethal can overcome most of this issue but I'm not arguing that the AI is, by any means, realistic.
It would also be nice if the mission details reflected what was expected to happen. EX: If 23mbs mentioned that they were planning to hit a crypto farm for months before but now that there's a call the decide to hit it while they are there anyways. It would explain why a simple swatting event has 12 armed enemies ready go to instead of showing up for a call about 1 guy and finding the 12 as a surprise like 'wtf'.
TBH I don't fully understand this comment but: even if gun toting maniacs are taking over a city; most of them will not have the physical capabilities (response time / training) to compete with armed SWAT officers. I don't think that many of them have what it takes to pose the threat that they do in game. I would understand if the veterans would have a strong grasp of weapons handling and counter-insurgency skills but that only accounts for ~1 level in the game.
I've seen too many enemies takes hits that would cripple a man, too many enemies walk off an impact flashbang and laugh, too many enemies think they can pull a gun (fake surrender) infront of a full SWAT team to assume this game is, in any way whatsoever, realistic.
^Those are LTL things I've seen. This is no to mention the lethal affects of shooting someone through their spine, femoral artery, breaking ribs on a plate-shielded .300 BLK hit and the like. Enemies walk those off like nothing.
The AI is broken.
But the difficulty curve is meant to force players to learn to play correctly (ie: IRL CQB tactics working more consistently as they do).
This game is meant to be unplayable as a 'main character syndrome' type shooter - but needs to be achievable in a milsim-larp style. The balance is difficult, the devs got it wrong, but adding a 'training wheels' option doesn't fix it.
Do mods disable achievements and unlocks?
Guy is legit aiming clean at the squad's location on his entire trek, around 3 different corners, and comes out the door perfectly aimed to instantly kill a guy in full armor in the split second it takes his own unarmored self to die under the fire of an entire squad. And no, this is not the only example of this happening.
No wall hacks my ass. The AI as it currently is implemented cheats SO hard.
This one is in the same category:
https://youtu.be/nD5Mmd5h3XQ?si=ZIl8lKIQ9EgNkFmQ
I never said training wheels fixed the ai issues, just that if people wanna tweak the settings to their likeness i dont see an issue with it. Have it be low priority for the devs perhaps, idm.
Inb4 "there are mods", YES I KNOW. But this isn´t a fcking Bethesda game, where the modding community had to fix everything!