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The room with the stairs to the upper level, boxes and shelves is a nightmare though. So much geometry you can barely make out the enemy when you enter the room... but they see you instantly. Flashbangs also seem to work at random here.
at the spawn, open and clear, when you are in the room with 3 door,
wedge the one left (if its open, close the door if you got contact arrest the suspect and move back),
wedge the one on far right, go by the middle one (and wedge it if you got the time) dont pay attention to shot fire, rush the stair with your sheild), so move stair on left,
clear, you meet fisa agent often by this way, use cs gas and flash from upstair, launch it on downstair,
downstair move left, (the most 'hard time is here) clear all parking area right and left, and push to the spawn by the parking, at the spawn, clear the right side and enter deep in the big hangar by this way.
i hope that can help you.
Asking for tactical hints from other players? For improving logic behind suspect AI sight and hearing? Further improvements in SWAT AI? Additional tactical controls? Changes to level itself?
no-no-no, nothing will ever help any issue can be resolved only with completely removal of the thing. Preferably burn every developer server where copy of the level was ever present afterwards.
Probably I have to force myself to stop opening discussion section for the game. Seeing post like this is fascinating, but unhealthy.
Ugh. Just don't play it, maybe?
https://steamcommunity.com/sharedfiles/filedetails/?id=3165431669
Are you talking about multiplayer or singleplayer with AI?
I can help with singleplayer AI, but no experience in multiplayer.