Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
However I don't know how expensive that tech is and I don't even have the first idea how easy it would be for the devs to integrate it but imagine the current fights but with a lot more realistic bullet hit reactions and bodies dumping when the AI dies. Hell in the future there could be implemented tables to knock over or something and imagine them knocking into furniture or through doors knocking them open.
I've heard the argument that it reduces difficulty when you're able to instantly subdue a target, civilian or otherwise, because you no longer have to manage them.
Well, how about trading your ability to fight back and remain aware of your situation for absolutely, positively detaining this one person, right here, right now.
Tackle a guy, a variable-length wrestling animation takes place for 4-8 seconds and boom, you've got yourself a fully subdued target, cuffed and searched.
That way, you're making a trade-off: I get to subdue this guy, but I'm super vulnerable doing it.
Many of us like to adhere to RoE as closely as possible, even if the game doesn't explicitly penalize as strictly as SWAT 4 does. In SWAT 4, you can kind of read what a suspect is LIKELY to do based on his demeanor, but you still need good trigger discipline and reflexes to make the right call in time. Maybe we just need more animations for the suspects to give better tells? I'm sure it's going to be tricky finding that balance between realistic and challenging.
I've tried one of the "better AI" mods, and it made the game way too easy by just hosing enemy aim across the board regardless of range or positioning. Good AI should be very nuanced.
Have to disagree. This isn't difficult AI, this is cheating AI. I've had deaths where I knew I screwed up and analyzed my mistakes. I've also had deaths where I've been wallhacked by AI (literally) because of clipping issues, bad bullet pen, and -- yes -- poorly programmed AI.
Looking at the INI file for the AI behaviour, some of it is patently ridiculous. The AI has some reaction times that are 0.2 seconds -- that's 200 milliseconds, or about 70 milliseconds faster than it takes a human being, on average, to react to stimulus. That human reaction time also isn't hear noise -> aim directly at head and pull trigger. Normal human reaction of about a quarter of a second is to press a button in response to light stimulus.
AI morale is also bizarrely calculated. The beanbag shotgun takes them down 0.2 morale (the tazer incaps immediately, and the pepperballs deplete 0.05 morale each, for reference). Beanbag rounds are extremely painful, and getting hit by one WILL incapacitate you in two shots, if not one. Yes, there's armor, but there's no AI calculation for HOW they use their armor to avoid those rounds. A beanbag to the head and a beanbag to the torso and a beanbag to the armored torso all have the same effect.
Watching somebody get killed demoralizes the enemy by the same amount as a beanbag round, as well. I'm certain that watching the person next to you get killed suddenly has a devastating psychological effect on criminals.
Looking through the INI file, what I see is cheating AI that's given by-the-numbers math rather than tactical decisions. There's no real effect on psychology, or pushing a person into a no-escape situation. A person getting shot next to you might break you, but push it too far and it might also push you to panic and fight back even harder. None of that is there.
Seems like you posted just a tad before I did with the same thought. I'll really second there's. There's no AI psychology. A guy with a gun pointed to the back of his head is unlikely to draw down on a cop, whereas somebody who's a hardened criminal looking to fight back might start to prep an ambush.
And yeah, ROE is real loose. On the hotel level, if you go behind the two way mirror, you can blast a suspect who can't even see you without penalty if they're holding a gun. Same with just firing into a door.
They don't need to be threatening anybody, just holding a weapon, and it's extrajudicial execution time.
I'd like to see more appropriate psychology. The guys at the hotel are armored, hardened criminals itching for a fight. I'd want to see those guys more entrenched, ready for ambushes, and waiting until you kick in the door to reveal themselves.
The guys at the meth den, on the other hand, are squirrelly gang-bangers likely high on their own supply. I'd like to see blind panic fire through walls and doors (not the laser accurate wallbanging they do now) if they hear you, followed but quickly breaking down the moment they make real contact.
Approaches dictate as much by the psychology the suspects as anything else.
Hell, while we're on it, bake those into the objectives and get rid of the cheesy objectives like "find the suspect list" that make no sense (SWAT secures the scene, detectives come later and toss EVERYTHING.)
No one is saying they should be able to run-and-gun the map. The AI in the game currently knows too much information, which allows them to oneshot you before you've even finished saying the first word of "Drop the weapon". Also, if you slow down those oneshot recordings, you'll find that more often then not, you're dropping dead before the AI has even aimed their weapon at you.