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Right but when the enemy can tank 5 shotgun shells to the chest at point blank range, while 1 or 2 9mm rounds can kill you, charging the stairs as fast as possible isn't such an easy thing to do.
That's another thing I learned by messing with cheats - hitboxes in this game make NO sense. I unloaded half a dozen slugs into one guy and he didn't even flinch, I shot another guy one time with a 1911 and killed him instantly.
Even when you split your teams (team red takes one classroom, team blue takes another and you take a third) by the time they breach, enter and clear each classroom, then rejoin you and move to the next area the shooters have already executed a hostage or two.
if you're wearing heavy armor sure in which case you shouldnt to begin with
1st attempt i cleared the left side poorly and left one suspect that ended up shooting a civ
2nd attempt i got shot through a wall in the library room, mistake on my part
3rd attempt finished in 8min because of civilians bug when you tell them to go outside
it literally took me about 10 runs to finish this one because i abhor the beanbag shotgun for doing a S rank for this one with all of their gas masks, all of my previous runs ended because, once again, i didnt properly clear the left side, they get a jump on me or simply because i hate the beanbag shotgun
the video is being processed if you need proof; i could have shaved 2mins in that run if i didn't forget where the second bomb was
https://www.youtube.com/watch?v=KLRm0TfyREs
This is extremely evident on singleplayer because splitting up bots isn't remotely comparable to a multiplayer team all acting autonomously at speed. Run the thing over a dozen times with bots and it's awful clearing 80% of the level and getting both bombs only to have the last suspect execute 3-4 hostages in a row because he was off running through the level while I had to complete every other objective.
Surely there's an easy patch to just ensure they won't start executing people in the first minute. It's awful and feels incredibly cheap.
Of course, it's not like VOID had 3 years to test this very game mode out....
Also, adding a ten minute bomb threat scavenger hunt in a level that has 2-3 minutes of action is a baffling decision.
Not being able to save everybody should be thematically part of the experience, but I feel like they are more separate than together thanks to how it completely clashes with the gameplay design, and as said above the AI doesn't do anything interesting on this map and are always in the same general place. And I find the addition of multilple suspects on this map instead of just one or maybe two, is just cushioning for the lack of interesting things suspects have at their disposal to do in general, so instead of having a dead easy map with one suspect it needs to be ridiculously too much with four.
MW Riot multi-functional Shield (Dark Water Update). It'll save you from getting a massive headache on this level. Among other functions, it's a full length shield, even covering your legs while standing, and if you "run" at low-ready the shield can ram open shut or locked doors (including double-doors if you hit the right spot) and shield-bash non-squad NPCs.
If you *REALLY* want to non-lethal your way through this mission, that should work just fine.
Then all you have to do is low-ready "run" around the map until you find one of the 4 shooters and shield-bash them in the face a few times. Give your element a similar loadout and tell them to deploy shields at the start of the run and have them follow you. You'll have to re-issue the command several times to get them to redeploy the shields because the idiots put them away to cuff civies or shooters.
If you're still having a hard time even with the shield-bashing non-lethal approach get :
No Mercy for Terrorists - Relaxed ROE (Scoring system) - allows you to rightfully kill "suspects" without impacting your final score. The ROE in the game is idiot at the best of times, but there's no way in hell an actual SWAT team would waste their time or risk their lives and the lives of innocents trying to talk down these guys with compliance yells as they move from room to room killing students and with a 10 minute bomb timer hanging over their heads. My preferred method is using the shield mentioned above with a .357 revolver and a laser dot. Run around at low-ready, ramming open doors and running over NPCs if they get in your way, and then mag (or in this case, cylinder) dump any of the shooters in the face if you spot them.
Either way, I suggest leaving the bombs until all 4 shooters are neutralized so they don't go off Susan while she's hiding in the ladies room or something.
If you don't want to use them afterwards, just remove them.
What's the point in the shooters taking hostages that they're threatening to kill if they don't tell anyone they have them? That's not a deterrence at all.