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There was also more variation, some times those bodyguards behaved nicely, sometimes they would pull on you.
They can be noncompliant in RoN as well! It just depends on which map you're playing, as the civilians on some maps seem less likely to be cooperative than others. I've had to melee/taser a bunch of them just to make them comply.
Maybe in one or two but it never really happens to a degree that it should. There's plenty of maps where civilians could be non-compliant but aren't (Rust Belt, Carriers of the Vine, Hide and Seek), and I've never found civs to be such an issue where I'd consider changing my loadout, which is another issue I have with RoN. VOID set up so many interesting concepts that could make players change up their loadout (NVGs, suspects with Gas Masks, the need to be fast during Active Shooter/bomb threats) and fail to capiltize on any of it.
The reason people (myself included) play this John Wick mode is because your team AI is basically a burden. If played with friends, sure, its totally different but AI is worthless.
To fullfill this niche, a complex AI is required. I truly appreciate the enemy AI playing dead, pulling guns after surrender, taking human shields, but as it is, its simply not enough for the AI not to be predictable.
Enemy AI simply patrols from point A to point B. When you face them, point your gun at them and tell them to surrender, they face you, do this slow stupid walk for 2-3 seconds and you just know that they are now about to pull up their gun and shoot you, hence you fire first and probably get points deducted by TOC for not complying with the ROE, which was never clarified at all whatsoever.
I would like for the AI to take positions if they hear you coming or firing your gun, to hide or try to sneak up on you. Like in the tweaker map, I saw a guy hide under a bed once. That should happen more often and in more places. Under tables, desks. Inside closets (they are there but they just dont hide). Instead they come up to a door and mumble incoherent phrases somehow not noticing the camera cable that's been sneaking under the door waiting for him to reset his waypoint and turn around so that you can just peak and shoot him.
Which mechanics are better than in Swat 4? Please note this game was made 20 years later. Of course it should indeed have better mechanics than SWAT 4. This game is pretty much SWAT 4 with some extra details and nicer graphics (game could not be worse optimized).
Never played EFM or even heard of it. And there's no nostalgia involved because I still play SWAT 4 time to time. It is better, hands down, sorry pal.
In the 2nd Mission there is only one civilian and 1 suspect. Father and son. Every time i played the mission it turned out completley different. I also loved the reactions of the AI Team when you made mistakes in the toc reports.
I ve played Swat 3 for the first time 3 weeks ago after I finished RoN. It was astonishing how much better it was in every aspect besides graphics.
No need for rose tinted glasses. The Swat Series is still enjoyable today and head and shoulders above RoN.
But no way I was playing it unmodded. Used voice commands and all sorts of mods. The same with Ready or Not.
Vanilla vs vanilla - then SWAT 4 is the better SWAT game.
But ain't no one playing SWAT 4 vanilla and Ready or Not modded is better.
I don't understand why they didn't at least implement the swat control over body cam feauture. Would give much more tactical depth. So many things are broken in RoN .. it just feels rushed out. Given all that potential RoN has, it's sad.
This game really needs more content and the basic mechanics and AI working desperatly.
RON does impove on these faults while still expanding on the formula of SWAT 4 by fleshing out tactical combat, providing more options, and using modern AI intelligence to improve the SWAT AI. RON absolutly has its problems with Suspect AI, map geometry, and overall some of the missions feel like too much.
I am not arguing a binary point of "SWAT 4 bad; RON Good." They both have their strengths and they both have problems and I feel like that is very often skipped over.
I don`t think the movement controls in swat 4 are underbaked in any way.
Many things work much more fluid and natural than in RoN. That also includes the suspect and team AI.
Also the tactical depth in combat and gameplay was not fleshed out by RoN, it was boiled down. Gone is the AI over body cam control, the sniper and much more. Even in swat 3 you actually had to think and observe the situation while giving reports to toc and the Team AI reacted on that.
swat 4 gunplay is so dull and boring. its basically run and gun and you always hit, its impossible to miss a single bullet in that game wtf is that guy talking about????
Swat 4 gunplay was really dull and boring, yes. But for the opposite reason of what you said, if you tried to run and gun in the game you would be dead at the first enemy with your bullet holes all over the ceiling.
Vanilla Swat4 did not even allow you to aim, you could only zoom. And bullet placement was dependent on the crosshair size and not on where the gun was pointed at.
What are you talking about?