


If you only want a standalone armor mod as it should be, it will be, but still some more works to do. I was not advertising the other mod, but it has a larger user base for me to test those armors out (and also quite amount of requests for tactical wearable I have received from there). Now the vests, armors is half done as prototype items but not complete enough to make a standalone publish, for people who wants to use them even if they haven't achieved what I want them to be for 'testing purposes' or just curiosity, please visit the mod page of Modern Firearms on. It was horrible to use on male characters or NPC and it is not something I could have fix, so I have to start it over again. **Except in the brutalist office building I have been working in for the last year.I thank you for your attention for my humble mod, and I know it was far from satisfying because of the limited usage of it (only for female, and only slim body). *Well, I live in a suburb of NYC, and commute there for work. I guess I crave tactical depth, even when it's poorly-implemented. I know this game is set in New York, but I live in New York*, and not every surface in this damned city is grey and brown**.Īnd yet, this is still more fun than I've had playing any recent first person shooter, except maybe Brothers in Arms: Hell's Highway. I just cleared an upscale hotel of terrorists, and somehow the developers crammed in an under-construction swathe of rebar grey particle board brown. SWAT 4 is higher-tech, clearly, with bloom and mapped bumps and reflective surfaces, but it is a pointlessly ugly game, filled with repetitive scenes of urban decay in the color palettes of brown, grey, and grey-brown. The longer I play this game, the more baffled I am that it is remembered as a classic and SWAT 3 is hardly ever mentioned SWAT 3 appears to have been a better game in every way, including graphically. The trick, you see, is to narrow down the level to three or fewer ambushes into which to throw your cannon fodder squadmates. Since situations that cannot be soloed invariably result in the deaths of half of your squad - two of four officers die the first time, then one of the remaining two, then the one you've got left gets wounded but doesn't die. So really, the main tactical challenge of SWAT 4 is deciding which swathes of the level to solo, and which ones have too many enemies to solo. AI cops refuse to fire their weapons even while being cut to pieces by enemy fire, and will frequently walk past an enemy without noticing him, even if said enemy is loudly coughing or firing a weapon.

Unarmored pill-poppers can take a few shotgun blasts and keep fighting, while cops (including the player character!) typically die from a single shot at Normal difficulty, and presumably die from the mere thought of bullets at higher difficulties. SWAT 4, bizarrely, takes a different approach, making all cops uselessly frail and inaccurate, including yourself. SWAT 3 took the same design attitude of Brothers in Arms: in order to encourage tactical play, your AI squad members were generally better combatants than you were, but they could not problem-solve. This time, I've decided to give it a real earnest effort, and I've made it a lot farther I'm currently at the stem cell lab takeover level with no signs of stopping.īut my god, are the AI cops useless. My typical attempt would amount to "get to the dance club level, and then ragequit after my tenth failure". Sad truth: despite being something of a fan of tactical shooters, I have never beaten SWAT 4.
