
Different game modes use the same damage settings. Easy setting will not seem much different, whereas Elite will be much different! Most of the AI changes are based on difficulty. However, they won't always use them, but sometimes they might, especially higher-level elite suspects. Breaching shotgun can be used for a very close range (within 15 to 30 feet) weapon. Someone standing within 5 to 8 feet from door will be knocked unconcious or killed, while persons from 8 to 15-20 will be stunned, like a flashbang. Door charges have a higher lethality and stun zone. Throwing a stinger on an unarmed person will now have a higher chance of killing them. The stinger's lethality and incapacitating effects more realistic. Real-world textures used in the "Loadout" screens. Dynamic Take Downs now possible with correct aiming and recoil. AI weapons have same stats and use the same limitations of the player now.
Removed Red and Blue Team GLOW sticks from backs in TDM Mode only. Also available are 'No Armor' and 'No Helmet' Modes Option to not choose ANYTHING for a primary or secondary slot. ForExample Carry MP5 as Primary and carry LTL Shotgun as secondary, etc) Primary weapons can be used as secondary and secondary can be used as primary weapons. The AK-47 and the UZI SD are now available for all game modes. Resolution for Optiwand Camera view changed so that the view doesnt look as pixelated. Optiwand has a higher field of view so that you can see a larger area. Recoil, aim factors and several other factors increased for much more realistic weapons handling. Zoom to fire is instant instead of taking 0.5 seconds. CS Gas has the same effect on AI as unprotected players. Flashbangs have a slight fatality issue associated to them, but flashbangs have to be right on a suspect to kill them. Flashbangs more effective to unarmored suspects/hostages. Incapacitated suspects and hostages will move in more realistic ways, such as trying to get up and moving their head to look around. Incapacitation animations more pronounced. Dying suspects and hostages will jerk and spasm from firing nerve impulses. Body hits will send a larger impulse to the rag doll being shot. For example throw a flashbang in a room with non-static items and stuff will fly across the room. Equipping animations are slightly faster. Firing Rates are more correct as to sustained rounds per minute. A JHP 9mm will not penetrate wood doors). 223 round will penetrate wood and metal doors, where a 9mm FMJ will only penetrate a wood door. FMJ and JHP Rounds know penetrate items correctly based on round and caliber (Example, a FMJ. (One shot head kills are much more common with higher caliber rounds)
All Weapons have proper firing modes as per manufactor specs.We believe in quality over quanity and we hope it shows.
Swat 4 mods mod#
This mod is not about adding a bunch of uniforms or guns, but rather improving the existing items in the game to make your gameplay experience better.
The Sheriff's Special Forces Realism modification takes many factors of an already great game and makes it better for those who play serious coop, single player, or team-deathmatch.