SWAT 4 has almsot no consistency what so ever.
Came into a large room, that's a bit of a double-T junction, followed it in with a bang, since there was a fleeing suspect before. Seucred the area, no problemo. Follow it into the the side hall, come to a door... Spider senses tingling, I slap on a shaped charge and blow the door, coming in with P90 at the ready before the doors even done flying.
Two visual contacts, 11 o'clock and 2 o'clock. A quick shout, first T at 11 starts to spin, I check the other and he drops to a knee with hands up, so keep advancing and angle off to my right -- breaking line of fire with the one from 11 0'clock. I closed the distance (7~9ft) and gave the tango a swift punch in his left kidney (his vest looked to thin to have any SAPIs, moving myself into an immiedate circle strafe around him....
The punch didn't do squat, he kept spinning about with an AKM in arm; I let it rip with the P90, raking the tango across the shoulders and face. 10 rounds later and now behind him and taking the next corner, the tango finally reacted lol.
Suspect AI in SWAT 4 is coded with a range of 0 to 0.333 time unit before they can be effected by a less then lethal / less lethal stimulus. So I know for a fact, if the first swing don't have an effect, put the S.O.B. on the hard deck.
One thing I actually like about RvS, is it's consistency. A 2-4rnd burst will drop any tango with any weapon, or the tango will slide through it, and put a mag in your face; as your bullets magically leaving bullet holes behind them, but not in them hahaa.
Just once, I wish someone would design a game that actually gets the model right...
No comments:
Post a Comment