![]() ![]() Each less-lethal weapon and its less-than-realistic aspects will described in more detail in their own individual entries. A major break from reality in the game is that almost all of its less-lethal weaponry is incapable of causing lasting harm to suspects or non-compliant civilians, despite such weaponry being capable of, and attracting controversy for, causing lasting harm or death to those hit or affected by the weaponry. ![]() This results in some less-than-realistic situations when using some forms of weaponry, such as being able to snipe targets with a pistol across a large courtyard, or to allow low-velocity beanbag rounds to cross a far greater distance than they could in real life. The game does not model ballistic physics for its non-grenade weapons, even with its expansion pack.Neither is it possible to take a weapon or ammunition off an incapacitated team member. For the same reason, it is not possible for players to take ammunition off of confiscated weapons for their own use. Being a police simulator, it is not possible for players to use weapons procured onsite in this game, either dropped from suspects or discovered at the scene, as these count as evidence that must be confiscated and sent to forensics for analysis.The most commonly used are Jacketed Hollowpoint (JHP) bullets and Full Metal Jacketed (FMJ) bullets, for use against unarmoured and armoured opponents respectively. Several weapons can use multiple ammunition types.An inventory item called an "Ammo Pouch," available only in the expansion pack, can increase the amount of ammunition a player character can carry for a primary weapon. Players can only carry a certain number of magazines for a given weapon, and reloading with a partially-filled magazine will return it to your inventory instead of being discarded, and when all fully-loaded magazines have been used, the partially-filled magazines will be loaded instead. As with Operation Flashpoint, ammunition for most of the weapons in this game is tracked with a magazine system (some simply draw from a single ammo pool).2.5 Sniper Rifles/Designated Marksman RiflesĪs a tactical police simulator, the game has a number of quirks with regards to its firearms system, described below:.2.3.4 Remington 870 (Compact Breaching Model).2.2 Submachine Guns/Personal Defense Weapons.Its used by the Canadians as a training tool. Neurus_Ex: Thanks to a mistic fairy I've just been able to grab my copy of Swat IV, and I was wondering which mods, after over 12 years since launch, are nowadays "must have." am I missing something? Should I try first Elite Force? There's any hidden gem in the mod scene that I don't know about? What seems to be a retexturing mod with some other graphic stuffs. I still can't see which should I try on a first run. This seems to be "the other" mod regarding gameplay and content. This seems to be the "way to go" regarding content and such. So far, and after a small search on moddb, I've seen these: I'm also no strange to mess around with mods, but after my experience with Stalker CoC, I would like some first-hand reviews of the content before trying it (Specially if the mods change a lot the original game). I'm mostly looking for compatible graphic and content enhancements. I did my fair amount of "swatting" back in the day with Swat 3, and I've sunk more hours that I'm going to recognize to door kickers, so I'm no new to tactical stuff. Thanks to a mistic fairy I've just been able to grab my copy of Swat IV, and I was wondering which mods, after over 12 years since launch, are nowadays "must have." ![]()
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