Swat 4 : the stetchkov Sindicate

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babar
Jeune Pilote
Jeune Pilote
Messages : 1727
Inscription : 03 août 2001

#26

Message par babar »

Ben c'est les terroriste de 24 heures Chrono :Jumpy:
Babarement
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Duderino27
Jeune Pilote
Jeune Pilote
Messages : 1433
Inscription : 31 janvier 2003

#27

Message par Duderino27 »

Swat est avant tout un micromanagement d'équipe, moi, je laisse les autres faire leur boulot (qu'ils font d'ailleurs mieux que moi), si tu y vas tout seul tu as toutes les chances de te retrouver par terre assez vite... les seules fois ou j'interviens c'est quand après un coup d'optiwand je localise précisément les tangos dans les angles, je les neutralise ensuite en ouvrant la porte doucement et en les visant au paintball (le shotgun, c'est pas assez longue distance...). deux ou 3 balles de poivre et le type est suffisament incapacité pour le maitriser sans trop de risque...

Défourailler c'est facile mais ce n'est pas le but de ce jeu et c'est très bien comme ça (y a pléthore de jeux moins regardant sur la façon de traiter les ennemis), pour moi tout est dans l'art de faire le moins de victimes léthales possibles...et Swat offre toujours le moyen de ne pas utiliser les armes lethales, c'est sur que quelque fois c'est très dur, mais cela reste possible... faut juste utiliser sa matière grise !
Mon PC de la mort qui tue... pas vraiment:
GA-970A-DS3 - FX-6300@3.5GZ- 8GB RAM @ 1600Mhz - GTX 570 CUDAII - WD 500GB SATA3 CAVIAR BLUE- Windows 7 32bits
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Scrat
Pilote d'essais
Pilote d'essais
Messages : 6495
Inscription : 31 janvier 2003

#28

Message par Scrat »

+1 ;)
"Et c'est à cet instant qu'il vit la Mort arriver, chevauchant une plaine de feu pour s'emparer de son âme..." Tom Clancy - Les dents du tigre
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hedo
Apprenti-Mécano
Apprenti-Mécano
Messages : 329
Inscription : 12 novembre 2002

#29

Message par hedo »

Oui, je suis d'accord sur tout, je le trouve assez génial ce jeu, sauf peut être qu'il n'y a pas assez de distinction au niveau notation dans "l'utilisation de la force" contre un preneur d'otage en chemisette et des terroriste suréquipés avec gilet pare balle, masque etc......

Mais sinon, l'ambiance reellement prenante et la peur est là.
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PB0_Fighter
Apprenti-Mécano
Apprenti-Mécano
Messages : 347
Inscription : 13 mai 2005

#30

Message par PB0_Fighter »

Pour les amateurs de l'excellent SWAT 4.

Un Mod extremement immersif... SSF Realism Mod v3.1

http://www.sheriffsdpt.com/downloads.html



********************************************************
* *
* S.S.F. Realism Mod v3.1 for Swat4 TSS Expansion Pack *
* *
********************************************************

Authors: SSF (Sheriff's Special Forces)
Executive Producer & Main Modder: TheOnly

Additional Coders: Gunmod, Udes, [SAS]Moebius, Code 11 Team
Map Makers & Map Bug fix: Scooby(boo), Zeus_CST, SwAtDoG, CMAC, NOVA, DeAdMaN, Hawk, SON1C
Texture: CiVViE, Gunmod, TheOnly, Zeus-CST, kAz
Support, convertion, recoding & Adminstration: TheOnly
Research & Development: Gunmod, TheOnly
Technical Assistance: Code 11 Team, Kïller, Udes, Zeus-CST, kAz
Testing & QA: Entire SSF Squad
Further Credits, see End:

To learn more about SSF - Sheriffs Special Forces, goto http://www.sheriffsdpt.com - Use our forum to get in touch with us.
Contact email: contact@sheriffsdpt.com


OBS!!
========

Make sure you have Swat4 The Stetchkov Syndicate Expansion Pack installed before you install this mod. You adjust these settings to your liking. All keys/ gameplay is set to default, and again, adjust them to your liking.


Version 3.1 Minor update

Change log
=============

- Fixed portal error in Cabin Fever
- Added map "Civil Unrest" to the single player carrer, QMM Mode & Team Death Match.
- Placed all 13 Custom maps first in the Campaign, with normal equipments droping for each of the 7 first maps.
- 33 map carrer mode with all the custom maps first.
- Changed COOP QMM timer to 15 min.
- Fixed the text for "Door lockced" and "Door unlocked" commands.
- Minor weapon textures polish done on a few weapon.
- for more details, see "DESCRIPTION v3.0" below.



DESCRIPTION v3.0
===================

Single Player Career, Quick Mission Maker & COOP QMM:

- 12 Player made maps with Mission briefing, floorplans, location pictures etc. 5 Swat3 Original remakes, 1 Swat3 custom map remake & 6 new maps made by members of the Swat4 community.
- Career Mode starts with the orignal 7 TSS(expansion) maps, then the 13 original SWAT4 maps, followed by the 5 SWAT3 Remakes, then 6 new custom maps before the Career mode is ended by The SWAT3 remake Operation Apollo.
- All the maps added into the SSF Mod can be altered and played in the Quick Mission Maker and COOP QMM.
- If You want to play the Custom maps straight away, you can use the QMM, and use standard objectives for each mission.


AI changes
=============

- Both officer and enemy/hostages AI has been changed/tweaked to act more diverse and as real as possible.
- The Instant Quick Draw for Enemy AI has been changed to "not" instant.
- AI has a better hearing ranges and will react appropriately (walking is important)
- AI can now engage or disengage officers at closer ranges.
- AI is more unpredictable.
- AI more likely to use cover when under fire.
- AI will fake surrendering more often.
- AI "moral effects" changed for more realistic gameplay. (Seeing buddies killed, getting shot, etc)
- AI more prone to engage or kill hostages when threatened or hearing you.
- AI will run farther when trying to hide.
- When barricaded, AI will watch nearby doors and attack if they notice any nearby doors open.
- AI Swat will clear a room more effectively.
- AI Swat will not watch a non-threat more than a new threat.
- 40+ smaller changes that all in all gives you a better AI.


Weapons & Equipment
======================

- All weapons has been altered to realistic settings like:
- Range
- Accuracy
- Recoil
- Rate of fire
- Ammo
- Muzzle Velocity
- More magazines
- Penetration levels

- 2 new weapons:
- Colt Car 6.8 Remington 10x Scope with UE, JHP, FMJ and AP rounds.
- UE is Ultra Expanding, and will penetrate but not go through the body/head of a suspect.
- AP - Armor Peircing rounds is the most powerful ammo ingame.
- Glock 18 with selectable Single and Full Auto.
- 3D Models & Animations - both the Colt and the new Glock use already ingame models
- We hope to bring you alot more weapon models in the next version of this mod.

- Some weapons has, for the purpose of balancing Team Death Match, been made a little harder to use. This include but not limited to, the SAW, Desert Eagle, AK 47. The changes done have been as minimal as possible.
- AK47 and UZI selectable in All Modes.
- Quicker change between weapons and/or equipment.
- C2 count is now 6.
- Wedge count is now 5.
- Pepperball Gun and Pepperspray dont work on gasmasked individuals anymore. Accuracy and range have been reduced, and the Pepperball Magazine now holds 50 rounds.
- Armor now reflects real life as closely as the game engine allows. Balancing Team Deathmatch has been a high priority.
- Being Stunned lasts 7 seconds for flashbang, LTL Shotgun, Pepperball, Taser, Stinger and Baton Round. Stingray Taser lasts 5 seconds. The AI is stunned for 8 seconds.
- CS gas emission lasts for 12 seconds. Minimum gas period is 6.1 seconds if you can get away from the gas. Max gassed time is 12.2 seconds.
- CS Gas, Stinger & Flashbang have a normal range effect.


GamePlay changes
===================

- Aggresive Arrest has been added, witch allows you to arrest uncompliant Hostages/Suspects.
- Check Door function added, with commands to report. (Default: CAPS LOCK)
- Auto Switch back to last used weapon after using tactical aids.
- Melee attack range (including Stingray Taser), has been cut in half. From 3+ meters down to 1.5 meters.
- Timer in COOP changed to 15 minutes as default.


Multiplayer
==============

- 32 player TDM server...This function is highly experimental, and is added purely for testing purposes. The default Number is still 16 players. You should test how many your server/internet connection can handle. Some maps might not work with more then 16 players.
- We have spent alot of effort in making realistic weapons for Singleplayer/COOP, and at the same time balancing weapons and armor for Team Deathmatch. It has been give and take, but we think that we've gotten a good result.
- Being Stunned lasts 7 second for flashbang, LTL Shotgun, Pepperball, Taser, Stinger and Baton Round. Stingray Taser lasts 5 seconds.
- CS gas emission lasts for 12 seconds. Minimum gassed period is 6.1 seconds if you can get away from the gas. Max gassed time is 12.2 seconds.
- Pepperball Gun and Pepperspray dont work on gasmasked individuals anymore. Accuracy and range turned down, and the Pepperball Magazine now holds 50 rounds.
- Melee attack range (including Stingray Taser), has been cut in half. From 3+ meters down to 1.5 meters.
- 7 Custom Multiplayer maps comes with the mod.
- Skins: The custom skins that VUGames shipped with the Expansion, have several flaws. The suspects look like Swat officers, and the heavy armor on the Swat Officer skins are the same as the default skin. We have fixed/improved this.
- If Armor IS penetrated, JHP will do most damage. If the Armor is NOT penetrated, FMJ will do most damage.
- Light Armor= Level IIA, Heavy Armor= Level III.
- Level IIA Armor will take: 5 9mm/.40 FMJ while 5.56 and 7.62 will in most cases be one shot one kill. See above
- Level III Armor will take: 5 7.62 FMJ rounds or 6 5.56 FMJ rounds etc. down to 12 9mm FMJ.
- Helmet will protect you against lighter ammo, but not against rifles. Unprotected head shots are always lethal.
- AP=Armor Peircing rounds will kill with 2 body hit to level III armor, or 1 Head shot. Only the 10x scope sniper rifle has AP Rounds.
- The weakest round is the HK MP5 Silenced. It's ammo is Sub Sonic, making it weak.
- Alot of the textures(it's not practical to get every texture due to size) has been modified so they are no longer bullet proof. Cars, doors, pc's, servers and many other textures can be shot through. Bear in mind that all though ex. a car isnt bullet proof any more, the bullet loose alot of its velocity when passing through the car. This means that the bullet dont do mutch damage to the target, and more rounds would be needed to kill/incap the enemy

A signaler un petit bug pas génant ou sur certaines maps, par moment une arme tombe des mains d'un bad boy et disparait direct dans une abyme... Malgré ça il reste possible de mettre fin a la partie a tout moment grace a la fonction end game.
Les IA s sont defoncés au crack et sont imprévisibles, meme sans vous voir il suffit d'une porte qui s'ouvre pour qu'ils se mettent a défourailler dans cette direction, les maps sont de belle facture. y'a meme des apparts pieges avec des sortes de mini charges explosives un tir dedans et boom mieux vaut pas trainer a proximité immédiate. Il est possible par exemple d'emporter 2 armes de poing pour les fanas, tout les guns on étés revus et corrigés, les modes de tirs, la balistique, etc.. le tout n'a plus rien à voir avec la version habituelle...
A vos modems Messieurs !
Et rdv quand vous voulez pour du SWAT 5 en SSF, on peut ouvrir un topic pour se retrouver..

Buck-Danny
Jeune Pilote
Jeune Pilote
Messages : 1794
Inscription : 27 décembre 2006

#31

Message par Buck-Danny »

Merci j'essaye ce soir ;)

EDIT: vraiment cool! surtout pour choisir ses armes... plus besoins d'avoir par exemple un m-14 et un pistolet, la on peu avoir un m-14 + un fusil a pompe, ou un pistolet en arme principale et un tazzer, ou deux pistolets...
en plus ya un petit fusil d'assaut avec silencieux et lunette :p
par contre je n'arrive pas a avoir la version 2.2 pour Swat 4 alone...

RE-EDIT: nan ok c'est bon, c'est internet explorer qui deconnait, avec moz ça marche ;)
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