SWAT: Elite Force is a massive overhaul of SWAT 4: The Stetchkov Syndicate, making it into a more realistic tactical police simulator.

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This version is out of date. Please use the latest version of SWAT: Elite Force for the best experience.

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SWAT: Elite Force v4
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Avgust1n
Avgust1n - - 209 comments

Thanks, bro!

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OhNoesBunnies!
OhNoesBunnies! - - 1,210 comments

Fanks, Daddy!

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TheRenegadist
TheRenegadist - - 2,087 comments

Fantastic!

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Grim_2o0o
Grim_2o0o - - 14 comments

The Speech Recognition button is greyed out for me, I have VoIP enabled. Any clue?

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eezstreet Author
eezstreet - - 783 comments

Hi, make sure you have the Microsoft Speech Recognition library installed. DKMulle's Speech Recognition Improvement mod includes it, so installing that mod will probably help.

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Grim_2o0o
Grim_2o0o - - 14 comments

Ah that makes sense. Thanks. Is there any link I can get this off of or is it just a Microsoft feature?

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eezstreet Author
eezstreet - - 783 comments

I think this is what you're looking for:

Microsoft.com

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p.jakub88
p.jakub88 - - 61 comments

Thank You for uploading! Great mod!

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p.jakub88
p.jakub88 - - 61 comments

Hi,

i would like to ask if the following features could be implemented in future updates of the Elite Force mod:

-> new command for SWAT officers:

- force the civilian or suspect to surrender,

- order SWAT team members to swap current weapon,

- order SWAT members to use their equipment (Taser, Grenade Launcher, Pepper Gas etc,) on civilians and suspects.

Thank You in advance for the answer!

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eezstreet Author
eezstreet - - 783 comments

SWAT members can already use Tasers and Pepper Spray when ordered, if you aim at a Civilian or Suspect and go to the Deploy menu.

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Guest
Guest - - 690,701 comments

Cool, great job! One question: Is there a level list available somewhere - we would like to play your "remixed" campaign in the proper order in coop, where you can only select single missions.

Thanks in advance!

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eezstreet Author
eezstreet - - 783 comments

********************SPOILERS*********************

Hi, the missions are as follows:

Fairfax Residence, Food Wall Restaurant, Qwik Fuel Convenience, FunTime Amusements, Victory Imports Auto Center, Our Sisters of Mercy Hostel, A-Bomb Nightclub, Northside Vending and Amusements, Red Library Offices, Sellers Street Auditorium, DuPlessis Wholesale Diamonds, Children of Taronne Tenement, Department of Agriculture, St. Micheal's Medical Center, The Wolcott Projects, Stetchkov Drug Lab, Fresnal St. Station, Stetchkov Warehouse, Old Granite Hotel, Mt. Threshold Research Center

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Guest
Guest - - 690,701 comments

Great, thanks a bunch!

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p.jakub88
p.jakub88 - - 61 comments

Thank You for the quick answer, i didn't know that.

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emiboss
emiboss - - 3 comments

I cant advance throught missions... I'm stuck at northside vending and amusements....

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emiboss
emiboss - - 3 comments

And when I tried to change the fov it just.... freezes the game or crashes it

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eezstreet Author
eezstreet - - 783 comments

Hi, the FOV bug is a known issue and will be addressed in a bugfix patch.

If you are stuck at a mission, make sure you have the correct score to advance (Normal requires 50 points to advance)

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Aarnoman
Aarnoman - - 39 comments

I'd like to start of by thanking you for your time and effort in making this mod, it really improves upon the vanilla SWAT 4 experience significantly.
Additionally, I have two questions for slight tweaks to the mod:

Is there any way I can make the less than lethal (LTL) Shotgun more likely to cause serious harm? My friend and I are able use it point blank without issue, requiring at least 3 rounds to cause an incapacitation, allowing for preemptive fire without repercussions. Alternatively, is there a parameter for increasing the fail chance of the LTL shotgun, where the hit target is less likely to immediately comply? Even armored targets (i.e. during the our sister of mercy hospital mission) comply with one or two hits from the LTL shotgun, making it very overpowered and 'gamey' to use.

In addition to this, is there a way to increase the AI's likelihood of fake surrenders and picking up a weapon again after a surrender? At the moment I and a friend alone, equipped only with the LTL shotgun, are able to clear virtually every map with a rating of 100. We would love to do some tweaks to increase the difficulty of these missions.

Thank you in advance, it's a fantastic mod, we just want to increase the challenge a little. Hope you can help.

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sj.h
sj.h - - 2 comments

Is anyone else finding the difficulty significantly lower in this version in comparison to version 3? After updating I restarted the campaign and have so far been able to beat every mission in one or two shots. A week earlier, when playing version 3, I was having loads of trouble with some of the missions. I like how I can now actually rely on the friendly a.i in v4 though.

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eezstreet Author
eezstreet - - 783 comments

A lot of the changes (suspects not firing upon you instantaneously, the officer AI being better) indeed make the game easier, however v5 has already been started and will have a great deal of changes that will make the game harder.

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HolyOrangeJuice
HolyOrangeJuice - - 34 comments

I've played further into the campaign and have been able to beat further missions without losing hostages or officers. However I can not run a mission clean. Meaning no officers being wounded. I guess the only way possible is if I lead the team into each room because I won't hesitate to shoot the bad guy before he gets me.

I run into scenarios where a suspect will be disoriented from flash, gas, stinger and the swat AI will yell and yell at him until it wears off. Instead of doing anything about it they let it wear off, bad guy wants to shoot, gets first shot off and wounds or kills an officer.

I don't know if officers can automatically be made to deploy less lethal means against a disoriented suspect or not hesitate when it comes time to make a shot. I love how it is difficult. I don't like how there is a gap between what I would do and what the AI will do. Which may or may not be able to fix.

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sj.h
sj.h - - 2 comments

Like you, I have gotten further than I was able to in just two days in v4 as opposed to say a week in v3. The difference being I have able to do it cleanly -- as in no officers hurt, player uninjured. I actually just finished the Wolcott Projects mission first shot on v4, with player uninjured, officers uninjured and a total score of 90. In v3, this mission was extremely difficult and I don't believe I actually passed it before v4 rolled out.

I don't think there's any way for the officers to deploy less-lethal means automatically when clearing rooms where the suspect is disoriented. Usually I give the suspects a punch myself; which leads them to comply.

Although, even if there was a way that you could get the AI to automatically use less-lethal means, I can foresee there being problems with that -- leading to officers being downed where they should not have been. In my opinion, player intervention with these suspects is probably the only solution.

This mod near perfect to me and I think the key to making it perfect is difficulty tweaks -- which lies somewhere between the difficulty of v3 and the difficulty in v4.

Oh, and one last thing: is there any way that I can tweak the behavior of suspects to increase the difficulty for now while I wait for v5? I remember back in v3, I tweaked the civilian's morale through their archetypes file just a little to tie me over till v4 (which in v4 the civilian morale is just right in my opinion).

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Thorir
Thorir - - 570 comments

I suggest an EMPTY option for secondary weapon.

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HawkLord42
HawkLord42 - - 64 comments

"Gangster AI types will sometimes hold their guns sideway"

Best feature

10/10

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LeRutY
LeRutY - - 50 comments

Still have to laugh about your comment XD

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