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10 rules to great SWAT 4 co-op action...

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  • 10 rules to great SWAT 4 co-op action...

    This is a copy/paste from a post I made at SimHQ, when SWAT 4 was new and played alot...

    This is just my opinion based on experience and practice playing SWAT 4 online in cooperative mode. These ten rules may help old and new SWAT 4 gamers get on the same sheet of music when it comes to working and playing together. Theses are NOT solid, golden rules, more of just an open discussion.

    1. Communications: The in game command and reply structure works pretty damn well, but if you can connect with a co-op group on a teamspeak type server it will make it alot easier and alot more fun to multiplay. (TG members can of course use the TG TS server, theres a SWAT 4 room there... thats where I hang out alot when able to play.)

    2. Planning: While your looking at the briefing screens, equipment options, and entry locations decide first who will be the element leader, for that one mission he is the one and only person to give commands, it's his show let him run it the way he wants and then on the next mission someone else can be in charge.

    Decide who will team up as red and blue teams, and those two members in a team should NEVER, EVER leave each others sides.

    The element leader is in back, giving the orders to red team and blue team. (ie: "Red cover left door, Blue stack up on forward door.")

    3. Equipment: Decide on who is taking what weapons, each team (2 teams in an element) should have a less then lethal option, a opti-wand, and flashbangs. Each of the two teams should be able to operate fully on there own, with there own equipment. No team should have to ask the other team to come on over to use there equipment.

    4. Opti-wands: The optiwand is your third best friend, (first being your partner/team, second being your primary weapon.) Every single door, every single corner, every single room should be mirrored. The element leader would say "Red mirror the door", Red One (w/o the optiwand) covers in case the bad guy opens the door while being mirrored, Red Two (guy with the optiwand) checks the door and should respond to the team, something like this, "Large room, long wall on left side, 2 more doors on right, 1 armed subject next to hostage." Then the element leader orders how the team will enter.

    5. Stacking up: every door is a new entry, a new situation,after the optiwand report the element leader decides on entry, "Stealth entry, pick lock" or "Dynamic entry, breach with C4, bang and clear."

    6. Entering a room: You should already know if someones in there, (but don't assume there isn't a bad guy hiding), you should also already have a general idea of the room, walls and doors because of the optiwand users report. You should already know how your entering by your element leaders orders. So when it's time to enter, the element leader should say "Element (or just red/blue team) prepare for entry, Blue team breach, bang and clear... go when ready" The blue team will be up against both sides of the door, with the two red officers behind each of them. Blue One would prep the door for blasting or breaching, Blue two would prep the flashbang, the door blows open, (Blue One is switching to weapon immediately), Blue two tosses in flashbang then immediately switches to primary weapon, BANG... Blue one enters, Blue two enters, moving down the left and right sides, while Red One enters to the left, Red Two enters and moves to the right. In order of entry you report all clear, or subject down, subject surrenders. (ie: Blue One clear, Blue Two Subject down, Red One Clear, Red two clear.) then the element leader walks in like king **** and orders officers to restrain, report, or cover the next threat/area.

    7. Different methods: All members should be familiar with the four main types of room entries just in case the element leader decides on a certain type of entry.

    Here are the four most common, (2 old school, 2 new school methods):

    A)old school, Button hook: A button hook is when two officers each stack up on both sides of a closed door, once the door is opened or breach, officer 1 enters and clears from 12 oclock to the position he was at on the outside of the door, meaning if you stack on the left you go in and turn left to be on the left side of the room you entered, and visa versa with the right side.

    B) old school, Criss Cross: This is where two officers stack on each side of a door, then once the door is opened or breached, officer one goes from the left side of the door crossing over to the right, then the stacked right officer follows crossing over to the left side of the room.

    C) new school, Wall Flood: A wall flood is when either 2 officers, or 4, stack up even on each side of the door, then once opened or breached they all enter in numbers, 1, 2, 3, and 4... 1 going to the left sliding down the wall, 2 going to the right sliding down the wall, then 3 going to the left half way down, then 4 to the right half way down... you then have all the officers one one wall to move in line formation to clear the rest of the room.

    D) new school, Penetration: Penetration entry is when a team of 4 all enter a room, and go to the middle putting there backs together, then each officer is assigned a quadrant to cover and control.

    8. Hallways: you should be working in pairs, (you NEVER leave your wingman). When moving down a hallway or a open danger area. One 2 man team would stay back and provide cover across the danger area, or one side of a hallway. The other two man team would move across the danger zone quickly to there destination. If going down a hallway, one officer should be duck walking (kneeling) while the other is standing behind him, two weapons downrange. You should also be on one side of the hallway only, so your back up team has a field of fire also.

    9. Reloading: Always reload before entering a room, or before even setting up (stacking) on a door. You ALWAYS go in a new room with a full mag.
    If your moving down a danger area, or hallway while engaging, and you need to reload. you yell "RELOADING", you would kneel down and reload, while your number 2 officer, your best buddy, is covering or firing over your head down range. When done, yell "Ready". Do not move while you reload, stop, kneel and reload, while your buddy covers you. and visa versa.

    10. Practice, Practice, and Practice (training) so that when you do these missions you and your team work flawlessly and smoothly. Never leave your best bud, ever, and never go running after someone on your own, or without clearing areas first.
    Magnum |TG-18th|

    We stand between chaos and order, evil and good, despair and hope - we are the Thin Blue Line, and we will never be broken.

  • #2
    Re: 10 rules to great SWAT 4 co-op action...

    Developer tips for SWAT 4:

    Developer Tip #1

    The optiwand is a critical tool. If you do not plan to carry a wand, it is a good idea to make sure more than one AI officer is carrying an optiwand in case one with the wand is incapacitated during a mission.

    Developer Tip #2

    It is a good idea to optiwand around blind corners. Your AI officers can also be ordered to optiwand around most corners.

    Developer Tip #3

    Increasing the difficulty will also increase the morale of suspects and civilians.

    Developer Tip #4

    Civilians or suspects who are not compliant at first can be made to comply using non lethal weapons such as the less-lethal shotgun, taser, or grenades. An effective way to make suspects and civilians comply is to shoot them with a lethal weapon in a non-lethal area such as in the leg or the arm. However, you will achieve higher scores for not injuring civilians or suspects.

    Developer Tip #5

    Any suspects caught behind a door that is being blown by C2 will be momentarily stunned.

    Developer Tip #6

    Crouching, moving slowly, and firing in short bursts keeps the targeting reticule tight and will make your shots more accurate.

    Developer Tip #7

    Officers ordered to stack up against a door will also automatically check the lock and report whether or not the door is open.

    Developer Tip #8

    Grenades are best used before entering and clearing rooms. Make sure to select the best grenade for the situation.

    Developer Tip #9

    Most primary and secondary weapons are equipped with a flashlight. Use these to illuminate dark areas that are difficult to see in.
    Magnum |TG-18th|

    We stand between chaos and order, evil and good, despair and hope - we are the Thin Blue Line, and we will never be broken.




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