History VideoGame / SWAT4

14th Jul '17 11:28:00 PM Piterpicher
Is there an issue? Send a Message


* FriendlyFireProof: Averted. If you are stupid enough to actually kill your team-mates online or your friendly AI in singleplayer (even by accident), the friendly AI will actually fire back and kill you, failing the mission and suffering penalties as a result. You can this happen in [[WebVideo/TheSpoonyExperiment SpoonyOne's]] Let's Play in ''{{SWAT 4}}'''s 12th level. Even injuring your officers three times will result in [[PlayerPunch revenge friendly fire by your AI team-mates]]. Many players were annoyed by this.

to:

* FriendlyFireProof: Averted. If you are stupid enough to actually kill your team-mates online or your friendly AI in singleplayer (even by accident), the friendly AI will actually fire back and kill you, failing the mission and suffering penalties as a result. You can this happen in [[WebVideo/TheSpoonyExperiment SpoonyOne's]] Let's Play in ''{{SWAT 4}}'''s ''[=SWAT4=]'''s 12th level. Even injuring your officers three times will result in [[PlayerPunch revenge friendly fire by your AI team-mates]]. Many players were annoyed by this.
16th Jun '17 6:39:10 PM Gotgunpowder
Is there an issue? Send a Message

Added DiffLines:

** When your squadmates see a suspect, they will immediately begin shouting at them to drop their weapons and surrender, even if they're behind glass or you're trying to sneak up on them. Sometimes they may even open fire on a suspect behind a window, which will always lead to them executing any hostages they have and failing the mission.
19th May '17 8:10:48 AM Meyers07TheTroper
Is there an issue? Send a Message

Added DiffLines:

* NoEnding: Given that what little of the plot is nonexistent, only escalating series of unrelated missions...
19th May '17 8:07:31 AM Meyers07TheTroper
Is there an issue? Send a Message


* WhatTheHellHero: Civilians give one to you when you order/suppress/cuff them, as they are... you know... ''innocent''. But of course, it is part of any special unit's practice to detain ''anyone'' they come across during such missions, as anybody may be a hazard source for the SWAT officers. The mission isn't considered complete until everybody is either in cuffs or is dead or incapacitated.

to:

* WhatTheHellHero: Like in the predecessor, the only way to secure civilians/hostages that are still standing is by tying them, and sometimes non-lethal force may need to be applied to make them comply so they can be restrained. Civilians and hostages may give one to you when you order/suppress/cuff them, as they are... you know... ''innocent''. But of course, it is part of any special unit's practice to detain ''anyone'' they come across during such missions, as anybody may be a hazard source for the SWAT officers. The mission isn't considered complete until everybody is either in cuffs or is dead or incapacitated.
19th May '17 8:05:58 AM Meyers07TheTroper
Is there an issue? Send a Message


** While you can blind and temporarily disable yourself with flashbangs and sting grenades in singleplayer, tear gas grenades don't affect you or your team in any way. On the other hand, in multiplayer, both you and the opposing team can be disabled by all types of stun grenades, even their own. And unlike in singleplayer, if you're afraid of tear gas attacks in multiplayer, you can don a gas mask.

to:

** While you can blind and temporarily disable yourself with flashbangs and sting grenades in singleplayer, tear gas grenades don't affect you or your team in any way. On the other hand, in multiplayer, both you and the opposing team can be disabled by all types of stun grenades, even their own. And unlike in singleplayer, if you're afraid of tear gas attacks in multiplayer, you can don a gas mask. The Elite mod implements gas effects in singleplayer.



* AlwaysNight: Each mission is set in the late evening, in the early morning or at night time.

to:

* AlwaysNight: Each mission is set in the late evening, in the early morning or at night time. The only exception is the tutorial which is set on either morning or sunset but it's still clearly bright except the tutorial areas.


Added DiffLines:

* GameMod: The Elite mod and the Remake mod are the most famous total conversions adding new weaponry, features, native 16:9 screen scaling features, among others.
10th May '17 4:39:50 PM Dallas1174
Is there an issue? Send a Message

Added DiffLines:

** TOC will mention this in multiplayer if the Suspects start to teamkill one another.
-->'''TOC''': TOC to entry team, these idiots are shooting each other!
-->'''TOC''': Suspects might be high or unstable, they're killing each other.
6th May '17 1:11:57 PM Laqueesha
Is there an issue? Send a Message

Added DiffLines:

***Probably not NYC, as NYPD's tactical unit is called ESU and not SWAT.
6th May '17 1:11:15 PM Laqueesha
Is there an issue? Send a Message

Added DiffLines:

*NextSundayAD: Game was released in 2005 and is set in 2007/2008.
5th Mar '17 1:09:22 PM Snippyshelf7
Is there an issue? Send a Message


* UnfriendlyFire: In the Hospital level, the South Korean envoy's bodyguards (who are technically on the SWAT team's side) will more often than not fire upon you and your guys as soon as they see you. Which is understandable, since the North Korean terrorists in the level wear uniforms that look strikingly similar to SWAT garb at a distance (not to mention that can easily be TruthInTelevision).

to:

* UnfriendlyFire: In the Hospital level, the South Korean envoy's bodyguards (who are technically on the SWAT team's side) side yet classified as suspects) will more often than not fire upon you and your guys as soon as they see you. Which is understandable, since the North Korean terrorists in the level wear uniforms that look strikingly similar to SWAT garb at a distance (not to mention that can easily be TruthInTelevision).
5th Feb '17 5:38:08 AM jeez
Is there an issue? Send a Message


** The flashlights on the SWAT operatives weapons do not penalise the player's stealth, and bad guys will never seem to notice the beacon of bright white light creeping up behind them until it's to late. Evidently, the lights are there purely for the player's benefit, as parts of certain levels are quite pitch-black.

to:

** The flashlights on the SWAT operatives weapons do not penalise the player's stealth, and bad guys will never seem to notice the beacon of bright white light creeping up behind them until it's to late. Evidently, the lights are there purely for the player's benefit, as benefit (as parts of certain levels are quite pitch-black.pitch-black) and do not cut both ways.
This list shows the last 10 events of 116. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SWAT4