General Strategies

This section compiles general strategies for succeeding in SWAT 4's career mode. You'll find tips on using your squad, considering the right equipment for the right situation, and maximizing your score.

Squad Leader

It is obvious SWAT 4's career mode isn't tackled like a typical first-person shooter. It isn't run and gun and see how many bad guys you can mow down during a particular mission. For starters, weapon damage is realistic. One accurate shot from an armed suspect and your life and mission are over. Since it's easy to be surprised by a hidden suspect, carelessly entering areas often results in hitting the restart mission button. Also, you advance through the single-player mode based on a scoring system. Shooting suspects without provocation results in negative points. Too much negative and you will have to replay the mission.

You also have a squad--two 2-man teams--at your disposal. You could complete a mission by ordering the squad to check every room, clear every area, and apprehend every suspect. You could remain behind the action and bark orders. On the other hand, you could take the point while still ordering team members to perform specific tasks. Consistent mission success is often a blending of the two. Often you may want to manually toss a grenade so it reaches a particular area. Ordering a team member to deploy a grenade in the room lacks precision and accuracy; the team member will simply deploy the grenade in the room without thought of position.

The two teams can also be, and in most occasions should be, controlled independently. Perhaps you've encountered a room with two entrances. Instead of breaching one door and entering through just one entrance, you could split up the two teams to stack on both doors. You could order each team to toss a flashbang into the room for maximum coverage. If you chose to enter through just one door, suspects hiding out near the second door could surprise your squad and possibly score a few easy kills.

It's good practice to check under every door before entering a room. Order a team member to "mirror under door" so he'll use the optiwand to check what's on the other side. Keep in mind, however, that your team members aren't infallible. Although they'll certainly report any human seen, it's possible for suspects to hide out of visual range and remain unreported. Don't assume just because a team member (or even you) can't see a threat inside the room that the room is completely clear, especially as you reach the latter missions or increase the difficulty level.

If you plan to use team members to cover particular areas or roam sections without your immediate support, it's not a bad idea to arm them with non-lethal firearms. It's possible a team member could get aggressive and slay a suspect resulting in an unauthorized use of deadly force penalty. A weapon like the less-lethal shotgun is a very viable firearm, particularly coupled with other compliance items, such as the available grenades.

Right Equipment, Right Situation

During career mode, use the mission briefing to determine the best equipment for the job. You'll use each of the three grenade types to help encourage suspects to subdue but each grenade does a better job depending on the room layout and situation. If the briefing describes suspects wearing gas masks then the CS gas grenades lose their effectiveness (though the mission may still include suspects without gas masks).

For clearing open rooms and hallways with little or no obstructions, use a flashbang. Check the room with an optiwand and if you spot a suspect, note which direction the suspect is facing. If he's standing guard looking away from the entrance door, the flashbang might have no effect unless the suspect turns around when the door is opened. If the are obstructions within the room, it'll be better to manually toss the flashbang so you can get the grenade as close to where you want it as possible.

In rooms with obstructions, alcoves, and cover, use a CS gas grenade. The gas dissipates through the room, behind cover, and into corners. In larger rooms, the gas may not cover the entire area so you may need a second grenade (or just preparedness) to counter suspects hiding in the far corners. Upon tossing a gas grenade into a room, listen carefully for coughing sounds. That's your cue that a suspect (or perhaps a civilian) are under the influence.

Stinger grenades explode in a barrage of damaging rubber balls. To dizzy and disorient a target, the stinger grenade's rubber balls must strike the target, which means grenade placement can be important. Tossing a stinger grenade next to a cluttered room's entrance could have little or no effect for those suspects hiding out inside. Use a stinger grenade when you think a suspect may be hiding behind cover or around an alcove. Take cover and after the stinger explodes, charge toward the disoriented subject and order him or her to comply.

Utilize a taser and pepper spray against uncooperative civilians and suspects. There will be a time when a civilian refuses to comply with your shouted orders. The civilian simply won't raise his or her hands and assume the "restrain" position. Equip your "encouragement" to basically force the civilian to comply. You could drop a grenade at the civilian's feet but it's easier to use the taser or pepper spray to give the civilian extra motivation to listen to your commands. Against uncooperative civilians, the pepper spray is the better option so you can save the taser for uncooperative suspects.

You've tossed a grenade into a room and the suspect is disoriented but continues to carry his weapon. You shout repeatedly and the suspect won't drop the firearm. Obviously the suspect needs some encouragement. Arm the taser, approach the uncooperative suspect, and fire into the suspect's chest.

High Scoring

Successfully advancing in career mode depends on your mission score. Essentially you're graded on your ability to follow SWAT procedure (for example, not simply killing every suspect regardless of their actions). The following list provides tips on obtaining the highest mission scores possible (out of 100).

  • Simply completing all mission objectives nets 40 points--no matter what actions you took during the mission.
  • If all civilians during the mission emerge unharmed, 5 points is added to your score.
  • If all squad members survive the mission, 10 points is added to your score.
  • If all suspects are restrained at the end of the mission, 5 points is added to your score.
  • Complete the mission without injury to your own character to receive 5 points.
  • Report status to TOC when necessary to receive a full 5 bonus points (you'll receive a portion of the points depending on how many opportunities you squander). Status situations include reporting restrained suspects or civilians, incapacitated civilians, dead suspects, dead squad members, etc.
  • Recover weapons to receive a possible 5 bonus points (you'll receive a portion depending on how many you miss). Every time an armed suspect surrenders, he or she drops a weapon (or even two). Recover those weapons to secure the evidence.
  • You can hit ESC at any time during the mission to see how many status reports or weapons you've missed so far. Note that the status reports aren't entirely accurate because it may register civilians you haven't quite reached. Check again near the end of the mission to stay on top of it.
  • You receive a percentage of a possible 25 points depending on the number of suspects arrested or incapacitated. The best case scenario is to arrest all suspect.
  • There are also penalties to your possible score. If one of the officers is shot and incapacitated or killed, you must report the situation to TOC. Failing to do so subtracts 5 points from your score.
  • Incapacitating a hostage subtracts 5 points per hostage and killing a hostage subtracts 15 from your score. Since mission objectives generally include rescue all civilians, this will penalty will likely lead to mission failure as well.
  • Injuring a fellow officer subtracts 5 points and killing a fellow officer subtracts 15 points. The team won't look kindly on these acts either; expect to be fired upon for your betrayal.
  • Arguably the toughest penalty is the unauthorized use of force (and deadly force). You can't just kill suspects without cause. If a suspect raises his weapon or fires in your direction, you're authorized to use force to subdue the suspect. If the suspect threatens a hostage with a weapon, you are authorized to use force. But you can't just walk into a room and shoot an armed suspect. Receiving an unauthorized use of force penalty subtracts 5 points; receiving an unauthorized use of deadly force subtracts 10 points.

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