Northy and I used it. It is a TREMENDOUS improvement. FMJ and JHP are modelled accurately. I think they changed the Pepperball gun a bit, so you have to hit near the face, and there's a slight delay before it affects the suspect (making it less "uber")... and all the other changes are awesome.
Reticle bloom w/ an MP5 while running is almost nill. Northy thought it a little unrealistic, but then we discussed how kick ass the MP5 is when it is shouldered, and came to the conclusion that it's probably realistic.
This mod takes many factors of an already great game and makes it better for those who play serious coop, single player, or TDM. This mod is not about adding a bunch of uniforms or guns, but rather improving the existing items in the game
to make your gameplay experience better. We believe in quality over quanity and we hope it shows.
-All Weapons have proper firing modes as per manufactor specs. Guns with Burst mod start in Burst mode
-All Weapons have correct lethality. (One shot head kills are much more common with higher caliber rounds)
-FMJ and JHP Rounds know penetrate items correctly based on round and caliber.
(Example, a FMJ .223 round will penetrate wood and metal doors, where a 9mm FMJ will only penetrate a wood door.
A JHP 9mm will not penetrate wood doors)
-Firing Rates are more correct as to sustained rounds per minute.
-Equipping animations are slightly faster. (Example, Switching weapons is quicker, etc)
-Weapon effects are more realistic. (Example:Throw a flashbang in a room with "loose" items and stuff will fly across the room)
-Body hits will send a larger impulse to the rag doll being shot.
-Death animations are more realistic. Dying suspects and hostages will jerk and spasm from firing nerve impulses.
-Incapacitation animations more pronounced. Incapacitated suspects and hostages will move in more realistic ways. (Trying to get up, moving their head to look around, etc)
-Flashbangs more effective to UNARMORED suspects/hostages. Flashbangs have a slight fatality issue associated to them, but flashbangs have to be RIGHT ON a suspect to kill them.
-CS Gas has the same effect on AI as unprotected players
-Zoom to fire is instant instead of taking 0.5 seconds.
-Recoil, aim factors and several other factors increased for much more realistic weapons handling.
-Optiwand has a higher field of view so that you can see a larger area. Resolution for Optiwand Camera view changed so that the view doesnt look as pixelated.
-The AK-47 and the UZI SD are now available for all game modes.
-Primary weapons can be used as secondary and secondary can be used as primary weapons. (Example Carry MP5 as Primary and carry LTL Shotgun as secondary, etc)
-Option to not choose ANYTHING for a primary or secondary slot. (Useful for training etc) (also No Armor or Now Helmet Modes
-Removed Red and Blue Team GLOW sticks from backs in TDM Mode ONLY
-AI weapons have same stats and use the same limitations of the player now.
-Dynamic Take Downs now possible with correct aiming and recoil.
-Real-world textures used in the "Loadout" screens. Real Weapon Names, Stats, etc.
-The stinger's lethality and incapacitating effects more realistic, Throwing a stinger on an unarmed person will now have a higher chance of killing them.
-Door charges have a higher lethality and stun zone. (someone standing with 5 to 8 feet from door will be knocked unconcious or killed, persons 8 to 15-20 will be stunned, like a flashbang)
-Breaching shotgun can be used for a very close range (within 15 to 30 feet) weapon.
-Several enemy guns have flashlights. (they won't always use them, but sometimes they might, especially higher-level elite suspects)
MOST OF THE AI CHANGES ARE BASED ON DIFFICULTY SETTINGS.
EASY Setting will not seem much different where as ELITE will be much different!
-Different game modes use the same damage settings. No more getting damaged more for playing co-op versus single player.
-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 much faster on the draw at shooting when they have decided to attack 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.
SINGLE PLAYER CHANGES:
-AI Swat will clear a room more effectively.
-AI Swat will not watch a non-threat more than a new threat.
-AI in single player gets affected by diversionary items (cs, flash, sting) the same as Co-op.
-Opening Movies and notices removed.
-Very quick "SSF Mod" splash screen at start.
The ONLY OTHER place you will see SSF.
is a very discreet place in the MP server screen.
Didnt want to flood you with "look at me" advertising
-Many more that we might have forgotten!"