

Very unlikely that either of my mods are compatible, however they're not really necessary as streamlined heisting has it's own similar functionality.

I have been modifying this mod's files and I found a way to add the UMP Gensec guys to Mayhem and Deathwish. If you're interested, I can show you the code.
EDIT: Nevermind. I released my own mod that has this feature.

I've tried every single assault tweak that ever existed including the ones I edited myself and non of them have been this aggressive with FSS. Have you written the behaviuour code from scratch?

Hi , i enjoy the new tactics and the shotgunners but does it lower the spawn cap? It feels like it does but maybe its just in my head. Cheers

just wondering if it happen to also spawn units like gensec submachinegunner on mayham+

This mod just fixes coding errors to make the spawngroups what overkill probably actually intended, however I do have some mods I'm working on that may include the submachinegunners in some way. It's tricky to reintroduce them because they deal less damage than riflemen on Death Wish while doing equal damage and having more DPS than them on Mayhem, due to Overkill's questionable balancing.

@staryoshi06 from my limited testing (using a trainer to spawn them) they don't seem as broken as compact5 armed enemies like blue swats or FBI HRT, so maybe adding them to shotgun squads? i have 0 idea about coding but if there is a dedicated number of enemies for shotgun group, will it be possible to have 50% chance for them to replace a shotgunner on mayham and death wish?
also overkill questionable coding, is it just me, or murkies seem to be overall more lethal with JP36 compared to gensec? heavy murky rifleman seem to get avrage of 50+ kills while gensec heavy rifleman can't seem to kill anything.

@᠌ ᠌᠌᠌᠌᠌
The G36 deals 30 base damage, however on Mayhem specifically it is changed to 10, the same as the car-4. This means that in terms of enemy threat – other than doubled health values and lack of medium/heavy hurt animations – Mayhem is effectively the same as Overkill.
Now, keep in mind that this damage is only changed on Mayhem. So, on Overkill, the G36 still deals 30 base damage. And the murkywater heavies use G36s on Overkill, while the normal fbi heavy swat just use car-4s. That's why the murky heavies seem so effective.
Also the reason that the gensec lights don't do ridiculous damage is because they are city_swat and city_swat don't scale in damage, they are always "good" in terms of their internal experience, which is what mostly determines their damage.
I am thinking of making a mod in the future that adds new spawngroups with more interesting tactical variety, so that may include some SMG squads. I may also just release one that fixes the G36 damage on Mayhem and makes it so that all of the light riflemen use SMGs instead. Idk.

@staryoshi06 It's just that after several checks on the complexity of Overkill, Normal and Death Wish (I didn't check on the others), I noticed that on the first two there are much more kight and heavy swat with a shotgun than with a Car-4, while on Death Wish are moderately

@Nekit It's most likely just random chance, sometimes the game tends to pick a lot of the same task. You can check the task data yourself if you want, they all have roughly the same chance on every difficulty.

Not significantly. DS doesn't have shotgun enemies (except for certain alternate factions) so the main difference is that half of the enemies won't be using the flank tactic and half of them will attempt to rush you (those halves not being mutually exclusive).
Likely it'll just make it a richer experience with some more variety in enemy tactics rather than them all piling up in one area.

@staryoshi06 I've tried it now and I enjoyed it. Got caught off guard and overwhelmed a few times when I played with AI lol. Definitely has reduced the amount of cops that just kinda sit around and stare into nothingness.

Excellent mod thanks, dude I hope you have cool mods coming out next good luck to you!

ey mate, just asking if this mod gets in conflict with this one https://modworkshop.net/mod/29175
nice mod btw, always loved the shotgunner model for every cop

Thank you for this. I've always wanted this exact mod but the ones that restored these spawngroups had too many gameplay changing elements that would make it easier.
Hey Are You Still Active
I Have A Question , Can You Make this mod Compatible with reworked enemy ai mod?
You'll have to be more specific.