Purpose
This mod restores three spawngroups that Overkill accidentally deleted from the game.
Normally, there are four: tac_swat_rifle, tac_swat_shotgun_rush, tac_swat_shotgun_flank, and tac_swat_rifle_flank. These each have their own roles (i.e. the two flanking ones are meant to flank the players, both rifle ones tend to keep their distance more, and both shotgun groups are meant to rush the player). However, due to what I can only assume is lazy copy pasting, the first three groups are immediately deleted after they are defined, meaning that they never spawn in. So if you've ever wondered why the enemies are very samey and do weird stuff, it's because they're all trying to flank you.
This mod copies over the definitions of these groups from the game files but removes the table redeclarations, allowing them to spawn once again (it also modifies the spawning frequency of each group, as it seems those frequencies were made with the broken spawns in mind and thus fixing it makes specials almost never spawn). Note that this is based on the last decompiled version of the Payday 2 lua code at the time this mod was made, so if overkill does make any changes to those missing spawngroups (for whatever reason), or just the spawngroups in general, this mod may no longer apply.
Other fixes
As an aside, this mod also fixes three other things. The gensec elite enemies on Mayhem and Death Wish now use the correct shotgunner models with their unique m1014s (there was no reason to keep the boring current shotgunners as their statistics are identical and they are harder to differentiate compared to the unique models). The shotgunner murkywater heavies are also fixed on the same two difficulties, as they previously just used the normal gensec heavies for whatever reason. And a typo in the taser flanking tactics is fixed so they should hopefully actually flank now.
Note that these are the only fixes I have made. Death Sentence does not have shotgunners because there are no zeal shotgun units, I assume because they encountered this bug and didn't bother to make any. So all four groups will have rifles (however medics still wield shotguns and the groups will still have the rushing behaviour). While I could have added murkywater shotgunners for DS on murkywater levels, I did not because they have ridiculous damage scaling and are not defined in the files. Both the Russian and zombie factions do have shotgunner units defined for DS so I left those intact. The Federales faction also has shotgunners defined, but specifically for heavies only, so that has been left intact too.


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.