First mod I came up with that didn't take me five minutes to make.
__This mod only affects the Death Wish difficulty and nothing else. __
As much as the skull and mini dozer look cool and intimidating, they're pretty useless enemies (bronco cop literally slaps you harder and faster). Their high fire rate doesn't imply more DPS because of grace period, and since payday 2 cops have the situational awareness and IQ of a goldfish, they'll totally forget about you after dealing 3 or so damage instances. The fire rate of the green and black dozer allows their damage to slip right through your I-frame gaps and deal damage every time they fire.
Maybe I should add an auto update function so people don't download a non-functional mod every time this thing gets updated. 🗿
This is an updated version of Frankster's HRT mod https://modworkshop.net/mod/26293. The only difference is the addition of Marshals, Blue Swats (M4 and MP5) that spawn along Tasers and light and heavy Swat shotgunners that spawn with shields.
The Federales and Murky Water have no unique model for HRT like America does, so instead of forcing the game to load these models or regular cop models that usually results in crashes, Equivilant 480HP units in the form of SWAT MP5, SWAT shotgun and FBI M4 has been added to these factions.
Break time is increased by default and having hostages will further extend the break times. 60 by default + 60 for hostages. HRT units will spawn with taser group during break times.
Fade time was increased to 15 from 5, so units can exit the map to be replaced by HRT and not stack on top of each other.
Assault time felt too short although it used the base vanilla value of 160 seconds. It's now set to a max of 240.
Winters should techncially spawn a second (or third if you're taking your time) time with a 7 minute cooldown.
List of added units:
Spoiler!
America HRT:
units/payday2/characters/ene_fbi_1/ene_fbi_1
units/payday2/characters/ene_fbi_2/ene_fbi_2
units/payday2/characters/ene_fbi_3/ene_fbi_3
Murky HRT:
units/pd2_dlc_bph/characters/ene_murkywater_light_r870/ene_murkywater_light_r870
units/pd2_dlc_bph/characters/ene_murkywater_light_fbi/ene_murkywater_light_fbi
units/pd2_dlc_bph/characters/ene_murkywater_light/ene_murkywater_light
Federales HRT:
units/pd2_dlc_bex/characters/ene_swat_policia_federale_r870/ene_swat_policia_federale_r870
units/pd2_dlc_bex/characters/ene_swat_policia_federale_fbi/ene_swat_policia_federale_fbi
units/pd2_dlc_bex/characters/ene_swat_policia_federale/ene_swat_policia_federale
Assault pool:
America:
units/payday2/characters/ene_swat_1/ene_swat_1
units/payday2/characters/ene_swat_heavy_1/ene_swat_heavy_1
units/payday2/characters/ene_swat_2/ene_swat_2
units/payday2/characters/ene_swat_heavy_r870/ene_swat_heavy_r870
units/payday2/characters/ene_fbi_swat_2/ene_fbi_swat_2
units/payday2/characters/ene_city_swat_3/ene_city_swat_3
Murky:
units/pd2_dlc_bph/characters/ene_murkywater_light/ene_murkywater_light
units/pd2_dlc_bph/characters/ene_murkywater_heavy/ene_murkywater_heavy
units/pd2_dlc_bph/characters/ene_murkywater_light_r870/ene_murkywater_light_r870
units/pd2_dlc_bph/characters/ene_murkywater_heavy_shotgun/ene_murkywater_heavy_shotgun
Federales:
units/pd2_dlc_bex/characters/ene_swat_policia_federale/ene_swat_policia_federale
units/pd2_dlc_bex/characters/ene_swat_heavy_policia_federale/ene_swat_heavy_policia_federale
units/pd2_dlc_bex/characters/ene_swat_policia_federale_r870/ene_swat_policia_federale_r870
units/pd2_dlc_bex/characters/ene_swat_heavy_policia_federale_r870/ene_swat_heavy_policia_federale_r870
Why Blue Swats? A look at the long guide shows the Blue MP5 swat deals 65 damage at all ranges, while the city G36 deals 60 with drop off. The Heavy Blue Swat deals 75 damage with no drop off while the wanky GenSec heavy deals 60 with drop off. The fun part are the shotgunners. Blue Swat shotgunner deals a whopping 375 damage up close while the GenSec Heavy And Benelli shotgunners deal a pathetic 100 damage.
Thanks to the people on MWS discord who helped me along the way.