Factions

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Enemies in Crackdown are distributed across "tiers". Each tier consists of multiple difficulties. Enemies within a tier have the same visual assets and most of the same stats, to reflect the presence of an overarching group that is coordinating a response to the players. However, different difficulties within a tier will have dramatically different spawngroup and AI design.


Note: Alternate factions In maps where an irregular enemy faction (such as the Mexican Federales) appear, only one set of enemy visual assets will be present. However, the underlying statistical, behavioral and AI changes are retained. ZEAL enemies appear on the Crackdown difficulty on all maps regardless of the faction involved.

Beat Police

Beat Police appear on the Normal and Hard difficulties. This enemy tier introduces players to the game and facilitates the concept of enemy and threat recognition. Different, highly distinct Beat Police units have significant variances in health and threat potential. An SMG-wielding beat cop does little damage, but wears additional armor and has more health. Magnum-wielding officers are poorly defended, but deal heavy damage. Beat Police will usually attack the player one at a time, occasionally working with a Medic in tow.

Tactically simple, uncoordinated, and using basic AI, Beat Police can still surprise players. Beat Police do substantially more damage in the mod compared with the base game. Do not ignore them, especially when they appear as part of scripted events on higher difficulties.

SWAT

SWAT appear on the Normal and Hard difficulties, with a much higher spawn likelihood on Hard. SWAT introduce basic assault enemy archetypes, with recognizable visual differences between "light" and "heavy" units. SWAT are only marginally more threatening or coordinated than the higher threat Beat Police, but they introduce basic coordinated spawngroup behaviors, including the use of teamed Shield enemies, and providing escorts to Tasers and Medics.

FBI

The FBI appear on the Very Hard and Overkill difficulties. FBI introduce the general range of tactics, special enemies, and comprehensive core gameplay mechanics that Payday 2 players will recognize. FBI units include the first heavy units with torso armor, as well as significantly coordinated special unit and basic assault groups. FBI assault groups begin a common pattern of embedded medics in both normal enemy and special enemy assault groups. The Cloaker and Bulldozer units are introduced alongside FBI units. Be aware that in this mod, Cloakers never spawn alone.

Gensec Elites

Gensec Elites appear on the Mayhem and Death Wish difficulties. Gensec Elites introduce design elements and forms that are beyond those found in the base game, including reactive AI groups and tactics designed in response to common player behaviors.

Gensec special units spawn in their own designated teams, including during assault breaks. These groups are intended to complicate and trouble players that are used to rampaging across the map. Gensec assault enemies are equipped with stats and AI that make blunt approaches less viable. These assault teams also introduce the "folding charge" tactic behavior, which increases the likelihood that an immobile player will be hit from multiple directions at an unexpected time. In sum, the Gensec Elite tier contains several elements that will punish overly aggressive, uncoordinated players. This trains players for the top difficulty.

ZEAL

ZEAL forces appear on the Crackdown difficulty. All ZEAL units have significant quantitative and qualitative adjustments to their behavior and tactics. Details of these changes are discussed on the pages for individual enemy types. ZEAL enemies, tactics and spawngroups are specifically designed hurt and stymie uncoordinated or sloppy players, including through the use of "trap" units that draw aggressive players into an ambush.

The signature ZEAL unit is the Grenadier, included in Crackdown courtesy of the Payday 2 Restoration Mod. The Grenadier will rapidly drive players away from defensive positions, forcing even skilled heisters to reevaluate their familiar strategies for any given map.