“This is OUR dilapidated house, ya filthy coppers!”
Panic rooms’ one weakness:
helicopters with giant magnets.
Hostages are your friends!
(Not really.)
Let the bodies hit—er,
pile up on—the floor.
low-level newbies, you’ll be rewarded with
some bonus XP.
You’ve also got to stick together, as the
fuzz aren’t just going to let you walk out with
the money. As Simon says, “Every category
of enemies has a different set of weapons,
different accuracy and different combat
behavior. SWATs, for example, are more
aggressive and don’t pull off evasive moves
as often—they have confidence in their
tough armor and storm in, whereas FBI
agents and standard cops are more careful.”
On top of these law enforcers, there’s a
whole set of special enemies who show up at
random points, much like L4D’s Boomers
and Hunters. There’s the bomb suit-
wearing Bulldozer, who’s armed with a
shotgun and reckless abandon. There’s also
Shield, a SWAT officer who carries a wide
riot shield to protect both himself and fellow
officers. Then there’s Taser Man, who—
you guessed it—comes equipped with both
a sub-machinegun and a taser, capable of
paralyzing you with a single hit. (It’s possible
to bring him down with a lucky shot as your
trigger finger involuntarily clenches.)
There’s a whole set
of special enemies
who show up at
random points.
Should you or your trusty teammates
become over whelmed by the feds, there’s
one ace you can play: hostages. Lose a
sidekick, and you can trade him for a few
civilians—the price of freedom (in
prisoners) increases as you progress in the
heist. Of course, it’d be a good idea to keep
your trading cards alive—accidentally
introduce one to a bullet, and the police will
become more ferocious. To avoid that, you
use the “intimidate” button (the F key) to
tell innocents (usually with a lot of
profanity) to hit the deck.