Armored Police:
1: Police units get body armor according to their stated ingame use, reg cops get LBV, SWAT the TV, and Yellow SWAT the HTV, etc.
2: Armor actually covers where it should for police, blowing their kneecaps out will bypass armor, as will arm shots, etc... Also scales, albeit slower, with difficulty.
3: AP rounds increase armor damage and ignore the armor cap effect, as well as increasing damage dealt to Dozers. Also penetrates Titan Cams and the like.
Blow Shit Up...:
1: Any explosive weapon now can deal damage to the SWAT Turret van itself, eventually blowing it up and turning it into a wreck, which can be cover. Also can smash turrets.
2: You can take out police cars.
3: Vehicles can be prised open and fuel can be run out of them to form fire walls
...Or Steal It.:
1: You can lockpick open the van with certain skills and take it over.
2: The Camera Rooms with certain aced skills will allow use of gun turrets if any.
3: Don't want to wait for that stupid broke dick drill? Pry the goddamn safe right outta the wall and steal the entire thing! Cannot shoot while stealing safe, safe takes longer to pick up, can cause kills by dropping safe on enemies.
Warcrimes:
1: You can now delay a assault by Threatening a hostage, and force negotiations in the middle of an assault by doing so
2: You can use hostages as shields. SWAT will try to shoot around them but will shoot through them if desperate.
3: You can execute Cpt Winters as a show of force, and immediately cause a retreat.
4: Options for bringing in acid and napalm. Napalm once dropped causes a splatter of burning thick fluid that sticks to enemies and deals high DoT. Also causes them to flail around. Acid removes armor, causes enemies to flinch, and deals meh DoT.
Skillful Armor
Armor now can be modified, improving or worsening different stats.