If you've ever taken an "armed suspects" pursuit call in 0.2, you know what I'm talking about. They drive super fast - to the point where you'll take about 8 minutes to catch up, or lose them right away if you didn't call air support. They shoot at ridiculously long range. Seriously, holy hell, they have pinpoint accuracy at 300 meters with their pistols while we have to drive right up on them to hit anything. They have too much health; you can post up with an M4 and fire as they approach, but unless you sink about 3 headshots on the driver, the only result is that they murder you as they swerve around your car. Any way you look at it, they're too difficult. And the AI support units suck at this job. Somehow, with the criminals popping off homing super death rounds like they're going out of style, the NPC cops just drive doggedly behind, absorbing rounds until they tumble out of their cruisers stone dead. No shooting back at all, no setting up roadblocks, nothing. And most of the time they're not even a sufficient distraction - the criminals will fire past 3 cruisers to hit the player. The only way to get some reprieve is to use "Local SWAT" and hope they send Police Transporters with their bulletproof windshields. And to anyone who's about to reply "lol call in NOoSE Air Support" - get lost. That's not how you take down suspects, and it's also not a challenge. NOoSE Air = Press Enter to win. I want more realism, not just a way to insta-kill the bad guys. I know the mod team is probably aware of police tactics, and I hope you guys will adjust the scenarios and AI to be more conducive to realistic tactics. For everyone else, if you want to see why I'm complaining, hit YouTube and search for dash cam videos where the suspects fire back at cops. Notice that they almost never hit anything important, and that if the cops maintain a bit of distance while following, the criminals don't waste ammo trying further. Notice that the cops sometimes fire back from their passenger windows. Notice that spike strips are used, and that the chases almost always end when the criminals crash into traffic. If one or more of these things were the norm in LSPDFR, it would go a long way toward making these calls fun instead of immersion-breaking and impossibly balanced. I'm enjoying the mod so far and looking forward to seeing what's in store.