
Note this doesn’t cover absolutely everything, these are just the ones that stood out the most to me. Here are a few other opportunties for gaining loyalty. earning the church torture option from Rizzo.
You can lose loyalty from sending cops out on errands, i.e. They’ll only be gone for a little bit, so it’s worth your while. When a cop dies and you hold a funeral, you’ll have a few cops ask to be excused for a few hours to attend. At $1500 per session and with each run taking a while, you should only do this if you don’t anticipate being able to gain it via any other means for a while. You can earn favor (and energy) by sending cops to the bathhouse, unlocked by completing a favor for Albert Sigvaldason. In normal gameplay, there are common opportunities to gain or lose loyalty. More dutiful cops will generally only come in with good excuses that you should allow to slide, instead of risking losing their loyalty. Lazy cops will frequently come in with bad excuses. Excuses that are of their own fault typically count as bad ones.Įach cop has a laziness level, which you’ll come to learn over time. Unfortunately, you cannot just be easy on your cops, as they will lose loyalty when let off for bad excuses. Say yes if it’s a fair excuse, say no if it’s a dumb excuse. The excuses cops provide in the morning are the easiest way to gain or lose their loyalty. Kurosawa this is the police 2 how to#
(I don’t know how to play blackjack, refused each time it was offered and never got a snitch.) You can influence this number in various ways. You can very easily tell which cops are disloyal by whether they’re wearing the standard police hat and uniform or not, with only one exception.Įach cop has a happiness/loyalty which can be seen if you earn a snitch from playing blackjack. They have zero intention of stealth and will fire at the first criminal they can, so avoid this at all costs.
Are AI controlled during tactical missions. Will refuse to go on calls alone or not paired up with at least one loyal cop.
(not including the pink services you buy, i.e.
Will refuse to do off-the-book errands. Will randomly refuse to perform options on calls. With loyal cops as the baseline, disloyal cops… Unlike the first game, cops are no longer always loyal to you and will sometimes come to you disloyal, or may become disloyal. Avoid using those options when necessary, but understand that it IS sometimes required for the optimal outcome, especially when a criminal is using a gun and is at the ready with it. Shooting is not used terribly often, but where it comes into play it almost always results in the perpetrator dying, even if you’re just shooting a criminal’s tires out. Chameleon may be the most important perk next to that, as it allows you to position cops more aggressively inside or outside of stealth. It allows you to take out criminals at range without any cost with the silencer, and the Ninja perk gives a third action, which is extremely powerful. For tactical missions, stealth is by far the most important stat to build. Intelligence is a good pick for disloyal cops, cops with special requirements or alcoholics who you can’t afford to treat, as it allows you to stick them behind a desk. Make sure you’ve got enough cops to cover each other’s stats every day. Once you have enough cops, you’ll be able to create shifts similar to the first game. Try and build a roster of cops that complement each other. For calls, you will use negotiation, stealth, strength, speed, intelligence, then shooting from most to least often. Rely on your equipment to succeed until you have enough cops with level three stats. Calls are best done with at least two of the required stat, but that still leaves a small chance of failure. A cop with three shooting will be more reliable and more useful more often than a cop with one of each stat, and specialized cops can cover for each other. Focus on maximizing each cop’s starting stats first, before making evenly skilled cops.