Tactical Swat Simulator Missions Tier List
Which pads to main, which pads to visit, which pads to leave for after the pass.
Mission places are not equal. Some teach. Some pay. Some exist to sell Special Forces. This list grades the pads as they currently sit in the universe. Full descriptions live on maps and the walkthrough. Letters here answer “what should I queue tonight.”
S tier — play these on purpose
Cash Under Fire — Best teacher. Bags, civilians, cuffs, glass, offices. If you can finish this with Active Tasks green, you can learn any later pad. Also a real Cash farm. S for recruits and for people who forgot how to press F.
Locked Tenants — Best CQB lab. Stairs, rooms, flashbang practice. Short enough to run back-to-back. S for shotgun mains and for stacks that need a warm-up.
Night Exhibit — Best “slow down” pad. Darkness, glass, museum clutter. Forces flashlight and trigger discipline. S as a skill check even if it pays slower than the bank.
A tier — main these after the tutorial
Broken Bars — Prison riot density. Great secure-count practice. Slightly more chaotic than the bank. A because friendly fire and lookalike NPCs create failed rescues.
Special Delivery — New warehouse. Fresh, readable if you go slow, easy to get lost in identical aisles. A until the community memorizes it, then it may rise.
Smuggler’s Run — A-tier once you own a rifle. C-tier if you bring a pump. The pad is good; your kit is the variable. Port lighting and containers feel like a different game from tenants.
Fission Strike — Mixed ranges, strong atmosphere. A for squads. A bit long for a recruit farm.
B tier — gated or specialist
Desert Stockpile — Open, Special Forces locked. Fun with R700 or a braked rifle. B because the gate plus the open layout make it a “weekend pad,” not a daily teacher.
Hijacked Waters — Also Special Forces. Vehicle-adjacent, awkward angles. B as variety, not as a Cash printer.
Silent Guest — FBI locked. Tight and distinctive. B until you own the pass, A for FBI owners who like the breaching shotgun.
Forced Entry / Black Apron / Zero Day — Solid interiors with less public documentation. B as a bundle. Play them when recruit pads bore you, not as your first three raids.
C tier — skip or treat as a lab
Experimental Zone — Test content. Do not farm it. Do not write loadout guides off it.
BROKEN PLACE DO NOT USE — The name is the tier list.
How to use the letters
A recruit should live in S, visit A, and ignore B until ranks open. A commander with Special Forces should rotate Desert and Waters so the MP5 and C4 get used, then come home to Tenants when the stack wants a short raid.
Squads of twelve make S-tier pads noisier, not easier, unless you split. Six in one bank door is a C-tier strategy on an S-tier map.
If a weekly patch adds a pad, we will letter it after one cycle of play, not after the trailer. Check latest update before you trust a letter from last month.
For Cash efficiency, S-tier complete runs beat B-tier wipes. The Cash guide is the math; this page is the playlist. For the gun that matches each letter, go back to weapons.
Frequently Asked Questions
Quick answers to the most common questions.
What mission should I play the most?
Cash Under Fire until cuffs are automatic, then Locked Tenants and Night Exhibit. Walkthroughs are on missions.
Why is Smuggler's Run not S-tier?
It punishes recruit kits. With a rifle it plays A. With a shotgun it plays as a joke. Watch the kit, not just the pad.
Are locked maps automatically S-tier?
No. Gates sell passes. Desert and Guest are good, not magical. Buy them because you want those places, not because a lock icon glows.
Where are the floorplan notes?
On the maps database. This page is the ranking only.