#📩feedback-reports-channel

1 messages · Page 13 of 1

latent sandal
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i founded a "tablet" key bind in the setting, maybe is the map we all are waiting for

tulip spear
latent sandal
safe hamlet
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Can i have some PvP mode?

safe hamlet
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In future, do u have some sniping map?

safe hamlet
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Do u have any riot armor?

quaint nest
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I would love to see a mission in some sort of water treatment center or refinery. Having an area with tight tunnels with water and steam pipes on the sides and wet rooms steaming up the area. Having exposed steam pipes could also allow a new mechanic of shooting it to release pressurized hot gas to stun contacts.

fossil ore
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Ability to change what accessories are on the helmets... (remove or change headsets, remove ir strobe, remove headcam, etc,)

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(if its not already a thing) Make it so suspects/civilians can ragdoll or be incapacitated on the ground with 1 or 2 bullets rather than dying

austere galleon
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Please remove the stupid stun effect from melee attackers. It's stupid and does nothing other than guarantee you getting killed by a knife attacker unless your friends light the guy up. Seriously. PLEASE remove this stupid mechanic.

acoustic thistle
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Will there be a sniper unit like in swat 4? that would be awesome

safe hamlet
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I think it would be cool if a enemy like a person w a knife snuck behind u and could take ur gun and you wouldnt have it anymore unless u take them out

shadow glen
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[gameplay]
realistic doors

Currently the doors can move two ways, which is pretty unrealistic. Having push pull doors may change how situations are handled

When opening doors yourself of ai will push or pull to open in

when kicking doors down they are either kicked open (push) or kicked down (pull, which would take longer)

spare sorrel
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[Weapons]
Deeper Customization

Basically the ability to change your stocks, pistol grips, trigger guards, even handguards like in the ISMC mod for Insurgency Sandstorm, a lot of existing furniture for AR15-pattern rifles in the game could be used for others anyway.

deft condor
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[Gameplay]

Suspects reacting to magic cam long tactical if it's in use and in their vision cones.

It doesn't make sense that suspects don't react to seeing a camera under a door. I've had suspects standing right behind a door with a double barrel and not even moving when I've used it.

It'll add an element of tactics to the use of the camera and a penalty for when it's used incorrectly.

I think it'll make the game more fun and break the gameplay loop of "wand, call out enemies, check for traps, destroy"

pallid echo
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Ok ill stop with the gore suggestions after this one, and i am willing to bet lots of money this is already planned, the blood splats from beign shot is way too big currently, but i know you know that, im just saying it, bc idk lol

deft condor
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[Gameplay]

Blueprint map of interior OR topo map of entire map pre-game

Not sure if this has been suggested before so mods feel free to delete if it has.

The addition of something like the zero hour planning map would be pretty awesome.

crude wedge
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When the civilians say "I just wanna go home." we respond under are breaths saying "We do too pal". Or something along those lines.

unique leaf
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micro transactions in ready or not (gun skins/characters)

dense patrol
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make it so you can get floorplans of maps ingame, and it show how many hostiles and civillians are inside

dense patrol
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oh mb sorry

woeful scroll
willow carbon
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[Gameplay Suggestion]

Player-led breaches for AI teammates. Currently, lone players utilizing the AI team members can only direct breaches on doors that are entirely carried out by the AI. It would be cool to enable some custom breaching mechanics for lone players to get that same collaborative feel. eg. Make the AI squadmate send a bang after you (the player) blows a door.

visual aurora
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[Gameplay Suggestion]
allowing ai into multiplayer so you can play with 1 of your friends and a full team of ai. i think it would be cool

static shore
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I have a couple of ideas, I would love to see MP7A1 or MP7A2, also that you can pick up magazines from a backpack of a teammate and new maps such as a huge shopping mall or airport

hidden acorn
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[Gameplay Suggestion] I think it would be helpful if optional checkpoints or save/load features were added, along with the (still optional) ability to revive teammates. It would also be appreciated if the ability to fill a multiplayer session of less than 4 people with a couple of AI (to bring the number of team members to four) was added.

fervent whale
hidden acorn
# fervent whale But wouldn't that make the game easy <:BIGtacticat:607901532863856641>

That would be the reason to make them optional. They also don't have to make the game easy; the impact on difficulty is highly dependent on how they are implemented. For example, the checkpoint frequency could be reduced if difficulty needs to be increased, and revives could be limited by tying revival to an item which players can only carry one of, or revival could be made to only work within 30 seconds of a player's death, etc.

vernal geyser
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Add multiple loadout saves so that you can make like 3 or so presets to just switch between when you go in to a mission that you think requires another tactic/gear.

sharp ether
vernal geyser
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I noticed that if someone with a shield crouches you can’t stand right up close to their back and shoot, because the weapons goes up like if you were standing close to a wall

fleet zephyr
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[Details/Voicelines]

After being hurt and killing/restraining the suspect who damaged you, your operator will say something to the suspect out of anger
Like, for example
"Yeah, I shoot back, y'know!"
"You want me to make these tighter?"

also, when arresting suspects/civvies, certain voice lines have a chance to make your operator respond quietly, for example
"My arms don't bend that way, asshole!"
"Now they do."

or,

"Someone's coming to get us, right?"
"Don't worry, you'll get out safe."

tulip tapir
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[Artificial Intelligence]
AI Vision Rework

One thing about the AI that needs to be addressed is that the AI will sit in pitch black areas. Not only that, but while lacking a flashlight or night vision, they are able to react to the player very quickly and shoot accurately. The AI needs to stay away from really dark areas unless they have something that allows them to see the player and their surroundings. Basically, it's not balanced if the player can't see the AI due to darkness but the AI can. The level of darkness should affect the AI.

tulip tapir
plain jolt
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i hope they just add more healing action like injecting morphine.

crisp star
night basin
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What?

tulip spear
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Don't chat here @plain jolt do it somewhere else

plain jolt
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and i just wanna hope that smg get more than 2x magazines than ar. cuz there is no reason to use this gun

acoustic thistle
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Named weapon lockers like Deep rock or Ground branch would be AWESOME btw

inner flame
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pmags for other 5.56 weapons that can use them such as the hk416

safe hamlet
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Hello everyone, I come to leave my feedback with the greatest of respect to raise some points that I thought were important, maybe it has already been said but well

The game is brutal, I was fascinated with it and it is something I was waiting for some time. Unfortunately I can not exploit it graphically as I run it with a GT710 VRAM 2GB an i57400 and 8 RAM.

Which on the one hand it is noted that it is very well optimized in some places which reached 50 fps in a game on a map, but there are areas where the optimization plummets in some sectors a little overloaded.
The same thing happens to me in the main menu 5 fps and in the lobby I go to 40 fps something a little crazy.

AI the ia well there is a lot to polish, I am anxious to see how the AI works retouched in the version of Support but the one that is right now rushea you 3 guys with guns or firearms, you stick and you can not do anything, I have some tips for this
1 make them no longer rusheen asia a SWAT team like sickos, which in real life was never seen, based on my real experience. the mind of an assailant to see a tactical team looming with assault rifles caliber 5.56 or 7.62, believe me the least that occurs to him is to go running towards them as sick idiots

2 (Possible solution) Provide us with a more elaborate melee system, perhaps an animation where you try to make a key to the enemy to disarm him in the case of a knife ambush and then the code executes two possibilities or you win or you lose.

3 NEVER, BUT NEVER, does a victim run away when he sees a tactical team approaching to extract him from that dangerous and stressful situation and put him out of danger.

Please, no offense to anyone, this is my sincere opinion based on my real experience and so that you can improve the realism of this wonderful game.
Obviously the developer will know if it is feasible or not certain points I raised here

elfin tartan
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more dynamic situations or maps themselves, it seems a lot of it is just breach and clear whereas a big map where you have to find and stop something or find a suspect would be alot cooler

delicate nymph
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Casino robbery map?

winter grove
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I have only had the game for 2 days but i absolutely love it, I would love to see an ACOG sight be added and maybe some DMR's with a new mission type around them so you can have someone on your team on overwatch during a hostage situation or something, i feel that would be a really fun mission :)

steel warren
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This is not really a feedback but more of a question. I was wondering if there is a camera view in connection to the new photograph event? If not will it come?

drifting basin
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it would be nice if during multiplayer if you don't want to use your mic you can use the ingame character callouts like how if you do single player the AI will say "prepping flash" since you don't use the ALT key for anything in co op it would be nice if that can be integrated.

safe hamlet
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I will add something to my Feedback
Please make the civilians stop running towards the officers when one or more enemies are attacking, because they end up dying in the crossfire and the enemies stop running towards you like zombies with knives and a mob of 3 or more enemies.
It gets a little frustrating that

slow parcel
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**AMAZING GAME clapping ** I didn't want to risk buying it before but I watched it on youtube and man damn it looks amazing and feels like that

🔹I wish to have PvP with bots as well, something like attackers (players) fight defenders (players and bots mixed), defenders can move freely probably
🔹Provide a note about Local and Team VC so that players know that they probably need to use Team VC when needed
🔹More bot actions e.g. (throw grenade/flash, yell or call for backup, crouch)

I still haven't played all the maps but they will end up being boring at some point with only bots that's when PvP comes, it will be a game changing

thorn edge
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voice in spanish

pastel crane
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It would be great for People with slow internet connection like if you made it possible to install the supporter edition separately since if i switch to the normal one and back it always take at least 2 hours for me.

edgy temple
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Loved SWAT 4 and played it a lot. Just bought RoN last weekend, have played a bunch of single player but am definitely still new. I am super impressed, the game is doing a lot of things right and extremely well, I just wanted to give some hopefully constructive feedback on the SINGLE PLAYER experience. Happy to discuss.

A few things for motion/level navigation:

  1. The crouch function seems mostly useless? I find the vertical change when crouching is insignificant so it doesn't really help with getting behind cover. I do really like the increased sway when moving while crouched though.
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  1. AI teammate collisions can be annoying. The mechanic for having them step out of the way is decent, but:
    -- In narrow passages (there are a lot) they can get stuck in front of you shuffling along in your line of sight
    -- Sometimes it is too sensitive to react to the player, so I can just be somewhere near an AI and they will shuffle across in front of me, or wander off down the hall delaying or halting a command I just gave, or step into a room with suspects in it.
    -- Sometimes it is not sensitive enough and I cant get through a door without commanding my team to move.
    Overall, as is I find the realism of having AI teammate collisions is negated by the delays it causes.
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Request a running list of score penalties in objective menu during a round. Sometimes it is difficult to know if something you just did will count as a penalty, and this would allow beginner players to check right away. Waiting until the end makes it tough to know exactly what action caused it. I think there might already be a popup, but it comes and goes really fast and it is hard to know if you missed it.

Request the ability to give commands through team camera. I frequently would send team 1 to queue up for a breach on a door then walk off to set up the other team, only to find the first door is locked and have to walk back to tell team 1 to unlock it then tell them to queue up again.

I really dislike the objectives where you have to find things (meth, guns). I think these should be slight bonuses toward your level score, like you can still get an A or even A+ without finding them, but if you happen to spot them they grant a few points that can negate a missed piece of evidence or something. I guess if they are always in the same place this only effects first playthrough, but it might be more fun to have small bonus point evidence that spawns in random places.

Again, want to say I really enjoy the game, keep up the good work!

fervent whale
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Please hire new voice actors AAAAAAAAA BIGtacticat

mighty leaf
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So, two ideas I have would be for the addition of full metal jacket rounds to serve as a middle ground between armor-piercing and jacketed hollow point ammo, and for us to be allowed to pick our armor plates on all sides. So, for example, we could have a ceramic plate on the front, steel on the back and Kevlar on the sides. Yeah, tack on side armor plates for a third idea.

austere iris
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Id be amazing if we would get introductory cutscenes to every map. The start of the new trailer would for example fit very well with Barista Cove

lament holly
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please make door wedges reusable after picking them back up

alpine stratus
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Alright why the hell did the loadout UI change it feels really bulky and slow now the list was nice and compact it is also genuinely a little confusing to use at first I’m getting the hand of it now but this is just not the way to go. Please

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Also why does the armor and bullet types not have descriptions to tell us what they are? Is this information in the game or am I going to have to look it up?

proven ore
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Unsure about eli's new look to be honest, liked the look of the balaklava instead of looking like I was asking for pictures of spider man

lament holly
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Please let all primaries use every red dot and holographic sight
It feels odd that some sights are restricted on some weapons

cloud mirage
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Add the ability to turn off or on every single hud element (like you can do in ace3 if someone is as arma 3 player). I would love to play without hud but I would also like to keep my self perception by keeping the damage doll and maybe the stance indicator.
A setting for hud transparency would also be amazing

safe hamlet
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I think it is dope w the new update finish test levels rn but there should be like a red room Map where u go into a torture area and a plane map

eternal grail
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Gas Station:

Dipping to 69 FPS in a certain spot (1440p DLSS:Ultra Performance) on a 3080 i9 12900k with 32GB of VRAM.

slim birch
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[Suggestion - Iron Sights]
I'd like for there to be at least a minor statistical advantage to use ironsights on guns since reflex sights seem to improve aim down sights time. Perhaps a faster weapon draw speed? I'm not sure myself, but I'd like to see at least something since they're not purely cosmetic anymore

twin fern
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[Weapons]
They're to weak
Look I get it, yall are trying to be realistic so it dosen't make since to have a 9mm one shot people to the chest.
However, the weapons should always one tap to the head (Unless they have a helmet of course) and the shot guns should be able to actually kill instead of firing pixy dust.

fervent whale
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Should for sure be a setting or something to set kick to pressing twice or something, so instead when I am trying to mirror or quickly check a door for a trap I don't, I don't know, kick it and instantly kill me (I'm still salty about this it just happen)

serene garden
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[AI]
Suspects kill themselves too much, esp on the newest maps. Imo they should only "consider" suicide when they have LoS on you. Off-screen suicides aren't that fun, especially right after you spawn

inner path
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[Gameplay][Movement]
Setting to disable/reduce view bob
There is quite a bit of view bob when you walk with the new animations, it would be nice to have a setting to disable/reduce it since view bob makes me motion sick pretty quickly in most games

mighty leaf
jovial badger
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[Gameplay/Customization]
QoL
Loadout saving, gun customization saving

shadow vector
#

How to I order my guys to use stinger launcher??

mighty leaf
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Yeah, I don't think we can order anyone to use their grenade launchers. Also, I vote we be allowed to mix-and-match ammo for the grenade launcher.

cerulean canyon
#

[UI]

Add explanations of what kevlar, ceramic and steel do in the loadout menu for those who don't know.

shadow vector
austere galleon
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[AI]

Current AI feel way overtuned. Their awareness of the player is inhumanly high, they can and will see you through walls and start shooting before they even have line of sight on you. The AI needs to be tweaked heavily.

safe hamlet
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I liked this version of AI, otherwise game becomes boring

valid spindle
lyric dust
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Love the new content but I’m struggling with framedrops, neither gpu nor cpu are maxing out so no idea what’s causing it.
Used to run at a stable 165 frames, now its around 100 which is fine, but certain areas drop it down to the low 50s or even 30s.
Any recommendations on what settings to change to fix it would be appreciated!
Rtx 3070 ryzen 7
Have fun with the update bois!

valid spindle
safe hamlet
valid spindle
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[Weapons]

We really need battle rifles, They are used by alot of SWAT teams and could be a great addition to the game

A battle rifle is a semi automatic rifle with a higher caliber then assault rifles but lower then a sniper rifle, It has a lower mag capacity then an AR so within 20-10 rounds.

Notable examples of battle rifles are:
Mk14
HK417

acoustic thistle
#

Where is my balaclavas

safe hamlet
wispy arrow
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[AI]
Excessive suspect suicides
When playing Agency and Hospital (Barricaded Suspects and Raid modes) maps, the vast majority of the suspects are suiciding for no apparent reason and before we've gotten anywhere near them. On version 21474.

jagged cypress
fervent heath
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[AI] In my opinion AI are way too powerful, they take too many rounds to kill, and they charge the player way too much.
Not all enemies are supposed to be fearless machines that would die for their cause.
Additionally, they have gotten their built in Aimbot back, cause they come around corners with their guns already locked to the player from what I observed, I can hardly complete any mission on my own, or with AI without being either critically injured or straight up killed

tired seal
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I would love it if my AI teammates would also lower their night vision goggles once I do it. Same effect like with the laser pointer. 😋

jagged cypress
gray vigil
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I love this update, but on the night club map I would love it if we could turn off the music on the DJ table.

regal meteor
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I work as a level 1 trauma nurse, hospital map isnt really like a hospital to be honest...i know its in progress but still...just sayin

cerulean canyon
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[Gameplay][Traps]

Some places where the AI have traps feels very dumb and unnatural. If they lock themselves in a bathroom why would they ever put a nade trap on the door if they aren't just trying to kill themselves. Maybe some sort of smarter trap placement like putting them on entry doors etc. to make them feel more natural overall.

flat sorrel
keen edge
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Setting a default weapon fire mode in the weapon customizer would be a nice quality of life update for people who use full auto most of the time

midnight linden
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It seems that the enemies in the valley of the dolls take way more damage than they should and also that they shoot through almost every wall in the house

foggy violet
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I have tried the "park" map and it has a lot of lighting failures, the flashlights illuminate a lot or not at all, the bulbs only turn on if you go under or to the side, the NVGS there are times when the lighting fails and it is impossible to see if there are cables or someone in front of you

opaque dagger
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[Gameplay]
Possibly in future updates, add a map planning section so players can get a clear understanding of how many rooms, levels, buildings, etc there is on a map. Doesn't have to be a 3D map, just a rough layout should be enough.

versed phoenix
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[Map/environmental storytelling]
Giving feedback on how important ambience and environment is to the experience
You guy's really did a great job on valley of the dolls with the environmental story telling, if you guys can keep this level of environment up, atleast for me the ambience and environment really are what distinguish a good game for a great one. The feeling it gave me was very similar to that of the fairfax residence from swat 4, how it kinda of just got creepier and more foreboding the deeper into the level you get. If you can pull this off with future maps that would be genuinely amazing

ashen bear
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I would love to see more 7.62 or even the new 6.8 weapons for SWAT (HK17, SCAR-L, Mini-30... etc). Even with AP rounds equipped for the 5.56 rifles some of the suspects with vests seem to be complete bullet sponges. Would love some extra stopping power

quaint nest
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[Level Design] [4U Gas Station]

Not sure if that level is still in a WIP but the two guitars in the back next to the jukebox in the diner segment have no textures

Also the poster in the staff room next to the white board fades out when you about 5 feet away from it.

brazen summit
#

[GAMEPLAY]
PLEASE make flashlights have more flood, it's so small it's actually abysmal

mighty plinth
#

[User Experience]
Loadout menu for non-supporters is a bit polluted

While the new loadout selection menu looks and works great, having the Supporter only equipment showing up even if the player doesn't own it can be annoying. It pollutes the menu with unusable items and since the new menu doesn't block the player from equipping it, and without any indication of what is supporters only, I found myself equipping them only to find it replaced for something else.

Having supporter only content hidden to non-supporters would be nice for those without the Supporter edition. Also, making it a bit more clear in the patch notes which weapons are supporter only and what are they a skin of would avoid confusion in the future.

serene garden
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[Loadout/UI]
Loadout presets that players can save and load, like in Insurgency Sandstorm

midnight linden
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[User Experience]

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[User Experience]
It seems like all of the enemies in the newer levels are way stronger than the enemies before the update

craggy mauve
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[Gameplay/AI]

Would it be possible to add fake civilians? Basically suspects that don't hold out a weapon until an Officer gets close where it then pulls out a knife/gun? So you always have to be on guard when even dealing with potential civilians.
AI allies don't identify these AI as suspects on first sight until something happens.

serene garden
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[UI]
Rename the GA416, if not HK416 for copyright reasons, then at least M416 or M27 (US Marine designation).
"GA" just doesn't look right

lunar scroll
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Removing john wick terminator AI, this update broke how ridiculous the AI behave now. Pin point, inhuman reaction speed, aimbot through walls, and take 7-12 shots average.

hardy ember
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make it so theres difficultys to select from old version of ai is easy and new version is hard like dam they are really difficult, i actually cant half ass it anymore xd

tough fern
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[Weapons]
This update seemed to break damage on the weapons. What would've taken 3 shots to kill a suspect now takes 7. Either decrease the ai health or increase weapon damage. I've also noticed that the swat ai can take a insane amount of shots before dying too.

shadow otter
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Because it's annoying to manually change every weapon and attachment for the ai team members, there should be a button that changes the ai team members' loadout to the players' loadout. It would save a lot of time

mighty leaf
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[Loadout]
Add multiple levels of armor plates in the different materials, with higher-level plates offering more protection, but with them weighing more and therefore slowing you down. This would add more options for equipment with what I presume would be minimal effort.

thorny oar
stable fulcrum
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[User Experience]
new loadout menu has a lot of nice features but I believe this menu is a bit superfluous, the other menu when you select things like your grenade types and tactical equipment still allows you to allocate how many of each item you carry making the slots selection menu feel useless at best and an inconvenience at worst

flat sorrel
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[AI/User Experience] while the new armor system for the AI is great I feel that it is too strong at least compared to swat armor. After playing for a bit I realized that me and my buddies could not physically complete any mission due to us being brain dead combined with the absolute tankiness of the AI compared to either the damage of our weapons compared to theirs and same for the armor even with heavy armor and larger calibers

safe hamlet
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let users pick up eachothers equipment, if i die id like my teammates to be able to still have the benefit of a riot shield

stable fulcrum
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[Gameplay]
loving Valley as a map (john wick ai is making it hard to consistently clear but thats not the point of this post), loving how interconnected and how tightly the map is designed. Made me have to think when deploying wedges in order to make sure enemies couldn't come around and flank my team or closing off an area to clear for later

fervent whale
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[AI/Gameplay (Kinda)]
I really hope the AI become god tier, I want to feel like I am fighting an uphill battle and have to outsmart them BIGtacticat Having them set up flanks, ambushes, setting up traps in specific areas to assist that, and even giving suspects wedges of their own you have to disable, could really assist in the feeling you are both the hunter and the hunted you can get sometimes.

lavish helm
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[multiplayer]
if the game is in progress, it would be nice if find session would ignore it, its annoying really

sturdy sable
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#📩feedback-reports-channel enemy armor is a bit op without them having a stagger or something; also I dunno what kind of AP rounds we're supposed to have but tungsten tipped rounds chew up steel plates

jovial oak
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[Suggestion on armor material and type]

Drop steel armor and stab vest please!

Practically no law enforcement nor military use steel plates for body armor and I don't know any SWAT runs stab vest.

Add polyethylene/UHMWPE to replace steel as an material option instead and change stab vest to soft ballistic vest, make ceramic the most protective, then polyethylene/UHMWPE, with kevlar the least protective for simplistic implementation, the 3 body armors should be soft ballistic vest(light), plate carrier(medium) and heavy armor.

For more realism one can reference the new or old US NIJ/national institute of justice body armor performance standards as guideline. Old standard rates level II, level IIIA for handgun and shotgun, level III and level IV for rifle threats, New standard rates HandGun1(.357) and HandGun2(.44) with Rifle 1(7.62 m80), Rifle 2(5.56 m855) and Rifle 3(30-06 armor piercing).

Imagine having intros and briefs for levels where they let the team know that we will be facing vets with a variety of AP rounds on domestic terrorism calls, russian mafia with smuggled mounted machine gun and tungsten rounds, gun nut that stockpiled specialty ammo, or even slash resistant clothing for a machete only gang mission etc... armor selection can enrich the storyline, shape tactics and add depth to playthroughs, people want authenticity and realism, don't just make the game good, make it legendary where no minute details are overlooked and be the first to have them ingame and forever remembered in gaming history.

PS If dev can implement&integrate educational video and ingame tutorial of realistic armor into mission introduction and gear selection it will be the most welcome edutainment.

violet jackal
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[Loadout]
New ballistic facemask model, cause current one is clipping with headset.

flat sorrel
steel nimbus
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[Gameplay/Teammate Interaction]
Tap Shoulder Option
Usually when you're in a stack on a door, when you want to be quiet, the 4 man would tap the 3 man on the shoulder, the 3 man would tap the 2 man on the shoulder and the 2 man would tap the breacher. This is an indication that everyone is ready to breach. It would be cool if we could have this mechanic in Ready Or Not.

pine yarrow
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[Audio]
A slider for both Team chat audio and Local audio chat. The local audio is too quiet for me, but if I slide it up, it is too loud when I hear other people in Team.

dreamy sand
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[Gameplay]
Suspect who surrendered inside can't be cuffed. Maybe add a function to tell them move to the player.

rapid saddle
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[Equipment/Armor, Movement Penalties]

Steel Plate Movement Penalty is Too Severe

While I do agree there should be a movement penalty for steel armor plates, the fact that it takes almost a full two seconds to start moving feels unrealistic and I think should be lessened at least slightly.

fervent whale
rapid saddle
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[Equipment, Armor]

Assault Armor

On the subject of armor; while I know it's not realistic, I would like to see a heavy armor option that provides ballistic protection for our forearms and legs as these are the areas where I get hit the most even when being careful. Maybe call it "Assault Armor" to differentiate it from regular heavy armor? I would like to clarify that I am NOT asking for a juggernaut suit, but rather something more in line with the appearance of heavy armor in SWAT 3, SWAT 4, and the Rainbow Six games.

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[Equipment, Weapons, Caliber, Weapon Damage]

Make Weapon Damage Primarily Dependent On Caliber

I know this has been suggested in the past but weapon damage (for both us and the suspects) should be primarily dependent on caliber. A gang banger with a 9mm handgun should have a harder time taking down a SWAT officer in ceramic plates than a grizzled veteran with a 7.62mm assault rifle. Barrel length and muzzle velocity should also play a part in determining weapon damage as well.

uneven quarry
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[Gameplay]
Make bashing more useful.
The bashing mechanic feels pretty overlooked, and I think there should be more uses for it. As is, it serves not much purpose. Adding something like maybe the ability to bash a window in may give it at least a little bit of use, even if it's more or less useless when you can just shoot through glass. I don't REALLY know what to add to it, but I think it may need to change.

safe hamlet
#

[Equipment]

make the goggles on the balistic face mask anti flash goggles
pretty please

barren belfry
#

[Gameplay/AI Animations]

Enemy AI reactions to fire, compliance commands, and more or less anything that may put them in a different "state" can vary from them pulling a 180 and shooting the player(s) to them having a seemingly late response to any stimuli

In other words, the best I can describe, I see a suspect, facing away from me, I shout for compliance, only for them to turn around, let off a shot, which misses. I shoot them back, which makes them play a small "getting hit" animation, it seems, after that, his weapon rises back at mach 2, and I instantly get killed.

More on this note, SWAT 3 did not have this, meaning that aware enemies would 1-2 shot you instantly around a corner, this made the element of surprise essential, however a enemy's weapon in that game never jittered as they did not change animation states that much (or at all, because y'know, it was SWAT 3)

Swat 4, on the other hand seems to have enemies act slow after a interrupting animation, allowing the player to pick up on what they are about to do, case and point is the fake surrender, while the action of shooting is fast, them lifting their weapon again Isn't, and it portrays it well to a player who has experienced it before.

TL;DR, AI turn and snap out of animations near instantly shoot things.

hollow otter
foggy monolith
#

[Gameplay - Level Design]
I think a riot level would be pretty fun. Players would be encouraged to use nonlethal weapons, while simultaneously looking for rioters with knives and guns.

safe hamlet
#

Make it so if you can only play with 1 friend, you can have AI work with you

austere galleon
#

[Gameplay]

Suspects seem fully capable of being able to shoot through literally anything, regardless of whatever weapon they're using, with laser beam accuracy. The suspects are straight up broken right now, no nice way to say it.

safe hamlet
#

PLEASE GOD MAKE THE AIS LESS LIKE TANKS. How does some tf2 scout lookin mf take 3 assualt rifle rounds to the chest and shoulder without dying? Either nerf AI, or make them reactive, like if you shoot an arm or shoulder they drop the gun. With a chest shot, assuming they have no vest, they will cover the wound with a hand.

#

so i cant use my radio or put my pistol away and then use my radio while still keeping the shield up?

vernal geyser
#

If you are restraining someone the animation should automatically cancel if you get shot and you should need to hold the button to do it so if you release the button the animation cancels

safe hamlet
vernal geyser
safe hamlet
scenic dome
#

[AI]
When the player peeked a door and ordered the AI teammates to clear it, they seemed to hesitate for quite a while.

sturdy sable
#

#📩feedback-reports-channel it feels off that you have to secure all civilians to complete a level; the area is cordoned off by patrolmen for certain, they would handle that and even evidence collection after the threat is dealt with. More emphasis should be on neutralizing threats; same reason as why you do not perform first aid in combat until the threats dealt with. Zip tying enemies to prevent surprises makes sense though

flat sorrel
#

Any plans of adding female officers?

safe hamlet
flat sorrel
#

Just though it would be nice

quartz falcon
#

would be cool to have a layout of the maps to plan your breaches and stuff and like plan where the best point of entry would be instead of going in blind at least give us a little bit of the maps

thin gorge
#

**Nomenclature ** For the mansion level the briefing mentions "child porn." The current thinking for LE is that child porn as an expression legitimises it because it's then associated with the word "porn." The current expression is Child Abuse Material (or similar). This might be nitpicking but it's not an expression used by LE so it would look out of place in a briefing

safe hamlet
#

[MODELS]
Make it so that your AI teammates will wear the same uniform as you do.
If you wear OD green, so will they, if you wear black, so will they, if you wear multicam so will they. Currently AI teammates only wear black, regardless of the player's choice. It will just make more sense than your teammates always wearing black while you wear something else. Plus it will look extra swaggy.

sterile dock
#

Detail the PD and flesh out cherryessa. on cherryessa get rid of the suspects using the MPL and instead give them M14s, M16s, M4s, Benelli Super shotgun, ak74s, and variations of the new CustomAR weapon that the brisa cove guys use. Change the gasmask model to something better.

fringe crest
#

[MODELS/CUSTOMIZATION]
Colored armbands/helmet patches to identify who is who on your team
When playing Co-op with my friends I often find myself asking the question of who is standing in front of me. My current solution is to have them wear different uniform types (one short sleeve, one rolled, one long) but armbands would be a really nice feature and would fix many identification problems.

violet jay
#

[Controls/Keybinds]
An option to "hold to use" flashlights and lasers instead of only being able to toggle.

steel nimbus
#

[UX (User Experience)]
Map Sorting

It would be cool if maps were given a difficulty rating, e.g. number of hostiles, map size, ect which users could sort by. This would be good for small teams of people so we know which maps might be too big for us to play until we get good at the game. 😂

safe hamlet
#

[UX]
Modify loadout menu option
A button to copy weapon, armor, grenades, etc from self to the AI team would be useful.

vapid egret
#

[UI/UX]
Also an option to save loadouts so we can switch between them would be a holy grail.

safe hamlet
#

[Gameplay]
Counterintuitive score
If I did everything perfectly, and nothing good, how I only get a B grade?
EDIT: If it's about the arrest thing, it should be written in the -- column.

valid compass
dusty sand
#

add remove filmic grain effect ( option )

limpid fern
#

there should be loadout presets so we don't have to waste time changing loadouts.

sour oracle
#

[gameplay + ai]
when officers detect a trap and are instructed to clear with c2 they should not stand next to the doorframe if possible. if not possible they should refuse breaching.

edgy kettle
#

[UI/UX]
Optics previews

I'd REALLY like to have some sort of preview when selecting optics!
I made a small "prototype"!

by the way I really like the game, keep up the good work!

lyric dust
#

[Lighting/Red dots]

  • Light trails with lasers and red dots can make it hard to aim in certain situations (it seems to be worse in certain areas and if a flashlight is enabled)
  • Red dots washing out if the flashlight is enabled can make it hard or impossible to shoot accurately
rustic torrent
#

[Gameplay/Weapons] Tanky AI or Gun bug

-new club map, one enemy seems to have somehow disappeared or become stuck in a map around the stairways that lead around the bathrooms and pools area. Could hear him, could not find him after scouring the map multiple times over
-new enemies seem to be unreasonably tanky. It should not take 5+ shotgun slugs or buckshot to kill an unarmored target or even an armored one for that matter. This was with the Entryman shotgun at least. This presents in other calibers like 7.62x39 where it can take 7 chest shots to bring one guy down in a Kevlar vest. This is prevalent across multiple maps. Crack house, nightclub, and the Left Behind guys level were the most played to see this from myself last night. It is incredibly annoying for random street thugs to tank so much ammo but one of us in heavy armor with steel plates will take less than 5 shots to go KIA quite frequently.
-still have untextured magazines on the light armor vest
-still have no FBI shield for supporters

main tree
#

[Movement]
I'd wish for two things to be better adjustable:
1: Walking Speed, currently only slow, normal and "sprint".
A) It would be nice to have one or two more steps between slow and normal. Normal is often to fast to go as a synced group but slow is to slow and kills the fun.
B) Please never add a faster sprint than currently. I think it would dull down the gameplay, because everyone would be sprinting without a brain.

(Second one as new post, so that reactions in discord are clear)

#

2: Flashlights [Weapons, Equipment]
We need adjustable flashlight power, sometimes they are waaaay to bright, sometimes they are to dark if looking far away.

Maybe also add the option to choose two or three different dimensions in the loadout screen. So people who like all the light in a small circle are happy with model 1 and people who like light in a wide cone are happy with model 2 or 3

edgy kettle
#

not to be that guy, but if you give your feedback the proper category ( e.g. [Gameplay] ) and a fitting title, it is easier for the team to go through them all

rustic torrent
#

Wasn't aware of that, will adjust. Thanks

quaint marsh
#

[Equipment] Armor system overhaul
The current system of armor is poorly explained and doesn't accurately represent how body armor functions IRL. The current system of stab vest > light armor > heavy armor isn't how armor functions. I propose a layer system.

The first layer is the stab vest or a IIIA soft armor vest like the kind worn by politicians during speeches. The stab vest being good for protection against suspects with knives and the IIIA enhancing ballistic protection vs handgun rounds.

The second layer is the plate carrier. The stock equipment should be the "light armor" model of just the front and back. From there you add pieces like the ballistic pauldrons, groin guard, or collar.

Once the second layer of the plate carrier and auxiliary components are configured, the third layer of actual armor plate is added. This would be either a steel plate of NIJ level 3/3+ rating or a ceramic plate of level 4.

In terms of rating, the stab vest would be good for 3-34 joules of force behind the blade or point of a knife. The 3A soft vest is good for 9mm and .44 magnum. Level 3 steel is NIJ rated for at least six (6) 7.62 NATO traveling at 2780fps. 3+ being designed for M855, 7.62x39, 5.45 and other modern infantry rounds, and level 4 for at least one 7.62 NATO AP rounds travelling at 2880fps.

A change to this system is both more realistic but also provides a healthier gameplay loop as armor would be actually protective instead of ablative. That armor can be removed entirely by threats it's rated to defeat (10mm on Valley, 9mm on gas station, etc) is absurd.

EDIT: this could also affect the slots/inventory system by swapping to an attachment point system not dissimilar to Ground Branch. Adding magazines directly to attachment points on the vest and belt means that fine control over ammunition, grenades, and other equipment is achieved without unintuitive menus and lists.

blissful monolith
#

[Gameplay] AI/Player Health, weapon handling, grenades

Stated above, some AI will be unnecessarily tanky especially when met with larger calibers or shotgun slugs, taking 5+ shots to the high chest before going down. Meanwhile I'm constantly getting 1-3 shot by suspects before being killed even after I engaged first. Something I'd suggest is having pro/con attributes assigned to the different armor plates, similar to the weapon attachments, so players know exactly what the differences between the different armor types will be. As well as either slightly reduced suspect health, or increased player health to compensate.

IRT weapons handling, some weapons have disproportionate recoil compared to others of the same caliber, key examples being the G36C and ARWC vs the SR-16 and M416, this observation is mainly applied to the rifles/carbines as the other weapon classes handle fine and as expected.

IRT grenades, physics of thrown grenades is still a bit wonky. They tend to get stuck on door frames and corners, and have inconsistent performance when it comes to reducing suspect or civilian morale. More than a few times have we flashed (sometimes double flashed) a room only to get domed immediately upon entry.

hybrid sapphire
#

Initial feedback for the new update (first time playing it today) is that everything feels more clunky. Movement is off, feels weird and AI team getting in the way is worse than ever. Ai teammates also do not always execute orders you give them, I've noticed. Suspects are back to split second kills to the point I'm back to no longer playing this game asking for compliance, and just shooting suspects on sight. If you seriously want the player to ask for compliance first, there needs to be a better delay. Yes real life I'm sure it's split second, but this is a game and there's delays in player input, pressing keys in order for actions to happen. Not a fan of the new gear selection interface, it's complicated and I spent more time doing that and sorting everything than actually playing a map.

craggy timber
cosmic pollen
#

Door wedges, the most lethal of all tools.

solemn pecan
#

[Clothing]
Ad balaclavas again please.

main tree
#

[UI Equipment]
somewhat contrary opinion to @hybrid sapphire
The new Equipment screen is a good step in the right direction, because we can adjust the loadout so much more detailed to the situations
Still, I support him: The whole menu is buggy and clonky.
UX Idea:
Option 1: When there are only two options (Ammo, maybe even nades) dont make a submenu like there is for the selection of the primary weapon, just for these two ammo types. Make them a toggle right next to the +/- buttons, so that the selection flow is faster.
Maybe just move the ammo selection to the screen where you adjust optics, grips etc.

Option 2: Move the +/- Buttons in the Submenu with the selection of the ammo type. Then only display the amount of mags (with this ammo type) at the same Position where it currently is, but remove the +/- buttons there (they are tiny)
goodcat

(Does this already belong to #feedback-discussion ?)

tribal sierra
#

[Gameplay/AI]
The AI are bullet sponges in this build. Even AP doesn't do anything against armor and they just soak up 5+ shots without as much as a flinch

main tree
#

[UX/UI]
Move the selection and adjustment of the types and amounts of mags, nades, and equipment in a combined menu.

Maybe similar to the primary and secondary weapons, there could be a menu for the whole vest.
There you could adjust (in fullscreen) which type of the vest, vest material, mags, nades, equipment

mossy garden
#

[Gameplay]
Noticing an issue on hostage rescue on the port. From spawn they start shooting hostages. Even if there’s no viable way for us to be detected the hostages are still getting killed.

iron bone
#

Full Controller support please, this is very important.

sour oracle
#

[gameplay]
when suspects are doing their death rattle and receive a headshot their death rattle should stop

obtuse turtle
#

[Equipment]
More detailed weapon statistics in the loadout screen

Please add more detailed descriptions and/or ballistic information for each weapon in the loadout menu so players can make informed decisions when choosing their weapon. Here's a rough example:

MP5
Magazine capacity: 30 rounds
Rate of fire: 800/min
9x19mm Parabellum
364 ft-lb muzzle energy
(Avg number of shots to take down unarmored suspect)
(Avg number of shots to take down armored suspect)

MP9
Magazine capacity: 30 rounds
Rate of fire: 900/min
9x19mm Parabellum
364 ft-lb muzzle energy
(Avg number of shots to take down unarmored suspect)
(Avg number of shots to take down armored suspect)

#

[Equipment]
Use the NIJ (National Institute of Justice) levels instead of "material" for body armor choices
(reference post)
https://steamcommunity.com/app/1144200/discussions/0/3417684796199361727/

Many materials are used in the construction of body armor, from kevlar, steel, ceramic and polyethylene. The precise protective power of each of these materials is not common knowledge to the average player so I recommend simplifying it to the NIJ system with a brief description of what each level protects against. Example:

Level II (lightest)
good against handgun rounds (simplified explanation)
Number of hits protected against this caliber = 5
Level III-A (medium weight)
good against large-caliber handgun rounds, shotguns and SMGs (again, simplified)
Number of hits protected against this caliber = 5
Level III (heavy)
Good against rifle-caliber rounds
Number of hits protected against this caliber = 5
Level IV (heaviest)
Good against sniper-caliber rounds
Number of hits protected against this caliber = 1

blissful monolith
#

[General] Map/mission suggestions

The current roster of missions is great, although I think this game would benefit from a level similar to the Fairfax in SWAT 4. Not always responding to a group of extremists or thugs, but also high risk individuals who have really gone off the deep end. There's a reason that mission is so memorable and I think RoN would greatly benefit from smaller scale situations like that.

safe hamlet
#

[Gameplay]

When suspects are hiding under beds, they should be able to use their firearm

cursive patrol
#

[Gameplay]

When AI deploy shield other AI need to be cover and let shield man move first

foggy monolith
#

[Server]
I've seen other servers that have a bot handle feedback and suggestions. When a suggestion is made, the bot reacts with 👍 and 👎. Users are then able to react with how they feel about the suggestion. Suggestions with x rating ratio are then sent to a separate channel for developer to review. This would help eliminate clutter and prioritize popular ideas that the general player base would like to see in the game.

solid hill
#

[Equipment]
B1301 "entryman"
can there be a animation for the final 6 shells so it doesnt look like there's rounds available when there is not

mighty leaf
solar sun
#

I'm sure im not the first person to notice this but the reload animations for the shotguns are not accurate to the amount of shells loaded. On a completely empty shotgun, the animation starts by directly inserting a shell into the chamber and sending the action forward which should chamber the shell and the gun is ready to fire. However, the animation then loads another shell into the tube that it doesnt count.

solar sun
#

TLDR: The empty shotgun reload animation loads an extra shell that is not counted in the mag tube

rustic torrent
#

[Weapons] Entryman shotgun

If we can't use the shells in the saddle of the entryman, why are they on the gun?
If the shells are on the gun, why can't we use them?

slow stratus
#

1- i cant select the balaclava dude as my own character anymore,
2-the ai keeps getting stuck in doorways with me in the middle
3-the new movement system is terrible,acceleration should be faster, changing directions while moving is hard when you arent moving fast since somehow the game seems to think changing directions at a walking pace should be difficult(its not,not even if you had half your body weight in gear,running would be a different story,but walking? no.)

proven ore
#

[Gameplay]
Animation cancel for arrest
There should be some way to cancel the arrest animation, as if you get caught by the new AI tactics while arresting as the final man alive, it is a guaranteed mission failure

blissful monolith
#

[Weapons] Magnified optics

The ELCAN and LPVO featured for some rifles have no discernable zoom over red dot and holographic sights. I looked through both with ADS zoom on and off, saw no difference over using other optics.

limpid hawk
#

[AI (Movement/Reaction Speed)]

Presently, enemy AI can still accelerate far too quickly, and this is despite whatever gear they have equipped. While players now have the additional challenge of (rightfully) limited mobility, the enemy still has no issue going from 0 to 60 very quickly- this is on top of absurd reactions to contact and fire where they shoot back in split seconds while being shot at themselves. Layer that with the AI's new behavior for hiding and ambushing, and players seem to be stuck with a completely different set of rules.

The cover system is helping, and rather immensely. Enemies no longer present as dumb bricks in the open, or endlessly zoom across every part of the map, but they still move way too quickly.

safe hamlet
#

(Ai) scared civ. I think that civs that see death (some) could freak out and run up behind u and take some of ur equipment (sidearm, ammo, tactical, nvgs) just stuff that could be easy to access u can force the civ to drop it and cuff them and it would be considered a suspect

slow stratus
#

(valley of the dolls) you can see whether the ai is hiding behind something through the walls via lighting

gaunt pine
#

[AI]
Ai should have a chance of weapon jamming, this is subjective between suspects.
Having seeing the almost unicorn jam that was the Glock used by the would-be Hero at the Gas Station it kinda got me thinking of something like that could occur to the criminals, Robbers are in the mixed in-between while more organized criminals to the more soldier-like extermists militia would have almost nil chance of it happen.

Criminals having fucking ammo and can run out of bullets.
If I can run out bullets, so should they.

Suspects having body-armor should have the same damage protection values as players.
Reason being that the fact that I've had to dump an entire 30 round of 5.56 magazine into a Bodyguard chest... Body armor should break just the player cuz if I can die in one shot, they should too.

5.7mm based-weapons for SWAT
Why can't we get a P90? I mean the FN.57 is good and all but... I mean you kinda missed that and yea.

Improvised weapons for Suspects,
if they run out of ammo and have no chance to change magazine or run out of bullets. They'll use the environment to their advantage. Tipping Cupboards/shelves, tables, throwing chairs, random shit at ya.

velvet condor
#

[equipment]

MP5SD pleeeeaaassssee. All those models of MP5 so instead of adding another model completely, make it so that when you attach a silencer to the MP5A2, the whole barrel changes like when you add the flashlight.

blissful monolith
#

[AI] Context clues, eye witness intel

Restrained civilians should have a chance to give the team some form of intel. Stating that maybe they have armor, what sort of weapons they may have, approximately how many suspects they saw, or maybe possible locations of other civilians needing rescue. It would be a way for players to get a little bit of extra detail that's not in the mission description, little tidbits of information to remove a bit of uncertainty.

Edit: Maybe have it have a chance to be completely wrong, since eyewitnesses are not always reliable. They can grossly over/underestimate etc.

unkempt hornet
#

[Gameplay] Cinematics as soon as you start a mission

As soon as I saw the trailer for the june update i got the idea that it would be cool to add little cinematics before the mission starts that have some lore.

old heath
high flume
#

[UX/UI]
Loadout Presets-
Have the ability to save a few different loadouts. Having to swap my light to IR laser and headgear to NVG's every time I want to run NVG's, and back again whenever I want to run white lights, get's really cumbersome, especially when running in single player, and having to do it with every officer. Even having a "copy loadout" that you can then paste to the rest of the team, and then go in and adjust smaller things, would be nice.

marsh sand
#

[graphics]
blood appearing on our arms or fpv model if we get shot in the arm

honest tusk
#

[Weapons/Equipments] SMGs rounds takes a lot less space/a lot lighter than ARs rounds so we should be able to take more of them.

errant bluff
#

(AI) The enemy AI is too difficult to take down: sometimes they move in a unnatural way (thery are too fast) and they are too accurate when shooting (they kill with a couple of shots in a too restricted amount of time). I noticed that sometimes I even have to shoot the head more than once to kill a tango with no head armor. In my opinion, the AI should be checked to be more realistic.

obsidian grove
#

[Gameplay]
I don't think the violent screenshake when bullets are landing near you/on your cover is necessary. It's unrealistic and creates an artificial difficulty of grasping the combat situation because you can't even perceive what's around you due to your SWAT officer having a seizure upon receiving suppressive fire. I think tunnel vision is okay (to simulate some sense of "adrenaline") but the shake is way too much, much more frustrating/distracting than immersive in my opinion.

limpid fern
#

[Gameplay]
Switching the fire mode/flashlight/laser in the lobby should be kept when you load in the map.

unkempt kettle
#

[Weapons]
The FN5.7 should definitely have an option for the IR laser. I want to use it with night vision alot easier

tribal sierra
#

[Performance]
Performance has gone down significantly across every map, despite only using 30% of my cpu and only 10-20% of my gpu for some reason

quaint nest
#

[Gameplay]

The ability to have AI teammates fill in when a friends only lobby isn't full. Along with this the host could determine if they were only allowed to control the AI or allow everybody to.

worthy bone
#

(AI)

The AI is getting pretty good in terms of positioning, reactions, and firefights seem to be a lot more exchanging of fire. However my group has still noticed the AI could use some adjustments.

First off, the accuracy of their shots seems fine, but the times in which they snap 180 degrees to high ready position, and the overall acceleration of some of their movements could be adjusted a little bit. Overall the enemy AI seems have much more dexterity than they should.

In addition, not only armored targets, but soft targets also seem to be much more bullet spongey. A single shirtless individual required 5 shots to go down from my team (3 were from a 300 blackout JHP to center mass from my gun). In addition, enemy armor seems to be grossly unbalanced to player armor. If it is going to take a lot of shots to take an enemy down, is it possible to integrate that into the feigning death system? I could imagine being shot by a few AP rounds in a vest made to absorb them would still be extremely traumatic.

heavy arch
#

[Gameplay]
pretty awesome update, but one thing is still annoying me, SWAT AI still doesnt flip down their nightvision when teamlead does.

[AI]
and another thing that i still wish for was that when i play with my boyfriend id still love to have the remaining swatAI with me, so that we can play with our Swat AI instead of then just us 2

[AI]
Let us force AI to use sidearms via an order, just like the shield

[gameplay]
give us the abbility so that we can force suspects that are cuffed to lay down on the ground so we dont have to constantly carry them out of crossfire if stuff gets heated

[gameplay]
a feature where we can save certain loadouts and quick-load them for players AND ai would be cool, so that if i for example if i want to play stealthier that i dont have to go trough every single AI weapon to put a suppressor on just to remove it again after the mission is done also for players so that we can quickly select loadouts would be awesome!

[AI]
add the option that swatAI can use battering ram

devout estuary
#

[equipment]
It would be great for you to edit damage on the pistols to be a little more realistic with .357 being the most powerful and killing in 1 shot, .45 coming in second killing in 2 shots, 9mm killing in 3, and 5.7 killing in 4 to 5 shots. This is all to the upper chest on unarmored targets. Right now pistol damage is inconsistent and not alot of difference between calibers.

[equipment]
Can you please update the M45 model to have glow in the dark tritium sights like you did with the other pistols?

[equipment]
It would be nice to see some sort of stopping power added to the .45, (the M45 and the USP45). The .45 was used in the Philippine-American war because they would get high on PCP and wrap tight leather around themselves to form a sort of bullet proof vest, and it was the only thing aside from a shotgun that would knock them down. I think it would be awesome to see stopping power in the meth mission cause they are high on drugs and tanky, a sort of reenactment of the Philippine war lol. The big difference between 9mm and .45 is knockdown power so it would be nice to see that added to give it an edge against other pistols.

lilac ice
#

[Gameplay]
Voice lines and Player-AI communication
An interesting feature would be for players to be able to select specific voice lines when interacting with AI. There would be a wide range of lines available with different tones, from aggressive and intimidating to more negotiative and empathetic. Using different voice lines would spark different reactions from AI so players would need to learn the best way to interact with them, depending on the situation. With victims it may be easier to gain compliance through the less aggressive voice lines but with hostiles it may be the opposite.

This would provide alternative ways to resolve a situation and avoid casualties, whilst adding more interaction and realism. That's basically all the idea is but there'll be ways it can be expanded on.

tidal vessel
#

[Gameplay]

AI

Please, can we get an option to remove the friendly AI. They cause more problems then they help solve.

torpid jungle
#

[equipment] Maybe if ATAK was implemented, we could do things like mark waypoints/rooms, draw plans, etc, mark objectives?

thorny oar
blissful monolith
#

[AI/gameplay] Suspect/civilian interaction, sniper teams

Suspects never interact with civilians outside of hostage situations, unless I haven't seen it yet. Having them be able to grab them and use them as a hostage when cornered or have some form of interaction with them could make your intervention more urgent rather than the two entities existing in the same space and not interacting at all. Unsure if that's planned already or what.

Some maps (Brisa Cove mainly right now) could have use of a player controlled or AI sniper team like we had in SWAT 4. Especially Brisa Cove since it does take place in a high rise building flanked by others where snipers can deploy. Unsure how that would work for balance reasons, but I think it could be something to consider.

torpid jungle
#

.

pastel zealot
#

[Weapons]
Alternate sights
Add canted iron sights or other optics so there's more reasons to use the "canted sight" or "secondary sight" buttons besides using laser sights or the top sight on the 4x scope. Additionally, the G36 is famous for having a very fascinating proprietary dual optic: https://www.youtube.com/watch?v=9J0psXVo5Uo

[Weapons]
Pepper spray as sidearm
Consider swapping pepper spray from the "tactical" slot to the "sidearm" slot as an alternative to pistols or the taser.

[Weapons]
No mandatory weapon
Consider allowing players to remove primary or secondary weapons completely to allow for more equipment to fit into slots. For example, removing the pistol rather than mandating its inclusion in a kit and therefore requiring one slot be filled with an unremovable pistol magazine; alternatively, treat the first magazine of the primary and secondary weapons as free, and therefore not costing slots in the kit, since they would be in the guns rather than being worn by the operator.

[Weapons]
Ammo types; jacketed soft point ammo
Having different ammo varieties is extremely interesting even if somewhat hard to utilize, because determining whether a threat is or is not wearing armor and swapping magazines to fit those circumstanes is a luxury not afforded to the player in a lot of very heated situations. This option still deserves to exist even if swapping magazines is somewhat situationally useful; however, more ammo types, such as jacketed soft point ammo, could be useful for serving as a middle ground in roles between AP and JHP rounds and therefore delivering damage more evenly across armored and unarmored targets.

[Equipment]
Ballistic shield synergy
Allow other one-handed weapons or equipment to be used with the ballistic shield, such as pepper spray, or with great loss to accuracy, the MP9.

heavy arch
#

[Gameplay/movement]
theres certain spots where you can walk over and then your stuck because the character cant vault or jump over small ledges

[Gameplay]
Voice-commands like we had in SWAT4, voiceattack is cool and all, but still fairly slow

viral pike
#

[Gameplay] as a realistic shooter i think having a map of the level would be a great addition, maybe in a planning phase before the game starts.

daring ingot
#

[Gameplay]
Give lobby host option for full friendly fire
It’s no secret many people enjoy this game for its realistic elements, so why not give players the choice to indulge in the realism. It seems like it would be easy to implement as well (keyword: seems), so as far as additions goes this would be a lightweight bonus for realism oriented players

obtuse turtle
#

[Weapons]

Live (or simulated) dummies for weapons tests

Including that helpful victim volunteer downstairs at headquarters to test less-than-lethal systems on is great but it made me wish they were wearing body armor so we could test the TTK (time to kill) of various weapons on them.

wide blaze
#

Arresting compliant civilians and gathering evidence isn't really SWAT's job. IMO we shouldn't have to wander the level to complete these goals.

For evidence, I think the goal should be 'prevent suspects from destroying evidence', not gathering it.

As for civilians, once the scene is secure, the level should end. At this point other officers would flood the scene anyway. Players should still arrest civilians to keep them out of the line of fire, and to make sure they aren't suspects with concealed weapons.

pastel zealot
#

[UI]
Damage charts
Having some resource in-game explaining the damage output for a given weapon would be extremely useful, as it is currently difficult to determine a weapon's damage output in missions or in the lobby. Damage could be explained simply and without breaking a player's immersion by displaying the round's "foot pound energy" when selecting a weapon in the loadout menu, adjusted to fit gameplay purposes. An extremely powerful gun would have far greater foot pound energy than an extremely weak gun.

[Gameplay]
Analog door movement
Allow a player to peek a door by grabbing it and using the mouse or scroll wheel to open it or close it in very small increments, in addition to the binary door peeking which already exists.

rotund jewel
#

The heavier your loadout is, your speed of leaning (both Q/E and ALT feature) should be reduced. This is not uncommon; Insurgency does this with their weight mechanics as well.

obtuse turtle
#

[Progression]

A ranking system for player progression

Rookie/FNG
Police Officer
Police Corporal
Police Sergeant
Police Lieutenant
Police Captain

Nothing more than bragging rights (but special weapon skins, uniforms or arm patches could be added for extra flair). But it would give players a sense of progression and accomplishment. Even something to look forward to if they really want that special equipment skin or arm patch.

Additionally, you could lock higher ranks behind special requirements. So instead of simply requiring the player to grind EXP, they'd also have to complete prerequisites.

Rough example: In order to achieve the rank of Police Lieutenant, the player must accumulate X amount of exp points and complete all barricaded suspect missions on S-Rank. Or in order to achieve the highest rank of Police Captain, the player must complete all maps and all missions on S-Rank.

mild jay
#

able to cut the power during the mission or as a box to tick when starting, just to utilise the NVG's more and it gives the mission more ways of playing

gaunt pine
#

[Weapon Suggestions]

Short Tactical
Being able to carry Taser, Pepper spray, or short 'range' tactical item. Rather than sidearms or being restricted to carrying ONE tactical item like the Shield, mirror gun, or M500 Breaching shotgun.

Consider having two tactical appliance sections being the Long-tactical and Short-Tactical.

surreal flume
#

[ROE]

"Unauthorized use of force when an AI has not heard a yell from swat before being lethally damaged/killed."

This is fine except that some suspects appear to be deaf and partially blind, and will not hear or respond to you yelling at them to comply from more than a few feet away or if you're out of their direct line of sight. Then as soon as you enter a close proximity, they will often either run towards you or take cover. Shooting the suspects at this point results in an unauthorized use of deadly force, even with suspects who are visibly armed with assault rifles or smgs.

If using deadly force requires that suspects first hear SWAT yell to comply, then make sure that suspects are actually able to hear SWAT yelling from a reasonable distance (i.e. from down a short hallway or from the doorway of an adjacent room), and not have their hearing depend on me being 100% within their line of sight.

Additionally, if an suspect is running directly towards me with a gun in hand, I am going to shoot them, whether I think they have heard me yell to comply or not. I don't think this should count as an unauthorized use of force.

night turtle
#

I ready the "Known Issues" but ceramic is junk.
Also, movement speed is no longer effected by armor.

shrewd chasm
#

[Descriptions]

Add descriptions to more items like the armor materials, bullet types, etc...

stark viper
#

[Lobby]
We should have another firing range area where there are AI suspects with varying levels of armor so we can properly test out weapons/ammo type to better understand how they work

open girder
modest matrix
#

[AI]
The weaponry used by the suspects, especially where the lore doesn't explain why they are using fancy equipment, should better reflect weapons actually common on the US civilian market. The amount of suspects running around with full auto MPX or P90s is ridiculous.

The only really reasonable full auto weapons for most suspects to have are in some form or another bubba'd AR-15s that were illegally modified or fitted with a bump stock

So stuff like hi points both the pistols and the carbines, kel tec SUB PCCs, cutdown milsurp rifles, simple ARs, various shotguns, PTRs, semi automatic AKs or various saturday night specials

All stuff that could be reasonably obtained by breaking into private homes or robbing gun stores or by straw purchases.

gilded fern
#

[Equipment suggestion]

Would be really nice if we had an infinite amount of chem lights. As someone who likes to use them to see where I've been, I always find myself running out. It becomes even more evident when you playing on the WIP hospital map. With how big it is, we run out of chem lights long before we finish the mission/

main tree
steel nimbus
#

[AI]
Bullet Sponges

AI are currently bullet sponges, whether this is with submachine guns or normal assault rifles, they will take many shots to the chest AND HEAD.
If this could be adjusted to make gameplay more fair, I'm sure everyone would appreciate it.

vapid egret
#

what

rotund jewel
#

Double 'stop bleeding' time required when done by yourself, make 'stop bleeding' take only half as much time when a teammate is helping another injured officer. Both functions will be "Hold F to stop bleeding". When a teammate is helping a target bleeding officer, both will be unable to make actions/shoot (same as when you stop bleeding solo).

sour oracle
#

[ai]
lmg suspects should take power positions and provide suppressive fire for their team

flat sorrel
#

[User Experience] if there was a dephibulator that could be used to res "dead" teammates then it could give people one more chance say at 1/2 health instead of just leaving them watching helmet cams

weak shuttle
proven ore
main tree
#

[Gameplay, Animations]
Please let us be able to stop the reload of shotguns immediately.
Maybe also other weapons, indepent in which state the reload is, just to be able to toss the weapon in the sling and switch to the different weapon.
Maybe by quickly double tapping the key for weapons switch tacticalthink

rotund jewel
#

If the uniform is selected in OD green, please add the OD green to ballistic face masks too

main tree
#

[UX UI]

Idea for a redesign of the selection of mags, grenades and gear:

Buttons in the main menu of the equipment menu:

  1. Primary Weapon
  2. Secondary weapon
  3. Tactical Accessory (ram, breach shotgun etc)
  4. Vest Supplies
  5. Headgear

The menu for Vest Supplies functions and looks similarly to the menu for optics, grip, laser etc for weapons:

On the top ( in red), show total assigned amount of (Primary Weapon Mags), (Secondary Weapon Mags), (Grenade Slots), (Tactical gear)

All as a single "normal" Button but with +/- on the right side and a counter of how many slots are assigned.

With a larger gap to visually see the logical separation these buttons follow:

Primary Mags, expanding to the right: Always display all Ammo Options with a counter of how many are equipped in the vest and and +/- buttons to change the amount of each ammo type

Secondary mags, similar to the primary mags. Expanding to the right, always show all ammo options even if 0 mags of this ammo type are carried in the vest (just to get rid of this weird submenu of selecting ammotypes)

Grenades, same Logic

Tactical gear, same Logic. It might be necessary that this one is scrollable, just like the primary weapons

weak shuttle
#

[Audio, Gameplay]
Destructable audio sources

When shoot/destroy audio sources such as speakers, radios etc. The audio should stop

iron bone
#

[Visual, Graphics)
There is clipping issues with some handguns and the gloves. For people with ocd (like me) , it's very triggering

late bough
#

[Gameplay]
Allow use of sidearm while carrying cuffed person
I think the SWAT should be able to use their sidearm while holding a detained person, with less accuracy and increased recoil.

[Gameplay]
Give carrying a detained person a reason to exist, I.E. physically carry a hostage/hvt to the APC

#

[NPCs]
Add on scene patrol officers into situations (besides perimeter) into future maps
I believe adding AI Patrol Officers to levels would make sense in maps like the upcoming hospital and School levels where (non downed) Officers would be holding security on some rooms to ensure safety. It would also make for more Target ID besides gun or no gun, having to physically inspect their outfit to ensure they're not a fellow officer. Perhaps even more depth, like having the officers aim their weapons towards you as well if you don't announce your presence to them before you enter their vision, but still not open fire unless you fire first. An idea that immediately comes to mind is on the upcoming Hospital Map, the discription says, "Retaliating for the actions of the [REDACTED] shooting, remnants of “the Hand” go after the lone surviving active shooter, now placed under police supervision in the Coastal Grove Medical Center ICU." There could be one or two officers in the Hospital room with the surviving shooter to prevent the suspects from reaching the patient

quaint nest
#

[Gameplay]

Have a form of downed state that can only occur if the final bullet only shoots limbs.

When being brought back up the last limb shot before the downed state will have a permanent debuff untill the end of the scenario.

Arm - Increased recoil, slower deploy times for items, slower handcuff time, slower reload time, slower weapon swap time.

Leg - slower max walking speed, slower acceleration speed, slower crouch speed, inability to kick open doors.

A hobbling animation could be implemented too but that could possibly make the player motion sick.

Along with this, officers could be allowed to bring a medical bag that reduces the effects but not fully. This item will take up two slots for deployables due to it being a medium sized bag.

Description of the bag could be.
"Bag filled with supplies including splints and painkillers ment to help officers after receiving a heavy blow during a mission."

modern bolt
#

[General]

AI interaction with VoIP.

Allow the AI (Primarily Civs and Suspects) interact with VoIP input. For example, instead of pressing 'F', you could say "Drop your weapon!" or a variety of other phrases to trigger their surrender. This mechanic might also require the installation of voice activity instead of push to talk to make a easier experience for the player. Also it would be neat if the AI could react to the VoIP and gain intel on your location.

pastel zealot
#

[Gameplay]
Mag check swap
While using the ammo checking function, allow the player to cancel the animation directly into a magazine swap instead of having to wait for the ammo check animation to complete before starting an entirely new animation

trail marsh
#

[Gameplay]

Add a holosight for the g36c

clear pine
#

[General]

Languages

Hello, guys! This game is completely amazing and trust me when I say that this game is one of the best tactical shooter game I have ever play. For me and a little percentage of Hispanic community, we truly want a Spanish Discord, thus we can find more hispanic people to play Ready or not! Thanks guys, and y'all doing amazing! Keep in that way! 🇨🇷 Greetings from Costa Rica 🇨🇷

iron bone
#

(Visual, Graphics)

Please, add better quality to mirror reflections. Even at max with DLSS, the reflections are very low res and have a lot of jaggies, they dont look good enough

finite harbor
#

[Weapon Attachments]
Combo laser flashlight

main tree
#

[Voice Communication]
Similar to Insurgency Sandstorm, please make it possible to assign talking in team chat and talking in proximity chat to to different keybinds (instead of pressing a key just to swap)
This comes in handy if you got a 5 player lobby and you are going in two groups.
Sometimes you need to talk to all 5, but most times only the people near you

Also please add a toggle between voice activated communication (like discord, if I talk loud enough its instantly transmitted without keypress) and the current press to talk

rotund jewel
#

Currently, switching ammo types in shotguns (between slugs and buck) is not practical and does not allow the player to make their next shot a slug because a shell of buck is already in the chamber. When pressing 1, instead of just only switching what you reload next, it should also make the officer pump (for pumps) /pull the charging handle (for semi autos) to remove the currently chambered shell and then load directly into the chamber the alternate ammo type. This should be done in addition to changing what players reload next. If this was hard to understand, just play around with a shotgun with both slugs and buck equipped and you will see what the problem is.

warped ingot
#

[Gameplay]
Buff shotgun strength. I need yall to know that if I peg a dude with 12ga buckshot in the arm, where there is no armor, that arm is 99% detached, let alone would the suspect be able to return fire with it. Experienced this multiple times against the terrorists in the hospital level. All pellets hitting with buckshot should be guaranteed kill or dismemberment.

muted viper
#

add ARMBANDS PLS or pacthes with nametags

uneven quarry
#

[Gameplay, I guess?]
Add a few more achievements.
Not hard to arrest one guy. Maybe add one where you complete gas station in 5 minutes or something. Maybe complete shoothouse in 1 minute? Idk.

tough fern
#

[Gameplay]
Add the command wheel you have to command the bots in SP and add it to MP. I think this could be a good way of communication with people who don't have microphones. Could also be used as cues for the other team. Lets say the guy with no mic is leading the team. He can tell the crew to stack up and clear without having to just type in chat slowly. I just think it'd help with pacing personally.

austere galleon
#

[ AI/Gameplay ]

The Suspects badly need to be tuned down. They are disgustingly overpowered at the moment, sometimes tanking upwards of 10 rounds of AP, while wearing armor. The suspects are badly, badly overpowered and seriously need a nerf because they react faster than the player can.

vagrant matrix
#

[Gameplay] Stop waving your gun around when you yell(it's not a magic wand)

Remove the character action of pointing your gun towards the ground when you shout. It makes no sense that you'd stop aiming at someone who has a gun when you're yelling at them. I've been killed multiple times because I shout at someone then they turn around and John Wick me because I'm standing around not looking through the optic.

plucky oriole
#

could we someday have briefing and planning?

plucky oriole
warped ingot
#

[Gameplay]
Suspect health is still too high. IDGAF if "The Hand" is highly trained soldiers or whatever, no one is going from low-ready with an RPK to three shots on target in less than a second WHILE RECEIVING TWO AP 7.62 ROUNDS TO THE CHEST. They are still obviously John Wick. The AI is not smart enough to be this quick and have it be fair. They should be holding sightlines already if their reaction times and accuracy are supposed to be this good, not just walking around at low-ready. Certain maps are unplayable without sending in the bots to do all the dirty work.

lost vigil
#

Gun shouldnt move up when you're close to a suspect, died to this so many times, because most suspects run up and prevent you from shooting them when they get too close.

unique frost
#

More AI Buddies command:
-The ability to throw grenades without entering the room, similar to SWAT 4.
-The ability to properly utilize Battering Ram for AI buddies
-The ability to command AI buddies through their helmet cams, similar to SWAT 4.
-The ability to change their ROE: Open fire (Always open fire as long as the targets are armed), Infiltration (They will not fire as long as the enemy don't engage them and they won't shout for compliance or won't shout in general).
-The ability to secure all evidence and/or person for AI buddies, similar to SWAT 4.

#

Also, please make uniforms selectable for AI buddies too a full stack of HRT or OD Green SWAT would be cool to see, and the ability to change AI buddies like for instance I want Judge model as Alpha Red while I play as Eli, thanks.

hollow otter
#

[Discord Game Activity Display]

Give Ready Or Not a proper rich presence

vast pier
#

[AI/Gameplay] Pre-update the AI felt in the right place and a lot came down to who had the advantage in any given situation. The AI need toning down again as they're back to shrugging off flashbangs, having near perfect accuracy while running, and ignoring shouts for compliance (you need to be in their face as though you're the DI in Full Metal Jacket). Shooting them just lets them know you're there as opposed to killing them. Personally I really dislike the AI getting back up again as it doesn't seem very plausible/realistic. I'm pretty sure that after being shot in the head and chest five or six times someone would be too busy actually being dead to play dead. We had a guy get riddled with fire from a shotgun (which feel like they're loaded with lightly pack dust) several 5.56, and 10mm. When reporting and restraining him, he kneels up! It was so goofy I'm surprised there wasn't an audio track of him going "Curses! However did you see through my cunning ruse!"

quaint marsh
#

[gameplay]

Massively reduce the penetration values of AI weapons.

Preface: this is most prevalent on maps with concrete walls.

AI weapons seem to wallbang so effectively in part because they can penetrate damn near anything. Entering from the parking garage on Hotel Raid, for example, can see a suspect with a 9mm Uzi rip rounds through multiple layers of concrete walls and stuff on pallets, with those rounds still retaining enough kinetic energy to be a threat to a SWAT officer in armor.

narrow rune
# quaint marsh [gameplay] Massively reduce the penetration values of AI weapons. Preface: t...

To add to your feedback, it seems player weapons do not penetrate though surfaces the same as AI weapons. I’m not sure if this is due to the current known issue of shots not penetrating limbs, but even utilizing the SA58 I can’t returning fire though surfaces suspects are shooting me through when taking cover or running away.

Edit: AI also seem to return fire though walls perfectly if they see you for even a second. Had a friend get tracked by a whole mag from a suspect while laterally running down a hall with the suspect behind a closed door. He travelled a good 20 feet down the upstairs dealership hallway with the suspect spraying and tracking him straight across through the wall without any visual. I’ve had the suspects in the bottom floor outside next to the pool in valley see me in the side window and shoot me through the floor at the stairway on the top floor straight back from the main entrance continue track me around the corner wall almost every run.

woeful cloak
#

[Equipment Mechanic]
Allow to "Save to All". Making all AI copy your loadout rather than individually having to copy each loadout for each AI.

Edit: Think Door Kicker's loadout system

obtuse turtle
#

[AI] [Animations]

Taking hostages
Breaching a room with a mixed bag of suspects and civvies is always a challenge but one thing I really want to see is a suspect actually grabbing someone else and using them as a meatshield, possibly with a gun/knife held against the hostage.

For added challenge, make the suspect hide their head behind the hostage's head periodically to avoid getting domed. Forcing the player/s to adapt and be creative. Flanking the suspect from multiple angles or using a throwable to stun them.

narrow rune
#

Another thing for AI sounds and animations should be cuffed suspects or hostages proning or reacting in some way if a firefight occurs directly next to them or in their line of sight. Would be a lot better than them sitting there like nothing happens. I think the best immersion would come from civilians screaming if a suspect is shot in front of them, as we see this happen all the time in IRL police shootings. Same perhaps with a flash grenade going off in a room with a civ.

native mantle
#

[AI] [Gameplay]

Firecracker Door Traps
While kicking open a door without properly checking first, police could get startled by a bunch of firecrackers going off on a trip wire. This can also be very loud noise queues for suspects as well, and makes sense in places like a crack house.

obtuse turtle
#

[AI] [Animations]

Civvies versus Suspects

It's too easy to tell suspects apart from civilians in Ready or Not. Everyone trembling like a chihuahua and shitting their pants is a civilian and everyone who looks "bored" is a suspect. The game even tells you immediately if the person you just reported was one of the good guys or one of the bad guys.

There should be more RNG involved when it comes to a suspect's personality and the game shouldn't tell you right away if the person you just cuffed was a civvie or a suspect. Save that for the after-action report.

The person you shot with a gun in their hand during an active shooter scenario? Turns out that was a civilian with a CCW just trying to defend themselves against an active threat. You should have yelled at them to drop the weapon first. More than just an unauthorized use of deadly force but also a dead civilian and a mission failure (but you won't find that out until the end of the mission).

Inversely, you should never let your guard down just because a subject is trembling and unarmed. That could just be a suspect who's faking it, or genuinely frightened of you and just waiting for you to turn your back so they can have the advantage.

main tree
#

[Character, Uniforms]

Maybe im alone with that, but can we please have these cool looking cloth face protections as cosmetics?

obtuse turtle
#

[missions]

Raids & Barricaded Suspect scenarios are completely backwards and should be swapped ➡️ ⬅️

Barricaded suspects know you're coming and have barred the windows to protect themselves against sniper fire while arming up in preparation of you breaching the interior. Patrol cars are everywhere, blue & red flashing lights illuminate the area.

This scenario should have less RoE restrictions, not more. Every armed suspect knows they're surrounded, they know the police want them to come out and surrender but they're determined not to come quietly. Most of the civilians should have already fled or turned themselves in to police custody. Anyone who remains should be considered a hostage or an armed threat. The player should not be penalized for dropping a suspect in this scenario without fair warning because anyone still holding a gun absolutely means you harm.

But a Raid is a different story. A raid scenario in Ready or Not is equivalent to a "no-knock" warrant in real life where the object is to take the occupants by surprise before they have a chance to barricade themselves in and present a greater threat to law-enforcement. While a barricaded suspect scenario should have less civilians present, a raid scenario should have more. Because no one knows you're coming and its 'business as usual' at this location.

Because of the greater presence of potential civilians during a raid and because they have no idea you're coming, or that you're law-enforcement, you need to announce yourselves before using lethal force in this scenario. For all they know they're just defending themselves against a home invasion or a rival gang.

stark viper
#

[doors]
"Broken" doors should still be openable. It's very annoying to have a "broken" door, but it's center plank is still stuck in the door, so you can't see through it, but you also can't open the door except by running into it like an idiot.

#

[Gameplay]
There are a lot of complaints about being taken down too easily or AI being way too dumb, and that's kind of the nature of playing against AI, it's hard to balance between AI aim being too terrible and being too good.

What I propose is to get rid of SWAT limb/head damage, as they're all too RNG based.

Instead, there's just a (hidden or not) health pool, and when AI attacks, their damage will be based on how exposed you are. E.g. if you're peeking around a corner with just your head, and an AI is shooting at you, each shot will only do 10 damage (maybe a few blank shots that will always miss initially if they're shooting at you for the first time).

This makes overall engagements much more smooth, predictable and improvable.

prime leaf
#

is it just me or is it taking like a whole mag to to the chest of ai kill them but it take them one shot to my chest to kill me? and im where steel plates and also heavy armor

austere galleon
#

[ Gameplay ]

Suspects seem utterly immune to gas and flashbangs, and are capable of firing at you with laser beam accuracy even from the low ready, and through walls. The AI needs to be rolled back, they're ruining the game with how broken they are. I've been laser-beam one tapped more times now, than in the entire time I played pre-patch. The bots are lethal to the point of cheating, and it is driving my desire to continue playing into the ground.

serene garden
#

[Maps]

Bring back the laundromat from the previous version of Twisted Nerve Raid, it was a lot more fun and visually interesting than just fighting between a bunch of wooden boxes

zealous cedar
#

[Maps]

For the “Random Text” under the Essential Oils shop sign on Agency, perhaps have it say the following: “Your body’s a well-oiled machine. Treat it like one.”

unique frost
#

Enemy AI should already be hiding or taking cover during the start of some Barricaded Suspect scenarios and after hearing a gunfire. Right now, enemy AI seem to hide or take cover only based on visual trigger that is when they see the officers. Due to the fact that they only react when they see SWATs, it is very rare we see them actually hiding themselves on hiding places, I only saw one enemy hiding during my entire playthrough.

strong zenith
blissful monolith
#

[Equipment] IR/NVGs

IR lasers do not emit that much light to where it blinds you in close quarters, especially if suspects aren't wearing IR reactive clothing and if environments aren't coated in IR reactive stuff. On the topic of lasers, the PEQ-15 should be able to be used both vis and IR (since it has both). Instead of a manual toggle like in Ground Branch, it can be toggled in tandem with NVG activation. NVGs off is vis, NVGs on is IR.

Speaking of NVGs, none of the maps are dark enough to really need NVGs. Sure the outside of crack house and the compound are dark, but once you're inside there's plenty of light to forgo using NVGs or a flashlight will work just fine. If we could cut power to buildings in some way, it would make NVGs more viable, and being in the dark will make it easier to take suspects by surprise and take more alive since their morale could either slowly drop at a certain rate so long as they're in the dark, or have it be one hard deduction in their morale.

warm hare
#

[Gameplay]
Doors should only open one way instead of being double sided, providing more realistic and challenging gameplay
There should also be added advanced door physics

sour oracle
#

[gameplay + attachment]
flashlight strobe mode

flat sorrel
hollow pumice
#

(mechanic)
The ability to stop any animations, arrest, reload, heal etc, so u can fight back in case u get assaulted

jagged cypress
#

(Model)
HRT model needs to be updated. It looks pretty bland imo now that the standard uniform has been changed.

errant raft
#

(Gameplay / Mechanic)
We need more ways to get suspects to comply. Shouting is unreliable and the non lethal weapons we currently have could use a buff maybe.

jagged cypress
#

(Voice act)
Please add coughing sound, choking, or other types irritation for NPCs and players when under the effects of CS gas.

Right now they sound like they're getting beaten up by air.

blissful monolith
#

[Gameplay] Doors

I wanna hear a door smack a mf when I kick it in or if it gets rammed, and the AI react to getting a face full of door. Not only would the door not randomly phase through AI, it would be funny as fuck.

jagged cypress
safe hamlet
#

I dont now if someone said that already, but after the update the FPS got a massive drop. I probably lost around 80-100 fps and now get a lot of drops to 50 fps. My friends can report the same issue after the update. Would be cool if you would fix this problem

blissful monolith
#

[Equipment] Flashlights

The flashlights brightness, range, and cone is fine, but being blinded by flashlights should affect suspect accuracy and reaction time, especially in dark maps like crack house, compound, and nightclub. The M600V produces 350 lumens, most everyday flashlights produce about 150-200 lumens. It should for sure make them unable to shoot accurately and more compliant for a time after being blinded.

crude shell
#

[UI/Equipment]
loadout copy/paste for singleplayer
Adding ability to copy/paste loadouts and weapon configurations between teammates in singleplayer lobby

stiff quail
#

thicker smoke when engaging a suspect so it is more realistic, and flash and utility smoke.

ivory spoke
#

Hey guys, ive ben wondering for some quite time, and im not really sure where is the best place to ask, but is there any chance for adding Stribog (submachine gun) in the future ? Thankscrycat

muted viper
#

Add strobe lights that blind/stun suspects for 2-3 seconds a good example was cod ghosts campaign

runic bay
#

Gotta say I'm digging the new update. I know that a lotta folks are up in arms about the addition of new armaments and expounding the pool or at least explanation of effectiveness concerning munitions, but I'd personally enjoy a couple sidearms to schweeten the deal. Can't help myself, I love pistols. New peestuls please. Also, If we could tone down the eyeball-drilling brightness of the tritium sights on some of the handguns, and maybe add that as an option to have the traditional three white-dot setups, that'd be neat.

flat sorrel
#

[Equipment] add a smoke grenade

jagged cypress
#

(AI reaction)
I noticed that dead AIs will always bleed on the floor so it gives away if they're dead or not. Why not apply that to AI playing dead as well so it's not so telegraphed?

blissful monolith
#

[Gameplay, scoring] Medical aid for wounded suspects/civilians

This might be unpopular, but you should be able to render first aid to wounded (arrested) suspects and civilians to avoid them bleeding out. Not doing so could result in them dying before the mission is over and receiving a score penalty for failing to render aid.

austere iris
#

NVGs
When putting on ur NVGs, your AI should too. They dont have lazer vision and cant see in the dark

fluid anchor
#

[AI, gameplay]

Suspects being able to use throwables like molotov cocktails and pipe bombs

quick jacinth
#

Your Primary and Secondary weapons should always have 1 magazine already loaded, and not count towards the extra ammo you bring on your loadout, similar to how Ground Branch handles it. E.g. 1 mag loaded in rifle + 4 extra reloads you take on your plate carrier.

digital kiln
#

AI should be able to peek the door and throw grenades, every time they just bust open the entire door and expose themselves

vast yew
#

Posture/perspective
Aiming with the M4 is like I'm putting the top corner of the butt in my mouth and looking down the entire length of the weapon.

unique frost
#

AI buddies should not be immune to friendly grenades.

quaint nest
#

[Gameplay] [Maps]

Large open maps. Having this would allow more players to join the lobby and even allow for an officer with a sniper and the ability to go through available cameras in the building.

The maps will use lots of windows as not to make the snipers job boring. The sniper will also have to ability to use any availible PA system to play a tone in selected rooms to confuse any armed suspects.

These abilities (camera and PA system) can only be provided if ground officers can locate the security or server room. The rooms will always be on the ground floor as to not make the sniper wait too long.

In my mind so far, the maps could be office buildings with employees taken hostage.

With this the players will also be provided with a blueprint of the building and be allowed to write and draw on it in order to determine cleared areas. Technical data provided will also show ventilation layout.

With ventilation, if officers want to use CS gas on the systems they could rush to the ceiling and drop CS into a vent that's linked to a certain floor. The gas is limited though requiring time calculations and tactics usually meaning an officer would have to stay on the roof waiting for an officers order to deploy the gas.

While doing this would make the mission easier once the suspects notice gas, some will try to get to the roof in order to stop it.

The buildings will have both working elevators and a stairwell but the elevator will alert suspects of your presence.

At the spawn the officers vehicle will have a large bag of CS gas for the ventilation and another bag for a video transmitter and audio output for the security of server room. The bags will slow the acceleration speed a bit but not drastically.

The building will also have the option to shut off lights and even turn on the fire alarm along with the sprinklers which will disorient and reduce the aim of armed suspects. The ability to mute the fire alarm sound is availible too.

vapid egret
#

[Weaponry]
Let us completely unequip primaries or secondaries.

stark viper
#

[Explosive Trap]
Rather than it exploding instantly and just killing anyone closeby, it should be delayed, e.g. a frag rolls onto the ground with slightly louder pin release sound.

This makes it so that SWAT are still stalled, but doesn't punish battering ram teams who might want to play a bit more aggressively and do aggressive/quick runs. Otherwise, the shotgun is just always the best tool, since you can trip any traps from range.

#

[Scoring]
Different "personal best" times per score. So you can see how fast you're completing each map based on score, i.e. A+, A, etc.

Kinda sucks to see a 5 min A+ run get overshadowed by my 20min S run

mossy wyvern
#

[Scoring]
Have two different scores, one without mods and one with mods.

west lodge
#

Yo Guys, first of all. Congrats with the update it is one fucking solid patch holy smokes!

One question and one suggestion:

When you kill a suspect, you still have the option to restrain them, even if they are dead. Are you still supposed to restrain them after death for points?

For the suggestion: wouldn't it be nice to have the option to see a blueprint layout of the maps of the different locations in the general hub area? That way you can prepare yourself on angles and hallways that need covering without having to much info beforehand.

Cheers and good luck everyone!

(as requested by Gerby, I reposted it here as well).

azure sigil
#

[Gameplay]
K9
Now looking at that title I know you might think nah what is that but just hear me out.. So we all know when we cleared a building but you are still missing some suspects or/and civs to really finalize the mission, So what if we would be able to walk up to a restrained suspect, pick them up (So that feature can actually be used), bring them to the bearcat, then grab a k9 from the back and then the canine will sniff the suspect and lead is in the direction of the suspect, now if you really wanna use the canine you can also add a feature letting us take it into the battlefield but I understand that my trigger emotions for some people making it a good idea but in my opinion the first one is solid.

Lookin forward to seeing what the community thinks about this!

flat sorrel
azure sigil
#

[Quality of Life]
Auto restrain
Dont we all hate it when we clear a room and your teammates (AI teammates) go in first and they get someone on the ground but due to the chaos sometimes you just cant hear it leaving the hostage/civ just akwardly sitting there untill you do a sweep around. Now this can be tackled by the K9 I send in above this one ^ But maybe it would be cool you can turn it on and off or just inplement it straight into the AI that when they get someone on the ground they also restrain and call it in.

Looking forward to seeing what the community thinks about this!

blissful monolith
#

[Missions] Bomb threat

Bomb threat missions should be timed clearing missions as opposed to actually defusing bombs. When TOC says EOD is standing by, why are we doing EODs job? It should be on SWAT to secure the area for EOD to do their job.

pastel zealot
#

[Weapons]
AN-94
The AN-94 is a Russian assault rifle used in special operations. It is known for its two-shot burst firing mode, in which two rounds are fired off so rapidly that they practically share a single recoil impulse, like firing one round instead of two. When fired rapidly in this two-round burst mode it has an extremely high cyclic rate. I just think it'd be cool to see in the game!

blissful monolith
#

[Missions] Active shooter

Active shooter missions need more civilians running toward the exit or in hiding, and having multiple armed suspects just for one to be actively shooting doesn't make a lot of sense. Active shooters are generally lone wolves, there wouldn't be an entourage of armed suspects protecting them. When confronted, there should be a relatively high chance they commit suicide as is the case with most active shooters.

zealous cedar
#

[Story, Map, Gameplay] “Newsroom”

This suggestion is a fan idea for a branching story mission.

Plot: A teenage radical with the Left Behind has taken over a local broadcasting station to get even with a controversial military leader, who oversaw a botched raid that ended with his father’s death and numerous civilian casualties. This military leader is on the show to pledge support for the legislation mentioned in Brisa Cove, even as he’s under investigation.

Map Name: Newsroom

Gameplay: The suspect has placed multiple hidden cameras throughout the facility to give himself the upper hand. The actions SWAT members take, if captured on the hidden cameras, can influence the primary suspect’s dialogue, behavior, and actions. SWAT can destroy or disable these hidden cameras if found.

stiff jolt
#

[ammo]

Ability to repack the ammunition in magazines so we can "recycle" some magazines that have few bullets left inside to make 1 full mag

stark viper
#

[breaching shotgun]
Battering ram and breaching shotgun almost do the same thing and for gameplay purposes, they shouldn't.

It would be great if there were "hinges" on doors, which can only be broken by the breaching shotgun. After breaking all the hinges, the door will "fall" towards the side they were shot. This makes it a viable alternative to C2 which may kill a civvie; the battering ram, which may not be doable due to traps; or even just peeking because an enemy is on the angle and the door is trapped.

Maybe the breaching shotgun can also be used to quickly disarm traps as well?

Use case:
Smallish room with a trap and a civvie near the door and hostiles

  1. Shoot off hinges (assuming 2)
  2. Teammates throw grenades
  3. Shoot trip wire
  4. Team clears room
azure sigil
#
**Bank**
This map would be based on a bank robbery gone wrong, the silent alarm was triggered and depending on the gameplay you strategize how we approach and clear the building for example::

Hostage:
The robbers have the hostages on the ground in the main hall entering thru the main entrance would make it easy but has a higher risk where entering from either the top or a side would take longer maybe even making us take out one or two guys but we can get to the main hall more silent to secure the hostages.```
safe hamlet
#

[armor]
Steal armor is not realistic.

Steel armor, although extremely heavy in weight, will spall a lot even with anti-spall liners, meaning it's worse than going with no armor. If you get shot, you'll get fragmentation to your body parts.There's a reason why almost no steel plates are NIJ-certified, and why a lot of SWAT
teams use ceramic.
Steel should be level 3 and Ceramic as level 4.

green summit
#

[AI/Suspects]
** Suspects responding to stopping power **
Currently whenever you shoot a suspect with a high powered cartridge (usually a .357 or slug), they'll recoil back in pain and either start shooting again or give up (assuming you try to yell at them), however when they do either of these two options they'll usually just snap back into firing position when they recover, what im trying to suggest is simply more detail in the animation that involves them lifting their gun back up to fire or giving up because right now you'll either have to hope they put their hands up and risk getting shot when they snap right back to position or put them down and lose the opportunity to arrest

smoky scroll
#

[Weapons] shotguns feel very underpowered when dealing with enemies that have any level of armor

mental hamlet
#

[Gameplay]
adjusting reticle brightness

When using flashlights with a red dot the reticle just dissapears because of the brightness , it would be nice to **change how dark/light the red dot reticle is , by pressing a keybind ** to still aim while being able to use your flashlight or on specific surfaces

#

[Discord]
Organisation

Options:

  1. Write considered ideas in a new channel so we don't actually copy something.

  2. Pin the considered idea in this channel.

  3. Make a roadmap ( idea : trello )

hollow otter
#

A unique ranking/progression system, a way to keep players engaged

uncut thistle
surreal hamlet
#

[Gameplay]

Increase door opening angle so we can fully swing it wide open or until it hits something.

lament holly
#

Reduce glare on windows
It feels unfair for enemies to shoot out of windows players can't see through

pure bloom
#

[Gameplay]
The ability for players and AI to turn power off/on at breaker boxes, allowing for dynamic situations and possibility of AI changing how the plan plays out

heady gale
#

Add Tourniquets animation

main tree
#

[Gameplay]

Let us open doors in both directions. Not always away from you, but also towards you. In some situations its more risky to have the door swing open away from you, into the room

heady gale
#

[Gameplay]

PVP Maps & game modes

fathom sky
#

[Gameplay] Maybe uses the scroll wheel to open the door after they are unlocked it. will allow players to have move control over the angel of the door instead of pushing it with their body.

mental hamlet
#

[Gameplay/Realism]
suspect realistic injuries [REMASTERED]

issue:
When enemies are currently shot they are standing still like nothing happened or may flinch there and then

Main Suggestion:
After being shot for example to the chest without armor , let them cover it with one of their hands so they can slower the bleeding but lower their accuracy while one-handed , eventually they will bleed out.
When they are covering their gunshot wound , they will only be able to use one hand to shoot with their gun and will obviously have
worse accuracy and will be in panic.

When being shot to the leg , let them limp around more or push themself and try to find cover , their cover position will be while they are in a sitting position .
While injured and once their morale is low , they will realize they have lost and will either surrender or commit suicide.

When injured , they will walk slower/stunned like when they are for example stinged by a stinger ( with stinged by a stinger I mean the same animation as if they are stunned by it ) but considering they will still be able to shoot back.***

These realistic wounds will be considered for legs , arms and chest as
wounds like headshots will be too fatal for us to save.
Additional
You will be able to arrest the suspect and bandage them to stop the bleeding ( note that bandaging won't give you extra points , it just keeps the suspect alive for you to arrest him and to not lose -5 points ) , if you take too long the suspect will bleed out and you will lose 30 points as penalty as if you just killed him which would've also given you only 5 points.

Arresting injured suspect gives you 35 points.
Arresting an injured suspect and him bleeding out without you bandaging him gets you 35 - 30 points = 5 points ( just like if you reported a dead suspect ).

old heath
heady gale
shadow vector
#

Finding two particular meth bags as evidence in Twisted Nerve doesn't really make sense anymore when there's multiple rooms literally filled with cash and meth everywhere

hardy venture
#

[AI]
Make the AI peek the door while executing open and clear with <grenade> order and open it after the explosion, so the flow would be peek the door, throw grenade through the slit, open the door, enter. It's a lot safer that way.

velvet dragon
#

Change in rules of engagement during a game, for example the nightclub map, barricaded suspect version when the team discovers suicidal bombers they change their roe so can kill bombers without shouting at them.

rigid ledge
#

[Map Idea]
213 Parks/Twisted Nerve Street
Since 213 Parks takes place on an active street, it would not be out of the realm of possibilities that the group running the drug operation would use one of the other houses as a contingency if the main lab was raided. Chronologically, this could take place after the current 213 raid and involve the group returning to that area and seizing one of the homes in a home invasion. The map would be a regular home, not repurposed like the ones in 213, and game modes could be barricaded suspects, hostage rescue, and potentially bomb threat. If the houses on the street are too small, then two could be used. Mission could be called ‘Hostile Takeover’ to fit the drug business theme

mental hamlet
#

[Gameplay]
more enviromental damage

let players shoot out that thing ( car dealership map )

frosty patio
#

(Map props) Some props should be destroyable

I suggest that some props (Cough cough)THE LLAMA PINATA (Cough cough) should be destroyable, and some (Cough cough) THE LLAMA PINATA (Cough cough) should give an achievement or easter egg gift.

safe hamlet
#

[Gameplay]
When you C2 a door and it kills/knocks out someone on the other side, the broken door prop blocks the ability to report the corpse to TOC and zipcuff them, make it so you can interact with things behind the physics door prop

cursive path
#

(Models) It would be extremely cool if ron made female officers that would be playable.

stray lion
#

[Gameplay]
Please add a way to save loadouts

turbid wharf
#

[Models]
wrong AK model
The AI AKS74U model appears to be an AKM

swift yew
#

[Weapons]
Honestly would be pretty cool to see this but make weapon customization have more than 1 overbarrel Id like to see a setup with a PEQ-15 and a Flashlight

mental hamlet
#

[Weapon Modification]
Customisation

It would be nice and practical to decide where you mount your attachment ( Left , top , right ).

lavish needle
#

Gamemode that people can be the criminal so you have like same concept of the game but you need to fight against real humans. And make the lobby max to 6 people

main tree
#

[Audio, Settings]
PLEASE give us a option for turning down the command voice. The dude on the radio thats talking with you about your progress in the mission.. Its too loud and causes headaches

lavish needle
#

[model]
add many special forces skins
It would be super cool if everyone could play with a skin of a special force of there own country so like: UK ctsfo GE GSG 9 NL: dsi etc.

main tree
#

[Textures, AMD FSR]

Please exclude Scope Textures from being down rendered, if thats possible.
The picture with the blurry scope has FSR on max quality enabled, the other picture is with the same settings but without dlss or fsr

and, in my opinion, fsr sharpens too much. If you can tweak that, maybe try some different settings

jagged cypress
#

[AI Health]
Armored suspects are way too tanky, even when using AP rounds.

haughty vigil
#

Pmag

alpine topaz
thin gorge
#

[GAMEPLAY] Under arm throw for, erm, throwables. Used in real life and is more accurate. Maybe this throw could have less power than the overarm currently used.

pastel zealot
thin gorge
marble kettle
#

can we get this shit yerrrr

hearty brook
#

yall gotta lower the enemies accuracy and reaction time, idk if im just ass at the game but regardless of how slow and tactical i play the ai is just so fast and accurate i get taken down wayyy to fast even with ballistic mask and heavy armor

flat sorrel
#

[Character Customization] I feel that there should be more customization in terms of cosmetics such as helmets but also the customization to add attachments that have an effect on gameplay to helmets such as helmet mounted flashlights or the option to not have the ir strobe but rather 2 ir light strips on the side of your helmet

lament holly
#

I've noticed the veteran enemies have acogs with an rmr on top
that would be cool if we can get those as well or at least an option for an rmr on top our SDR scopes

nocturne tinsel
#

[AI]
Command compliant AI to move
It would be nice if we could command compliant AI to move towards us. I'm often in a situation where the AI is on the ground with their hands up but they're sitting in the doorway or a few feet into the next room and trying to arrest them would expose me to danger or put them in the middle of a gunfight if there's enemy AI in the next room. Maybe even have certain situations where they don't comply with the move order, like suspects could be less willing or if there is an enemy in the room with the civilian they might be too afraid to move.

lusty frost
#

[AI]
Show the skill of AI
Kids robbing a gas station or a bunch of meth-heads aren't as good in combat as veterans or terrorists.

Show that in animations, like them fumbling around with their gun before shooting you, or when they get into cover they drop it and have to lean out to pick it back up.

Have according reaction times for enemies, again a Veteran would flip around and fire back at you, while a kid with a gun would stumble and try to run.

Hell maybe have a very rare feature, where someone either skilled enough or dumb enough could try to pick up a grenade to throw it back, either with success stunning the SWAT team, or with less success.. Blowing up in their own hand.

Just general little details to show how good or bad certain enemies are in combat.

weary stream
#

[Gameplay]
Remove Secure Evidence

While I can appreciate this as a legacy mehanic from Swat 4, it feels both unrealistic and slows down gameplay. Evidence is secured after a volitile situation has been defused and I don't know how mamy times we've been unable to get a higher score just because a gun flew away in a dark alley or simply feel through the map floor, making it impossible ro actually get.

I am unsure if suspects can pick up weapons lying around. I can understand the challenge this presents to the players, making them pay more attention and being more diligent in how they clear a map. However, I think the reporting is enough for this and would remove time spent just searching for a gun thay bounced away.

frail niche
#

RoN AI ragdoll more realistic? - Similar to Tom Clancys: Rainbow 6 Siege.

silver raven
#

Suspects really need a buff, 0.01 sec reaction time with almost perfect accuracy for a methhead who can stand multiple AP 5.56 to the chest with his Paw Patroll T-shirt armor killing us 360 noscope from across the street is not enough. Even the OG counter strike russian hackers are jealous

golden brook
#

Loadout Customisation
Saving and Loading Loadouts
A 'loadout' system that allows the player to save their kit (weapon, attachments, ammunition, equipment, etc) for later use.

A method of saving customised kits and loading previously saved ones is a great method of quickly swapping equipment and weaponry before a mission, while also promoting exploration in different tools and guns while also keeping the player's main preferences saved. Currently I am unmotivated to experiment with new equipment and firearms simply because I dislike changing everything in my kit every time I want to try a new setup. If players are able to save what they currently have selected in the loadout screen it will allow for easy swapping of kits before specific missions, allowing for different roles to be fulfilled. Furthermore, waiting for other players to be ready before a mission will be lessened if they are able to click a button and have everything set up from the get go.

somber glen
#

Please let us use wedges more than once, if I remove one from a door, I should get it back in my inventory.

verbal narwhal
#

Not sure if someone suggested it already but I have one suggestion. Ability to punch perps as alternative to other less lethals.

EDIT: Never mind. Already in the game

mental hamlet
#

[Gameplay]
** nerf gunfire effects**

Nerf the blur/effects when (using goggles) being shot at because it's literally impossible to shoot back because they are firing full-auto on your ass.
Also nerf the red impact effects of the bullets especially since they are full-autoing your ass and you can't see shit through it , if it is infront of your face.

Note that I only killed him because his shots weren't landing on me and I had cover for the most part.

devout bronze
#

[Gameplay] [Player Character/SWAT operator number]

Please increase the amount of SWAT players able to clear a room to eight in the vanilla game as it's already common to see people modding this feature in. There's a lot of people that are struggling to coordinate and it takes away from the experience for a lot of us when we don't have enough people to move through an area.

old heath
rapid saddle
#

[Character/Equipment Models]

No Stab Vest Model for FBI HRT Skin

I'm not sure if this should go under feedback or bug reports, but I noticed that there's not a model on the HRT Skin for the Stab Vest, it's the same model as the Light Armor. This should be rectified if it's not too difficult or time-consuming.

vapid egret
tacit furnace
#

[Gameplay and weapons] Ability to grab equipment from fallen teammates and sniper rifles
It would help a lot to be able to grab for example a shield from dead pointman if you have something else on your long tactical. Also please add sniper rifles or DMRs to the game to be able to provide overwatch and longer range fire support for larger maps and the upcoming Ridgeline map since it's outdoors

safe hamlet
#

[Gameplay]

Bleeding/injury mechanic for suspects.

There are instances where suspects are shot in the head with a low caliber weapon and is not down. It's possible that they don't but they should definitely eventually bleed out from their injuries and not be able to engage swat with good accuracy. Same should happen if they are shot in major arteries such as places in leg(and possibly other body parts). Addition to that, if suspects are shot in the ankles they should fall over and maybe try to shoot from a downed position.

mental hamlet
#

[Gameplay]
usage of ragdoll/fake death ragdoll

  1. When suspects are injured in the legs let them fall on the ground which acts like a fake death but with them alive (They wont get back to standing up) .
  2. In Night Club maybe let suspects hide in the pile of bodies by acting dead on top or next to the bodies , shouting and stunning will make them surrender and stand up.
  3. When tased without armor let them ragdoll , this can depend on armor , clothes and any other status.
mental hamlet
stray lion
#

[Gameplay]
Ambisonics (mainly to make sound above and below you distinguishable)
The amount of times I think theres someone right in front of me running towards me when they're actually 2 floors above me is kinda nuts. Would be nice if there was some kind of ambisonics in the game that can help to distinguish that.

blissful monolith
#

[Gameplay] Locational damage

I know locational damage is already going to be implemented in a future update, but if possible a zone specific to the pelvic needs to be added. Typical failure to stop drill is 2 chest 1 head, as well as 2 chest 1 pelvic. Shooting someone in the pelvic region will have a very high chance of rendering a suspect unable to walk since it will render whichever side completely useless, whether or not this will also be applied to players is up to the devs.

languid canyon
#

Make it so if a civilian is running or walking thirds you you can shoot them because they might have a gun

old heath
#

[Gameplay]

Have civilians hold things in there hands.

For an example they could be holding a phone or keys or a small bag. However this would definitely make positively identifying between civilians and criminals more difficult.

low glade
#

Have the ability to be able to turn lights for the whole building/compound off

main tree
#

[Weapons]

Drummags for SMGs
the MP9 needs a ton of bullets to kill a suspect. This should be countered by providing more bullets in the same mag spot.
so that every gun can roughly kill the same amount of enemies with one mag.

Or just improve the effectiveness of smgs, they are really useful because small and no recoil but they need to much ammo

modern bolt
#

[AI] [Gameplay]

Some general AI problems (Particularly the LSPD AI)

The recent update greatly improved on a lot of issues, but while trying to do S runs, I found quite a few that still need fixed.

Open room clearing + angle holding = In large open rooms, the pathfinding leads AI squadmates to impossible to hold, heavily exposed angles. (Ex. Entrance in VotD)
The goddamn shield = Sometimes when the AI is ordered to move, stack, etc. and almost always when tossing a grenade for clearing, the AI will swap to it's primary and you need to manually redeploy the shield. It's really annoying, and should be fixed asap.
Restraining = AI will sometimes fail to restrain a subject/civilian and instead just stand behind them, frozen with zipcuffs equipped.
Hold fire/switch weapon = Allow us to order AI to switch to using only their secondary, and also allow us to order hold fire.

This game is great, I own the supporter edition and truly have faith in Void, the recent changes have really ironed out a majority of the issues and I look forward for the future.

lament holly
#

[Civilians] [Neon Tomb]
civilians and suspects spawn and hang out in such close proximity to each other

i see the highest frequency of civilians running into the line of fire on that level

and this doesn't make sense lore-wise if the suspects went there to kill everyone

proven igloo
#

[Ridgeline]
Make the house brighter. Bright enough that the mission is actually possible without nods or flashlight cause the house at the moment is really damn dark for a day time setting

digital kiln
#

if the player uses night vision, you should be able to spectate in night vision too

pine dune
#

please add a map/card where you can see the map layout and make tactics in lobby.

rich axle
#

Saving loadouts:
It's annoying to have to remake a loadout every time. Being able to conveniently switch between presets would be a great addition.

Traps:
I've seen like 2 traps out of around 20 hours since the update. Not sure what's up with that, but I assume it needs a fix.

Armored Suspects:
They're super tanky, even with AP rounds. It seems SMGs and shotguns need a buff, the AI eats more rounds that I eat when Grandma comes over.

More Destructible Environments:
For example, the inflatable thing on car dealership, and the pinata, as suggested by other players.

More Interactable Environments:
Maybe an elevator that works, that allows you to travel between floors? Arriving on the scene in a swat car/helicopter/boat (port hokan)? Would really add to the immersion, and improve level design in some instances if implemented properly.

AI:
Although the AI has a great foundation, it seems some tweaks are still needed to polish them.

High Ready:
When an AI is charging at you to melee, it shouldn't activate high ready. Realistically, you would shoot them, not aim your gun upwards, potentially allowing yourself to be killed. It also seems like the flashbang/melee is too intense. The effect is fine, but the ridiculous camera movement is too much, especially in instances when unarmed suspects are attacking fully armored SWAT members. It's unrealistic, unbalanced, and immersion breaking.

(VOIP is also broken for me atm)

Thanks for making the game, VOID! I can't put it down. It's surprisingly AAA, and I can't wait to see where it goes!

pallid echo
#

Bro, props to whoever out a mobile phone ringing sound in one of the body pile-ups in nightclub, that is such a smart but unsettling detail

kind bison
#

[Gameplay]
Shoulder tapping
I imagine either a bind or some form of interact on player's shoulder(s) which has visual feedback to the player being shoulder tapped. This helping with either full-silent immersion, help identify/inform people during random groups and/or help with quickly re-organizing following a chaotic shootout

mental hamlet
#

[Gameplay]
allowing players to change the degree angle

Allow players to change the degree angle while canting sights somehow , maybe in settings as a percentage bar because I do not like the standard degree angle of the current canting sights.
This would be more of a personal preference thing instead of a practical one.

digital kiln
#

Every player should be able to see who voted at the end of the mission

strong star
#

[Weapons]
Pause shotgun reloads mid reload
Due to shotguns taking so long to reload, especially if you have emptied the gun, it would be great if you could reload a couple rounds and then stop the reload and get back up on your gun in case you are in the middle of a shootout, instead of having to sit there for 20 sec reloading, hoping the suspect doesn't run around the corner.

jolly zinc
#

[gameplay]
Allow player to tell surrendered suspects/civilians to come towards them
Since suspects and civilians alike sometimes like to surrender in locations that haven't been fully cleared or in doorways where a hostile suspect waits behind. it is dangerous to walk over and arrest them and it's also difficult to have a firefight and avoid collateral damage so being able to tell surrendered ai to slowly move over to you on their knees seems like a good idea

dreamy hemlock
#

It would be great if you added a k9 dog so it could bite suspects or bark if it sees a suspect

rich axle
#

[Visuals]
Port Hokan looks great right now, but I can't see the rain that well, especially regarding it hitting your gun/the ground. Would be nice if the effects were toned up a notch, it would really add to the immersion.

[AI]
I've been testing it non-stop like the true no-lifer I am. The suspects will start shooting at you exactly 250ms after detecting you, even if they're facing the complete opposite direction.

It's like a hard-coded function to start firing after 0.25 seconds without taking into consideration which direction the suspect was facing, or how long it takes them to raise their weapon. I've even been shot at by a suspect before their weapon had completed the animation of pointing at me.
Credit: @obtuse turtle

rich axle
#

[Visual]

The suppression effect filter could be toned down a notch

echo rock
#

[Visual]
Magazines on Kit

It would be cool if the magazines on the platecarrier/vest could match the magazines currently equipped (PMAG/SMG mags) instead of all being rifle mags.

cursive path
#

(Models) The little light on the top of the helmet. The light on the top of the helmet that blinks is extremely sharp when you have night vision on. It could be amazing if it weren't so bright.

cursive path
old heath
#

[Game play]
For an option to have a torch mounted to a helmet and a ir flash light would be nice as part of the ir laser (not sure if this is a thing or not 100%)

cyan root
#

[Gameplay]

Be able to shoot out lights / turn off the power to a house.

This would decrease the players vision and the enemy's vision, causing gear such as NVGs / IR / Flashlights to be used more.

flat sorrel
#

[AI/Gameplay] Make the AI more aware of flashlights being pointed through doorways and in their general direction if they are looking at it. This would force more white light discipline so it would create a more realistic feel

limpid hawk
#

[AI] Additional AI Animation States for Dynamic Consequences to Wounding, Intimidation, and Locomotion

A rather broad topic, but one so-inspired by the addition of the cover system that gives this game marvelous potential!

I understand the absurd complexity of what I propose; anything like this will take ages to test for viability/implementation, let alone actually completing.

Enemies are not sufficiently reactive to positional wounding- this is a criticism balanced by the early state of the game, and a rather advanced (and potentially overly ambitious) concept. Having a suspect with low morale or HP go to the ground after being shot, writhe in pain, yet still be alive could open up a bunch of authentic/immersive opportunities. They're not dead, but are they still a threat? Is their weapon still nearby? What if a civilian is right next to them? Do you take a chance?

I'm sure someone here has already requested it, but a state where enemies can lay upon the ground but still attack after being shot would build upon the brilliant addition of faking death or unconsciousness. They could attempt to draw and shoot from a kneeling or prone position after being shot in the leg or knocked off their feet by some force, or try to slice/stab your leg as you walk by them if you don't restrain by some certain threshold. Further and more broadly, an enemy may blindly grab a nearby gun and Hail Mary a few bullets at LEOs a la blind-fire when they're sprayed in the eyes, inhaling gas, or hit with a flashbang.

Lastly, bad guys having a semi-random yet consistent enough reaction to being shot would take away a lot of the frankly unacceptable and frustrating AI reactions and counterfire. Flinching when being shot at and diving for cover rather than spinning and landing perfectly accurate fire, or causing a shooter to stagger from the force of a round and temporarily make them unable to fire back (literally or effectively). In addition, any AI moving quickly should be such a poor shot as to make it little more than dangerous yet largely ineffective suppression, yet I see AI side-strafing and landing good shots on myself and teammates while we have to stop to shoot accurately. Animations that lock them out of counter-fire as they set their bodies into a sprint, or another where they are defenseless as they try to slow down and set their firing stance, are just a few ways of fixing it.

Okay, I've already said way too much, but I think the AI's behavior intertwining with their animations so impactfully is this game's greatest strength. I can see this game being beyond innovative if given the right resources to explore it fully.

round siren
#

Hi guys, my name is cody and I have Cerebral Palsy. I have a few accessibility suggestions for the developer team. Does anyone know how I can reach them

#

| Gameplay Accessibility|
My suggestion is this, my disability affects me in a way that I can use my second hand simultaneously with the first because my right hand is slower and weaker however I enjoy the game because it by default is slower and easier to play in single player mode, my issue is that I can’t simultaneously aim fire and potentially moved so my suggestion is this, adding some form of em is similar to call of duty where when you’re in single player mode it well if you’re close enough to an arm suspect snap on to their general body to eliminate one of the two actions that you would have to take against somebody who’s actively firing at you. This will be a toggle setting, and it would only snap on to the enemy that’s closest to you. This is just a suggestion do not destroy me for the idea.

round siren
#

*aim assist not em

blissful monolith
lament island
#

[Weapons]
Realistic recoil for the 5.56 AR-15 pattern rifles

@safe hamlet and I had a long discussion a while ago about the recoil of the AR-15 platform of weapons, and we both agreed that the recoil is both exaggerated and unrealistic. For a good example, refer to Arma 3’s recoil system where the rifles don’t climb vertically much, but the shooter has more “felt recoil where the rifle recoils rearward more instead of vertically. As an AR-15 owner myself, this is a great example of the recoil that should be in the game. The Mk 18 (M4 in game) should have slightly more vertical climb than the other rifles as well due to less barrel length and weight (10.3 inch) while the SR-16 has a 16 inch barrel and should have the least amount of vertical climb. Due to the rearward recoil, the shooter can have the sight picture jostled around fowards and backwards, especially on magnified optics to balance the game if needed. This recoil system should also be implemented on most guns in general since most firearms not including pistols recoil recoil backward and screw with your sight picture. For balancing purposes, some guns could have more vertical climb (such as higher calibers and shorter barrels) or more rearward felt recoil (also larger calibers but with longer barrels and magnified optics on battle rifles)

1:02:19

https://youtu.be/aRNF7RahEao

safe hamlet
#

[weapons]
fov, viewmodel, ads

One of the things i noticed about the game is the inability to adjust the fov of the sight picture when aiming down sights. now i know theres the option called ads zoom but it doesnt zoom in as much as id like, and i think there is a sizable number of players in this game who would definitely appreciate a closer ads fov. a good example is games like squad where the fov when aiming down sights is reasonably close to your face, and especially when using reflex sights like red dots or optics it makes it much more clearer when aiming at targets in my personal opinion. what i ask for is an adjustable fov slider or just an adjustable fov for ads mode. please and thank you

quiet lodge
#

[Gameplay]
Give us a option to remove the blurry screen effect you get from being severely injured, I find it extremely hard to play and causes a tad bit of motion sickness for me.

uneven quarry
#

[Gameplay]
Add a few random elements.
The game shouldn't feel the same every time you play. I propose making certain objectives and elements random. One such instance is meth spawns in park homes. Everyone and their cat knows where to check for the meth. Adding a bit of randomness to make each playthrough a different experience may be desirable.

rich axle
#

Maybe a few maps that have procedural generation? Would heavily increase replayability

languid perch
#

[Mechanics]
Improve melee to be more viable in combat, one way to do this is to make it so you can melee regardless of how close the enemy is to you. Currently, you can be blocked from melee due to barrel being obstructed due to the length of the gun. It doesn't really make sense that you aren't able to melee a enemy in a struggle for your life because they are ** "too close"** to you.

terse smelt
#

[Settings]
Hello let set tge scope sensivity ty

sinful token
#

[gameplay/mechanics]
As already suggested, improve the melee. In particular adding punches, kicks or disarmament animations when dealing in close quarters with wounded enemies or uncooperative civilians. The current animation is unsatisfactory and unrealistic, maybe make the melee more contextual for different scenarios (attacking from behind, being caught off guard, forcefully submit a suspect, etc...)

proven smelt
#

[Gameplay / QoL]
Dedicated keybinds for a command of choice - majority of commands we are able to issue in the controls menu with the ability to set a custom keybind for each of them
Ability to pull on doors - self explanatory, ability to pull and not just push doors
Ability to reload when checking a magazine - ability to initiate a reload when in the middle of animation of checking a magazine

+video about them: https://www.youtube.com/watch?v=OYMTHdaGG3I

sinful token
#

[mechanic]
Adding the sniper team (like the Sierra team from swat4) and policeman/crowd outside of some areas would make it more realistic.

The sniper team could be either playable or not, maybe they could give just some info if they spot people in open areas. Any military or swat team has some spotter to check out the perimeter

safe hamlet
#

[GamePlay and Maps]
Ability to play different versions (specifically old versions) of maps

With the updates of maps, it would be very nice to choose which version to play or have it randomly selected. This would massivley increase variety with little resources needed to implement it as old versions of maps already exist

torpid helm
#

[Visual] Change the night vision overlay, its not accurate.. the color and grain intensity too (FOV also need to be lower). Attached picture is from ground branch, what they did is very nice and pretty realistic. https://youtu.be/Ej3WQrTkONc

silver raven
#

Suspects need a complete reskins and show their true identity which is Alien from Outer Space. They can see you thought walls and track you down while running and shooting you accurately without a single problem. They go from crouch to stand up and shooting at you without even moving their guns in a split second. Flashbang/Stinger immune. Manage to come back to life and knife you in the back even if you shotgunned their brain into another galaxy. Taking bullets like we're shooting airsoft. So we need flamethrower to burn the bodies and TOC replaced by Alex Jones

rapid saddle
#

[Gameplay, Game Modes]

Adjusting the ROE in Each Game Mode

I'm sure this has already been suggested, but I think the ROE for each game mode needs some adjustment.

For one, the ROE for Raid and Barricaded Suspects should be reversed;

Barricaded Suspects know that you're coming, and as such have barricaded themselves inside the structure, locking doors, boarding up windows, etc. They're going to be on high alert, more aggressive, and probably much less likely to surrender. Any civilians on the premises would likely be taken hostage. As such, I think it would make far more sense for the ROE on Barricaded to be "Shoot Armed Contacts On Sight" like it currently is with Raid.

In a Raid (especially in infamous "No Knock Raids"), suspects do NOT know that you're coming. This would cause suspects to be more relaxed but potentially more unpredictable in their reactions, as well more likely to surrender when you kick their door in with guns pointed at them. Any civilians on the premises would be just as surprised as the suspects, and depending on the situation (i.e. a drug den) might flee from you, or pull out a concealed weapon and attack.

I think Active Shooter should also have "Shoot armed contacts on sight" for the ROE as well if this isn't already the case.

Bomb Defusal and Hostage Rescue should continue to have restrictive ROE since scaring the suspects by shooting too early could cause them to detonate a bomb early or start executing hostages.

For some missions, ROE should be unchanged regardless of game mode due to the situation. The main example of this is Club, where you're arriving on-scene after a straight up massacre, it should be shoot-on-sight for these suspects due to the massive civilian casualties they've caused.

#

[Gameplay, Game Modes]

High-Risk Warrant Service

In addition, I would also like to see smaller maps (which I know are coming) and the addition of a High-Risk Warrant Service game mode. This would be a combination of Raid and Barricaded Suspects, where the suspect does NOT know that you're coming, but depending on their mental status and what their warrant is for, may or may not have barricaded the structure and/or set traps. You would also have more restricted ROE since the presence of civilians wouldn't be 100% known, and the primary aim would be to arrest rather than kill or injure the main suspect.

#

[Suspects, Gameplay, Gas Station]

Suspect Weapons in Active Shooter on Gas Station

I've only had this happen once, but the suspects on Active Shooter for Gas Station were equipped with assault rifles. Active Shooter suspects should be equipped with appropriate weaponry for the type of suspect i.e. pistols and shotguns for the gang members/meth heads, SMGs and assault rifles for the guys in suits and ballistic vests, and assault rifles and LMGs for the veterans and terorrists. Not sure if this is a bug or something to put in Feedback Reports so it will be posted in both.

little birch
#

[equiptment]
less than lethal as a equipment slot
If there was an option to put tazer on a equipment slot instead of secondary firearm. When engaged with a armored suspect and run out of primary I can still access a secondary pistol, and still have option to deploy a tazer on other suspects.

rapid saddle
#

[Suspect Equipment]

Suspect Armor On Different Game Modes on Farm

So I was playing Farm and I noticed that on Barricaded suspects, all of the suspects are wearing armor, but on Raid they are not. I'm not sure if this is intended or a bug, so it will be posted here and in bug reports.

novel cairn
#

please make the restrained suspects feel the melee attack again 😈

novel cairn
tropic cairn
#

[Gameplay] Time 2 kill is very long, regardless or ammo all enemies tank for no reason

cyan haven
#

Neon club should have a control room where if your team reaches it, you can disable music and turn on/off lighting

safe hamlet
hearty hemlock
#

[UI][Equipment]

Loadout profiles and ability to reset to default

Allow us to reset the loadouts back to default (especially team loadouts), also add profiles so i can make my whole team be prepared for gassing our criminals without hurting ourselves

safe hamlet
#

Need an upfate if the host afk for too long the host will be kick i got find many host afk and wont start

lament holly
#

This is gunna be massively disliked but I don't care

Please add back the taser's electricity particle effects and zap sound effect from when the game released half a year ago
Or add and option like "cartoonish taser" to enable it

They made the taser hilarious and satisfying for me to use

brittle sluice
#

Add a scoreboard at the end of the game that shows player kills for enemies, player kills for civilian, player team kills / rounds hit on a teammate, and accuracy.. on enemies.

cyan root
#

[Gameplay]

Add a points system to the kill house. It would be cool to see a server-local timer/points board.

late ember
#

Add a microphone test option in the audio option menu and possible microphone help button in the menu to show most common problems/fixes

hybrid karma
#

[keybinds]

Add a hotkey to toggle/hold ADS that also activates your laser sight or flashlight at the same time.

thin gorge
#

[GAMEPLAY] Rapid strobe-like flashing of torches at offenders should result in confusion about where the officers are or something along those line I'm very tired

pine dune
#

add a sight like this beacause right now i feel like long distance scopes are useless beacause we have no long range maps to give our teammates overwatch.ps and make that you can switch between default holo and the 4x or whatever it is i hope you get my point.

  1. and woud be cool if you coud take out the electrisity from the house or something like that like if you want to go full stealth then you have option to do it bcs rn even when its dark ai shoots you and sometimes it dosent make sense.
terse smelt
#

(Settings)
Let the scope sensitivity change

dry tulip
#

allow wedges to be retrieved instead of losing it after removing it from a door

kindred spruce
#

more options for less lethal wepons like rubber rounds for the shotgun and diffrent kind of tear gas that you can use in the pepper gun

flat sorrel
#

[Map Idea] there is a large warehouse being used as an illegal weapons distribution center and you are to seize the weapons and as many suspects as possible at the center

silver coral
#

**Animations. ** The prev version of SWAT animation was better imho. To implement animations like in this video would be mega cool https://www.youtube.com/watch?v=woqHREf2dA4
Smooth movements, smooth movement of weapons depending on the look, realistic movements, poses depending on the situation. It would be very cool to at least try to get closer to this.
Gameplay.
-- Make several ways to throw a flashbang. For example, from around the corner, rolling on the ground and so on.
-- Realize the opportunity to give your ammunition to your partner
-- Implement tactical elements on the maps: turn off the lights, music (club), light music (club), activate the fire alarm to create more noise for cover, and so on
-- At the moment, the bandits have too much "hp". To kill him, you need to make 2-4 shots even at an unprotected target. Targets in armor feel like terminators.
-- When hitting an armored target, make it fall so that it is pushed back by the force of the shot and it cannot shoot with a probability of 80%. Leave a 20% chance of a "stray shot". Now it looks completely unrealistic. I say this as a person who has survived being hit by a bullet in a bulletproof vest. There's not much you can do after that. The main task of the armor is not to let you die, but not to make a terminator out of you.
Technical part
-- FPS drops in night vision mode
-- FPS drops when damaged
-- FPS drops if your team is in the frame
AI The AI is broken at the moment. Criminals shoot through walls, see you almost from the other end of the map and start shooting with 100% accuracy. They immediately react to you, even if you haven't shown up yet and start shooting through the walls.

old heath
#

Allow all optical options for almost all weapons. You should be able to use holographic on mp5

rich axle
#

[AI] Additional AI Animation States for Dynamic Consequences to Wounding, Intimidation, and Locomotion

A rather broad topic, but one so-inspired by the addition of the cover system that gives this game marvelous potential!

I understand the absurd complexity of what I propose; anything like this will take ages to test for viability/implementation, let alone actually completing.

Enemies are not sufficiently reactive to positional wounding- this is a criticism balanced by the early state of the game, and a rather advanced (and potentially overly ambitious) concept. Having a suspect with low morale or HP go to the ground after being shot, writhe in pain, yet still be alive could open up a bunch of authentic/immersive opportunities. They're not dead, but are they still a threat? Is their weapon still nearby? What if a civilian is right next to them? Do you take a chance?

I'm sure someone here has already requested it, but a state where enemies can lay upon the ground but still attack after being shot would build upon the brilliant addition of faking death or unconsciousness. They could attempt to draw and shoot from a kneeling or prone position after being shot in the leg or knocked off their feet by some force, or try to slice/stab your leg as you walk by them if you don't restrain by some certain threshold. Further and more broadly, an enemy may blindly grab a nearby gun and Hail Mary a few bullets at LEOs a la blind-fire when they're sprayed in the eyes, inhaling gas, or hit with a flashbang.
(Credit: @limpid hawk) reposting to spread attention to this great idea!

#

Lastly, bad guys having a semi-random yet consistent enough reaction to being shot would take away a lot of the frankly unacceptable and frustrating AI reactions and counterfire. Flinching when being shot at and diving for cover rather than spinning and landing perfectly accurate fire, or causing a shooter to stagger from the force of a round and temporarily make them unable to fire back (literally or effectively). In addition, any AI moving quickly should be such a poor shot as to make it little more than dangerous yet largely ineffective suppression, yet I see AI side-strafing and landing good shots on myself and teammates while we have to stop to shoot accurately. Animations that lock them out of counter-fire as they set their bodies into a sprint, or another where they are defenseless as they try to slow down and set their firing stance, are just a few ways of fixing it.

Okay, I've already said way too much, but I think the AI's behavior intertwining with their animations so impactfully is this game's greatest strength. I can see this game being beyond innovative if given the right resources to explore it fully.
Credit: @limpid hawk

unique frost
#

Allow the enemy AI to get suppressed, as far as I'm aware of... only players can get suppressed.

If you fire too much bullet at their position, their accuracy should decrease.

devout bronze
#

[Gameplay/Modding] Steam workshop support would be cool.

mental hamlet
#

[G36C Gun Design]
Add the carry handle

Please add the carry handle/rail to the G36C.
Make it optional or forced , doesn't matter.

lament holly
#

I would like to see a way to make surrendered civilians and suspects lay down spread eagle so they won't get shot up in crossfire

Maybe make them lay down when you yell at them while they're kneeling down

twin sigil
#

I think a way to choose enemy density before the round could be cool. like how in rainbow six vegas 1 & 2 you could choose a low, medium, or high amount of enemies in that round. maybe even a random option if you don't want to know what to expect.

patent lion
#

[Weapons animations]

I would like to report that there is an inaccuracy in weapon reload animations. When holding the reload button, the character model removes the magazine to check the remaining magazine. If a firearm is is discharged until only one round is remaining in the capacity, and you perform the animation to check the remaining ammunition, the magazine will show cartridges remaining in the magazine when the last cartridge is chambered.

daring inlet
#

[Controls]
Being able to combine keys for keybinds
For example, instead of having one button for a certain keybind, you can have up to two. Currently I have voice chat set to mouse button 4, but with this feature you could combine 2 keys for one keybind (e.g. ALT + Mouse 4 for canted sights) so the two bindings (voice chat and canted sights) don't interrupt one another.

This is a very prominent feature in Escape from Tarkov and I think would help in clearing up the keyboard a bit for those who want quick access to some keybinds.

vast pier
#

[Gameplay] If close to a downed suspect, I'd like to be able to restrain them before reporting them.

glossy dawn
#

[Gameplay] Make enemies surrender depending on what you do to them (pepper ball/tazer/beanbag) or depending on your armor/weapons and maybe even if they're just junkies or professionals

jagged cypress
#

Add door kicking animation for suspects who are barging through doors, or just give sound effect like a loud bump when they are running through them at full speed.

uneven quarry
#

[Gameplay]
Increase the volume of footsteps. You are wearing expensive headgear that amplifies certain sounds, soo why are footstep almost impossible to hear?

vapid egret
#

[Map Assets]
Can't get a screenshot of it right now but the angel statue on Farm is awfully low quality. Looks like its out of a PS2 game. A higher poly model would do it justice.

last jolt
#

[Loadout select]
I'd like to see the different stats of each gun when selecting them. I don't know shit about guns (except from cod), so having that really helps with choosing one. Also, maybe show the reitcle of the scope when selecting one. Same goes for armour types.

cloud pebble
#

Pls add a layout of the building before you enter so you know the layout before breaching.

dry tulip
#

[Gameplay]
please stop letting suspects breach through doors that have already been wedged.

uneven merlin
#

Add a "Steyr AUG A3". It's a pretty cool gun

safe hamlet
#

Add an "AR-15"
or make the Stocks on weapons customizable

drowsy hound
#

[Gameplay Menu]
Have a pop-up window when clicking on the "Restart" button to confirm you want to restart the mission.
To make the miss click's more manageable.

uneven quarry
#

[Weapons]
Add a P226 or P228. It's a cool lil pistol even if the grip is asymmetric.

main tree
#

[Sounddesign, Acessablility]
Commander Reponses - Volume

Make the commander volume adjust to the current volume OR make it adjustable in the audio menu.
Currently if you report anybody (or other actions) his response is louder than shooting.
And since his voice has this horrible voice filter to sound like its coming over radio, him talking is really stressing.

granite quarry
#

[Mission planning]
Not sure if it was said before, but I think it would be really cool, immersive, and interesting to be able to prepare your missions, have a look at the plans (2D?/3D?) of the building/ place we will be investigating, estimated amount of enemies (may be can be enabled/disabled ?) estimated location of people, discuss of it around the table before going into the missions.

devout bronze
#

[Discord]

A separate channel for Los Suenos lore and history vs lore and history for the sepulcher.

safe hamlet
#

Please make the LPVO an LPVO instead of canting it to the side it would be awesome to switch it between 1x qnd higher magnification via toggle or scrolling.

icy drift
#

make it possible to cut out power in locations so you can make it dark and night vision would be more useful

sly verge
#

Make it so supporter alpha players can invite/play with regular edition players. I wasnt able to join a friend because our versions were incompatible.

austere galleon
#

[Gameplay]

Fix the knife attackers or remove them if you can't get them right. Their proximity should not prevent me from shoving my muzzle in their chest and shooting them.

inner cosmos
#

[Matchmaking]

First please remove the 240 ping limit ( or let us control it at least) and secondly the matchmaking seems to have issues because we sometimes join the same buggy lobby where they are midgame or connection to host is lost or something.

viral crypt
#

Add simple takedowns for civilians or stunned/unaware suspects. Swat teams will often throw people to the floor if they are not compliant, and it would make gameplay more immersive and intense.

rich axle
#

The ability to choose where you infiltrate from, from various points throughout the map. Some examples of this might include flying onto a roof via helicopter (scripted), driving in on a boat on port hokan, etc. Depending on where you choose to spawn from, a different animation will cue, triggering the helicopter/boat/swat car scene, eventually arriving you where you want to go. It will add a new, tactical element and increase player freedom. Different points can also offer different advantages. Maybe a power box is near point 1, but point 2 offers a great vantage point to be overwatch to your team below? (snipers?) It's an idea that is open to innovation

lament holly
#

[Shotguns]
Allow us to interrupt a shotgun's reload by either shooting or switching to our pistol

violet mountain
#

The AI right now seems to be kinda janky where they’ll either be complete potatoes and walk around me like I’m invisible or they’ll become an aim god and nail a teammate while flashed or while being shot. It’d be cool to have them act a bit more according to what the scenario is, like a veteran should be a good shot but he also shouldn’t be able to yeet across a room with a prosthetic leg.

vast pier
#

[Movement] Allow movement speed to be controlled through cycling the mouse-wheel to allow more granularity when it comes to the pace the officers move at. (IE: Moving slowly when standing up, move a "Low ready" speed with rifle ready)
[Melee] Improve muzzle strike reach, and allow for tackling suspects/civilians within a certain distance. (Main use being knocking an obstreperous civilian on their arse so we don't have to chase them)
[Grenades] Allow grenades to be thrown using an under arm throw, rolled round corners and through peeked doors.
[SWAT AI] Add command for AI to breach room after you performing the breach or throw the flash/stinger.

unique frost
#

[MAPS]
I feel like it's interesting to see more smaller maps like houses and stores in SWAT 4 or MW2019 Clean House in the future. I love clearing small buildings and I feel like it'll be a nice change of pace in the game.

Selectable spawn points like SWAT 4 and R6S with INFIL animatons.

[AI]
AI command system needs to be changed, SWAT 4 SEF:FR is a great inspiration for the system.

Command through headcams.

[ITEMS & ACCESSORIES]
RMR and SRO accessible for all rifles and SMGs.

Drone for air surveillance.

earnest coral
#

For the AI I would like a "secure all evidence" command that would have your fellow officers package up all contraband in the room you send the command out to. It would save a decent amount of time, especially in rooms with multiple suspects. Perhaps make it not available until a room has no threats as well?

icy drift
#

The AI would restrain the targets they arrest without command

thick olive
#

Server Browser

zinc elm
#

[Weapons]
"M4A1" changes

  1. The "M4A1" is actually a Mk 18 Mod 0 due to its barrel length. If naming it "M4A1" was done out of licensing matter, perhaps checking if other official names like "M4 CQB" or "M4 CQBR/CQB-R" can be acquired, just to keep it realistic. 2) The modeling of the charging handle is very stubby compared to real, standard charging handle and even compared to other ARs available in-game. 3) The "PMAG" is positioned a little bit further towards the front, clipping through the magazine well.

M320 changes

  1. Make the M320 as a universal platform that you can customize its ammo, rather than pick one out of three variants (stinger, flash, gas) can be more dynamic and beneficial for the gameplay. 2) The 40mm round model looks like it's based on a standard HE round (which is obviously incorrect for LE), but also the model itself is actually just the casing. It would be great if all three round types would have their proper models.

[Attachments]
Multi-functional illuminating devices
Adding extra functionalities for the IR lasers, since the same devices IRL offer not just IRs but also normal lasers and lights with different settings, including activating laser and light simultaneously. This could come in handy when adjusting to different scenarios. Not meant to replace individual lasers/lights, since I'm sure some players would rather want a simple on/off function, than changing between settings.

[Gameplay]
Shared gear
Not sure if being planned, but adding a gameplay mechanic that you can rapidly share gear with teammates would have many tactical advantages. To make it spicy - have a feature in which you can add gear on your back (e.g. grenades) and other players can access them quickly.

Sprint
Some might think its contradicting the tactical focus of RoN, but not being able to move faster when trying to help teammates or finding that civilian that ran across to the other side of the map usually renders the gameplay irritating.

idle notch
#

[Weapons]
M4A1 and Glock 19 buff
Both of these guns are used by the LAPD SWAT and US Marines because they are very powerful guns and in opinion should be a bit stronger. These weapons will also be used by new players because of cop movies and TV Shows. As well as Roleplayers who want to be as accurate to they're American Police Force as possible.

main ermine
#

[Gameplay/UI]
Briefing
When a map is selected, you can see a detailed briefing on the wall (rather than the map) which give an estimated numbers of civis and suspects, information about there equipements and training, time of the day and RoE change and a map of the level, something like SWAT4.
It is also good for the immersion.

cobalt tulip
#

[Weapons]
Tazer buff
Idk if its been mentioned already, and if it has, great! if not here we go 😄
I'd love to see the tazer have more functionality to the real deal. for example:

** Once an enemy has been tazed, the player can choose to taze again without having to shoot another cartridge**
The reason for this is because 1, the circuit shouldnt be broken, the prongs are still inside the suspect. and 2, because this is used in real life. if a suspect is seen trying to take out the prongs to flee the police just have to pull the trigger and a second burst of electricity is sent.

[Visual effects]

Once a tazer cartridge is reloaded, the existing prongs in the suspect magically disappear.
It would be really nice to see a change to this, have the used cartridge on the ground where the player reloaded and the prongs from said cartridge still connected to it and the suspect. (ok from a dev standpoint. this is more than likely very difficult. i get it, so i wouldnt be upset for it not to be there. but it still would be nice.)

thorny oar
#

[SCRIPTING]

Location: Valley of the Dolls
Suggestion: can you make AI cop throw grenade far into room, not near entrance?
Cus that makes no sense as far suspects and civilians are far deep in room
P.S. that concerns not only this map or specific location. On some other maps there is also such an issue
https://www.youtube.com/watch?v=aH6pcTvVdqc

graceful meteor
#

[Weapons]
Starting Weapon Adjustments:
I would love to see/think it would be more fitting if the starting AR wasn't an MK18 Mod 0, and rather a more basic 16inch or 14.5 inch M4 styled AR, as this style tends to be the most common (at least from what I've seen) AR used by most US Police and SWAT. Obviously don't get rid of the MK18 entirely, just make it selectable.
(pic included is a civilian AR15, but it demonstrates my point as to the styling/setup)

10MM Sidearm options
Pretty self explanatory, just add some sidearms that pair up with the MP5/10, good options would be: Glock 20, S&W M&P M2.0 10mm, Colt Delta Elite, P320 Xten, or XD-M Elite 10mm.

[Attachments]
Magazine Options
Would be nice to have some choice in the magazines used in our weapons, for example a 40 Round P-MAG for ARs, Baseplate extension for handguns, or smaller mags that trade capacity for better reload speed and a lighter weight

[Gameplay]
AI Weapon Malfunctions
Most of the weapons used by AI are older and poorly maintained, would be neat if occasionally while spraying rounds at players, their weapon would jam, allowing the player time to either get rounds on target, or disarm them.

Bleedout
It may already be a mechanic, if it is I haven't noticed, but when shooting AI, if the retreat or take cover after having been shot in the vitals, maybe have them bleedout after a bit. There have been multiple times were I've gotten in a firefight with AI, shot them in an artery or the stomach, had them run away, only to encounter them again a few mins after seemingly fine and ready to fight again.

old heath
#

[Submitting procedures]
Only submit one idea at a time. Sometimes I agree with most of the ideas in the long post and really disagree with one point. It's not clear in arrows which I like/dislike

cosmic pollen
#

[Maps]
Identifying whhich dead/injured bodies can be reported on Neon Tomb is annoying. It should either be all of them, or none of them imo.

austere galleon
#

[Gamplay]

Less Lethal is borderline pointless right now. It needs a serious buff to be viable, especially with how terminator-esq the bots have become.

thick olive
#

After death, have the option to adjust your loadout while the rest of the team is still in raid

safe hamlet
#

limit zipties (to 1.5x of required zipties)

safe hamlet
#

it would be cool if guns went off when dropped

icy drift
#

there should be a command for ai to breach with battering ram

hollow ruin
#

[Equipment]
Faceshield
Please add a faceshield that scratch with hits and you can move it up like a nightvision.

[Weapons]
P90
Please add the P90 for the Player. I love this weapon and it is already in game but only for the bad guys.

lament holly
#

[416] [recoil]
After using all the assault rifles, I feel like the 416 has a lot more visual recoil compared to the others
The reticles on every sight on that gun bounce up and down significantly more compared to other guns

Reducing its visual vertical bounce or making it recenter a bit faster to make it similar to the other assault rifles would be cool to me

golden brook
#

Audio
Slider to adjust in game character's voices volume
I am finding character's voices a little too loud, causing me to turn down sound effects, but that in turn makes most other sounds quieter. I just want to be able to turn down the voices, because currently I am finding them to be louder than the gunshots.

cold jewel
#

[Weapon: Taser]
Make tasers just as unreliable as they are in real life

misty sequoia
#

Option to play single player without Ai companions

spare siren
#

[AI]
Cuffed civilians/suspects get tired of being on their knees after some time and move into a more comfortable position
(e.g sitting)

Cuffed civilians/suspects react to being aimed at by a gun

wooden basalt
#

[AI]
Implement AI teammates for when you are playing with other people. Alot of maps you can't finish with only 2 players.
Make it an option setting
Host can decide who controls the ai/ can split the ai

terse smelt
#

(Sensivity)
Let change scoped sensivity

blissful monolith
#

[Contextual Cues]

Your player character and/or team should have reactions specific to certain parts of levels. Examples are the main dance floor in Nightclub with the piles of bodies, the shipping container in the port, the red room or basement in VotD, the kids room on meth, one of the shooter rooms in Brisa Cove, etc. Just simple voice lines will add so much depth and life to both the levels and your team, maybe even have idle banter between team members during lulls in the action.

devout bronze
#

[ROE]

In barricaded suspects Valley of the dolls, if there are two armed suspects in a room and one fires at you, but you shoot and kill another one blatantly taking cover while armed, you shouldn't be penalized with an unauthorized use of force for shooting one of them if you were already engaged from next to them. I highly suggest the ROE be modified to adjust for suspects taking cover if one opens fire on you in a small radius.

blissful monolith
#

[Immersion]

Play 911 calls for applicable missions like Nightclub, Brisa Cove, or police dashcam audio for the Compound. Have it either play during loading or during a pre-mission planning phase somewhat similar to SWAT 4.

icy drift
#

option to add mask

safe hamlet
#

what is the point of zipties on dead bodies if you could just shoot them in the head again and they cant stand up

blissful monolith
safe hamlet
#

ability to disable music on neon tomb (deadmau5's dj panel)

#

disabling fov zoom on ads (not realistic)
also wounded enemies can give up

safe hamlet
#

make the clock show the client side time

#

decapitation on shotguns and magnum?

#

you should implement DestroyActor or StopSound (idk the config) for when an enemy gets shot in the head for moaning
(i get if you shoot enemies in the chest they could still moan but u can moan with no brain)

silk lodge
#

Description for armor used (Kevlar, Steel, Ceramic)

exotic ibex
#

[GAMEPLAY]
5.56 versus steel plate

5.56 is definitely too weak against steel plate armor, it is unrealistic for a suspect to tank 7 shots before going down, in build 21566 the SLR-47 and the SA-58 received major buffs to steel armor penetration, making them mostly a 2 shot. 5.56 definitely needs a similar adjustment to armor penetration to make it a bit on par with the 7.62 weapons, otherwise there will be a big unbalance between the two

safe hamlet
#

[MAP;GUNS]

Open map + sniper rifles

mental hamlet
#

[Animations/Visuals]
animate SWAT third-person grips

As you see in the images, the grips are not held properly and sometimes clip through the hand ( Third Image shows that well ) when looking in third-person .
This is a very small issue, yet so annoying,infuriating and irritating to look at when looking at your SWAT members guns.

Image show the third-person ||( Third-person being eyes of other players looking at your gun / Not your own eyes ) || of SWAT Model holding guns with grips incorrectly.

safe hamlet
#

[Gameplay]

Increase the 'restrain' command hitbox

safe hamlet
#

[visuals]

make chest shots produce pinker blood than limb/pelvis/headshots

#

ak-74u pls

wide blaze
#

Can we please have the ability to run / move more quickly in low ready?

I get that this isn't Call of Duty and we shouldn't be sprinting at lightning speed. But 'moving quickly' is absolutely a thing that people do in tactical situations. It's very silly that if we get shot at the best we can do is shuffle toward cover at a leisurely pace.

blissful monolith
#

[Gameplay, Sound]

Have the audible radius of your commands be reduced when wearing the ballistic facemask or gas mask, and also reduced based on ambient noise. Noisier areas will have a smaller radius vs quieter areas, or if feasible, areas with better acoustics like the caves or cellar in Compound will have a larger radius than the carpeted hallways of Hotel and Brisa Cove.

tough holly
#

[Gameplay]

At the beginning of the match there could be a briefing, where you could see the plant of the house/place and draw over to make a strategy with your team.

eager basalt
frosty solar
#

[AI]
Heavy armoured suspects speed momentum

The AI wearing heavy vests should have an impact on their weight and top running speed versus a suspect with no armour.

lucid matrix
#

[AI]
Please add AI Attack dogs (K9) to the game

This is obviously not something that is needed but will make single player hella fun. maybe they can find traps or distract enemies or a whole lot more.

flat sorrel
#

[Weapons] with more and more ranged maps even hospital I feel that a one times optic isn’t enough and a four times is too strong so maybe options to have 1.5 times and 2 times scopes or magnifiers for scopes

wide blaze
lucid matrix
violet mountain
#

[AI]
enemy AI shooting feels a bit wild
suspects seem to be way too trigger happy on spamming shots through walls rn and also tend to be able to sustain a high rate of fire for far longer than a standard magazine would allow. It makes sense for an RPD or M249 to lay out a ton of shots without reloading but right now it seems like regardless of weapon, so long as it's full auto, they can just hold down the trigger without needing to stop to reload at all. (come to think of it I don't think I've ever seen a suspect need to reload)

silver coral
#

[Gameplay][AI]
The ability to act in the dark. I think it's worth implementing the illumination functionality. Reduce the viewing radius and the possibility of detection by bandits depending on the darkness. For example, in pitch darkness, they should not notice you until you approach them point-blank. Also reduce the accuracy of shooting depending on the illumination. For example, the "House" map. It looks very strange when a bandit sees you a kilometer away in complete darkness without a flashlight or "cat's eyes"

unique frost
#

[ARMOR]
The game never recognizes your helmet if you don't have any facewear on, I got headshotted because of this. Helmet should always be available unless there's an option to take it off completely, exposing your head.

icy drift
#

the less players the more easier difficulty

devout bronze
#

[Character Design]

Major gripe I have with the brisa cove guys. I feel like some of them should be wearing a mishmash of older to newish military gear. Think like UCP/M81/DCU/olive green combat pants and jeans with a plate carrier. Or a helmet, chest rig, and rifle with a battle belt.For guys who planned to go into a last stand with the government to send a message they sure didn't pack much.

violet mountain
#

[Armour]
heavy vs light and material differences
Maybe this is just me but I don’t feel like heavy armour is worth while over the light armour, the trade offs of move speed and inventory capacity aren’t worth the extra alleged durability. I’ve found I’m just as safe in light ceramic as I am in heavy steel (or at least it feels that way). It’d also be nice to be given a better idea of what each material does in-game with a description.

faint oracle
#

[Movement]
Add "Hold to Fast Walk" Key-binding Option
The default movement speed is fast walk. I (and others) would like to set my default movement speed to slow walk, which can obviously easily be done with the toggle button, but in order to temporarily fast walk again, I need to toggle it again. There is no "Hold to Fast Walk" option, only a "Hold to Slow Walk" option that does nothing when slow walk is already toggled. I'd imagine this would be very simple to implement, it would add depth to movement customizability, and there's no downsides to adding it because it's an optional setting.

blissful monolith
#

[Gameplay] Doors

Too many times have I been lit the fuck up peeking a door when I just wanted to see if it's locked. Not entirely sure how I'd implement but a suggestion is a contextual cue for checking doors to see if they're locked. Similar to how you have different interactions dependent on where you're looking at the door.

broken dragon
#

[Weapons]
Swapping Shotgun Shell's
As with real shotguns it is possible to load different types of shells at the same time, for example if you are clearing out crack house and you reach the backyard area where there is a suspect visible at a distance where buckshot is not effective, therefore you load in a slug and are able to effectively neutralize the suspect. A way this could work is when holding down R to check ammo the animation simply stays like that until you let go of the R key, this could be implemented to all weapons. During that animation if you have different types of shells they will be visible, during this animation you could use the scroll wheel to select a different type of shell then letting go of R that will be the type of shell you load until it is changed. Another thing to add is that currently with shotguns pressing R once is the same as double tapping it, this could be changed to pressing it once only loads a single shell and double tapping fully reloads the weapon.

austere galleon
#

[Weapons]
Add Modern, Larger Caliber Weapons

Preferably ones that actually appear in the hands of American Police forces. AR-10s, particularly. I don't know of any American Police force that actually uses the SA-58, and that it's the only 7.62x51 or larger/intermediate caliber weapon in the entire game is a travesty. One weapon available in .300 BLK? No 6.8 SPC? One 7.62x51? Come on guys, you can do better.

thick olive
#

way to actually report toxic plays

safe hamlet
#

i know that this isn't really important, or needed, and i'm not sure if a lot of people would agree with me on this, but i'd like to see an option to put balaclavas on the characters. the character eli did for a bit, then it got removed, but i think it'd be cool to add them back. in my opinion they look cool.

austere galleon
#

[ Gameplay ]

Gonna keep saying it. The Terminator AI has got to go. It's unfun and bad development. Fix it.

safe hamlet
#

[Animations]

Fix/prevent the push-down animation on suspects when near a wall. Peering into walls when I'm arresting someone kind of ruins the immersion.

blissful monolith
#

[Weapons] Weapon recoil

Certain weapons, namely a significant portion of the rifles, have way too much recoil for their caliber. The SR16 is very floaty, the M4, ARN-180, and 416 bounce around way too violently, the Mk16 is fucked, and the SR-47 also jumps like a mf. None of these weapons have that much recoil, especially if they're chambered in 5.56 or .300 BLK. The ARWC and G36C are by far the easiest to control in that category.

undone vine
#

[Rank System]
I think the game as it stands seems quite boring with how there's no real reward for playing, it would be interesting to see a rank system implemented in the game which you would rank up by of course making correct decisions and getting XP.

coral ermine
#

[AI]

Give more options in how we handle AI both teamates and suspects

-Add the ability to give orders to your teamates through their camera , this involves the ability to control the AI teamates head so you can move the camera arround and give them orders seperatly. It helps massively with clearing bigger maps faster while you dont directly control their aim or behavior.

-Add the ability on a kneeled suspect to order them to move towards our model. Although not involved with programming you could possibly add the command directly on the AI similarly to how Restrain or report works. As long as we are x distance away from them the option is given and they start kneel walk towards us , the animation for that already exist.It will greatly improve how we clear certain rooms and hallways especially on a co-op with 1 more guy or even solo clear that otherwise be an overwhelming situation and you are forced in a very uncomfortable situation of trying to clear the room while trying to maintain contact on that kneeled suspect.

-Enhance the Cover command on teamate AI. As of now the cover command doesn't really have any more use than the "Move to" option with the Teamate AI.My suggestion is making the Cover Command work in the following ways:

i)When I select the red/blue team and order a cover , they come to my potition and they look where i point, additionally you can add 3 aditional options which will be:
1)whole Red/blue
2)jackson(let's say he is red/blue officer 1)
3)waide (let's say he is red/blue officer 2)
This way adds more commands but it will enable to cover even more spots even when the you are kinda forced to split the teams and you have a big let's say T section to clear with only red or blue.
ii)Similarly with the Gold element you will have the options :
1)Whole Gold
2)Jackson
3)Waide
4)jim
5)MyEx

-Add the option for the SWAT AI to peak(or peek , i dont know how to type it :D) the doors and check for traps.

#

[AI PART2]

I know you can use mirrorgun on the AI to check for traps , but in my gameplays i dont use mirrorguns at all.On top of that with traps in the game having your teamates to do any breaching is a coin flip were you either take it or you check ur self if the door is has traps by peaking them..You can also attach some more options with peak door>throw flash etc.

And something more trivial

-I think the AI right now plays dead way to often than I thing it's realistic. I am not a police officer nor doing any work that has to do with dealing with criminals so it take it as you wish. I just feel every 2nd 3rd suspect I shoot he plays dead.

faint epoch
#

[Weapons] Make the knife useable or remove it.

soft zodiac
#

[Weapons] Add P90, MP5SD, MP7, MC51SD. I think we need more variation of SMG, and SG. Not a Another AR Platforms :/

lament holly
#

[Accessibility]
Option to turn of camera bob and shake
I don't understand why the camera shakes when reloading, mag checking, while crouched, and when ADS

Suppression and grenade effects being an exception to that option since those mechanics are centered around it

wooden quest
#

[Gameplay]
Extra points for dragging a downed officer to safety and stabilizing him? Points will be lower than having that officer be alive but more than just having him reported

lament holly
#

[Graphics]
Option to turn off dual rendering (picture in picture) for scopes
It drops FPS by a good amount
5-20 frames for me when i look down either of the scopes

stark viper
#

[Weapons]
Guns should never be "blocked" (weapon pointed up) because of terrain. There are many ways to get around this IRL, such as putting it to your side.

It's bad for gameplay (because AI loves running into your face while facing no penalties themselves), and it's wonky.

If you're too close to a terrain (like when checking around a door), your gun goes into hipfire mode (with accuracy penalty), rather than making you vulnerable during the animation.

(maybe arm swapping needs to be added in as well? so rounding right, the gun isn't still on "our" side, since flashlights are cast from the model)

dry tulip
#

[Armor]
allow operators to have the option of front and side armor, on top of having options like front and back.

daring sail
#

add a sniper mode where maybe u can be outside the map? Maybe they could also give info on the map as well?

safe hamlet
#

When in squads, for example. One of your friends join and there is still 3 spots open. Those are covered by AI's and you can control the AI's the same way you could control them in Single Player Mode. And when another person joins, that AI operator is eliminated and 2 AI operators are still there

safe hamlet
#

[gameplay] Please is there a plan to add an optional command wheel for AI teammates ? Or maybe an optional fast drop-down menu, like the Swat 4 one ? (to give orders just using mouse without having to use keyboard) We can see the swat 4 fast drop-down menu at 4:27 in this video https://www.youtube.com/watch?v=eD1dKNIwF6g

hollow pumice
#

[A pvp mode unlike any other]

A lot of people really want pvp, (i personally dont mind) and i think it will probably boost up the player counter, i was thinking, how can you make a pvp mode on a realistic game, and i, with a friend came up with an idea where you'd use paintball or airsoft guns, i have recently heard police forces actually use airsoft and paintball as a training method, and so we could have a pvp mode with paintball or gel blasters or airsoft, if you get hit only once, your character automatically calls "Hit" and moves out the field with 1 hand up to signal that he's hit.
I know the game is mainly pve centered, so maybe leave pvp a bit, unupdated and stuff like that, maybe with just m4s or with 3/4 guns total so it makes people want to play the actual pve game

keen delta
#

[Graphics]
The option to turn off Anti Aliasing all together (TAA).
It used to be possible in the config files but that doesn't seem to be the case anymore. Even without any Anti Aliasing the game looks very good (minimal aliasing) and it adds a lot of sharpness to the image. So an option in the menu to disable AA would be greatly appreciated.

formal badger
#

[gameplay]
ability to respawn
Given how long it takes to load into a game, having to restart every time a teammate dies in coop just makes the game stop being fun. Forcing my friends to be stuck in spectator mode during the level is not fun either. In single player, it would also be nice to be able to respawn as one of your AI officers like you could in SWAT 3 (dying to the last enemy in the level sucks).
Respawning would need to have a large score hit to balance it.

sand storm
#

[Sound Design]
Something I've really noticed about mods versus the actual game is that some of the voices can actually be better or improved on with mods. That may just be my take, but take Rico's Yelling Cops mod for example. The sheer intensity of swat officers intimidation and unrelenting presence is brought into play with that mod (all be it crude), but the actual game kind of loses that feel a tiny bit with the original voice actors. I know that an absolute unit of a screaming swat officer wasn't quite what they were going for for the game, but I feel like if the original voice actors re-did some of their intimidate lines with more intensity it would greatly improve the overall immersion of the game.
Possibility: Maybe even allow each voice to have an option for Normal or Intense in intimidation.

elfin edge
#

[Gameplay/graphics]
Weapon Lights and reflectivity

I am of the opinion that the weapon lights in game are Completely unrealistic by comparison to real life weapon lights, to the point of being nearly unusable.
The lights seem to be mostly hot spot, with little spill or reflection at all. They also appear completely incapable of penetrating photonic barriers like ambient light and windows.

Here is a screenshot of the in game light facing down a hallway, vs real life

jagged shoal
#

[Gameplay]
UI Options
I think it would be a smart idea to put another option to pick from when you finish a mission. As of now they have Headquarters and Replay, They could add another option like selecting another mission and going right into it, Or changing your loadouts there and then going into a new mission without having to go back to the HQ and start from there again. Just more options to make things easier after finishing a mission. More of a quality of life suggestion but I definitely think it would be nice to have in game

elfin edge
#

[Gameplay/graphics]
Continued: Weapon lights and reflectivity

The M600DF is slightly less powerful than my rifle light, but not nearly as bad as in game and still has 80% of that performance. Note how the more powerful rifle mounted light (1500 lumen 55k candella) defeats the lower powered (1000 lumen 15K candella) weapon light. Note the lights are off and it is pitch black, but the reflectivity of all the lights involved reflects on the entire room and brightens everything up, but doesn't completely blind the user even when on a relatively light colored wall. It doesn't wash out details as badly as the ones in game can in some maps. Provided as well is an image of the view through an aimpoint M5 at 150 yards with a rifle light. Also provided is a view at 60 meters with a handgun WML

hexed geyser
#

Hello guys!
1-I will love to use on this game a radial menu like on Hll, not only for the single player but for the multiplayer (possibilities to put down quick markers, orders etc..). The radial menu is the quickest and minimal sistem to make work stuff like this imo.
2- please add the "holding breath" abilities like on the other fps games when players are aiming for a more accurate fire (reduce temporary the recoil and the shaking).

Let me know what you think about it.
(ps:sry for my bad english) opercator

quiet fable
#

I know this is little but are you able to make the mic popup for when 'v' or the 'hotkey' is pushed faster? As in your username show faster or make the vc quicker in game if this makes sense. As i'm trying to communicate with my team yet i'm un-certain whether they can hear me even if my name hasn't popped up yet, and etc. this would improve my gaming time and communication skills in general towards my squad, appreciate it heaps. Keep it up the game is going great :))

humble pendant
#

[gameplay]
Personally, I lack a level system, I like to play for goals to unlock something new, etc., and I know many people who have a similar problem. At the moment it's always the same for me and I don't have a real goal that I can play for a long time, so at the moment I only play the game for a short time and then not for a long time because it's not fun without goals

elfin edge
#

[Graphics]
Red Dots motion blur.

There is some weird comet tailing with the red dots in game when moving any gun with red dot or eotech equipped. The only red dots that do this in real life are incredibly cheap red dots with incredibly slow refresh rates. Aimpoints don't have this problem, nor do SROs, RMRs, DPPs.

Eotechs obviously don't have that problem either as they aren't even red dots and don't work with an LED emitter. The aimpoints in game also exhibit a blue tint to the glass that is more on par with cheap knockoffs.

Red dots in game also have the brightness setting far too low. As dim as the dots in game are, the WMLs would wash out the dot. It also makes the dot smaller and harder to use and easier to lose amongst backgrounds.

elfin edge
#

Top is what the dot should look like under WML, bottom is what it should look like under normal lighting.

magic niche
#

[gameplay/communication]

Would be nice to be able to have multiple radio channels.
1- command net
2,3 teams Red and Blue

4-not so much radio but local coms.

Similar to what Teamspeak with TFAR does in arma.

candid thistle
#

[Gameplay] Doors - Some doors remain standing when exploded by C2
Lights - LED on helmets are a bit too flashy when using NightVision

wide blaze
#

Many of the current red dot reticles are extremely small and hard to see, and wash out when used with a light. For me the 'LEOTECH' optic is always the best one.

It would be great to have more red dot options - maybe more with larger dots, or complex reticles like on the LEOTECH. Would also be cool to have some with green reticles, green reticles are preferred by many IRL as they can have better visibility.

quaint nest
#

[Skins] [Mods]
Community skin competitions

With the modding community doing so well making realistic and some lore friendly skins that look polished enough to be in the base game, why not make a competition for it? Maybe even a competition for gun skins?

Every few months a skin competition will come out, one for player skins and another for gun skins.

The event will go on for quite some time allowing the community to put in their best work and then submit the images on a channel and the community can vote on what they think is the best.

After the competition is over the winner for the player skin and the gun skin will receive a free supporter edition and have their skin put into the game.

The rules to the competition could be

Player skins
-Must make a skin for every player in the game.
-Must be lore friendly.*

Gun skins
-Must be lore friendly.*
-Must make skins to the equivalent amount of the characters in the game.
(I believe that there are 5 characters in the game so the person would have to make 5 gun skins.)

*By lore friendly I mean keep the looks as if it's something you could see today or during the time of the game.

This could allow some variety since some prototype armors being researched do look pretty badass but if someone wanted to go for the games gritty atmosphere and poor economy they could outfit the officers with gear that looked like it was fished out of the bargain bin of an airsoft store.

wheat cliff
#

[Movement, Game Mechanics, ]

Further degree of Free Look

Arma really nailed the free look mechanic. I feel like right now it's too short. Maybe make it so your head is essentially at a 90° angle left/right? When you turn your head left/right you can actually see a little bit over your shoulder.

dry charm
#

Can we get a bank map

austere galleon
#

[Game Mechanics]

Buff the civilians.

The suspects can take upwards of ten rounds to put down, but if you shoot a civilian in the leg even once, they die. Completely die.

Either nerf the suspects or buff the civilians.

hollow otter
#

[Gamemode]

A gamemode where players can be one of the suspects? Players fighting against each other would make this game genuinely more fun. Since it will be some AI suspects but a few of them will be actual intelligent players, so it will probably make this game scarier

vital pewter
rigid tinsel
#

[Map]
Mall map Make a new map that would be in a big mall.
I think it would be a great idea with you being in a big mall and need to clear some small stores and also be a good combo with hostages and stopping an active shooter.

grave delta
#

Can we get multiple aim down sight sensitivities for each magnification?

As it is, I have to change my controller sensitivity and deadzone settings depending on the scope i'm using. It's very annoying.

unique frost
#

[AI][SWAT]

Need better AI pathing, after the update it seems that SWAT pathing is weird, they would often break away from formation like for instance in Twisted Nerve... two SWATs would often rush to the second floor after you tell them to clear the living room. In previous version of the game, their pathing seemed to be better, they would always stay in the living room until you tell them to proceed further with different commands.

safe hamlet
#

i think a mall map, a school map, an amusement park, maybe even an airport map would be cool.

grave delta
#

If and when you add controller support please make the "Teamwork Orders" a communication wheel.

So we can hold LB then use the right analog to select a command.

Also while holding LB, press RB to cycle to other command menu's.

It will make the game more appealing to solo and controller players.

pastel zealot
#

[Map]
Sports event
Angry fans storm an event (football, soccer, baseball, etc) in an attempt to slaughter the opposing team and their fans.

Domestic dispute
A man walks in on his girlfriend/wife sleeping with another man and becomes violent. The woman and/or her lover might be found dead at the scene.

Bank robbery
Armed suspects hold up a bank, there are already casualties at the scene. As the level progresses, new information can be found in the environment that the bank robbery was orchestrated by the owners of the bank in order to receive insurance on their apparent losses, and the player is given a new objective to apprehend the owners of the bank for questioning.

Conspiracy theorist
Reports come in that an individual or group of individuals researching conspiracies are building bombs with the intent to stop dangerous "entities" before they become too powerful to stop. Maps showing targeted areas can be seen around the level, and references to the Sepulchre ARG could be made. You could even throw in minor references to the Children of Taronne cult from Swat 4 for fun.

Autonomous Zone
Furious anti-police protestors establish an autonomous zone after a series of violent shootouts prevent law enforcement from approaching. When police and government interference are seemingly no longer threats, armed suspects step up for power and the area is plunged into a territory war in which indoor drug farms/labs or other illegal operations become valuable assets to control.

Jailbreak
A prison is under lockdown after a riot results in many prisoners attacking and overpowering guards and taking their weapons.

twin sinew
#

[Gameplay/AI/Map]

Weapon Performance
The beretta 92X, should have less recoil than the Glock. IRL, the beretta 92X (33 ounces) weighs much more than the Glock 19 (24 ounces), since the beretta is all-metal and the Glock is polymer. Due to this, the beretta has much less recoil, which is currently not reflected in-game.

AI
I should have the option in single player to ask my AI teammates to Ram the door and clear. Without that option, the door ram is useless to assign to AI.

Map
Add more maps where the suspects do not have body armor. IRL, officers are very unlikely to engage people wearing body armor. Also, it adds some variety to the enemies. Currently, it feels useless on many maps to use hollow points since most people have armor.

safe hamlet
#

[Gameplay rework]
Ability to choose your starting point

stable drift
#

[Gameplay/Controls]

Add the ability to switch between always running and always walking. This way, you can use shift to run if you are more used to that, or stick with the original.

elfin cedar
#

[Gameplay]

Easier neutralization of target when target is being stunned by flash/stinger grenade, getting shot (example: kicking target, CQB takedown). Prevent operator to just stand ,aim the target and keep yelling to comply and then getting shot by target when the target recover from stun.

Target still running around when getting hit, especially on the limbs. Require intermediate fixes. Improve more stuns or breaking aim of bots when getting hit, giving more viable of using SMG against armored target. Armored targets can tank half a mag of 9mm.

Reduce SLR 47 and SA 58 recoil a little , SLR 47 is not easy to use in semi firing compared to burst.

Lobby code system - provide better way to invite people, or using discord invite system

surreal niche
#

[Rules of Engagement]
Grace period at the start of surrender animation while still holding weapon
Unauthorized Use of Force on a suspect (reported right at the end of the video) who is killed right at the beginning stages of the surrender animation, still holding his gun. I am of the opinion that there should be a little bit of grace period at the start of the surrender animation, as the suspect is still holding the weapon for a brief period.
#feedback-discussion message
Slow-motion clip is in #feedback-discussion, linked above.

lament holly
#

[Yell for Compliance]
Small idea I thought of
Increased morale "damage" when ADS and aiming at a suspect or civilian when yelling at them

kindred spruce
#

[Wepons]
for more fire power ShAK12 12.7x55mm
used by the russian special forces
and my be a desert egal in 50.AE

old plover
#

you should add different vest models depending on if you're carrying a shotgun, submachine gun, or assault rifle. for example if you carry a shotgun, there could be rows of shotgun shells replacing the ar mags, likewise there could be thinner mags for submachine guns, and maybe straight mags if you use the ump 45 or mp5/10mm

undone granite
#

Steam Workshop support

grave delta
#

Add shoulder swapping for better angles around corners

harsh cloud
#

didn't really know where to put this so I thought I'd put it in here. Maybe add an option to turn live feed off the mirror gun's screen. My game runs fine normally but when I have the mirror gun equipped my frames tank, sometimes dropping as low as 30 fps

elfin cedar
#

[Gameplay]

Include teammate tag names - Adding tag name or replace player name to tag name so that people can call out roles more easily when optional

Include hinting for last objective - This should speed up the process of finding last 2 or 1 suspect/civillian/objective

safe hamlet
#

Add FBI Missions/uniforms. The Missions would be like fbi operations such as negotiations or arrest warrants with finding lots of evidence around the the house.

unique frost
#

[MISSION]
Ability to choose the next map after finishing one map without needing to spawn in the lobby, the ability to customize loadout before spawning in the next map. This is campaign/career lite.

zinc glade
#

Add FSR 2.0

frozen meadow
#

in the feedback-reports channel being able to react with numbers if multiple things are listed. (can be marked through [1.] [2.] and so on) so that not so agreed upon ideas don't have to be voted for.

rich axle
#

Find a way to fix the scenario where the last civilian/suspect is searched for in the last 20 minutes of a match

pure sinew
#

Be able to create and save multiple loadouts for yourself and or AI team mates.

hollow ruin
#

[Gameplay]
Add an offmap sniper that say you if a civilian or suspect is out of the building.

frozen meadow
# hollow ruin [Gameplay] Add an offmap sniper that say you if a civilian or suspect is out of ...

pros: silent, let's you know if someone is at the entrance.
cons: doesn't see everything, only possible on specific maps, bot interference [-> should he shoot, it could interfere with gameplay (non lethal approaches) and if he doesn't he "let's people die" ]
alternatives: surveillance drones, helicopters though it would take away from the feeling heavily (sound/"stealth"), but reach the goal pretty much no matter what map.
Another alternative would be a police line with maybe bot police officers waiting at the entrance at a safe distance outside the complex in cover, though this would be similar to the sniper just be suited for more maps.
in conclusion: there's kinda pros and cons to every method and I am ok with looking at the start because of irl it being an exfil point.
**voting for: ** the police line idea

old heath
icy drift
#

night versions of maps

terse smelt
#

Let change ADS sensivity

mossy wyvern
#

[Multiplayer Gameplay]
The contextual menu in singleplayer should be added to multiplayer.
This, of course, also means that players should be able to decide their teams (red & blue) in the lobby before loading up a map.

obtuse kite
#

If you play online with less than a full squad size, the rest should be replaced with AI teammates.

errant bluff
#

I suggest to add some police NPCs at the start of each map: for example, in the hotel map there are many police cars outside, but no policemen or other police personnel guarding the yard of the buildings of each mission: the only policemen that are present are the 5 players of the SWAT team. The only thing similar to what I am talking about is visible in the Brisa Cove map, where downstairs we can see that there are some SWAT members guarding the stairs at the start. Adding some policemen and other SWAT personnel outside would give more setting to the maps and more realism.

sacred socket
#

[Yell for Compliance]

I suggest that AI around corners would be adjusted to at least react to shouting for compliance- if they are in cover just in front of you when you yell or something similar. Because waiting for direct line of sight before they react has gotten me killed a few times. Just as a small thing I was seeing that would definitely benefit a team clearing, especially if there are few people in the stack.

blissful monolith
safe hamlet
#

a Customizable Preset for load outs
to make it easier to switch to NVG Build
To a Crash and Tag build , would be nice to have that access to quickly select that way you don't make people or wait on on a person to get the right gear for the mission and style of that approach.

tacit yarrow
#

should be able to throw hostages into the pools on the strip club map

broken dragon
#

[Weapons]
Shotgun's Don't Have IR Lasers
Just a bit weird that shotgun's can't run IR laser's I'm not sure if there is a reason for that but just saying it's a bit odd, and personally I run shotgun's quite often so not being able to use that to its full potential while wearing NVG's is a bummer.

foggy spindle
#

petition to turn neon nightclub into a raid, i think its a little silly to see "unauthorized use of deadly force" for shooting a guy who just killed like 50-100 people lol

fluid mason
#

gameplay : add animals such as dog operators into the game, add a device that blocks light especially in the neon nightclub, add a "casual/laidback gamer mode" which allows the player to respawn when killed

mental hamlet
#

[smart idea]
smart idea
Do 1 suggestion per message

broken dragon
#

[Another Smart Idea]
Follow The Official Format
it's in the pin's maybe check it out sometime

mental hamlet
# mental hamlet [G36C Gun Design] **Add the carry handle** Please add the carry handle/rail to ...

[G36C Gun Design]
Add the G36C carry handle

Dear Void Interactives ,
Today I would like to request a lovely gun design in your game “Ready or Not”.
Ready or Not is a tactical Ego-SWAT shooter where every decision you make gets judged.
Now in this beautiful,lovely and fine game which is one of its kind , I would like to request for you to add the carry handle for the G36C ( made by H&K ).
If this is possible please let me know.

Sincerely,

Dedoxxed

Dedoxxed
Player of Ready or Not since
“ 16th February”
with “ 202 hours of playtime “ .

wraith shale
#

[Request/Smart Idea]
Order to chaos remove the caution part of the game
Don't give the "order to chaos" promt before you finish the other objectives, so it doesn't remove the caution part when looking for the remaining civilians for example or when you have to find a laptop or harddrive.

old heath
lament holly
#

[Graphics] [Accessibility]
Option to remove camera bob/shake from some actions

Please add an option to remove the camera bobbing and shaking when reloading, crouching, swapping weapons, mag checking, interacting, throwing grenades, dropping chem lights, etc

You can keep it on suppression and grenade effects since that's the whole point of those mechanics

This is to help people with motion sickness where possible

blissful monolith
#

[Game modes]
Bomb Threat

If bomb threat is going to stay the way it is, I suggest having a bomb kit available as a gear choice for when you execute the mission. The wearer will be the primary for working with the bombs. If possible, have it so if the original wearer is killed it can be picked up by a teammate.

For the bombs, if possible, have it be a randomizer between suspects utilizing HME vs plastic explosive. Since HME can be much more sensitive it can explode when shot vs a C4 charge which required an actuator to detonate.

If the mode will change, have the bomb threat be a timed clear mission instead of actually rendering the explosives safe. TOC says EOD is standing by anyway, and most SWAT guys aren't very well versed in explosives.

feral scarab
#

jiggle physics

cold talon
#

Later on in development maybe make stealth a thing like where in the dark they can’t see you and if you use a suppressor enemy’s who are decently far away won’t hear it just think that could end up with some cool results and ways to play certain maps

#

Also really far down the line should add some maps that are in more rich/populated areas like a office in New York or a bank or airport I know that’s already probably been recommended but still good idea

somber glen
#

Would be nice if I was able to abort a shotgun reload, either by pressing left mouse button or switching to sidearm.

bright totem
#

Valley of dolls windows should be breakable

raven pollen
#

[Map Design/World Building]

Brisa Cove- Barricaded Suspects: Static SWAT at bottom of spawn stairs

I love the world building, having the extra team there honestly adds a lot to the world building the map goes for. My nitpick with it is that the suspects are inconsistent with it along with the back SWAT AI.

Suspects/civilians: One is zip tied on his knees, which is fine for me, but I'm not sure why he is while the other two are allowed to just stand or sit around. I'd say preferably all three would be cuffed and facing the wall on their knees for officer safety.

**SWAT **: Hate to call that guy out personally, but I'm not sure why he doesn't have his weapon out, and I'm not sure why he's so relaxed (pose wise) about the entire situation, especially combined with the other two civilians. He also has an issue I'll put in #🐜archived-bug-reports-channel. Also after note realizing that while the two close to the stairs are actively ready to shoot someone coming down, the guy who would realistically see them (on the right) is pulling a main menu judge being relaxed

raven pollen
#

[Special AI Characteristics]

Civilian Turned Suspect

Original idea by Cursed Hawkins on Steam

So as Ready or Not progresses, it seems maps are beginning to get more and more unique features between each other, which is great. Suicide suspects on club, the unique AI Ridgeline will have, bomb vests on club, etc., you get the idea.

The core point of this arose from a conversation about the "civilians" on Farm [Carriers of Vine]. Nothing lore wise (at least on the menu) points to them being hostages, being forced to be there, etc., which leads me to think personally that they're apart of the militia there but simply don't have weapons.

So what if unique to this map and other maps where its all an organized crime/terrorist group, civilians if not properly restrained or left to run around, could pick up placed guns (dropped by suspects, but also spawned with the map like on twisted nerve). They would then be counted as suspects and of course subject to ROE.

Issues I can see with this though off the bat is the ROE around a civilian running to grab a gun, the time period between when the game knows its grabbing it or when its just running away. Another issue is affecting scoring, but thats not a major one to me. Let me know what you guys think, this is being posted in both the Main and Supporter Discords, and keep in mind this is a personal recommendation and not Void trying to ask for feedback.

Video below timestamped to show a visual example from Modern Warfare, "Clean house". If link doesn't take you to the right time, its the scene at 03:00.
https://youtu.be/Z0D4nPJqpw8?t=182

bright totem
#

would be nice to be able to give instructions to suspects or civilians who have surrendered (like 'move towards me with your hands up')

safe hamlet
#

[weapons, models, textures]
replace the current mk16 stock with this beautiful ugg boots stock please 🥺

safe hamlet
#

[weapons gameplay]
also speaking of the mk16, i wonder if yall can add an option to customize barrel lengths of said guns? i think this would be an interesting gameplay aspect that would add the diversity of choices to individual players in what he/she carries

safe hamlet
#

Mode where you can play as shooter or terrorist and ai or real players hunts you down

plain remnant
#

[weapon customization]
When choosing different types of bullets withing a gun, we need specifications of the bullets (damage, velocity, etc.) (maybe i missef it)

surreal niche
#

[AI]
Add/Increase AI retargeting delay
Suspect AI shows a tendency to retarget from one officer to another virtually instantly with no accuracy penalty. This occurred twice in one session, though I only managed to record the second incident. The first instance had one Brisa Cove suspect kill two officers on opposite sides of a corridor with one round each in such quick succession that it sounded like a single gunshot to all three players involved. The second instance, recorded here (real time and slow motion), was similar, although the two officers in this clip are closer together than the previous example. The time between the first shot being fired at (and killing) the front officer and the second shot being fired at (and killing) the rear officer is 0.10 seconds, which is rather unreasonable in my opinion for aimed kill shots. My suggestion is to add both a retargeting time delay and a decaying accuracy penalty when a suspect loses a target (dead or no longer visible) and selects another target. If these features are already present, they should either be checked to ensure they are triggering properly, or adjusted to line up with more reasonable timescales.

#feedback-discussion message
Full context clip in #feedback-discussion here

scarlet olive
#

Secondary VIP on Valley of the Dolls. Notes suggest the mass security presence is because of the party. Presumably Amos keeps a certain amount of guards on any given day but I assume police wouldn't choose to raid a property while its hosting a massive party with armed security unless it was the only time they could secure a second suspect. Perhaps one of the Russians related to the human trafficking operation? There just needs to be some reason that we're performing this operation under such risky conditions.

strong slate
#

[weapon customization]

I think it would be very cool if we could add both white lights and IR lasers to rifles, since some maps like Port Hokan require a bit of both, and plus it looks cool
also add more optic options :)

blissful monolith
#

[Gameplay] Suspect penetration, tracking

Suspects are consistently hitting kill shots through hard surfaces like the concrete pillars on farm. It's a little ridiculous when a suspect with a MPL is hitting 1 taps through concrete pillars but my 5.56 AP can't penetrate a corner that's maybe an inch or so of concrete/brick. The recent patch helped alleviate some of the tankiness we experienced early on since they react to getting shot now, but in every other aspect they're still basically Terminators.

The suspects ability to track players through walls is insane, and their ability to pixel you through cracks you can barely see through makes some maps a nightmare when coupled with their inhuman reflexes and accuracy under fire.

plain remnant
#

[AI]
AI when encountering ourselves, meaby hearing our footsteps outside the room should talk to themselves, and say stuff like theres someone outside or get cover. Gives a more realistic feel. (i dont think enemies irl get quiet when swat is coming)

raven pollen
#

[Discord]

** #🐜archived-bug-reports-channel Cooldown**

Basically, please lower the cooldown on the bug reports channel. Its currently set to 5 minutes, which makes it a lot harder to report bugs here compared to NDA. I report bugs as I record/play, so it really messes with my memory and flow waiting 5mins between posts

quaint marsh
#

[Gameplay]

AI currently have an incredible 320 degree field of vision when alerted, well in excess of human binocular vision. Humans have roughly 200 to 220 degree field of view with both eyes open and functioning. The AI needs to have their FoV locked to the direction their eyes are facing and turn their heads properly to look around.

rapid saddle
#

[Graphics, Visuals]

The "Fog" Effect Needs to Be Adjusted or Removed Altogether

In my opinion, the "Fog" effect on the maps is hideous and on some maps it makes it very hard to see. It either needs to be adjusted so it's only in the far off distance to help disguise low-poly models/assets, or it needs to be removed altogether.

In the attached screenshot, you can see how on Hotel this "Fog" is in an area of the level where it shouldn't be, and it makes it VERY hard to see and also makes flashlights completely useless. I've also noticed this "Fog" in the shipping/receiving and warehouse area on Fast Food and again, it makes it way too hard to see and makes your flashlight worthless.

plain remnant
#

[world/object interaction]
We should be able to shoot at tv’s making sound or ceilling lights and make them stop working.

mental hamlet
#

[Scoring/Modding]
Let players score even with mods
Let players score grades with mods on since grades do not have any meaning except for the person achieving the grade personally.
If there was a leaderboard maybe keep it like now but like this it feels very shit because we barely have cosmetics , which makes people want to buy supporter since it has/will have amazing cosmetics while still receiving grades which makes it for the broke boys very unfair.
So please let us just play with mods while still receiving grades.

old heath
plain remnant
#

[AI/Civillians]
When Civillians are far from enemies let them make some begs for help (not many), and also when all enemies are killed.
So we dont have to spend 1 hour trying to find the last civillian

errant lily
#

[Gameplay/Other]
Steam Workshop
I know this has been requested many times, but implementing Steam Workshop would be very practical for both modders and players, as it would eliminate the need to download or upload mods to third party websites and make it much easier for players to download and automatically update mods

quaint marsh
#

[development]

Invest in a Trello ||https://trello.com/|| board to show roadmaps and give better indication on what is being worked on and when.

coral ermine
#

[Gameplay/Aestjetics]

Hopefully we will be able to get an overhaul of how the operators are holding their guns , how they look in 3rd person etc.

-Add a customization that allow the player to choose what type of grip he has on his guns. As of now even on 1st Person some grips look really unnatural , some of them have really weird thumb positioning , some have under barrel fingers not really griping the gun and in some guns it doesn't even looking that he holding the barrel.

You can add magwell grips , C clamps , foregrips, there are so many types about this.

-I also think that we see way more of the gun that we are supposed to and it's not PoV setting. Maybe add a slider to modify how much forward or backward the gun is looking. Doesn't have to affect gameplay. Just a Z axis modifier similar to CSGO
This is nitpicking obviously , but aesthetics matters as much as actual gameplay.

vapid egret
#

[AI]
AI difficulty should be adjustable.
There are thousands of posts in this server complaining about the AI being too difficult, but with any balance patch in the future the AI might become too easy for some people to enjoy, myself included (I like a challenge).
You will never be able to please everyone with one fixed difficulty so allowing us to adjust it gives flexibility and suits everyone's needs.

void verge
#

VRAM Usage display in the graphics option menu.

lament holly
#

[Graphics] [ADS]
Depth of field on normal ADS

I noticed there's a depth of field effect when using NVGs and I think it would be cool if there would be an option to also apply it to when you ADS without nods

I like the effect how your gun and the frame of your sights are a little blurry to make it look like you're focused on your sight's reticle

sweet prism
old heath
#

Add these items back please

rich axle
#

Add eotech sight to smgs

hard edge
#

Make it so for some missions you dont start at the place u need to drive to the place or something like that

blissful monolith
#

[Weapons customization]
The 35 rnd PMAG should be available for all M4/AR pattern rifles, not just the M4.

safe hamlet
#

[models, FOV, gameplay]
has anyone else here noticed how far away the sights are from your face in the game when you ADS? this makes iron sights basically worthless to use (and thats not even the main issue) but it also makes other optics virtually impossible to see through because the sight window is so small. its like peeping through a crack in a wall to spy on your neighbours. it would be nice to make the ADS sight window much larger than the current so you can actually see through your sight to aim at targets

vagrant ice
#

[UI, Gameplay]
Add a feature for to host or individual players to assign into team colours in multiplayer
Add a feature for players to get into blue and red team (at least these two), also make the players names in the UI to the colour of their team.

safe hamlet
#

rewatch mode

tacit yarrow
# tacit yarrow should be able to throw hostages into the pools on the strip club map

[maps][AI]
AI should be able to be thrown into the pools in club (edited version)

carriable AI should be able to be thrown into the pool on the strip club map and drown. This would be an extra detail that would be very enjoyable for weird people (not me pepe_sausge ) It would also add to the realism and the amount of things to do in the game. In all it would be a great miniscule detail that all the 40 year old vets that play this game could enjoy.

mental latch
#

[AI][Gameplay]
Make leg shots and (some) body shots more realistic, if i shoot a guy in the leg he isn't gonna go scurry off at full speed to cover, especially if you hit an artery. as well as gut shots, which is the most painful place to get shot, i don't think they'll be running for long or atleast not at full speed lol

quaint harbor
#

Definetley fix shooting glass and stuff, make it shatter or at least have bullet holes.

lime fjord
#

[AI][Gameplay]
Add a response
-When any ai is restrained they just stand still. When you shot near to them they don't even care or act like they scared or something.
-When they get shot by head or any body part they don't give a F. Does AI eat bullets as a breakfast ?

EDİT:
they see in the pure dark ? why we have NVG then

summer wadi
#

[gameplay] Implementation of VR would be amazing