#šŸ“©feedback-reports-channel

1 messages Ā· Page 1 of 1 (latest)

sick hatch
#

[Translation/Localization]
I need to report an awful translation for a czech language. Whoever did that, he doesnt even speak or undestand czech.
For example - Fire (shooting with a gun) is translated as a FLAME (šŸ”„). Its very poorly made and it makes more confusion to a newcomers.
Czech RoN is willing to do some correction (or even full translation)
(ping me somewhere or dms for futher dicussion)

light kelp
#

[Gameplay]
Adding a shared map where you can cross off for everyone's map which rooms you've cleared, what you've encountered, etc.

unkempt isle
#

Realistic blood physics

devout bronze
#

[Breaching]

I appreciate there being halligan animations for the breaching, but a sledgehammer that makes it so you have a good stand off distance between you and the door would be absolutely amazing. Keep up the good work devs. :)

viral crypt
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I know advanced melee has been requested before, but I think this idea is rather unique. Suspect environmental melee. Maybe after a suspect drops their weapon and gets back up (as they already sometimes do) Instead of only having the options to run or pick up a gun, there could be random objects on each map (ex. Fire axes, Fire extinguishers, hammers, baseball bats, chairs, etc.) that they could pick up and attempt to rush the player, or throw the object at you. On a seperate but related note, suspects could attempt to slam doors on you, which if you react to quick enough (hitting the melee key) will send them into a knockback stunned state, but if you do not, the door gets shut and locked, and you are stunned. Lastly, I think scripted environmental cover could be super interesting. Suspects flipping tables, diving behind things, or attempting to barricade doors by pushing things infront of them (some could only be opened with several uses of a breaching tool/one use of c2, and some with just a kick depending on the way it is barricaded.

gaunt pine
#

Optics that actually have zoom rather than appearing farther than they really are.

stray pendant
#

[maps]
More day maps or a toggle similar to insurgency sandstorm in which maps have a day version but also a night version.

wide blaze
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Ok, I just wanted to leave some positive feedback. My two friends and I just had a great time on the latest patch. The game is consistently getting better.

There's still lots to do, but I'm impressed with the rate of development and the good decisions being made.

twin vector
#

really great game, as of posting I’ve found no flaws

except the AI. The apparent ā€œmethheadsā€ have superhuman aim and target switching abilities. Also despite them having no clothes on they are the biggest bullet sponge. A good way to determine difficulty is have the high level threats (active shooter, hostage rescue) have better and therefore more aware AI compared to the methheads that loiter around but can still 1 pump you like it’s Fortnite

wanton tusk
#

taser as a third weapon. I think it would be main, secondary and taser

high violet
#

Hi, 5 of us played yesterday and talked together via Discord and we noticed that the fewer people were alive, the better the communication worked. (Since the dead don't talk) we 5 all come from Arma, there are mods like TFAR or ACRE, which allow you to use the radio and not hear people who are not next to me. I think that would improve the feeling of being a cop on the job.

Then I have another request I use boxes and a headset, please add a possibility to select an audio output. You already have that with the input, but I hardly know (actually nobody) anyone who has more than 1 microphone

But my first 4 hours were fun

safe hamlet
#

[Gameplay Category]
Automaticly choose new host
would be cool to have it so when the host leaves a new one gets picked, not sure if it already suggested, didnt see yet but it must've already probably. its just really annoying to play a match for 5 min, then the host dies, he continues to watch for 5 more min but then he's bored and leaves, ruining it for everyone and wasting 10 or more minutes of everyone's time.

lament holly
#

[AI]
AI should hold their fire when aiming at bomb vest civilians

Suspects and SWAT AI should hold their fire if a bomb vest civilian is in their line of fire

It makes no sense for the AI to kill themselves that way
and it unfairly ruins players' runs since it's out of players' control

devout bronze
#

[Discord]

A creative channel for those of us who partake in art, illustration, writing, etc. to post in. Can be Ready or Not related.

austere galleon
#

[Maps/HQ]

Make the shoothouse a bit larger, and put an option to have it filled with "suspects", where you can fire simunition rounds or marker rounds for practice without having to go into a full fledged mission. I'd love to be able to try out various weapons under semi-real circumstances, without firing up a whole mission, shooting a few suspects, and bouncing back to lobby because I don't like the feel of a weapon.

safe hamlet
#

[Graphics]
add chaos destruction for walls and stuff

wide blaze
#

[Gameplay]
Ammo capacity for handguns and SMGs

Ammo 'slots' for handguns and SMGs should carry 2 mags per slot instead of one.

Why? For SMGs, it takes considerably more shots to take down a suspect than a rifle. It's easy to run out of ammo on long missions, so this tilts the balance even more toward rifles.

For pistols, it's usually not worth it to carry an extra pistol mag when you could carry a primary mag instead.

Both SMG and pistol mags are considerably smaller than rifle mags, so being able to carry more makes sense.

unique spade
#

[Skins] Civilian clothes with the usual gear on top, for example Jeans and tshirt, or cargo pants and a flannel shirt

austere galleon
#

[ Gameplay - Ballistics ]

Bullets go through drywall, idiots.

sweet prism
#

Can there be any female operators made available please? At least one? Thanks.

twin vector
#

[Gameplay/Gun Balance]
Please buff shotguns. It should not take 3 rounds of buckshot to the center mass in order to waste 1 guy

spare siren
#

[Detail/Easteregg]
A very small chance of an AI Officer spawned wearing plain civilian clothing, like wearing sneakers, jeans, and a t-shirt
while wearing a vest and a helmet instead of actual swat grade clothing

If somebody is confused why this should even be a thing. A common occurrence is seeing swat officers wearing this type of clothing because the severity of the situation did not let them have enough time to fully get geared up.
Getting your vest and helmet on may take about a minute, getting a whole suit on may take much more
This would fit in the gritty world of Ready or Not considering armed criminals are a common occurrence in Los Suenos

Reference - http://news.bbcimg.co.uk/media/images/78464000/jpg/_78464827_pulpfiction.jpg

regal vortex
#

[Graphics]
Add a setting to disable nudity and NSFW items like the photographs on Voll Health House

stray pendant
#

[gameplay]
proper tutorial/training scenario It doesn't need to cover everything but a tutorial that shows how to use gear, AI commands, and basic gameplay features could really help open up the game to those who don't understand parts of the game.

plain remnant
#

[AI civillians]
AI civillians or hostages should have bruises (intensity depending of the type of level) as is they have been beaten up.

outer kiln
#

[Gameplay]
Picking up magazines from fallen allies for matching ammo types (can't pick up AK/SMG rounds while using M4A1 but can pick up other NATO magazines). Picking up magazines plays an animation and takes player out of ADS (can still fire). Max Magazine capacity of 4, 5 or 6 (depending on armor).

#

[Gameplay]
Picking up and using grenades off of the back/side of a player with a riot shield deployed.

thorny dock
#

Please do something with the new update, the AI's can take 6 shots, but unfortunately I can only take 1-2 (with armor). In addition, the AI's now have a reaction time of 1 nanosecond, and just shoot through the wall and hit me. Not even a shield could save me from the Terminator terrorists. Oh yeah, plus you get penalties for killing a terrorist in Barricaded Suspects, but if you try to arrest him the Terminator comes out and blows my brains out with one shot through my ballistic helmet. Please change that, otherwise the game will end up in the trash can.

safe hamlet
#

Make "team" the default VIOP remove local

austere galleon
#

[Rules of Engagement]

If a suspect is holding and pointing a weapon, regardless of mode, it should be authorized to shoot them.

austere galleon
#

[ Gameplay ]

Penetration with different types of rounds tends to be a serious problem. Suspects can shoot through drywall, wood, sheet metal, glass, doors, just about anything. But rifle rounds, certainly AP rounds should be able to make it through drywall and doors, while still carrying lethal energy.

Performed an experiment with a suspect not wearing body armor, standing behind a simple wooden door. Emptied 30 rounds into the door at nearly point blank range. Opened the door, and the suspect was completely unhurt. This needs to be addressed. If suspects can shoot through cover, we need to be able to do so as well.

safe hamlet
teal goblet
#

[Gameplay controls]
Slide Racking/Manual Bullet Ejection

Add a control that allows you to rack your weapon and eject a bullet. Useful for when you are switching ammo types and you need to eject the bullet in your chamber from your last mag. Also useful for looking like a badass after you do some john wick moves.

safe hamlet
#

[Weapons]
M45A1 magazines
Give the M45A1 8 rounds standard magazines and add the option to use extended 10 rounds magazines. No reason to have flush fit 7 round magazines when a small base pad gives you one extra. 10 round magazines are not uncommon and produced by Wilson Combat, Chip Mccormic, etc.

terse smelt
#

[Settings]
Let change scoped sensivity

wanton tusk
#

add a shooting range, just a hall with targets (in the headquarters)

teal goblet
#

[Gameplay]
Pre-game map layout blueprint for tactics planning
Before a team deploys, there should be a blueprint layout of the map that is selected. It should be drawable, so you can plan your team's routes. 2-5 different colored drawing pens to represent different teams/players. There should be an option to skip this planning phase if a majority of the players vote on it.

To prevent players from drawing random stuff on the map, the host should be the only one to be able to draw on the map, but has the option to permit others to draw on it.

outer kiln
#

[Immersion/Gameplay]
Let players drag fallen allies' body out of harm's way. If and how players should be rewarded/balanced will be up to the Devs.

safe hamlet
#

The ability to have both a white light and IR laser mounted would be super.

vapid egret
twin vector
#

[Maps]
PLEASE more daytime maps. Only a select few of the fully released maps are able to be played without NVGs.

stray pendant
#

[gameplay]
Load outs and prep phase. Officers should be allowed to have multiple load outs for any situation, such as one requiring a more heavy force response and another loadout for non lethal play. Before a match starts a prep phase can also occur in which officers choose which load out to bring and make last minute changes

serene garden
#

[Gameplay / AI]
Rework "Playing Dead" mechanic to an "Incapacitated" mechanic

Right now the only way for suspects (and only suspects) to go DBNO after being shot is when they enter their "play dead" state. This is limiting the potential for a more versatile system, where there could be a number of outcomes stemming from being non-fatally shot.

Instead of just playing dead, both suspects and civilians that are incapacitated from gunshot wounds could have a variety of different states:

  1. "Play dead", basically the status quo

  2. Get back up but limp around in shock (suspects would basically have civvie AI at this point)

  3. Stay incapacitated but not dead for the rest of the mission (thus, will not dock your score)

  4. Bleed out from wounds after a certain period of time

The fourth one in particular could really shake up the gameplay, now if a VIP is caught in the crossfire and goes down but is not killed, there's a ticking clock element introduced where players can still successfully complete the mission before the VIP bleeds out, after which EMTs would presumably tend to their wounds and stop the bleeding.

lament holly
#

[Suspect AI]
**Reduce frequency of suspects headshotting players **

I'm not sure if it's a chain of bad rng but I've been either one shotted or broke my helmet/ballistic facemask very frequently by suspects at all ranges since the june update

red lichen
#

[Maps]

Please add smaller, simpler maps, rather than a big mission with storytelling.

The fast food mission in the previous patch is a good example. Small, fast, and simple

old heath
pliant otter
#

[Weapon Attachments]
** IR Flashlight**
Please add an IR flashlight option to the game, so we can use in combination with NVGs for ultimate stealth against ai.

open swan
#

[Map]
Be able to choose what time (of day) we can start missions
This would give us even more variety with the current maps that we have.

blissful monolith
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[Missions] Farm Civilians

Pretty sure it has been said before, but Farm is a nightmare right now because civilians and suspects are indistinguishable between each other. It's impossible to tell if they are civilians or just unarmed suspects until you either call in the arrest or dead body.

dusky hawk
#

[Weapon Attachments] There should be a default weapon mode we can customize in HQ. (ex. have full auto on ARN-18 whenever you start a game)

split fern
#

actually the game is unplayable, damages are all gone crazy, ballistic and realism are gone, you shot someone in the head with any gun and they don't die, they shot you once with a pistol and get onehit even with steel heavy armor + ballistic
all weapons are uneffective, or at least they work randomly, tested multiple times with everygun and every type of ammo, the game is broken, the old damage value was fine, the game was realistic, now seems to play CoD.
Also suspects detect you and shot to you from rooms away through walls, even if you did not a sound. Idk what happened after last update but the game isn't realistic anymore, feels like to play Tarkov tbh, everything is rng

safe hamlet
#

[Gameplay]
**Contact shooting **
Add contact shooting for pistols. The idea being, with a semi auto pistols, be able to fire one round when pressed against a surface.

For most pistols, glock, fn, etc. This can be accomplished by pressing the thumb aginst the back of the slide and hindering the breach from unlocking, giving you one shot before you have to rack the slide. Optionally for the M45A1, this can be done by firmly pressing the trigger and then turning the safety off.

For revolvers you should be able to empty the cylinder while pressing the barrel against any surface.

craggy harness
#

[Gameplay]
Reaction to Contact
For quick reaction to contact, sprinting (for short periods) and proning needs to be added. This is demonstrated with the new mansion map. When receiving contact from outside, the option to sprint to cover or prone should be available. Also the ability to sprint to a team member if they take fire from another direction or location is necessary.

blissful monolith
#

[Weapons]
Weapon Recoil
Model rifle recoil for 5.56 rifles like the ARWC, the AK and ARN-180 should be similar, with the SA58 having the heaviest recoil. For games like this, look at how Ground Branch models weapon recoil. It makes your choice in weapon almost entirely personal preference, while only having to really factor in weapon length and magazine capacity. Shotguns and SMGs are fine, I've only had an issue with the rifle recoil being weird.

dusky hawk
#

[Suspect AI]

Make iddle suspects react before engaging a fight. It can be turning their head, adopting a surprised stance, running to cover (maybe while doing suppression fire), or just quickly turning towards SWAT officers.
This would help in realism instead of having suspects shooting as soon as you yell for compliance.

dusky hawk
#

[MAP REWORK]

The hotel map in raid, active shooter and hostage rescue has an insanely huge and unnecessary parking underground. The parking should be partially removed to make the map more linear, because otherwise, you spend dozens of minutes searching through it for the last civilian/suspect.

serene garden
cloud latch
#

[CONTROLS]

Right now on freelook, when you release the key, you turn your head back to where you were aiming before. Maybe we could have an option where when you release the key, your weapon goes to where you're looking instead.

stray pendant
#

{Gameplay}
Proper solo pause. If you pasue in solo the game should suspend its self, not continue. This is already possible, as in solo when at HQ, the game will pause when you bring up the menu.

violet mountain
#

[maps]
Enjoyed fast food a lot more when it was a smaller and really quick map. Not enough short and sweet maps like that version and gas station

frozen nova
#

[Maps]
It would be good if you could cut off energy in some homes so night vision could be usable a lot more.

unkempt hornet
#

[Gameplay/AI]
Whenever you shoot suspects in certain spots like bones or vital organs etc. (you get the point) they will have a fitting reaction to it. As an example: I shoot a suspects Femur bone and he will scream in pain because the femur bone is very painful to break. And he will fall over as well too.

[EDIT]
It would be cool to see some sort of fight or flight response like in Red Dead Redemption 2. When you shoot a suspect in the neck they will havd a lot of blood pouring out but they wont die instantly. They might try to run away or fight back.

This might sound too brutal but it would fit the realism that RoN is trying to achieve.

snow goblet
#

[Equipment, Gameplay]
*** Throwable light stick***
Add a way to equip and throw light sticks to mark areas without having to walk to them / or to illuminate dark areas from a distance.

hollow otter
#

[New Gamemode]
Versus
Basically you can play as one of the suspects, you'd be playing against other players who would be the cops. This gamemode is similar to left 4 dead which was 2008's Multiplayer Game of the Year, and the year's best-selling new game property for the Xbox 360, Left 4 Dead (L4D).

I genuinely think this gamemode would make a turning point for the game. You would be going up against actual intelligent and smart players who would be prepared instead of AI. That's where the cops would actually have to play more cautious and utilize their equipment more.

safe hamlet
#

Allow us to have 9 man lobby

rotund bronze
#

A good edit to the character customization would be having a custom character instead of having just presets

#

breakable windows that’s all I want

safe hamlet
#

[Equipment]
More pistol magazines
Stanag 30 round pouches uses two rows on a molle vest/belt. Pistol mag pouches, single or double stack, takes one row.

This allows for two pistol mag puches to take the same space on a vest as a rifle mag pouch. There are also common double pouches for pistol magazines that takes the space of a rifle mag pouch.

As for gameplay, for example allow for one equipment slot to carry two pistol magazines. Or increase the equipment slot cost for primary and adjust the total amount of slots to balance.

junior horizon
#

[suspect AI]

Changes to AI suspect control where we still have the default F key ability to shout at them and get them to comply but we also need more specific things once they are compliant to make them less likely to die or make us less likely to die arresting them. I’m suggesting adding MMB-like commands for compliant suspects.

Default F key stays the same

Add a command to tell them to get on their stomach so you can get them down lower and out of the potential line of fire if they decide to stop in a doorway or hallway. This can be done by shouting at them from a distance.

Also add a command to call a compliant suspect to you with their hands up.

vast pier
#

[Character Voice in Single Player] A way to differentiate how loud you're talking. It's kind of weird that after sneaking up to a door and discovering a trap, upon starting to disarm it you bellow out like Brian Blessed.

lament holly
#

[Night Club] [AI Accuracy]
Reduce AI accuracy or prevent AI from seeing through opaque glass like this

Players can barely see through opaque glass like this so swat and suspect AI shouldn't either
This applies to the opaque glass in the pool area too

Another solution would be to make these glass surfaces more transparent

You can can't even see the civilian through the glass in the 2nd picture

old heath
languid canyon
#

The damage right now is broken it takes up to 4 shots on an unarmored ai with a rifle

silver coral
#

[AI]

  • Sometimes suspects don't react on our shots and hits. Looks like bullets gone through body and don't hit them.
  • When suspect stay behind angle (in doorway like example) and we see little part of him, they don't react on our shots. But they get damaged and die. I guess problem with the don't see us.
  • Often unarmored targets needs more than 1-2 shots in chest to die. Its looks very unrealistic. Many examples when im arrested suspects with chest hits.
  • Shots in upper side of a chest and neck sometimes don't hit target or dont knock them down. Often they still alive and continue aggressive fight with us.
  • Suspects move speed very high and looks absolutely unrealistic. His needs 0.2sec to cross a very large room from one side to other.
  • Suspects move through doors with very high speed. They open doors like a Flash. Looks like doors maded from paper.
  • Suspects engage in combat very unrealistic fast. With put down weapon they can shoot you in a 0.1 sec or instant.
  • Suspects have a 100% accuracy even they very fast moves. They can run and shoot like a cybernetic mechanism from a deep future. Even if they are not trained addicts from "House" map.
  • All NPC movements are too fast and unrealistic. Fast animations, quick turns, even 180 degrees, with lightning-fast reaction and entry into battle.
silver coral
#

[AI]

  • Sometimes suspects don't react on a flashbangs. Even when they explode under they legs.
lilac ice
#

[Gameplay] [Game mode]
’Aftermath’
With the amazing development of the game comes new maps. An interesting way for players to learn their way around these maps could be through the proposed mode, ā€˜aftermath’. Aftermath takes place when hostiles have supposedly fled the scene. The job of you and your team is to enter to the location, collect evidence and bring civilians to safety. The low chance of hostiles will allow for players to explore the map more freely whilst also having objectives to complete. The mode can also serve as a nice introduction into basic map traversal skills for new players.

hard edge
#

Clan / unit system so in game you can click a button or type in a bit u can put clan name in and it will show in at your game tag and for raids on MP u can sort yourself into team

twin vector
#

[AI/Scoring system/Map Pool/General]

The game is decent, and it's pretty alright with friends. However, with my 25 hours played as of posting there are definitely some issues. The first one is the AI.
The AI in this game is probably the least touched up thing in this whole project. Despite the tactical/realistic nature of this game, the AI throw that all out of the window in their common stupidity. They will rush you through a doorway, track you perfectly, land 100% accurate headshots, switch targets instantly, change animations and firing positions in a milisecond, as well as other stupid stuff like have complete wall penetration with their makarovs.
The AI is easily the #1 thing that's keeping me from playing this game right now. It simply isn't realistic and feels more like an Action/Fantasy enemy system rather than one meant for absolute realism. I get that the game has to stay a challenge, but it feels like I'm the one being hunted in these scenarios.

The map pool is lacking. For some reason, there are multiple filler locations (test levels) that have no textures and as far as I'm concerned, zero practical use for most players. The Voll Health House alone has one of the worst guard locations ever. Because of the Hawkeye AI, you are subject to be shot from the windows of the house. Standing too close to the windows will net you an easy death because for some reason the AI are just superhuman.
For visibility, about 3-4 of the maps that are actually playable require NVGs to be used, otherwise you're done for as you will see nothing throughout most of the map. This is already extremely disheartening for people on graphics cards/processors from 2015, such as 970s or 1050s. Night vision severely drops your frames.
(and, the game has terrible SLI support for anyone doing a pc build with multiple graphics cards like me)

The scoring system is stupid too, for an AI already pointing their gun I should not face "unauthorized use of lethal force." XD.

fervent whale
#

[AI/Gameplay]

I feel like AI could enter a state where they are "knocked down" but still able to shoot at you, basically laying down shooting, this happens a lot IRL, and I feel like, especially with the fake death system, it could really improve immersion and the brutality of a firefight.

rustic torrent
#

[AI/Weapons]

Mirroring the above, AI are still essentially John Wick's walking around with their absurd efficiency in accuracy, wallbangs, and reactions to being shot or flashbanged, even after the recent adjustments, especially concerning headshots. Faltering to being shot has improved but still inconsistent enough to be disheartening, and even when they are faltered, when they recover, they act as if they never were hurt. Flashbangs still seem to not work far more often than they do work, and even when they do work, AI will instantly snap out of the falter state and engage you with that perfect John Wick aggression and accuracy. This is one of the worst issues with AI is their instant recovery. This all makes trying to take suspects alive far far more trouble than it is worth, making playing Barricaded almost pointless. This is compounded with having an AI point a gun at the player but still being counted as UUoF/UUoDF.
Untrained, undisciplined street thugs with a hand-me-down pistols should not able to instantly pop me within half a second of seeing me with the first two or three shots, headshot or otherwise. This also makes my heavy armor with steel plates feel like im just lumbering around with vietnam era flak jackets and lead weights.

On weapons, ballistic performance is still extremely inconsistent. A suspect shooting through a wooden board with a Makarov or an MPL should not feel like nor have the world shaking effect of .308 rounds or shotgun shells going off at me while I am actually shooting at them with either of those to barely any effect whatsoever. Damage models against targets themselves feels better but are still inconsistent between weapons that are firing the same caliber. Recoil models between rifles that are nearly identical are also absurdly inconsistent and this is absolutely maddening. The ARWC is by far the best performing rifle in the game. The SR-16 and the Mk.1 Carbine performance should be nearly identical to this, especially to each other, but the differences in all 3 rifles are not things that can go unnoticed or be shrugged off. They fire the same round and are of comparable size and makeup. Recoil would be slightly different, not feel like shooting an air rifle (ARWC) versus shooting a 7.62.

Damage models between these rifles, and other 5.56 platforms, are far worse however, with the ARWC being able to drop targets fairly consistently with 2-4 shots depending on armor or the area hit on the body, but the SR-16 or the M4 can easily take upwards of 6 or 7 shots when firing the exact same round to the exact same performance given the ranges present in the game. The ARWC feels exactly as it should. I also would like to say that it was odd how this rifle was changed from a .300 Blackout to a 5.56, but thats just a harmless observation.

lament holly
#

[Farm Level] [Level Design]
Change sandbag placement here

Enemies head glitch players and the sandbags are bulletproof so players have a chance of dying unfairly after spawning in this map on the raid mode

Please make the sandbags higher here so suspects can't head glitch or lower them so players can fight back

lament holly
#

[Suspect AI] [Door Wedges]
**Make suspects inspect door wedges before changing their pathfinding **

There have been many times where I disengage from a fight and wedge the door between me and the suspect I was fighting

What usually happens is they will run all the way around the map to get to my position like they know the door is blocked

Or I wedge a door at some point and a suspect sees me far away from a window and takes a long path around the map to get to me like they already know the door is blocked

Please make it so suspects try to chase me down through the shortest path which is the door I wedged, check that it's blocked, and then find another path to get to my position

safe hamlet
#

Make "shift" walk standard value
Insteed of running
If we want to "run" we hold down shift
Add a stamina system.

safe hamlet
#

The friendly AI need to be way more aggressive. They seem to be fine with entering a room and getting shot at from someone they don’t have a bead on. They make no attempt to hunt people. This has gotten me killed because I’m relying on them to kill people. I come back to a place where I think the people are dead and I get killed by someone they just didn’t bother to kill. The bots should be actively hunting down anyone that shoots at them. But instead they’ll turn a blind eye to people that do a hit and run.

safe hamlet
#

As much as I love that you guys included the AK platform, there are multiple problems I have with it.

The grips and hand stops are goofy. You can’t put them that close to the mag well on an AK. AKs use a rock and lock mechanism, which means you have to bring the magazine forward to put it in or take it out. Having a grip or a hand stop that close to your mag well is just going to make reloads impossible. Animate the grips as being further up on the rails and it’ll work just fine.

I should have WAY more options not only for what kind of optics, but where I want those optics. The other rifles have variable zoom scopes, so should the AK. And instead of having the optic way towards the front of the gun, I should be able to have it on the dust cover if I want. I should be allowed to choose between putting the optic towards the front of the gun, on a dust cover with built in rails, or on an accessory rail.

There should be multiple kinds of AKs in different sizes. The variant you included is good, a carbine chambered in 7.62x39. But for consistency, also include a carbine chambered in 5.45x39. And there should of course be full rifle size variants chambered in both of those cartridges.

flint slate
#

Could we please have a feature where if AI kills a suspect and the room is clear, they'll collect the evidence of their kill? I say this because sometimes when kills that I'm unaware of happening happen, I forget about them entirely and move on with the map. This can result of 2 things, 1 I miss out on the evidence and 2 that they can play possum and come back to shoot us all from the back.

midnight oak
#

Add proper/official controller support

silver coral
#

You see anything? Me too. But suspects see. Without lights and night vision. This cave on a "House" map. Suspects here kill you instantly In deep dark without any lights.

honest merlin
#

[Gameplay]
It would be cool to cut cables leading to lights/spotlights/tv's, which would disable them, making it darker in a room/an area, and possibly harder for the AI to spot me.

honest merlin
#

[Gameplay]
Killcam! I want to see how I died at the end of the round.

stray pendant
#

[gameplay]
Ability to shoot out lights and the such to provide better illumination with night vision.

hard edge
#

(AI)

A thing so in dark they put there nvgs down

lament holly
#

[Ballistic Shield] [Crouch] [3rd Person Animation]
**Tweak the crouching walk animation with the shield to not bend down with it **

I was testing out the shield and I noticed either my helmet breaking or I was getting one shotted, specifically while crouching and walking towards suspects

I looked straight at a mirror and walked towards it and noticed my character is bending over while crouch walking with the shield

I assume this is the reason why I could be headshotted while crouch walking with the shield

If this is the case, please change the shield's crouch walking animation to not bend over which allows suspects to headshot players

stray pendant
#

[gameplay]

ROE should be changed to not be considered ā€œunauthorized use of forceā€ when someone aims a gun at us before we can shout and we shoot them.

ornate silo
#

Option to cancel arrest, it is getting annoying how you are forced to play through the whole arrest animation while getting shot at
Edit:Maybe like Hold to arrest instead of tap and arrest, the moment you cancel the hold your officer comes back up

karmic ermine
#

[gameplay] I feel like there should be a leveling system and they should add more guns and options to use a sniper and etc

safe hamlet
#

Friendly AI placement when planning to breach doors, sometimes they’re standing like 50 feet away from the door and they’ll throw a flash through the wall. // Issues with Friendly AI placement when using camera/lock pick. (Not actually facing door or close to door) // Friendly AI stacking on doors can sometimes result in them clipping into one another resulting in your command voiding and having to try to call it again. (Sometimes resulting in the same issue causing a loop) // Issues with Friendly AI clipping on bumps or objects and having to push them out of it // Sometimes when arresting criminals it feels like you’re kinda just spamming the yell command over and over, obviously this is the point but I think the issue is the same voice line playing over and over I think if there was different tones or pitch in the voice of the player of the same line or a variety of different lines would make it more grounded. // Along the lines of Audio when entering a location I feel like when lock picking a door or just until you open fire the voice lines of the team should speak a little quieter. Sometimes when asking friendly AI to lock pick a door they loudly screaming breaking out the multi tool or some line along that lol if they were as loud as some of the lines are, the enemy AI should be able to hear your team and get ready for the assault that’s coming. (which sometimes they do but it’s not consistent with the volume of the voice lines) // When customizing a weapon if you click on the weapon it removes all parts and you have the add each part individually again. Not sure if this was on purpose but it can be tedious if you just wanted to change a sight or attachment. // The ability to tell friendly AI when breaching a room to find the next available cover after breaching the room. They tend to just stand in the open when they get in an engagement. // The ability to customize your friendly AIs load out before deploying. // A rough map of area for planning b4 deployment

ivory wigeon
#

toggle attachment (laser, flashlight) while aiming

lavish helm
#

it would be nice if we could shout for compliance and do other activities like cuffing civilians and interacting with objects while having gun low ready

safe hamlet
# safe hamlet Make "shift" walk standard value Insteed of running If we want to "run" we hold...

Also, I know everyone took a dump on this guy for saying what he said, but he touched on a big issue. I like the normal moving pace the way it is, don’t change the normal moving pace. But holding shift to walk slower is a really stupid mechanic and I’ve never seen anyone use it to positive effect in the game. Shift should be to sprint. Being able to sprint would drastically change gameplay for the better.

The devs should stop being so stubborn. Sprinting is clearly a superior alternative to moving slow. There’s such a larger amount of scenarios where moving faster is better. The amount of times you’d want to move slower are few and far between, it’ll usually just get you killed. Faster is almost always better. Shift to walk is the absolute stinkiest mechanic I’ve ever seen in a game. This isn’t an rpg like Skyrim where I want to move slowly and cinematic so I can look at my drip in third person. I want to book it so I can support my teammates and pass through kill zones without getting clipped.

Chad sprint=based

Virgin walk=cringe

ornate silo
#

Set server side check sum to off by default and state how it blocks people with mods from joining, lot of people I met kept it on and have no idea that it prevents people with mods from joining and was wondering why they can't join others with skin mods like proper markings

lavish helm
#

I don't know how hard it would be to do but maybe art and sound could be excluded when computing checksum

lavish helm
#

Step 1: prepare patch notes
Step 2: push changes
Thanks

safe hamlet
#

[Gameplay]
Disarming, detaining
Where if you get a suspect to surrender you kick the gun and arrest.

Disarming a suspect when they are gassed or pepper sprayed by knocking the weapon out and hand-cuffing.

EDIT: performing a search after hand cuffing.

safe hamlet
#

Please give us a functioning laser-light combo, I'm begging you crycat cAAAT

devout bronze
#

[Lore]

Make a proper dispatch radio codes list for Los Suenos and have people figure out the radio lingo or make a list for your own voice actors. This would help increase immersion in the world of RoN.

Example: "Dispatch to Metro(LAPD SWAT's former moniker), 3LS20(Patrol unit) is requesting SWAT for a 211(bank robbery) in progress, multiple shots fired at the West Coast Bank on 4th and Central. 3LS20 reporting multiple barricaded shooters in the building and reports receiving automatic fire from inside the bank."

"Metro to dispatch, we're 17(en route)."

terse smelt
#

let change ads sensivity

wispy fog
#

[Gameplay]
Command AI Through the Body Cam
When doing SP runs its tedious to keep walking back and forth to your split off teams to command them to breach a room separately. Similar to how swat 4 works make the bodycam window enlarge a little bit then you have focus of that group similar to how SWAT 4 works, could add in like a range buffer so if you're at the other end it wont work to make it less OP

would personally like to see this included as i dont play MP much really and this being marketed as the Spiritual successor to SWAT i thought it would be a good idea šŸ¤·ā€ā™‚ļø

safe hamlet
#

[Gameplay]
Terrorists can throw grenades which you can throw back at the cost of probably killing a hostage lol

devout bronze
#

[Level/Map]

Bank robbery.

An eight man squad of ex military bank robbers armed with AKs, explosive tripwires, and decoy traps has taken control of the West Coast Bank Branch of LS. Patrol officers have already taken fire and negotiators are constantly trying to keep the hostage takers on the line. End the robbery and secure the scene.

This can either be something like the high rise from Hancock, something like First World Bank, or even a homage to Den of Thieves, or something as small as the Bank from The Town. You could make multiple maps based off this concept.

old heath
safe hamlet
#

why the fuck would they say that if actual terrorists are employed by the us government (or just criminals) + not every legit asian soldier beilives in allah
dumbass

next bridge
#

[Models]

Ragdolls

I recently see this clip (https://www.youtube.com/watch?v=B2gW_9JVDkA) of Ground Branch going quite viral, I think this would be a really cool addition to Read Or Not. Have dead ragdolls squirm around a little, show some "pain" and "impact" of the bullets that you shoot, instead of just instantly dropping limb to the floor. I do know that this is something that might not happen very much in real life, but it's very satisfying, I mean come on, look at it yourself!

To be fair, the suspects you shoot already make a great sound for this after being shot, and I also already love the ragdoll to floor impact sound. I'm not sure what it takes to make this happen, but I hope it's possible!

spring mesa
#

i unistalled casue i thought it was a bug but no why the hell has the game gone from like 50 or 60gb to 100 FOR A SLIGHT UPDATE????

austere galleon
#

[Gameplay - RoE - Possible Bug?]

My friend was just killed by a knife attacker, and when I turned around and killed the suspect, I got an unlawful use of deadly force. No, none of us shouted for compliance, but you shouldn't have to on a suspect that has literally just killed a police officer.

outer kiln
bleak scroll
#

[Map- Level Design Idea] It would be awesome to see maps that look like from the movie "Triple Frontier." (I.e the Mansion in the jungle scene or in a hillside raid scene) Especially the scene where they clear out the mansion very tactically could be recreated in Ready Or Not.

flint slate
#

[Gameplay]

Synchronized Commands

One feature I'd like to see would greatly improve the single player commanding experience by being able to give a command to both RED and BLUE team to breach different doors at the same time. For example if I come across a room that has 2 doors leading to it, what I do is set up both teams for a breach but it doesn't happen at the same time as I have to order them individually which causes a delay by a few seconds. Would be cool that once you select the gold option that the whole team can breach the doors their set up for.

glad sedge
#

[Graphics, Visuals]

Extra (limited) flashlight bounce option for teammates

Allow the "flashlight bounce" setting to affect teammate's flashlights when illuminating rooms. The IR lasers already do this, but adding this capability to flashlights would add a realistic level of visibility for non-flashlight players standing next to teammates with flashlights. It's kind of jarring when everyone has their flashlight on except you, but its still mostly pitch black - but when you turn on your own light, suddenly the whole room lights up because of the bounce.

The range of the extra bounces could be reduced to prevent light leaking through walls, and perhaps the brightness could be toned down, but teammates aiming these narrow circles of light around without any extra illumination just doesn't feel right. If one player is using a flashlight, others should be able to see about the same amount of light. A full team using lights should illuminate most of the room when they're spread out, but it's too dark without any light bounce. This idea looks relatively good with IR lasers already, but I'm not sure why flashlights don't have it.

steady topaz
#

Gunsmith/More Expansive Weapon Customization

More larger and diverse customization for weapons, maybe even like MW 2019 Gunsmith.

Allow further options, like...

  • aftermarket parts
  • stocks
  • barrel lengths
  • triggers
  • pistol grips
  • dual optics/magnifier addition
  • more optics
  • charging handles
  • iron sight options (for example, switching out the M4's carry handle, with Flip-Up sights)
  • optic risers
  • more magazine variants instead of just PMAGS and standard/STANAG mags
  • rail/handguard options
  • more muzzle devices and silencers/cans of multiple sizes
  • choice of weapon skin/finishes that don't look too goofy or cartoony like black or tan
  • more underbarrel grip options (shorter vertical grip, an AFG-2 as an actual Angled Grip, handstops, etc)
  • lower receiver and upper receiver frame/body choices
  • pressure pads for when both lights and lasers are able to be slapped onto a weapon
  • etc....

Plate Carriers Design

Allow the ability to select multiple brands of plate carriers (5'11 Tactec, Crye Precision, DFNDR, etc...) AND choices for color/finishes (Black, Tan, Grey, Green, Multicam Camo, etc)

quartz basin
#

**Light discipline & combat IRL function 2.0
**
Would be nice that the light of the gun would blind the enemy, it could have the effect of reducing their accuracy until theirs eyes adapt to the light. The enemy to counter could sometimes spawn with sun glasses or special combat googles to reduce that effect.
This function would make the light like IRL, we already use light discipline & this could be a fine addition. We could also have a multiple functions mode on the light too, you could try to look about it with the olight lamp brand for the guns as a study models. Also for the light, you could also add a battery system too which would force the player to carry extra batteries in order to keep using it.

safe hamlet
#

[Gameplay]

It would be neat if you could check the lock of a door without peeking (like in SWAT 4) because you could give away your position to enemies inside of the room and even get engaged if they're standing right by the door

wheat hornet
#

[suggestion]
K9
Adding dogs to the game to use to attack enemies or used on 213 Park Homes to help find the drug evidence could be an interesting addition to the game and another choice for non-lethal.

proper sparrow
#

Every time a new map comes out, there is nothing new and it is a pity
The reason is that there are no new elements in the new maps.
It would be nice if there were strategic elements like ladders and trapdoors.

safe hamlet
#

I’ll continue to beat this dead horse. NPCs are glitching out of the world somehow. I just completed valley of the dolls and sweeped every nook and cranny twice. I made sure that all civilians were reported. I still couldn’t complete the mission because there were supposedly enemies and civilians left. This is absolute bs, because I know for a fact that there weren’t.

It’s not on my end. I’m not crazy, I’m not missing anyone. These people are either despawning, clipping into the walls, or clipping out of bounds entirely. Please fix the AI stability.

Side note, the input lag is still atrocious.

safe hamlet
# steady topaz *Gunsmith/More Expansive Weapon Customization* More larger and diverse customiz...

I like where you’re going with this. And they’re still not doing nearly enough with the AK platform. I’m sure everyone’s read my take on the AK in this game further back in this channel. But I disagree with your take on the plates.

Where they should focus the gear expansion is the modularity of the carrier itself as well as the clothes. I want to be able to choose between multicam, different greens, different browns, greys, blacks, and the kryptek color schemes. I’d love to wear a green top, brown pants, and a multicam plate carrier. Perhaps even a black helmet. In short, I’d like to edit my drip. The drip is more important than anything else.

safe hamlet
#

Love the flashlights. They aren't very powerful though. Commonly fielded lights have ranges of 50+ yards. High end lights can turn it to daytime at 100+ and work well at 300. More throw or spill would be pretty nice for the white light gang.

safe hamlet
# safe hamlet Love the flashlights. They aren't very powerful though. Commonly fielded lights ...

My problem with the flashlights is that there’s no reason to run them. Need to see in the dark? Wear nods. Problem solved. The only reason I’d want to run a flashlight is to blind my enemies. But the enemies have the exact same accuracy when you’re shining a bright light in their face, they can’t be blinded. So flashlights are effectively useless unless your team is using tear gas so you can’t wear nods for some reason. Outside of this hyper specific scenario, flashlights have no place in the game.

#

Cause it's fun.

stark viper
#

[Objectives]
I don't like the current point system where you can only get an S if you do non-lethal (I wouldn't mind if there was a separate achievement/trophy for doing it).

Having it be objective based only would be far better. We already have non-lethal requirements baked into some maps, i.e. Arrest 3 suspects.

There could also be standard sub-objectives, such as "no authorized use of force".

Securing weapons will no longer be because of point reasons, but for actual purposeful safety reasons. In the future, I suspect we will be able to tell unarmed/civilians to run to safety, and amongst them would be unarmed suspects who would pick up a weapon if we hadn't secured it. And who would obviously not actually run to safety, but pretend to, and then loiter around looking for a weapon, which we would then cuff them as they would be acting suspiciously.

Not requiring to secure weapons is also nice as weapons may sometimes fly off somewhere.

valid compass
#

Can the officer on the Main Menu have the same appearance as my officer does in-game?

solemn glacier
#

Ability to not alt f4 when playing a mission

tribal quartz
#

How about we don't do that

short sonnet
#

[Video]
Option to disable strobe lighting effects
Can there be an option to disable strobe lighting like that featured in the nightclub? It's really quite painful on the eyes.

nimble dove
#

Canted Sights

austere galleon
#

[ Modes ]

Please give us Raid mode on all maps.

#

[ Ammunition ]

Please fix bullet penetration. I am sick of being able to get shot through literally anything, but my AP bullets won't go through a wooden door.

Just got shot through a concrete wall by a suspect using an SMG.

quartz gazelle
#

[Gameplay]
Ability to Throw Utility Around Corners
It'd be nice to be able to throw utility like flashes or stingers safely around corners without exposing our bodies to the doorway like SWAT AI can.

Perhaps holding right click with util out, then aiming while close to a doorframe. Of course, you won't be able to see into the room unless you position yourself that way.

stray pendant
#

[gameplay]
easier selection for magzines ammo and gear in personlization. Right now its an absolute UI nightmare to change how many mags or grenades this person can carry, and then a even bigger one to get them to use the right grenades. Optimizations to the UI should be made to make it easier to give the proper ammo and gear to our team.

#

[gameplay]
search bar in weapons category so we can find a certain gun were looking for faster.

leaden basin
#

[UI]
Confirmation for return to lobby
It can be accidentally clicked and reset the mission, a confirmation would be a good QoL improvement

vale adder
#

[gamemode]
For coop add all the game modes for every map

Add more weapons and marksman rifles lots of people are getting bored of the current ones and it would be an amazing update. Also add more scopes!

New game-mode, add a 5v5 pvp gamemode where swat breaches certain maps against terorist and you would be able to choose which team you were on it would give players a tactical feel for the game and make it a lot more fun also people would continue to play the game consistently. It would also gain a lot of people that will buy the game! I personally think it would be very fun and I’ve asked randoms in a game and they agreed. Should also add an anti cheat if the game-mode is added.

#

[Gameplay]
Add all modes on every map that are available

old heath
safe hamlet
#

It would be fun if you could make it so that you could sort of slide and jump over certain things so that you don't have to walk around them all the time, and that you could jump down from balconies if it's not too far down to the ground

safe hamlet
#

Add a sig sauer p226

austere galleon
#

[ AI ]

Fix the sniper AI. They run no visible optics or attachments. I should not get domed by some fuckboy using an ironsighted makarov from 50+ yards away. Fix your shit.

indigo heron
#

you should get some more useless updates that take steam 5 hours to download..... EVERYTIME I try to play this game it needs to be updated and patched... lol maybe save it for 4 or 5 big updates a year so we can actually play the game

safe hamlet
# safe hamlet It would be fun if you could make it so that you could sort of slide and jump ov...

Or maybe, they could add a control that allows your character to really haul some ass. Like, imagine if you could hold down a button and it made you get to places faster. Do other games have that? I’m pretty sure it’d change everything for the better. It’s such a simple idea but it would be absolutely ground breaking. To be able to move faster on purpose when it makes sense for you to do so.

Why has no one else thought of this?! Someone let the devs know! I even know what we could call it. We can refer to it as ā€œsprinting.ā€ I know it might be too wild for an ultratacticalmegasuperserious game like this, but someone needs to capitalize on this idea. It’ll change the landscape of gaming.

#

Attachment with flashlight and laser in one

austere galleon
#

[ AI ]

Suspects are currently hyper aware and can sense the player through solid walls, and shoot them through them. I watched a pair of suspects track my friend, who was on a floor literally below them on a door cam, tracking his every move with their weapons. You guys have GOT to tune the suspects down.

vale adder
#

[Gameplay]

Add more outfits and different specific headgears and body armor and pants and gloves!

Add variety of guns and scopes

Also fill up the headquarters more and add new features it’s very empty

wide blaze
#

[Gun handling]

In modern CQB tactics it is common to retract the gun, so you can maneuver in tight spaces but still keep your weapon pointed at the threat.

In RON, when weapons get close to a wall, they should first be retracted, meaning you can't ADS but can still shoot. They should only become unusable when very close to a wall.

safe hamlet
#

[Gun handling]

In addition to the low ready it would be nice if you could switch to high ready and/or high port

raven pollen
#

[AI Mechanics]

"Let the room breathe"

I would like to see in the future ambush mechanics expanded. The mechanic basically would be for the AI to setup an ambush position when alerted by SWAT, not all of them, but just some I guess by chance. And when SWAT open the door for them to try to unload center mass into the door.

The concept for police is essentially that, pull the door open quick, but allow a few seconds for any shots to pass by before making the call to enter. Its often a quick motion, but its to prevent them from getting shot from instantly entering, especially in active shooter scenarios.

stray pendant
#

[ai]
increase time it takes for a suspect to go from a injured animation to shooting. I shot a fucker around 10 times, it should take far longer for him to get his shit together.

stray pendant
#

[AI]
M320s/grenade launchers should be usable by bots. When breaching/opening a door in the clearing section, M320s should be counted apart of what you're using alongside breaching.

Ex:Flashbang+Clear, pull out M320, kick the door down, fire it, detonate, clear.

stray pendant
#

[intro]
can we skip the intro please?

raven pollen
#

[World Building]

911 Calls or Radio Chatter on Load Screen

My example is mainly watching the No Room for Civility trailer again, at the end with the teaser of the voice artist. It would be cool to load into Neon Tomb, and while loading hear the radio in panic. I believe in scenarios like this, dispatchers would begin patching channels together for a multi-agency response. It would then be a bit intense/chilling to hear our team radio in that they've arrived, and hear the radio go silent in suspense.

Maybe its a dumb idea, if it is I'm sure I'll get enough pings

Reviewing my study book.

Patching: Join two or more talk groups together; field users can interact with each other.

Simulcasting: Join two or more talk groups together: field users cannot interact with others, but base station can broadcast to all

austere galleon
#

[ AI ]

The bots can see through literally everything. Fix your fucking game.

raven pollen
#

[AI Design]

Set Brisa Cove suspects to similar stats as Vine Yard

In my experience this patch, Brisa Cove guys are back to their john Wick-ness. They're very fast to shoot you, very accurate at that, even snapping out of stunned animations and unloading onto you. They also move fast for guys with armor, and overall just don't feel fun to fight without ally AI. Its a bloodbath for the average MP lobby.

However, playing farm is a different story. Maybe its me playing with AI, but the AI on farm just feel better, they're not push overs, but they're not snap killing me like Brisa Cove does. I'll link below clips of my experiences.

I would like of Brisa Cove had similar stats to Farm suspects, but a little harder to account for their military training, nothing crazy though.

[Brisa Cove Suspects]
#🐜archived-bug-reports-channel message

[Vineyard Suspects]
#šŸŽ¬ron-clips-and-media message

vale adder
#

[Gameplay]

Add more outfits and different specific headgears and body armor and pants and gloves!

Add variety of guns and scopes

Also fill up the headquarters more and add new features it’s very empty

fickle bridge
#

[Operators]

There should be an easier way to find out what each operator sounds like for people who don't know

Example: a button that plays a voice line from the selected operator

sturdy kindle
#

[Gun Model]

Please remodel the stock of the MK16 to its original stock

The current stock doesn't look right and looks awful, it removes the iconic silhouette of the gun. Thanks šŸ™‚

sleek cosmos
#

[Loadout]
The starting magazine in both primary and secondary should not use up slots in the armour carrier. They are in the gun and don’t take up space in the armour carrier

brave frost
#

107GB with 20 more to come is ridiculous. That's all I have to say other than I'll most likely uninstall.

hard silo
hard silo
livid forge
#

[Gameplay]

Have the ability at setup to dynamically change the time of the assault dependent on map and gamemode, e.g. you can start valley of the dolls at 1000 which would be a Pre-Party environment: Daytime + Less Civies (Just workers, guards, Amos, and Daniella). OR you can start at 2100 which would be post party environment: Night time + More Civies (Guests that would stay after, etc).

This would Mostly apply to Gamemodes/maps that are NOT Time-sensitive, such as Neon (only being a night mission). Gas Station/Dealership/Agency/Fast Food, would be great uses of that.

This as a feature would promote the use of NVG's, as well add different ambience and a more dynamic experience.

The only drawback I see is having multiple versions of the same map, adding more required space onto the current version we have now.

I think it would be a neat addition.

hard silo
#

a nice feature in my opinion could be adding blueprints to the briefing room on a large screen with the possibility of switching individual elevations by some button if you need

hexed stag
#

I thought to myself, why not bring a leveling system into the game. You get points/level that you can spend on weapons, gear, armor types etc. This way players dont only play for fun.

cursive hearth
#

Some ideas i got yesterday

Player leveling system to unlock guns/attachments to get more engagement and make the game more rewarding.

Daily/weekly/monthly missions that awards you with xp/item rewards

Please explain why it is a good/bad idea in #feedback-discussion

edit
People doesnt seem to understand that if a game doesnt have any sort of progression/reward system, the players will get tired of the game really fast.

safe hamlet
#

I'm sure they have this planned, or it's just a horrid idea, but maybe one solution to the jank ai could be in game settings that a host can adjust.

Using the numerous AI mods essentially just tweaks the AI configs within the pak, changing the values from standard to be more balanced, which could, in theory, also be done with settings that the host could adjust per level, to make things harder, easier, adjust the number of suspects/civs, etc.

graceful meteor
#

Sidearms like the Glock 18c, Beretta 93r, and micro uzi would be very fun to have even if they aren't the most low-drag tacticool guns, plus they'd be useful for shield users

safe hamlet
#

Create a function so that you can record while playing and then edit the clips (like gta 5 has) so that you can take cool pictures and make cool movies

dim folio
#

A idea add grapple hook so you can climb down from windows or roofs like swat does that would be cool to see

old heath
safe hamlet
vale adder
rigid adder
#

add 50 cals.

cloud pond
#

[Gameplay]
A dragging mechanic for downed officers to get them out of fire, and /or some kind of EMT mechanic would be pretty nifty, Not saying that they should be an excuse for a respawn or so, But depending on how you went down, maybe you'd be allowed to come back assuming it wasn't fatal? If nothing else It'd be a neat feature for the wounded / incap civvies already existing in some of the maps.

alpine rampart
#

Hello there is the any chance that you can add sig brand and L115A3 and the L129A1 and a baton launchers L104A1/A2 and different types of taser from the x26 to the x7 and the x2 and the hk 36c also and k could you please and a classic carry handle and add a option to change the magazines from clear to fully colour and also could you add the LMT defender and LMT LM7 and the ruger precision rifle and the Remington 700 and the benelli m3 super 90 and the benelli m4 super 90 and the Remington model 870 and accuracy international arctic warfare and the steyr SSG 69 and the steyr SSG 04 and the walther p99 hk mp5 hk mp7 hk416 hk33 hk53 hk417 and the tikka T3

dim folio
alpine rampart
#

Maybe some like and helicopter rope system so you can fly in by helicopter and drop from the air also some scenarios that involved with water craft like of hijacked ships and maybe a thermal drones < air and the wheeled camera drones that be deployed on the ground and you can see what is going on also a blue print of the area also anyway to make the shield light work and maybe add different types of shields like clear with lights what can shock if you get to close

safe hamlet
#

can you please make the microphone for people in local chat louder its so quite even if your next to them this makes it harder to be realistic because you cant hear your teammates
Also you could make a comms wheel so you press a button and it tells/shouts stuff to your teammates e.g im with you or wait for me

peak orbit
#

Only request are an option for open mics and my baclava back, or at least an option to toggle it on/off.

glacial blaze
#

Hello.

[Gameplay]
Turn off power at main box.
Is there any chance that there will be a feature to turn off the power at the main box either before entering or after entering the building? This is something I feel would bring a cool dynamic to missions and give night vision a bit more of a role on some maps that they wouldn't be used normally.

AI fillings for multiplayer.
Another feature that I feel would be nice is having the ability to bring AI in coop to fill in the slots that are not filled by players. So if there was only two players in a lobby, they can bring three AI partners to help fill in the gaps for extra support and the host player can be designated team leader that can give out the orders.

Many thanks for reading. šŸ™‚

hexed marsh
#

[Soundtrack] Meth, Bring back the badass soundtrack that was played when the main house was first entered

stray pendant
#

[guns]
add guns exclusive to suspects (ex P90) to the armory so we can use them as well.

split glen
#

let me stay in the find session que without exiting

golden crane
#

[Guns] add the kriss vector(not the sdp. genII for the aesthetic) with 10mm(sndof course the longer suppressor/barrel attachment please) and mp7

safe hamlet
#

Add a bullpup

flat sorrel
#

[Mission Idea] say we need to track down a missing kid of something that is suspected to have been kidnapped by someone and you have to raid their house however it could be a random chance that there was bad intel or he wasnt kidnapped at all and or similar to a suspected bomb threat but it seems as though it could be real so we get sent in and there is a chance it is real and times were its not

rich axle
#

Suspect voice cues are wayy too obvious. I'll walk into a room, and have no idea where this guy is, and he randomly shouts "fuck you!" in a corner and I instantly know where he is and get him, even though he had the jump on me. Voice cues are nice, but where it stands now, it's kinda unfair and obvious

gaunt pine
#

Helmet light

summer wadi
#

add prairie dogs

gaunt pine
#

Add prairie dog calendar to SWAT office, every month passing by in actual real life which different prairie dogs for each month

safe hamlet
#

Intuitive voip system which uses the peltor earmuffs as both communication and noise suppression.

hybrid lava
#

gun handling = we can anchor on hard surfaces to reduce recoil and sway? (like door frames or railing)

hybrid lava
#

drug raid = sniffer dogs

lone spruce
#

The possibility, for example, to turn off the power in the building before the start of the operation and therefore be able to make good use of the NVG afterwards. And the suspects would be less able to see in the dark and their shooting accuracy would deteriorate.

alpine rampart
#

Add general purpose dog then specialty dog for example drugs and eod k9s and

grave furnace
#

More ak variants, 105, 102 style aks

vagrant seal
ionic crown
#

[m320 flash]
Make a delay for the flash. a lot of time, we end up flashing ourselves.

old heath
#

did you guys remove optics from certain weapons? haven't use the G36c for a while. switched out optics and now i cant use a Holosight as its disappeared. Kinda ruining my uk police loadout again

safe hamlet
#

[Gameplay/Animations]
Able to search a suspect for any weapons they can reach for.

bright totem
#

Suspects who have not been arrested yet should be able to untie those who have already been.
This would force you to use the carry feature to maybe bring suspects to a room that you can properly secure and have control over

#

Also, suspects who have been tied should still be able to reach to guns laying in the immediate vicinity and try to shoot you from behind their back (at least with pistols). I know this is a lot to ask for but the fact that arrested suspects can sit by their weapon without doing anything isn't quite right

keen delta
#

[Gameplay]
When a door has a push bar instead of a door knob (and the door is unlocked), it should always only take one kick to open if you're on the side with the push bar. (basically, foot pushes bar)

untold raptor
#

[Gun Model] The magazine in the USP45 is not seated properly in the grip of the pistol, and the front of the magazine glitches slightly through the grip as well.

safe hamlet
#

[Gameplay]
When you have a dead suspect you can collect the magazine if it fits one of the weapons you have, but not the gun

stray pendant
#

[gameplay]
Canteening sights should only apply with the gun you cantened with. For example, if you cantten with a primary and switch to your secondary, your secondary shouldn’t be canttened

vivid beacon
#

[AI]
Please adjust the minimum AI reaction time to humanly possible levels, a 250 millisecond reaction time from a suspect who is at low ready and facing away from me isn't realistic nor is it fair when accounting for ROE and the broken animations.

shy kelp
#

School map with active shooter available. Might sound fucked up and it is but that’s a point of the game. I would love to kill some pieces of shit like that in a realistic game like this, plus it’s just a good addition to the game with the stressful and time sensitive aspect of a situation like that.

stray pendant
#

[maps]
If you’re not gonna add the rest of the game modes to every map, can we at least get Raid? I’d like to do nightclub/health house on raid

rich mulch
#

[Equipment/Models]
Add more models for evidence collection bags. It's kind of silly seeing them fit an M4 into a sandwich size zip-loc.

wide blaze
#

[ROE / yelling for compliance]

Make ā€˜yell for compliance’ based on sound, rather than LOS.

Against aggressive suspects it is not feasible to stand there asking them to drop the gun (unless you want to get shot). In this case, yelling should basically mean, ā€˜we’re coming in, if you haven’t surrendered we’ll shoot!’

In a real CQB confrontation, if the enemy intends to shoot you, it is suicide to hesitate. The ROE should reflect this.

pearl sonnet
#

[Map]

Please decrease the size of some of the maps added in future, most of the maps in this game are so large that realistically you would not only need more than the maximum of 5 people to efficiently clear them, but they are also far larger than any area that real life SWAT would have to clear (looking at you, Meth, why on earth do we need to clear the damn laundromat all the way down the hill?).

The prototype of Ridgeline does look damn good and seems like it could be realistically cleared by a team of five though, so kudos there.

rich axle
#

please fix the ai and add holo sight to smgs and fix doors

safe hamlet
#

[Workshop]

Adding workshop for custom maps will lengthen the game's lifespan. Do it after completing the other maps though.

[Holo sight]

When you weapon sways the reticle suffers a large amount of parallax, as if it's a 10$ toy one. It should somewhat match the direction of the laser/weapon, since that's where the weapon is pointing.

#

Also, the refresh rate and position of the little dot caused by the laser should be updated each frame, plus, it should match where the laser lands, not where your view lands. [For some reason the laser does the good ol' half life 1 flashlight thing]. It also happens with normal lasers. The dot must match the end of the beam and be updated every frame, to prevent it being jittery (it is very jittery) [First image is an example of my previous suggestion about the holos, red dots seem fine at least on pistols?]

vagrant seal
#

[Equipment]
Add a strobe mode to the flashlight attachment or a strobe light attachment that blinds enemy's (but only in dark rooms).

safe hamlet
#

ok yeah also happens on red dots [refer to my previous thing]

safe hamlet
# old heath did you guys remove optics from certain weapons? haven't use the G36c for a whil...

To add on to this guy’s sentiment, I’ll continue to ask for more to be done with the AK platform. First of all, the attachable grips are in the wrong place. When you put grips that close to the magwell on an AK, you make it impossible to reload. AKs rely on a rock and lock mechanism so the mag has to come forward to be reloaded. Animate the grips as being further up on the gun so you can realistically reload.

Also, there are shockingly few optics options for the AK. In more ways than one. First of all, I should have access to variable zoom optics on an AK. I’m not sure why the AK lacks variable zoom optics when all the other rifles have them. Second of all, you only have one tiny place where you can put those optics. I should be able to choose between an accessory rail over the dust cover, a dust cover with built in rails, or putting the optics further up on the gun. These are the options I’d have on a real AK. Please give me more options.

Also, I like the 7.62x39 carbine you added. But there should also be a full size rifle chambered in 7.62x39. Just as there should be a carbine chambered in 5.45x39 and a full size rifle chambered in that cartridge too.

The AK platform is great and I hope you guys actually plan on doing things with it. Not just tossing it in as fan service and then ignoring it forever. The AK deserves better than that.

vivid beacon
# vivid beacon [AI] Please adjust the minimum AI reaction time to humanly possible levels, a 25...

[AI] to add onto my previous post, a full in-depth rework of the AI would be amazing, but honestly a small band-aid to the issue that would really help until said update would be to just adjust the variables regarding the suspect reaction time a little. A few of the most popular mods on nexus already does this and it helps out a ton, so if time or effort is a concern just pick one of those mods and put it into the base game.

cedar vault
#

I think what would be more efficient and less time consuming mechanic to the game would be to add a "Copy Loadout" button when in both Single Player & Multi Player. There are two methods on making this work.

The 1st method would be to add the ability to save Custom Loadouts so that way you can just "Grab & Go". If you plan on doing a night mission you could grab one of your loadouts that are equipped with NVG's and a firearm with a suppressor. One of the most time consuming things I come across is having to customize each one of my AI SWAT Team members one by one just to do a missions, I think adding an option to "Copy & Paste" one of your custom loadouts to them would be so much better. For multiplayer, you could either add an option for you to toggle off and on if you'll allow another player to copy your loadout from the armory or add an option to basically request someones loadout.

The 2nd method would be to add a "Copy Loadout to ALL" button in story mode, allowing you to copy your currently equipped loadout to all of your SWAT AI Member. For the multiplayer side, you could add an option for players to toggle on and off to allow the host of the server to edit other players loadouts.

When copying loadouts, it would be nice if it could copy basically EVERYTHING. Going all the way from guns and attachments, to armor & gear, to facewear and throwables.

wide blaze
#

[Gun Handling]

Reduce the amount of ADS sway when yelling for compliance.

Because if the suspect doesn't comply, we need to be able to you know, shoot them.

graceful verge
#

I think they should add German and other language voice lines for people going for a GSG9 or similar style and the German voice line mod is kinda lacking

wind dawn
#

Ability to cancel animation or action. such as prepping a flashbang, arresting a suspect, securing evidence. you could be able to cancel the action. ive had it where i need to arrest someone and a suspect came and shot at me and i couldnt do anything, or prepped a flash and just had to waste it or hold it out until needed

raven pollen
#

[Map Design/AI Design]

Undercover Officer Objective on Twisted Nerve: Barricaded Suspect

Twisted Nerve can be confusing for new players, and even existing when meth packages are moved. I've previously suggested to remove the meth objectives since TS on both mods is absolutely packed with unrelated meth packets.

The suggestion is to simply remove one of the meth packages and replace it with an objective to arrest a specific suspect, who of course will surrender easily and have unique voice lines so you know who it is. Another reason not to execute everyone (point wise) and possibly world building

wind dawn
#

another thing i found is doors have been buggy in the most recent update, door wedges didnt do anything the ai just opened them, or doors couldnt be shut or lockpicked for some reason

civic mural
#

Would you guys like to see a melee rework to where any suspects/civilians that run up to you, you can press a key to disarm, take them down, and maybe even secure them. I'm sure we've all had those moments where a knife wielding enemy smacks you over and over with you feeling defensless or a civi runs right past you and you can't just grab them in place to stop them.

scarlet olive
faint oracle
#

[Controls]

Make "Hold to slow walk" button also do fast walk when slow walk is toggled.

safe hamlet
#

[Combat]

So when do we get to shove any close npc? (literally knife mf's are too op...)

rich axle
#

allow us to throw suspects off of things. (platforms, the skyscraper on brista cove, etc...)

cunning spindle
#

allow us to play pool on Caesars car dealership

snow goblet
#

[Gameplay]
Add back incremental speed control (mouse scroll). It could allow the player to go a bit faster than the walking speed we have now (making more noise) and slow walk (less noise) with a range of speeds between these two. Theres actually an example of the "running" speed in the gameplay trailer and I really think it would help with the flow of bigger maps like hotel while being more dynamic than the current system.
https://youtu.be/JcA7Nwa1L9I?t=307

errant sequoia
#

it's probably been said 1000 times but please fix the LPVOs

rich mulch
#

[Models/Animation]

Improve animation for AI deploying the breaching shotgun.

The hands can be seen floating away from the gun. This would be improved by enforcing the shotgun stays in the hands.

earnest coral
#

A warning or kick system for people constantly derailing or shitposting in Sepulchre. I can't even find the actual ARG stuff anymore

#

Alternate solution: Utilize the threads tool on discord to isolate things such as arg hints, discussion, or theory crafting and cipher cracking. An example page can be seen in the discussion channel

vale adder
#

[gameplay/modeling]

more guns and maybe marksman rifles please.

#

[Gameplay/models]
More guns

Guns:
Heckler & Koch HK416
M16
M14
Bolt action rifle/sniper mission
AUG
Bizon
Mac 10
Vector

rich mulch
#

[Weapons]

Add the DP-12 shotgun

graceful verge
#

Make your AI teammates be able to use everything (e.g. battering rams)

naive copper
#

Hold to kick or open doors instead of tapping, this will reduce accidental instances of setting off tripwire traps when peeking a door.

storm path
#

[Gameplay]
Forced Takedown:
When you are closed enough to a suspect, if they are stunned or unaware of you, you can go up and do a forced takedown. Meaning we dont have to stand around and wait for suspects to be done stunned etc.

normal night
#

Add more operators/AI , like maximize to 8 for example. Some maps are quite big for a 4 man unit and increasing the number will provide a more genuine exp in larger maps.

quiet fable
#

ik this might not be ideal to what you guys are trying to do, but are you able to add money like tarkov? (fps) i understand it’s a big jump I just feel itll add some sort of status and ability to purchase guns/armour/grenades, etc. games hella fun, keep it up :))

viscid timber
#

[Multiplayer]
Auto kick players if they kill several officers in a short period of time. Auto ban if this happens across several servers. If you're willing to sacrifice immersion you could also go the R6 siege route and turn on reverse friendly fire after a couple team kills

#

[Multiplayer]
To expand on my other suggestion in a different way, this might also be solvable by instead just making it easier for users to configure the servers they run. If I understand correctly, servers are hosted locally by the lobby creator's computer, as seen by mods that add player space and the fact that a leader leaving a lobby causes a host migration, so I think this is also fairly doable. If we really want to get into my pipe dream for this game, maybe add server lists and make support for dedicated servers that can host players without an actual host player in game

quiet fable
#

add a meth lab.

safe hamlet
#

[AI, Combat, Gameplay]

AI Teammates,
Being able to modify and change their skin.

Combat
i dont want to fucking see npcs penetrate a shield with a knife

Gameplay
plz capybara

long latch
#

[map]
school map idea

Description: [note this is based off of several real life events that are not related but I think might work well together as a way to "test the waters" around a school based level]

Lore: A high school is located across from a bank. Midsummer, so no children are present, only teachers and administrators [again, to test the water] are present in the school. Well, a robbery gone south made the bank robbers flee the bank, as the cops arrive. The robbers run and take refuge in the high school across the street. By the time SWAT arrives, the cops have set up a perimeter and know that somewhere in the school is an armed crew (8-13?) men with guns, as well as many teachers and administrators.

Location: Since it is summer, many schools (at least in my experience) have construction/remodeling happen during the summer (since they cant do construction with a full school). This will allow for an interesting floorplan, with open and closed locations, some under construction and others not. Additionally, since it is summer, furniture, including desks, chairs, bookshelves etc. are bound to be strewn across the school since the maintenance crew of the school are cleaning out the classrooms and reorganizing. This means some classrooms might be completely empty but others full of desks and chairs.

Let me know what y'all think! Again this is based off of some real life events but they happened at different times/locations.

vapid egret
vale adder
void aurora
safe hamlet
#

[Animation/Ai]
Instead of the enemy ai holding their gun in a position then surrender so they don't get shot up,
they should have there hands up with the gun slowly put it on the ground and put their hands back up

ALSO it would be cool if this was to be added they can fake surrender and shoot a pistol while pointing the gun at a certain position and start aiming again

devout bronze
#

[Enemy variation]

Jihadist suspects should shout allahu ackbar given the pattern of terror attacks in Yemen, Syria, Afghanistan, the Philippines, and Libya. Alongside this I suggest that different kinds of crime groups be featured in the game. The game is doing great with that, but something like a SWAT call responding to a gang war between Chinese triads and the Japanese Yakuza with the potential inclusion of Korean gangs. An inclusion of black power and white power groups should also be encouraged as it would really go into the "american facsimile" that RoN wants to go for.

safe hamlet
#

[Animation]
Bring back side stepping when going sideways slowly. I dont know whats the reason for its removal because its often used tactic to cut the angles when going in a room. It mainly makes you expose mainly your body armor. Now when you go slowly you are turned sideways a little which makes shots often hit your hip unless you wear heavy armour.

brazen wind
#

[gameplay]
add a minimap or gps to ping with motion detectors so you are able to set down detectors anywhere in the map to find out NPC that are roaming the map with a trigger that will ping the minimap with a red dot.

spare siren
#

This prolly wont fit into the standard mode of RoN, but if there ever were a some kind of "Hard-Mode" It would be cool to see implemented a system where if you fire less bullets you get more points forcing you to be perfect. (Ammo Conservation would fit in the world of RoN. Swat officers would take every measure to ensure their stability in the means of combat equipment during those gritty times)

queen kindle
#

Idk if this has been said or if its possible but me and my friend just play together (duo) and we thought it would be a nice feature if we could have the AI even if we are a duo or trio or whatever, we think that there could be like a squad lead that has control of the AI and he dies then it goes to the second in command and so on, and like if you wanted to play it with just your friend then you could turn them off, idk we thought it would be cool because the AI is nice because you can control their movements and all that and have that extra help when your clearing bigger areas and stuff like that. just an idea that it we be cool to have

ionic crown
#

[Player movement]
Leaning while moving has a tighter lean than sitting still. Should be the same. Its very clunky in its current state.

violet knoll
#

I think it would be a good idea to actually set up the lights properly in the game. Even on highest lighting settings (which I can't run at an acceptable frame rate), lights only load within 10ft of the player.

I can go over to Insurgency: Sandstorm, a game that is also on the UE4 engine, and I can see a flood lamp from across the map without night vision or a scope (on a night map). Meanwhile, in RON, I can't see a fluorescent lamp from across a hallway, and a skylight provides no visible increase in light in a room.

I love the games premise and gameplay mechanics, but its absolutely miserable to play when you can't see anything. I love how immersive every aspect of the game is supposed to be, but it doesnt mean anything if the player sees the dimmest lamp in existence flicker in and out of existence as they move around the room.

vale adder
#

Ability to cut power to the lights and other electrical things on maps

lament holly
#

[Suspect AI]
Make suspects only detect players if they can see their chest

This is an idea from Ground Branch that I liked
I understand if you don't like the idea

In that game, enemies wouldn't target players unless they see their upper thorax

This is so players wouldn't get instantly headshotted when leaning around a corner
and to allow players to clear their gun's height over bore before enemies engage with them to allow for a more fair fight

I feel like something like this is needed because leaning around a corner to take a peek is just as deadly as running around the corner with suspect AI's detection

quiet fable
#

wallbang + pepper spray :)) idk when pepper spray will even be useful nor if it’s all ready in the game but yeah. add if not pls cuz funny liquid go brr

unique frost
#

[SWAT AI]

Make SWAT to hold fire when the player is in their line of sight, It seems to me that I would often get killed by friendly fire as the first guy a.k.a point man.

hard silo
#

option "server side checksum" - be more readable like "mods" on/off and also avaible to check after or just next to button in main menu "find session" as most of incoming players didnt realise of this fact

buoyant scroll
#

[LONG TACTICAL]

Ballistic shield's bullet resistance

I think the ballistic shield resistance should be reworked, because when you play with it and get shot by ennemies with 9mm and that caliber goes through the shield and kills you... that's not very realistic x)
However a 7.62mm could easily go through that shield
I hope you understood what I wrote lol

buoyant scroll
#

[LONG TACTICAL]

Update for the shield

Eventually, we could have two shields, let me explain.
Like in France for example, we have a heavy ballistic shield, which is held by an operator with his two arms, he can't shoot with that shield, but it stops war caliber like 7.62mm
On the other hand, the light ballistic shield, like the one we already have in-game, can only stop a few of these war caliber bullets

I hope my explanation was clear

old heath
safe hamlet
#

[WEAPON ATTACHMENTS]
A Scope mounted on the M4 Carry handle
Sideways Skeleton grip
Compensator
Acog Scope

Dont know what category this is,
but a flash on the shield to blind suspects.

stray pendant
#

[Character]
NVGs should always be on and be a separate option. The separate option would be made of different NVGs to choose from, as well as the color of the NVGs.

Allowing for the use of NVGs and the choose to customize them would improve tactical options. Currently If you want to see with night and not be noticed by every NPC NVGs are your only choice, however this retracts from using gas masks and the other helmet options. The ability to use NVGs and another helmet option would allow for players to experiment with more ways to fight and defend themselves. Also irl soldiers and the such use gas masks and NVG

steady topaz
#

another addition to facewear : instead of just goggles, add in eye-pro (the glasses), including choices for variants of eye-pro's, colors and finishes.

i know i've already mentioned the gunsmith implementation, but please also allow for the M4 to have the milspec stock, and a standard length barrel, as one of the additional options, if gunsmith were to be planned soon by final release. (the M4 is technically a MK18).

frail stump
#

[AI]
Reaching System

I would love to see a system where sometimes when you order a suspect to surrender they don't comply, and they may slowly (or sometimes quickly) reach for their waistband, or behind them. This system would mainly affect those that have handguns or knives as weapons. But it would make players pay close attention to the suspects body movement, and where the suspects hands are. It would also give more of an opportunity for those running non lethal weapons to use them, because if non lethal weapons are used before the suspect is able to grab the handgun or knife, there is a chance he could stun/incapacitate the suspect and make him drop the weapon on the ground.

grizzled geyser
#

Weapons/Characters, let us hold our weapons high ready and not just low ready it would be cooler and add the option to the tap the shoulder of your mate to let him know your ready to breach or move up idk.

pliant plume
#

Just a thought on the grading scale, and ROE on barricaded suspect ops. Obviously, when you have your barrel on an armed suspect who is not yet aware of your presence, you have an advantage. Providing verbal direction to that subject relinquishes that advantage and puts you on a level playing ground with the subject--and this can have fatal consequences both in RoN and in the real world. The game accomplishes a level of realism few have, and so for that reason, I think the totality of circumstances needs to be considered when blindly ruling every shooting that does not entail verbal direction/de-escalation as an "unauthorized use of deadly force". There are times when verbal direction is not available or practical without adding unnecessary risk to the operator and teammates. In a situation where an entry team has already engaged multiple suspects in armed confrontations, and is moving systematically through a structure where they've already been fired at, a subject who has chosen to remain within that structure AND chosen to remain armed, can reasonably be inferred as a threat. By that point, it's reasonable to assume the subject is aware the police have arrived, is aware they are making their way through the compound, and has made a conscious decision to remain armed and within the compound. It would not be unauthorized by many standards to engage that subject without issuing verbal direction. I disagree with the blanket "unauthorized" labels that come every time an armed subject is engaged without prior warning. It's not practical or realistic, and providing unnecessary verbal direction has led to subject's turning and killing me or teammates on several occasions.

buoyant dirge
#

They should add an extremely tedious paperwork mini game that’s optional to do, but is extremely annoying and if you mess up on a single document you have to start over. It should also take a ridiculous amount of time and once you start it, you have to complete it or restart the game

chilly panther
#

Everything is simple. Cartridge 12 caliber buckshot is the same, the traces are different.

humble cloak
#

The AI should be able to use shields like we can

dry tulip
#

[General]
have an update dedicated to fixing all of the bugs present in the game before releasing another major gameplay tweak.

please.

white basin
#

[AI/ROE]

I have noticed that the roe is messed up in a couple of ways as I have been shot at yet when I return fire and defend my self I still lose points due to that,
Second, if we where able to toggle certain things in ROE depending on our mission as if we where going to a scene where there's been people dead we should not have to wait for them to shot us first and we should be able to take down a suspect with a firearm as they are highly dangerous compared to a knife as some swat units operate this way in real life including my local swat dept, so I feel if we could have certain things we could toggle in the settings in the section that is about the roe it would be nice to be able to set up our own roe with those settings.

#

[Game/Scenes]

Maybe a cut scene where we see the bearcat driving to the scene or arriving on scene, or the ability to drive to the scene or drive to the starting area of it.

(Attachment to this)

Later on in the future where the garage doors are that have a parking lot area in the SWAT station have a AI like the gunsmith where you can choose vehicles and lightbars or unmarked ECT like a bearcat, humvee, unmarked units sush as a crown Vic ect,.
Note: For the vehicle picking system I am talking about later on

naive copper
#

Moveable and refreshable paper targets on the future shooting range to circumvent having to reload the HQ every time in order to clear bullet decals

white basin
#

[loadout/Weapons]

A way to save loadouts so that you don't have to remake them every single time you want to switch to a different set up

naive copper
#

Under-hand throw option for grenades. This would potentially reduce the amount of bad throws/wasted grenades.

junior ocean
#

[game mode]
1.A way to turn on and off bots in multiplayer match
2.Gamemode where 1 player is a terrorist mastermind (something similar to ZEUS in ARMA 3) that will set enemies, hostages and traps. Another player/players will try to pass the mission.

#

[game]
Have a evacuation zone for the hostages so you can move them there to be safe (something like the one in doorkickers 2 taskforce north).

#

[gamemode]
A simple arrest HVT/VIP gamemode.

#

[game]
1.Sniper (in multiplayer you should have an option to set if only host or all can control and shoot)
2.planning mode (where to spawn, where to put sniper, turning off power in sector, atc)

#

[game]
1.Attaching light sticks to secured suspects doors evidence atc.
2.Option to get into/out of buildings using windows.

sinful grotto
#

[Discord server]

Have a dedicated newsletter channel.
Allows us that want to follow game updates without the other stuffs in #announcements

sinful tinsel
#

[Gamemode]
A gamemode should be made called quick play, it will give you a generated small house in let’s say a neighborhood that you have to raid, could be many models of small houses and different short scenarios. So instead of having to maybe worry about not having much time for an entire level, you can have a nice little raid done within 5-10 minutes.

buoyant scroll
#

[OPERATORS]

Specialisations

I don't know if this has been proposed before, but I think adding some spe like a medic, an explosives specialist etc etc would be great, because just getting shot and die like actually seems... unrealistic, to me, also for the traps and bombs, not everybody knows how to deactivate these things

rich jacinth
#

It irks me that an AI that has just been blasted in the face can double over, and instant kill me whilst crouched when I expected them to be staggered. Can we please adjust this so that when they're staring at the floor going "ow, being shot hurts" their accuracy sucks massively so I don't get blasted trying to yell at them to comply instead of giving them a new facial piercing?

grizzled geyser
#

(Operators)
Add mask man back :( (eli doesnt have the ski mask anymore), and make us able to add ski mask to all of the operators

willow quartz
#

(AI)

A small little detail when a suspect is on the ground when they get shot they start squirming around and all those things instead of ragdolling to the ground and just making noises

white basin
#

(Maps)

We have a lot of high risk situations which is to be expected but if we could have some maps like just a single one story or a couple two story you know houses that would be realistic for swat units to raid and maybe as well as a outdoor park where a shooter is.

Maybe a map like a store ECT

muted oracle
safe hamlet
#

Can we please have some sort of player-list? People we play with don't show up in the steam recently played with thing, and the only thing we can see in-game is their username which more often than not, will be a generic username that has many people. and it'd be great for UX to just be able to press pause, go to player list & mute, report or friend someone.

This is especially useful in the case where we randomly get dropped due to "Lost connection to host" or w/e.

thorny oar
#

[GAMEPLAY]
Port Hoken - Raid

Pls make here a command to clear room

hard turret
#

Add a more in depth weapon customization system. I.E. Tarkov or sub Tarkov levels of customization. Why? It would give each player a more unique/more personalized firearm. G36C? Give multiple variants, like the G36K or at least let me put the carry handle back on it. The M4? Let me make it the MK-18 DDR. Either way, it would be highly awesome to the game if players were given those choices. Moreover, a more detailed character customization system. Let me pick what tattoos I've got and other stuff like that, my voice (would be awesome). Either way, doing a great job so far boys!

meager monolith
#

(AI)
Reactions to Injuries
After being shot make their reactions a bit more realistic, most of the time I shoot them in the leg once and they just stand there but after the second shot they just flop backwards or jump in the air. Make them react to their shot I.e. being shot in the shoulder they grab their shoulder or shot in the leg they fall to the ground and have to limp

fickle bridge
#

[ATD]

The magazine logo for the .357 should be a cylinder instead of a pistol mag. For each bullet you use, a hole on the cylinder will be blacked out to show how much ammo you have left in the revolver

prisma bison
#

Could it be nice if you add loadout slots to save not just to the player, but also for A.I

pure nimbus
#

[Game]
In active shooter missions, the thing that would definately set the atmosphere and make it even more serious would be the ambient sound of ringing telephones of dead bodies. Since its always a lot of dead bodies, it would definately set the atmosphere of urgency and maaaybe a little trauma. Just imagine the atmosphere when you eliminate all the shooters. The quiet sound only penetrated with the sounds of ringing telephones. (Technically alrdy has phones ringing in nightclub but they are not rly that audible)

short sonnet
unique frost
#

[CAMERA]

Option to disable headbobbing camera effects

It's quite dizzying whenever you move and your head bobs, even when only walking.

white basin
#

[gameplay]

The addition of medical would be nice, being able to have one team member set to medical as well as being able to have just simple tourniquets and being able to see them being put on and being able to put them on others.

#

[gameplay]

I've noticed that sometimes when you don't immediately within one second put your tourniquet on for a non 100% severe wound like a neck shot you die out within seconds which I feel is a l little bit over powered so I feel that making the time you have to put your tourniquet on depending on the wound should be anywhere from 10 seconds to 45 seconds or so depending on where you where shot

#

[Maps/Gameplay]

Making a option to have traps on a map or not as most of the time SWAT irl does not go against very skilled people who set traps ECT so I fell just making it a option would be nice

old moth
#

I believe the #1 priority of this game should be AI improvement - there is no game without the AI

safe hamlet
#

[DISCORD]
**Discord Support FAQ Channel **
Maybe a discord channel with common problems and issues and with how to fix them.

safe hamlet
#

[Gameplay Mechanics]
Dynamic Movement Speed / Torso Pivoting

Footwork is a major aspect of deliberate clearance. Currently, the player is only able to freelook by moving their head, leaving them unable to hold an angle while walking in a different direction. A freelook system that allows the player to pivot their entire torso, as opposed to just their head, would allow one to move around the outside of a choke point with minimum exposure while still being able to scan the room or hold a specific angle.

Another concept is dynamic movement speed. The player currently only has two movement speeds, some of which may be too fast or too slow depending on the situation. The ability to manually adjust movement speed (as seen in Escape from Tarkov with the scroll wheel) would allow players to clear a room as fast as possible while still being able to fully process information at their own ideal pace.

These are very niche ideas that are probably very difficult to implement and/or may have already been suggested, I'm just basing it off of my own gameplay experience.

devout bronze
#

[Gameplay]

"I called 911, help me!"

Panicking civilians can pull their phones/wallet/keys out of their pocket if not secured and if not careful, the player can mistake them for pulling out guns. This makes for a more hectic and chaotic experience.

Apparently already planned.

crude horizon
#

Can we please get a VR mode!!

rigid ether
#

[Controls]
a Toggle for reloading when hitting equipping XYZ if it is already equipped and allow End for keybinding

It would be nice to not accidently reload my weapon when trying to swap weapons/shout ,otherwise allowing End (specfically the end between delete & pagedown) to be bound to different actions

fleet edge
#

desperately need a way to control the volume of in-game characters' voices. Whenever anyone in -game is talking, i cant hear my discord teammates or much of anything else.

shy sparrow
#

Hey gameplay idea, are you guy planning on doing interactive VOIP? let's say that say there's certain keywords that the ai's will react to and respond to. So say that you'd be able to tell the to put there hands up and tell them to be complaint or like trigger words that could make the ai more aggressive. I'd absolute love to see something like this. it would add a lot to the immersion of ready or not. As well as I'd really really love to see an option for an open mic/toggle push to talk!

safe hamlet
#

[Visual]
Stop making the officer closest to the coffee machine smoke a cigarette through his nose, he's starting to get a nasty sinus infection.

muted oracle
#

[ Equipment ]

  • Make The Night Vision Is Always Available With The Gas Mask And Ballistic Mask
  • Change The Gas Mask And Ballistic Mask
little dust
#

Add report player for toxic behavoir. I found a troll or griefing sometimes

sturdy flax
#

[Gameplay]

Adding voice lines to convey how bad the situation or reactions to the environment around the player. For example, if most or all of your teammates are down, the more unhinged/pissed the player would sound, sounding desperate, talking shit or straight up insulting suspects. The other is reaction the environment, like commenting how much of a crap hole the crack house looks or in a rare chance, you'd hear your teammates gag after seeing the mountain of bodies in Neon tomb. It would just add to the immersion.

olive sun
#

[Gameplay]

Add some beeping sound (from the place where the teammate is down) when Your teammate is down to help to find them and like also add a option that you can carry a medkit and like revive them or just drag them out. (It's used in real life)

velvet loom
#

This is kind of a small detail but the primers of the revolver are dinted before being fired and it would be super cool to see the expended rounds when you check the chambers by looking at how many primers are dinted. Like making 2 textures for the primers one dinted and one normal and every time you fire they switch out idk if that would be hard or something but it would be awesome.

prime leaf
#

it seams that the ai are able to take multiple head shot some times

steady mesa
#

make the m320 gas launcher projectile not bounce back as much as it does now

robust oracle
#

flashbang physics is pretty good and strange at the same time. sometimes it bounces just as right, but sometime it bounces right in your face even though you threw it on the floor at 30-degree angle

mental leaf
#

[Weapons]
SPAS-12
Purpose built for military and police use, the ability to switch firing modes quickly would allow for lethal rounds to be dispensed rapidly and for less-lethal rounds to be fired and ejected reliably.
Folding stock allows for tradeoffs at the choice of the user.

steady mesa
#

make guns do more damage because its so dumb when 1 guy tanks 14 rounds then kills your squad

rich axle
#

Add more suspect/civilian models, and make them more interchangeable. Some suspects might be disguised as civilians. Right now, I can tell most suspects and civilians apart, just by looking at the model. Being unsure of who is who would create more chaotic gameplay. I know it takes time, but please.

old moth
prime leaf
#

i would like if civ where not wearing mask half of the time on sum maps

outer oracle
#

(AI)

The AI on for example "Port", during a barricaded suspects mission, will sometimes, instantly rush out and wipe you off. Maybe set the spawn location a little bit further back?

quiet lichen
#

[Map]

Some room in the HQ where we can spawn different kinds of suspects from all the maps, to test armor penetration and stuff without being shot at

earnest coral
#

For the AI, I would love a command for secure all for a whole room rather than just individual pieces. It can get pretty messy when 3 people drop their weapons + fake surrender weapons, and you still need to secure them so they don't try anything afterwards

pallid echo
#

Probably been suggested 5000000 billion times, but more authentic and loud police yells, ik there is mods, but they dont work sometimes, and also are inconsistent. I know it’s probably planned too but i like to say it anyway :D

vale adder
#

make it so when you do a mission you can drive the swat truck to the site and you and your crew unload from the truck would add realism and the tactical feel of the game

zinc glade
#

[Settings]

Add FSR 2.0, the game only utilizes FSR 1.0 which is a spacial upscaler although good for performance on gpu's that need it FSR 2.0 is now available and is a temporal upscaler which is more akin to DLSS which can provide more of a performance boost with little to no loss in image quality

dusk junco
#

[game]
smarter suspects

my experience with suspects post-june update is that they still camp corners or a single easy spot with their weapons raised, and they eat up so much damage it seems unrealistic
i still appreciate the effort to make them more competent tho and i wanna ask for more development in that aspect
i personally prefer if suspects are just as easily killed as swat, but they're more capable of cooperating with nearby accomplices or using stuff like throwables
will also fit nicely if a bank robbery or payday 2-esque level is developed one day, it gives the feeling that i'm dealing with criminals who've done research and planning

grizzled geyser
#

(Game)
If an officer is down you can drag him to safety (not heal or anything hes dead dead already)

hasty juniper
#

(Game)

You could disarm enemy's weapon when shooting at their hand. You can immobilized suspect when shooting in the knee. Instant kill like headshot when you shot to the heart.

hard silo
#

if you get banned by someone dont consider by find session to join to this server because sometimes when its a best match you need to wait for game started or dc this potential session - it will be better to have old fashion server browser than mordern cod alike joining sessions.

safe hamlet
#

[Game/Audio]
Probably Already Suggested
When someone gets shot in the head, the only noise should be their body hitting the floor, maybe a quick grunt or gasp. It's a huge immersion killer when someone lets out a prolonged scream after getting their brain matter splattered by 5.56 or 7.62Ɨ51mm.

safe hamlet
#

[Gameplay]

Power switch for certain maps, like port, dollhouse, meth house. A Modder was actually able to do it in his project map.

#

The soundstage in a level when someone is moving and foot steps are heard does not match where they are and can feel like they are below or behind you. I tested this with AKG 712 Pros and Beyer dynamic DT1990s which are very accurate. Voice lines from civs or any character when spoken in game have the same issue. This can get you killed or disorient you in game.

vagrant seal
#

[Equipment]
Add non-lethal rubber bullets

cedar vault
#

[Gameplay]
This might be a long stretch with the game at its current development, but I think starting animations, more starting bodies around the area, and a starting cutscene to missions added to the game would add more immersion and give us that "feel" that we're NEEDING to assess the situation, get in, resolve the situation and get out. Here are a couple ideas for animations that could be added in the future. Remember, these are just some ideas for the future of the game, I understand with where the game is at that its difficult to add something like this.

Barricaded Suspects: For this mode, depending on the map if the map started outside the building you could add a starting cutscene of the SWAT bearcat driving lights and sirens on and arriving on the scene and an animation of each SWAT member getting out from the rear doors. This could help give that feel that we are responding to suspects barricaded inside an area and its our job to get in, detain any suspects/civilians, and get out. Another way this could work depending on the map if the missions starts inside is if you show the SWAT members for example on Hotel Rooms, Wenderly Hill Hotel or Brisa Cove moving up the stairs quickly and getting into starting position. Usually from what I have seen IRL, barricaded suspects usually start with either someone robbing the joint, or going batshit insane ready to shoot at any one who gets in their way.

Raid: Raids IRL tend to be done without knowledge to the suspects, kind of like a surprise out of nowhere. For this mode, depending on each map you could add the bearcat responding low priority, no lights and sirens, and arriving on the scene without any lights. Then, it would show each of the SWAT members getting out and getting into position. For maps that start inside, you could show our SWAT members moving inside the building or up the stairs quietly but in ready position.

#

Active Shooter: Active shooter situations are in my opinion very tense besides bomb threats being the most tense and hostage situations being below active shooter. For this mode, if the map starts outside you could show the bearcat responding quickly as in barricaded suspects, and each of the swat members getting out quicker than they would be in barricade suspects as if they NEED to get in there ASAP. For maps starting inside, you could show each of the SWAT members rushing inside or up the stairs quicker than before.

Bomb Threat: Bomb Threats are often taken with precaution, but at the same time SWAT members need to get in quick and deal with said bombs. I think either the barricaded suspects one of active shooter one would work best with this.

Hostage Rescue: Hostage situations are usually dealt with firsthand by a negotiator, but if all hell ends up going loose than SWAT is called. For this one I think the same one as Active Shooter or Barricaded suspects works best.

Additional Add-Ons:

1. More first responding officer bodies around the area depending on the mode to give that more ā€œscaryā€ feel. Kind of like how in the beginning of the Club Missions there is all those civilian bodies piled up.

  1. Add police lighting to the bearcat, helps give more of a ā€œrealā€ feel to the game, but this should only be if the mission isn’t a raid or depending on the map and the story behind it.

3. I think more cutscenes/starting animations should be looked over, one I would recommend for the future is getting a SWAT helicopter to take us to an area, have us rappel down and then fly away with the mission starting.

left crypt
#

[AI/Gameplay] (Focusing on Singleplayer)

-More than 4 AI Teammates to command. somewhere between 8-12 (so 4 to 6 pairs of AI to command) would be nice + Make it an option how many AI Teammates you can bring along.
So players who prefer 4 AI teammates, still have them. (8-12 Players for CO-OP would also be pretty cool, ngl)
-Make AI stick closer to your back when the player gives the "FALL IN" command. It's impossible to clear a room as first man, when your AI teammates are like half a block away.

-Alternatively, give players the ability to be first man via commands. Your AI teammates will clear a room, as soon as the player cleared the doorway.
Generally speaking more precise room clearing options for the player. Right now the basic door breaching mechanic is based on: breaching tool, throwable, then clearing. Please give the player the ability to take over any part of that order. so if a player wants to be the breacher, the grenade guy or the first man in singelplayer, he has the choice.

rich axle
#

To follow, after the cutscene, maybe add separate points of entry? For example, on the crack house map, you can either arrive at your normal area next to the laundromat, from across the map, where you can see police cars parked next to the house above the tunnel. Each spawn location could provide you with different means of entry. Perhaps on port hokan, you could drive in on a boat. On certain maps, maybe come in on a helicopter. As a more general means of entry, ride in inside of a SWAT car. I don't think actually piloting these vehicles would suit the gameplay, but maybe just giving you a first person perspective, and seeing your character exit the vehicle onto the scene would improve immersion. Also, for each point of entry, they could have different advantages. One spot might be great overwatch to provide (sniper??) support for your team. Another spot might be next to a power box, to allow for a more stealthy approach. It's an idea that has lots of room for creativity.

cedar vault
#

[Gameplay]
Add a more detailed animation to cuffing injured/dead/DOA suspects and hostages, right now its just us standing up and "using the force" like we're darth vader to grab their arms and cuff them. It should be like the cuffing animation where we bend down to grab their arms and cuff them, for the injured suspects and civilians we should kneel down and cuff them. It should change depending on if they're faced down or faced up, if they're faced up it should show us turning them over and cuffing them, if they're faced down it should show us just cuffing them regularly.

#

[Gameplay]
Add more functions to the game that allow us to interact with our environment more.
Here are a couple functions I think would be useful to the game...

  1. Add a function to switch off the power using the power box, this should be added to only specific maps, a great example is 213 Park Homes. We could put our NVG to use.

  2. Add a function to open and close the windows, how would this be beneficial? There been times where I've been shot through the window at 213 park homes, or even Dollhouse, allowing us to open the windows helps give us a more clear shot and helps with our trajectory throwing a flashbang, stun grenade, or tear gas.

  3. This ones a little bit on the "eh" side, but maybe add a function to open car doors on certain maps to give us more cover? Just a quick thought, nothing special.

sinful tinsel
#

Can we have more aggressive officer lines? Maybe using more vulgar language like, ā€œ Get the fuck on the groundā€ or ā€œDrop the fucking gunā€. Usually that is how it works in the real world

safe heart
#

[Gameplay]
Add a gameplay mechanic allowing for stabilizing incapacitated officers

Character models already have IFAK (first aid) pouches on their backs

It would work by "fixing" the damaged body part that caused the officer to go down

Limb hemorrhage would be fixed by using tourniquets, chest damage using chest seals etc.

Helping downed officers would somehow affect after game points, maybe by descreasing penalties for having downed officer

I think it should be quite quick because it would make that tedious otherwise

trim cloak
#

In regards to updates in #announcements etc - If you wouldn't mind Publishing the Text content portion, instead of just the image.

Currently, it's only pushing the image to other discords, because they're two separate messages.

Nothing major, just would make things easier c:

viscid timber
#

[Gameplay]
Since the megapatch made AI reactive to ordinances, we should be able to cook them

raven pollen
#

[Loadout Presets]

Default Presets Based on Role
Last post got auto yeeted. So I'll shorten this one.

Remove the default role and introduce new defaults (that can be tweaked) around a specific role, example in the photo below. Important to note that the exacts can be tweaked below, this is just my example. I'd like to see what Void considers "default" roles to be.

Breacher
Role built around a shotgun with either a breaching shotgun or ram, heavy armor with ceramic/steel and all around protection. This player should be the second to enter and specialize in extreme CQB, so less focus on deployables, and possible C2 or lockpick gun.

Support
Role built around an SMG with either a mirror gun or launcher and a taser. Light armor with either ceramic or kevlar. This player should focus on supporting the team, so a focus on deployables and toolkit, such as flashbangs/stingers with a lockpick gun or pepperspray.

Less-Lethal
Role built around less lethals, but will have a lethal secondary for emergencies. Light armor with steel/kevlar. This player is similar to the support, but with better less-lethals like stingers or CS Gas, and door wedges.

Rifle
Role built around more medium to long engagements, RoN wise. Any rifle with light armor front/back. This player exists to support the team when bigger or better calibers are needed, so more focus on ammo than deployables, but may also support with a mirror gun.

Heavy Support
Role built around extreme CQB. Any SMG with heavy all around, specifically with a shield. This player exists to be the first one in with a shield, so less to no deployables, and a no non-lethal secondary.

safe hamlet
#

[Gameplay/AI]
Law enforcement officers, especially SWAT, know how dangerous the fatal funnel is. The AI teammates have a tendency to block doorways, which breaks immersion and is just a massive pain in the ass. If they follow the player into a room, AI teammates should move deep into the room and spread out, then follow the player when they leave.

deep ether
#

My thoughts on the starting cut scene as mentioned above by Foxii is it should be optional because sometimes you just want to get straight to the mission without waiting for a cut scene.

vale adder
#

Option to cut the power to a home/building

steady topaz
#

Yelling for compliance volume variations

While tapping your "yell for compliance" key, results to the default compliance yell's volume, you can hold the "yell for compliance" key, to shout for compliance, at a louder and more aggressive volume (at a couple instances, this can help intimidate/scare suspects and civillians, into a greater chance of surrendering) however, obviously the louder volume can alert other nearby suspects within the area.

More reactions to receiving contact

When getting shot at and/or being suppressed by rounds that nearly hit you, your character should end up grunting, cursing/swearing out of impulse, screaming, yelling out that he’s taking fire/been hit, or panicking as that happens. Also, that forces your character's default compliance yell to change into more aggressive compliance shouting, change in tone when arresting someone and reporting DOAs and arrests, physical animations of frantically fumbling with your weapon if you were to reload, and sounding frustrated having to reload, ALL as long as you’re still going through the after-effects of receiving fire. (take insurgency sandstorm's voice lines as an example/reference)

Character should yell/groan in pain, and/or react realistically to feeling the pain of getting a round through their body. Once a character gets shot at, or nearly gets shot, another teammate will yell out for the person that took fire, or yell to the rest of the team that he’s been hit, as a reaction to witnessing his partner get attacked.

Scenario A :
(A round hits the door frame, nearly nicking King in the head. King immediately backs up, into cover.)
Swan : KINGGG! KING, YOU ALRIGHT?
King : Fuck…fuckfuckfuck, I-I’m good, I’m good!

B :
(King gets a round to his chest. He can either still walk, or actually collapses before taking a second to slowly stand up again.)
Swan : KING!
King : (wheezes) I can’t-I can’t breathe-!

C :
(King is shot and/or dies)
Swan, to rest of team : King’s been hit! He’s hit!

tribal furnace
#

Red dots get washed out with white light, needs red dot brightness adjustment like real life

#

Kind of a gun nerd criticism, Also, why is the m4a1 the best AR pattern rifle to use? Least recoil and best sounds. Also gets plus 5 mag, please give option plus 5 mag option and recoil characteristics to other rifles like 416, mk1 or sr16

grizzled geyser
#

(Equipment) Add a ladder so In case there’s two stories buildings and more you can enter from the first and second floor at the same time

rich jacinth
#

[Weapons]
Shield Weaponry
Allow use of small primaries with the shield EG, the TMP/MP9. Naturally with a sizeable accuracy debuff, but it could be useful for close quaters "OHNO" moments where you need more than pistol RoF. Only light primaries (so maybe only the MP9/TMP).

safe hamlet
#

[Gameplay]

Matchmaking for multiplayer, I am tired of keep on pressing find session until the game picks one for you, sometimes that server, game is in progress then you find session again which brings back you to the server that is in progress and puts you back in the main menu, and keeps on continuing.

hard silo
# safe hamlet [Gameplay] Matchmaking for multiplayer, I am tired of keep on pressing find ses...

Agree. Server Browser with list - also for future PvP matches/servers game modes. Add switch next to/under "find session" button mods on/off searching for now as this option is "hided" under options "checksum"... Also when host have this option checked you client should be able to join when its checked even if you have added some mods - game should not load them (now we need to delete all files from paks)

safe hamlet
high wyvern
#

[Gameplay]
Add the option to force stacks into order, too many times my shield ends up in the back when clearing rooms

steady topaz
safe hamlet
#

I wish they just add it on the next update, just wanted to play multiplayer...

steady topaz
#

Time of conducting operations/missions

Options for ALL missions and mission types, to take place in either daylight, night, dusk, dawn, etc., without having to stick with what the missions in-game currently have. (imagine what ā€œhotel raidā€ would be like during a time other than daylight, or ā€œport hokenā€, during a time other than night.)

Randomized/Procedural Placement

  • Object, barricade, prop, and buildings/structures are positioned and scrambled randomly.
  • Additional objects, barricades, props, and buildings/structures can be randomly added to maps as well, compared to the amount we have currently in-game.

For example, in Port Hoken Raid...

  • An extra warehouse can be randomly added.
  • Extra containers that can be placed anywhere possible outside, by a random chance, containing trafficked victims inside them.
  • The locations of the larger warehouse and now two other warehouses, can be scrambled/shuffled.

All this is to keep maps fresh and different, everytime you play them, like Zero Hour did and Six Days in Fallujah is planning to do.

blissful hornet
#

[Teammate AI]

Make your teammates automatically report the people they shoot, it gets annoying having to search for the guy my teammate just killed to report it.

turbid adder
#

[AI Detection and Accuracy]

After the update yesterday the AI is still super accurate. I feel that given the animation that suspects are doing (hipfiring within a frame, which I also think should be changed to be much more gradual) they shouldn't be so accurate to hit me square in the chest almost every time, also considering the environment that the player is in (super dark nighttime stuff). I know a startle animation is in the works, but I'd also like some sort of feature that incorporates an overall light level based off of where the player is standing on the map which affects suspect accuracy if they don't have flashlights. It doesn't have to be splinter cell level, but a light level to accuracy/detection factor based off of each room or outside environment would be nice. (video highlights where the difference of detection and accuracy should be)

high wyvern
#

[Gameplay]
Shoothouse overhaul, such as having a random setup created each time you start a new lobby, instead of having targets out in the open; Some taking cover windows, popping up/moving, hostages, etc, fake traps, basically anything that can make the lobby shoothouse less about memorizing the location of each target and more about getting better reaction times

pure kayak
#

Hello.Will be good,if you finally fix collision on this wall!!!)))

#

An apply materials here
Also recommend you put here any blockers what fit to this map(Mission starts from vineyards)right now here,just blocking volume!

pure kayak
#

And PLEASE fix this

prisma bison
#

[UI]
Add a Server browser

snow goblet
#

[Animation/Gameplay]
Drop/Throw chemlight animation

It's a small detail, but the game used to have an animation for dropping chemlights (and you could also throw them).

Example: https://youtu.be/ZtP1RVKC7sk?t=1205

steady topaz
#

More reactions to receiving contact, BUT for the suspects as well

(Pretty much the same whole paragraph I've stated, from my 2 posts ago. The suspects should act/react the same way as I want the SWAT officers to.)

When suspects get shot at, they should end up grunting, cursing/swearing out of impulse, screaming, yelling out that he/she’s taking fire/been hit, or panicking as that happens. Also including, physical animations of frantically fumbling with his/her weapon if he/she had to reload, and sounding frustrated having to reload, ALL as long as he/she's still being fired at, or going through the after-effects of receiving fire. (take insurgency sandstorm's voice lines as an example/reference)

Suspect should yell/groan in pain, and/or react realistically to feeling the pain of getting a round through their body. Once a suspect gets shot at, or nearly gets shot, any other suspect that's near him/her will yell out for the person that took fire, as a reaction to witnessing his/her buddy get attacked. (I don't have to list down scenarios as further examples, as I've given 3, for my previous post regarding the SWAT's side.)

Suspect's taunts

Suspects should taunt at officers, once engagements happen.

"I got a bullet with your name, RIGHT HERE!"
"You'll have to fuckin' kill me first!" (Most ideal, after being yelled at for compliance)
"I ain't going back to prison, fuck you!"
"You wanna lock me up!? Come get me then, fuckface!"
"Eat shit, fuckhead!"
"I should be scared of you!?"
"Go fuck yourself, pussy!"
"Come drop it yourself!" or "Over my dead body!" (Most ideal, if an officer were to yell, "Drop your fucking weapon, NOW!")
"Come get me motherfucker, I'm right here!"
"Aww, c'mon! Where did ya go!? It was getting fun!"
"Come out, pussy! Peek again, so I can cave your fucking head in!"
"I can't wait to add your intestines to my collection..." (If a serial killer mission's added)
ā€œ(Warcry of a bomb vest running up to you)ā€
"(Laughs)"
"etc, etc, etc..."

steady topaz
#

Human Shields

Suspects should use civilians, or even their own buddy, as human shields (by rare instances, to not annoy players). If it's the buddy being held, he/she can still be a threat, once he/she's dropped, whether the first suspect has been killed or lets go of the buddy. The one being held as the shield can be pleading for their life, as the suspect talks.
Human Shield : Please, I don't wanna die!
Suspect/Shield Carrier : Step any closer, and I will slit her throat/put a bullet in her fuckin' noggin!

Suspects having more physical/verbal interactions, with other suspects and civilians (This can give the characters more life.)

  • Suspects can have a chat with his/her buddy/buddies (either distance apart or face-to-face).
  • Suspects can freak out, once they know the police are coming, and can either panic or argue with another suspect. (Can be heard in muffles or more clearly, depending on how close you are within the area)
    Suspect A : Goddammit, what the fuck do we do now, man!?
    Suspect B : Shut the fuck up, and lemme think!
    Suspect A : Well you gotta think fast!
    Suspect B/C : At this point, let's just turn ourselves in!
    Suspect A : Fuck that! You wanna live the rest of your life behind bars, and eating slop everyday!?
    Suspect B, as he/she's running somewhere : Just throw that bitch in the closet! Get the rifle!
    (etc, etc...)
  • Suspect can get aggressive or interact with civilians, verbally and/or physically.
    Scenario A :
    Civilian : No, please-! (or any other dialogue, from a typical scared civilian)
    Suspect, as he/she walks up to the civ, and grabs him/her, to throw somewhere : "Shut the fuck up, and go into that corner!" -OR- "One more word, and I'll put you down!"
    (etc, etc...)

Scenario B, no script example needed (if civilian/civilians and suspect/suspects had some actual drama between each other)

Scenario C, ideally for darker spots like Port Hoken : A suspect can caress a woman/trafficking victim, signaling a sexual or illegal nature.

cobalt hatch
#

On Meth House players should automatically be given long sleeves. I feel like when entering a drug filled environment having showing skin is a big no no. Due to things like fentanyl which can be absorbed through the skin. (This isn't really needed but I think it might be a cool detail to add.

#

One game feature that might be cool is the ability to underhand nades like flashes. (Like in squad) This could help players clear rooms and swing tight corners.

steady topaz
#

Forgot another suggestion...

More reactions to getting flashed, stinged, or gassed, either by grenades or tripwires, and being peppered by R7 or pepper spray.

SWAT officers, suspects, and civilians should have more variety of reactions to suffering from these things. They can be screaming, yelling "I can't see!", groaning/screaming/swearing in pain, coughing/choking when gassed, staggering and stumbling movements, etc, etc... Otherwise, it just makes the grenades, tripwires, and pepper tools look like they don't pack as much of a punch, and characters aren't adequately phased by the effects, compared to real life. Plus, it just doesn't make a kneeled suspect/civilian look realistically human (even though they're AI lol), if he/she were to just simply lean back, while on his/her knees, without screaming a tiny bit or even saying a single word, right after getting affected.

stray pendant
#

[maps]
Ability to disable NSFW stuff (posters and other content)

tribal furnace
#

The suspect AI is too lethal, inhuman reaction time and accuracy, John wick crackhead suspects are ruining the game lol

runic crater
#

[Reloading]
For shotguns, instead of the setting of one press one shell/full tube, make it so one press is one shell, and double press is all.

steady topaz
#

SWAT officers’ variety of reactions to bomb vests running up to them

Instead of staying mute while a vest is running up to an officer, the officer can shout to his team, ā€œVest!ā€, or scream out of fear, before he can either eliminate the threat or get blown up.

Afterwards, if the officer was able to stop the threat, and arrests the vest suspect, he can report to TOC about a vest carrier being secured, with a tone of still being somewhat frightened over what he’s just encountered up close.

tribal furnace
#

I’m new to discord but why is there an instant like and dislike with every post? I’m like bruh I just posted this comment two seconds ago and there’s already one like and dislike lmao. Side note, would be nice to have lasers and lights at the same time, fully decked rifles, especially since it’s PVE

stable kite
#

[AI]
Make adjustments for the strafing speed both for unarmored/armored suspects. As of now, their speed are almost like when they are running.

vale adder
#

[AI]

fix AI's moon walking backwards and shooting you

stable kite
#

[UI]
Make a scroll bar inside the loadout preset. That way, it will not fill up the entire loadout screen.

steady topaz
#

Age diversity

Have suspects and civilians of all ages (Babies, Toddlers, Children, Teens, Elders, etc), instead of just middle-aged adults. The implementation of kids with adults can apply well with appropriate scenarios, like when a innocent/suspect parent and child are paired together somewhere, or a child-trafficker lands his/her hands on a kid.

If you were to secure a child(s) under teen-ages, you wouldn't have to cuff them, but have an officer(s) can escort him/her somewhere behind a police line or by the SWAT van? (As long as the kid is safe and away from the scene of operation). Afterwards, that officer(s) can just simply meet back with the team, and resume the mission.

lavish helm
#

Do not force to enter error description before sending the crash report

hidden imp
#

Make all light bulbs/lights breakable. Some rooms just have too much light when wearing NODs but too dark to walk through without NODs or flashlight. IMO, if you have NODs in a game, you need to be able to shoot out the lights.

Able to attach a flashlight AND PEQ15 at the same time instead of one or the other. Realistically, people run both at the same time.

A lot of maps have fuse boxes, make them functionable so that we can turn off the power to cut the lights/power and once the power is cut, have the AI enemies have increased awareness and if they have flash lights, have them turn them on, so that you, as an operator have the tactical advantage of night. If they don't have a flash light, they should struggle shooting at you/noticing you.

Have different insertion points on a map (Fast Rope onto the roof of a building, entering from a side entrance instead of the main gate, etc). Things like that, shouldn't be a static spawn.

Civilians shouldn't be saying things like "I dropped the gun already". Mostly happens on the Port map and they shouldn't be wearing full tactical gear with a plate carrier and balaclava.

When you are getting shot, there needs to be a mechanism to get out of the way, like an adrenaline status for like 1.5 seconds where you have increased movement speed to get out of the fight. Realistically, no one waddles/walks out after getting shot. No one - "I just got shot, let me lower my gun and walk out of the fight" or "I just got shot, let me slowly move out of the firefight and get shot up some more".

The corner peaking/dig mechanic (using Q or E with a movement key) needs some fine tuning. When you dig your corners in real life, you don't take a step back and lose sight of your target and then pop out again -- you keep stepping forward, not take a step back and then forward again.

Ability to scavenge ammo off dead teammates or guns using the same magazines as you. When you're out of mags, you're basically dead in this game.

jovial pike
#

[Weapons]
M320 kills with a direct hit
I don't think it's realistic for a direct hit with an M320 to kill instantly. In my opinion, a stun would be better or just letting the target fall over.

hidden imp
#

Have slings attached to rifles instead of just free floating. Not sure how possible this is as most games don't incorporate this detail.

Ability to switch between left hand shooter/right hand shooter on the fly to gain a better angle. Your body shouldn't cross the apex before your barrel does. Kind of ties into improvement for the peaking/dig mechanic.

Plate carrier should match how many mags you are carrying. If you are carrying 4 mags, your plate carrier shouldn't show 6. Mags should also disappear off plate carrier as you use them. Items should also affect your weight, which means if you have more magazines than another person, you should have a bit slower acceleration similar to armor weight mechanic and if you keep dumping mags/use up equipment, this should slightly increase your acceleration from a dead stop.

AI Teammates needs natural and smoother movements and collision mechanic. Sometimes they walk inside each other when they are stacking up to a door. AI Teammates walk like robots towards objectives and on Doll House in the hallway above the living room, the enemies would unload from downstairs but your AI Teammate just stands there and takes it. Doesn't try to take cover or even fire back and they just eventually die.

Enemy AI when they are holding a rifle in low ready cut through the body. You can see this mostly through the camera when looking under the doors if they are unaware of your presence.

"Confirm Request" doesn't always pick up all guns/evidence in the room. There would be a weapon in front of me and I cannot ask an AI Teammate to pick it up like it's not on their radar at all.

This bugs me the most, knee pads aren't inserted correctly in the pants and when you kneel they stretch. I know it's hard to put the knee pads into Crye G3s but you shouldn't give up and only put half of them! LOL.

Black SWAT outfit doesn't have IR US Flags on the shoulders but the OD Green one does.

steady mesa
#

[Weapons]
If you get hit by a taser you get ragdolled or you stiffen up and fall over opening up the target for an arrest, it also has a chance to fail however.

jovial pike
#

[AI]
Giving commands to surrendering suspects/civilians
It would be nice if we could remotely give a surrendering AI commands like "come closer to us" or "retreat".
That way it would be easier to arrest them safely.

snow goblet
#

[AI]
Remove wedges when interacting with door
Make so the AI officers automatically removes wedges when given command for clearing wedged doors.

rich axle
#

some grips look really strange, thumb placement is especially off

#

disorientation is also too intense. When being hit with a flashbang/being meleed, your mouse decides to pull a 470 turn and makes it impossible to see anything. This is especially ridiculous when being attacked by someone unarmed, and you're carrying 50 pounds of protective equipment (and goggles.) Rather, a visual effect should indicate damage, not intense mouse movement.

vale adder
#

[AI]
AIs that shoot through windows some how know I’m behind the wall and moonwalk backwards and shoot me through a wall fix please

blissful monolith
#

[AI]
Suspect/Civilian interaction

Suspects need to be able to use the leverage they have with civilians. Holding them at gunpoint, taking them hostage, using them to set up ambushes, etc. Right now, the two simply exist in the same space with the exception of Hostage Rescue, which is basically unplayable due to superhuman AI as of now.

blissful monolith
#

[Scoring]
Evidence disappearing

More than a few times have I been dinged for missing guns/weapons because the gun disappeared into the void or fell under a carpet, with some suspects flinging it into another zip code upon death. If this issue could be alleviated with rugs and other things being flat textures, and some barrier that prevents it from flying through a wall that would be great.

night bone
#

PLEASE let us disableChromatic Aberration This effect is terrible and PC players shouldn't be forced to play with it. Gives many players a headache.

left crypt
#

[AI]

-Swat Ai should follow closer behind the player.
-let players push swat ai around easier. Swat AI has the tendency to stop at doorways and barely budge when you want to walk through that door.
-Swat ai in general should avoid standing in doorways. (Fatal funnel)
They should stick to the sides.

-Swat ai should automatically aim and cover the windows and doors when in "fall in"/follow mode.
-when following the player up or down stairs they should aim at the player's blindspot so that we don't have to frantically check every corner ourselves. Perhaps the ai already does it, but just doesn't visually show it.

-make it easier for players to integrate into the swat AI's stack when breaching and clearing rooms. They tend to spaz out when the player tries to take the spot the ai would usually take when stacking up to a door.

blissful wadi
#

[Accessibility]

1- Add captions for dialogues spoken by AI teammates, Suspects, Civilians, Debrief and more. SWAT4 had the whole debrief in text.(3rd image)
2- Enable the commo-rose / commands interface in coop games. Currently the command interface is only enabled in single-player mode. SWAT4 had the command interface enabled in coop.
3- Add captions for sound based actions such as door opening & closing, footsteps, yelling and etc. SWAT4 had a text chat of the on-going actions that the teammates and suspects were doing, even the dialogues betweeen them!
4- Please rework the position of the actions that teammates are doing in a better, clearer and readable position. Right now, it is located under the names of the teammates and it is too small to read. We, deafies, would like to know what our AI teammates say after they checked under door with with mirror gun. (1st image)
5- Allow us to re-organise the UI so we can move the text chat in a spot we want or enlarge certain pieces of HUD so we can see better or have it less cluttered.

I am going to attach an image that displays the pinnacle of the accessibility just to give you an idea of what we need. (2nd Image)

I am just a deaf person that is writing this list of feedback for myself and many more deaf players that want to play and enjoy the spiritual successor of SWAT4. I sincerely hope this message won't fall on deaf ears and that devs may consider making this game more accessible to people that are deaf and hard of hearing. We want to support this game.

Thank you for spending the time to read my feedback.

safe hamlet
#

I think haunted missions or paranormal or creepy missions would be absolutely dope in a game like this

fading summit
#

[AI]
Make SWAT AI notice or secure guns themselves

It is really annoying when at the end of your mission, you have to go back and forth for one unreported suspect or secured gun just to get an A. I suppose you should put effort for the higher score, but going in circles around the map tens of times is not very fun nor enjoyable. It doesn’t have to be them noticing it, too.

safe hamlet
#

Are there any plans for dedicated server?
Or only p2p?

left crypt
terse smelt
#

[Settings]

Add Aim sensivity change chance

old heath
blissful hornet
#

[AI]

Add a toggleable option to make ai think on their own, not like give you orders n stuff but like for example; if they see a dead suspect, they will report it without being given the order to. or maybe if they see evidence on the ground they’ll bag it on their own, would be useful for people like me who somehow don’t see dead bodies on the ground or forget to report a arrested suspect and have to go searching the map for them to complete the mission.

steady topaz
#

Additional lines for suspects forcing other suspects to attack

Would be a nice touch.

Example…
Suspect A (alerted) : Shit, those are fuckin’ cops! Fuckin’ shoot them!
Suspect B (still decisive between being hostile or compliant) : But Mister Amos said-
Suspect A (already got behind cover to attack, or physically pushes Suspect B before doing so) : FUCK AMOS, shoot ā€˜em now!

hidden imp
#

[AI] AI teammates needs to position themselves correctly when breaching a door. For example, they shouldn't stand in front of the door when we're blowing the door. They should not be standing in areas where once the door opens, they are fully exposed. An example is Doll House where they stack up and on the left side of the door on the first entrance.

This also creates a "problem" when you request flash and clear and they will be in visible to the enemy when they have a flash bang ready to throw in. Essentially once that door opens up, your teammate will be shot up if there's an enemy that have visibility to that door and they will be shot at and cannot fire back because they are stuck holding a flash bang or gas.

They should also adjust/assess where they are throwing things and should be throwing deeper into the room. They shouldn't throw a flash bang and hit the object closest to them causing the flash bang to be essentially useless.

neat merlin
#

[singleplayer]

I think RON should have a voice command feature where you use push to talk and say a certain command like breach and then the ai goto a door and hold or something like that. Personally i think it would be pretty cool and it wouild add another lever of immersion to the game.

tall turret
#

pls kill cam

tropic socket
#

[UI/UX]

Show the empty magazine model when guns with magazines have 1 round left. The last round should be chambered at that time, and it should not be in the magazine anymore. Maybe add a small full/empty indicator near the chamber?

steady topaz
#

Barricades

Allow suspects and civilians to set up barricades. Barricades can even be obstacles, like a couch, for example, that blocks off a doorway. If there's no way to get past this issue during a mission, SWAT officers would have to rotate to another route.

However, if barricades were set up by civilians instead of suspects, SWAT officers can just simply notify the civs that they're present, and order the civs to get those obstacles out of the way if needed. Though, this doesn't mean that the room ahead is clear of any suspect(s) hiding, waiting for you to gain entry.

Improved Ragdoll/Death Animations

When someone dies, make the corpse falling look natural, and not end up having over-the-top ragdoll animations with any legs split apart like a banana, or having the person's limbs spazz out like he/she's a starfish.

mossy bear
#

[GUNPLAY]

The ability to move gun attachments up and down the gun rail to your liking. (Like Ground Branch)

steady topaz
#

More ways to subdue people

Should be able to just grab a person, whether he/she is stunned or not, then instantly slam him/her down, to cuff him/her, without having to yell for compliance every single time. (This can work quite well, if you flashed a person, then run up to him/her to do so.) The person being subdued, can either be slammed face-first to the ground or a wall.

If you were to try sudbuing a non-stunned person, you should be able to shove/bash him/her (if suspect), punch/elbow him/her (if suspect), or even whack a weapon off his/her hand (if he/she has one) whenever you're close enough (stick to default muzzle-bash when farther away)...all this before you continue with slamming and cuffing. (However, this tactic can definitely make the suspect shoot/stab you up close. Only attempt this, if you're ballsy enough.) These physical attacks can also be applied to stunned targets

warm aurora
#

[UI/Player Interaction]

Remove penalty for killing armed combatants before calling orders

Even in a scenario like barricaded suspects, I can almost certainly guarantee no real officer would simply call orders to an armed, barricaded and therefore assumed hostile combatant once inside the location and working the scenario. There's absolutely no reason players should get penalized for not putting themselves in an unnecessary amount of danger, especially when the scenario can easily result in the operator's death.

And to address the "Just use non-lethal" argument, when not playing with other players, the AI are far to unwieldy to expect them to handle this kind of situation without consequences involving massive casualties.

steady topaz
#

Race, ethnicity, and demographics

Adding on to one of my previous posts over ā€œage diversityā€, there should be suspects and civilians from other demographics and minorities to also exist in the game. I have yet to see any hispanics, asians, etc…

acoustic monolith
#

[Models]
**Suppressors' Heat Visible in Night Vision **
When viewed through night vision, after firing about 10 rounds, it would look very cool if the suppressor gradually and visibly heated up.

steady topaz
#

Escorting/directing civilians and suspects

Have voice lines for officers to tell/yell at people who hide under obstacles like pool tables, beds, and closets, to come out, instead of sticking with the default compliance yell.

Order a civilian/suspect, that's either kneeled or standing, and either cuffed or uncuffed, to scoot over or move somewhere.

Instead of cuffing civilians, SWAT officers should be able to also instruct them to "walk/run towards my voice", then order them to exit through a route, to leave the scene of operation, and to end up behind a police line, potentially meeting other law enforcement NPCs. (At that point, the law enforcement NPCs can watch the civs and stay with them, and even automatically cuff those civilians themselves, as regular SWAT protocol, in case they still need to be questioned.)

You can even ask civilians where they've last seen a shooter(s), whether those civilians are kneeled on the spot, or as they're walking/running to where you guide them.

Change the way you grab and move cuffed individuals

Instead of carrying cuffed individuals over the shoulder, and straight up yeeting them down (lol), just simply grab them from under their arms or by the collar, drag them that way, and sit them down somewhere. It's just less hassle and less cartoony.

night vessel
#

highlighting last task after 1 or so minute of not completing it

Due to how annoying and how much time it can take to complete and find the last item/hostage to secure or report, the last task should be highlighted after about a minute of having not completing it (I.e. yellow outline of the hostage/item that you can see through walls to make it more convenient and a ton quicker to complete the mission as missing a single hostage or piece of evidence can take 10 minutes of your time to find)

left crypt
#

[UI]
Since you guys want to add briefings and all that sort, please also add a picture of unique evidence we need to collect.

As an example: In "Valley of the Dolls" we have to collect a laptop/hard drives. In the Meth house map we have to collect some meth.
so simply adding a picture of what these items look like in-game just to make it easier for the player to know what they have to look for would be nice.
edit: I don't mean add a picture of the room where the evidence is located, just what it looks like.

[AI]
In addition to the UI idea, it would be also nice, if the SWAT AI would call out specific evidence such as meth, laptops, suit cases or unique items in general.
"Sir, a hard drive. We should collect it for evidence!"

left crypt
#

[AI - Singleplayer]
Option to command more than 4 SWAT officers

I previously mentioned this here already, but I thought about it a bit more and wanted to give a more detailed overview of what Imagine it could look like or play like.

The main problem with commanding AI is obviously when is it too much? Right now?
I would say there is still room to up the limit for how many AI the player can command.

But maybe some reasons first, why more AI might be a good idea.

-Natural difficulty settings = Less officers would obviously make room clearing harder, but also make commanding them more managable
-Makes larger maps more managable = Some maps are quite large and you feel understaffed with only 4 AI officers to clear some of the maps we have and future maps potentially.
-SWAT units IRL are obviously not only a total of 5 officers, so it would push this game a bit more into a grounded and realistic direction

While we have 4 officers, we really only command 2 or 4. commanding a single operator is only in response for doing specific commands where 2 or more are not needed.
Example: Removing door wedges, arresting civilians/suspects, which doesn't take more than one AI to take care of.

Previously I said the upper limit should be somewhere between 8 and 12,
but depending on the map 12 officers + the player will feel overcrowded and the player will lose sight and not be able to properly manage every unit.
I would say a total of 8 officers should be the max, maybe more officers in the future for larger maps that would benefit from managing larger number of swat officers.
right now we have 4 officers, devided into two units (red and blue)

So my suggestion for how 8 officers should be divided is:
-One unit of 8 (All/Gold element)
-Two units of 4 (Red and Yellow/Blue and Green get put together in one group)
and then 4 units of 2 (Red, Blue, Yellow and Green)

The names of additional groups is up to the developers.

digital bloom
meager monolith
#

[maps]

MORE DAY TIME MAPS!

left crypt
# left crypt [AI - Singleplayer] Option to command more than 4 SWAT officers I previously me...

[AI - Multiplayer]

Another idea I had, specifically for multiplayer would be to allow players to command 2 ai teammates each.

However I would make this an option for perhaps smaller groups of players.
I personally don't have many friends who are interested in RoN.
So the possibility of taking along some AI companions in addition to players to equal the odds a little would be a nice feature, if you are not always down to play with randoms.

But I could also understand why this idea wouldn't possible work out.

Tho another idea that I came up with was the possibility of 1v1 pvp, but each player gets AI teammates to command . I was thinking along side asymmetrical pvp matches.

SWAT vs bunkered down criminals

Singleplayer/Co-Op should be the number one focus tho.

austere thicket
#

Add missions like the SAS Iranian embassy raid

bronze cosmos
#

a small but important detail make it so your finger isnt always on the trigger

bronze cosmos
#

also for people with potato pcs aka me it would be nice to see an auto detect settings so i can play with good fps

rich axle
#

fsr 2.0

foggy violet
#

You could add more languages to the game, Voice and Text I mean.

idle ice
#

[Singleplayer/Friends only lobby]
Have an option to disable AI when going into a friends only lobby, when I practice clearing & more I don't want AI teammates hindering my path all the time. (Right now I just order them to stay at the spawn)

vernal mesa
#

[Gameplay]
A leveling system would be awesome and more medium-long range weapons preferably 762

lime lodge
#

[Gamplay]
A more detailed planning system so you can plan your tatics better. Like a iPad style tablet with floorplans and maybe if levels have CCTV screens able to annotate on floorplans etc

hasty echo
#

[Gameplay]

#

It would be nice to be able to see stats in the locker. The HUD would look good with a bar system (similar to Star Wars Battlefront II) and it could have bars showing the stats of the weapons without mods and with mods (i.e. damage, horizontal stability, vertical stability, capacity, ect.) A comparison system would be nice too if the previous request was implemented.

#

A minimap and a bigger map would be nice too. They both would be a good navigational tool for people unfamiliar with the large maps and the map can slowly be revealed as you clear each room. It also would be good for players to not get separated from their team if they are playing online it also could show enemies from a certain distance when a player makes eye contact.

safe hamlet
#

Add a "click" sound when there is no ammo left in magazine

mossy bear
#

Put RoN's soundtrack on spotify šŸ™ (Especially the January update trailer soundtrack because it's so good)

vale adder
#

Add a ladder for high story places

#

Add skylights on maps where you can breach from Pepebutler

gentle moss
#

100$ extra for "the real early access" lolol double dipping rats

neat merlin
#

[ai]

Being able to chose if you want ai or not

valid compass
#

[Gameplay]
Can canted sight be selected on a per gun basis? It's mildly annoying to have the breaching shotgun come up as canted.

hasty echo
#

[Gameplay] There should be waypoints and a way to tag enemies

hasty echo
#

[Gameplay] Pick time of day when selecting the map

safe hamlet
#

The ability to turn off junction boxes to kill the power making NVG more useful

hasty echo
#

A fuse box to destroy/disable which will cut all power

snow goblet
#

[Animation]
Weapon clearing animation
Instead of spawning a bag it would have a animation of clearing the weapon (taking mag out and clearing chamber) when securing evidence.

Example: https://youtu.be/L9nNPUTqHno?t=7

left crypt
#

[Mechanic]
Let us open doors both ways. Push and pull.

hasty echo
#

Will there be controller support?

buoyant dirge
#

Zoo map with animals and stuff (could have active shooter, raid, and bomb game modes, that would make sense)

safe hamlet
#

[gameplay]
being able to have 3m comtac as an headwear

safe hamlet
buoyant dirge
#

Police helicopter that can feed the entry team information (if inside of a building it can look through windows to help spot enemies the optiwand can’t) and it’d be optional to manually use the helicopter camera or have an AI feed the info to you, the pilot of the helicopter could be instructed to fly up or down or forward and back if not being manually piloted, it also has an aimable spotlight to help the entry team light darker parts of the map that the helicopter would have view of, it also has the ability to link the camera to squad cams (also, if manually piloting and not instructing an ai pilot, the flight controls can be switched from realistic to simplified in case someone new to piloting wants to take a shot at it)

stray pendant
#

[gameplay]
Cosmetic progression system. Basically doing missions and the such will increase your level, and at certain milestones you can unlock skins, maybe different laser/NVG colors (while keeping the base stuff useable and free for all), weapon skins or tracers, and maybe small bits of lore such as dossiers on charscters, or AARs on missions.

queen kindle
#

Accurate bullet count in the mag when you check your mag, you could have 1 round left and you check and it looks like a full mag stll

queen kindle
#

and make it to where you can shatter glass because its very hard to see through when they are shooting at you

old moth
#

I'd like to have more moments where I have to judge whether or not I have to shoot suspects
Right now I'm pretty much conditioned to shoot suspects on sight if I'm not using grenades because I know if I don't do that I'll get fucked

wheat cliff
#

[Movement]
Remove the aggressive gun movement when yelling at a suspect or civilian
No swat member aggressively pushes their gun forward off target to yell for someone to get down or put that hands up. It's awkward to see something like that. I should be able to stay on target and open my mouth without my gun flinging forward

delicate nymph
#

[gameplay]

When securing a suspects gun I was hoping the gun could be disabled via zip tying the trigger or just in general leaving the weapon inoperable rather than having a bag model appear as ā€œevidenceā€.

mental leaf
#

[Gameplay]
Door Swinging
While there are certainly doors that open both ways, most swing only one way or the other. Adjusting how doors work would help with immersion and realism, while adding complexity to breaching methods. Simply opening the door could block some players' vision and muzzle, as well as affecting how the door would react to breaching tools, especially the ram and shotgun (situational effectiveness could add to gadget preference and map design depth).

Another possible layer of map design and player adaptability could be adding a coin flip as to which way they individually swing, predictability with map knowledge is a bit much right now, this would counteract it slightly. Unsure if this is a game direction the community or developers wants though.

And another small thing that might be fun is revolving doors. Would be fitting on a few maps and can be a gruesome chokepoint.

night vessel
#

Civs with guns / knives taped to their hands on higher difficulties on a certain map or gamemode.

proven igloo
#

Make indoor gun sounds much louder than outdoor ones as at the moment, it’s the opposite. Games that do this well are Escape from Tarkov and MW2019

vale adder
#

Add a ladder for high story places

Add skylights on maps where you can breach from Pepebutler

pallid echo
#

[gameplay]

In active shootings, make it so instead of cuffing civilians, you notify command that citizens are on the way to the exit, and then have like, police AI standing near the exits whenever you enter instead of, cuffing them and leaving them in a shooters area

spark radish
#

Can you tone down the enemy ai? like, I always get 1 tapped despite having only a pixel exposed. Somehow their 9mms punch through walls like paper. Speaking of 1 taps, do the ceramic plates even work? it takes 2-3 shots to bring an unarmored hostile down and a fully kitted out operator gets 1 tapped by a 9 mil? come on. Not to mention the mlg pro wrists of the supposedly "unexperienced" hostiles on the twisted nerve mission, 180 no scopes me like they're on hacks. The same can be said with their movement speed, they appear out of nowhere and before you can even react they're already laying down accurate fire on you. Its debatable whether or not headshots cause my 1 taps but that doesn't make it any better. Another annoying thing is, I have to sacrifice 1 gear for nvgs, but opfors can see in the dark with no problems? Mb if I sound so uptight, just so frustrating to play it carefully and methodically only to start all over again.

old moth
gritty hamlet
#

Summary: Procedurally generated levels to increase replay-ability, incentivize tactical thinking, and increase realism.

I am not sure If this has already been said, or by how many people, but Procedurally Generated Levels. I have seen many experienced players who are trying to use real life tactics pretend they don't know what is on the other side of the door, or the layout of a building. Clearing the same buildings for some often becomes robotic, taking the same approaches to each situation, and disregarding certain threats, because they already know what could and could not happen in certain rooms, like checking under some beds, bot not others, or checking for traps on some levels, but not others. Also knowing where different threats are when entering a room, especially if mirror is blocked. This will greatly increase replay-ability, and give greater incentive to play in a more realistic and tactical manor.

steady topaz
safe hamlet
#

[Gameplay]

PEEK DOOR order

This missing order is really bothering me. That's why I die like a shit for nothing, that's why my NPC coops are dying too for nothing. Please, just allow to give the order to peek the door instead of fully opening it. The game is nearly unplayable without throwing flash or stinger, and do it with the doors fully opened is impossible. Force the player to do it is not understandable.

steady topaz
#

Alerted suspects to slam/kick doors on you

Allow alerted suspects to hide behind a door that's been swung open, in the corner of a room. Once an officer takes his first step through that open doorway, suspect can slam/kick the door against him, and then whatever happens next is up to that suspect. Suspect will either flee somewhere else, get to another source of cover/concealment, or immediately shoot/stab/charge at whoever is positioned on the other side of that doorway. Whoever gets the door slammed/kicked at them, will be stunned and stagger/stumble for a few seconds. (This will only happen, if the door is swung into the room, instead of outside of the room, for the suspect to even be able to touch.)

old moth
#

the disarm trap voiceline is so damn loud, i would assume that suspects would hear me saying that, perhaps making it quieter, a whisper etc.

rocky lotus
#

Could you put the ini file for AI configuration outside of .pak? Currently a lot of AI mod encourages to download third party tools to unpack, edit and repack the files, which seems neither safe nor straightforward just to edit a few values. And for people not wanting to mess with that, having it either packed or not shouldn't change too much. That may impact the checksum calculation though (to check if a game is modded or not) so that would also require to tweak the checksum to detect a different .ini file.

inland zenith
#

Not being able to use battering ram when your hands are red same as not being able to kick the door if your legs are hurt

snow goblet
#

[Animation]
Death/hit animation
Have suspects play a brief animation before becoming ragdolls, having different reactions depending on where they were shot. This would make gunfights more responsive.

Example: https://youtu.be/gSnGNV27jdg?t=157

steady topaz
steady topaz
#

Decoy/Fake Suspects

Allow more creative ways for suspects to make civilians be mistaken as suspects, during rare instances. (Examples : Having a standing or kneeled civilian, with his/her mouth, hands, and ankles taped up, and a speaker or audio device placed right next to him/her, playing gunshots. Can even have real suspects fake certain pleads of help like, "Help me! He/she is going to kill me!" -OR- Having a standing or kneeled civilian, mouth and hands taped up, including ankles only if kneeled, with a gun or knife taped up in their hands as well. Real suspects can also be allowed to fake pleads of help here.)

old moth
hard silo
#

Tearing off limbs, tearing off a piece of the head after a large-caliber shot or by putting the barrel of the shotgun to the head / hand / leg up close, more pushing back the target that he will get from the shotgun - feel the more power šŸ˜‰

prisma bison
#

[U.I]
Add a Server browser in the "Find Session" section

vast phoenix
#

[UI]

Add a secondary tab to mission ending screen showing modded score, its silly we dont get any scores recorded when I simply use modded maps. An unofficial scores tab would be good.

narrow remnant
#

[Suspect States/Behavior]

Add a broader range of "injured" states for suspects and civilians, such as: Unharmed, Injured but Functional (reduced capabilities, voice lines to reflect pain), Incapacitated but Conscious (prone and yelling/whimpering, possibility to recover), Incapacitated and Unconscious (still counts as an arrest, possibility to wake up), and Dead. Add the ability for suspects to fake all states. Make the HP thresholds and chances for each state more evenly spread, to reduce instances of suspects going from fully operational to dead with tick damage such as a stinger grenade going off.

steady topaz
safe hamlet
#

[Map]
Data Center Security / Unique Entry Methods

I notice there is a data center map in development. Data centers, especially those who can afford well-trained armed guards, tend to enforce very strict physical security standards. The data center's sensitive areas, such as the server rooms, should require a unique means of entry. In other words, such rooms cannot usually be breached by kicking, battering rams, or shotguns--in fact, server room entryways are often rated to withstand explosives.

Perhaps you could include the option to co-opt a civilian to let the team into the room. Or else, have certain doors only openable by a hardware device you find elsewhere in the map; without this device, only explosives can open the door. Etc.

old moth
spark radish
steady topaz
#

Non-SWAT/Patrol-level characters, SRT and SOG units, and more branches of law enforcement

Include ability to play as a patrol officer from LSPD, an FBI Supervisory Special Agent, a patrol-level personnel from Sheriff's Department/Homeland Security/DEA/ATF, etc.

Also, the ability to play as personnel within patrol-level, SWAT, SRT, and SOG units, from more law enforcement branches as well (include Sheriff's Department, Homeland Security, DEA, ATF, etc)

All patrol, SWAT, SRT, and SOG personnel from all branches should have the option between law enforcement-issue attire or civilian attire/plain clothes.

old moth
#

Handguns are too weak

devout bronze
#

[Mission Idea]

1528 Wilson Boulevard

A home invasion gone wrong for both sides. Four armed men broke into an armed homeowner's house, killing his wife, and one of his children. The armed homeowner waits, his pistol at the door as units respond code 2 toward the armed suspects. He called 911 but the call was swiftly cut off. Secure the scene and watch your fire.

void hemlock
#

[map design] Well all the Maps are amazingly detailed but i find that the devs need to make more smaller maps than bigger ones because its annoying to have to make sure everyone is arrested or dead and get evidence for 15 minutes

fluid sentinel
#

[Mission and map idea]

Clean House

A map and a mission inspired by the Clean House mission from MW19

covert mesa
#

[gameplay]

Different sliders for Menu music & Ingame music

I don't like to listen to the music/theme when playing(as I like to keep it realistic) but that means the custom menu song I placed won't play either. šŸ™

idle ice
#

[Gameplay]
I think it's a good idea to have breakable windows, this way throwables could be used way more often along with grenade launchers. In real-life windows are a major advantage to special teams. Sometimes it is also very hard to look through them for a player, but not for a suspect, if the window may get broken it would clear the view a little bit.

[Gameplay]
If you could vault/climb over small things that would be awesome.

scenic tangle
#

[Gameplay/Framework]

It would be fantastic if there was an option to select a microphone only lobby. For example, you would click mic only lobby in the settings menu and you would be filtered into lobbies with others with that option.

vapid egret
#

[Coyote]
Add slot canyons to the new map.
They look awesome, could make for some interesting gameplay as you need to go through a very narrow passageway that could very well become a one-way trip and I think should be geographically accurate*.
*you need to double check this

azure junco
#

[Gameplay/Equipment Balancing]
A Compromise Proposal For Armor
tldr:
modified damage from armor, modified armor durability and purposes.
it's about as realistic as one can get before impacting gameplay
this is intended to hopefully mollify both the rolling wall crowd and hollywood armor crowd.
DAMAGE SYSTEM
Basically:
[] getting shot in the armor inflicts temporary HP damage.
[] [] this damage depends on the armor! You will ALWAYS take less damage than being hit without, though. Whether it helps you over a damage threshold is another thing entirely.
[] temporary HP damage restores over time
[] [] being full auto'ed and taking four to five hits or so is going to impair the ability to fight with significant pain effects. taking any more in that state likely will just incap you.
[] enemies benefit from this too. a quick burst can down an enemy, but if they get away they might be back later with their HP basically like new.
ARMOR MATERIALS
this one is really long. uh. if you want I can summarize here later, but for now, maybe go read this writeup over on the reddit.
https://www.reddit.com/r/ReadyOrNotGame/comments/wqxfza/armor_proposal_a_small_compromise/

scenic tangle
snow goblet
#

[Map, Animation]
Entry event on level start
Add an event at the start of specific levels, like the Bearcat pulling an iron fence from the Casino's door in Swat 4.

Example: https://youtu.be/AtIlaGLfvkc?t=145

hearty marsh
#

please add VR support this would surely be the greatest VR shooter

balmy fog
#

Adding a category for melee equipment such as stun batons to counter knife-wielding enemies without having to kill them in melee ranges. Nightsticks, stun batons for nonlethal, non deployed tazers (meaning perhaps unlimited use but very very short range) would all be good additions instead of requiring needing a tazer instead of secondary pistol. (Which in and of itself makes no sense anyway)

Additionally, make a counter to knife wielding enemies. Stabbing a riot shield should not be an insta-kill to the player.

prime spade
#

More house and add apartment missions

steady topaz
#

Suspects

What can aggravate players, is that most of the time, suspects don't give you an adequate opportunity to give them a chance to surrender, even after you yell for compliance once. First, 95% of engagements are "shoot on sight, or you and your team dies as a consequence". Second, the suspects as of now, don't demonstrate realistic transitions/movements between keeping a weapon lowered, then pulling the muzzle up to be pointed at you. It's just an instant snap. Therefore, not encouraging as much less-lethal or pacifist encounters like the past. But if you take lethal action, then the game seems to think that it's unauthorized use of force and you lose score. It's pretty absurd.

Furthermore, certain missions have an objective of arresting X amount of suspects, instead of killing them. You can't expect players to take in detainees, if they're being shot at by those suspects, literally right after they catch even a tiny glimpse of those players, unless you want players to end up chasing those same suspects throughout the map for an additional period of time afterwards. Though flashbanging rooms/areas before meeting the affected suspects can help, that's not always going to be the case. A whole 5-man team wouldn't ALWAYS have the adequate amount of grenades to cover even HALF of a whole map.

(Proposed solution in next upcoming message..)

#

^

Solution : Have suspects demonstrate realistic transition/movements between keeping an idle weapon lowered, then pulling up the weapon to point its muzzle at you, once suspects are alerted of your presence, and if they intend to stay hostile. Make some suspects have actual animations where they are anxiously contemplating their next move (like frantically looking around the room, before either pulling a weapon on you, surrendering, or fleeing somewhere), instead of making ALL suspects snap onto you, side-stepping at abnormal speed, and shooting within a millisecond of seeing you.

rich axle
#

fix sights, doors, and ai

safe hamlet
#

game is not free

lilac island
#

[Smaller Maps]

I'll throw something into the suggestion box here so if you agree with it: React with Thumbs up so the devs can see if people agree

You've been releasing mega-maps and while we can all appreciate the amount of detail that goes into them I think it'd be beneficial to have smaller maps with the same amount of detail. The big maps are perfectly valid for people who use mods that increase the player count above four but tackling these giant areas with a team of four or five is quite difficult. If you plan on keeping the focus of this game on a four to five man experience then I'd focus on more and smaller maps. (Houses, Apartments, Motels). You could take assets from current maps and just make them smaller. An example would be Meth Lab. There's essentially three/four different buildings in one map. (Laundromat, Main residence, Production House and the Cave which leads into another two story house.) If you took all these and split them up into three, redid some of the environment so there's a distinction between each map then four to five man teams would have a much better experience.

Think about it in terms of your other goals too. You announced previously and playtested somewhere in 2020 or 2019 that you'd 'want a PVP gamemode. That's just not going to work on maps like Shipping Docks (Port) or the Meth Lab Neighborhood. I think many of us players feel the same way if you ask yourself how many times you've cleared more than 50% of the map but one of your teammates ends up dying so he has to sit there for 20 minutes or you have to restart from scratch. Or how many times do you find yourself wanting to cover all doors and angles when doing dynamic entry but unless you're a ten man stack you find yourself out of manpower....
This would fit into the realistic narrative as well. IRL many SWAT calls pertain to barricaded suspects. Usually it's one to four people who are held up in an apartment, a house or something similar after there was an initial confrontation with the first responders (police officers and sheriff's deputies) who then made the decision to deploy a SWAT Team to de-escalate the situation or apprehend the subjects. (Not saying you have to cut down on suspects tho. As long as we have enough manpower to cover all the angles)

TLDR
-Mega Maps are nice and the detail is great. They present issues though:

Mega Maps:
-Massive Maps require a lot of computing power.
-Up to 20 Suspects seems excessive but happens because the maps are huge (Only IRL scenario i could compare it to would be the ATF Waco Siege)
-Five man SWAT team is insufficient manpower to clear it properly. (Since that's without mods so how you intended the game to be played)
-Due to the scale of the maps they feel like operations and less like SWAT calls.

Smaller Maps with more narrative:
-Reuse some of the assets from mega maps. Often times there's so much detail it gets missed so you can reuse stuff.
-Smaller Maps work with a five man SWAT team.
-Might have an upside to performance
-Long term benefit of compatibility for PVP Gamemode
-Benefit of staying true to your commitment to an IRL reflection of SWAT calls.
-Smaller maps benefit the immersion of an IRL SWAT Call. (You get paged, you deploy, you spend 2 hours clearing an apartment after an attempt at negotiations)

Note: I'm not saying to get rid of the current maps. Just split them up for future maps.

hard silo
unique frost
#

[AI] [SWAT]

You guys should make that SWATs won't try to walk on my line of fire, on CoD games since MW2 allies would automatically stop when you aim near them so they won't interrupt your shots, I think this can be made and tweaked into a somewhat more realistic mechanic.

Also, please add "STOP" command for AIs, it would make them stay on their position and not resume their pathfinding status.

frozen meadow
#

[gameplay]
hit area specific consequences

so there's an idea I've kinda had, but I myself don't know if I'd like it/if it'd fit:

so you know when you are shot in the legs you can't kick down doors, right? I'd suggest... going a step further, if you get shot in the nods, they go out. If you get shot in the gun or hands or so (if gun or hand and what hand should be thought over), there's a chance you drop the gun and have to draw the secondary. If you get shot in certain muscles in the legs, there's a chance you drop to the ground.

for the nods idea, it could be based on helmet durability

for the gun idea, it could be gun hits and left hand hits

for the falling idea, you could be dragged to extraction by teammates, where a "replacement officer" could be controlled by the player that "fell"

I guess we'd be voting for all 3 though I'd like for some not needing their messages rn to maybe start votes on the 3 separately, replying to this message or mentioning it

frozen meadow
#

voting for the 1st of the 3 ideas from the message before

frozen meadow
#

voting for the 2nd of the 3 ideas from the message before

#

voting for the 3rd of the 3 ideas from the message before

sacred dust
#

[tools and utilities]

One thing i'd like to see adjusted is the breaching shotgun. the utility itself pretty much acts like the battering ram with far more range. you could shoot any part of the door and it'll swing open. even if you shoot the center of a reinforced steel door, it'll pop open. this is something that might need to be changed since using the breaching shotgun just generally ends up being safer than the ram with less need for skill and coordination. a good change is to make it so you have to shoot off the hinges or blow off the door's actual lock in order to open it with the shotgun. shooting the door's surface area would simply cause damage to it and have pieces snap off, wasting ammo on exposing yourself.

old moth
#

we need a tutorial so that this doesn't happen

sacred steeple
#

instead of just standing on the carpet will get you ready , to get ready you need to ride the swat truck , that will be cooler .

frozen meadow
thorny mist
#

No real feedback other than potentially more aggressive shouting when pressing the f key when not yelling at a suspect and maybe even make the tone more situational - other than that great game and it looks like a great successor to the SWAT series by sierra (love the shooting mechanics i would say the best compared to any other game i've played)

steady topaz
#

Targets reacting to shots to specific spots

Suspects and civilians should react appropriately to taking a round to sensitive body parts like a leg, foot, kneecap, spine, hand, arm, chest spots, etc. When taking a round to the kneecap, target should collapse in pain, with a low chance of being able to get back on his/her feet. A round to the foot or leg makes the target limp or trip if he/she tries to keep moving. A round to the hand has a 50% chance of making the target drop whatever weapon he/she's holding (if suspect). And by the worst case that a round reaches its way to the spine, the target will immediatedly collapse and cry out in excruciating pain, not being able to move at all. And a round to the heart or lung results to a 85% chance of the target collapsing, barely able to breathe or recover from such a fatal wound.

old heath
rotund jewel
#

Player weight affects switching gear! Just like how the move speed acceleration stat is being modified by player weight, equipment switching speed should also be affected. Example: This means that Light armor ceramic will be a bit slower, heavy armor steel (front, back & sides) will suffer the biggest speed penalty and the anti stab vest will have no penalty at all. Helps encourage more realism teamwork (covering your buddies while they are busy with gadgets) and nerfs solo play.

ivory wigeon
#

Make swat maintain trigger discipline

ivory wigeon
#

Option to roll grenades instead of chucking them

hearty marsh
left crypt
#

[Missions- general concepts/ideas for unique missions/settings]

Highway Prison transport escape/rescue attempt (by criminals)
Organized crime attempting and failing to hit a prison transport to free one of their members, turning into a shoot out on a highway, intersection or a more open area, where the player has to navigate fighting trigger happy criminals while looking out for fleeing civilians.
this would be a very linear map, perhaps even quite short, but I feel like it would be a great change of pace for the game.

Night Operation in the woods
During an Night Operation the player has to traverse a forest rigged with booby traps and ambushes and as a climax clear the base of operation of an extremist/paranoid civilian militia.
this would be focused on player freedom

Alley Way "Chase"
Our swat unit has to clear a maze of alley ways, while weaving in and out of garages, service entrances/small businesses and smaller apartment complexes after first responders managed to isolate the suspects in that block.
this might be more of a cinematic experience and slightly linear compared to other maps.

these are some really rough ideas, and maybe not ideal for what the devs want to go for, so I invite anyone to take my rough ideas and hit them with a hammer while they are still hot.

swift bison
#

Can we get a snow map, somewhere near a lake with a large cabin as large as dollhouse.

Can we have name tags in a more clear font or a bit bigger, I was not able to read anyones name ever, I’m running on 1440p

Also for compass, It is un readable, maybe give us an option to customize them (compass/name tags)so people won’t complain about losing immersion.

Can we have an optional ping mechanic that can be enabled/disabled.

old carbon
#

Add 2 looking for players vcs: 1 for casual and 1 for tactical

safe hamlet
#

[NIGHT VISION]

Optional "realistic" mode with decreased FOV and fixed focus/slight blurring on close items.

Would add a good layer of realism for those that want it.

bronze cosmos
#

please just add this void

median shell
#

Add the fonctionality to cut the light off with our multitool and that affect the ai vision

rigid ledge
#

[Weapons]
Taser pulse adjustment
Certain models of tasers, including the M26 featured in game, can discharge additional pulses through the barbs following the initial pulse after discharging the weapon. This is done simply by pulling the trigger again which will give another 5 second pulse through the barbs (Note; this is not the same as "drive stunning" which requires physical contact between the taser cartridge and target by pressing the weapon against them, and does not incapacitate muscles like a pulse). In game, the player could be given a certain number of additional pulses (perhaps 1 or 2), and be allowed to "fire" the taser again if the first shot landed on the target but did not induce compliance after the first pulse. For balancing reasons, if the target breaks line of sight after a successful hit, then the taser should be considered disconnected from the target and a reload would be required.

ivory wigeon
#

cartridges aren't dented if they haven't been fired it should be flat

safe hamlet
#

[Damage]

Is it possible to add bleeding damage to suspects for hits on central thoracic, neck, and pelvis? Those areas can be expected to consistently have life threatening bleeds. In execution it would have the effect of wounded suspects retreating and being found incapacitated.

steady topaz
safe hamlet
#

[gameplay]
Add a open mic option instead of push the talk that button mutes the mic.

#

Also the AI placement is becoming to consistent I’ve started to memorize the locations of each person. There needs to be a bigger variety of or random placement of each enemy.

glass citrus
#

Please make shotgun do more damage. I’ve had to shoot suspects 3 to 4 times to kill. This was me testing them and I’m shooting in the chest with a slug

sinful tinsel
#

{Operators}
Make the officers yell more loudly, right now it's almost robotic even though they're practically in a life and death situation. Some more TOC lines would be nice. With the yelling should also come cursing, I get that there are mods, but I want to see what the game devs could do as they have made a masterpiece of a game. If suspects could curse, why not officers?

steady topaz
#

Character Customization

Ability to create our own custom SWAT officers, with choices over...

  • Gender (if females were to ever happen by some rare chance)
  • Age (Ranging from 20s-50+)
  • Hairstyles and natural hair colors
  • Eye types and sizing
  • Eye color
  • Nose types and sizing
  • Mouth types and sizing
  • Race, ethnicities, demographics
  • Skin tone
  • Facial hair
  • Body Build (Slim, Average, Fat, etc)
  • Muscle Build (Slightly Fit, Average Fit, Buff, etc)
  • Tattoos (From head-to-toe)
  • Scars/Cuts/Burns/Marks (From head-to-toe)
  • Voice
  • Multiple choices of clothing and protective equipment/gear (Can even wear some hats or no headgear instead of helmets, can wear civilian attire/plain clothes from head-to-toe instead of SWAT-issue clothing behind protective equipment, can wear different plate carrier brands, etc.)
  • Anything else to do with the body and appearance.

Take the character creation from Tom Clancy's The Division 2, as a reference/example.

orchid rampart
#

When you die while spraying pepper spray have the spray stop. I will die whilst spraying and the can will continue to spray the entire game and no matter how far away my teammates go they will still hear it.

rose flame
#

[Maps/Gamemodes]
-Waco type map
-Small houses, suburban houses
-Malls

-Military Game mode; non-U.S. maps (Bin Laden Raid as an example)

hallow spear
#

Does anyone know how to fix

hard silo
hearty marsh
#

What we really need is the ability to host public servers with custom gamemodes like TDM or TTT for example

glacial flicker
terse acorn
#

please this

hearty marsh
#

please add AK47 and AKM, or some REAL AK

steady topaz
hearty marsh
#

@steady topaz from what I read on google they can actually choose to carry their personal weapon

dim flicker
covert mesa
steady topaz
hearty marsh
#

@steady topaz I really want to play with an AK its my favorite weapon, Im sure many feel as I do

nova marten
#

Walmart based map, having to clear the aisles, avoid crossfire, clearing the parking lot and backrooms, ect. Would be a cool map idea šŸ‘

slender owl
#

So coming back since a long time and still seeing the same issue“s like in the beginning of EA is kinda depressing....items cannot be used, nades cannot be thrown, interaction brakes completly to the point where you can litterly do nothing.
the new night vision seem to have in general an issue with some textures wich in certain situations makes them unusable specialy when you looking at fences or similar structures.
Ai doing weird stuff after being cuffed constantly moving in one direction on the knees and they do not stop.
picking up AI and dropping them somewhere seems also pretty hard to interact pick them up in the first place.
Equipment UI can bug out from time to time and runs on 5-10 fps.

night vessel
#

sounds like a skill issue 🤭

foggy violet
#

A multiplayer mode could be great, for now this is coop game, I want (and maybe more people) a gamemode when 5 cops plays vs 5-8 terrorist (for example) and terrorist can use traps, and more (like R6 but with the best of RoN)

ivory wigeon
#

Ziptie suspects feet

feral carbon
#

[tools and utilities]

Make left clicking the mirror gun work in in picture-in-picture mode, and make right clicking work in full-screen mode instead of having to adjust in settings

ivory wigeon
#

There is a hospital test map
Some maps have suicide bombers

old moth
# ivory wigeon There is a hospital test map Some maps have suicide bombers

In response to this. Stop removing your own content (referring to the "experimental" hospital & ridgeline maps - we already know it's an early access game - also if it's not completely gamebreaking why remove it, also you didn't remove the old hotel map but you removed the hospital & ridgeline maps? More content even if it's unfinished is always nice)

sinful tinsel
#

[modding]
I know there are mods that are conflicted with gameplay, I feel that mods should not impact scores and the scores should be official. And to fix the fact that some mods tend to alter gameplay a lot, you should input steam workshop (which I think was planned and still is?). But if it isn’t, you should, and with the workshop, you might be able to control what mods enter the game (I’m not sure entirely if that’s how that works). If that isn’t how it works, let me know and I’m sorry but if it is, it would be nice to have that sort of gameplay.

rain canopy
#

Suspects bleeding out would be cool too, you know since we bleed out. Another thing to note, the hit box for melee needs to be fixed. Oh while I’m at it, the whole gun moving down when you say ā€œhands upā€ or whatever can be… done away with. Enemy AI aim botting through walls is pretty aggravating too.

runic ember
#

Adding a light switch for the shooting range and the kill house for using NVG's would be a simple and welcome addition IMO.

old moth
#

Vary the spawn points, game gets a bit boring after a while

safe hamlet
#

Add a option for 10 people because generally its fun but with cloud gaming its a bit difficult but a basic version so better connection and support and maybe workshop map support so people can make maps so the publicly to easily acess

scenic crane
#

The granade launcher doesn't seem to reload after emptying a whole batch of nades or even when using only one nade.

void verge
#

Give us the option to leave the primary slot as empty, I want to run pistol only

old heath
#

Please never do this unless you add a campaign. I hate this about zero hour

median shell
#

Add for events some exclusive maps ( for example an backrooms map for halloween or a toy factory for christmas )

clever forum
#

[QOL] [MULTIPLAYER] [LOADOUT]
Make the ā€œselfā€ option be the default selected in MP
For multiplayer loadout changing, make it so ā€œSELFā€ is the default selected player instead of someone else, I can probably get used to it, but for the sake of user friendlyness it would be nice.

jovial geyser
#

Please add the PMAG into RoN... Really needed. And Im not just talking about the tan one for the M4. Like add an actual PMAG option for every gun as a 5th attachment.

dim flicker
wheat kestrel
#

The possibility of amending the environment to change your tactical approach. A good example of this would be the ability to cut power to a certain location to make greater use of the night vision.

Player doesn’t necessarily have to interact but can change the gameplay situation dramatically.

peak reef
#

[AI]
Emotions
(i have seen many videos on this game, and the AI are very predictable, i would suggest the AI had a lot more movement and phrases, maybe they cry while cuffed or shake while holding the gun indicating an amateur gunman or woman, or when flashed they drop the gun from disorientation.

             And Maybe some Gunmen could be bigger than others and harder to take down, which means that some gunman should also be a little smaller, not cartoonishly small but enough to notice.

             Another point, maybe there should be a rare epileptic civilian so when flashed they start seizing and you can hold AEDs (anti epileptic drugs) so when this occurs the civilian either stops seizing or if you don't have the drugs the civilian seizes till they die of a slow ending.)
peak reef
#

[Game mechanic]
tackling
(You could make some civilians unwilling to get down just by yelling for compliance, so there should be a tackling mechanic to tackle these rogue civilians, this would be pretty awesome)

unique leaf
#

ready or not for macbook m1/m2 ty

safe hamlet
#

[Map]
Store robbery
(Just a map of a store where you have to take out the suspects and free hostages)

white basin
thorny mist
#

When a suspect is shot just enough they should fall to the ground and in some occurrences if the weapon they were carrying and dropped was a small weapon like a pistol, they should perhaps slowly try crawling over to it (not standing up) and attempt to shoot you/others if you haven't secured the weapon or arrested them in time, all while being on the ground

craggy ocean
#

where is pvp < even just for fun

vivid raptor
#

I think a modular killhouse in the lobby would be pretty neat

safe hamlet
#

Discord Channel

Add a channel for anyone to ask questions regarding the game, mostly for new/future players
It can be something like "ron-questions" or anything of that nature

I've been noticing a lot of questions being asked in ron-discussion, feedback and more; so i thought it would be a good idea to create a new channel just for that

paper haven
#

Please move the off topic chat below the ron-discussion chat plz I would actually use it if I didn’t have to scroll down every time love u mr. Void

zinc canopy
#

If you zoom in the picture you can see the recoil pattern when shooting full auto with the SR16. It’s too vertical and unrealistic, can horizontal recoil movement also be added please

buoyant vault
#

Fix friendly SWAT AI. I think they can be quite annoying sometimes. I was in a shootout with like 3 suspects on car dealership, and my AI teammates barely did anything. They also tend to be very janky when doing likes like breaching rooms, occasionally they just sit there and do nothing.

fickle gust
#

[In Game Mechanic]

Add a pressure plate PEQ/Laser system please.

Add a pressure plate system for lights and lasers. It's nice having a way of "snap aim" where you turn your laser/light on a suspect, you shoot then snap the laser off with out pressing the button each time.

this system would also add to a realism aspect as tactical teams don't leave their lasers on during the whole operation, they use a pressure plate too turn on the PEQ system they have so the people they're going to kill don't see the laser/light and run (or prepare/destroy evidence).

And maybe it can have a mechanic where suspects can see the laser so it makes more sense to keeping it off and only turning it on for aiming.

fallen saffron
fallen saffron
#

As a girl I'd love to see a couple female character avatars.

As well as some more uniform customization. Sort of along the lines of ghost recon breakpoint. Pants, Camo, helmets, balaclavas, shirts. Just to create more variation between players. It could also be tied into a rank system. So to unlock more cosmetic items you'd have to gain more XP. Sort of like Halo Reach, and would add more incentive to replaying missions, rather than just getting a better score.

MAWL-DA add it. It's awesome.
PX4 Storm would also be cool to see in game.

steady topaz
#

Multi-reporting

Instead of reporting a corpse or person one by one, you should be able to report to TOC about multiple corpses/people within the area.

(Example : "Entry-Team to TOC, we got multiple civilians and suspects secured in the first floor living room, all ready for transport.")

("Entry-Team to TOC, we got multiple DOAs by the main entrance of the nightclub, notify morgue!")

("Entry-Team to TOC, we got multiple civilians and a DOA-suspect secured in the hotel lobby. How copy?")

Special lines when reporting an HVT to TOC

"Entry-Team to TOC, we have Belle Brady secured in the second floor hotel room, ready for transport." (Wenderly Hills Hotel)

"Ma'am, we can honestly care less about your father." (To Brady, in Wenderly Hills Hotel)

"Entry-Team to TOC, we have a malnourished woman in urgent condition, notify EMT!" (The trafficked female victim that was stored in the container, in Port Hoken.)

"Don't worry, sweetheart. We'll get you out." (Another line for trafficked female victim in Port Hoken)

"Entry-Team to TOC, we have Amos secured in the lower floor theatre room, ready for pickup." (Amos, from Voll's.)

"You sick ass son of a bitch." (To Amos, from Voll's.)

"etc..."

I'm reposting this, since modzilla works now.

safe hamlet
#

Add voice commands that use your actual microphone.
An example being if you say "Drop your weapon" in real life the ai will hear you and drop there weapon or continue trying to attack you.

sacred dust
#

[Weapon Customization]

I would really like to have an option to change the paintjob of my weapon. getting to pick between black, tan, green, OD, or any other color would be a nice addition to weapon customization. and in turn it'd make it easier to download skins for modded weapons since if i could just change the camo to one the mod developer threw in instead of having to download it separately.

keen otter
#

Add Steam Workshop

subtle comet
#

I wish I had this game but I don't can you make a feature where you can throw flashbangs under some doors?

river finch
#

game compleatly buggs out for ultra wide screens is there a way to change game resolution outside of in game settings?

terse smelt
#

Add aim sensivity change chance

winter temple
#

can it be that a uniform mod can be allowed and not affect official scoring as its only a outfit

safe hamlet
#

Maybe a option to select if you want to play solo (without team ai) or solo with
team ai
(i know there are mods to do that, but a feature without modding the game would be nice)

steady topaz
#

Civilians already tied/taped up

Have some instances where civilians are already tied up by the suspects, and/or even have their mouths taped up as well, before SWAT arrives on the scene of operation. If a tied-up civilian has his/her mouth taped, and tries to talk or yell, it'll just be a muffled voice behind the tape instead.

Once SWAT finds these civilians, they won't have to ziptie them like they would cuff a default civilian. They can just simply report to TOC, that they've found a tied-up civilian. If the civilian's mouth is taped up, officers will have the choice to either remove the tape to extract any information or keep the civilian's mouth taped to keep him/her quiet, after he/she is reported to TOC.

silent hearth
#

Add more languages, there are a lot of people (included me) that want Spanish in the game without using the Swat 4 voices mod

It would do it more comfortable for people that doesn't understand very well English

junior horizon
#

Can we get IR lasers for shotguns? That should be a simple enough thing to add. Also, can we get a little more work on shotguns in general and make them a more viable option?

silent hearth
#

It actually exists

slate needle
#

[Language]
**Add Spanish Language (Text language) šŸ‡ŖšŸ‡ø **
This is a request from the Spanish Community Server. We've waited a long time and no info about include Spanish in the game. We await your reply.

safe hamlet
#

The AI have a super bad tendency to overfocus on a suspect and then continue to clear while only staring at the suspect. Is it possible to change their AI so that they focus their attention outward and towards uncleared parts of the room if they are in the lead.

steady topaz
#

Suspects to push people aside, and drop down immediate objects and barricades when fleeing or intending to improvise cover/concealment

There should be instances when a fleeing suspect pushes aside a civilian he/she bumps into, or even another suspect. (If the pushed individual is also pushed to a line of fire, shooters will have to watch their fire.)

Also, a fleeing suspect should be able to push down objects like a trashcan, a dresser, a fridge, or bookshelf, in hopes to slow down officers chasing after him/her. Officers can just simply walk around the dropped obstacle, or vault over it, if vaulting mechanics are planned.

Finally, if a suspect is alerted and intends to stay put in a room, and improvise another source of cover/concealment immediately, he/she can flip a piece of furniture (like a dining table to its side on the ground, for example), and then shoot from behind that improvised cover.

night vessel
safe hamlet
#

Scuffy Doors

Yesterday I was playing with my mate where we came across a door being scuffed. We used a breaching charge on it and after the explosion the door was still there but you were able to just walk through is. This also got IA's stuck in the door and us not able to shoot them/get through.

hot delta
#

[Gameplay]
Can you kindly make a pre-planning screen with the particular map layout and loadout customization? I don't know if it's just me feeling troublesome when we need to change our loadout after countless times of restart but have to "return to lobby" then select the mission again.

quaint marsh
#

[Gameplay]
The magazine loaded in the gun should not count against the mags taken as part of the kit. Taking four mags is rendered as 3+1 (three on vest, one in gun) as opposed to 4+1 (four in vest, one in gun)

steady topaz
safe hamlet
#

8-10 player matchmaking

safe hamlet
#

join games in progress

quaint marsh
#

[Gameplay]

Implement stocking instead of raising a weapon.

Right now, any object close up to the player will prompt the player character to raise their gun to avoid bumping the barrel into obstruction. This has a side effect of allowing hostile AI to crowd players and prevent any retaliation by that player.

IRL, the preferred method of avoiding obstruction is stocking, where the gun is lifted above and behind the shoulder to maintain line on target while preventing obstruction. Carrying sidearms would close them closer to the body while still pointing them forwards on target.

craggy harness
#

Make the MP9 a shieldable weapon. Nerf its stats but make is shieldable.

raw cedar
#

A.I really needs to get revamped completely, not fixed, they are either rambo 250+ IQ warlords or 0 IQ noobs lol

dusky apex
#

An option for the host to create fireteams so u can have diff groups clear different areas, with and added fireteam lead VOIP

plucky gulch
#

Would it be possible to take a taser as an equipment option opposed to taking up a secondary slot?

sand gulch
#

Hi, will it be possible to mount a laser and a flashlight on a weapon at the same time, eotech viewfinder, for example, on a g36 rifle, and to put on a gas mask and night vision goggles at the same time?

hollow parcel
#

Maybe this has been requested before? Sorry if so.

But allow non cuffed suspects to cut free cuffed suspects (living) if they come close enough to them? This would make you check twice before moving forward. If not cutting them free, Then make them seem more aware of it & have guns ready/looking for you.

Could probably come up with something better for this but find it weird for them to just see another suspect cuffed/dead and just walk by randomly without it even being a concern lol.

old moth
#

RoE needs some work, I can shoot a knife suspect a mile away without a penalty

hot delta
#

[Gameplay]
A compulsory tutorial level with Talk guiding new players basic movement, combat, tactic, etc would be great to help newbies get used to this game.

rich axle
#

AI needs polish. I don't think the new features are implemented smoothly enough, and I'll often walk into an AI facing the wall for no reason, even after gunshots rang out for minutes beforehand.

safe hamlet
#

short throw / under arm for flashbang

static flower
#

[UI] Separate FOV slider for ADS / Adjustable zoom for ADS
A high FOV also means a more zoomed-out aim down sight view, which is not ideal

slender summit
#

i really hope, one day, they'll fix the sluggish/awkward movements.

from a gaming perspective, it's terrible, especially when compared to Rainbow Six: Siege. however, using ADS in RON feels better

from a real life perspective, it's terrible. i suppose if i was drunk in full gear, i'd be able to mimic those sluggish movements

ivory wigeon
#

Suspects and civilians hiding in and under cars

raw cedar
#

Have the ability to stealthily take out an enemy, (chokehold, maybe a lethal/non lethal option like in Tom Clancy games) ofcourse with the enemy not looking directly at you (with the next A.I update when they hopefully don't 180' turn and insta headshot anymore)

quaint marsh
#

[Gameplay]

Add a "check under bed" interaction to beds or other objects that civs/suspects can hide in that completely obscures their body. Barricaded Hotel has multiple beds that AI hide under and shouting at the bed is inconsistent.

plucky gulch
steady topaz
#

Categorize voice channels

Have voice channels for serious play, and other voice channels for people to fuck around in.

fallen cape
#

Currently shotguns are completely overshadowed by all other primaries

Remove the breaching shotgun, and allow all primary shotguns to breach. This will give them a use outside of meming or griefing.

paper haven
#

[Game/ending game condition]
I'd love to see a hardcore mode for the game.
What I mean by that is that sometimes it feels pretty dull to know exactly when everyone was secured and is accounted for.
Sometimes I genuinely feel like I've cleared the map, just to be told by the game "nop, you didn't." It sorta feels like a cheat to me.
It would be cool to call off the mission when I feel like I've done everything.
If I didn't, well - points for everyone I didn't find.
This would reduce frustration with people that just want to play the game for the sake of it, and don't really care about scores (aka they don't have to run around in circles to find the 1 crackhead inside a closet)
On top of that it would improve realism. I'm not told by the game whether it is clear or not, just like command can't tell the SWAT team if it is clear or not, the members of the team have to decide that themselves.

hard silo
tough fern
#

[Sound/Modding]
Add different TOC lines for both suspect and civilian deaths and arrest.
So right now in RON toc has Death and Arrest lines for when you report a dead or arrested person. Thing is however is that the sounds are shared with each other. So civ and suspect death lines for example are the same. This can cause issues for TOC mod overhauls where they have to find a middle ground between oh shit we just killed a civ and roger that bad guy down so it doesn't break immersion. I say we make both Death reporting lines and Arrest lines different for suspect and civilian's so we can make TOC mods that can have the civ death lines be a bit emotional and the suspect death lines more calm and focused. All of this applies to Arrested lines too I'm just using death as the main example. I'm curious on what other people think of this. As I'm coming from the perspective of an avid voice modder for this game. Thats all I wanted to say.

brittle sorrel
#

Have A PVP Mode

tawdry wagon
#

Suspects will be able to untie their comrades from under handcuffs if they were non-fatally wounded by SWAT officer. They will run with a knife or a gun until they find a stronger weapon.

bronze cosmos
#

game start anim and mission start anim

when starting game and or starting mission there should be an animation like suiting up and then riding to the scene

#

swat truck ride

when starting a mission there should be a quick real time mission start where you finish pulling up to a scene and start hopping out

high flume
#

AI NVG's

It's just a little annoyance for me, that when I run all my guys with NVG's, I'm the only one that puts them down. It would be nice if, like the flashlights/lasers, when you activate them, they do too.
Even better, would be seeing the friendly AI react to light levels in the environment, and make use of lights or NVG's to see.

summer wadi
#

make a white house map where you have to extract the president

hard silo
#

have suspects looks/behave like civis with no weapons at the beginning - easy surrenders as civis but trying to draw a gun after, same as the suspects

dim flicker
#

Buff non lethal weapons, give us more non lethal options

dim flicker
#

Sewer map, not like nasty sewer but like a base in the sewer housing illegal firearms or something

steady topaz
#

Giving suspects and civilians more life

Instead of just having one instance during the larger Wenderly Hills Hotel where one suspect is pissing in the bathroom, give all suspects and civilians in the whole game more life, by letting them all perform their own personal actions too.

UNALERTED : A suspect or civilian can either be sitting or laying down on a couch in the 1F living room of Meth House, or on a bed, instead of just standing or walking around in the room. A suspect can be casually leaning his back against a wall. A suspect can be trying to get a coffee machine or vending machine to work. A suspect can look out a window to observe the view outside. A suspect can be biting his/her nails. Civilians can be trembling, pleading for their lives to suspects or questioning why suspects are performing these acts. Conversations can be exchanged between suspects, or between suspects and civilians. (The examples can go on and on.)

ALERTED (Either a shot is heard across the map, or person is approached) : Suspect or civilian can immediately flee, or surrender on the spot, once approached. But that shouldn't be it. If he/she was sitting or laying on something like a couch or bed, he/she would also have to perform an actual animation of getting up from his/her seat, in order to flee or surrender. Civilians that were held captive, can yell for help. On rare instances, if a suspect was sitting on a couch or bed, he/she can also reach over to grab a lamp or vase from the side table/nightstand next to his/her couch or bed, and throw that object against the officer that finds him/her, before fleeing or attacking. (The examples can go on and on.)

hot delta
#

Guns, more guns.

olive matrix
#

AI Balancing.
I only have about 5 hours on the game so apologies if i get some things wrong but in those 5 hours i noticed that AI isn't exactly smart. In my opinion hostile AI's reaction time and accuracy is way too high and way too good. And sometimes they just run at you whilst im yelling at them to get down. Besides that i agree with the person above, more guns would be nice. Like maybe an MP7. That's all

elfin jewel
#

Make that kicking a locked door doesn't unlock it so people can't kick and peek a door. It seems a bit odd that one kick has enough power to break a lock but not breach the door

hard silo
astral wyvern
#

Suggestion
Add localization voice chat. and have the AI smart enough to hear sound if you talk either locally or on your comms.

shy wharf
#

Suggestion
Make it so you are able to give verbal command eg utilising a microphone whilst doing so , also adding some of the Met Operations 19 equipment eg the SIG Sauer MCX , also add a extra slot for a taser or something along the lines of that even a extra handgun

solar ginkgo
#

[Map Design]
Size of the maps
I feel like the maps are too big, and there is no map/briefing for them.
I really liked SWAT 4's relatively small maps, like the fairfax residence.
And im guessing part of the reason why such maps are small was the engine's restrictions

terse smelt
#

[settings]
Add aim(scoped) sensivity change chance

grizzled geyser
#

(Gameplay)

Fix the blood please most of the times it’s buggy and doesn’t feel realistic. And and a zoom while you’re ADS

eager cloak
#

Suggestion
One of the things that makes playing like a real tactical team is the lack of spatial awareness behind an officer performing rear guard. In irl CQB, offers are in physical contact or at least can hear each other move, allowing the rear guard to maintain awareness of the rear without having to physically turn around and look at his team. While the helmet cams are good, they take up screen real estate. This creates a situation were a team can move without the rear guard being aware. I think there should be a "micro HUD" indicating where team mates are when in a close proximity, and maybe facing. This would allow a rear guard to make a glance at the HUD and then back to the rear facing.

dim flicker
#

Yeah hope the gore rework is coming soon cause it’s really trashy right now

buoyant dirge
#

A channel for the discord dedicated to counting up one number at a time with a ten minute slow mode and if a user doesn’t count up by exactly one number, they get a day ban from the counting chat

silver jewel
#

[quality of life I guess]
add more animations for when suspects/civilians are surrendering, such as laying down or even being against a wall.

humble grove
#

(Suggestion)

I think it would really help to have some way of assisting in locating civilians/evidence when they're required to complete the mission. It can get really frustrating to be effectively done with a mission but realize you forgot to detain/report a civilian and spend half an hour running around the map looking for them just to finish.

digital echo
#

I will like to see suspects falling down on the ground when get shot and then standing back up or shooting at players while on the ground and I will also like to see when suspects getting shot and then falling down then some suspects shoud roll back if there is cover and then stand back up

quiet lichen
digital echo
#

does the graphics were going to look like this? also this is just a old image

elfin jewel
#

I'd like some improvement in terms of players collision. Sometimes it can feel clunky when you're entering through the door with a few players and it's easy to get stuck.

dim flicker
#

When suspects get shot and go into the stun like state, they shouldn’t be able to instantly snap back at shooting you after it finishes it should be a noticeable gun raise cause sometimes your shoot them, tell them to drop it, and then they don’t listen so you shoot them again because they move just a little bit and than boom there’s that unauthorized use of force

hot delta
#

Specific soundtrack/Theme for each map. This will kind of be played at the loading screen and after you soft complete the mission.

digital echo
#

will this headgear ever come back?

undone lynx
#

Two suggestions:

  1. Recolouring the M1911A1 and Five-seveN to black to fit the theme of the game a bit better.

  2. Make the M4 barrel just a bit longer so it’s an actual M4 and not a Mk18.

digital echo
#

I mean thats a great idea

undone lynx
#

Another suggestion would to recolor the SCAR and HK416 to black as well to fit the theme of the game too.

digital echo
#

but what about uparmoring headgear?

digital echo
#

suggestions: make the AI SWAT more smart and better with lots of new commends and a new commend menue. but this is also another old image of Readay Or Not.

#

this is not a bad suggestions: solo player will have more fun with more smart AI team

undone lynx
#

Suggestion: Add more uniforms to the game so we can fully immerse ourselves; since we're not just SWAT but actual Counter-Terrorists I think it would be fitting to have multiple uniforms to immerse ourselves as Counter-Terrorist Units such as the French GIGN, German GSG-9, German KSK, British SAS etc.

digital echo
hot delta
#

I know you devs designed the G36C model base on the new model without the carry handle, but can we at least have an option to attach the carry handle back in the weapon modification of the G36C? I mean the current G36C we have without the carry handle is not the one I have known.

spark radish
#

i think my character might've put on airsoft armor, that's the only logical explanation as to why i keep getting 1 tapped meanwhile ops get a chest full of 5.56 then decides to casually smoke a cigarette. i want whatever armor they're having, god damn.

coral crypt
#

Gameplay.
Title: In depth medical system.
Description: Ready or Not is a game I love dearly and is extremely realistic. That being said, I think a thing not many people think about is the medical system. Bringing this into view, I think I speak for many people when I say that the game would greatly benefit the game to have a medical system beyond F to Stop bleeding. This could create a situation of panic when a guy with a shotgun domes your buddy, the question is, how fast can I kill this guy so I can save him. Furthermore, it can create a further level of customization. I.E. "Should I take a Tourniquet or another Flashbang?" Also, if you accidentally dome a civilian or your playing active shooter you can save civilians from death. In summation, the concept of "I'm fine, Ouch I'm shot a bit, and I'm dead." Isn't realistic, and in my and many other's view RoN is a game about realism to the extreme.

robust kindle
#

Suggestion : the ability to filter out nudity and sexual content, i am not saying this as anything against the devs, and i understand that this is a gritty, and realistic game, and i like that, except when nudity, or even extreme versions of partial nudity are presented, this option would simply remove pornagraphic paintings, nude and extremely immodest npcs, replacing them with other npcs, or just removing them entirely. I really do love your game and would like to purchase it, but the only thing that bothers me is the few pornagraphic images that you see when in certain maps

safe hamlet
#

Equipment.

Title: Non lethal slot

Description: I would like to see a 3rd slot that you can equip a taser in as it would be better to have a lethal secondary, and a non lethal secondary in 1 mission, because i always want to take a taser and a glock but i cant, and that bothers me. take the picture under as a idea

raw cedar
#

[Maps in general]
Title: please fix the one way glass that A.I can shoot through but I can't shoot at them

lost junco
#

[spectate]
3rd person view
We should be able to view exactly as the person sees or a 3rd person view as well as 1st person but in first person your able to see ADS

grizzled geyser
#

[Gameplay]

Make us be able to zoom in the scope to make us see better

Normal Zoomed in (Obviously not this much but you get the concept)

main trail
#

Suggestion:

  1. NPCs attempting to help and provide CPR to dying people.
    It's clear that the huge piles of dead bodies in club are nothing more than props and they quickly loose their shock value and become cardboard, which is a message I hope the devs are not attempting to convey. Alive NPCs actually reacting emotionally and desperately to their dying friends would add alot more to the impact of the scene. Right now, the civilians seem weird impassive about the mangled corpses lying next to them and it just throws the entire atmosphere off. Why go through all the trouble of creating a breathtakingly detailed map full of environmental story telling when you're just going to leave the actual characters as robotic as possible?
static flower
#

[Audio]
As it currently stands, reporting a body only ever says DOA. Reporting casualties should follow the correct criteria:
DOA = Dead On Arrival
KIA = Killed In Action
DOA should be for dead bodies that spawn with the map that you can report (Gas Station, Hotel, etc).
KIA should be for suspects, civilians or teammates shot during gameplay.

digital echo
#
  1. will the old juge voice lines come back 2. if there are too many people then some people shoud not have the same chaters there shoud another charters that have he's face coverd with a mask and can we useful for those who dont have those charthers with not there faces coverd in mask 3. when we will tell a diifrent AI team like blue or red then are charther shoud yell blue team or blue and red team or red.
steady topaz
#

Police Line + NPC Crowds

There should be certain missions that take place within the city, where a police line/blockade of law enforcement vehicles and NPC law enforcement personnel, are holding back a crowd of NPC citizens. (This can be ideal for specific missions like Gas Station, as there can be an NPC-parent within that crowd, who needs to be physically held back, panicking and crying, "My kid's in there! Please, you gotta save him/her!" Or in the "larger version" of Wenderly Hills Hotel, where there's a news broadcast vehicle parked in the street near the crowd of other NPC-citizens, and a news reporter and his/her cameraman will either broadcast what's happening live, or blend in with the crowd, asking the citizens and NPC-officers questions for the viewers at home.)

If a shot were to be fired, that'd make the crowd of citizens start panicking or worrying a bit, wondering what's happening. If a shot were to ever reach anywhere near the crowd, it'd make them panick even more, and screams will be audible from within the crowd. It's possible for the crowd to scatter, disperse, break up, or have a portion flee as well. A few people would have to be physically held back again by NPC-officers, too.

hot delta
#

[Weapons]
Make an option in the modify weapon tab that allows you to choose color for your gun up to your choice. For example, black, tan, camo, white camo,etc.

manic nebula
#

[General]
A role for a 6th player An additional role that only 1 player can take per mission.

Description:
I think it'd be awesome if a player can take on the role of one of the T.O.C. officers, keeping track of how many suspects have been killed / arrested and what weapons they were using (after ground team bags the weapon and reports the suspect ofc), having access to a detailed map so they can relay info to the team, and also control the 2 snipers that are planned for later (If someone is playing the T.O.C. officer, only they can control the snipers, no other player can. If there is no T.O.C. player this game, the ground team players can control the snipers as usual). I believe this role should only be played in co-op as it doesn't make sense for it to be in single player, it would just turn the game to an RTS, lol.
I am aware that there are plans for a pre-mission stage when you can make plans, view the building layout and such, but I think T.O.C. can have a bigger role in helping the ground team and guide them through the building (Inform them what type of room they're about to enter, if its an open area or not, etc). I think it'd make sense for the SWAT department to have full access to building schematics and blueprints, especially for things like the hotel levels and such.
I know it might sound unappealing to some people, but I'd definitely enjoy playing this role, and I hope others do too.
Also, obviously, the map the T.O.C. officer can view has no HUD on it or any moving icons whatsoever, its just a regular layout of the level and they need to communicate with the ground team to figure out where they are on the map and guide them, but potential rooms where suspects can be holding up in can have a red circle marked around them or something.
The T.O.C. player can also view bodycam footage if they want to see some action instead of just listen to it.

Idk. just a niche thought I had today when I was thinking why T.O.C. don't help out more :v

digital echo
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yep there shoud be a use of TOC he just says like mission comeplet, traliers incomeing proced with consen and thats it

potent cedar
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[Gameplay]
Animation - Ragdoll - Physics

Recently I've come to notice after shooting an enemy within the leg or many parts of the body the AI has no animation or reaction. I feel added animations such as an enemy shot in the leg will kneel down or cover there leg. Or an enemy shot in the arm holding there gun will drop the weapon. Just animations to include more depth. Uncomplying enemy running with a knife, shoot him in the leg to help make him compliant. This would eliminate instant headshots at all times.

||T.L.D.R: Add animations and reactions to AI being impacted by a gunshot.||

digital echo
pallid echo
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Suggestion: One thing i heavily suggest the devteam look into is a game called crisis response. Its free on INDIEDB and is a cancled project from 2017, it has some really cool features i feel like this game would benefit from lots, once it is added that suspects can possibly live/die from a gunshot overtime i feel things like gauzes, and tourniquets will be such a cool feature.

Sidenote i love how responsive and open the team is, constantly answering and updating us is the best practice possible and this is the best game thats done this. Love y’all for ur work and effort

And things like seizures, heart attacks, hard breathing, etc

dim flicker
#

Toc should only respond after each objective is done cause they talk to damn much ngl

digital echo
safe hamlet
safe hamlet
#

[Weapons]
New Weapon the DMR the DMR could be either the M110 or the EBR MK14 both would have the Abiltiy too be equiped with both a 6 Times scope for Sniping Support and a Red Dot/Iron Sights that are mounted on a 45 degree angle of the weapon for CQB it would be a rather Powerfull gun but only Feature Single Fire and is better suited for Engagments with a Bit more Distance like the Outside or Long Hallways

ivory wigeon
#

Two sidearms. One in a side holster and one in a chest holster

rich axle
bronze niche
#

Can we have an option to disable IR and Laser bounce lighting similar to flashlights?

old heath
#

Zoom optics to be actually zoomed. Both "zoomed" optics seen to have barely any zoom. Yes this is a cqb game 99% of the time but sometimes It be useful.

mighty crow
#

Got the game yesterday, and was very happy to see it came with a pre-made controller control scheme. Some of the options had to be adjusted a little, but for the most part they work. The devs really didn’t have to do that, but they did, which made my life a lot easier and I really appreciate it.

rotund jewel
mighty crow
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[Gameplay]
I have to say my biggest complaint about this game is how much you get bodyblocked by your team in this game, especially with how narrow some parts of the map get. Don’t even get me started on trying to get a 5 man squad through a single door. It gets very annoying.

What I suggest is that whenever you come up behind somebody on their left or right side, an animation plays where you put your shoulder forward and squeeze past them. In theory, this would make traversing the map with your team a lot easier.

clever pumice
safe hamlet
#

[Gameplay]
Dynamic Time
So now we have a standard time for each map. But you could make it so time changes per time you load the map. Now the NPCs are dynamic and the maps are but the time isn’t.

stray rock
#

[Tools]
Pry bar, opens the least when used on a door, unlocks both doors when used on a double door
Battering ram: opens door fully, guarantee death if trap exists
Breaching shotgun (point blank towards door): just enough to activate trap
Pry bar: basically peeking the door or just unlocks door, won’t die to trap

snow goblet
slender coyote
#

i need an AA-12 for my personal Expendables Scene šŸ˜„

#

would be nice if you could cancel the shotgun reload animation i mean u don“t need to reload full cause you put every shell one by one in so i guess it is not so far from realistic but would have saved my life a few times

wide wolf
#

i think it would be nice if you can drink water in the game, sometimes my character gets real thirsty

dim flicker
#

Telling someone to drop a weapon should count around corners and through cracked doors, can’t tell you how many times a told a dude to drop the gun why he’s standing completely still and then I shoot him and boom, -150

tepid kelp
#

[misc]
mismatched terminology

"return to lobby", but the lobby is called headquarters
thats all

stray rock
#

[Gameplay(?)]
Being able to fire the bullet in the chamber while reloading a half used mag midway, may or may not save your life

naive pike
#

[Gameplay]
rough map as a loading screen.

HI guys, completely aware that having no detailed map adds a good layer of realism to the game. What I think would be even more realistic is having a very rough overview of the mission during the loading screen though. A team would never do a raid without knowing roughly where their peers are and the buildings that they are going to have to clear which can be an issue in some of these maps. A Google Maps photo with a bit of pen on it would be a reasonable level of detail (like I've attached) which would make clear what's the red zone and what's amber (blockades & cut offs from supporting forces).

You could even take this a step further by having different levels of quality for different map modes: an active shooter map may just be a circled building on a crap google maps photo. Whereas a pre-planned raid may have a more detailed diagram of friendly forces, buildings to be cleared and outside areas that are in the red area of responsibility.

What do you think?

chilly panther
#

Benchmark
I suggest that the developers create their own in-game benchmark. There will be huge benefits from this.
0. This is not very expensive for developers. Locations, 3d models, textures, sounds and other resources are already available.

  1. The game is fresh and can be referenced in PC testing. It will be very useful for players because they will see the real results of their graphics settings.
  2. Due to the possibility of testing, test results will be published more often in gaming media and mentioned by bloggers from different countries.
  3. Due to the publication in the media about the game, the citation index will increase.
    As a result - more audience learns about the game, more sales.
flat sorrel
#

[cosmetics] I totally understand not wanting a progression system and all that but honestly games like ground branch look hella nice because of their cosmetics and add a more personalized feel when you can choose what your operator is wearing in terms of plate carriers, helmets, etc. I also know the devs thought for cosmetics something like if you complete a certain level with a certain grade you can obtain a skin but I at least feel that to be a little lacking

clever pumice
#

pls add 9 bang back to the game and more scapped features like drone ladders sniper and planning pls add all of this in fture updates or in the full relese 😭

pliant night
#

[Gameplay]

Add a hand communication, More realistic, and better for gameplay.

steady topaz
#

Characters' Bios, Lore, Fresh Meat, etc (THIS IS A RE-DO/EDIT)

It'd be interesting for SWAT characters to have bios. We can know about their past, real name, age, birth, body and appearance descriptions including height and weight, history, background, origin, experience and operations they've participated in, psychological report, their qualities and flaws, purpose and reason behind why they're pursuing law enforcement, maybe even some dark secrets, so on so forth. (Similar to how every operator in Rainbow Six Siege has bios and profiles.) This makes up a story for the officers, and makes them more interesting.

Also, more characters should be added to the roster in the future, before the game's final release or post-release. We should expect rookies that's just earned the title of being a SWAT member, experienced SWAT members who've just simply transferred between units, and other SWAT members that have existed but we've never met yet.

A CONTINUATION OF THIS IN A FEW MINS

#

CONTINUED

Some examples for characters, when it comes to "dark secrets" :

  • Judge is a reputable SWAT sergeant, but is also a corrupt cop.
  • King can be a troubled alcoholic when off-duty. Throughout his early life, he's had to cover for his father's wrongdoings at home, who was also an alcoholic. As of now, King feels he's been cursed or haunted, for ending up with the same demons as his old man. There's a saying, "Like father, like son."
  • Eli beats his wife.
  • Swan is a cheating ladiesman, who has a troubled marriage, or is fighting for custody of his kids.
  • Prescott is secretly a rat, a traitor, and an informant/spy for a terrorist organization/opposing forces of the LSPD. He discreetly studies and sticks his nose into other officers' business and privacies. He was responsible for assisting causes that led to the murders/assassinations of other LSPD officers and law-enforcement personnel. But he has also had a few victims himself as well. As of now, he's still not been caught or convincted yet, and he still lurks within the LSPD. At some point, he must choose which side he'll stay loyal to...the LSPD or the opposing forces.
  • Alabama carries a past history of being convicted for his connections to a drug trafficking ring, before being offered a life-changing alternative instead of a life-sentence in prison, by working for the LSPD as an informant and undercover cop, until eventually joining SWAT after the next years of his service.
fallen cape
#

[Gameplay]
Suspects' stress level will rise with every hit shot, making it possible to force them into surrender with nothing more than a couple pepperball shots

hard silo
fallen cape
hard silo
fallen cape
#

An option for subtitles

hot delta
#

Improve further on the game's physics

rich axle
#

improve gore and ai

clever pumice
# hot delta Improve further on the game's physics

yep they were going add new physics to the june update and they were when the update was just for supporters but then june 29 when the update came out for everyone there were no new physice there were but not that much as they said

clever pumice
supple dagger
#

Being able to have blueprints of a building and entry ways to be able to coordinate better tactical strategies in game

Maybe also being able to cut the power of buildings or hack into cameras

pliant night
#

How about a VR adaptation ?

hot delta
#

[Game mechanics]
I like how the other game Payday 2 did with it's randomizer. Example: On "The diamond store" heist, each time you play that heist over and over again you will notice that the CCTV room is on the side of the building, but during another heist on the same map the CCTV room isn't there. I would love to see that game mechanic be applied to Ready or Not's map as well. Specifically, I want to see some objectives' location and map details be slightly randomized each time you restart the same map so not every deployment feels the same anymore. For example, the location of two meth packages on 213 park home should be placed randomly, not only just 1 at the laundry house and the another one is at the meth lab house on the 2nd floor. The same thing goes to other maps of RoN too. I think combine the random AI's behaviour we have now with Payday 2's randomizer mechanic will bring the replayability of RoN to the next level.

tawdry wagon
#

Add reaction phrases for SWAT officers to what is happening around. For example, on a neon tomb, when officers see many dead civilians, a random officer will say something like "Let's end this hell as soon as possible." I don't think it's the most useful thing to play at this stage of development, but it adds to the feeling that SWAT officers have empathy. (Just now they look like robots that went through both world wars and the Korean War).

zinc canopy
#

The taser animation on a taser suspect is completely wrong, can we please have an animation so that when someone is tasered he drops on the ground while he’s incapacitated?

old gust
digital echo
#

there shoud be a feature where if we scoll are mouse wheel then are movement speed shoud change and increase

stray rock
#

[Mechanics]
If the devs were to add a third slot just for the taser, a new keybind or something that allows the player to equip the taser (left hand, taser holsters are usually placed on left side) while also holding the lethal firearm (right handed). When taser and lethal firearm are out, lethal firearm will automatically go to the low-ready position
While you are holding your taser and lethal weapon, you can only fire your taser and it would be impossible to reload both weapons, you can only reload after putting away your taser

viscid ginkgo
#

Add the abillity to add a laser and flashlight on a weapon so you can switch during a mission

viscid ginkgo
#

Abillity if the suspect is surrendering to give him the order to walk in the direction of the officers so they dont have to cuff him in non-cleared areas

left crypt
#

[Game mechanic]
putting (stunned) suspects and/or noncomplying civilians on the floor and cuffing them by force, without the use of tazers or beating them up (lol)

it is quite unrealistic to taze or even straight up beat a civilian, and while I am sure we could find examples of this happening irl, that's not official procedure for restraining people.

that mechanic/animation should also be done in two steps.

  1. throwing/forcing the suspect/civilian on the ground.
  2. the cuffing animation.
clever pumice
#

there shoud be a animation when we will spwan in the mission we shoud be in the SWAT truck and in the animation are officers shoud come out of the truck

clever pumice
#

how about snipers in Ready Or Not from SWAT 4

left crypt
safe hamlet
#

yalls need to make the recommended system requirements higher, I'm getting fps drops with high graphics (and with fps drops I mean every time I look somewhere it drops to 2-9 fps for 20seconds, unplayable almost)

steady topaz
tawdry wagon
#

Add trashtalk between suspects , now they just walk around the same point and say one or two phrases in a couple of minutes or repeat the same animation.

grizzled geyser
#

Make it so if the suspect is still alive when you shoot him and he goes down he moves a little bit like in insurgency sandstorm

naive pike
#

[discord]

Dedicated S-Run channels.
Each timezone has a non-lethal / S-Run channel.

turbid flower
#

[no clue game mechanics?]
make this ball pop yoga balls are not made of steel

ivory wigeon
tight lily
#

Rework the bleeding mechanic. Cause every time i got shot in my arm, why am i limbing, why am i moving so slow, isn’t when u got shot and bleeding u suppose to get out of the fight as quick as possible .The visual effects as well, why am i got hit the leg and my pov is fill with blood so much it literally block my whole vision. So whenever i got shot i suppose to stay still press f to patch myself up and hope I don’t die? Pls change this

pure hearth
#

When you get shot multiple times you don't just die and a teammate can patch you up but if you get shot in the head you are just dead.

clever pumice
#

how about Suspect Interrogation you will be able to interrogate detained suspects for them to giveaway positions of other suspects or a civi or an objetive like that girl we have rescue in hotel barricaded suspects and more

marsh void
#

[Equipment]
Able to customize helmet mount
Ability to equip a flashlight on the helmet just like in the trailers

safe hamlet
#

Make enemy AI smarter, for example if swat is at a door planning breach, 1-2 suspects might come rotate behind them and challenge them.

terse smelt
#

Aim sensivity

clever pumice
#

make the tactical headphones for a use

safe hamlet
#

add a way to turn off the lights from the building (fuse box or smthng)

flat sorrel
#

make a more in depth healing system using a typical combat first aid kit that could resemble the system in arma but maybe a little simpler

ivory wigeon
#

There is a line of dialogue from an officer where they say Miranda rights after arresting a suspect. This is completely wrong because we aren’t questioning anyone so there is no point in reading off Miranda

grizzled geyser
#

Add more animations like tapping a shoulder when you’re stacked up, high ready position hold your buddy shoulder etc.

hot delta
#

More enabled bomb threat modes on the maps please! I love how intense it's situation is.

paper thunder
#

Maybe Some Form Of System Where CS Gas Spreads throughout the room rather than just clogging a corner and doing nothing? As in the gas spreads out the through the room and then exits through air ways like windows or the entry door ?

gilded mulch
#

I still kinda want to be able to "reinforce" or apply first aid to a downed officer in a 1-2 player Co-op situation. Especially since there are first aid kits on our uniforms

safe hamlet
#

[Medical]

You don't receive a penalty if you reach a downed officer and perform aid (same mechanic as cuffing suspects, different animation) within a certain time frame. The first aid wouldn't high-jack gameplay but it would also satisfy players who get weirded out just leaving their friend on the ground without helping

clever pumice
#
  1. add drones not those rolling drones from R6 but those flying drones that can not go inside but outside and they will be very useful in missions like port and MLO base and more. 2. add ladders so we can go to those areas that are blocked like a window or a gate that leads to area of the map that can be acces by susepcts civis and SWAT but players who try to leave the map with the help of ladder they wont be able to place them in those areas that lead to the outside of the map.
topaz zealot
#

If we can break windows by using some equipments like hammer or after shooting it with certain amount of bullets that would be great

safe hamlet
#

Shoulder tapping

safe hamlet
#

The guns need a way stronger recoil, currently u dont even realise there is a recoil cuz its so small

tawdry wagon
#

Add more levels with "The Hand" I think the developers need to continue their storyline. Because this is one of the most interesting and undiscovered groups, which has a huge potential for development. They can use this very old concept (looks cool i think).

safe hamlet
#

twisted nerves needs some serious performance update, every other map works fine but like 10 fps in twisted nerves

safe hamlet
#

remove the AI from the window at the big mansion map, all the AI swats start fuckin sprayin the house with bullets and civvies die

safe hamlet
#

Gas takes way too long to affect the suspect, make it so the suspect will drop his weapon and cover his face or smthng as soon as they see the gas spread

pallid echo
#

Not really a in-game suggestion , but could y’all have like a spotify playlist or something for the soundtrack, Training 5 is my favourite piece of, ambient music yet, its so somber but calming in a weird way

summer wadi
#

PLEASE add the full carry handle rail to the g36c

broken dragon
clever pumice
#

add tags like blue and red and more players not 5 there shoud be like 8 players

hard silo
clever pumice
#
  1. add cutscenes also there shoud be a way to skip the cutscens 2. you shoud not be able to skip cutscenes in the campaign 3. pls dont make the cutscenes so long.
safe hamlet
#

lockpick gun way too op

safe hamlet
#

Make suspects run if you let them out of ur sight when hands up

stray rock
#

[Enemy AI]
New behavior
You seemingly walk into a room with no one when suddenly a group of enemies (5-6 maybe idk) pop up from nowhere aka you getting ambushed

zinc canopy
#

Taser should be allowed as a third weapon slot and not as a secondary weapon. Players should be able to have rifle, pistol AND taser if they wish

safe hamlet
#

Linux compatibility on release

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give the suspect ability to take a civilian hostage with a gun to his head and the civilian in front, so you'd need to be way more accurate or not shoot

old gust
#

A tank

old gust
#

I posted the suggestion above to see how many dislikes I can get

clever pumice
#

suspects shoud be able to crouch in the open but those suspects like the terrorists and the paramilitary suspects

sacred dust
#

A server browser would seriously help with matchmaking. Plus Steam Workshop support in conjunction could streamline modding and allow people to download your mods just by joining your game.

willow quartz
#

[AI INTERACTION]

Whenever u handcuff a suspect u should have a small option to be able to interrogate the suspect , seeing if they rat his friends or tell u where the meth or whatever u have to get is . Of course most of them would not like to cooperate and would spit in your face or tell u to fuck off etc.

dapper flume
#

To be able to throw utility around corners, doorways without exposing yourself. for example, if holding a flash and aiming at a doorway edge, it gives you an option to throw with your hand being the only part exposed

safe hamlet
#

If your hand is hit, the recoil is increased and worse accuracy, if your leg is hit you will walk slower and have a slight limping||(the fuck is that word?)|| animation

#

Voice recognization similar to phasmophobia's would be cool (for compliance yell bind and this), in addition to that the suspect should hear your team comms and get alerted depending on the db

old gust
#

A tank on April fools

old gust
#

Vietnam update when

#

Christmas suspects and we play as Santa with a m4 tryna stop the wet bandits

craggy harness
#

As addressed in the AMA, I'd suggest a "Ghost Recon" styled interrogation option for arrested suspects. Not only does this make objectives easier to find, but it also gives a larger reason to arrest suspects.

lusty frost
#

[NPC Team-mates able to arrest on their own]

With suspects now fighting back if they aren't being observed after they've surrendered, but haven't been cuffed.

I'd like a feature where NPC team mates would just cuff other NPCs on their own.

If multiple surrenders happen at once and they need to cuff everyone, they'd use a grading system, that would go more or less like this:

Highly dangerous suspects (Bomb vests, etc.) -> suspects -> civilians, so they arrest the right people at the right time.

Also make it enable-able or disable-able in the command menu, so if you don't like it, you can turn it off.

old gust
#

F18 strafe the gas station

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I’d love to have 25 players

civic mural
#

When playing by yourself and setting up a mission, it would be nice to have to option to choose whether you bring ai teammates or not. I know someone people like solo runs and would appreciate bot having to worry about telling their ai teammates to go for timeout in the corner.

scarlet nymph
#

Any chance of improving the matchmaking so that people with mics who want to play tactically can get matched more often?

dapper flume
fathom elbow
#

buff the amount of slots to carry equipment by like 3-4, somewhat feels pitiful to have little flashes or equipment given how gigantic the maps are typically are

left crypt
olive matrix
hot delta
coral ermine
#

[GAMEPLAY]

CS Gas Buff.

From my understanding CS gas is a great use when you have to deal with a room that may have multiple obstacles for a flashbang to be 100% effective. The problem I see now is that the Radius of the CS gas is not as wide meaning that in some big rooms or with some weird throws you might end up even in smaller rooms with half the room not be affected by the CS gas.

My suggestion is to increase the Radius of the CSgas in order to be a viable option. Right now the only real option is flash bang.

dapper flume
#

To make possible to disable / enable mods right in game (main menu)

tawdry wagon
#

Add balaclava for swat officers in uniform

verbal furnace
#

Would love to see a full summary after a match for each player : Shots fired, hit ratio, who arrested, who collected evidence, who killed civies, etc

simple finch
#

add workshop so there we can be mods in the game

scarlet nymph
#

[Matchmaking]
Prevent players from being matchmade to a lobby where the host is AFK

daring haven
#

Make a marksman rifle of some kind or even a sniper kit that has certain post around the map to help out with hostage situations and shoot through windows and what not

spare kelp
#

Have the default VOIP channel be "team" so people can actually hear each other across the map, without the need to remind everyone to switch.

turbid cloak
#

taser should not replace pistol

tawdry wagon
#

Add pepper spray for pistol slot

tight lily
#

add a handgun use 10 mil for swat

safe hamlet
#

Utilizing rail space, specifically on the top rail. Being able to push sights fwd and back

unique frost
#

[SETTINGS] [GRAPHICS]

-Give us the option to change brightness, saturation, contrast and hue.
-Fix motion blur, won't work on most maps.

hollow horizon
#

Add Medic specality operatives. (takes up the slot that used for shield, Breaching shotgun, and other items alike)

They will be able to heal other operatives slightly, not entirely (will have to perform per limb)

opaque nimbus
#

have AI teammates automatically secure weapons when ordered to secure a suspect

old gust
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Make weapon bags clear and size orientated. (A clear bag you’d see at a homicide/crime sight) Basically make the bags clear so we can see what weapon is in there and make the bags size appropriate. (A pistol/knife gets a small baggie while a m16/shotgun gets a extra large bag)

hardy pine
#

How about being able to render first aid to teammates when wounded somewhere non-life threatening? Or if your legs get blasted have the player fall to the floor; still able to shoot BUT not be able to ADS whilst a teammate drags you away from danger to render aid?

edit: Instant death (in most cases) can feel really discouraging and I often see people leave as SOON as they die.

jagged finch
#

Give host the option to enable revives for teammates. When playing with friends or even just a single friend, you are left to clear an entire area by yourselves until someone dies, which makes it significantly harder, technically in real life there is more backup, so the revives would just be the player restarting at spawn essentially. Maybe make a revive limit? Not too small tho.

It'd be a game option so if you didn't want it, don't choose to have it enabled

#

Setting to invert the default walk and shift walk. So inverted would be walk for default and hold shift for run

brave prism
stark herald
#

Suggestion: Not sure if this have been mentioned before. But there should be smaller missions. All of the missions I have tried so far, is Always pretty complex. I feel, there should be smaller missions, barricaded suspects in single houses, appartments ect.

jagged finch
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Get rid of the notification letting you know that you completed your goals (like killing / restraining suspects and saving innocents). It makes the game less immersive when you haven't cleared everything yet but you already know you've done everything. You could press Page Up which would give you a notification letting you know which objectives were completed, if any at all.

clever pumice
#

pls gave a big update to AI SWAT in the next update because they are kinda stupid for now

bitter haven
#

Why can't we take more ammo for the grenade launcher primary?

ripe berry
#

It would be nice to have more weapon parts to choose from. For example high iron sights for glock, or diffrent kind grip.

summer wadi
#

add double jump and powerups

naive copper
#

Ability to check for locked or unlocked without peeking open the door

broken dragon
#

Maybe a bit of a stretch but when the game releases and we get the campaign maybe we could have some missions in which the character (Judge) interacts with the HRT or maybe in some missions where you could play as Alpha (The protagonist from the trailer: "To Save Lives") or maybe these characters would interact sometimes in the campaign. A bit of a stretch but it would be cool to be able to do more with the FBI and the HRT maybe even another hub which is the FBI station (Also shown in the trailer: "To Save Lives"

rocky echo
#

A thinner reticle for the holo sight would be nice maybe also just with one center dot.

old gust
cobalt nebula
#

rename friends lobby to private lobby. Allow host of the lobby to provide an invite codes to anyone they want bring into their lobby.

broken dragon
hardy pine
#

Make 'team' the default chat (or the only chat for that matter) and give it the sound of actual radio comms also using mic clicks when 'v' is activated and deactivated.

bronze halo
#

[Gameplay]

Open World Maybe?
At release, add an option to actually drive the team to the set location through a quasi-open world environment. This will add some realism, and will create a more dynamic and real world.

hardy pine
#

Remove the option to ADS when using NVG, using canted sights instead.

bronze halo
elfin fjord
#

Please make the red dot and holo a bit thicker and brighter. And change the colours other than red?

summer wadi
#

add a dog handler role

rare niche
#

Make it too where civilians seek out Swat after hearing call for compliance after elimination of all suspects and change the voice lines during said phase of mission.

rocky echo
#

A prep phase in which you can see the map including the different buildings, rooms, tunnels etc. would be nice.

As someone who only plays once in a while the maps can turn into a maze sometimes.

safe hamlet
#

[Training]

Adding a force on force shoot house with "sim" rounds (everything does non-lethal damage) may be helpful for some people learning the game.

summer wadi
hardy lance
#

I would like to see a why to block myself from joining a certain Public session. This is due to several occasions where I keep getting put into a lobby with an AFK host and can’t join other public sessions

dim flicker
#

moar gun

lilac island
#

Add a suggestion bot that actually keeps track of the suggestions instead of loosing them all in this endless chat. Or just make a Trello Board to keep track of things

rocky echo
#

The option to equip a light and laser module at the same time. Maybe also a visible laser option for the peq

clever pumice
#

add NPC officers to the headquarter. and they will do there things like working on computer, talking to other officers, helping another officer, resting, interrogating, or putting a suspect in a small jail cell and much more. because for now it feels like that we are the only one in the headquarter. there are some police officers but they just sit there and do noting šŸ˜‘

old gust
craggy harness
#

Glass breaching into buildings, add break n' rake tool.

noble mirage
#

Add console

cobalt nebula
#

the ability to shoot lights out.

tawdry wagon
#

I want to write ideas at once in one message:

1.Finally add phrases about wounded civilians for Prescott

2.AI Teammates with mirrorguns can tell the exact location of suspects and civilians in the room.

  1. AI Teammates can give 1-2 mags from their weapons to the player if the caliber is suitable and the player has fired all the magazines (But they themselves will begin to switch to pistols, if they gave everything to the player of fired ).
rich axle
#

fix ghosting on sights

rocky echo
#

Removal of the riser used with the SRS sight, it should be high enough itself. On the M4 it is clearly visible that the red dot is much higher than it is on any other sight, despite them always having risers.

safe hamlet
#

SW29 44 Magnum
It's literally iconic for Law Enforcement from Dirty Harry and it would be nice to have something big to complement a 9mm smg

old gust
#

Have suspects have other types of evidence on their person, such as the meth kids on gas having drugs or the suspects on port have documents/manifestos or other weapons like knives to collect. Don’t make it too tedious though

summer wadi
#

sniping gameplay

#

add the sig p226 or p229

clever pumice
#

pls scale up the old graphics because they look more better then the graphics we have today. also its just a old image from void interactive web site.

astral venture
#

weapons and customization is low and need more care .. there is no practice mode for players who plays these type of game for first time just jumps you into the game without showing all of things had .. and maps need more infromation like how it looks like or how much floor had pls add this things thank you

silver jewel
#

with shotguns, the game forces you to always drop one in the ejection port and then at least one through normal loading. you should be able to interrupt the reload before that second shell for an emergency reload.

fresh egret
#

The ability to change your operators voice (I may be stupid and not know how to do it currently)

tawdry wagon
#

Add King as second playable character(with voice lines). It has commander phrases, yes they may not be fully made but this is at least some kind of variety than listening only Judge

leaden cloud
#

I'm sure more operators goes without saying, however I can only mention it'd be cool for female operators as to be more emersive and inclusive for players who want to feel like the character they are playing. (I say this as I see a lot of RP type stuff in this game, and it'd only make sense)

safe hamlet
#

I know this one goes without saying where people want flashlights + laser / IR availability. But the ability to switch on your Illuminator on IR would also be great

tawdry wagon
#

the ability to change the color of the laser (Green, Turquoise, Yellow and more more)

hard silo
#

better swat yell voice etc. now its like in the C rated movies šŸ˜‰

devout pawn
#

Add a drone that can fly and has thermal but a small range to use, Or add a rc car that can open unlocked doors

spare kelp
#

when you're hosting a lobby, and people are still playing, add a warning before you quit - so many new players kill hosted lobbies -when they die they just exit, and ruin the game for remaining alive people

merry maple
#

Hello! A friend asks if you will add Hatsune Miku, the creator of Minecraft as an operator to Ready or Not?

stray rock
#

[VOIP}
Being able to set the volume of each teammate independently

fresh egret
#

Suggestion: A new map suggestion, a bank heist response.

Description: Think about it, one of the most iconic police response moments that movies portray. This would be a brilliant opportunity to put a ready or not spin on it and show how much these sort of criminals care about money and how they do not care about the lives of the people who work there, only using them as a human shiel.

tawdry wagon
#

Add KSG, Honey Badger, Kriss Vector and more modifications on weapons.

mild ore
#

Please add Team Deathmatch mode like Old SWAT 4 used it be so much fun..missed that game so badly this game reminds of that game

lusty frost
#

Since not all people have groups of guys to play with and don't want to play with random people be it on the discord or through the server join.

I'm thinking about making a CO-OP (2 player) mode and I want to dub it

"First Responders"

You'd only be allowed to carry side-arms
And 1 rifle/shotgun of your choosing would spawn in the back of the car you arrive in.

Maps could be sized down version of Park homes and the gas station etc. Not full houses to raid, like Voll health or Night clubs filled with terrorists, but smaller incidents of armed robberies etc.

There would of course be less enemies per each map, to accomodate for the smaller ammount of players.

I think this would be fun as I've seen people toy around with this idea already.

tawdry wagon
#

Revive the loading screen. For example: add dialogues between SWAT officers or police radio on ost.

tranquil hamlet
#

ad an option for us to be able to have the carry handle on the G36 so we can put larger sights on it like the EOtech

ivory wigeon
#

Operators shouldn't shake their gun while yelling

old gust
#

Raiding a cultist compound. Would be nice visually and mechanically, as most of them would have knives/small arms, with a few having shotguns. Could go the route of making it decrepit or making it look rich and stylish, a sort of mansion looking place with dangerous zealots who’ve either kidnapped people or stocking up dangerous weapons/explosives. A callback to the Taronne tenement map which was one of the best missions ever in my opinion. Make it scary, with mad ramblings on paper and suspects using explosive vests more often. Would fit the aesthetic of ā€œshock valueā€ maps like nightclub and voll health house. Would also make sense to use the bomb threat and hostage rescue scenarios as the cultists could try to blow themselves up or take hostages with them as a sort of sacrifice. Works with barricaded suspects, raid, bomb threat and hostage situation. We could even get some nods to the Selpuchre. Also make the place littered with already dead cultists, as some have committed suicide due to the cops arrival.

safe hamlet
#

Add polish language option????

sacred dust
#

[Graphics]

it feels like the option to turn on DLSS ends up making the game a lot uglier than it should. whenever i activate it, a lot of textures become blurry. such as the Eleotech marking on the holographic sight. it does also make the image ghosting on reticles worse. this is just a small nitpick but it was something i noticed.

old gust
#

Make the suspects on gas station and meth house swear at you more when in a gunfight/knife fight, as irl most suspects swear and yell due to adrenaline. It’s weird having them shooting and not saying anything. On other maps however, like Ides of march or Voll health house, the enemies are far more experienced and military so it makes sense to not have them swear and yell. Would give the maps and suspects more atmosphere and personality. Really makes you feel like you’re taking down scumbags/degenerate criminals who’ll do anything for another hit of drugs.

tawdry wagon
#

Prescott's voice sounds too young, although he looks 35-40 I think his voice should be swapped with Swan

terse smelt
#

AIM sensivity!!!!

stray rock
#

[AI behavior]
Civilians and enemies will react to you shining a flashlight at them, I mean anyone irl would react to that if someone shines a flashlight to you

old gust
#

Fix the rag doll issues when cuffing a dead suspect/civilian (when you handcuff them near a wall or door the body gets stuck) it’s funny, but can cause weapons/evidence to get knocked over into the floor and causes lag issues overall.

crimson mirage
#

I think we could end suspects pain with shooting them on the ground

safe hamlet
#

[AI]Fight or flight mechanics. AI reacts to lights and commands by running or fighting based on morale

tawdry wagon
#

Add animation how FBI HRT squad help evacuate civilians in containers (I know it was planned, but it's strange to see them just left in these containers.) (Port)

green frigate
#

Can we have the votekick option for the game so we can kick troller or team kill?

brazen canopy
#

civilians should not say shady stuff like "GET READY" in an angry voice when they see the police

safe hamlet
#

Suspects going down but still being able to fight or hold their firearm to shoot from the wounded position grounded would be cool, or slumped against a wall. it would bring a lot of life to the AI.

sage basalt
#

Can we have the option to change which display is used for [windowed] fullscreen when in a multi-monitor setup? I'm on linux and I've been unable to get my primary monitor setting to stay between boots, so I've given up on trying to set it. I'd like RoN to launch on my secondary monitor instead of my primary.

old gust
#

More achievements such as, completing maps, completing all the maps, completing a modded map, completing a map S ranked completing a map F rank completing a map killing all suspects completing a map killing all civilians, Easter egg achievements, time sensitive achievements, or death achievements. So many possibilities, and none of these have to be used.

severe violet
#

Got a couple suggestions on my mind so here goes: 1. Some suspects should dress up as civilians and pretend to be one so it makes it more interesting 2. Some suspects should hold civilians hostage (like at gunpoint using them as body shields) so it becomes a question of how to get the civilian out safe and take the suspect out 3. Whenever you go to arrest someone you should automatically get out of the animation if you get shot at or be able to cancel it yourself 4. Some suspects should barricade themselves in a room with hostages

fresh egret
#

Unlocking certain maps after completing ones prior to create a story with certain maps. For example, the data centre should have a note about the stuff voll has been doing, and the police were able to use info obtained during the raid to pin down voll as a suspect. Or the crystal and lead level being unlocked after you raid the meth house.

random stone
#

Either new maps or rework some maps to accommodate a Sniping positions (maybe specifically for hostage mode).

stray rock
#

[literal logic]
shooting an enemy in his fake death state actually kills him, right now if you do that, he is just gonna stand back up like its nothing

old gust
quiet furnace
#

Hey Guys i just joined this discord to see if anyone knew a solution to my issue i cannot play online because the game says failed to connect to back end services, ive deleted and reinstalled aswell as verified game files and disabled firewall and anti virus any ideas ?

upbeat rain
#

The mirrorgun should keep the direction it's looking once we use it - that way we can pull it out and hold it around corners etc & look at the screen on the model without having to actually "enter" the camera mode

summer wadi
#

S T E A M W O R K S H O P

jagged finch
#

Double tap crouch to go prone position

#

Make crouch lower your body more, when I stand still and crouch my gun and I move down by like an inch, I don't feel like I'm actually crouching.

fresh egret
#

Make the mirror take up more of the screen and have a slightly higher resolution when in picture in picture mode to make it have more viability

alpine bronze
#

I see often when the host player dies first and don’t want to wait longer, he leaves the match. Make sure that the second person that joins the game will be the host replacement if the host left the game so the game continue.

hard edge
#

Bring back the ladder and drones it will bring immersion

hot delta
#

steam workshop please!!!

quiet lichen
#

"Hidden" suspects on certain maps
Since (on certain maps like Port or Valley) "civilians" are just unarmed suspects, make it so they have some chance to whip out a pistol when surrendering. Make them still act like normal civilians rest of the time and only make them hostile when approached.

clever pumice
#

when we equip the mirror gun first it should play a animation. just like in SWAT 4 are character do a animation when he equip the mirror gun.

fresh egret
#

Instead of a gas, flash and sting launchers being separated items, the launcher uses grenades from your inventory. Allowing you to control how much ammo you have and making the weapon alot less specific.

tawdry wagon
#

add plates with names of SWAT officers on tables in the briefing room. Now all these tablets are signed by the same a character that can't be found anywhere.

old gust
#

I think you mean ā€œcriminals vs copsā€ it was a game mode from SWAT 4 and was a very small addition to the game. I don’t see why not, but rainbow six siege is very different, and I don’t think we need grenade launchers or drones in this game

safe hamlet
old gust
safe hamlet
old gust
#

Ok so hold on. You want this to be rainbow six siege and call of duty??!? No. Not in a million years. I’m sorry, but search and destroy?!?! I don’t think a tactical game has any room for that stuff. Luckily, call of duty is coming out to satisfy you.

hardy pine
#

1. Add 3 tiers of difficulty to each map/mode.

Easy
Medium
Hard

I'd say most current modes/maps feel like Easy or Medium, making it harder would be more of a challenge, whether that means adding more AI or just making them smarter. If not tiers of difficulty, allow us to increase/decrease the amount of enemy AI you encounter.

safe hamlet
spark sparrow
#

I think all they really need to do is change up the floor plans of the buildings every quarter or monthly, so your flow though a building isn’t routine.

old gust
# safe hamlet no not like call of duty or rainbow six seige not fast pace or anything same way...

Well I’m not saying that it’s fast paced, but even so, the base concepts do not fit this game. You’re proposing, cops vs cops (which first of all is weird). But let’s say it was cops vs robbers. Search and destroy? Nope. Doesn’t fit. Free for all? Why???? Team deathmatch? Maybe. I saw it in SWAT 4 but it was very limited and very underplayed. So no. Even the base concepts stick out like a sore thumb. Sorry mate

hard silo
# old gust Well I’m not saying that it’s fast paced, but even so, the base concepts do not ...

the thing is that there is need of pvp modes - someone likes singleplayer games with same stupid bots on the same maps on the same few spots with the same actions to take them down and over and over - and someone enjoy game with other people that are his threat to be eliminated where there is no room for boredom to be honest. swat 4 multiplayer exists till now and for game that is almost 20 years old still have players to enjoy pvp with. In fact RON is popular amongst others thanks to this game and to deprive its of the ability to play against other players would be nothing but crippling this game. The fact that you do not enjoy pvp it does not mean that the others too.

rich axle
old heath
#

Alternative pvp mode that is set in reality somewhat. Have them use simulation rounds instead of actual bullets.

hard silo
# rich axle pvp is coming, but they're focusing on co op right now

yes i know šŸ™‚ Because the vast majority depends on it. There is nothing better than healthy competition that will extend the life of the game for many years if it is good. I dont know why people have problem with this - no one is forcing them to play pvp, after all no one will cut their bot fight. Both sides should be pleased šŸ˜‰

rich axle
#

because people mostly play coop in this game, it's the focus, they only have so many resources after all, and right now it's all going into coop

old gust
# hard silo the thing is that there is need of pvp modes - someone likes singleplayer games ...

The thing is - I’m not saying I DONT like pvp modes. Im saying the vast and vast majority of them don’t fit with the game. Search and destroy and free for all??? Nah dude you’re tripping if you think that fits. And the pvp isn’t their focus right now anyways, and I doubt they’d make it their focus at all seeing as their making great success without one and even with one I doubt it’d be played more than the pve, which this game was advertised for. SWAT 4 has more people who play the pve than the pvp even nowadays.

hard silo
old gust
#

Look at one of my messages above. I advocated for a SWAT 4 multiplayer mode. But some want to turn this into call of duty, which is crossing a line that this game isn’t meant for.

hard silo
#

search and destroy is like take bomb into right place and blow it up like terrorist do so its ok. free for all is kinda stupid in every game tbh but tdm hostage rescue vip raid or defend its ok imo

old gust
rich totem
quiet lodge
#

[MAP] I have a idea for a map, ive been thinking about a dynamic map, like everything starts off good while your protecting lets say a building, and then you get ambushed and then that starts the actual mission. Let’s say we were at the PD station, but the suspects come breach IN while were there, so were the ones being attacked. Could work with a protest too, your walking around a protest then all the sudden shots ring out towards you, and people run. You would be able to move around before it happens. Also the PD being raided sounds like a cool mission, but alas if you don’t want us to be in the building as they breach it and we defend, you could say we were dispatched to a fake call, and then came back to the PD being taken.
tldr missions that unfold around you, starts normal and then turns into a shootout.

abstract nexus
#

[AI Behavior]

I really like the slower, more methodical gameplay style of this game but with the AI reaction time and speed, it creates an imbalance. AI reaction time seems to be a known issue and I would say that a 3-5% reduction would be appropriate. The equally, if not bigger problem, is the AI movement speed. Even AI wearing heavy armor can move twice as fast as SWAT wearing light armor. This creates a a huge disadvantage in positioning for the SWAT team and breaks immersion because at that point I feel like I'm fighting game mechanics. It feels like I'm in a completely different system then the AI, like I'm playing a slow methodical shooter and the AI is playing a twitch shooter like R6 Siege. I would say reducing AI sprint speed 10-15% would alleviate this issue.

crude dagger
#

make it so that u can shoot urself

wheat anchor
#

Hi, can we have photo mode ? Could be nice if you can edit the stance (crouch, aim, fire, ...) of a npc/player in that mode.

naive copper
#

[Player accessibility]

Add in the ability to fine tune reticle brightness for optics

hard edge
#

Bring dogs to the game like K9s

tawdry wagon
#

rework phrases about killed swat officers, pls. It's just strange that the officer is not breathing and has already bled out, and the character says something like "Officer down, he need emt" (man he dead how emt help him cmon). I want to have the character say something like "Officer dead, he is not breathing".

naive copper
#

[HUD]

Display amount of wedges left in inventory

fallen cape
#

More voice lines, ie. reacting to stuff they see (such as expressing disgust/horror at certain scenes)

#

More easter eggs

chilly panther
#

[Jamming]
I propose to jam 12 gauge semi-automatic shotguns.
It would be interesting to see good quality animations of a stuck cartridge.

foggy moth
#

Scenarios where you have to negotiate with a suspect, possibly through a door or face to face, sort of like those story games where what you say impacts the situation

final cape
#

I really like the Dynamics, Playstyle of the game. It has to be a slow-to-fast paced playstyle. And I like the idea of how something can go 1-100 as it makes the player have to think about what they are doing before they enter a room, discharge their weapon, and what actions they take.

Now,
I believe that VOID Interactive should look into something where your actions can lead to certain responses. I know Ready or Not has something like this already. But let's just say you have shot at somebody and he is you know, dead. Have other AI notice this and then start going in groups. Or just have them communicate to each other and start pairing up in groups. I feel like this could bring a slighter bit more difficulty but realism to the game.

All in all, VOID Interactive should look into more ways to where your actions have consequences.

final cape
#

Also would be nice to have a brightness bar to turn up or down the brightness.

gaunt pine
#

Steel plates are dumb, steel are not a good... and functionally a bad idea to wear for protective use due to spalling, the fact that Ceramic deals better with the kinetic travel of rounds so, Ceramic should be the superior armor type than Steel

idle ice
#

If the player holsters the weapon with his flashlight on, then still keep it enabled when it's in the holster since the player actually didn't toggle the flashlight off.

zealous bluff
#

shootout scenario

flat coyote
#

AI really is broken: sometimes they resists too much, you really need lot of shots to down them, even 4 shotgun shots at close range despite him being armored or not. Plus I start to feel what people says about their reaction time and their movement: they should be slower when moving back or lateral and their reaction time sometimes is insane, I just saw a bot doing a 180 and one shot my mate istantly.
After seeing a fix for such issues I'd like to see enemy being a bit stunned when pointing the flashlight at their face for making the game more realistic

dreamy locust
#

[Models]
Female characters
Maybe add some female characters for the female players?

tawdry wagon
#

revive locations. most maps lack the atmosphere of the environment, for example on checkin'in there are no signs of life, except for the wounded and suspects In a hotel.For example, I would suggest adding to Neon Tomb several emt cars and large crowd of people behind the fence. now the background of the locations is dead and empty .

left crypt
idle widget
#

[Gameplay]
I feel like a recording & editing function similar to that of GTA 5’s Rockstar Editor would be awesome to see.

inner delta
old gust
summer wadi
#

When they add workshop that we can run a basic mod like "no upper right hud" without invalid scores

inner delta
quiet lichen
mild ore
#

Swat 4 style TDM (miss this game too bad they did not make sequel)..also would be nice if we can host servers..Swat 4 did not have sprint(Crouch, Lean and walk)..they had armor, Heavy armor and light armor which affected the movement speed.

fresh egret
old gust
#

Have an evidence locker full of the suspect ids, weapons, evidence and more. You could incorporate it so that every match we play gets saved and every piece of evidence and suspect it belongs to is saved. Ex. [Suspect: Age, 16, weapon: knife, status: DOA, (character model)]

rocky echo
#

realistic human reaction speeds for suspects based on their lore, no more john wick in a meth house

broken dragon
#

Add a better system to the feedback reports because a good portion of these are just repeats of others E.G suspects are to op etc etc maybe add a new channel in which it addresses these ideas and says whether or now it’s gonna happen so we can get ideas implemented into the game instead of being repeated in this channel

inner delta
#

If u can’t turn down the methheads make us able to consume meth and gain the same abilities

south wyvern
#

Breaking Bad,Raid on Los Pollos Hermanos

inner delta
#

Give suspects flashlights on dark maps and make them able to see clearly only when we are in the flashlights beam

final cape
#

More animations.
I believe VOID Interactive should take a look into more animations. I say this because some animations are pretty dull. We have basically low ready and that is it. I would like to see VOID Interactive have similar weapons animations that ground branch has that you can do with your scroll wheel.

hard silo