#đŸ“©feedback-reports-channel

1 messages · Page 2 of 1

summer wadi
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high ready

inner delta
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Batons please cmon it’s just a stick that goes bonk

rich axle
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it's a small change, but please make the animation smoother from entering and exiting low ready. right now it looks somewhat robotic.

real nimbus
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I think you should make some smaller maps, like some actual police responses like a jewlery store robbery, hostage situation at a shopping market, a 415, convience store robbery, gang shootouts, and other small situations maps like these. With the large maps currently in the game, i feel like im searching everywhere and walking around the whole entire game searching for the last civilian or enemy. Also, I feel like you should make when you join your friend with mods, it instatly download their mods so its not a hassle of them going to a site and showing them how to instal the files.

summer wadi
clever pumice
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add FMJ bullets

crude dagger
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Make it so that it is possible if u want to restrain someone there is a chance that they assault u with a knife or they just attack u

crude dagger
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So i think without mod there should be wayyyy more charackter customization from more unites whoe could be from other units around the world take sas or ksk for example that would be awesome

jovial geyser
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Don't know if someone already bring that up, but we should be able to shutdown the music whenever there is some in a map, by shooting on the radio/speaker or maybe just a action button that would give us the opportunity to shut it down.

mossy wyvern
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smaller maps based off of LA slums/low income housing rather than some fancy hotels & warehouses
ive heard a lot of people complain about the current map sizes, and i have to agree. genuinely tired of all of these grandiose establishments that take 30-40 min to clear
what about some smaller stuff? just drug busts, but on a smaller scale? no weird creepy tunnels, some normal suburban homes or apartments
a cheap motel would be pretty cool to clear too

fallen cape
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[Gameplay]
A "true solo" experience where you play as a lone wolf with no backup. Currently it's hard to get better at the game when all the AIs mow down everyone for you

upbeat rain
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Holding right click with the mirror gun out should let us adjust which way the camera is facing without having to actually go into the fullscreen view

fallen cape
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If you shoot a suspect with a bomb vest in the head, the explosive on their chest doesn't explode, since you didn't shoot the vest

fallen cape
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make it so "unauthorized use of force" doesn't show up when pepperspraying a suspect

inner delta
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When u yell out orders to your ai teamates the suspects have a chance of reacting to your voice and u can then add a whisper feature

inner delta
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Headshots insta kill methheads like cmon this is common sense a 45 cap to the head isn’t gonna do nothing

upbeat rain
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Any plans to implement a server browser?

grim pebble
terse smelt
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Add aim sensivity change chance!

jovial geyser
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Add some blueprints of the map that we could see before the mission start.
Maybe even keep the possibility to look at the blueprints during the game, without having your location ping on the map because it would be to much unrealistic.

jagged finch
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Commands for civilians, for a scenario like this it'd be great. Civilian with a vest chilling infront of the door with suspects behind. It'd be nice if I can call for them to come to me.

jagged finch
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Prevent SWAT AI from walking infront of you while you are shooting

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When using deploy commands for AI Teammates, wherever you are pointing is where they will throw grenade or whatever. Kind of annoying when I ask them to deploy gas and they just toss it infront of them instead of moving closer to where I want it and actually throwing it where I point into the room. Maybe include it as a quick action when looking through an open door press the quick action button to throw flashbang or gas.

next zenith
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A random idea i had for another behaviour for knife wielding enemies, rather than running away or charging at you they could act defensively and hold their ground if cornered or slowly back away. They will not directly attack an officer unless they get too close or if their morale is low enough they might be bluffing and will give up leading to some stand offs where yelling might not be enough requiring less lethal options like tasers to get them to comply.

hard silo
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switch yell/whisper compliance commands for immersion when stealth rp 😉 someone mentioned before about hand commands - this can be also added to this feature = key bind switch stealth/agressive mode

thorny mist
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I think banging on the door would be an awesome feature to add

lusty frost
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[Load out]
Why do we need a mod to access half of the other weapons?

Please give access to the weapons.

I'd love running a map with the load out of a Russian OMON guy or take pot shots with an m16a4.

There is no real reason to keep the guns from us, other than "realism" , but it wouldn't be that unrealistic and would give us extra weapons which already exist, so it's just more weapons for us with no work from the devs.

It's a win win and I don't see why it hasn't been done yet.

inner delta
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Does my character not feel a sense of urgency when he reloads while a methhead is running full speed trying to shank him

tawdry wagon
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Ability to take off and put gas mask, when you want, but make during 3-4 seconds

ember perch
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As many people said before smaller maps but also more maps that happen during daytime. Would love to clear a hospital, convenience store, theatre, maybe even a airport during the day. The night maps are really cool. But some smaller maps and the bigger maps during the daytime would be appreciated

next zenith
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Had a go of the active shooter mode and I really like it. Dont know whats planned for it but I think some tweaks could make it better:
First of all the penalty for a civilian death could maybe be reduced a bit so its not as punishing when you literally cant do anything about a civie getting shot.
Second rather than needing to arrest civilians and risking them getting shot for being sitting ducks, instead it could be good to "evacuate them". When making contact and yelling at them, rather than telling them to get down you tell them to run and they will head straight for the exit and get secured on the outside like what can happen already. Making the primary objective to eliminate the active shooters as soon as possible and not need to worry about playing hide and seek with the remaining civies afterwards.

brazen rampart
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guys add the RoN OST on apple music! also there should be other roles than officers

tawny pelican
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[General]
Base vs Supporter Editions

hi!
i asked about ready or not in #👼ron-discussion earlier
the original question was about pricing for the base and supporter editions; on steam, the supporter edition has the purple DLC banner that notes you need the base game in order to play the DLC, but i've heard/seen before that buying the supporter edition at 79.99 usd buys you the base game plus supporter edition benefits

however, having seen the purple DLC banner, i am now confused as to whether the 79.99 usd supporter edition includes the base game, or you have to buy the base game and then the supporter edition (39.99 + 79.99, or about 120 usd total)

the ensuing discussion clearly shows confusion in the community about it, and i'm hoping that
a) someone can give a definite answer, and
b) the definite answer can be posted somewhere, here in the discord server and possibly on the steam pages for the base and supporter editions, for current and future players who have the same question

safe hamlet
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[ai]

dunno if you said you were gonna try to fix this in one of the update things, but the swat ai arent the best. i think whenever gunshots are heard, let alone a suspect is seen, and they dont have any specific orders, they should try to take down the suspect. i was just in a game with ai, me and one of them were standing in a hallway. there was a shooter peeking out from the door to the left. he did absolutely nothing. the other ai also did nothing.

past mason
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Better Ultrawide support. image shows currently implementation with the automatic UE4, the game just render the 16:9 camera then cut the bottom and top giving a 70 FOV feeling even in 120 FOV

jovial geyser
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If during the game, a suspect drop is gun and get down on his knew, but for wtv reason, you forgot to cuff him, I think they should run with the weapon and try do hide or ambush you in your back. This could be depending on their moral.

tawdry wagon
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add some special phrases about wounded civilians. For example, on Checkin'in character say something like: "TOC, the suspects shot a bunch of civilians, looks like shootout between gangs " (just report them all boring ). And my favorite, girl from Twisted Nerve. I would like to hear from the character not something like "Injured civilian stabble and prepp for evac" but something like "TOC, we found a girl, looks like she overdosed from the needle. warn the EMT and CPS" (I know boring)

jagged finch
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Not everyone has a full squad to play with, if you have 2 players in a match, there should be at least 2 revives total. So one for each. You should be able to drag them by their arm and also be able to shoot with the other hand. Take them to SWAT Bearcat and they can respawn, counting as another SWAT member rolled up.

inner delta
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A button that spawns a civilian so I don’t have to wait and a button that spawns suspects in the shoot house

next zenith
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Perhaps something for future builds that could be neat is a demo feature similar to the one in insurgency. So you can watch a replay of a match you played and see where the suspects ran too and what they were doing as you entered and watch how the round played out from different perspectives or through a free cam also allowing for good screenshots and videos.

normal nest
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[Weapons/Animation/Mechanics]

Fire selector Gripes - real firearm manipulation

Two points here:

  1. Probably mentioned before, fire selector has incorrect positions on various firearms. Correcting these will help no HUD players.
  2. Plus, going from safe to semi has unnecessary animation - dipping the rifle, same issue with yelling for compliance. The existence of this animation takes way too long for the player to engage a threat from safe.
    [IRL supplementary video by Mike Glover (timestamped): https://youtu.be/bj9UzCleMvI?t=307]

edit: added supplementary video & formatting

Screenshot of reddit comments mentioning these 9 months ago:

inner delta
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That my character get stronger arms and don’t wobble the gun when shouting

stray rock
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[Ammo type(?)]
Would probably be a dumb addition since I don’t think that irl cops use it, but if players really want stealth/loud gameplay, adding the option to use subsonic/supersonic ammo would be nice

final cape
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[Animations & Customization]

I believe VOID Interactive should look into different animations and customization.

Don’t get me wrong I love the Animations that Ready or Not Currently has but I believe VOID Interactive Development should look into offering High Ready Positions and Sprints you see in Ground Branch as an example. I also believe VOID Interactive should look into Gun Holding Animations you see too. I believe this is another big factor that can allow Ready or Not to overall improve in Realism in general. If this was ever to get added maybe have it to where you can check on and off what animations do what with a keybind instead of a scroll wheel.

I also believe Ready or Not Developers should look into Customization of a Character you choose. I love the setups already to vests, belts, etc. But it would be even greater if you could have options on what you want on your vest and can configure our own vest kit/setup and belt setup to your liking. As in putting however many mags on your belt you want, how many mags you want on your vest, what you want on your vest, where you want your holsters for your handgun (leg, chest mounted, or just on your hip). These are some examples of what I believe can majorly improve Ready or Not.

Please take this into heavy consideration.

[edit] realized I had already mentioned animations but I guess I can go further on it.

jagged finch
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Pause game when pressing ESC in Singleplayer.

vague rock
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There should be a way to talk to ai somehow to tell them what to do with voice possible if not it still a cool game

elder dove
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they should add rappel and new maps like a tower

idle widget
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[Gameplay & AI]
Adrenaline system & adrenaline based accuracy/reaction

(Adrenaline system)

I think it would be cool to see some sort of adrenaline system for the player, for example, when under fire from suspects, certain actions are performed slightly quicker but with less accuracy, like: reloading, switching weapons, ADS, applying a tourniquet, etc. Maybe with a small chance of fumbling certain items (e.g. missing the mag well, mag not fully secured, missing the holster when switching from secondary to primary, tourniquet not high enough, tourniquet not tight enough).

(Adrenaline based accuracy/reaction)

Another thing that would be cool to see is suspects' accuracy and reaction time being based on adrenaline in addition to their morale, for example, a suspect being shot at by SWAT has slightly decreased accuracy but faster reaction times, another example, a suspect isn't in combat with SWAT but knows SWAT is near, the suspect gains increased reaction time and higher situational awareness, one last example, a suspect isn't in combat with SWAT and does not know SWAT is near, the suspect is in a relaxed state so the suspect has reduced reaction time and less situational awareness but increased accuracy. This could be tied in with the lore behind the suspects, adrenaline might have a decreased effect on ex-military as they may have become desensitized, while with drug abusers it may have an increased effect.

safe hamlet
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Scroll wheel Up - High Ready
Scroll wheel Down - Low ready

jagged finch
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Choose whether you want night vision or gas mask for all helms. So if I had ballistic helm on I can choose whether I want night vision or gas mask with that. When I turn one on like nigh vision, so does my AI teammate.

autumn spindle
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[Weapons]
If and when the M32A1 is given a proper reload, give it M576 shells? They're essentially just HE shells but without the warhead and a small deposit for a buckshot load. As far as I know this shell doesn't need any form of adapter, so it could seamlessly fit in as an ammunition type.
The M32A1 could use more shell types as a whole (ie. smoke, illumination, gas, etc.) but this was one I'd specifically like to see.

inner delta
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Where are my fists let me pull my fists out

jagged finch
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Cover face with arm when you throw a flashbang.

next zenith
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those animations look great, idk if its planned but those leg shot and longer ones would work great transitioning to an injured state rather than death and lastly again idk if its just like, a chance to trigger but I'd still like to see headshots drop people straight into ragdolls on occasion .
Very good job guys :)

bright totem
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just saw the new animations.
it would be cool if suspect could enter a "downed but not dead" state. Like when you report one of those prop civilians and it says "civilian down but breathing".
For example the guy who got shot in the legs could stay on the ground holding his legs without dying.

safe hamlet
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Iran Embassy in London map would be good, especially under a hostage scenario like the past.

hallow grove
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obviously rockstars euphoria isnt achieveable, but ragdoll should have more of a say in the death animations. best example i can think of is the newer HITMAN (1,2,3's) ragdoll when you shoot people

stray rock
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[animations]
After tying up a faked-death hostile (them sitting up), add an animation for applying first aid to them

inner delta
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Add bear traps to ridge line map

solid estuary
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Change the Glock's name to Glock 45, if it holds 17 rounds but has the barrel of the 19 it would be a 45 just something minor I noticed, not really a big deal. Also would be nice if we got some type of Sig Sauer P320 maybe?

orchid seal
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[Animations]
Enemy AI dying and falling backward
The animations shown off look great but they have they all have this hint of carefully falling because of how they put their arms out before they hit the ground and none of them fall forward. Animations, where they fall forward and die or forward and roll onto their back, could add a lot to their deaths. Currently, it feels consistent with something that should vary a lot.

safe hamlet
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half masks and not full balacalvas would be nice

rich axle
inner delta
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When someone gets shot in the leg make them yell “my leg” or some profanity

inner delta
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Let me go into the damn water in maps

jagged finch
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Option to turn off radio traffic, it gets kind of annoying.

hot delta
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"Where is the MP5K?", asked by the current MP5 family in the game.

inner delta
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Civilian crying and younger civilians please

undone fern
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That could be a great way to balance the various face gears. CBRN mask would crack on face shots and potentially leak gas in.

rapid furnace
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Please add combi keybinds. I mean for STRG/ALT + other Key. Would be great for many things, for me example changing from canted sight to normal. Or in the future if you can use the combi of white light and IR light.

clever pumice
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it will be cool to have some dummy's in the kill house and if some of them have no dummy gun then they are civis but those who have a dummy gun are suspects so we will have to shoot them.

hard silo
rich axle
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add the option to add users as friends from ingame

#

also fix the massive fps drop in loadout customization menu

ivory holly
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Please add a setting to "Toggle Swearing." Payday 2 does it and I would like it.

rich axle
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interactivity, eg: shooting security cameras on meth house, and having them be disabled in the upstairs room where you can see the footage on monitors. also, maybe AI can do teamwork/flanking and whatnot based on if they know where you are on cams? Just a thought

#

on hostage rescue mode, allow 2-3 hostages to die before failing the mission. if you save the rest, but one dies, it still seems like a success

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fix sights, they ghost and blur when moving. irl, that only happens on incredibly cheap sights, and these should be military grade

old gust
toxic escarp
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[weapons]
shotgun alternate reload

since shotguns have a selection in game options to load single shell or everything at once, and rifles have two reload options (retain mag and drop mag)
would it be possible to bind the other shotgun option to r-doubletap?

#

[weapons]
interrupt shotgun reload

would it be possible to interrupt a shotgun's reload so if i've loaded 4 shells and someone rounds the corner, i can panic, stop loading, and shoot them rather than panic, load another shell, panic, and die because i have 3 more shells to load?

toxic escarp
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[weapons]
increase shotgun breaching power
it takes an incredibly large amount of shots for a shotgun with slugs to break a destructible door (took 15 shots). meanwhile buckshot can blow through it with only a few shots (took 5 shots), and my handgun can do it in 17

#

[physics / gameplay]
disallow interaction of door fragments from interacting with other pieces of parent object
basically, all the doors that get completely shattered by fire passing through which no longer interact with bullets need to not stand there
alternatively, they need to interact with bullets so i can shoot the pieces out of the way... because apparently the enemy AI can sometimes see us through this and accurately hit us while we don't know where they are

example shown in first 10 seconds of this video https://www.youtube.com/watch?v=5gv-f624bGk
does not include AI seeing through it though.

inner delta
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Shooting lights makes it dark and reduces suspect’s visibility

next zenith
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Improvements to equipment swap queue would be handy
E.G: (I have a grenade out and then press 1 to swap to my primary then immediately 2 for my secondary. During the animation of putting the grenade away. Right now it will pull out the primary and then change again to the secondary instead of just skipping the first weapon switch and going straight from grenade to secondary)

inner delta
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Black market raid maps

next zenith
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a possible addition to squad orders for single player, "Leader breach commands" or something idk what to call them.
Basically a way to get the player more involved in a room breaches in single player with commands like:
"Leader, [Grenade type] and clear" - squad will stack up and prep the chosen grenade type and wait for the player to open/breach the door, then they will throw the grenade and clear as normal
"Breach/open, Leader and clear" - Squad will stack up and breach/open the door as selected and only begin clear after the player has deployed a grenade or entered the room themselves

And overall as an improvement (which is likely to come anyways), ai squad member pathing improvements, specific paths and clear points in rooms to cover the whole area as the ai feel a little random in where they end up after clearing a room (I could be wrong tho), make the room clear zones smaller so the bots clear single rooms without going through open doorways and end up on their own in completely other places, like the living room on meth house, one bot will tend to run straight up the stairs and into the security room.
Making bots move around less when preparing a breach, a slight nudge and they will take a full walk around the block and back and then stand right in the doorway rather than cling to formation.

pearl smelt
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Drug Dogs or K9 units in general or the ability to have a riot map with batons and less lethal weapons or a map against protesters

west hearth
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Dedicated server hosting.

For those of us trying to build structured communities around the game, server hosting would make things much smoother and enjoyable for members.

As it stands now it can be a struggle to have everyone have certain mods installed. I imagine having a setup similar to SWAT 4 would be desirable. I'm referring to a system where a clan or community can have their server hosted for people to join from a server list. The server would have all mods and maps installed so people could join without having to have everything setup already.

As it stands now its challenging to host on a personal level because different people have different levels or internet connections and hardware. Crashes or drops are not uncommon, especially due to mod incompatibilities. Players joining on opposite ends of the world also adds to ping or lag issues. Having a server or set of servers that can cater to people's regions would be beneficial.

This may not be achievable due to Ron's current Alpha state. But I hope this is something in consideration as it would make things a lot easier and enjoyable for those who prefer playing in a clan or community setting instead of random pickup games or just with friends. Some of us prefer playing by a set standard and method with similar minded people rather than just hosting a game for a few friends or randoms.

Thanks!

rich axle
#

change the desktop shortcut icon, it's kinda ugly rn

quiet lichen
#

Facial expressions for death animations

In those showcased videos, suspect show no emotional reaction to literally dying. When you shoot someone in the neck, they should open their mouth and eyes really wide, or when you shoot someone in the leg they should start screaming and looking around panicking instead of being like 😐

hearty rain
#

I notice in the announcements regarding the M11 compact, a model is used depicting a P229, the M11 is a P228 so if you are trying to make an actual M11 the model would be inaccurate, and you would need to have the markings on the frame that show the QR code type thing, MFR, SER etc and mark the slide M11 (and p228 on the grip) but if you were trying to add a p229 to the game just call it the p229, just my two cents. IMO pick whichever one you want to add, just fix it so that either way it is accurate. Easy fix either way.

pearl lotus
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why can the ai one shot me looking left and still stand after literally making a dent in their head with a beanbag shotgun

toxic escarp
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why can they shoot me while in a stagger animation holding their head in one hand and their gun pointed at the floor?

pearl smelt
#

More gun colors

jagged finch
#

When holding reload button to check how full your mag is, if you decide to reload while your mag is out and you check it, the character should drop the mag you were checking and put a new one in, instead of going through the animation of pulling it out, looking at it, putting it back and then reloading. Why pull mag out then back in just to take it out again?

real frigate
#

Folded stock g36

nova hornet
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character personalization, I mean changing the uniform, changing the gloves, choosing whether you want to wear a balaclava or not, etc.

still coral
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[UI/UX]

Small modal with a yes/no question when you press Restart, Return to Lobby and Quit to main menu.

rich axle
#

carry handle g36

hot delta
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If you are making larger maps like Wenderly Hotel (Raid), how about adding a medical kit (Heals 50% of health for yourself or your teammates, can only be used once) at "long tactical" tab, so we can stay in the mission a bit longer.

violet cliff
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Have you ever wanted to have the option of having selectable gear sets? well I think it would be really awesome to have the ability to have a selector or drop down in both the customization at the station and just before the mission starts to choose what gear set to use, in other words the ability to have multiple modded gear sets, from OD green camo for forest locations to even a seal team 6 gear set for the modded mission Operation Neptune Spear, or even choose some awesome spec ops style gear for urban environments or even some cool SWAT outfits. With the announcement of the mod.io integration coming I also feel it would be fitting to see this option come to an idea or at least a discussion among the community and see how they like the idea or if its even possible, I myself am not a developer I just do environment art in unreal engine, but i do believe there may be a possibility to see this as a thing that could happen successfully as the Ready or Not dev team is very skilled and have done an amazing job on the game so far I wouldn't put it past them to find a way to make this idea happen.

timber crypt
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Ragdol phisics --> If suspect is shot and killed while moving left or right, his corpse should also move [ or fly ] in that direction. its kinda weird when you kill someone running at you and they just instantly lose their momentum and die like they would while standing still.

storm night
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Shooting someone in the face point blank should kill them. Let's make that a feature in this! 😄

#

Another feature that should already be in this but for some reason somehow managed to swoop right over every devs head is humanized AI aim. No AI should be looking the opposite direction of me and getting Call of Duty 180 Noscope headshots.

storm night
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Another feature that should be in this game is if a MF gets shot falls down and then gets back up, the AI should limp or something. No reason to have a guy come back up stronger than ever.

final cape
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Ill go further into my previous suggestion now that mod.io is coming

[Character Customization]

I believe the Ready or Not Development Team should look into more options of Character Customization. Again like I said previously I love the integration of mod.io and how convenient it is but I strongly encourage for people who may not find modifications to their liking that they have the option to upload their own patches to their characters maybe and even build their SWAT operator to their own liking. I believe this will be great addition to Ready or Not. People will again be able to decide how many mags they can carry depending on what is on their vest etc. Especially Flashes. I believe that players should be able to just overall have the ability to customize their own kits to their liking if they choose to not use mods.

Original SWAT Character Colors.

I believe that Ready or Not Development Team should look into not only Operator Building but also many colors that you see in units or SWAT agencies throughout the world. Not all SWAT agencies have only Black or Tan. I believe Ready or Not should look into Naval Blue, Green, Grey, etc. I believe with these additions that would be cool.

Police Officer Peds

I say this meaning that even though Ready or Not is a SWAT based game I believe that it would be cool to see the ability to have your own normal Class B or C uniform that you see most officers wear. With or Without a Vest. Helmet or Not that all can come into play with Player Choice and Operator Creation stuff. I simply believe that would be cool because normal Police Officers clear buildings too. For barricaded suspect situations every now and then. And can be seen assisting SWAT in raids every now and then. Keyword now and then. But I think the integration of this would be cool too.

If you say no to the last idea atleast make a badge for the Soft Vest and put it on the vest.

jagged finch
#

I should be able to melee this with my gun and push that piece out, it's already broken off the door.

rich axle
hot delta
#

Do we get sniping or any longer range engagement mission anytime in the future? I mean those 4x, 12x scopes exist there for a reason.

fallen cape
#

GAMEPLAY:

If you shoot someone in the head and they don't have a helmet, they die. (1 shot headshots if they don't have helmets)

#

Give the revolver sights. If I can put a sight on a glock that has no rail, I should be able to do it with a 357 Magnum

rich axle
#

holographic sights for all smgs

fallen cape
#

allow us to swap weapons mid-animation

rich axle
#

cancelling animations, like arresting a suspect for example

storm night
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Aiming VS. Bullet Location // In ADS, virtually all of the guns are inaccurate to where the bullet lands while ADS. Although the location of where the red laser is pointed at is fairly accurate. You guys need to fix this and should have been something fixed ages ago. Part of the reason for this happening in the first place is because the bullet isn't actually coming out of the barrel of the gun itself. Instead it comes out below the firearm. This is lazy developing on your part gentleman.

pearl smelt
#

because ARs and rifles are sighted in for farther ranges such as 25 to 35 yards....

safe hamlet
#

Make it where suspects can drag away injured suspects that aren’t dead to cover when the swat team isnt looking

pearl smelt
#

the ability to ask suspects or hostages where key things are such as the packages or where enemys are and some of them may not comply

tawdry wagon
#

maybe add this in the game

rich axle
#

add a new "experimental" weapon section that unlocks suspect's guns, and unfinished builds. It will give us some more freedom, and it's an early access game after all. who cares that lore wise SWAT won't have those guns? we're just trying to have some fun :)

wise owl
#

Can we in the future cut the power via breakerboxes and "go dark" ?

jagged finch
inner delta
mellow steeple
#

Please make a tutorial for when people start off like me I was so lost

livid ocean
#

could yall update the G19 sound to more like a smack like the 57usg that would be amazing

#

add like a haunted house where you can hear footsteps/ noises around you so you can be tricked or this could be a feature for the month of Halloween?

faint otter
#

Add laser with flashlight ex: Mouse4 for flashlight and Mouse3 for laser

livid ocean
#

Add where if you hold the flashlight button when your using flashlight it flickers

safe hamlet
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I will support Snoopy's idea for a haunted house level that tricks you with footsteps. That idea is something i really like the sound of (edit, this isnt a pun LOL)

livid ocean
#

Add a female playable swat character this would be a great feature

hot delta
rich axle
pearl smelt
#

when you shoot a suspect that has a knife the knife be more visable when on the ground. the blade goes through the ground and is hard to collect.

inner delta
#

More less lethals

next zenith
#

a "Search and secure" command for AI squad, has them clear selected room, restraining suspects/civilians and securing evidence aswell as reporting statuses to toc. When primary objectives are complete like "Bring order to chaos" rather than just search a room ai will go through the whole level securing things you are missing
As a plus general thing. Under objective toc reports and evidence collected progress should be there. So it would be like "5/7 reports to toc" or "5/7 evidence collected" so in coop play without bots you know the exact things you are missing

final cape
#

Less Lethal 40MM for all my LAPD fanboys
in green too

#

^in regards to last suggestion

rich axle
#

paintball pistol (or non lethal pistol)

quasi nymph
#

i really really think that this should be a option/feature. When your playing in like apartment 213 or whatever the mission is called “Wall Destruction” this really gives battering ram and c2 more diversity in situations or add a seperate lethal to be put on walls but don’t allow to be put on every wall or it will just break proportions and realism

stable kite
#

Cover should really act like cover depending on the type of material the cover has (shouldn't penetrate by AP rounds easily for example, concrete walls).
It is infuriating sometimes when you are getting shot by suspect, tries to bail out by covering and still manage to get shotted and killed by them.

faint otter
#

Flickering flashlight | Ex: when you press Mouse4/Flashlight button it will turn on the flashlight if you press it for the second time it will flicker then if you press it again it will turn off

pearl smelt
#

When you taze a person they fall down instead of just stand there like nothing ever happened

livid ocean
#

Add an actual tazer sound to the tazer

next zenith
#

Right click with grenades should roll them across the floor rather than throw them.
Advantage: no bouncing off walls and props or overthrowing, more precise landings
Disadvantages: Less range than throwing, cant bounce off walls so you must peek a doorway to make it more effective in larger rooms

rich axle
#

add an icon on doorways (similarly to open, kick, peek) once doors are opened or peeked already. this icon would be to throw a grenade in without exposing your whole body (throwing it around the corner.) right click or left click could be a roll/throw, or dedicated keybinds

ivory wigeon
#

High ready/weapon up

#

Quad NVG

pearl smelt
#

balaclavas with designs (Skulls and such)

vestal knot
#

Gameplay option to select the standard firemode of the weapon

next zenith
#

More logic to locked doors:
So no more bathroom doors locked when no one is inside, random doors that in reality wouldn't have locks on being locked like hotel room closets.
And breaking open locked double doors should unlock both of them not just the one broken open.

pallid echo
#

Death animations:

I am a gaymer, that is obvious, i think death animations can be cool, BUT

Do not have it like skyrim or to the point where its something that is common, i find death animations take away from good ragdolls, games like ground branch have good animations as they look real but are still premade. And dont somehow feel premade ingame.

Throat shot animation is pretty spicy doe ngl

hot delta
#

We should have both the M4A1 and the MK18 in the next update since how classic the M4A1 to swat team is.

brittle lance
#

Next year's Halloween it would be cool to maybe have a zombie map

lethal gulch
#

Please add a feature enabling you to report bodies from afar instead of having to be near the body to report

brisk bane
#

K9 units, it'd be like a utility such as the battering ram, the dog will bark when theres someone in the room, alerting the people in that room. It could smell drugs and traps, but dies easily if shot. It can attack but if the person shoots the dog it just flops over and whimpers or dies. Edit : The dog can get scared of gunshots and run off which would make it a chore, balancing it.

ripe prawn
#

For the discord is there a way to set specific playstyles so we can find groups that play a certain away instead of everyone getting mixed up together and the game becoming chaotic?

rich axle
next zenith
#

wedging double doors I guess doesnt work? unless its very picky
didnt know if this was really feedback or a bug lol

silk gust
#

It works on some double doors

sly trench
#

Allow the use of two types of helmet device, i.e. NVGs + CBRN, CBRN + ballistic mask, etc

pearl smelt
#

they make a mod for this lol

sly trench
#

A combination laser/flashlight for under rails would be good as well

pearl smelt
#

dismemberment. If i shoot a crackhead with a 12 gauge from point blank be should atleast loose something instead of flop over like a fish and scream for 5 minutes

#

finally, only gore there can be is when you shoot a chick with a bomb vest

halcyon quarry
#

40mm rubber round. We already have 40mm grenade launcher, why you don't think about it?

hot delta
#

i don't know if this is possible, but we should have a mini-game for the barricaded suspect mode called negotiation. For instance, before breaching a room, you can negotiate with the suspect using a list of choices. If you success in convincing, suspect will give up. If you don't, continue breach and clear. Of course this mini-game is optional for officers.

cursive jackal
#

Hi! Im glad you guys have added support for mods recently, and it seems to be working well. I do have a suggestion though that would be really convenient I feel, which is the ability to change the drive/locations the mod installs in.

The mods seem to download to my OS drive, which is my SSD and its limited on space. It would be really great if I could change it so that mods download into the drive the game is in instead or somewhere else more convenient. I hope you have a good day and Im loving the game.

sly trench
#

When first loading into a mission TOC should give a run down of the ROE as it's not quite clearly defined with each mission type.

safe hamlet
#

Gore. loads of gore for realism.

rich axle
#

mods are client side. everyone has to download the mod for them to see it

safe hamlet
#

Suspects Holding angles. if other suspests nearby they get alerted and hold the same angle aswell while in cover

#

when defusing a bomb, have some kind of puzzle to figure out which is the right cable to cut, being able to pick it up and spin it and turn it around around to Investigate it.

#

when playing singleplayer, you should have the option if you want Friendly bots or not

safe hamlet
#

when holding the button to walk, you should be able to slowly and quietly open doors and remain stealthy.

jagged finch
#

When playing w/ friends and not in singleplayer, your MMB or whatever button you have used to command AI teammates is used as a ping button, will create a small dot or whatever where you pinged for a short amount of time.

Example: Hey teammate I'm gonna blow the door, stand over there pings location

#

Make SWAT voices quieter when speaking to each other, enemy AI shouldn't be able to hear you as they do right now. You should only yell when asking individuals for compliance.

I know you can change voice lines, but it doesn't change the fact that suspects are still able to hear you.

thorny oar
#

[UI]
Mods

pls make ability to sort mods by categories like All, Maps, Sounds, Weapons etc

rich axle
safe hamlet
#

[guns]
add a water gun. make it whenever it shoots a hostile enemy they drop their weapon and automatically surrender, or pull out a water gun to fight with. instead of having semi-auto and full auto, make semi-auto shoot little squirts out, and full auto shoot one straight stream. and you know how you can switch normal mags out for pmags? do that with it but instead of a pmag it'd be a hydrofluoric acid mag

pearl smelt
#

Sheilds, make a slot for them to where you can hold your gun without exposing your arm

austere adder
safe hamlet
#

[AI]/[EQUIPMENT]
Homemade weapons

Some criminals are too stinkin poor to own a nice smg or a cool shotgun so thats why we need Homemade weapons because criminals are poor like me.

example: This criminal is so god damn poor he wants to rob a gas station for money but he has no money a gun is like 300 dollars for a really cheap pistol for only like 20 dollars he can duct tape pvc pipes and get some shell to get this really shitty shotgun!!!!

safe hamlet
#

when shooting a suspect in the leg, they drop and fall when running. And when shooting them in the arms they can drop their gun.

clever pumice
#

add more realistic animations for both civis and suspects being tasered. the animations for civs and suspect being tasered is realistic but not that much. the suspect don't drop there gun when being tasered and don't even fall down on the ground when being tasered and civis also not fall down on the ground when being tasered. in real life if someone gets tasered in the head then he will die. but in Ready Or Not it does not happens. and the taser's string which hits someone is supposed to come back when its done tasering someone but it just disprae's.

final cape
#

Would be nice to see a weapon customization similar to ground branch

runic plume
#

add VR Mode That Whould Be Awesome

forest plover
#

add so you can take on and off the gas mask and others and hang it on the belt like this

safe hamlet
#

when you pull the pin of a nade and want to put it away instead of throwing it, you can put the pin back in and save it

#

mounting. For example like in Modern Warfare 2019

wide summit
#

[Gameplay]
Short Stocking / Weapon Manipulation
This is how I would prefer the rifle to transition when approaching a barrier, prior to transitioning up or down. The rifle lifts slightly over the shoulder and maintains clear sight picture.

Barrier Detection
I would prefer a more forgiving barrier detection. Currently, it is very difficult to perform a proper entry with a moderately long weapon because it flips upwards too easily.

ADS Inertia
I'd request way less weapon inertia and faster recovery when aiming down sights for long guns. Shouldering a weapon properly creates two points of contact which maintains sight picture while transitioning quickly between targets. The dragging, swaying and delay of the sight picture feels like an untrained drunk operating the weapon, not a professional.

terse smelt
#

ads sensivity change change

open rivet
#

Option to have AI teammates if your multiplayer lobby is not full, for example you have a friend in your lobby you get 3 AI to fill the empy slots, (Make it like a lobby setting)

safe hamlet
#

Have more unique supressed gun sounds, im tired of hearing the same sound with almost every gun when i put a supressor on it

pearl smelt
#

shooting a suspect in the arm thats holding pistol will make them drop it but if you shoot them with a long rifle they will loose accuracy

scarlet nymph
#

Introduce a supporter upgrade - supporter edition is ÂŁ62. I purchased the main edition and wouldn't mind upgrading to some extent (62 quid is still really steep) but to have to pay ÂŁ93 instead overall is Extremely Steep Leaving this here but I realise that the supporter edition is actually a DLC

scarlet nymph
light kelp
#

Introduce some kind of map or floorplan you can either find or have access to pre-mission depending on difficulty. Could be dynamic, i.e. responding to the events and editing itself or be edited by players. Would make finding those last civilians much more easier if you can split up your searches and cross off rooms you've done.

rich axle
#

find some way to fix the last 10 minutes of each match only searching for the last suspect/civilian

fallen cape
#

allow us to aim and shoot our weapons when pressed up against glass

#

all locked doors require the same number of kicks to get through (2)

rich axle
#

improve the general look of night vision. graphics look substantially worse right now with it on, especially during movement

#

improve the way the player holds some guns. some grips look quite unnatural, especially for the thumb. also, vertical grip doesn't work on some weapons, even when it's equipped.

sly trench
#

Being able to pause the game in solo play

rich axle
#

Traps don't seem to work properly since the last update, as there are substantially less traps. I have over 50 hours since the update, and I've encountered less than 5. Please bring them back.

clever pumice
#

make traps strings bigger to fit to a double door. for now it does not fit a double door it is still like a one door trap.

rich axle
#

Add more traps. For example, alarms, which can trigger flanks/cause enemies to throw grenades, or using different types of grenades. (Flashbangs, smoke, etc.) There's room for experimentation. I especially liked the idea of a shotgun tripwire, which was in a recent trailer. Keep up the good work!

clever pumice
#

I will like to see suspects in hotel farm and brisa cove using stun grenades that they made them self. but those grenades will have very small range so they won't be overpower, and will take more time to bang then the flash bangs the SWAT use's, and only 4 or 2 or maybe 6 suspect will have these stun grenades. and they will have 2 or 1 stun grenades with them but not 10 or 5 stun grenades only 2 or 1 stun grenade they should have.

rich axle
# clever pumice I will like to see suspects in hotel farm and brisa cove using stun grenades tha...

I mean no disrespect, but this is a little hard to read. I'll try to help, by rephrasing it.

"Suspects in hotel farm and brisa cove could use homemade stun grenades. Those grenades should have less range, so they aren't overpowered. They should also take longer to detonate, to give players time to react. Only a small amount of suspects should have them, and they should have just one or two each."

frigid meadow
#

Add an option for ai to fill the rest of your team when playing with not enough players to fill a loby

mossy wyvern
#

Middle mouse in singleplayer is made to give commands to the AI team.
Why not add that to multiplayer? Makes it easier to coordinate at times.

wintry prawn
#

I believe it would be interesting to hear everything through actual earmuffs used by SWAT instead of the "cinema sound" we have now, like no ear protection is used whatsoever. Or at least have an option to enable sounds this way. Active earmuffs compress sounds a lot so you hear gunshots completely different as well as other quiet sounds get enhanced and become rather loud. This would add immersion and tactical advantage allowing to hear things which you normally wouldn't. It has advantage of hearing more, but disadvantage at noise and limited ability to understand direction the sound comes from. Right now the soundscape in the game is completely unrealistic, like a normal hearing with no one going temporarily deaf after shooting 5.56 in close quarters without ear protection. Good luck commanding surrender or dropping weapon to anyone without earpro after shots fired.

safe hamlet
#

have a lockpick mechanism, something similar for example like in Skyrim

cosmic hound
#

I use geforce now to play ready or not and everytime It asks to restarts to load in mods I restart it and it just closes out of it in geforce now

safe hamlet
#

the flashlight having 3 brightness modes, low light, normal, bright.

stable musk
#

This has probably been mentioned somewhere, but Star Citizen has a lovely feature that allows the mouse scroll wheel to dictate walk-run speed in small increments. So you can go from tip-toe to hussle and many steps in between. Currently I see the scroll wheel not being used for much. Just an idea.

hearty hemlock
#

[Modding]
Enable/Disable Mods
Ability to disable/enable mods without unsubbing

safe hamlet
#

Being able to inspect your guns, for example like in CS:GO

safe hamlet
#

most if not all suspects have different behaviours, aggression, reaction time and instincts as well as intentions.

warm bear
#

would personally love to see more customization added. weapon modification on the level of payday 2, extended or quick eject mags, barrels, sights, combination laser/flashlight mods, side mounted sights, so on so fourth. the list is endless and id love to see it all simply because i love making my weapon my own in games to fit perfectly with my playstyle. as well as more in depth character customization. take a page out of Rainbow Six Vegas/Vegas 2 with the armor/outfit customization. as well as all of the above, an overhaul in the weapon and weapon mod descriptions is greatly needed. it would be nice to see a more detailed stat list of a weapons overall damage, fire rate, handling, accuracy, ads time, and whatnot else. simply for a more user friendly experience seeing as of right now, its very vague with simple upsides and downsides without much specifics. im not even sure if theres a difference between the recoils of two vertical recoil improvement mods or if ones just better cause it has more attributes. if that makes sense.

also a leveling system would be great. really entice players to play more and unlock new things. be it weapons. customization options, or better yet: merge variants of already existing gear (such as the aforementioned laser/flashlight combo mod or the up armored helmet with the addition of integrated anti-flashbang goggles and night vision (seriously the up armored mask has the goggles it should be able to function as such-)

west root
#

i'd like to be able to stop the reload animation to draw my sidearm. alot of games have this feature so i've grown a habit of double tapping "R" when i run dry in my primary and instantly after that pressing 2 to switch to my sidearm. in the other games when i begin to reload my primary i only drop the empty mag before my secondary comes up and i can engage again. this is good as i can see i don't have a mag in my primary when i switch back so i'm not running with an empty gun after forgetting to reload becose of the stressful situation. this is also nice when running "1 transition 1 reload transition reload" drills in the shooting range for example

rich axle
#

remove gun sway when yelling

west root
#

1
I think the notification for bringing order to chaos should be removed for realism, i don't like to know when there are no more enemies left if i have uncleared rooms left becose it takes the uncertainty out of it.
2
I also want the option to end the mission myself so i can clear everything, especially on small maps, it feels weird when you haven't even seen all the rooms or areas and the mission ends with success

#

You can still soft complete, i just want the option to clear everything. It would also be cool to look at the aftermath

fallen cape
#

If a suspect sees a friend get busted or shot they will either become enraged and more reckless (charging at the officers, unloading full clips wildly, etc) or their stress level will dramatically rise causing them to surrender easier

pearl smelt
#

NPCs that are surrendering should move to you with a command so they dont stay in doorways and get shot

#

Windows actully break when shot more than a few times. ive lit up windows with buckshot and only a hole is left.

remote nebula
#

Breaching Hammer

hollow kite
#

Character customization like making it possible to change between diffrent helmets, diffrent uniforms, gloves, choose between having a balaclava or not

ivory wigeon
#

Voice line overhaul: A lot of the voice lines are repeated and sound robotic. Some lines are just plain incorrect like reading off miranda after detaining someone and calling someone DOA when they died seconds ago. The voice lines just need some changes

hollow kite
#

Bank map where a group of highly armed robbers are holding hostages due to the robbery going wrong

warm bear
#

would be nice to have an interface for ai team mates so you can command them to interact with an object without needing to look directly at it (I.E telling blue to breach one door while Red breaches another on the other side of the room, thus you dont need to see the door on blues end to tell them to breach. would make clearing large rooms easier and less risky by doing it from two different angles)

sacred stratus
#

Hmm, I have to say, this is a good game but still in progress, and I am disappointed a little bit. First, I bought the supporter edition, but it seems the game update is too slow. Second, I hope it can achieve the game as the trailer, like the school map and story mode and more.

rich axle
#

I understand updates take time, but it would be nice if they incrementally released content. The last update was in June, and it seems like it's taking a long time.

rich axle
#

option for radio chatter when using ingame voicechat. a similar option is available for cod modern warfare 2019

safe hamlet
#

the microphone of the helmet is there for communication, most importantly quiet communication so the suspects dont hear you, the ear protection are sort of a headphone aswell, meaning the microphone is turned up to pick up voices not the environment, and ear protective headphones for hearing the others talk.

(as of now, the microphone is completely useless)

#

replacing the lines of suspect, civilian and friendly "killed" to "down"

final cape
#

Bigger slots in multiplayer lobby’s allow up to 2 teams of 5 instead of 1 team of 5. I know there is a mod for this but would be nice to actually see ready or not do this too.

#

Allow vaulting

Vaulting onto vehicles, tables, to get into a building through a window (broken or not), etc. I like the slow paced play style ready or not is going for but also at times people need to be quick, efficient, and ready to get up and go into certain rooms or areas. Therefore vaulting to gain control over someone or something would be nice. It also makes it feel like your a actual person and you aren’t glued to the ground.

pearl smelt
#

dragging corpse like teamates or NPCs

nova hornet
#

Possibility to change to old SWAT models this shit bussin

rich axle
pearl smelt
#

stab ya m8 with morphine so he can walk lol

remote nebula
#

Deployable Ladder

fallen cape
#

Controls

The ability to switch between "hold" and "tap" controls in settings (ie. holding down the button to restrain a civ and if someone starts shooting you can let go and cancel the animation vs pressing the button and fully committing)

quartz kestrel
#

Hello,
So, a big problem I have with this game is that when the missions tab shows that all armed enemies are taken down, I lower my guard and enter rooms carelessly. It would be nice if I couldn't know when I have detained all armed contacts. Also, when missing that 1 last civilian I just end up running around the map looking stupid. So a solution that I see is that you could decide for yourself if you think you have cleared everything and go back to the spawn point to exit the mission, but get points deducted for every missed civilian/enemy.

safe hamlet
#

have some part of the magazine transparent, enough to see the spring and the bullets. easier to tell how many bullets you have left

forest plover
#

[NPC]
When shot near the npc it may goes on the knees or maybe faster on knees when more weapons are pointed at.

safe hamlet
#

Add in the Sig p320 Compact

left moss
#

Hey devs, can you add EXPS back to G36C and AK as well??? It is seen in real life a lot on those two platforms (also with rail systems used in game) and I'm dying to use them together! 🙂

safe hamlet
#

If you guys are still looking for an Anti Cheat service, why dont you go with Epic Games EOS(Epic Online Services). Its like steam servers but with way much more functionality including a free version of Easy Anti Cheat which most AAA titles now use such as Rust, Apex etc.

fallen cape
#

shooting a suspect makes it give up faster

rich axle
#

fix ir lasers. right now, the ending point of the laser doesn't align with the beam.

rich axle
#

less weapon sway when walking while aiming down sights

#

right now, theres an option to enable/disable nametags above teammates. it would be nice if there was another option that disabled nametags up close, but enabled them when far away. this would improve immersion with minimal HUD, but would help you to recognize teammates when far away

safe hamlet
#

real SWAT operators have a tag on the back of their helmet, that tag is their name. would be cool to see a tag like that with your steam name on your helmet.

safe hamlet
#

civilians dont run towards you, or at all. especially right infront of your barrel looking like they're going to stab you.

civilians should have the ability to when they surrender, get on their knees. you as the player shout to them to come towards you, while still on their knees of course.

to secure the hostage if there is a suspect in the same room or the next.

also they should get down completely, lay down on the ground on their stomach with their hands out or on their back

quiet lichen
#

When suspects run out of ammo and they're close to you, they should have a chance to throw their gun at you (and stun you the same as knives) and start running away

steep egret
#

That you can cycle thru different training maps in the HQ!

stable musk
#

The optiwand brightness/clarity is terrible with the "real screen". Full screen, I could read a book though it - on the device I'm not real sure what the heck I'm looking at half the time.

#

Leaned sidestepping needs to chill out with the... rocking? Without analog input for side-stepping, sweeping a corner by tapping A or D feels like I'm on a small boat in rough waters. The lean should alter a little to indicate movement, but if I'm slow walking, the lean should stay mostly in the same spot. It's almost nauseating to tap walk while leaned.

old heath
#

<@&925148041126760529> the thumb up thing has stop working

rich axle
#

<@&925148041126760529> can affirm

cerulean rover
#

we are aware and are working on it

pearl smelt
#

They fixed it!

narrow pilot
#

add more sights

formal oasis
#

Someone explain to me why they have the entire base open in the initial stage? You should already know your loadout if you're joining a multiplayer lobby. Sick and tired of joining lobbies with people messing around the firing range/ shoot house for 20 minutes. Please either restrict the basement from multiplayer lobbies or make it some you can ready up anywhere in the base.

formal oasis
#

Surrendering civilian AI should point towards the last known location of enemy AI (through closed doors, behind tables, etc).

rich axle
#

general polish around the animations would be nice, especially when entering low ready

rich axle
#

fix ROE. sometimes, points won't be docked if I break ROE, other times the opposite happens. also, ROE should be situational. for example, in the night club, anyone with a gun should be prime for execution. considering it's a mass shooting, you shouldn't have to wait for them to aim a gun at you to shoot. the same goes for brisa cove. they already shot civilians.

rich axle
#

animation blending

safe hamlet
#

when gunshots are heard the civilians should scream in panic, making it more chaotic and easier to identify their position

safe hamlet
#

adding a "no sudden moves" line for the officers and the civilians actually not doing any sudden moves unless they're going to reach for something (i've shot so many civies because they surrender with 10x speed)

whole sluice
#

[AI]
Enemy and friendly AI should be improved
I do understand, that game is in early access, but this issue should be addresses as soon as possible. AI(both enemy and friendly) at the moment are deaf John Wick. Pin point accuracy, but do not react to the surroundings. Make AI react to the sounds and things. For example, if they hear some noises, make them investigate said noise or if they hear police breaching, shouting, shooting, make AI either go help their friends or hide and make an ambush.
The other thing with AI is to make them different. For example, some street gangs should be more submissive, less organized, less armour, worse weapons and some ex-military group should be less submissive, more resilient, better equipment and etc. Even maybe make a mission with fanatics, who does not willing to give up entirely or very rarely, but I will mention it latter in the next feedbacks.

#

[Briefing]
Briefing and Map
The game really lacks some kind of briefing before the mission. The briefing must include the map of the area, information of the suspects, multiple entry/spawn points, ability to change weapons and equipment. Most time I go in mission and get lost, because there is no map available, so I have to redo the mission a multiple times, to understand what is going on around me.

#

[Weapons & attachments]
Weapons and attachment stats
Weapons lack any stats or any information. The best option right now is to go to the range, but it should not be like it, because it consumes a lot of time. The stats should include - the caliber, penetration chance, what surfaces it can penetrate, fire rate, armour penetration, recoil pattern(for example diamond like in Rainbow Six Siege) and how different attachment affect the stats and etc.
Also add some interesting stats to some attachment. Like with shining someone with flashlight will get worse aim, or with laser on their chest they will surrender more frequently.

#

[Breaching]
Planned breaching and rework of equipment
Firstly, most of the times when I breach with a grenade the SWAT AI will throw the grenade right under the door and the grenade will not affect the enemies inside. It would be nice to plan, where you want the grenade to be thrown, for example, with and opti wand to mark a spot. Just use it on the door and draw a line or a spot, where to throw it and the AI will do it. And would be nice to throw multiple grenades and combine them.
Secondly, I do not understand the purpose of the breaching shotgun. It may be faster, but you should not hurry in this game. Multitool is quite, C2 can kill enemies and breaching shotgun is just cool? Same thing with battering ram. Same as shotgun, but unlimited use and that is it?
Also I would like to order AI with shields to go in first and check it, not just 4 of them rush in in random order.

#

[Lobby movement speed]
Increase walking speed in lobby
It is just annoying, that you are slow with all that armour in gear in the lobby. Make some areas, where the players moves faster(armoury, mission star area), and some palaces, where the player is with the normal speed(shooting range, kill house).

#

[Health system]
Health system remaking
After getting hit the damage part will highlight red and that is the only information, that I have. How much more shoots I can take? What if they damage other part? There should be overall health and body part health.
Make the damage part affect the player in some way. The easiest way is: arm - worse aim, leg - slower speed. But they have to be temporary or treatable in some way, because it will be just annoying to limp till the end of a level.
Player, friends and AI should not always die. They can become incapacitated, stunned or anything like this. The way I see it, if the enemy shoots the player, or anyone else with small caliber in steel armour, the player should just take some damage. But if it is the rifle bullet, the player can loose consciousness or become incapacitated in one way or another and will require help from teammates or just some time of waiting. Same with enemies and they can just fake it to surprise.

mossy wyvern
#

[Animations]
surrendered suspects have this habit of getting up for .5 seconds when you come near them and then going back down in an instant
it's led to a lot of lost points

whole sluice
#

[Armour]
Reason to carry less armour, less equipment
Right now I go with full steel armour coverage. There is no reason in PVE to put less armour and/or less equipment. I think, well, the most obvious, less equipment should affect your speed, like armour does right now. The way to force player to use less equipment for the speed is to add some sort of timer, like bomb, or hostages will get killed, but not too often and of course not every mission should have some sort of timer.

#

[Non-lethal weapons]
Uselessness and no variety of non-lethal weapons
At the current state of the game the non-lethal weapons are useless. The enemies do not react to them most of the times and do not surrender. Make them more useful. Also, add more variety for them. For example, some weapons can shoot thrue walls, but have less magazine capacity, some can kill if you use them too much.

#

[Mission collectables]
Make them more visible
I just hate to spend 10 minutes in search of mission collectable to get higher score. Either make them more visible, or have the AI spot them for you. Also non collected evidence should be more visible or AI should react to it.

whole sluice
#

[Atmosphere]
Scary/horror like mission, music, sounds
I would like to see some places, that will scare me and/or make uncomfortable. To achieve this there should be some mission with scary surroundings, music, ambient. The best example is the second mission in SWAT 4, with the maniac in the basement. Other idea is with some kind of fanatics and cult with blood, gore and scary music and ambient.

#

[Civilians]
Non-compliant civilians
It is a bit controversial. There should be civilians, that do not want to get arrested or just too scared and will run at sight of the player. To calm them down special equipment should be used, like tazer or paper spray.

#

[Death in coop]
Make dead player help other or not kill them outright
It is pretty sad, when you die at the star or mid match. I propose two solutions - player will not die outright. The will go to incapacitated state and will have a timer when they will die. His teammates should revive him or he will die. Second solution is give dead player control of, for example, cameras. He can still talk and give information to his teammates and make an impact.

#

[Cameras in game]
Add useful cameras in game
There should be some cameras, that player should be able to use. For example player can find a security/camera room with cameras' control and with them player can locate enemies or collectable mission objectives, which will be highlighted. Also this can be the way to connect dead players to cameras in coop.

#

[UI]
UI in armoury
UI in armoury is not intuitive and I get lost in it sometimes. Some buttons looks pressable, when they are not and vice versa. Especially putting tactical equipment gives me the most pain. Applying mods to weapons is a tedious tasks, because I get lost in the UI controls a bit.

#

[Grenades for enemy]
Grenades option for enemy
Give some grenades to enemies. For example, some or molotov. When they see SWAT, they throw molotov and retreat or hide in cover. Smokes can be used in booby traps. When SWAT enters and triggers smoke trap, enemy AI will get alerted and will try to hide.

calm sail
#

[Restraining]
Add the ability to cancel restraining, I’ve been stabbed and/or shot multiple times while restraining someone.

bright stirrup
#

add a ready room that dead players can play in while they wait for the round to end (like ground branch)

quiet lichen
whole sluice
safe hamlet
#

when a stupid civilian is not surrendering, shooting warning shots should be a thing to make em surrender without a second thought. (currently can't do this)

#

having more extended magazines (including pistols), as of now only the m4a1 has that.

pulsar schooner
whole sluice
calm sail
#

[Mods]
Mods don’t work with GeForce Now.

rich axle
#

incrementally release content, at least for smaller things like guns. the last update was in june, and im sure the playerbase is hungry for content.

ashen jay
#

[Multiplayer, UI]
enable single player commands the player can give in multiplayer and highlight the target object so other players can see which object got pinged by commander
(seen in SWAT 4)

calm sail
noble mirage
#

We should be able to equip or unequip gasmasks in a mission ifd we have equiped it in the loadout, for better vision

rich axle
#

option for built in headlamp on helmet, so we can run flashlight and lasers if we want

upbeat isle
#

I believe that you should have the option to have a pistol and a taser, not just one or the other as in real life it would be standard to have a pistol and a taser for any situation

hot delta
#

How about making a bank heist map series?

rich axle
#

add some smaller maps

rich axle
#

improve player movement. right now, it feels a bit clunky.

upbeat isle
#

You should be able to break locks by shooting them with a high caliber gun or something

blissful monolith
#

[Optics]
EOTechs and Aimpoints don't have that god awful comet trail when the weapon moves. They are literally designed with that in mind, and it makes keeping track of your reticle a pain in hectic situations, especially with night vision. This plagues the magnified optics as well for some reason when the two featured are both a etched reticles and not a projected dot or holographic display.

For the magnified optics, the zoom isn't powerful enough to be effective for observation and info gathering, and there are a very very few locations where the zoom actually works in your favor in the first place when it comes to firefights. Either increase the zoom on these, or remove them entirely.

safe hamlet
#

Manually customizable RoE options would be cool, like in a server menu. Maybe a mod already does this.

wanton stream
#

Make it so suspects can hide in these and lock them ofc

clever pumice
#

add series of maps like port there should be more port maps like it. or a ship and also for hotel there should be a club that is for that gang that fight to the other gang in hotel. and we will be raiding there club.

maiden remnant
#

Maybe that suspects use human shield

inner delta
#

Lights on the shields

unkempt gate
#

More Bullpup, like the Micro Tavor And the AUG,

safe hamlet
#

Add the aa12

hearty rain
#

add precise descriptions that tell you what an attachment does (i.e reduced vertical recoil on a grip. yes, but by how much?) to give the player an ability to make a more informed decision of what to use instead of vague descriptions

sacred dust
#

for the love of god make it so carpets have are a physical entity so weapons will stop falling through them. every time i play a map like Twisted Nerve, a suspect's weapon will clip through the carpet and i can't retrieve it. this especially applies to knives because the only part of the knife that has actually touches the world is the handle, the blade just phases through the ground. while we're on the note of weapons, can y'all make it so their physics are a lot heavier? if i shoot a suspect through a door and then kick it open, their weapon will go flying off to Narnia and i won't be able to find it.

torn inlet
#

For Singleplayer and Multiplayer - implement 3 little details. 1 that you can take a seat in Briefing room while being able to interact in planing with a tactical map - example like Payday2 as you can actually draw on the map to iron out tactics - which everyone can see. 2 when an officer is out of ammo, that you can go back to the police line back to armored truck to pick up more ammo grenades tactical devices etc. 3 bring in K9 dogs.

glad jewel
#

For multiplayer implement a feature where you can tap the shoulder of a teammate. If my unit for example, we have to use terms such as "need one" when we need a 2nd man for clearing something, then the 2nd man has to verbally say "I'm with you/I'm on you/You're good to go" etc. But with a single mechanic such as a shoulder tap, which is used in real life by literally anyone/anything that does CQC you can literally click a button and you're good to go.

old heath
#

Can you make it a rule that there is a max of one idea per post? I often only agree with 1 or 2 ideas out of 3 or 4.

uncut bear
#

Can we have coloured chemlights? I would like them for 'uncompleted' suspects (not called in/wpn not bagged) đŸ”” , locked doors 🔮, mag/gadget deployed 🟡 .

when rushing I would like to be able to go back and find suspects I didn't get a chance to call in, and not forget which doors I have jammed etc.

rich axle
#

add a map that's a raid on an old timey mafia boss house. pool tables, a bar, etc. with guys in suits defending it would be cool

safe hamlet
#

Please make the glass in brisca cove more transparent, its annoying dying to aimbot when i cant see through

rich axle
strong zenith
#

Police station needs to be better lit; sure civic governments like to be cheap but being able to prove your weapons, check for damage etc. is all something a high level of light is needed for & it'd make it more enjoyable.

torn inlet
#

Introduce punish vote for intentional Teamkills in Multiplayer - !p for punish playername within playerlist - and !f for forgive. Punish would lead to a 1 hour ban of multiplayer and a kick out of the game. For further maps he/she should be marked and highlighted on the playerslist, that TKs are a regular thing. Cosmetically give them a weird hat where it says "I am an idiot" and make his uniform pink and no tac gear.

torn inlet
#

Introduce a serverslist to join in designated multiplayer lobbys, where the host can implement which mods are being used, how realistic it should be played and if a MIC is necessary!

void verge
#

Give us the ability to select no primary weapon, and only run a pistol.

toxic escarp
#

and the inverse, no sidearm and give us another slot for other stuff.... like primary ammo

safe hamlet
#

[Weapons]
Third person weapon model
configure the third person weapon model so hands hold each foregrip correctly instead of going through palm

forest plover
#

[NPCs]
They automatically arrest and suspect and pick up the weapons

flat sorrel
#

[AI] for the ai who are supposed to be more skilled like the terrorists on club allow them to react to seeing their team tes dead body and conduct a search almost like splinter cells ai enemies where if they find something suspicious then they will start searching the area

noble mirage
#

We should be able to unequip and equip facemasks in load out because they make us look cooler

rich axle
#

update soon please

safe hamlet
#

[Loadout]
Allow players to not bring a primary weapon
It is common for some SWAT units in real life to have certain members bring only a pistol. Maybe give players more slots for ammo, grenades and deployables in exchange.

rich axle
#

Add a challenge system, just for fun. Maybe have certain cosmetic rewards, like a patch with a crosshair symbol on it (or a gun charm) for completing said rewards. example: get 10 headshots. arrest 50 suspects. etc etc. perhaps bonus points for getting an a or s on a mission? just food for thought. These could also be steam achievements

clever pumice
#

pls add more achievements. because there is just one achievement in the whole game and that is. arrest your first suspect or civilian.

inner delta
#

Crying noises

fallen thicket
#

Something that i have found frustrating with the game is the collection of suspects weapons. 90% of the time its simple and straight forward, 9% its tricky because its dark/there's clutter etc and 1% of the time its impossible. The 1% of the time is what frustrates me, sometimes the AI will drop their weapons so that the player cant find them. From my experience this happens when the AI stand on top of a texture/model that dosnt have collision and the weapon ends up underneath. Just played thru port Hokan and missed out on a S ranking because this scenario happened. But this is not the first time nor last time i suspect. A feature that could help to mitigate the problem would be if the player character is within say 3 meters of the gun and haven't picked it up within 10-15 sec the game could highlight it somehow. Maybe by adding a stronger color around the shape of the weapon or making it glow slightly.

hearty rain
#

having the option to command surrendered AI to walk towards you with their back towards you so you can detain them from cover like police often do. With the caveat that they don't comply all the time or sometimes they are complying and suddenly pull a handgun on you

lament bloom
#

They should add progression of some kind whether just skins or something small so you're not only trying to beat previous scores

mystic spindle
#

Enemy Reaction Times
RoN is my favourite game of all time...

that is until I try to play the game solo... honestly, I'd rather eat a ghost chilly pepper every day for the rest of my life, rather than play only one single round of singleplayer once for the rest of my life... All because of the reaction time of the AI. I hope they fix/adjust this because I want more reasons to like this game. I just don't want to throw my life away to earn a decent rating for a mission. I mean, god damn it took me 21 hours of straight grinding to earn Solo Carriers of the Vine S Tier. - I am never doing that again for another map.

rich axle
#

add gun charms

inner delta
#

Give the swat some ball protection

pseudo whale
#

[Maps / AI]
sleeping suspects and civilians
Something to add even more immersion into the maps: on certain maps could you maybe add sleeping suspects/civilians? Those could be woken up by for example gun fire. When the civilians wake up, they will for example wander through the house without knowing what's going on at all. But if you choose a silent approach as a player, you could find a suspect or civilian sleeping, and it will be up to you if and how to wake them up so you can detain them. Suspects could maybe be sleeping with a handgun in their hands, so when you try to wake them up they might start shooting at you

rich axle
#

Add some stealth mechanics. It would encourage several play styles. It doesn't have to be anything crazy, but would be nice to have. This would also increase visibility of the suspects natural behavior, should you choose to be stealthy. (Example: a suspect taking a leak, setting a trap, watching TV, bagging drugs) might be visible before they are alerted.

rich axle
#

fix optiwand massive fps drops

jagged geyser
#

I can reload M32A1 FLASH

silk gust
rich axle
#

change certain voice lines. e.g. when I'm trying to stealthily disarm a trap, my character will scream "DISARMING TRAP!!" and alert every suspect within a 5 mile radius

old heath
#

Allow us to disable ai teammates. They are very useful and annoying at the same time. Sometimes I want to do a solo pistol run but can't effectively as I keep getting body blocked

silk gust
dusk junco
#

[AI]
field interrogations and "last survivor" tactics
me and my friends have on multiple occasions spent >20-30 minutes looking for a single piece of evidence or a single suspect wandering around, so i'm suggesting some mechanics to speed up the final sweep process in a level

zero hour has this mechanic, i'm not sure if swat operators in real life do it, but we should be able to ask or demand from certain suspects where specific pieces of evidence can be
eg. voll estate, we can ask the pedo owner where he left his laptop, phone, and/or hard drives after we arrest him

as a level starts to end, most suspects will either be arrested or dead, and to make it easier for players maybe the remaining suspects can work with each other to make last ditch stands against swat, or simply track us down and attempt a suicidal charge at us
eg. hoken port, human traffickers know we're here, so they either hunker down together at the warehouse or run out guns blazing, hoping they stand a chance against us

sacred spear
#

[Mods]
CLIENT SIDE Weapons, Attachments, Character/Outfit, & Audio Reskin, Model Replace, Audio Replace
In Left 4 Dead 2, they have client side mods besides Maps. Meaning players can install the goofiest reskins of models ingame but it only appears to their screen/system only and not others, while in maps, all players must install maps.

IN Ready or Not, we should have that same ability. Client Side Reskins, Replace Models, etc so that other players wont need to install it. Just to install Maps, AI Revamps or significant game changing mods in RON. Without them having to install the model reskins/replace.

Basically
Client Side Model Reskins
Server Side Map Mods, etc

Update: I didnt know this already existed disregard

thorny oar
#

[AI]

Maybe some ability to control the cop bot while spectating him via camera
Without giving any orders on hist side as main character for sure, but able to rescue civilians and suspects, movement and shooting

stable musk
#

There needs to be a restart button in the mod.io section. The popup comes up, but if I'm still shopping, I may want to grab another mod or two. So maybe replace the restart prompt with some text at the bottom saying "you need to" with a constant "button" to restart when you're ready.

lilac orbit
#

[mods] every time i download a mod, it does not work no matter how many times i restart the game. I think steam workshop would work better

next zenith
#

I just saw the wip hostage mechanic for suspect ai and I'd like to say something I did mention in the discussions channel. I think that certain suspects should be far less willing to take innocent lives depending on the mission. So far it seems every suspect is a psychopath that will kill without second thought and I think the game could do with humanizing suspects a lot. Of course suspect factions like "the hand" in the night club will be more than willing to kill more innocents considering they just shot up the place but others that haven't gone on a killing spree should maybe be less likely to kill civvies but could still threaten them as a bluff, even in some extreme cases, like the gas station robbers, they dont even want to shoot anyone.
I had an idea for a potential briefing for the gas station where the primary suspect who orchestrated the robber is an undiagnosed sociopath and meth addict, responsible for the injured and dead civvies on scene due to some form of mental breakdown, while his accomplices he brought along were just friends or people he knew, likely were told it would be a clean job and never intended on killing or hurting anyone. This could also be told in dialogue by the suspects saying things like "This was meant to be a clean hit" or "I don't know what happened, he just freaked out. No one was meant to be hurt". Making them far more compliant and less likely to kill or even attack the element. But of course with the games RNG elements this can change. so one of them one time could give up straight away while another time they will fight.
Overall suspects need to seem like they think about the situation and actually have a thought process rather than just kill swat and maybe hostages. So overall I would like to see more mundane missions being simpler arrest warrants, small time robberies. Stuff like that to really add more to the weight and horror of the darker missions like shootings and terrorist attacks

next zenith
#

And to add onto the above, perhaps an outcome for human shield standoffs is the suspect committing suicide if their morale is low enough and are not willing to kill a civilian
edit: and another they throw the hostage towards the entry team and try to run if there is any escape route near by

vast pond
#

change the use of the highready animation to something quicker.

When you hug a wall while taking a corner, your gun goes into highready which is slow and annoying. Instead maybe have the gun pulled up and back above the shoulder, then brought back out when cleared of the corner.

livid forge
#

[Gameplay]

“DEAD” Body Tags should pop up linked to the ankle joint at the same time that the zip-ties show up for deceased suspects. This would add a tiny extra detail and a purpose for TOC saying “Tag them and keep moving”

craggy gale
#

[Gameplay, Q.O.L]

The in game player name tags should be on by default, I have no clue why it got set too off by default in the June Content Update. The amount of times i've had to tell new players to put it on is mad.

sacred dust
#

AI
the friendly AI teammates need plenty of reworks because as it is, they're only good for one thing, and that one thing is killing and even that is questionable at times. if an enemy has a knife your companions won't react to it, and you'll have to kill the scurrying rat that's trying to stab them to death because they don't believe knives are real or something. there's also the common issue of the AI body blocking your path. so if you're trying to walk across a thin hallway or up a staircase, they'll be stood in your way and won't move unless you tell them to. additionally, telling the AI to report a person or bag some evidence doesn't work 80% of the time. with them just standing there, ignoring your orders. and god forbid you tell them to cuff someone. i can't count the amount of times the AI was stood behind a suspect or civilian with cable ties in hand doing nothing but stare at the guy or just posted up next to them with their gun still in their hand. as a solo player, these sorts of issues frustrate me to no end. and i'm certain other players have said this already, but the bots need more autonomy like bagging up evidence and reporting civs and suspects when there's no action going on.

rich axle
#

remove prolonged groans for throat and headshots. if a headshot occurs, the victim will die instantly, not allowing a groan, and if they're shot in the throat, the groan should be replaced with choking noises

mystic panther
#

With the 'In Game Menu' modification on Nexus being as popular as it is, I have to put it out there that it would only be an improvement to the game if it was implemented officially. I realize it may be a little funky for the developers to reach out to a community member while in early access, but I think that getting more players access to a custom browser will improve longevity between large updates (like the current update drought we are experiencing.)

hard silo
safe hamlet
#

To stop confusion, maybe just remove the greyed out mission scenarios?

safe hamlet
#

when a gas bomb is thrown into the room npc should try to leave the room not wait untill gas end

rich axle
#

add a slight chance of a suspect rushing you upon seeing a grenade, or try to throw it back. maybe, if other suspects are in the room, they have a slim chance of diving on top of the grenade to save their allies. would add a nice dynamic to gameplay.

inner delta
#

Let us roll a grenade or a small weak toss cause judge is kinda to buff sometimes

strong zenith
#

TrackIR integration

uncut bear
#

When I get an S on a map and mode, I want to spawn in with a gold S patch on my velcro slots - so people can see how cool and unemployed I am.

next zenith
#

In regards to swat ai leaning, i believe (from the gameplay ive seen) swat 3’s friendly ai leans around corners when clearing rooms as a sort of safe check before moving in. If swat 3 can do it im sure ron can :))

devout rover
#

[Tactical Emotes]
Could we get a Tactical Emote Wheel?

I think for non mic users and all in all it would add greatly to the Tactical
Coordination of the game, an Emote Wheel with Tactical Emotes, you press the Emote
your player model does the gesture and it maybe shows a small transparent pop up to those nearby of the written command

broken dragon
#

[Models]
Cosmetic Options
Now I'm not asking for cat ears or an animated gun skin but just simple things for officers similar to RDR2 where you can tuck in your boots or roll up your sleeves etc etc maybe even patches? bit of a stretch but as long as it is believable. Or even different gloves, watches, glasses, maybe even some camo's or colors? similar to how we have black and olive drab maybe a navy blue similar to LAPD? And I know that vest customization will be added so I won't go on about that but all I'm saying is that being able to change even little things for the officers would be a cool addition.

inner delta
crystal nimbus
#

Auto install mods from friends or client menus/auto select various mods for the lobby

noble mirage
#

VR version

mystic panther
#

I'm sure it's been suggested ad nauseum but along the lines of the "designate red and blue team on peoples uniforms" suggestion, I'd love to see the extra mile gone with player names on peoples backs, in the same neon colors seen in SWAT 4. It would help immensely for the rare public lobby that manages to get players that want to teamplay.

EDIT: It'd be especially useful for modded players in lobbies of 8+

rich axle
#

server browser with filters, one filter labelled "mods" and servers labelled mods auto download upon joining

brave jasper
#

[Player/Models]
Female Officers Options
I would love if there were female officers in the game to add to the diversity and add some representation. As a woman, i personally love when there is a playable female option, as it helps me feel seen.

inner delta
#

Useable ring doorbell

final cape
#

Finish the whole police station interior.

Some things can be like

  • Offices for command
  • Offices for regular personnel
  • Lobby room
  • Jail cells
    etc.
cosmic ocean
#

[Level Design]
Fast Food having Port 2 next door is repetitive
I know re-using assets from Port is easier on the dev team than modelling and buying new ones, but having to clear another shipping station when we already have Port is repetitive. Instead, what if Fast Food had a transmission station to clear, since there's all of the wind turbines in the area? It makes much more sense given the area and gives variety :D

PS, please bring back the little diner next to Fast Food, it was cute and cool, ty

versed phoenix
#

[Mods]
Ease of use and mod compatibility when joining friend's lobbies
I would really like a way for my friends to easily be able to download the same mods as the me (the lobby host), Something like Rising storm 2 or red orchestra where the maps/mods would automatically download from the steam workshop before loading into a game, it was a pretty flawless system i have 1100 hours in RS2 and never had any issues with it. This would make the whole process alot more streamlined and make it easier rather then having to troubleshoot and send mod lists via google docs and discord.
if you could figure out a way to implement something similar with mod.io that would be awesome

ashen jay
#

[Audio Commands]
We definitely need a dedicated button to solely saying "This is the police, come out."

mystic panther
#

[Audio Commands, AI]

Context Sensitive Shout, Player Barks

I think that a context sensitive shout function with NPC barks and scripting would be huge for the game's atmosphere and gameplay.

Players right now can shout for compliance only, it's a primary function of the game ripped straight from SWAT 4 and it works, with more voice work and scripting it could do a lot more. Situations could play out forcing the player to make split second decisions over simply knowing when to apply equipment. Things like shouting into a room with an alert and cornered suspect, in an attempt to talk him down from a final stand. Yelling into a room in the nightclub, causing a rush of panicked people through the door, and potentially active threats. There's a lot of potential in the concept for gameplay reasons alone.

Something less work intensive, but I'd argue equally impactful, would be using the shout button for simple quips. You could calm a civilian you just restrained, or insult a suspect that gave you a hard time arresting them. No gameplay effect, just a means of anchoring the player down in the space.

broken dragon
# mystic panther [Audio Commands, AI] **Context Sensitive Shout, Player Barks** I think that a ...

[Audio Commands, AI]

Microphone Integration/Voiceline-Wheel

Seeing the post above gave me this idea and while I believe the post above is a great idea another thing that could be added could be microphone integration similar to phasmophobia where a list of things you can say could be heard by suspects E.G: "This is the police hands up" or "Drop the gun/knife" or of course calming civilians/antagonizing suspects as stated in the post above E.G: "calm down you're safe now" or "Save it for the judge". However Not all people have access to a microphone or may not be able to talk loud enough to be heard (I am one of these people especially at night-time so you can also potentially add a voice line wheel? similar to an emote wheel where you can select things like calming lines, arrestive lines, etc. as well as have key binds or preset ones for example all the arrestive voice lines essentially do the same thing tell suspects and civilians to get down and hands up however these can vary and change potential conversation bit of a ramble but this would be awesome to integrate.

jade wigeon
#

Making the Game Easier to Run on Lower Spec Computers

I love the game and it is really well thought out. One concern I have is that it is not very easily playable on lower spec computers, making it less accessible and such. One of the big issues I have is that it seems like the game is not utilizing my computer's resources well and it creates a lot of FPS issues when I am in missions. This would really take the game to the next level

rich axle
#

Implement fsr 2.0

forest plover
#

[Movement]
Able to go in to prone and tilt around corners in prone

#

[Gameplay]

Be able to control public cameras or drones on a tablet. Could even be a computer in the bearcat.

undone gazelle
#

Certain maps need better optimization like the slave rooms in the dealership or even just to remove unnecessary stuff like all the garbage in the meth house level. We get it's suppose to be a crummy area but even then the trash would probably still get picked up regularly. A few bags here and there yeah but it looks like the damn division out there with all heaps of trash bogging down the map. take out 90% of the trash heaps and I promise it'll still look like a crap neighborhood and maybe perform better.

nova hornet
#

higher FOV and resolution for mirrorgun in "picrute-in-picrutre" mode

ashen jay
#

[Audio]
This may have been already asked but a separate volume controller/mixer would be nice. So you can regulate the volume of TOC or Voicelines talking.
(I'm Audio modder and got feedback about my mod being too loud for some and too quite for other which I can't affect)

inner delta
#

after knifing a officer the suspect should swap his knife out for the officers weapon

broken dragon
#

[Moderation Team]
Better Feedback Between Posts and Mod/Dev-team
It would be nice to have a bit more feedback between the ideas in this channel and the mod team, E.G: A channel where ideas that are being considered from this channel can be added and eventually get either a green light or a red light from the mod-team. I just think it's kind of sad seeing so many great ideas coming through here and having no idea whether or not they will be added. Summary: More feedback from the Mod/Dev teams for ideas tactical_ok

long dome
#

[Squad Command, Gameplay]
A few major improvements to single-player squad command

Allow for commanding of the squad through their viewpoint
Fundamentally identical to how in SWAT 4 you can press Caps Lock to make the team-view screen take up ~1/4 of your screen, and can slightly rotate the body/helmet cam to give commands, this allows for coordinating breaches and commanding the team when you aren't right next to them.

Leader clearing
Currently, the only reason I as squad lead carry grenades is to throw around corners, not through doors for the squad to go in after, this would be solved with the command that is in SWAT 4, "[Open, C2, shotgun, kick, etc], leader, and clear" where the door is opened, and the squad waits for a grenade to be thrown by you before clearing.

Mirror
Tell your squad members to mirror through a door, around a corner, and specify what to mirror for, such as Contacts, traps, civilians, etc.

This one is more of a wish-list feature, but:

Voice Commands
Basically just speech recognition for AI commands, to speed up usage and allow for more immersion.

cedar cape
#

I feel like this may be rather controversial here, but I feel like the AI reaction times and accuracy are excessive, and that the game may be better served by having more enemies, grouping those enemies and making enemies behave in certain ways.

What I feel is fundamentally lacking, and this becomes most apparent in raids, is that there isn't much of a firefight. If an enemy spots you, they'll get their shots off accurately; so you either catch the enemy by surprise or you get shot at with accurate fire.

IMO it would be better to have a few more enemies and have enemies operate in small groups (with very few solos). Enemy behaviour could also be made more variable, with a greater chance of surrendering if caught off guard and otherwise trying to seek and shoot from cover rather than responding with accurate fire where they stand.

I think that this would make for a more fun experience, without compromising on the difficulty of the game. It would also make fights more dynamic, with a greater exchange of fire (firefights) where the players do end up having to fight with suspects.

cedar cape
#

It would, IMO, be quite useful to have planning and execution tools similar to the interface of Door Kickers in order to make and execute more complex plans with the AI.

I was thinking of being able to set "phases" or "waypoints" for them within a plan to basically allow the player to control the AIs execution of the plan set forth for them. How this could work is that the AI follows the plan till it gets to the "phase" and then waits for the player's signal before proceeding with the plan.

One frustration that often comes up is needing to constantly give orders to the AI. A good planning and command interface would IMO make it so that this process becomes a lot more painless; making it easy for the player to set and execute plans with the AI.

knotty dome
#

This isn't really that important so I don't know what to categorize this as. I think that making the crouch a little bit lower, like making the character get lower to the ground would be nice since there are many places in maps where I can crouch behind cover but it still has my head and upper chest showing.

severe ridge
#

multiple surrender states for the AI, such as when they are playing dead instead of starting to get up and to their knees just stay laying down and extend their arms out in compliance

pallid echo
#

MP5 extended customisation

Flashlight handguard (already in game i think? I use a MP5SD mod)

MP5SD handguard, attached when suppressor is equipped
Solid stock or collapsing stock

Then if you use a grip it just keeps the rail on and uses the normal flashlight or suppressor.

safe hamlet
#

I'm not sure if anyone posted this or not

Make it so that different guns have different penetration

I was playing tdy and I was shooting at a suspect through glass with an AR and he wasnt taking any damage so that was kinda cringe

safe hamlet
#

Add something thats kind of like the new cod

Instead of being forced to reload you pull out your secondary and sling your primary so you can deal with suspects if you have horrible aim

untold flame
#

AI bots

Check for AI aim (for some reason I was playing peek-a-shoot with an AI, then they precisely wall bang that killed me)

cedar cape
#

3 things that IMO would be nice are:-

  1. Making the gun mounted flashlight momentarily stun and disorient enemies (since it's effectively a very bright and concentrated light being shone right into their eyes)
  2. Giving the players a diffused regular flashlight for use; something that will only illuminate areas but is too diffuse to blind.
  3. Creating a dynamic map which shows the areas that players have already covered and gets updated as they move through the level with things they discover as they move (such as evidence, civilians, suspects and weapons); this would really cut down on some of the more annoying bits of levels where players might end up hunting through a level for that one weapon or civilian that they may have passed over while moving.
safe hamlet
#

Let me start this off by saying I’m really glad you guys fixed the non responsive trigger problems. That had been bugging me for a while and I’m glad you finally did something.

But I still see that you’ve done nothing with the AK platform. What if I want something chambered in 545? What if I wanted a full size rifle? Or what if I wanted to use some different optics on my AK? I’ve heard it before that you’re only focusing on what American police would use and I still think that’s incredibly lame. The AK is a diverse and modular platform like the AR. I should have access to several types of AKs just like there are several types of ARs.

safe hamlet
# cedar cape 3 things that IMO would be nice are:- 1. Making the gun mounted flashlight momen...

To expand on what cool lad was saying, the flash lights are just toys that attract attention. They really don’t do anything. If I need to see in the dark I have nods. If I was using something other than nods and had to use the flashlight, it doesn’t do its job anyway. Good luck trying to piece together your surroundings and make targets with only a tiny circle of light of help you. The only benefit they’d have is being able to blind someone and they don’t do that. The AI is just as accurate when they’re being shined on and they don’t get stunned at all. In short, the flash lights are 100% useless and they need to be seriously buffed before we consider using them.

As a separate but related issue, the AI seem to have perfect vision in zero light conditions. It’s like they have night vision like cats or dogs. Please fix this. It’s not fair that we need to use nods and lights when they can around in the dark and see just fine.

safe hamlet
#

Me and @devout rover were onto something. There should be WAY more customization options for guns. We want guns that are tailored to our play style and look fresh.

To explain how the guns could be made to be infinitely more customizable, I will use the AR as an example. Here’s how I think it should work.

There will be an AR preset option that you can build however you like. If I want something meant for stealth ops, perhaps I’ll create a PCC chambered in .45 ACP. I can choose between an mlok handguard, a keymod handguard, or a picatiny handguard. Then I can choose what kind of stock and grip I want on it too. A choice of colors and paints could also be nice. So once I have my .45 AR build finished, I can save it as a finished build that I can edit whenever I like.

Then I can click the AR preset again and build another AR. Perhaps I want to build a full length fighting rifle this time. I can chamber it in 5.56 and go through all the same options previously mentioned. Different rail choices, different stocks, grips, and colors. I’ll then save that AR build as a complete build. I can do this ad infinitum, clicking on the AR preset option and building as many ARs as I want.

Imagine being able to make an AK build chambered in 9x39 with mlok rails and a dove tail for optic mounts. Imagine making an AR in 300 black out that’s perfectly tailored to how you play the game. Imagine if you could do that with every platform in the game and be able to build it how you want.

ALL OF THIS WITHIN REALISTIC LIMITS, OF COURSE. We don’t want it to be like MW where you can make cursed bs.

safe hamlet
#

Gear and clothing should also be WAY more customizable than it currently is. We all want to look fresh. Why can’t we edit our kit to be as drippy as possible? Of course it would all be aesthetic and serve no real function, but come on. Drip is a function. Feeling funky fresh makes the experience better.

My first idea pertains to clothes like pants, boots, and shirts. I should be able to choose the color/camo of each piece of clothing. I’d really like to wear a kryptek typhon short sleeved shirt, green pants, and black boots. It would also be nice to wear a long sleeve vegetato shirt, brown pants, and black boots. There’s all different types of camos from all over the world to add in the game on top of the 3 base colors of green brown black.

It’s a given that plate carriers should have color and camo options. But there should also be options for the kinds of pouches a player uses. What if we want to use hard shell tacos? What if we like kangaroo pouches? What if we wanted to put the radio somewhere else? You can even make the pouches themselves different colors and camos. Then we get into the plate carrier itself, there should be a choice between a JPC and an APC.

All this same stuff applies to belts. Colors/camos, where the pouches go and what the pouches look like, and what type of belt matters too. I want to choose between a slim battle belt and a bulky war belt.

In short: we need more options to customize our clothes and gear.

floral vine
#

would be nice to see in HUD, who is close to you (position), can direct that person to cover an area as move ahead

rich axle
#

update the game soon please, it's been 5 months since a major content update

knotty dome
#

I'm not sure if I'm correct in saying this but I think maybe a tweak to the recoil could be nice. I've never shot a firearm before so take what I say with a grain of salt, but I feel that even in real life recoil isn't actually that prominent. I'm not saying that all guns should be void of recoil, but it's like I'm forced to only use semi or a specific gun I don't even like, just because the others have so much you can't control it.

ocean swallow
#

I would find it good if you get in the mod manager also mods displayed that you have in the "Packs" folder (like in ETS2)

noble steppe
#

Might have been suggested already but more fanatical or more crazed suspects keep fighting more after being shot. It feels like some suspects just go down to easily. Like a 5.56 round to chest will most likely kill you but not instantly. So maybe like a bleed out mechanic and some suspects will fall over after getting hit then get back up and start bleeding out. And for more crazed people where even after taking a killing shot to thr chest instead of just instantly fall over dead they'll fight for a bit before die.

old heath
#

[Ai spawn types]
Allow hosts to modify the amount of Ai spawning and they type. " Do they have body amour, type of guns , any civis etc "

safe hamlet
#

Make the r7 launcher not useless

mossy wyvern
#

[OPTICS]
Brighter red dots would be incredibly useful, many optics feel unusable with flashlights right now.

rich axle
quasi atlas
#

penalty for quitting early. so many people quit way to early and get no experience. and it ruins game play when someone joins, dies and immediately leave with no reasoning. i think you should have a valuable reason.

knotty dome
#

to be fair @quasi atlas I think it may be because the host prob wont restart so that people who died get another chance, and there isn't much point in staying when you die since all you can do is spectate. theres no other rounds. I agree tho

quasi atlas
#

i get that, if you die instantly a reset is deserved if you actully tried stealth, but what im talking about is someone who thinks this is R6S. im talking about if you run in solo while others are sticking together, die and leave immediately. if you die mid game and die, then leave immediately

quasi atlas
#

add med kits, as in better first aid

#

the ability to cut power off and use light switches

night kraken
#

THERE NEEDS TO BE A REPORT PLAYER BUTTON

inner delta
#

Ability to turn off friendly fire damage reduction

safe hamlet
# quasi atlas the ability to cut power off and use light switches

This wouldn’t do anything. The enemies can see in the dark just fine, it’s only us that need nods and flashlights. That’s the real problem. Please for the love of god, make it so the enemies need light too. We shouldn’t be the only ones who have regular human vision.

quasi atlas
#

Exactly

languid verge
sweet seal
#

does anybody think it would be a great idea for suspects to be able take a civvie as a meat shield so you have to be careful where your firing or they could grab a civvie and drag them into another room when you breach in an attempt to save their life and avoid getting shot/arrested

knotty dome
#

This may sound too weird or gross, but to me the game doesn't feel as immersive as it could be, one of the reasons being cuz a bullet to the head wont really convey much to the player. But I feel like itd be more gritty, and realistic if the ai or any player who gets shot down doesn't die immediately. Like if they were choking on blood and could be dragged away from fighting, or they were losing lots of blood. It prob sounds too bad to be in a game, cuz at the end of the day its a game. but it might also make the players think twice about certain firefights and what they should or shouldn't do if they or their teammates bleed out or whatever.

mossy wyvern
#

[AI]
make it more common for the AI to do the immersive actions showcased in your video https://youtu.be/0UO-FyEdBpQ
such as the hotel enemies using the bathroom or taking photos, the car dealership enemies to smoke, etc

unkempt hornet
#

[AI/Player] - Add euphoria ragdoll system if possible

rich axle
#

Add a better medical system. (Toggleable in the options menu, for players who prefer more casual gameplay.) E.g. if you set off a shotgun trap, your leg gets blown to smitherines, but you're still alive. However, you're forced to lay on the ground, (maybe using a pistol?) Until a teammate stops the bleeding in time, and will have to assist your movement throughout the rest of the mission. Or, if you're shot in the leg, you limp. If you're shot in the arm, your gun sways more, or are forced to use your pistol if it's severe enough (in one arm.) It's a dynamic system that would offer more variation to the gameplay. These specific examples don't have to be implemented, they're just ideas. It's open to interpretation, and creativity allows for many possibilities.

Short version: add a better medical system, that will allow for more variation in gameplay.

languid verge
wise tundra
#

describe what type of antialiasing is used? low to very high is kinda vague. txaa, fxaa, smaa or something else would be a better description

nova hornet
#

driving animations for each mission like this

hard silo
tight lily
hard silo
idle widget
nova hornet
rustic spade
#

plz add a UI Scaling slider. HUD is soooo tiny on 4k resolution.

olive vine
#

gear customization similar to ground branch, let us choose where we carry ammo and grenades and other pieces of kit

quasi vault
#

Civilian dangerous fake outs while being unarmed. Right now it's either civilians have a weapon already holding in his hand so it's considered as suspect but there should be also a gray area where civie doesn't have to hold anything on his hand yet to pull a knife or gun on his hand at the least expected moment to try to kill you and your team, (civilian is unarmed at first and then he tried to do something stupid and pull a weapon - he/she acting as a victim at first).

quasi vault
#

Add new behaviour for armed/unarmed AI where if the flashlight is pointed towards their faces they can get blind covering their eyes with hand or flinch for a few seconds and thus gives the player advantage over them but if the player is not aware or didn't learn flashlight discipline enemy can see that flashlight and detect where you are located to hunt you down.
I've never seen that enemies can be blind by tactical flashlight in fps games so far, only from flashbangs activated but in real life a lot of people do not realise those tac flashlights are very powerful in cqb and used quite often by military/leo around the world not only at night but also in broad daylight so adding those new behaviours for AI will create a new experience for the player and if not using right by the player it could turn against him very quick.
You could also make a special training stage on the map how to learn your proper flashlight discipline. Night vision goggles has some advantages and disadvantages as well so learning both methods will give you better sense of understanding when you should use one of these and where it could be more beneficial for you and your team.

quasi vault
#

Each time you throwing a flasbang it becomes less effective on suspect / suspects. To clarify let's say you throw nine-bang into a room, the last few flashbangs will be less effective than those at the beginning so in this way before all nine-bangs are gonna finish the entry team can enter the room and deal with situation inside way sooner. That's In real life how flashbangs work so that may or may not suit for video games. I dunno, you decide.

main palm
#

Dlc cost like 2million pounds

inner delta
#

Make the balls a effective place to aim on male suspects

inner delta
#

Better screams and more children in the maps

astral wedge
#

Add some Bullpup rifles it's one of the best CQB weapons.

untold flame
#

add like a police car chasing mode

broken dragon
#

[Map]
Map Idea, Respond to a car chase gone wrong.
If you have ever seen the move Heat staring Al Pacino and Robert De Niro you will probably be familiar with what I'm talking about, for those of you who haven't let me summarize, the movie is about professional robbers who eventually decide to rob a bank it goes wrong and after a short car chase (cough) which proceeds to lead into a long shootout through the streets of L.A. So essentially the map goes like this and it can potentially be a gamemode idea in which there are a few suspects (depends) that run throughout areas (public or not) and you have to both neutralize the suspects as well as keep bystanders safe who happen to be panicking all over the place watching fire to not hit buildings behind the suspects passing cars, etc. Now I know that this would be highly unlikely to occur but I believe it would be a fun gamemode you never know. (also been a reason to add sprinting) : ) TLDR: Add a map/gamemode with suspects running through areas and not isolated to a single house, building, etc.

rich axle
#

update soon please

fringe sapphire
#

Hello, I recently had a problem with the game, I have searched the internet but I have not found a solution.
The problem is when I launch the game, it gives an error and closes, I pass a screenshot of the error.
I have tried to uninstall and install the game, delete all the files, update the graphics card drivers but there is no solution.

austere aspen
#

Same

inner delta
#

Variable reload speeds

quartz scaffold
#

Please stop making the movement even slower every update, it's too slow that even after killing every suspect the pain doesn't ends, it continues until you find that last civilian

inner delta
quartz scaffold
thin schooner
latent fossil
#

add a command for the AIs to shoot/break open doors without clearing them. Im thinking like an extension to the "open" command that specifies how to open it

devout rover
#

Add the 590A shotgun for all those who own the Supporter Edition, it is clearly displayed (See Picture) as being apart of the DLC yet we get a re-skinned B1303 Semi-Automatic shotgun which is not mentioned as a replacement. If not yet in-game at least add a disclaimer like you did with the "HRT Coyote Uniform Variant (Not Available Yet)".

clever pumice
#

maybe add a map where the militia are transporting a cargo or like a important person which can help them. and then the police chase them and a shootout happens on a bridge or a highway and there are a lot of cars that gave cover for the suspects and us

crimson thunder
#

Please Bring Back Tac700

#

Add a Tac Ping button so you can clearly communicate to your team members

crimson thunder
lusty torrent
#

Add thermal goggles

rich axle
#

release updates to everyone, not just "supporters", it's been almost half a year since the last update, and given that it's in early access, we're all playtesting the game. given it's priced at almost the cost of a AAA game, releasing it early to "supporters" seems unreasonable.

dreamy sand
#

Consider reducing the size of future updates' content but release them more frequent?

jagged cypress
#

Make jump higher. I don't understand why it exists if it only launch you a few centimeters upwards.

fleet spire
#

Okay played one level of supporter version. Its amazing. More intense than ever. More fair. Only issues and they are big is that 1. Suspects go incapacitated almost all the time. Whether i use JHP or FMJ, it doesnt matter. This means they always have the same shitty rigid death animations and positions on the floor. and 2. The ragdoll animations are very repetitive. Im always getting the same one or 2. Maybe because they always go incapacitated. How can i get the devs to see this as i think this is quite major

jagged cypress
signal tangle
#

Suggestion: Be able to set your optic brightness level either in lobby or during mission on the fly. Flashlights and lasers often wash out the reticle in certain environments and this is something you would normally account for IRL.

safe hamlet
#

Possibility of being able to edit loadouts while spectating?

ripe laurel
#

I'd like to see a toggleable option that can be turned on or off in the settings for player scanner chatter to give a deeper ambient of being a swat officer. I've always liked the sound of police chatter when playing such characters and I think it would be a nice addition. 👌

crimson thunder
marsh dawn
#

Show the keyfeatures of a gun in the loadut menu.

Such as:

RPM or single fire only is the weapon does not capable of full auto

Mag size

Effective range

and If some attachments are not supported.

nimble dirge
#

If a major update is planned, can pre-download it in advance?

cloud mirage
#

Screaming for surrender souldn't be a "beam" projected in front of you that can reach any distance. It should have a 360 effect around you with much greater range in front of you and propagate depending on the ambient occlusion (f.e. To the other room if door is open, less if door is closed etc). Maybe it should also take into account ambient noise such the music in club.
Right now it's weird that a suspect wont hear you just because his head is hidden around the corner

inner delta
wanton cobalt
#

add a map of airplane such as Boeing 747 or airbusA380.That would be very interesting to play

rich axle
#

add the option to remove gray text in top right corner

rich axle
#

add the famas, colt commando, and 762 nato

mild tinsel
#

[Discord]
Format of this channel
Make one of the bots delete every message in this channel wich doesn‘t got the main format so if a Message doesn‘t contain „[„ and „]“ or „()“ it gets deleted.

Channel info says format is needed and this would make it probably better.

rich axle
#

When a suspect enters an incapacitated state, maybe they have a chance of pulling a pistol on themselves, or the cops in a final last stand

safe hamlet
#

Make it where some maps have suspects thaf can hold civilians hostage and possibly have them as human shields so players can carefully pick the correct bullet type for engagements and certain maps.

rich axle
dim flicker
#

Gun customization like ground branch would be pretty cool ngl

runic crater
molten perch
#

would love to be able to 'upgrade' to supporter edition. No way i am going to spend an additional 70 to get a game i already have...

rich axle
#

add better pre game lobby, after selecting and loading into a map. allow for the chance to change loadout, gear, and set spawn point if different ones are available

stable musk
#

I know minimal UI is a target, but some sort of perpendicular grenade toss from thresholds to:

A: Get a throw deeper into the center of the room instead of shallow banking
B: Keep in cover while doing so.

UI indicator to match

craggy wren
#

👍

quasi badge
#

Suspects should not play the same death animation every time you kill them

safe hamlet
#

while i agree that the lean before was too overpowered, letting people peak without their body showing, i feel its almost useless now. slowing us down that much for basically no benefit. maybe try finding a middle ground between the old lean angle and new one? i believe the old one was 40° and this new one is 15°, for instance maybe 25°?

wanton cobalt
#

Ai shot at me through the wall. He saw me just by putting his arm through the mold

royal sigil
#

Dead suspects occasionally are alive and well as soon as they are cuffed.

lusty glen
crimson thunder
#

Be able to arrest suspects from any angle instead of being forced to walk behind them to trigger the prompt

modern quest
#

[Gameplay]

Kicking a door shouldn't magically unlock it

I bought the game during the sales and am really enjoying it. I was about to report that kicking the door unlocks when I see that it isn't called a bug but a feature.
What really is the point behind it because there is no way you will "unlock" a lock by kicking it. Maybe break it, but not unlock.
This might work for a really weak door made out of wood like the construction doors (the one with X over) in the hotel but that would completely break the door, not just let it open normally after. And there is just now way a kick will unlock a metal door.
Maybe if you do like 10 kicks it might break a bad lock but a single kick to then suddenly have a perfectly fine door that is unlocked just doesn't make sense. More likely you will bend a deadbolt and then you have no way of even picking the lock and are stuck behind.
Now in the game a kick will magically make the deadbolt disappear, what is even the point of the lockpick? Only use it when I got shot in the leg?
My suggestion, to remove that feature completely, and maybe have some weak doors break when kicking .

foggy night
#

my friend can't play ready or not anymore, and I had so much fun playing ready or not with him. and then he installed a mod inside the ready or not menu, and should he go into ready or not, but it doesn't work to get in. rarely reply...

safe hamlet
#

[Balancing]

5.56 rifles' recoil needs to be reduced

5.56 rifles have way too much recoil for the caliber on semi, I think it should be toned down a little more, and give piston driven
rifles a little more recoil then say the MK18, or SR-16.

mellow mauve
#

Punishment for users who intentionally shoot the team

slim rivet
#

having the first bullpup rifle (P90) in this upload is amazing. What I want to suggest is bullpup AR classes like Steyr AUG or IWI Tavor.

chrome raptor
#

[Weapons]

[Gameplay]

  • It would be nice to be able to order a surrendered NPC to do something, like crawl/walk towards you to get them out of the room or another dangerous postion.
  • Kicking doors should NOT magically unlock them. Ruins my immersion like hell.
wicked cipher
#

Make more “modern” maps, like a lot of maps are like poor and old. I would like to see some bright modern houses.

ivory swan
#

we need glock 18c (full auto) too

#

extended clips for weapons and solo modus without team

old gust
#

Multiple small maps with different layouts, to act as practice of sorts for bigger maps, or just to play quick maps. Could even filter out on the map between big and small, such as liquor stores, auto shops and restaurants

fossil blaze
#

A small map which can be interacted, like drawing plans, notes etc. before entering the maps on lobby would be really great.

amber pumice
#

The new 15degree Q and E lean that's part of the update needs to be increased. It's like barely leaning at all now it makes it worthless for pie-ing corners. I get it was reduced to coincide with the character model's third person lean amount but it's too drastically reduced now.

vital sable
#

[gameplay]

Realistic bullet damage

I think that being able to shoot specific body parts to cause different affects is a great aspect to any shooter. For example if you were to fire at a limb it is no longer able to be properly used by a suspect.

[examples]
-shooting at arms to force suspect to surrender or reach for a one handed weapon with undamaged arm
-shooting at legs to make run away suspects trip or fall down

sonic axle
#

what should i do to fix this? The mission/map came form the mod.io intergrated module so i'm unsure what i need to do

sonic axle
#

fixed one issue but now there's this

rich axle
#

doors should only be able to be kicked if you're at a certain angle. kicking in doors at a 45 degree angle isn't realistic at all

silk gust
#

I could do it

rich axle
#

also, maybe one procedurally generated map would be nice. i know it will be difficult to make, but it will offer heavy replayability

vocal horizon
#

I may be dyslexic, but I don't see any ogres anywhere in the new update. I am loving the MP7 tho.

rose sentinel
#

What i noticed is that sometimes the entry wounds don't seep out and the blood is patchy like a premade patch of blood around entry hole when ya shoot the enemies.

rich axle
#

death animations are buggy in the adam update

safe hamlet
#

more achievements or something to make the game have some kind of goal

modern quest
#

[Models]
No red or blue stripe on team member
There is no red or blue stripe on the team members so it is very hard to see who they are. This is useful if you are breaching with gold and then want to expand in one direction with red or blue.
Now all officers look the same so it makes it impossible to see who is who.
If you want to fancy it up a bit you could also have the name of the user playing somehow visible on the backpack/helmet/shoulder in the color of the team he belongs to.
Added a screenshot of SWAT 4 that has a very good solution to it.

molten anvil
#

[Gameplay]
A way for surrenderd suspects/civilians to move to you're position, for example you are clearing a hallway and a surrenderd suspect is at the end, you press a key and they start moving towards you.
This would help for situations when suspects/civilians are in doorways.

grizzled pond
#

[Player Interaction]

It would be great to see a quick interaction wheel in multiplayer, just like we have on single-player for the AI. Even sometimes I can't use the mic because of phone calls, family members, pet attacks, etc. and I don't want to stay still for a few seconds every time and type what we should do when I need to say something when I'm not available to talk. Walking and saying what you want quickly with prompt commands would be better since most people wouldn't want to down their guard to type something when they need it every time. (Don't forget there are also people who don't have a mic.)

wicked cipher
#

[Gameplay]

AI Getting Tased
When you tase someone they should fall to the ground and have their muscles lock in like in real life.

rich axle
silk gust
#

Ready or not AI

high flume
#

[Gameplay/AI]

Arterial shots
When you do cause an arterial bleed, it shouldn't necessarily be an immediate incapacitation, but rather a reaction based on morale/toughness, where if they have a higher constitution, they will continue to fight or flee, but will be bleeding out, where if it's low, they grip the injury and scream and writhe around in pain/fear. Either way, have it be a point system where as it lowers, eventually they will pass out from blood loss, and then eventually die. The same system could be implemented for officers, where shots you take that cause arterial bleeding start causing you to get blurry, greyed out vision, auditory exclusion, and you move slower until you eventually pass out and then die. The solution is to stop the bleeding in either case, requiring intervening medical aid from an officer. That way, even if you shoot a suspect, you can potentially provide aid and save them if you get to them in time. But they won't just be "incapacitated" forever, so you have to provide that aid in a timely manner. Same goes with downed officers. If they weren't shot in the head and are just bleeding out, you can provide that aid to save their lives.

rich axle
#

option to disable text in top right corner without using mods (because mods show "unofficial score")

safe hamlet
#

Make it where suspects get incapacitated they can enter a last stand mode where they pedal backwards leaving a trail of blood and slowly bleed out till another suspect helps them or drags them to safety to patch their wounds in this mode they would have poor accuracy due to shock and bleeding when the gun is empty they toss it away or either shoot them selves with the last round

warm nacelle
#

[Weapon/gameplay]

P92X
Both Lasers are not equipped when selected as Equipped.

rich axle
silk gust
#

The stun sucks when suspects hit you

quartz scaffold
#

I don't like the fact that the AI can literally react at quarter of a second when it doesn't knows where i am at, i also don't like the fact that drug addicts have better accuracy than a specially trained Special Weapons And Tactics officers, the fastest a human can hit multiple targets in a drill is over 2 seconds while when it's only a single target it's over a second to recognise the threat aim and fire, the AI has super human reaction time and also able to see through walls, the moment you open the door with AI behind it the AI starts shooting at you and it doesn't stops even when you're behind a wall, it also doesn't makes sense that they're able to penetrate through thick walls and able to track the player when they can't see the player, when i have to follow the rules of engagement it's impossible to react quick enough to not get shot and kill, the AI should get a really heavy fix, i'm not sure if the developers are testing the AI at all before the updates

rough belfry
#

Having paid for the Supporter Edition pre steam release I do feel 'entitled' to get more for my money as I supported the game when it was a proof of concept. However the way it's being handled at the moment just seems daft.

Just release the update to everyone - its EA so get more people playing it and giving feedback and bug reports. At the end of the day I've got several friends into this game and we have a small RoN group and this nonsense means we can't all play the updated version anyhow so we stay on the 'regular' version.

I can only speak for myself but having some false one or two week window where I get 'exclusive' access to a buggier version of an EA doesn't really feel like a benefit frankly and I'd rather everyone got an opportunity to play the update.

I appreciate that VOID have somewhat painted themselves into a corner with how they've approach the supporters edition but I can't help but think there's a neater solution than the one being put forward. Perhaps give 'supporters' x 2 additional copies of the game to gift to friends or offer a refund or some other option. Personally I'm not fussed and don't resent the purchase but I do understand why some would.

In any case not really something to argue about but rather take up with VOID if people feel so inclined.

Yep get rid of it and it'd be good riddance, give us an extra DLC or something instead. But don't just get rid of it without anything else... considering what we went through with the whole pre steam literal Void it was definitely a big factor of the purchase for me since the game wasn't supposed to come out for like five years after haha

I found this on a Steam Post, and I genuinely think it can make both parties happy. We all get to test the game, but Supporter Edition still gets more exclusive stuff, maybe cosmetics or something like that. While all of us get to test the game and having this be a thing, people would stop complaining on both sides and have more support for the game.

fair wagon
#

We need a baton or a tonfa instead of a lil' barrel nudge.

rich axle
#

^^ this, I love the idea of giving one or two copies of a game to people who bought the supporter edition (to give to friends,) which doesn't seem at all unreasonable given the price. plus it will increase the playerbase, making the game more alive.

#

remove gun sway when yelling for compliance

violet ravine
#

[Weapons]
Shotgun reload options
If you are using single press single shell, allow us to double tap reload to reload the full mag
Allows people both good control over mixed loads, whilst allowing them to fill up a full mag faster in deadly situations

rich axle
#

when shouting for compliance, civilians often don't respond. they just stand there, not saying or doing anything, and it feels unresponsive. if someone is pointing a gun at your head, you'd be quick to respond, eh?

feral zodiac
#

help

noble mirage
#

Some new REALLY small maps that will just take 3mins to complete, like a small house without a garden or just an apartment, without anyone being even armed sometimes, to make us feel a little more superior. And the situations can be like someone watching the deep web or someone who has kidnapped somebody. Just small situations where there's a big chance the suspects won't be armed, but they still can

round elk
#

Suspects and Civilians laying flat onto the floor sometimes when called to surrender. Suspects could still turn around or pull a gun while fake laying down (acting as if, lowering slowly and then turning around). Civilians laying down flat while a firefight would be an idea as well, due to them being scared and trying to make them less of a target by laying down. That would also make them less of an object to shoot around

covert dagger
#

Game Price and different editions
I think it would be beneficial for the 'Supporter Ed' to contain the game including the cosmetics and early access to updates rather than just the cosmetics and early access to updates OR make it so if you were to buy the 'Standard Ed' you only need to make up the difference (30.99) which equates to the price of the current 'Sup Ed' on steam rather than pay an extra ÂŁ61.98 for merely getting a 2-4 week early access play test. Alternatively updates could be released for everyone - Allowing more people to test and report bugs, however, I understand VOID need to earn their money somehow. Thanks for reading goodcat

untold flame
#

add the ability for us to tell civilians to move (they always dont use common sense and literally stay throughout the firing intersection when there is cover surrounding them)

timber patrol
#

[Gameplay] It might be just me but on larger maps getting to be almost done I get kind of lost, like roaming the wholeeee map triple checking for people I could have missed and I can never figure out what to do to complete the level

vagrant igloo
#

Change handcuffing so that you have to hold the button to handcuff, if you start getting shot at you can release the button, and it cancels the animation.

gloomy geode
#

SWAT AI. Not sure if this has been discussed before but I wanted to share some points. Taking care of hostages is something that often rises the stakes if they are in the line of fire or in hot areas. I normally try to take them out of the building and find a safe room if possible before moving on. As a mostly solo player, this can be fun. But if I need to stay on point with the team in the moment, there is a high chance that a civ will be shot if I am unable to move them out of the danger zone or we are pinned down from more than one direction. Being able to tell CIVS to run to the bearcat or have one of the swat AI escort them outside of the building( or buildings) is a concept that would help players not fail the mission or at least keep deaths at a minimum. This is possible in multiplayer and adding this would only address a solo aspect, but just a thought.

craggy pivot
#

[gameplay]

  1. I suggest to put in a power box that we can cut off and using NOD.

  2. I will also suggest to add a briefing / planing stage before go in action.

  3. Please add in a function that you can command the AI Team to do multi entry point even when you are not in the same space.

lusty frost
#

[AI]
So ever since the june update suspects have a tiered decision making system, ensuring they make the best call in their situation.

My suggestion here is to specifically disable or randomize this system for Meth-heads on park homes, so they are more random just like they'd be in real life.

The system makes sense for veterans or security. But not so much for people hopped up on drugs.

terse smelt
#

Settings
Add scoped sensivity chanche!

brittle jackal
#

[Lore Channel]

A lore channel within the discord server to discuss / examine world-building and plot within Ready Or Not.

austere sundial
#

[GAMEPLAY]

Add the ability to sidearm throw grenades.
That way we could minimise exposure from open door or throw grenade behind the cover of the shield.

I think it could be done either by adding a new key-bind or by making a sidearm throw when you throw a grenade while leaning.

full sundial
#

Maybe have a live news report on the radio as a loading screen to explain the situation before swat arrives

full sundial
#

Or a debrief something to add to the immersion

abstract moth
#

[Graphics]

Arterial bleed soaks clothes with blood collision

Variety of blood pools

Variety of blood smears

When ai is shot they currently flinch then go back to a normal stance.
Would be good if after they are shot they go to different levels of injury stances
So if they are shot once they hit level 1 injury stance so maybe they are slightly buckled and hold the wound. This includes when moving.

If they are shot multiple times maybe they hit level 4 injury stance where they are very slow, can barely aim or move and eventually die.

hot delta
#

consider adding multiple entry points on all maps, so we can freely choose the way we want to approach the objective. It gets cheesy and repetitive when we have to start from only one entrance of the same map again and again.

strong slate
#

[Gameplay]

Add options to direct AI swat even while not looking at an object/person.
For example, if you want to breach multiple doors at the same time, maybe have one team on a timer while you go in with the other team.

rich axle
#

give people who buy supporter edition a steam key of the game's standard edition to give to one of their friends

wicked cipher
#

[Weapons]
Corner Gun
Add a corner gun also known as cornershot. With a screen and the ability to add a silencer. It could be an accessory like the mirror gun, shield, etc.

safe hamlet
#

Fsr 2.1 support

wet wolf
#

The optional ability to add AI to fill in COOP slots. Usually me and my friend run 2 man COOP and I think it'd be a good addition if you could have AI fill in the additional open slots. (2 players, 3 AI SWAT) etc.

novel acorn
#

wats up guys just bought supporter edition but i didnt get the Adam update, any help pls?

old gust
abstract moth
#

[Gameplay]

Make it harder to tell if they are Suspects or Civilian.

Some suspects should have weapons concealed so it's harder to tell and fake surrender

Suspects and Civilians should be dressed a little bit more alike so it's harder to tell.

At the moment it's very easy to see who is who.

This hopefully would make for some really interesting encounters

mossy bear
#

[GUNPLAY] (repost)

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

hearty rain
#

Give the shotguns IR lasers, not a single one has that option to add

mighty leaf
#

[Gameplay]
Let us equip whatever plates we want in individual plate pockets. So, for example, you could take ceramic for the front, steel on the sides and Kevlar on the back. And hey, maybe even add in an option for a plate pocket to be carrying none at all. Also, let’s see the addition of individual armor levels. The higher the armor level, the better the protection and the greater the durability. However, this would of course come at the cost of the plates being heavier and therefore slow you down more.

knotty dome
noble mirage
final cape
#

Ready or Not needs to up Playercount

[Playercount]

I hope Ready or Not and VOID Interactive take into heavy consideration about upping the Playercount without having a mod that allows people to do so.

It would be nice to see a Player count that adds up to 10-15 people. And you can choose how many players can be in your lobby if you created it. It would be a great addition to the game because it would allow clearing bigger maps more efficiently and easier. Especially for units created solely of ready or not this could allow the group to host raids or events that allow more than 5 players at a time. This would be nice to see too for training purposes so more than 3-4 people can get trained at a time. It makes this a lot easier and beneficial for people trying to pair up and also run their units a lot better.

The player count is too low and it is time for Ready or Not to give us a higher player count. As Karmakut also said in his Video Post Office is simply too big to clear with 5 officers because of how big the map is.

Now, am I saying that the new maps coming are not clearable with 5 people? No I am not. Again, as I said before. It just makes things a lot easier and can allow more people to experience the game with friends or other members of a unit or Ready or Not Community Members.

safe hamlet
hot delta
#

Please make a suspect do something to interact with their fellows. I feel unnatural for a suspect to stand there staring at his cuffed pal and does nothing to help him.

lean tundra
#

AI/Content
HRT Skins

I think it'd be an amazing addition to give your AI teamates also HRT skins since it feels really weird now without.

old gust
#

Make certain civilians, such as those on brixley talent time or Amos voll and his wife on Voll health House, help suspects. They can tell them where you are, call for help, tell them to eliminate you, etc.

hard crag
#

The AI Teammates need some love too 😩 like the enemy AI can react to situation but the SWAT AI just stands around like mindless drones - i mean ... let them take cover behind stuff at least

abstract moth
#

[Hostage Gameplay]

When hostage is taken you could have another animation for where the hostage is struggling to get away making the kill shot alot harder.
Maybe you could have a variety of animations for this.

Maybe you could have animations for:

Hostage struggles and escapes running away

Same animation but when the hostage runs away gets executed

Hostage struggles with suspects gun fireing shots in unpredictable directions. Maybe hostage dies maybe suspect dies

When hostage is taken the Suspect could move to another room or area for execution or ambush from other suspects.

Suspect could push away hostage and run into another room

safe hamlet
#

Please don't release adam intill performance has been fixed.
No rush, we can wait

old heath
#

Release the adam update as a separate test version for the general plebs that can be downloaded by choice ones the grace peroid for supporters has ended. I'd rather have a buggy optional version than no content during the holiday even if single player only. I want content. But don't force it on others

north nacelle
#

Allow single player mode to increase ai squad size to like 10 or something because that is more realisitic and intresting. And also allow people to pause the game on single player mode

safe hamlet
#

Make it where suspects hide in cover to ambush before the swat team breaches when a noise is heard instead of just prefiring and rushing at the officers . An audio cue would be given such as whispering, or one of the suspects saying "let's ambush these fuckers" which would give you the cue that they're waiting behind cover.

native matrix
#

Airport map that has all gamemodes

gray lantern
#

Make it where you can tell the AI come to you while they are surrendering.

keen crescent
#

Make it possible if you play Duo with Friends that you can fill with AI

fleet spire
#

Any plans to command suspects to come towards you so you dont need to arrest them in compromising positions?

rich axle
#

ump is already in the game

simple osprey
#

[Gore]
More gore, being shot in the head with a shotgun point blank would probably blow your head off.

devout bronze
#

[Merchandise] I'd like to buy Mindjot/LSPD patches if at all possible to support the creation of the game.

thorny oar
#

[AI]
Squad movement

if it's possible pls make last man bot to move backwards to cover squad or duo

deft citrus
#

Add an option to change to the old graphics settings and the new for people with low pc’s.

mystic jackal
#

[Video Settings]
Add Fsr 2(.1) to the game so we can have even sharper images and better performance🙂

ashen cedar
#

[Video Settings]
Film grain setting

thorny oar
#

[GAMEPLAY]
Briefs

prob we could have 1 brief video where author or commander explains what is the mission and what we should do and what expect from suspects
which would appear after selecting of gamemode
not necessary to have different vids for modes of each location
to my mind briefs could give some epic and make user more into mission

shy edge
#

[GAMEPLAY]
Have everyone have NVG + 1 other gear of their choice. Some mods have this and it is very useful and still realistic.

wet wolf
#

Ability to repack magazines.

fiery pumice
#

This channel is being re-opened because Discord has a weird limit on the number of forum posts that can be open at a time.

cerulean cave
#

[More Extensive Customization]
Add cowboy boots and different t shirt designs

nimble peak
#

single player is basically infinite menu sim and that makes the game literally unplayable on HDD
at the very least if u cant do anything about loading times add a restart button to single player

safe hamlet
#

Have the voice chat button work as a on and off switch for open mic

oblique cosmos
#

I have a few suggestions

First one is that you should be able to continue the mission as one of your officers in commander mode because it makes 0 sense that 1 is dead then mission is failed

Second one is that you need to give the option to add AI teammates in the multiplier mode because maps are too big for duos

Third one, u should add mini map in tablet because maps are too big, and most people like me aren't great with memory, spent 40 mins looking for one suspect in the entire map lmao

unclear parts in the map should be colored red, as you walk u clear areas, cleared areas should be white but get more yellowish over time after you leave as suspect may go there again

iron wagon
#

[Gameplay]

Maybe as soon as "bring order to chaos" ticks, make it so that finding civilians is easier like them coming out in the open walking around and calling out to you? Or maybe when you press your scream button, the civies can go "I'm here! Help!" or something like that.

I just had a game with a friend where he spent a literal 30 minutes trying to find the last civilian and couldn't find 'em in the end so we quit, losing progress.

vague seal
#

(Red dots)

Reticle brightness is to low for me at least, and when you turn on the flash light is very hard to see the dot.

sharp kiln
solar summit
#

make maps have game modes barricaded suspects, raid , bomb threath

dire swift
#

not sure if its just me but i am not seeing any exits wounds whatsoever on suspects whether they are wearing body armor or not.

rich totem
terse acorn
#

add the M4 with carry handle iron sight back!! :(

pine matrix
#

NGL THIS UPDATE IS TRASH, the optimization is bad low frames in parts of maps, ai is too op, literally xraying walls and immune to flashes... the SWAT ai is still terrible, getting stuck on walls and the loadouts that you set for them never save. this is only surface of things i have realized in game and im just very disapointed with how good the game was before the 1.0 launch i just wish they implemented their new stuff while keeping the old game

humble loom
#

implement new stuff while keeping the old game? you are either a troll or 13

gritty orchid
#

I could understand if it was a trained suspect such as a veteran or a Secret Service officer, but it doesn't feel realistic because everyone from a junkie to a thug shows shooting accuracy and reaction time like a special forces officer.

meager cedar
#

All your friends should be able to check the unlocked evidences while in party

near pawn
#

It would be cool if they read the briefing to you in the loading screen, and you could have the option to mute it if you wanted

noble dew
#

make nps not be able to see through cs gas, it is completely unviable. Ive died 3 times from a suspect shooting straight through the gas that i cant see through

covert swan
#

Why can i not chose light armor or heavy armor why is stab vest the only option, litterly makeing it impossible to do a mission i get shot once im bassicly dead. PLEASE HELP!

inland wolf
#

Sounds more like a bug report than a feedback report.

jagged cypress
mellow acorn
#

The frame rate gets bad when I look to my team (online/bots), I wonder why it happens

inland wolf
#

CS Gas; a couple things.

  1. Friendly AI should not instantly push a room when the CS gas pops off. The whole point is to wait for it to ploom and take effect. As it stands, they will always instantly push if told ot use gas with a clear command. You can kinda work around it by opening a door, ordering them to throw the CS gas through manually with 'deploy', ect, but you shouldn't have to do that.

  2. Reduce how thick the gas is. It's kind of unfair / unfun that suspects can see me through the CS Gas that I literally have zero vision through.

somber harbor
#

The three things I would love to have changed is
1: Nerf the new suspect AI HEAVILY, it feels like every suspect is an ex Navy Seal
2: Make it so I don't "Lose connection" or join a game that's "already in progress" when I'm just trying to find a server
and 3rd: Can I please have a balaclava?

hasty solar
#

Please allow us to set and save presets for our ENTIRE squad,
to include customizations like gear. Im so tired of having to spend 5 minutes every Ironman attempt dialing out every individual squad member instead of being able to just set a preset and play the game

safe hamlet
#

Pre-compile your shaders and textures

pearl onyx
#

Can we please lower the AI Suspect Accuracy, I feel like I'm playing against Global Elite Players in CSGO...

safe hamlet
#

One thing I would love to see, is while in commander mode, having the teammates tweaked. If I have Red stack on a door, and follow blue to stack on another entry.. If I were to order red to breach and clear, they walk alllllll the way around to us as players and breach at our current location. So I feel like some sort of awareness/decision making tweak is in order. It would be nice to be able to force entry and engage from different angles simultaneously.

inland wolf
safe hamlet
timid basalt
#

We have a 7.62x51 FAL but no AR10 we need to change that

ruby basalt
#

I'm rather disappointed. I stopped playing the game before because the optimisation was too much, going from 100+ fps to 30 just because you go to a certain spot, and the absolute stutteriness. Needless to say that none of it has changed for me. I appreciate all the work that has went into features and updates, but I am still put off playing the game because of the frame-times are god awful. I can look past performance issues like this on an early access game, but not on a 1.0 release. Photo attached is literally in the main area/station. I want to like this game so badly, I just can't enjoy it.

ruby basalt
# safe hamlet Are you running Dx11 or Dx12?

Slowmode is over, so i'll reply again here. Ran using both dx12 and dx11. The only difference was dx12 gets a fair bit more frames, but the stutters and frame drops still persist.

glad sphinx
#

suspects won't spawn

safe hamlet
#

game ran smooth the entire run until it didn't 💀 , stability should be looked at

broken dune
#

Suggestion
Choose how many teammates you have in singleplayer
Having AI teammates on co op would be a nice addition since the new AI is much better

abstract jacinth
#

Anyone know why me forum posts got deleted? I brought up the pistol sights and grip?

dull jungle
#

An issue I encountered: I had ordered an AI teammate with shield to close a door and an suspect saw him and open fired, but AI still priorities closing the door.

raven wyvern
#

Not sure if anyone else is having this issue, but the SWAT AI pathfinding on Brista Cove is absolutely trash. I was directing the whole squad to stack up on a single door from the middle room to the hallway, and they simply found their way to the nearest door entering that hallway rather than specifically the door I was at. The half of the AI that did follow me then refused to arrest an AI that was directly in front of them. Beyond this specific situation, I've had multiple instances of the AI refusing to move when I tell them to fall in, instead just locking in place. This is specifically an issue with Brista cove as far as I can tell.

sharp kiln
gray temple
#

Suggestion, Brisa Cove should come up later in the campaign missions. Yes, the overall ai level in the game should be nerfed, but since you’re fighting trained veterans, they should be tougher enemies to fight (unlikely to surrender, increased accuracy compared to other ai, more resistant to pepper spray, etc.) Additionally by having the tougher level of Brisa Cove pushed back, it allows for the inexperienced to hone in their skills along with being able to unlock officer specialties.

chilly panther
#

Can we see at least Russian text in the game? There are a lot of descriptions, tasks, events that not everyone can translate and completely immerse themselves in the atmosphere of the game. I want to say that the percentage of Russian-speaking players on steam matters.

crude fjord
tribal vortex
#

To the admins/developers:
Hello.
We are community of friends (most are real life police officers) playing RoN and we were wondering if there is any way we could give our support translating the game into estonian?

We feel it is widely played in Estonia and could give a boost to get together and do some easy theoretical training

tame terrace
#

On the map the sins of our fathers there is not an entire movie its a loop! Please add a whole movie I want to watch it with my friends smidog

grizzled crow
#

In the map Sins of the Father, the movie is on a loop, I belive that this is a mistake and I belive wholeheartedly that it needs to be changed so that the whole movie plays out so we can watch it when one of our friends goes AFK.

exotic dew
brisk rampart
#

finding civilians is too hard sometimes takes more time than bringing order to chaos, maybe if the trailer team was fixed it would be easier

prisma bison
#

I wish there is a Legacy version of Ready or not

supple nebula
#

The single-player game loop has become extremely frustrating. As it stands I'll fail a mission (sometimes very quickly thanks to other reported problems), I have to wait for that tally screen, load into the headquarters, WALK to the briefing room, pull up the mission, ready up, wait for the first timer, wait for the second timer (seriously, it's just me) and finally load the mission.

A simple "retry" button would fix much of that. Allow us to fast forward the tally. When we do decide to reload into headquarters put us in the briefing room.

glad root
#

i keep getting a crash on startup unless the game is ran in safe mode (the crash report screen just shows 1FPS in the steam fps count font)

#

heres a pic (for reference i had mods installed from way back when the hospital and the mp7 were added but i cleared both mod and saved data after the first crash)

raven perch
#

I'd love to see my rank on each mission in commander mode, so I would know which mission I could replay to get a S rank, let's say. Here's my simple concept on how it would look like. Btw this feature was in the game before 1.0 release happened iirc. You also cannot see the final time which was the thing in early access too

ember patio
#

I keep getting lost connection to host when i try to connect to a friend. They get the same when trying to join me. How do I fix this?

real magnet
#

I'd love to know what you guys managed to do to mess up the performance. Like, I don't hate the update & I appreciate all the work you guys put into it, I do, so don't get me wrong, but- DX11 is running pretty smoothly, although with lower FPS than DX12, but DX12 is stuttering quite often & also has lower FPS since the 1.0 update. My PC is by no means weak, so the fault's not there. I'm playing the game maxed out and on the second mission my FPS were constantly jumping between 40-90. Before the update I had stable 110-120fps in all cases. The stuttering tends to somewhat fade after a few minutes on the map, but even then, on a new map it does the same stuff again. The first mission, the gas station, was somewhat fine, although I noticed lower FPS even there.
My specs are: RTX 4060Ti, I7 11700F 8/16 4.9Ghz, 2x16gb 3200mhz ram, the game is installed on an nvme 3500/3000 drive.

Another thing: The AI of the swat operators in Command mode.. Don't get me wrong, it's pretty good.. I'd say really good even, but sometimes I tell them to clean a room that is directly in front of me & them and they just run off onto the second floor to clean a meth lab, for example.

As for the overall AI, I'd say you did an amazing job. I'm finally not getting shot through 3 walls just because they randomly shot the wall. The main reason I stopped playing was exactly the AI, so I'm glad you fixed it.

icy dagger
#

I feel like VOIP might seem like a commonly asked feature to add to the game, but I would love to see them add a system like Phasmaphobia where you can use your mic to yell at people to get down or turn around. As well as a radio system to chat with your teammates from far away, to increase immersion.

jagged lodge
#

does anybody know why my operator is shy and doesent say anything?

desert berry
#

For a suggestion maybe allow briefing to be heard by all besides just yourself

lost gazelle
#

am i the only one struggling with a 3060 (when a gunfight start my fps is at an avg of 30)

jagged lodge
#

hello i have a problem where my operator is very shy
he didnt say anything if i yell at people but they comply i have tried clearing my mods and verifying the files
what should i do?

dreamy ibex
# glad root i keep getting a crash on startup unless the game is ran in safe mode (the crash...

For those having startup problems with game not booting up and crashing, it most likely you had mods in the past, either you used nexusmods, vortex or mod.io, clear it manually using this guide, the Method 2 is fine, but Method 3 will fix everything. https://steamcommunity.com/app/1144200/tradingforum/3717188878652584009/

Now, I don't know how but my mod files reappeared back today even though i did this Method 3 and uninstalled nexus vortex before even playing 1.0 because i know mods will interefere and i want a clean slate.

So what happened is after having a few games on 1.0 with no problem, the day after i cant boot up game anymore, immediately goes to crash, so i did everything, verified game files, uninstalled from my HDD (which it was originally installed) and then a fresh install to SDD, then updated drivers, disabled av, verify game files a lot of times, and still no fix, still wont boot up, and then i thought to myself why not look up the Method 3 again and to my surprise those mod files folder from nexus mods came back, from outfits guns and maps and all folders still had .pak's inside and it was not from mod.io because i can now boot up the game again and i checked the mod.io folder too, it only had thumbnails for mods and i have no more subscribed to in the mod.io collection page inside the game.

Could those mod fragments tied to your cloud account? idk

potent hatch
#

Make it so you can choose what attachments to have on each rail instead of pr module so you can have two scopes or laser and flashlight etc

stuck mantle
#

Dude I have been shot so much through walls on so many maps it is insane. The AI's ability to know exactly where you are at all times is insane

exotic dew
willow cipher
#

The game stutters constantly, particularly in the most important situations. AI are also shooting through walls! makes the game unplayable what a shame the new update is awesome.

dusky zodiac
#
  • Being able to not have a primary equipped not just for yourself but for you officers should be a feature or at least moving shields to be equipped as a primary (can't remember if they had that before and changed it in the 1.0 or sometime before) because my AI will push in to secure a room with the shields taking point, that part is good but then after they move in to position to provide cover while the room is secured they will then switch to their primary that I can't unequip and get caught with their pants down because a suspect will swing out in that moment and blast them back to God. Allowing there to be no Primary equipped or a shield as the primary I'm assuming will allow the AI to not keep switching leaving very open windows for them to get shot.

  • Also for non lethal runs, not having a side arm equipped or maybe moving the taser back as a secondary I believe will make things a whole lot easier because time and time again the AI will miss every beanbag shot and then switch to their pistol, which yes they use as a last resort but it kills the suspect which obviously is not the desired outcome.
    Maybe having a command that tells the officers you specifically want a less than lethal run could be a feature to adjust for this issue rather than changing around secondary weapons, so that once they're programmed with the mindset of not killing the suspect after they fail using just their primary, they retreat to reload the beanbag shotgun or immediately switch to a taser and once they have no other option, such as no ability to retreat immediately, or taser deployment fails then they switch to a pistol as it's the most extreme and last resort option when trying to preserve life.

safe hamlet
#

reduce the AI accuracy its like im playing against seal team 6

potent hatch
ember patio
#

Cant even connect to anyones lobby, connection gets lost for no reason

rough lotus
limber stratus
#

I think the team have to reduce the AI pre-firing and increase the weapon damage:

  • AI: is pre firing a lot. On Ides of March a lot of time I got pick from behind the doors/walls even walking or standing still.
  • Weapon damage: ok make it "challenging" but 4 shot in the head with the an don't die is quite too much.

Updates

  • separate the command for interact with the object from the yelling. I want to bind it on the mouse click and keep the interaction on F
  • Give possibility to take the equipment from a dead swat member (as c2, flashbang, lockpick etc.. if you have enougth space). I found myself alone because my teammate was killed and all the doors for the last objective had a trap
potent hatch
#

I want to add that AI wallbanging is crazily op sometimes

limber stratus
#

Ok that on brisa they are ex military but the compulsive wallbang is cheating ahahah

potent hatch
#

Yeah man, they smell me and all of a sudden I have a 7.62x51 shot in my head 😂

slate flume
#

fix the AI. they can take up to 7 shots to kill but can 1 tap you. they wallbang even tho they cant see you nor hear you. and they only hit headshots you cant even open a door without getting 1 tapped

potent hatch
#

If you are using a weak gun then that is the problem for them taking 7 shots to die

stone spade
#

do devs intend to fix the suspect ai? it seems that sombody asks them to fix it once every hour in this channel but I haven't seen anything from devs acknowledging the problem. If they have acknowledged it great I just haven't seen it

slate flume
potent hatch
#

All the issues with the ai they are obviously intending to fix, the game literally JUST launched and the devs are taking a break over the holiday so I would just let them slide after working super hard and once they are back they will fix the ai, they have said that themselves.

And helmets are not for protecting against firearms 99% of the time and you have a big area (your face) that is not covered by the helmet.

cinder dune
#

Any tips for getting performance back up to what it was prior to the 1.0 release? I would regularly get 100-120fps with the occasional dip. Now I'm getting 60fps dipping all the way to 30fps.

turbid adder
#

was this a height over bore miss? im not 100 percent sure because theres some knee high barriers in the pool area in this level, and the gun model was in that barrier with just my head peaking over. im thinking hitbox issue but idk for sure

stone spade
# potent hatch All the issues with the ai they are obviously intending to fix, the game literal...

yeah I don't expect it fixed soon that's not what I'm saying but it's been broken for over a year and ai is still dead accurate with 0.1-0.2 second reaction time and wallhacks and I haven't seen acknowledgement of that apart from mentioning balancing but thats hella vague. Just wondering if they have been more specific like actually mentioning the reaction/response times or ai being able to see through walls or cs gas when not in it

clever copper
#

This AI is fucking ridiculous... we have our AI who won't stop getting in your way and the enemy AI keeps beaming me through dry wall like it's nothing.... this is riduclous...

fleet swift
#

This isn’t as big as alot of the other issues but please fix the lazy swatching/mismatch of camo on uniform items and plate carriers!
Multicam is an official swatch, and in real life- most, if not all products will not look like completely different camoflauges depending on different brands or clothing items.
Currently theres items in the game with multicam swatches that do not match with any other item in the game- The shirt being the GX shirt, which is looks like it’s trying to be crye gen2s
A lot of the assets are nice but they’re very different from each other when it comes to textures, which leads to odd one outs that just don’t work with anything.

slate flume
#

i understand you just came out with the game but fix the AI. i got a helmet on. and heavy armor with steel plates and the mask. yet im getting 1 tapped 24/7 by a pistol. and dont even get me started with the walling and aim

naive birch
#

The suspect Ai is designed to counter swat Ai. Both the ai fight without line or sight and banging each other through the wall. I am sure the suspect Ai has high visibility of the player and swat Ai limbs(mainly the arms). It's the first spot where the player and swat gets shot 90% of the time.

tepid glacier
stone spade
#

Slowing down isn't the problem I'm not complaining about ai being to hard they just aren't that fun nor do they behave remotely like humans I can win missions I just don't even bother trying to arrest them like I did in swat 4 instead I just go full heavy Armour yell and spray with my rifle because nobody ever surrenders and if I hesitate for even 0.1 seconds I'm dead so I just behave like the friendly ai and just kill all of them which is definitely not how the game should insentivise players

#

I found myself thinking by the 3rd mission wow I wish full auto fire was the default. The player should not be thinking like this early on before facing hardened criminals maximum lethal force should not be the go to unless facing terrorist or similar hardened high tier enemys. It's not even the lethality of the enemies (even though that could use a bit of reduction) that I don't like, it's the insane turn speed, wild west draw speed, wall banging with xray hacks, and complete lack of will to live that the ai exhibits that just make the levels play the same and not nuanced or fun wether you are facing hardend criminals or the idiots that were robbing that diner in the first mission

tepid glacier
# blazing lake Uvalde new meta?

New way to complete active shooter missions: wait outside until the shooter is done and turns the gun on themselves. Objective Completed: Bring order to chaos Objective Failed: Rescue all civilians

fast urchin
#

Carriers of the Vine: Mission Brief; 2 errors. 1) Text sdays "...assaulting a male inside a CONVENIENCE store...", whereas audio says GUN store. 2) 2nd last large paragraph reads: "...with three primary buildings and SEVERALALSO small outbuildings..." (note: spelling error and double space).

elfin shale
#

please add the option to have friendly ai's in multiplayer. I currently only have one other friend who i can play the game with and not having any friendly ai's sometimes make it very difficult, especially on the bigger maps. Having the option to include a couple friendly ai's would make the game a lot more fun for smaller friend groups

warm crest
#

Guys, it would be interesting to have some rooms for Brazilian Portuguese.

opal ginkgo
#

am i the only one who really hates what they did to singleplayer ? managing your ai's mood is extremely annoying and unnecessary, plus there is no option to restart the mission

sharp kiln
torn dawn
#

Just want to say I'm not happy about the blingy and bright fashion customisation being added to 1.0.

This is a hardcore tactical swat sim and it takes me out of the immersion and set a bad outlook to the future. Will lobbies in months time be a fashion show?

I think the customisation should be kept realistic to the theme of the game and setting.

safe hamlet
wide crow
#

I think being able to pick what type of mission it is (active shooter, bomb and son on) should be added back to the game. it adds a lot more replayability to the game and makes it more of a challenge in some cases

potent hatch
torn dawn
#

@safe hamlet But they aren't are they. And they wouldn't. You really think a 30 year old swat officer is going to want to wear that stuff on ops? Lol ok

potent hatch
torn dawn
elder folio
#

Can we get more NON action missions? I dont need to shoot 15 guys on each map to enjoy it

potent hatch
#

As far as I am concerned there are only 2 glasses and one wrist item that are ''goofy'' if you count the rolex. And those are items you rarely see, there are no goofy helmets, pants, shirts, rigs, boots etc so there is not a problem at all. If you are playing with a couple of friends and it is a really big issue that they are using a Rolex or some pilot shades then you can ask them to not wear it as it breaks the immersion and if they say no then you can just simply: not look at it.

I cant really see them realistically making a pink pants and shirt pair in the future...

torn dawn
wary finch
#

Aside from that, I want more clothing, that represents the LSPD

Theres only one top, that actually has the patch as far as I know and only one Helmet that actually says "POLICE".
I miss that tbh.. also on the vests .-.

torn dawn
coral crypt
#

I love all the new content but I gotta say that I’m not a fan of how your team in single player will always force you to move out of the stack, it really feels hard to be a part of the team when the AI makes you stand off to the side watching them clear the room. A possible way to fix this would just be to have you slide in and extend the stack, or having a built in opening where you can be in the stack.

sharp badge
jagged cypress
#

I sincerely hope they tone down the AI. Suspect immediately spotted me through a very thin gap (Literally a pixel wide) and proceeded to shoot me with fullauto, barely missing shots from very far away, and that is before I could make up his shape. The version before this didn't have such cracked AI and actually felt a lot more balanced while still difficult. Almost every single confrontation happened like this. I can't tell how many times I peeked my head from behind a wall only for a suspect to instantly turn their gun towards me and just unload everything they have with pinpoint accuracy. There's no shouting for compliance, it's always either a gunfight, or you have to stun them first to even have a sliver of chance of forcing them to surrender

sharp badge
# jagged cypress I sincerely hope they tone down the AI. Suspect immediately spotted me through a...

yeah. Right now the game is just frustrating to play, Cracked AI, No restart button, constant mental issues with officers...and the suspects never surrender, they always do a final stand, I've had maybe 4 suspects actually surrender to me, that's after retrying most maps and now being halfway through the game. The moral system and AI needs work. Not every suspect will not be afraid of highly trained officers and gun and rush. I actually think...the alpha was just more fun and had more content maps wise. The new maps are great, but they lack variety for replay abillity. There's a lot of good things in this game...but it still needs a lot of work. Still not as fun as Swat 4 in my opinion. Also 100% sure that the trailers are bugged...I've not seen them once in my gameplay.

jagged cypress
sharp badge
jagged cypress
pliant pike
safe hamlet
#

Would be super ideal having armband cosmetics (or similar) to tell fireteams apart during coop

coral crypt
jagged cypress
coral crypt
#

Noted.

spark elm
#

i feel like this needs to be changed because minimum should reflect playable at atleast 30 fps but the game is barely playable at better specs than this

safe hamlet
#

is it me or AI has more gamesense than they used to

subtle cypress
#

We've all heard of how the AI is on crack but just to add to it: Guy with pistol running and gunning while shooting both of us through the wall with perfect accuracy

pliant pike
elder folio
tulip agate
#

Not sure if this is where I should post but is there a way to turn off the replay function or disable it? Im trying to troubleshoot why my frames go to 0 when someone shoots at me 🙂

marsh mural
elder blade
#

suspect reaction time makes no sense is completely inhuman. some people are saying that its exactly 250ms, which is the average human reaction time, but this doesnt account the additional time for a person to actually act on what they have just processed. I think most humans would be a little conflicted for a moment on whether they want to shoot at police or not.

pure crypt
#

Ive seen and experienced how diffucult mindjot is in 1.0. Its not possible without extreme amount of cheesing and people. The AI are like the terminator they exactly were you are all the time. They now exaclty were to shoot you as to not shoot your armor. If the ai in ron is not fixed people people are gonna leave. I understand its supposed to be difficult but yall need to tone down the ai detection and aim and movment.

serene merlin
lilac meadow
#

Is the AI supposed to see you through CS gas? Threw a gas grenade into a room once and got blasted while I was in the cloud

lavish scaffold
jaunty venture
#
  • they shoot through their friends they dont care
serene merlin
#

on replay mods ive seen them kill threw 3 walls in a closed room

toxic socket
#

Any devs here? I saw a company take ChatGPT and OpenCV and incorporate it into Star Citizen. Is there a way to do the same but for RON? I'd like the ability to tell squad what to do versus playing with the TMB and number pad on the side. Here's a link for reference.
https://www.shipbit.de/wingman-ai

thorny mist
toxic socket
#

The way Shipbit does it is by having the users buy their own API keys, which I'm testing now. In a day, I used 0.05 USD

jagged cypress
torn dawn
#

Safe to say V1.0 is a step back from the last beta build. its likely they had 2 build running simultaneously and the Gold build is maybe more stable and feature rich but without the polish of the last beta build. helpfully they will merge.

twilit gulch
#

small complaint, when u make a preset, when i choose it, it doesn't stick to my character

near lion
#

HDR coming ? soon i hope 🙂

white aspen
#

I have a few complains / suggestions
Maybe some of these are intentional, but they’ve irked me while playing,
Ai Swat can only use the grenade launchers once, and doesn’t seem to reload them. Compared to when player uses them, and get four shots.
No non-lethal sidearms, you should be able to equip the taser as a non lethal sidearm, not only as a tool. (iirc you could do that before)
Why does bashing count as unauthorized force, when stinger grenade / flashbanging a civilian (or suspect that hasn’t fired) does not, it seems a little incoherent.
Ai swat is very bad at throwing grenades accurately, especially through doors.

faint marsh
#

So idk if anyone has played the old Xbox game First To Fight, but in it your AI team will take up whatever formation is best suited for the area. Ex: when walking on a street, they'll take up positions on both sides of the street automatically. I like the ability to control formation but I do wish they'd do it automatically so I don't have to go through so many menus for something as simple as telling them to form a double column.

subtle cypress
safe hamlet
#

On multiple maps AI push far deeper then you tell them to and its even more frustrating because you can see that the area theyre pushing into is even categorized as separate doors etc, for example on greased palms telling ai to clear the room starting from the door that would be on my right results in them pushing all the way up here despite there being 2 open doors. This causes problems because thats not the correct way to handle this situation and as a result every single member on my team gets shot by suspects attacking from multiple different angles. It would be good to see better defined "rooms" that the AI clears instead of this

faint marsh
#

Also I've noticed this for a while now. When you select your teammates in customization, it doesn't switch to their preset loadout. Each has all the correct gear, but the loadout selector will still be the one from whatever guy yo were modifying beforehand. This makes it a bit awkward to adjust the loadouts because you need to go to the menu and manually select the loadout name once you switch which guy your outfitting

hard meteor
#

why do all my teamates have my outfit
on there screens they have diff outfits but for me there all wearing flannels, jeans and even the same tattoo

ebon minnow
#

i just wanna say that im SO impressed with this update. i was standing in a door way waiting for my AI teammates to come through and i zoned out. when they got to me they had a voice line that was like youre in my way sir or youre in my way team very small thing to add but its an insane addition to me. i love good work guys

gritty gulch
#

where is port hokan on practice mode?

gritty gulch
#

I'm just gonna say this now. The single player AI is literally never gonna be worth it on this game. It's just too big of an ask. They simply cannot do what you need them to do. They don't have the ability to throw a grenade at the angle you need it, or the ability for you to fit into the stack properly. You tell them to secure 2 people at once. They secure the 2nd guy and ignore the first. You then get stabbed because even though you told them to secure that person, they just didn't do it. You tell them to move in, they start running away down the stairs. You tell them to move in gas and clear, the door is locked and they completely give up on life. You tell them to move in gas and clear on an open door. They just stand there and do absolutely nothing. The ai teammates in this game will never work. It's multiplayer or bust.

abstract plover
#

With the more enhanced SWAT AI command menu, being able to pick what side the element stacks on, how to file themselves behind you whether it be in a single or double, and or when or how to breach, it would be nice to have an option to use voice commands as an option to make the game more immersive. In my honest opinion, I think it would be used a lot, and enjoyed by a lot of single player campaign players.

gaunt moat
#

I know it's been said countless times already, but we really should be able to give commands through the viewports.

muted badger
#

oh man i dont know about that trigger discipline

elder folio
#

Why we were waiting half a year for suspect AI overhaul, then wait a YEAR only to know half of stuff from overhaul isn't there, or not working?
How you manage this, FFS?

naive ivy
#

Having the same issues as everyone else with suspect AI attempting to shoot me through walls when there's no reason they should have known I was there. Had a couple of the suspects on Valley of the Dolls attempting to shoot me from somewhere inside the building through multiple walls. They couldn't hit me, but the problem was that they were clearly tracking me when they should absolutely not have been able to. Constantly getting hit wit accurate fire from suspects who haven't even cleared a corner yet and whom would have had no reason to know I was there yet. The suspects often seem unphased by being hit with flashes or stingers. SWAT AI still seems to crap the bed a lot, standing in place while getting shot from a clearly visible suspect and doing nothing but succumbing to death. There are missing icons for many customization options. Otherwise I am loving the new features added by the update, especially the suspect/civilian commands.

ancient thicket
#

An issue me and my friends all have with the ballistic shield :
Broken reflections that sometimes make it impossible to see through the shield.
This is issue is especially strong in missions happening in daytime. Even in a cave or cellar, if the skybox outside is bright, the triplex glass on the shield becomes as bright as torch and you can no longer see through it.

Try the mission "Sins of the father", and say goodbye to your eyes

safe hamlet
#

some smaller sized maps would be cool wish the fast food one wasnt scrapped

sinful mirage
jaunty venture
#

not having melee takedown is crazy

forest tapir
muted badger
ember tendon
#

residual dev note?

high sigil
#

Attention detail, shout out to dev for write it in vietnamese. This is a letter about how hard life is. However, seem like dev using google translate so the pronouns about Tran brother sound so wrong in this letter lol, but i can fix it right because im a local vietnamese. But thank you Void dev

ionic wadi
#

The music and ambient noises on all of the maps both old and new are phenomenal. The first time i heard the guitar on Greased Palms it set the whole mood perfectly without being overt just hinting at the cartel being involved. The loud boom when you get near the compound on new farm scared me and i was tense for the rest of the mission. It didn’t help that the suspects were creepy as hell along with the beautiful but unsettling environment. I really just wanted to express how immersive it felt playing through and the different emotions that i felt from mission to mission.

brisk socket
#

I'd love to see a "Report that body" voice line added. There is no current voice line and the AI just responds with roger.

cerulean zealot
#

Isnt that weed though lol

granite basin
#

I love the game but please dont let the bots fuck up my S rank ive got an A+ because of friendly fire i did not commit and that is really frustrating

shell orbit
#

Restart button for singleplayer please SCthumbsup

green owl
#

The worst game breaking bug for me is AI shooting through walls often with no visibility of yourself. I've had an AI firing at me through a concrete pillar, it kills immersion given you cannot fire back and hit them and all their bullets go through the pillar and your walls. This seriously has to be toned down, and has been the way all the way through ALPHA.

gilded otter
mellow niche
#

Steam Cloud Saves please ❀

languid kernel
#

Idk why but the AI is so Overpowered, its impossible to play rn :/

fallen cypress
languid kernel
#

yeah seems like something changed since yesterday

fallen cypress
#

The devs will probably tweak the AI as much as they can, there should be somekind of patch next week.

smoky yoke
languid kernel
#

@smoky yoke lol or gas the whole building

smoky yoke
gusty merlin
#

something i wondered. The idle animation for suspects that was shown in a tralier a year ago, has that been implemented yet for all maps? I still see most still with gun at the ready

smoky yoke
obtuse kite
safe hamlet
#

did the hotfix fix the AI's aimbot?

obtuse kite
# fallen cypress They can be a bit much but some times all it takes is a little bit of strategy r...

We don't have to pretend that suspects sprinting around corners while engaging one officer and then insta-headshotting a different officer they never even saw until that .1 of a second they came around the corner at a dead sprint isn't a failure with the AI. I think the one that really bummed me out was having a suspect blasting away at a friend, I knew where he was so I flanked him and he, in the middle of shooting at my friend, spun around and shot me as soon as I could see him. That's not just not-human-like AI behavior, that's punishing the player for not knowing AI in a fight has eyes in the back of his head.

obtuse kite
green magnet
#

SWAT AI does in fact have huge several issues, especially on the new streamer map + brisa cove. Using the residential entrance with AI is basically just asking for one of them to die, ive redone the map several times in practice mode and having them push deep on each side of the hallway with multiple areas they cannot physically cover is infuriating, leads to a lot of completely preventable deaths.

marsh nimbus
#

I assume this has been said already, but optimization for certain levels as some of the larger ones playing last night with 4 buddies were stuck at around 30-40 fps, regardless of the graphics cards we all have

ivory mica
marsh nimbus
glacial atlas
safe hamlet
ivory mica
# marsh nimbus I dont see anything in the patch notes. Our group has 3060TIs, 3070TIs and one 4...

Yeah, it’s annoying. It’s also annoying when people say “just switch to dx12 bro” when that’s not going to fix the fact that there’s something on nearly every map, whether it’s a hidden object or some 1 billion polygon item that’s killing frames the second you get near it. Whatever it is, it’s something only the devs can fix with optimization and im just hoping the devs aren’t going to ignore this.

raven pollen
#

This is not a conversation channel, leave structured feedback posts and discuss in other channels

glacial atlas
fierce mica
green magnet
fierce mica
#

got it on S clearing the first floor going through there, carefully clearing the atrium , then go to second floor through the stairs on the left side of the entrance you just came in.

visual bobcat
#

I miss running when the weapon is locked or directed downwards

red comet
green magnet
gusty thorn
#

please bring back Balaclavas in customization. really need them back

lofty thistle
#

Briefing for spider mentions decrypted mindjot drives but thats 3 missions away. Premonition must be pretty common in LS between this and enemy AI able to stare at me through walls without seeing me first. Must be something in the water!

gritty gulch
#

Please allow us to have consistent command paths for single player team commands

What I mean is that if I press command 2 4 it may do one thing such as clear a room with gas

However, if I am not looking at a door, that same combination command 2 4 will be a completely different command

This makes muscle memory of commands impossible. I have run into too many issues of trying to issue a specific command, but I was accidentally looking at a door 50 meters away, so the combination of buttons changed to achieve the same command.

This has been especially bad when running voice macro commands (which if you haven’t checked out, just watch Karmakuts video) it’s nearly a necessity imo

vale nova
#

plz make mk18 look like an mk18 and not an m4

gritty gulch
vale nova
#

i know its the mod 0 version but ya we need that DD block version

fierce bane
#

hi so ever since the new update my game runs like shit. i used to be able to run this game on my hdd with max graphics no problem. but now even on my ssd with medium graphics and frame locked at 60 i cant run this game. everytime i get into a gun fight my frames dips and my game lags even in singleplayer with ai is anyone eles having this issue or know how to make the game run smoother? (edited)

trail whale
#

Does anyone feel like the AI is worse post hotfix? I’m ordering my teammates 2 or 3 times to get them to complete an order.

buoyant vault
#

my bigger concern is suspects shooting me with full 100% laser accuracy after i just flashbanged them in a confined space

iron whale
#

suspects definitely rarely get flashed or concussed unless that shit blows up right in their face. Also.. They should flinch or stagger after being shot more. Shot a dude in the body.. he stood regal as a statue and got me while i was flinching/bleeding.

thorn herald
#

Anyone getting their fellow police AI shouting at suspects even though theyre inside the building?

eternal grail
#

When can we expect shader pre-comp?

gritty gulch
eternal grail
#

Been on a downward spiral and will continue on that trajectory as they keep adding more complex shaders with no pre compilation

bold dew
#

In fact, with DX12 there is a significant improvement in performance, the same as before, if it doesn't improve, the problem is that even above 120fps my game is a bit stuck, as if it had constant drops or was at 50fps or less.

subtle trout
hot night
#

Anyone else notice or think somthing needs to be done about the AI being able to fire on your exact position without ever actuall seeing you? I cant count how many times now ive been shot by an AI through a wall or a corner before i even came around the corner as soon as i get close to the edge they start pre firing where im about to be. Ive also been walkthing through an open door and got lazered in the head before i even got more then a step through the archway by an AI on the otherside of the door on Voll house anyone else had expirences like this?

subtle trout
fierce bane
#

i insatlled on my ssd and still runs the same havent noticed anything diffrent

red comet
hot night
#

just had an AI stand there and get shot until he went down and the Ai next to him didnt even move or make any attempt to do anything

trail whale
red comet
#

The only good things in this AI update is they now checking left and right when entering corner rather than yolo like before hotfix but the rest of the AI hotfix update are seems to be downgrade

Maybe next major update command voice could be good rather than using 3rd party because i'm tired wasting my time to put command to each group

elder folio
#

Fck the next major update! They need to finish and polished 1.0, bring all features from ea to work.. then they can maybe think about something called next update.
Stop our AI to scream on suspected 50 meters far, meanwhile only his hand is visible, make them shut on command. I want to catch someone pissing! Or being distracted by phone!(That's why they made those animations, right? RIGHT?)

subtle trout
#

Greased Palms is almost impossible to do with the super crackshot AI shooting through everything...

grim token
#

I beg y'all to fix the Suspect AI

There's no way I'm standing 200m away from a Suspect, barely see him and he just turns to me and pin point lazers me like he has Aimbot.

Also I'm just walking without doing anything and they just shoot through the door like they know where I am.

Aim accuracy of the Suspects needs to be significantly nerfed and also the way they track you, cause it feels like they're having ESP and know exactly where you are, doesn't matter if you're behind a door or 200m away.

proven panther
#

I think there should be a best score of maps shown upon the briefing board.It would be better if the scores of singleplayer mode and multiplayer mode could be separated, so that players can view the scores more conveniently when unlocking achievements.

ember socket
#

Is the black screen issue something that is being worked on? I haven't been able to play the game at all since 1.0 as it just opens to a black screen. It worked fine before that

proven panther
ember socket
green owl
timid basalt
#

pls add m110/sr25 and g3a3

green owl
#

With the hotfix... the SWAT AI are now merciless war criminals, they just executed a compliant hostage đŸ€Ł

barren ridge
#

Feedback - There should be the ability to cancel ziptieing a hostage/suspect. Died a few times to being stuck in the animation while an AI pushed me.

tidal sage
#
  1. The game's perfomance got into a shithole after 1.0 released. I do have 3080+i512400 and face horrific fps drops from 120 to 50 or 15 fps even. And it havent changed yet as i see after trying out the hotfixed update.
  2. You can't now adjust the 2560x1980 resolution, which makes it totally unplayable for now, kinda sad
safe hamlet
#

This should be avaliable in the game

tame laurel
#

a big issue with ai detection on big maps is how they see you through tiny gaps, this is especially apparent in greased palms where suspects will detect you from really far away by slightly seeing your feet or the tip of your head being visible from above a box, or stuff like pallets and the carts with holes in them. Idk much about game programming but i imagine a way this could be mitigated is so ai cant see through certain points if too far away? not sure

somber wharf
# tame laurel a big issue with ai detection on big maps is how they see you through tiny gaps,...

my team got lit the fuck up when crossing over the bridge through the windows in the hospital map. from a realism standpoint, yes that suspect probably knows the only way into that room from that way is the bridge and would hold that angle to down the swat team. But from a gameplay standpoint, there is no counter. with the opacity of the glass it's impossible to tell if that's the person with a weapon or not, so you either return fire (after the suspect john wicks 1 or 2 teammates) and hope you don't hit civs, or die

slow hearth
#

Display the ready timer in the customization menus.

rare sky
#

sometimes when I command to restrain a suspect they just shoot the suspect instantly instead

tribal sierra
potent hatch
#

Add 9-bang already 👉 👈 đŸ„ș

prisma ore
#

First of all thanks for the update. Unfortunately, however, there is a big problem regarding the optimization because there is a lot of stuttering that makes the game unplayable even with very high-performance hardware. I hope you resolve this issue immediately

dusk topaz
#

I hope they’re working on the black screen. Devs, this is literally stopping your customers from playing your product! This should take precedence over new content or whatever

gusty thorn
#

where are the facemasks/Balaclavas? 😩 uhhperator yes

dry adder
#

Why is there no Turkish language support? there are many Turks playing the game. Why are Turkish players undervalued?

faint marsh
#

Something I'd like to see is markings on the floor plans that clearly mark insertion points. It'd make it a lot easier to plan before getting in to the mission

random light
rancid arch
#

I would love to watch the devs play the post office mission and attempt to arrest people instead of having to slaughter everyone you see before they laser you in the forehead

steep pollen
#

Hi all! Some feedback/suggestions:
1- suspect AI shouldn't wallbang. It ruins the immersion and makes the game less realistic and satisfactory. I get the principle behind it, that suspects can hear you and would then open fire where they think you are, however A: their aim and accuracy is extremely broken. You can see this in the "ides of march" mission particularly, where it is obvious that suspect AI locks onto the player from behind cover and opens fire, and B: in real life, that sort of stuff doesn't usually happen intentionally, the great majority of instances where people get shot through walls in the real world is the result of stray bullets hitting a bystander during a firefight. Also, whenever you engage a suspect and retreat to cover (i.e. you peek a door and suspect sees you) they almost always open indiscriminate fire and shoot through the walls, also a very unrealistic scenario. Wall penetration/AI wallbanging should be greatly, if not entirely reduced.

#

2-suspect movement during firefights: approaching the matter from a realistic standpoint, during a real-life shootout people don't rush their opponents' position, they instinctively run for cover and safety. When SWAT breaches a room, it is not the normal response for criminals to run TOWARD the officers, but to seek shelter and find cover, then to fire back. The eagerness of some suspects to rush the officers' positions at any moment during a firefight particularly ruins immersion and gameplay, and can be very frustrating. Law enforcement officers and service members alike are taught to do at least 2 things during a firefight: establish supremacy of fire, to kill or supress; and to seek adequate and appropriate cover. When the bullets start flying, you instinctively duck for cover, never run toward where the bullets are coming from.

#

3- suspect accuracy is too artificial. Their fire is almost always too accurate, too effective, they do not seem to miss. If suspects could be a little less "aimbot"-like, if their shooting and aim could be more smooth and realistic and less extremely aggressive and robotic, that would certainly be appreciated, as as of now their behaviour is very unnatural. (Of course, that does not mean making so that suspects never kill you, but in the shoes of a member of a highly-trained and experienced swat team, death should ALWAYS come as a result of carelessnes and innapropriate tactical doctrine, never by AI doing something you wouldn't expect out of a very realistic game).

#

4: weapon customization. A minor and ceirtanly not game-breaking thing, it would nice if officers could have weapon customization more akin to the real world. examples: A-compensators and muzzle breaks do not actually reduce felt recoil, but divert the gases exiting the muzzle toward a different direction, making for a different and less snappy recoil PATTERN. Personally I don't think there should be any significant difference between breaked and non-breaked guns in the game, because in real life it is really more of a personal preference kind of thing (sort of like with vertical grips, it's more of a comfort thing). Of course there should be lots of options of muzzle devices in-game, as it brings me to my next point: B-more parts and accessories in general. The extremely wide array of accessories available to modern-day firearms really isn't well-simulated in any game. I'm not talking about 30 different types of vertical grips (although thats cool too), im talking about the stuff most popular with shooters nowadays. It doesn't have to be everything on the market, but as an example, the current Magpul series of parts:you could run a magpul stock with those old "clamshell" handguards, maybe a magpull rvg on an aftermarket m-lok handguard, that kind of fun, option and variety wide stuff (keeping within the game's realism of course). C-ammo choices. A very wide variety of ammo is available to LEO, and it certainly would be nice to have plenty to choose from. 9x19mm for example: you could have standard 124 grain fmj or jhp, heavier 150 grain subsonics for use with suppressors, and high-pressure low-weight specialty stuff. The H&K USP and MK23 series come to mind in that regard, as because of their rugged design and robust construction, are a favorite of shooters that wish to run higher-pressure ammunition. Same caveats as always: prioritise realism. If in doubt, I would recommend reaching out to a person or entity experienced with firearms and real-world firefights.

#

5: optics. A-red dots and holographic weapon sights (hws) are, in real life, brightness adjustable. currently the brightness of those optics in-game is very dim, and I prefer to just use a laser aiming module with the weapon canted instead of the sights. brightness-adjustable sights are in my opinion a definite must. B- magnification adjustments on the LPVO and the Elcan. Pretty basic stuff that just adds to the usability of those optics and realism of the game. also would be very cool to see more optics, magnified and non-magnified, and also maybe flip-up magnifiers. C-not really related to optics, but the flashlight could use some work. weapon lights have a \balance between throw and spill, basically the beam illuminates a good surrounding area away from the beam center, but they also project a tight, long-distance beam. the one in the game right now is near-perfect, bu the ideal would be to have user-customazible throw and gain.
Ready or not has tremendous potential as I see it, keep up the great work and let us all work together to improve this already amazing game.

frigid bear
#

One recommendation, not terribly important, but a lot if not all glass is impenetrable. Found out the hard way with nades lol.

frigid bear
iron whale
#

IF they dont fix the AI this game will always just look really great but never provide the true experience it has so much potential of having. Going in stealth or loud make no difference most of the time.. they already know where you are and they are never caught off guard. Then... laser precision to the head or thorough the wall.. the fire fights are more of us battling the broken AI aim bot and never feel natural or develop into something exciting. And THEY DONT FLINCH. I get at the meth house they could just plow through the pain but not everyone is lit! so we are basically fighting offspring of John wick and robocop.

crude osprey
#

a head lamp would be nice, im pretty sure its already a cosmetic on the helmets, could be cool to use

lyric cosmos
young mesa
#

Suspect AI seems as though they're unable to be suppressed by return fire. If they fire at me, stop to reload, and then I fire back, they seem to not mind at all and continue to mag dump on me

pearl onyx
#

Can something be done about the fucking AI on Greased Palms and Brisa Cove

steep pollen
#

and also, elaborating a bit more on my previous stuff: suspects are sometimes very tanky and bullet spongy, and those with body armor are almost always unrealistically so. when you get hit witha rifle round to a level IV plate, it doesny go through but it leaves an amount of backface deformation, wich breaks ribs, causes a good deal of pain and absolutely does not mean you are still shooting with perfect accuracy, what ballistic plates and vests do is make sure you DONT DIE, they dont mean youre just able to shrug off several rifle hits.

potent hatch
#

Just REMOVE ai wallbanging

warm ore
#

Postal Office map is way too hard. 16 attempts so far without any luck. Needs lots better balancing.

#

AI is definitely cheating. The fire through walls and barriers knowing exactly where you are and seem to one-hit you every time.

potent hatch
#

The only problem with all the hard maps is just when the ai is spamming shots through the wall straight into my head. Everything else I can deal with but there is no counter play if I am just getting shot straight in my head through the wall the second they smell me

naive ivy
#

I think the problem with the AI is that if even a single pixel of SWAT is theoretically visible to them, they can identify, track, and shoot you. Obviously real humans can't compete with that. This is probably why the post office is seemingly the biggest nightmare right now. If Void could make so that the AI either needs to see a more substantial area of your body or just make it so that the AI outright can't see through things like stacks of pallets or windows with blinds, these issues would probably be solved.

keen sedge
#

you guys really need to make it so that swapping guns during reloads is possible

getting erased trying to swap to your sidearm after empty magging a beanbag shotgun is infuriating beyond belief

wild pendant
# steep pollen and also, elaborating a bit more on my previous stuff: suspects are sometimes ve...

If you shoot an unarmored suspect with holo points it still takes at least 5 shots if you dont hit the head. 7.62x51 hollow point, 5.56, 45., 9mm pretty much anything but buckshot just tickles them until they one shot your face with a pistol through a ballistic mask or just straight up wall bang you with pinpoit accurate wallbangs with out you ever seeing them. Its like they didn't do any testing on their own game after what a year and 3 months or more with no tangible updates?

long granite
#

Also, when using CS gas the AI seem to be able to track you through it even the gas has completely obscured my vision and I cannot see them at all.

zenith cave
#

Has anyone had issues with the Colt Python either doing 0 damage or requiring up to 3 shots on target to count as a hit on suspects? I've even tried to use HP and aim for the chest and suspects still just keep shooting or drop me.

grim token
balmy sage
#

Valley of the dolls, second floor side room seems to have an issue with AI pathing, I've had teammates get stuck in that curtain multiple times now. You can't order them to move, but just walking into them fixes the issue

proven panther
#

Pls fix suspect most likely kill another suspect if they are in front of them. Very frustrating when you try to achieve rank s

lunar grove
#

I have noticed the combat music not ramping up at all during gun fights but sometime comes up at random moment, has anyone notice this?

red comet
balmy sage
#

fall in didn't work, walking into the guy so he moves away works tho

fair pumice
#

I cant use any of the new guns, heeelp. I tried reinstall the game and it didnt help

lilac pumice
#

Think we need some extended command UI options, like switching to Less than Lethal when options are available but not as primary, example, have AI use tasers and pepper spray, sometimes it's really hard to capture a suspect that briefing states we need to capture but don't wanna sacrifice firepower on other, so yeah, some "go LtL" option where they swap to LtL and shield guy doesn't shoot their firearm

viscid lynx
#

this game runs like shit i swear to god. on valley of dolls rn with 30 fps and when friendly AIs come near me it dips to a nice 9

lilac pumice
#

Follow up on extended command options, let us command in reference to where receiver (not we) are, sometimes, especially when splitting team, it's really annoying that you can't change their commands, say, you leave red stacked in a door, queued for C2, stinger and clear, but while moving with blue, you begin a gunfight and a civvie runs for cover into the same room you told red to C2, or simply notice someone you didn't before with mirror gun or whatever, now you can't have the door blown but you still want to breach that door, but you cant change the type, would like to have an option to "change" the actions of a stacked team (say, open, bang , clear) additionally, this would be useful when your team needs to go in, and you need to provide cover while they do so, but looking at the door to issue commands will get you killed cause now you got your backk towards a potential threat, with this change I could just issue "stsck" command first, then elaborate while I actually hold my angle

#

Further elaborating on UI, some commands need to be independant of context or at least displayed at the bottom, similar to "cover" which is available in most situations, "fall in" should also be an option, it's quite a thing to try to get your team back with you when everywhere you aim is a "door" and need to point to the ground or the ceiling to get them to do so, especially when most openings are "doorway-like" structures as in they have their own context menu like intersecting hallways

summer haven
#

the mission sucess but i auto go to practice mod and lost all the save, eventhough im not playing on ironman mode, the AI keep stucking and dont follow the comand on map

slow hearth
#

The character lighting in the customization menu is terrible, why is the character only lit from behind? I can't see anything, light them from the front as well please.

harsh cloud
#

when running the shield you should be able to use tazer or peper spray

zinc widget
harsh cloud
#

also lean movement is super damn slow

twilit wraith
#

Honestly, I like the game but why my fps is 40 with 3080ti? and the servers are terrible🙂

potent hatch
void raft
#

Doors be flying away like crazy

harsh cloud
ruby charm
#

on arpil 1st all the civs and suspects should dance or "get down" instead of kneel with their hands up when you can restrain them

potent hatch
woeful nimbus
silent lava
#

anyone else having problems finishing greased palms/post office mission? its not that im dying but I always seem to have 1 civillian not secured and I spend 20 mins walking around the map not finding anyone and at the end I give up

ruby charm
sharp granite
#

Getting stuck with other team mate in narrow passage is a litte bit upsetting. would be nice to make an animation of slip through or something...

swift path
#

Not sure if this has been mentioned.

I would recommend making flashlights negatively effect AI accuracy when shining directly at them. Especially with how bright they seem to be in close distances. It would make sense that if someone is looking into a dark room with a flash light on. It would be pretty difficult for anyone inside to see very well if their being lit up by the light.

Some things to think about for this:

  • Flashlights should not effect the enemy's accuracy when outside in broad daylight and further than 20 feet away
  • Flashlights should effect the enemy's accuracy when outside in broad daylight and closer than 20 feet away but no further than 10
  • Flashlights should drastically decrease the enemy's accuracy when the enemy is in a dark room and a flashlight beam is shined onto their head
  • Flashlights should drastically decrease the enemy's accuracy when the enemy is inside a moderately lit room (No natural light from windows) and a flashlight beam is shined onto their head and the flashlight is within 20-30 feet.

All distances are subjective and are just spit balled. I have no clue how difficult this would be to implement I don't make games.

dusk pier
#

POSTAL IS AMAZING THANK YOU GUYS. TURN UP THE AI MORE THEY REACT TOO SLOW AND DONT ALWAYS WALLBANG INSTAHEADSHOT, ONLY 80% OF THE TIME I GET HEADSHOT THROUGH A WALL THAT I WASN'T EVEN SPOTTED THROUGH 💀

copper dust
#

It's funny I read this right after I am fucking done with trying to S rank that ridiculous mission. There truly is no better word for it, than ridiculous. The game is really great, and every other map is awesome. But just that ONE mission leaves a sour taste in my mouth. I have been trying for 10+ hours to S rank it, but it is simply impossible without the RNG gods gracing you a thousand times! The AI see me through the smallest of cracks, the holes in the wooden pallets outside, via an impossible angle on the other side of the warehouse and more! Throughout nearly the entire mission I am being shot at before I can even move on or can even see anyone, I can only hear where the shots are coming from. And when I try to get a look at where I am being shot from, the suspect has relocated, and is now shooting me from another place where I have no chance of fighting back! It is deeply frustrating, and depressing because I fucking love this game!

velvet yoke
#

suspect ai is like im against CS2 wall bang aimbot hackers

velvet yoke
velvet yoke
sudden scroll
#

Yeah, the ai seem to have perfect vision through even 1 pixel gaps and once you’re spotted, maintain wall hacks for a few seconds..
Anyone know where the Ai “see” from?
I’ve had the high ground over a balcony and had the Ai spot me before their upper chest is even visible

red comet
#

did they just erased the coffee machine sound?

nocturne notch
#

not sure if this is the place for it but PLEASE add a singleplayer AI command for peaking a door and grenading a room. im getting sick of my guys opening a door and shooting half the room before they throw the grenade in to stun them.

swift path
tired escarp
#

greased palms is definitely the worst map in the game to s rank, they have to fix the bot reacting times and what they can see through. u have to solo it because ur teammates get shot through walls constantly and the bots have 360 view it seems. idk if anybodys managed to do it yet but lmk if they have, its insanely hard

nocturne notch
swift path
# tired escarp greased palms is definitely the worst map in the game to s rank, they have to fi...

I haven't S ranked anything yet. But that map is extremely challenging. I've found that instead of breaching the main storage room before the convayerbelt area. You go outside after clearing the room and hallway behind the counter and you can tell your AI to move ahead of you. Remember that your AI have just as much cracked aim as the enemy so they'll see and shoot them just as fast.

I've learned giving them a hard hitting gun like the SA-58 w/ AP will take down targets with armor quickly. You basically gotta equip them for war in order for them to survive the more complex and difficult missions.

Also if you give a sheild to one of your dudes. You can have him walk around with the Sheild and side arm as his main lethal and it will save him from dying frequently.

pale glacier
#

Would be really nice if the mission select screen showed your current best score/rank next to it so you know which ones you need to clean up.

pale glacier
#

Also would be nice if clearing missions unlocked weapons the enemies use as a nice lil treat. Really like the unlock for cosmetics so addign the weapons we constantly bag would be cool too. Also please give me an Ithaca 37 as a special unlock cause it would be cool.

random light
#

Not sure if someone’s brought this up yet but I think we should be able to use a taser while using the shield.

exotic dew
#

Please stop me from being allowed to reload when bleeding out to avoid pressing the wrong button and dying :/

random light
#

I feel like the picture in picture mode on the optiwand is unusable. It's so low res it's ridiculous. I'd get greater clarity using a Gameboy camera.

willow marlin
#

Would love to see the Trijicon Acog w/ RMR added. Still widely used by law enforcement and would add a nice magnified optic to the game with easy CQB option. Especially since the reticle would be illuminated in the 4x zoom.

dim birch
#

make commander mode co-op if possible one controls blue team one controls red could be cool

simple anvil
#

i cannot use any of the new guns i press on them and it just puts the same gun i had before idk if it bc of my mods but very dumb

lofty basalt
#

The game won't load for me. Just freezes on a black screen when I try to run it thru steam

inland garden
#

[Weapon Attachments/Keybinds]
We need keybinds to adjust reticle brightness on the fly; keybinds to adjust zeroing distance for the optic would also be cool
When the weaponlight is turned on (or when aiming in mixed lighting), it's often hard to see the dot, so being able to adjust the reticle per the user's taste would be nice.

hot pond
#

New upadate added only content?
Y'all didn't fix the server issues
Didn't make performance better
Loading times still suck
and AI still beam you through walls

strange matrix
#

Is the AI have cracked aim on certain maps or all maps ? Because I did 3 maps with S rank so far and didn't find the AI too much buffed.

vale nova
#

make BCM recoil better

zinc widget
velvet yoke
chilly kindle
#

please for the love of god can we ahve a non lethal secondary or and option to tell the ai non lethal only FUCK

languid siren
fast lake
#

friends look, game is encouraging me to use pepper balls against automatic rifle carrying armored thugs. I'm so encouraged hahah. maybe I should try arresting 180 degree snapping AI before they spraying their rpd in 0.01 seconds after yelling for comPliAnCE

subtle karma
chilly kindle
#

đŸ€Šâ€â™‚ïž

strange matrix
languid siren
idle island
#

Enemies shoot you when their guns barrel is nowhere near in the players direction

uncut tide
#

hi guys i have a problem with the missions i play "a lethal obsession" i get an A but i dont have any new mission... is it normal?

faint marsh
#

Encountered an issue when equipping handhelds (which was also found by Chris The Cop and you can see it in his video linked at 8:46)
Basically, when you remove a handheld (stinger in this case) it doesn't update your overall number and so you can't equip more of a different type
https://youtu.be/3w7Jt6DfLeE?si=n0XadGKh8BLm9HLb

faint marsh
#

One more thing which would be especially useful for new players.
There should be a "collect secondary evidence" objective on maps like Mb/s. It can be really easy to miss the collect prompt if you're doing a blind run, and since AI can't do that stuff for you, it can seem like the game is broken and get pretty frustrating

ancient oar
#

Here’s the 3 things I think are breaking current suspect ai. 1. Ai have no flinching or any type of reaction to gunshots
2. Ai has very little to no chance of surrendering (they all feel suicidal)
3. Wall banging is a huge issue. Even SWAT ai are yelling at suspects and civs when they are behind walls and having full on gunfights through walls

snow sapphire
#

Yeaaaah, was just typing:, AI accuracy through walls is ridiculous.
Or so I notice in 23MB
even if just your foot is visible AI will 1MOA you through a solid wall and concrete pillars
AI dont give a f*ck

faint marsh
#

SWAT AI also need to get better at throwing grenades into rooms. Can't tell you how many times they've thrown one into a room with a wall directly in front of a door and I've been hit by it because they didn't throw deep enough.
Maybe when throwing on an open (grenade) and clear, if a wall is x meters in front of them, they scan until they find a deeper pocket to hit

This would also give you another incentive to pie out rooms/mirror became that info could be logged before a door is fully open

ancient oar
faint marsh
#

@ancient oar That would work too. I get that we can just do "move with leader) but I don't always wanna run the grenadire role

snow sapphire
#

Also It would be handy to be able to give the restrain order while the enemy/hostage is surrendering (in the kneeling animation) rather then only after they have finished the animation

crimson thunder
#

I don't like the use of AI generated art and i would love it if you could commission art to replace the use of ai art

candid pewter
#

Reposting this from @lament holly since I think it's still needed.

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

faint marsh
balmy sage
#

Ides of March spawn select doesn't work, you always get spawned at the fire escape regardless of selection

pearl smelt
ionic nest
faint marsh
#

100 percent! If you wanna see a good flashlight in-game, devs, please check out how Six Days in Fallujah does it

velvet cape
dull grove
#

Can we get indiviual keybinds for both High-Ready and Low-Ready, a toggle really doesn't help solve the problem of why we wanted High-Ready. having both can help communication, Especially if your doin silent breach tatics

mystic jackal
shrewd isle
#

i would like a more interactive Police HQ

fast lake
faint marsh
safe hamlet
obsidian wind
#

I think the game consider friendly fire is radicles in the game at the moment. Even the AI team mate accident shoot each other consider degrade for friendly fire. Which makes the S grade even harder to achieve.

native nymph
spice walrus
#

I know there were plans to have more voicelines and such but I am not seeing some of them. If I do it is rare, like officers reactions to things they see around them. I would also like to see more voicelines for task objectives instead of "bagging". Also some more stuff like on Port Hokan when you find the human trafficking victims how you talk over radio to a FISA Agent. Other than that and other bugs the 1.0 update was amazing and can't wait to see this game keep evolving. Also wanted to add something, I feel the clothing, escpecially vests is a bit limited in the future I would love to see some more options and fixed clothing like how there isn't OD Green LSPD tac pants. There are also a ton of bugs but the game is still good

nimble ridge
#

Why hasn’t the broken coffee machine been added to the list of known issues. It is the biggest issue plaguing this beloved game to date.

red lichen
#

In practice mode, can we add the ability relinquish squad lead to AI and just follow them? Super immersive when im not the one giving all commands and AI actually work in real time

silk dagger
#

Uninstalling this game until at least the developers resolve the performance issue. Games much heavier than this one at 60fps locked. It's a shame because I bought it in early access to help and now I see the game going to the trash with this crappy performance. See you one day.

crude fjord
#

same here

noble rivet
#

This video is a year old and still contains a wealth of information regarding the completely broken AI. It's a wonder this hasn't been fixed yet. If the devs haven't seen this video and taken notes, they definitely should.

faint marsh
#

Are we ever going to get destructible light bulbs?

faint marsh
balmy sage
#

On Neon Tomb, suspects seem to sometimes shoot themselves even without having ever come in contact with the squad.

Also had another instance of a suspect shooting themselves, however the issue there is that they did it while being actively tased.

rigid dawn
#

Were there any suggestions of saving entire team loadouts? So for iron man players you don't need to respec them each time one by one Alpha to Delta? Pre-sets for each is nice, but an entire team for the situation. Would give easier avenues to experiment on the various scenrios.

safe hamlet
#

@outer elbow đŸ«Ą

fast lake
#

swat AI is only good at stacking door, it's dogshit at everything else. out of my 10 move orders, maybe 3 of them register. they hug glass windows as soon as they enter room. they don't obey arrest commands nor wedging doors more than sometimes. they walk sideways like arma 3 AI (looking at empty walls)

trim hatch
#

Every time I try to launch the game it says "Ready or Not has encountered a critical error and could not recover." can some one halp me pleeeeease

fast lake
#

suspect AI's main problem is they don't account for door's opening animation. they take off as soon as door is clicked open

proven panther
#

Swat ai know how to switch sidearm shoot but if they finnished sidearm mags, they still holding sidearm and not reload primary until death

strange wraith
#

1.0 is everything I wanted and then some. To say that you guys went above and beyond is a spectacular understatement. Ready Or Not 1.0 is damn near absolute perfection!!! This is easily a 5/5, 10/10 type game (and I don't say that regularly).

As a major fan of this beautiful work of art: thank you for listening to the fans!