#đ©feedback-reports-channel
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Was wondering why my squad was getting wiped on this map over and over again in this spot. Checked it myself and this window can be shot through from the inside, but completely stops any rounds from the outside. I walked inside and killed a friendly through the window to check and when my squad started shooting at me through the window from outside, I was invulnerable. I thought maybe rounds were being thrown or something so I tried all kinds of stuff and used all my ammo. No effect
So After playing this game post 1.0 for hours I can say this would and should still be considered early access as many bugs pre 1.0 have not yet been fixed and not only that but 1.0 brought about a handful of new bugs
Terrorists in bomb vests have a couple issues
- They are way too hard to arrest, pepperballs, tasers, and melee are ineffective, beanbag shotguns are the only good counter. If you don't have a shotgun, you end up trying to arrest the guy for around 2 full minutes, which is just silly
- When surrendering they just blend between a surrender and standing animation, which looks very janky and often leads to unauthorized use of force against them.
I wonder when they will put in the drones, the snipers, the negotiators and the dog brigade?
Because remember in a trailer he had an operator who used a remote-controlled drone :https://youtu.be/iyyViZuIu-4?si=qwwKoaXgEVaQYOyQ
I just want them to rework VOIP. It's terrible right now. "Local" is way to quiet for a proximity chat and "team" doesnt help immersion when I would assume they'd use it as more of a radio chat. If i wanted standard team chat, i'd use discord.
I want proximity and radio chat like Insurgency Sandstorm. The voip in RoN feels like they stopped improving it after successfully plugging it in
Taking a break from what seems like daily bug feedback to say that I still love this game, even though it still needs work. I've logged 130 or so hours for a reason, and I just want it to be the best it can be.
Keep up the hard work, team, and happy holidays
I joined just to say how disappointed I am with how you guys still can't make balanced, fair and semi realistic A.I. Getting perfectly tracked through multiple walls or cracks in a window/wall from aimbot A.I with 0 ms reaction time basically makes all the gameplay worthless because at it's core this game is about the A.I. Without good A.I the game is broekn.
In multiplayer and running non-lethal with things like pepperballs, desyncing hostiles are quite annoing, you shoot them, they stand there and are about to surrender then they vanish into thin air and have actually run somewhere else.
Suspects/hostiles should be able to be supressed easier, most times they wont surrender even after you shoot them dead or wont surrender at all, wich kinda forces you to use non lethal wich, isnt the most fun optiojn and a lot of times you need to dump a full mag of non lethal just so they surrender
what was with the decision to put the container of women outside for the last mission, when i was doing the mission and looking for the weapons cache slowly realising it was a human traficking auction and then lastly stumbling upon the women was such a crazy twist and experience. luckily im dumb and didnt find the container until ive cleared the whole port
it would be very tactically satisfying if we were able to change the time of day for the missions. we have 2 sets of nvgs and every gun has a ir laser but very few missions are actually viable to use it. having the ability to change the time of day for a mission to night or day would be an amazing addition. secondly the ability to turn the power off to the building / facility so you can go full lights out mode chuck the gogs on and get super tactical. now i dont know about you lot but these 2 simple aditions would work wonders for the game.
is it only me wo gets even more frame drops after the release ?
I assume this has been stated already but the close captioning is comically inaccurate.
For barricaded suspects and stuff yes but if itâs a active shooter mission I donât think theyd wait till night to start shooting
In the Steam description of the game it says "The Los Sueños Policed Department has officially posted new details on Commander âJudgeâ Beaumontâs updated assignment with the LSPD SWAT team:"
theyve played it right?
Off tangent from most of the feedback here. With regards more to replay mode
How does the replay mode function or save? I can't seem to filter or categorize them in any other way other than User -> Chronologically. Plus most of the files are just unknown and empty which requires you to manually look through 'em
Would love to see more love for the replay function it is slightly wonky now and I don't really know how to "extract" or produce something out other than using a third party program to record specific scenes I want, I really love a good video mode/photomode in a game. Can make some interesting shorts/MVs
My feedback at the moment is, great game, lots of improvement. Terribly overpowered cracked out enemy A.I, before even bothering with the friendly A.I they should of focused on the enemy because that is the foundation of the game, playing singlerplayer or multiplayer you face the enemy A.I and it should of been the priority. The improvements for the single-player A.I is interesting and cool sure but should be back-seated, this game will rely on multiplayer for longevity anyway so most people will never even bother with the friendly A.I.
They prolly never improve it. Next they do PVP and then sell it to Team17.
How are you supposed to S Lethal Obsession? I just cleaned the entire thing, no deaths on either side, only A+?
Game is fun but really wish there was a way you could skip through the after round report grading thing. Should also have it so you don't spawn all the way on the otherside of the police station after a round, especially with how slow your character walks. If you wanna keep having us spawn there have it so that the time I spend waiting to see what letter grade I got I could skip that and use that time to tiptoe to the briefing room đ€·ââïž
[AI]
AI ORDER PRIORITY/CONFLICT
When ordering the one of the AI teams BLUE/RED calling for a c2+clear then calling for an NPC in our room to be restrained caused a problem. 1 member arrested the person which was good and the other just breached the room without c2 and without their partner. causing that member to get killed and that suspect to enter our room and to kill me and the other member.
Judging by sus score u incapped one suspect. Need to arrest all 3 suspects without downing them.
I didn't. đ
Fix AI and the ballistics, AI is way to op and can shoot through any object but I can't shoot through cloth or wood doors makes no sense
?Add new guns you can unlock or buy and maybe make 5v5 like the old alpha
You had a death on the other side, you should have 105 points for Suspects Secured
in the hide and seek mission, the containers with windows that have metal mesh in front seem oddly not penetrable? am I wrong or do bullets seem to only be able to come out and not go in
Would be sick if we had a mission where we would have to infiltrate Voll's yacht or something along those lines and we had to drive up on a boat and board the ship
I've changed my opinion on the AI, they're still broken and dumber than before 1.0
it sometimes takes 3-5 commands before they actually do something, they kill civilians or get themselves killed by just standing there while being shot at
i chucked a flashbang next to Jack Adams and he just didnt care and domed me?!? what is this bs?
No he didn't
And yes flashbangs ars buggy af rn
Yyyyeeeeah the AI is amazing now with the way they got a bit more autonomy and they really do a good job at covering and clearing etc. .........but.. they seriously need to tone down the AI carrying on too far. It's getting to a point where if I see a slightly more open area like a corridor or courtyard I have to have Fall In ready to press or something like that. They go off on a tangent and start entering loads of corners and overextending like mad.
On the Streamer swatting map, if you go in from the top floor into the courtyard to clear, the AI just keeps on going and pushes past down the stairs etc. I think this is fixable if they maybe divite the open areas into a few more 'zones' or 'rooms'
I didn't. That's why I'm confused. We did the entire thing with beanbags and everyone came back out alive and upright.
You need to secure ALL guns.
It automatically took me back to the lobby, so I assume we did. Also note 3/3 evidence secured.
The only thing I can think of is to try again and disable all door traps before it automatically finishes for me?
What to do if you did something in game and your fps dropped to 30? I tried videos to optimize game but everything is useless. Reinstall game is the only way to fix that?
Hi, I dont know if this is the right channel, sorry if it isn't, I just joined the discord.
I would like to report 4 issues that have been plaguing my gameplay so far.
The first is the extreme inconsistency of flashbangs, sometimes they simply dont seem to affect the bots at all, it can be quite frustrating.
The other is also an inconsistency, that of the damage you take versus that of the bot inflict on you, it can be very hard to take them down while they easily one or two tap you, even with 9mm while you are in full body armor.
Yet another inconsistency, that of the orders to surrender you give to the bots, sometimes they ignore them completely, giving you frustrating unauthorized use of force maluses.
Final issue is how the bots seems to like spraying you through solid surfaces, even when you cannot spray them back.
Thank you for considering my feedback
certain enemies so far as mindjot and brisa cove behave unnaturally fast when encountering you and sometimes knowing your 100% position through a wall, one shotting you and taking shotgun blasts to the face, meanwhile if you play campaing enemy ai do not shoot at your teammates at all if they see you, every bullet will be fired to the human player. and i also want to point out that it would be appreciated if it would be possible to add AI to multiplayer since i only play with one friend so some maps seem very hard near impossible dying almost on spawn. perchance, you also could consider the flinching when taking damage, it works against the player well but some enemies barely care when you're emptying a clip on them they just keep shooting like it's no problem. not to mention thank you.
Fix hitboxes, to many times you get a direct hit on an enemies arm when you're peaking them and nothing happens.
So I got voiceattack the other day for this game, but it wasn't really working well for me. It'd be cool if RoN integrated voice commands for AI locally like SOCOM did on the PS2
Swait AI seems to have a lot of issues in Elephant. Had one member get stuck in a closet room upstairs (SE corner). They don't open and clear until the 2nd - 3rd command. When spawning in the north entry, two members always default to getting stuck by the spawn point until a command is issued.
SWAT Team reduces fps when near them
Anyone confirm?
Confirm
why it stuck on loading additional data
Beanbag can incap/kill if it hits the head, unless you remember restraining every civilian while they were surrendered then there is no reason for one of the suspects out of the three to give 5 points (35 for restraining 5 for incap 5 for dead).
**Performance talk : **Refrain from changing graphics settings without restarting the game.
Random fps drops. (DX12 here)
Just noticed that. Whenever I would mess with the graphics settings. Not sure which setting is causing this yet
make the mag icon round
FCK this game. 40 tries on the postoffice map and still no success. The AI is just cheating and shots across the hall through anything without you even seeing the suspects.
Suspect Ai is broken, use mods until the devs fix it
Replay feature is very buggy and sometimes makes the game crash
They were all upright on arrest is my point. So I guess something glitched. Good to have closure on that at least, thanks
omg greased palms is the worst mission i have played i have tried and tried almost i swear 30 times to beat this level i have gotten close 2 times where i got ever objective done but one so it cancels the mission and i have to restart and there's no way to get past i hate this mission so much omg
played it for the first time about 15 minutes ago, cleared nearly the entire place just to have a cross map aimbot wall bang my entire team then me
Is there any actual plan to add balaclava? Because the one on nexus definitely has clipping issue if you choose the wrong face.
Hey - New here joined to see if anyone has reported that AI can clip through doors/walls and 1 shot you?
Most annoying thing is doing everything correctly, slow walking, checking corners/doors, covering your six - Then before you know it, some AI behind a closed door "Senses" you, and shoots with perfect aim through it.
Or that they can open a door, have your back to you and instantly 180 1 tap you.
The other annoying thing, is sometimes the buttons don't register properly, most prolifent is the ADS, you can be in a straight corridor, or huge open space, and got to ADS, and it just wont ADS, untill you release and repress it.
And finally - Sometimes the game cursor completely disappears, forcing you to alt tab, and click back into the game, mostly on the menus, but still
Otherwise - I'm really enjoying the game, The AI Aimbot is a little too much sometimes - and animations feel a little slow between changing weapons/utilities - But otherwise - I think it was worth the money ultimately
Never experienced your 3rd and 4th issue, but the rest, i definitely did, very recently in fact
Please to god, do not change the AI. They are fine as is. The people complaining about AI legit just does not now basic CQB its crazy
Dude they can shoot through closed doors, the post office is a good example of the crazy op AI. I'm all for good AI that can shoot and do something, but sometimes it's way to much.
On more house type missions the AI is really good, but stuff like large open rooms with server racks, boxes, and random stuff overall is unseen by the AI.
and ? loud ass footsteps, can see your feet under the door, don't sit in front of a door
I was across the room and made little noise, shouldn't be a perfect head shot through a door across the room
I understand but for me its fun and makes it more realistic, i like to think theyre waiting on an angle sitting and watching a little peep hole, and makes me change and approach it a diferent manner, but fair we all like it differently, i think its just things that actual officers accounts for irl and make it more immersive, make one wrong step and decision bam dead. Though rarely ive seen them snap from one officer to another but in those scenarios theyre "trained" but when going against crackheads and like the tren brothers their aim sucks idk if thats on purpose or just coincidental
I agree with all of this, its rarely they do this but it can be seriously annoying when a last suspect after a 30 minute mission decides to wall bang snap on to everybody. I want difficulty but I do believe there is a bug in certain situations. I'm quite new to the game but know proper technique and only had issues on Ides and now Greased Palms or whatever it's called.
The AI is good in general, just sometimes it turns into John Wick.
Hi all, I recently joined the server to provide feedback. I genuinely like the game overall but the AI is very, very over powered. They usually lock into you near walls and I had an occasion where they clipped behind a door and the suspect just one tapped me.
I believe that the AI could use some adjustments and I think it would be interesting if we could have different AI levels based on the suspects. Just my two cents here.
Please add back the balaclava option. Some of the the other NPC swat in the station have balaclavas. Please add this back.
There are mods you can get which give you a balaclava
regarding the "buttons don't register properly, most prolifent is the ADS", i had this issue and it was due to running the game in "windowed borderless" mode, after changing to full screen mode the issue was gone.
I must say I'm finding it really annoying that the mission just ends automatically when objectives have been completed. I just cleared a room, it was a very intense situation, I wasn't focusing on bagging evidence as I was planning on clearing first. Next thing I know, my squad arrests the final suspect and boom, C tier run, through no fault of my own, very frustrating. Honestly just bring back the "pg up" or "y" to end the mission.
i quiet literally cannot finishh that level it is too har, andd greased palms is making me quit this game omg it is the worstmissionn you guys could have made and my freind can't even help with the misson becase it in the single player god make the AI not as lock on as they are or make it were they cant see through everything
Yet we know how to spell "know", you play airsoft, stop pretending you know what you're talking about.
Iâm not good with mods
Playing when they were still in very early access, the suspects would be extremely easy to take in Alive with an occasional need to shoot to kill. The way it is now it feels like there are maps where non lethal is simply not an option solo. And almost all suspects shoot on sight in my experience. I think a slight tune so itâs not so extreme should be done. It feels like it went from one extreme to the next.
Flick me a DM matey, I'll send you the ones I have tonight đ
Im curious to see what people are using for entries as far as throwables are concerned. To me flashbangs seem extremely useless in stuns, stingers are a bit better but in cluttered rooms they get hindered. I found that gas is the most effective and safest way since it chokes them up and they are less likely to shoot you immediately. But I did notice that the gas can pass through walls, for example the center room on Brisa I had a suspect cuffed on the wall facing laundry room in the hall way. One gas tucked into the corner of the adjacent wall inside the middle room and I could hear and see the gas making the suspect choke. Does anyone else feel this way?
hello i have some ai feedbacks that would be interesting
- adding a command that tell friendly's to check they ammo of they guns and gadgets and if it needs reload them
- friendly ai would reload there weapons when they hold in a place for sometime
- friendly ai will let you know when they want to reload and when you are reloading they will cover you
- arrested suspects could shout for help or let them know that swat is here ( if enemies are nearby )
- adding a command for requesting ammo and spare ammo (guns only and depends how much ammo they have and what kind of ammo can give)
- rarely arrested people could provide some info about the mission like how much suspects they are or where are few of them or possible object location or other civilians locations (civilians have more chance to share these kind of info)
- shotgun users will switch to handguns if they are in a open area
- if friendly ai got hit or ran out of ammo in a gunfight they try to find a cover
Gas passes through walls and I really like it except that it has gotten me killed on numerous occasions when it obscures my vision and the AI are unhindered.
It make sense for some maps for the AI to be aggressive and/or skilled specially when dealing with the hand(Hospital, Club, and Hotel), making it impossible unless with an experienced team to do it non-lethal. The only right solution to this issue is a difficulty slider
@lucid vale oh I totally understand like the vets and the hand and everything. I guess I just feel like some of the equipment just doesnât work as well as it could? Sometimes I blast a door down and throw a bang and that literally does nothing even if the room is fairly open. Just doesnât make a lot of sense. And @timber lynx I guess what doesnât make sense is a solid wall having gas pass and visually be on the other side of the wall the can is at. I mean even CS2 doesnât do that. Different game but gas fills the room and is blocked by the wall. Itâs just a bit odd to me
Removing the "Delete save Game data" button on crash screen.
I was playing Ron with a couple buddys and we had just got done with a raid, when we got back to the station i went to change my kit then BANG game crashed. When the game died i wass enoyyed and clicked the wrong button i ment to click send crash report but clicked "erase Save data" or whatever the button is. I idnt relize that i clicked this button so i loaded in and everything was gone i thought "wow kind of weird issue" an restarted everything was still gone... then got pissed and deleted the game without thinking like a fucking idiot... I just ask that you remove them or move them or something so that morons like me dont ruin 50+ hours of saves....
If you cant i 100% understandd but maybe add a way for people to give themselfs their items back via commands or something, i'm just very defeated by this whole interaction with this amazing game because everything is just gone..
It's honestly bad enough how often they get shot because they take it upon themselves to cuff or secure evidence.
They really don't on top of it need to start getting shot because they decided to check on their ammo when an enemy's about to come out of a door or a corner.
tbh just try to pick them off one by one, let your AI take the civ's or teammates
Game is almost a masterpiece but I think anyone can agree that the enemy AI is a bit too cracked in an unrealistic way. I want this game to be difficult as it's the whole point of the game but I want to die when it's my/my teammates fault, not when I get aim botted through multiple pieces of solid cover with small caliber rounds (That's 1 of the countless examples of how I die). IMO this is the no.1 issue of the game since before 1.0. Otherwise the game is a great experience when it works.
the AI reaction times are unreal. even the "untrained" ones
devs: this is actual AR recoil.
I just gave up playing in commander mode. The ally AI is stupid as F********, the enemy AI has a god given aim and heavenly reaction time, they shoot a G3 in full auto with impressive accuracy, they can identify you through the smallest cracks and begin to shoot you with the same precision within an amazingly short reaction time. Its simply unplayable. F****** this S*******
agreed . there is few times my crew died because they mags had low ammo on them and instead of falling back they brainlessly rush with a pistol and dies
Guys, steam achievementrs doesnt work, any help? No mods installed
Great game. Feature request: allow the server host to force the game to start so we don't have to wait for someone to finish at the shooting range.
Love the new map function, but it needs a little bit of love.
Ok, i'm just about super annoyed here. How do you actually trigger Trailer Unitss to come exactly? I've already had about 5 hours of playtime after 1.0 and haven't seen a single trailer team at all. Is it bugged or do they only come on specific modes?
They only appear during Practice Mode, and only once all objectives are completed.
Well that sucks. Why not on all modes? I figure it should be standard on all modes to have trailer units coming in.
I think video pretty much sums up most if not all all the problems with the suspect AI
When you shoot someone on their knees, their lower body stiffens and throws their body up. Would be nice to just see their upper body flop on a random direction : )
Does anyone know if the achievements are only Single player? Because I haven't unlocked a single one yet.
All guns shoot about 2 inches low
Look up bore offset
This is supposed to be a Cop/SWAT simulation, half the time your bonus objective entails arresting at least two suspects. I should not have to expect that untrained junkies that are fried on meth, or random gas station robbers, have the reaction time and accuracy of retired delta force operators in their prime and they certainly shouldn't be able to laser beam anyone through two walls by hearing a single footstep.
I swear the only people who actually think the AI are fine have never actually shot a firearm in real life. Definitely an action movie fever dream type lol. No one can shoot like the AI can.
Yeah bore offset is a thing but so is siting in and zeroing your scope or sight
Zeroing still has a height over bore, zeroed in scopes don't magically dial themselves to zero when you aim at a wall, the general dial point is 25-50yrds which will still have a significant height over bore at an engagement of 5-10ft. Think of it like drawing a line with your muzzle and a line with your sight, zeroing a sight in just affects the point at which those lines meet. Based on the zeroing range the lines might cross at 150 yards, or 25 yards, or wherever you set. But if you get close enough there's always gonna be a gap between sight and muzzle.
Just used cs gas and within a few seconds the whole room was filled with a gas cloud. The enemy AI was crouched hiding behind the counter and wasnt affected at all by the gas. Somehow the 1.0 version is completely worse than the previous Adam update. This is just one bizarre of A LOT of other stupid situations. The ally AI is the worst in the game, they are more like a hindrance than a help. Playing in commander mode demands A LOT of patience, team micromanagement and perseverance, because its simply not fun. Giving commands to the AI takes A LOT of stupid keyboard/mouse steps and its horrible to aim at the right location from a distance. The game is completely unbalanced and has changed TOO LITTLE from the alpha version. I think you guys learned a lot from the CD Project Red MO. Launch the game and fix it later when no one is playing it anymore.
Anybody else wish beanbag shotguns broke windows?
Let me see the ready timer while I'm customising
So while attempting to get a S rating on all of the missions, I often found myself in a situation where there was a suspect right in front of me who was caughing from gas or pepper balls. I feel like I or a team member should be able to grab them and subdue them physically since they are temporarily incapacitated. Is this something you might be able to add?
what is the AI in this game they are so brain dead
When I use the cs gas the cloud is so thic that i cant see but the bots see perfectly and still shoot me
There is a temporary fix to that, but you will not get official score with mods in RoN
Its called "AI Overhull" you can find it on mod.io in-game or in Nexus Mods
OOOH BUT ITS REALISTIC đ€ âïž
I am not sure if this is supposed to be this way but "Enable Hemet Camera Feed Refresh Rate (FPS)" must be a typo?
Why?
Cop stereotype I guess 
S ranked a few missions based off of complete luck, and had a lot of fun with the smaller missions. Then I got to Ides of March. I have tried every non-lethal variation, before settling on the beanbag shotgun for this mission. I had to stop after twenty or so tries due to it becoming increasingly frustrating. I understand that the suspects are disgruntled veterans with military grade weapons, but that still does not explain how the AI can detect me without me even walking in the open. Numerous times, I have observed the suspect AI locking on to me through doors, waiting for me to open them. If I as so much as peak the door, they just shoot straight through it. If I lean and they see a pixel of my head sticking around a corner, they shoot straight through concrete walls and end my run. Extremely frustrating.
Their aim is seriously uncanny. Currently struggling with mindjot and being shot by shit I can't see is super frustrating. These dudes also feel immune to flashbangs.
please dear god fix the performance, when i enter a small room with all my buddies the game goes down to a crawl
Overhaul the flashlights please, I literally cant see anything
coop mode with 10 operators instead of 5 2 players with 4 ai each
There is a video of someone doing it. Ok youtube its doable but it needs you to actually take careful control of your officers
Dear admin, strongly suggest you to see this compilation https://www.youtube.com/watch?v=JA8YW8q_zDQ
add a baton for the f's because if the enemy is gonna rush us let us rush them back ^_^
just widen the beam devs dont make it longer its fine distance wise its just limited when it comes to wide
when I ask the AI ââto unlock the doors, they don't use the lockpick gun even if the whole squad is equipped with it. They only use the multitool
Hi all, thanks Void Interactive for this fine game. I am a fan since the early access days.
However, I am frustrated with a single aspect of the game in single player. The enemy AI is incredibly precise sometimes killing me in a single engagement (even wearing heavy armor and face armor). Case in point, the "Sinous Trail" mission, that I simply cannot finish at all. At some point, the enemy ambushes me from down a hallway, from above or just runs towards the team, killing one or more officers or just me.
I've tried multiple approaches, like CS gas, silent and slow, rushing in, using flashbangs, using stingers, using shields, the result is always the same, either my team members die and I die soon after, shot in an impossible angle, or I just get ambushed and die almost instantly. It's incredible they fire through walls now, but they need to tone down the "laser precision" and I think the visual suppression effect is a bit too much as well.
I passed all missions until this point, some more challenging than others, but this one... It exacerbates the AI's precision too much, something I felt was already a bit exaggerated in EA and now seems worse (to me).
I know the game may still need tuning but could it be possible to have an enemy AI precision tuned a bit lower? Or even, perhaps, have an option to increase or reduce their proficiency, that would be even better.
Thanks for understanding, from a fan.
Happy New Year.
Wait till you play on greased palms
hi void interactive, good game and all but it's missing a baton for me to beat people with
It is immersion killing for me to load headquarters every time I die and to re-up in campaign. It feels like 20 minutes. Why can I just restart after I fail right then and there like you can do on multiplayer?
I get it, you want me back in HQ to check the sanity of my comrades, I just think there's a much easier way about this than loading an entire map, to reload the same map I just lost a mission on.
I don't think this is very relevant, when ready or nots recoil if viewed from a third person view would look very similar because the overall movement of the weapon is very minimal. The amount of rotation of the rifle in that clip would cause someone viewing through the optic to lose sight picture multiple times. Obviously he's not actually shouldering it but thats part of what makes it irrelevant. This clip doesn't show anything about the forces on your upper body, neck, head, eyes, which is a major part of what makes firing guns full auto incredibly disorienting and very difficult to track sights/targets etc.
Ready or not is incredibly clean/lenient with its recoil, albeit maybe too much muzzle rise and not enough sight misalighnment/disorientation etc. I think it would be better to really break down what aspects of the games current recoil you dislike and how this video applies to that?
Hello, HNY! I'm here to help with bugs and quality of life and updates.
Devs: you have made the taser a tactical equipment, but you forgot to add a keybind for it as a new tactical equipment.
And the tactical equipment keybind (selecting between all of them) is bugged.
This makes equipping the taser very problematic atm. (I can't help my curiosity: "how did you guys miss that??? devs and testers).
The loadout is really cumbersome. It would be MUCH better if we could see all 4 side by side, rather than a downward list. There's so much wasted screen estate.
I also would like to not have to load into the police station every time. Failing that, a way to open the loadout and mission select from a menu without needing to go there in person.
The game and its concepts are amazing in and of themselves... however there are a few things that'd improve the grind for S rank on the missions ;
1: Enemy weapons glitch through the map or get thrown into places you cant reach.
2. If an enemy is not shooting because of gas grenades/pepperballs/tasers/melee/pepper spray, then you should be able to arrest them without them getting on the ground
3. I think 6 man squads are better for the bigger maps
4. The campaign should be Co-op
5. Playing the missions co-op should count for S rank achievements
Team loadouts are annoying to configure. Could presets just save for the whole team instead of just being 1 person per preset?
it's already possible to do this, but you don't exactly need 4 optiwands/shields/breaching tools that's the only reason I would still use at least a couple presets.
use 1 preset per specific scenario ex:
gas mask + gas nades loadout
non-lethal loadoutS (gas or/and other)
And about the optiwand and breachtool: 1 of each per team. so you can split them having the same combo.
Or did you mean, after saving changes on a preset, we need to load the updated preset on each operator ?
I meant like being able to customise your entire team and then being able to save it all as 1 preset
just like the autosave of the: current loadouts / last used loadouts.
So we could create a save of this loadout "group/collection" as a Squad Presets.
That's a really good idea!
Give players the option to go prone (crawling). It would allow people to go through smaller vents that I've seen available on some maps and it would allow for an extra method of getting around and checking for enemies, which would be very useful
It's not realistic.
How? are you saying that going prone just doesn't exist and is unrealistic? How do you know it's unrealistic?
Prone is ok, but there is no reason in this game. The crawl spaces were made for enemy AI. That's it. It will take a lot to do it for the player. Think about it this way. Let's say you have a small room. With a regular door entrance and a hole in the wall. You pick the door. Its a lot quicker to get in and out. If you use the hole and there is a contact in there you will 100% die.
You need way more than a 6 man squad to clear some of these maps. 10 man squad at MINIMUM is more like it.
6 man squad would probably be better for some of the missions like Elephant, where it would be better to have 2 squad commanders leading a team each around the buildings.
A 10 or 12 man squad would probably be better for the larger maps like Greased Palms, where it's really dangerous to try and take on the massive warehouses in your small group of 5.
6 is do-able
[AI]
SUGGEST A TOGGLE IN THE SETTING THAT AI TEAMATES AUTOMATICALY CLOSE DOORS
Have AI team members automatically close doors that are already slighly open as if they were peaked. Having them stand right in the crack and getting 2 or 3 of them killed because they know no better is frustrating. Same with having a member stack on an already open door and them putting their forehead on the open door guarding nothing is also not helpful.
the ai is shit all my teammates died of one enemy
Make blood and gore toggleable. Attracts more people who want to have this sort of tactical action game without having the gore. Just make it less 'Graphic'
Love this game but i have 2 annoying gripes about it, 1) watching the replays i notice team mate AI and enemy AI have the wonderful ability to spot, track and fire through walls so if you are wondering why you breach a door and instantly are downed that's why, 2) why the F#$K is the AN/PEQ-15 only infrared?? aren't they both visible laser and infrared in the one unit?
Here is a post about what you are asking. I'll sum it up:
This is really not gonna do anything to make the game more tolerable for the faint of heart. For example there are the CP in the basement of Voll Health House. Or the elicit auction on Port Hokan. And the piles of dead bodies on hospital and night club. These features are baked into the game. It would pretty much be a whole new game if you took this out. Again, this is just a summary of what was discussed in the forum. Feel free to add to it and share your thoughts.
Ai are far too superhuman. The ability to switch to safe is missing. Which i used constantly before the patch. Ild like to see the m14 and m16 playable. Since the 14 in particular was avible at one point and featured in your earlist trailers
Finished the game in Ironman and didn't get The World Achievement 
AI TWEAKS
There is a lot about the AI which has been said in previous posts. My main addition to it would be to have different levels of AI according to the level of the perp. A street thug should have a different level of reaction time and aim (and even response to your commands) than security or otherwise trained/ex soldier or police mobs. Otherwise, yes, AI running and shooting full auto. Tracking through walls, 100% accuracy, snapping 180 to dome you. It takes away from the awesome game when you are doing everything right to just suddenly be destroyed by an over powered AI junky.
Please add in a 90s cop mustache for facewear
Extra Keybinds?
While trying to get some actions bound to 'not normal' buttons I've noticed that it doesn't recognise some of them such as scroll left and scroll right / extra mouse buttons. Not sure if I'm missing something in the config or whether there is just no support for these buttons, would be super handy if we could use any extra buttons and keys we may have...
Thanks
100% agree, I absolutely love this game, it's bring back memories of the original Rainbow 6 long ago. When watching the replays the suspects suddenly turn in the direction that you are coming in and sometimes start burst firing through walls and your AI team responds by firing back at them through the walls. Frustratingly weird đ hope it's fixed soon.
Would be nice to have the ability to choose to take AI Swat with you on multiplayer missions if not all slots are filled would be a nice QoL
In your mouse settings you can assign them new keys, I set mine for things like periods and commas and such and the game will recognize that as legit input.
I happen to have the same mouse, Logitech fo da win... Just macro the button to keys you want. Make sure you do this for the RoN profile tho.
An ability to select your default grenades and ammo in loadout would be fantastic. As of now, if you have AP and JHP, HP is always default since it's first in the list
I don't get it
How is it even possible to clear the Hospital whit the bots if they dont check corners, run into fire whit out taking anny cover and i cant let them switch order so the guy that is first is allways first and fucking dies 90 percent trough no mater what. I have tried every weapon class, Shields , allways Have them on Heavy Steal Armor, flash or fade any room whit Hostiles (what fails 90% of the time because they trow the flash in front of they feet and wait a Year to go in) but they keep getting killed. They allso randomly decide to go to my position trough uncleared rooms if i clear one by myself because they are to stupid to not get shot.
Micromanaging
Man i Tried everything
Idk then, I passed it. It was hard though the balloons were frame droppers
I know I am a casul and I should git gud, but is there a chance for a difficulty slider? For example reducing enemy accuracy and/or detection range.
And also again here.
Make scary gore, like âI shot this man with a shotgun and now his blood and intestines are pouring outâ gore
if you ask to throw a grenade, teammate will throw it there you were looking when you issued command... That's why you get flashes dropped nearby.
Use door wedges and isolate flanks until remaining parts cleared. Split the stack on the corners and open the door without going in, let your teammates hold the corners. Try to scout solo + use mirror gun when possible. Practically haven't used "Move and clear" command on that map
Wow man. Great idea but now you have to fight the people who want less gore
Make it an option in settings, less gore or more than doom gore
More gore is possible, less gore is less possible
Yur
Did not know that whit the nades but triede the rest
Buckshot rounds twice in the loadout screen? I see one of them has a description while the other does not
I believe there is something wrong with different weapons and ammo penetration, especially between friendly AI and enemy AI and player. Same object can be Penetrated by AI pistol and not by player SA58 with AP ammo. Ignoring the bug that AI just always know where you are through walls and always hit you through it. It be nice to have a change to return fire. (I wasnât sure if this is a bug or intended so I put it in feedback and not bug report)
Hi devs. First time posting in this channel but I would like to request that we can order our SWAT AI to Deploy Tasers or Pepper Spray the same way we order them to Deploy Shields. I think it would give us players more control over our SWAT AI when we're trying to make sure we take a specific suspect alive. That and it feels wasteful for slots on AI to not mean anything when you can't order them to use the Tasers and Pepper Spray you specifically gave them. I think giving us control over when we can tell our SWAT AI to do this can both be fun tactically and for the memes where we tell our entire squad to bully the suspects with pepper spray.
Finally got The World achievement, but I had to beat the last mission 4 times before I got it. 
I played the mission neon club perfectly with 3 friends and we expected the score A+, but we received the score B. It would great to have on the right a column to see what was missing for the better score. Like missed xyz for A and missed xyz for A+ or so.
Howdy can there be a function where the second you take damage while performing an action (zip cuffing, bagging evidence, etc) you are immediately taken out of the animation? that or make the animation needing to be something where you have to hold F until its complete. Thanks đ
Try killing/incapping less suspects
If pause menu is accessed shortly after death, cursor is removed and i cant spectate. Just watch Officer Down screen
fix for the fps when ?
Another two ideas:
- For lockpicking, can we have regular lockpicking be painfully slow, thus necessitating the use of a lockpick gun to maintain both speed and silence? Furthermore, is it possible in the future to have a Command to use the Lockpick Gun in particular? If you want to balance it then maybe you can only give it a few charges or something.
- For suspects opening fire on SWAT, would it be possible in the future (with relevant exceptions) to have suspects have lackluster accuracy but spray and pray once the shooting begins? That way we're still in danger and have tension, but aren't insta-killed by a suspect who has quick reaction speed? Something to think about for any potential AI reworks
I like the ideas! I agree lock picking should be a bit more slow so selecting the lock pick gun will be more viable, but if itâs only a few seconds I donât think many would mind with the regular pick and getting an extra flash
or something. đĄ I think a cool addition can be to keep everything how it is currently, but have the lock picks / gun possibly break (damaged arms can play a factor if you pick the lock or not) could be cool đ€ maybe the lock pick gun has an decreased likelihood of breaking đ€·ââïž
Thanks! And your ideas sound cool too. Maybe you only have so many lockpicks while the lockpick gun has increased number of uses? I'd still like to see a definitive reason for using lockpicking when you can always just breach the door and blast whoever is on the other side
Had a suggestion I think may have already been asked, but I'm new here, so I'm not exactly sure if it has or not. I feel like using the battering ram on the center of double-doors should bust open both doors simultaneously, yet it only does it for the door you're looking at, making you all have to either squeeze through a single doorframe of space, or use it twice.
Just add more content to the challenge category "door". We only have 2 doors in the whole game. This is a core gameplay element. It should have a relevant amount of variations. Thick doors, thin doors, doors without a lock from one side, doors with chains, doors without a lock (maybe a bar), hard locks to pick, easy locks to pick, locks that cannot be picked, etc. etc.
That way all the tools would have their place.
I remember buying the game first weeks of steam's early access release, public game finder didn't suck this much. it's so, SO BAD.
anyone unable to change armor types? only stab/no armor available. when i choose default it gives me light armor but its whited out and character/hit box bottom left shows i only have helmet armor as shown
Finally got these after 70 hours of play time. I had to do the last mission 4 times to get The World to unlock. Fortunately it worked first time for The Hermit. My biggest feedback about the game is that I would like to see more achievements to add more replay value. The only one I have left is Medal of Valor, but playing non-lethal is frankly not very fun for me, so unfortunately I do not plan on grinding out all the S ranks. However, I think you could add tons of hours of additional replay value simply by adding a bunch of challenges. Maybe each mission could have at least one limited-weapons challenge (like Way Out West and The Hanged Man). Or add in a solo mode with no friendly AI and make it an achievement to beat every mission solo. It seems like an easy way to add more replay value without needing new content, and I would come back and grind them.
Additional general feedback: I thought the AI and difficulty level was overall good. I did have the occasional weirdness with bots spamming at each other through walls and such, but overall I liked the difficulty. The most annoying issue I had was constantly having to restart the game because it decided to drop from 170 to ~60 fps with very low GPU and CPU usage. I also had some issues with some achievements not unlocking when the conditions had been met.
My suggestion would be to make achivements unlockable in Multiplayer mode where it applies such as being able to unlock Medal of Valor
i suggest to reduce the slowmode in #đŹgeneral-discussion
Is it me or Clearing room with a Split Stack moves slower than one sided stack?
Don't get me wrong, I love this game. However, the AI are making me want to pull my hair out. The AI on both sides. The friendly AI don't cover you well enough, and the enemies are like Faze team with wall hacks. I cannot see the suspect, but he can just catch a glimpse of my arm and automatically shoot and kill me. (Edit) Also, my mouse sometimes does not want to ADS for some reason. I only experience on this game.
You're not alone
ive have many friends saying they want to play it SO bad but they are on console. Just sayingâŠ
The AI mod overhaul has some improvements on the AI for the moment, but I do think in time that the devs will make the reaction time of the ai slower, and also make sure bots cant see through walls.
My biggest problem so far is the guns disappearing, when in multiplayer we have gotten A+ only because of one evidence that we couldnt pick up. One time my friends died and I clutched it, it was on Relapse, and we had tried it possibly 200 times, and when we finally got it I was the only one who couldnt see the evidence whilst my dead spectating friends saw the evidence the entire time. Only the host saw the gun though.
Their bloodthirsty aimbot machines
I couldn't imagine the buggy mess a console port would be, especially after what 1.0 did to pc.
yeah true true. Just figured id put that out there
Would be cool though
TL:DR I put the thesis in bold.
Asking friendly ai to âDeploy Xâ throwables has resulted in consistently bad throws.
It seems like there is no âthought processâ to friendly ai throws. They just yeet it from wherever they are standing toward the direction of where I asked it to be deployed, obstacles-be-damned.
For example, Iâll command âgold team deploy CSâ aiming down a long hall, then hear it bounce off something behind me because the ai that volunteered to throw it was around a corner, putting a wall between them and the throwableâs intended destination. While I appreciate following instructions with precision, I would hope SWAT officers understand âcommanderâs intentionâ.
Throwables are now exclusively for stack-n-clear unless I want to recreate âthe worst throw ever of all timeâ scenes from Red vs Blue.
When subscribe to mods ingame and it installs it works fine.
If you unsubscribe it does not uninstall mods at all. ( does not allow to resubscribe ingame to the mods you unsubbed from)
I resubscribed from mod.io and it says pending uninstall ingame.
I deleted the mod.io folder and it fixed everything and its all reinstalling.
Appears the game does not delete mods that you unsubscribe from and breaks it so you can not resub to the same mod.|
update: froze in the download state then it refreshed and said pending download.
when one completes ironman mode without dying and without losing any officers. Actually give them the developers ruined watch.
Hello, I have a problem that I can't choose custom vests, how can I fix it?
What vests?
everyone
are they locked for you?
Yes
Hello! I'd just like to say how much I'm enjoying the game and how easy it is to mod too, mod.io integration is great but I prefer manually installing the mods. The soundtrack is awesome and you guys have really nailed the cool feeling you get clearing room to room with your team.
The AI team mates are great too, I've genuinely been amazed at the stuff they can do it's just so cool.
I know the Devs are getting a lot of feedback recently regarding AI but I genuinely have had no issues with them. Just want to say thank you for making such a cool game and please keep it up!
Is it just me or can you not use your mk18 and how do I fix it?
For me the AI reacts near-instantly, and have insane vision. (Shooting through humanly impossible small lines of sight from absurd distance etc.)
game kinda expensive for me lower the price a bit?
đ
Should still be Early Access price as far as I'm concerned.
A way to see what rank you already got on a mission before you start would be great đšâ
I think the only way to find out is to start the mission and fail đč
Or just remember 
id say make it dependant on whos shooting
Like the tweekers on twisted? yea i can see them spray and praying
but like the left behind peeps,they would probably shout first then do short bursts
Yeah I can see that being better. Just donât want them to be too good at shooting or else the players are dead in 2 seconds
maybe make the left behind not use as many ARs and M249s and use more pistols and shotguns?
Maybe
shooting out lights making it harder for both AI and players to see
Then use NVGs?
making the nvgs more valued
non lethal pistol 
Let us choose whatever map without having to unlock em
When in commander mode don't make us have to load back into the station between every attempt at a mission. Have menus to change roster and loadout and a button that allows you to retry after death/failure.
Allow unlocking of officer slots in practice mode.
I hope for when you will be able to wield taser or pepper spray with shield, so the entire bot team will turtle out each room
can you return safety mode to weapons, because after 1.0 I did not find such a function, it definitely was there before
Please, for the love of Baby Jesus, allow cancel animation when going to zip tie a suspect. When I surrender two suspects and go to detain one, the other stands up and casually kills me because I am stuck in the animation of zip tie. Please fix. Thank you.
The Turkish language support added to the game is truly terrible and some people say that the subtitles in the game are still in English.
Idk if anyone report this yet but when u the player told ai teammate to arrest civilian or suspect theres a voice line that says "arrest him", and it even used when told to arrest women civilian, maybe add "arrest her" for women civilian?
You sure they officer isn't saying "Arrest 'em"?
Hmmmm... i think again and it kinda sounds like it, mb ig đ
đ ur all good
đ€Ł
pistol thats specifically made for rubber rounds? ,cause a pepper ball pistol seems boring/unrealistic
it would mean that shields are viable on non lethal runs
building on this, we should be able to equip / use the Taser with a shield as an option for non lethal runs
[Weapons]
Less Lethal Sidearm Options / Shield Compatibility
It would be nice to have a variety of less lethal sidearm options that remove the ability of your AI teammates to ruin an attempt at getting an S by pulling out their pistol and capping a suspect instead of using their less lethal primary. Building on that, it would be nice to be able to use the Taser with the shield which afaik is not currently possible.
^^^^
i love the shield because it minimises my ai team dying, but they kill suspects if given secondary ammo, and with no ammo they just drop the shield to swap and get shot lol
amazing ai team, carries of the vine failed at least 10 times because these bots wont listen to commands. I could give them a command over 5 times and they still wont do it, 3 officers died cus they couldnt breach a door properly and then me and the last officer mag dumps the last enemy I literally had the crosshair on her but no surely she wouldnt die from 20 bullets to the head, instead she kills me đ
ok so the wedges is buggy now too ?
also since we were speaking of less lethal
Move that small mag pepperball gun (Forgor name,not the 40 mag one) to SMG,it feels more like a SMG
[AI]
Suspects Are Too Strong (John Wick AI) / Friendly AI Feels Too Weak In Comparison (Particularly When Running All Less Lethal Options)
I understand the game is supposed to be difficult, and that can be fun. However, fighting a bunch of AI that feel like they are John Wick's skill level and just auto headshot me when I'm turning corners is so not fun. I frequently encounter suspects that are just waiting behind a door or around a corner with their gun trained at head level to one tap me or one of my teammates. It kinda takes away from the immersion when it feels like I'm fighting bots that are aimbotting. This issue isn't so bad when running a lethal loadout, but this issue becomes far more obvious when doing less lethal playthroughs trying to get an S rank.
In addition to that, it feels like there is a big skill gap between the Friendly AI and the Enemy AI. It feels like the SWAT team AI are clunky and slow (slow moving & slow to react) while the suspects are agile, move quickly, react too quick, and have incredibly deadly levels of precision with their weapons. These two factors combine to make it feel like the highly trained SWAT team you are commanding is near ineffective against some of the AI on many of the missions.
If you want to experience this for yourself, try running all less lethal options with no pistol ammo while trying to achieve an S rank on missions like The Elephant, Sinuous Trail, and Relapse. I know this is supposed to be hard, but it feels like it's a bit far on the side of the spectrum of difficulty that it almost feels impossible.
Took the words out of my mouth. I play other Milsim/Tac shooters that I wont name drop, that are not full release that have better AI. This is a great game everything I want it to be but, its is for real just broken and not ready.
Game is almost unplayable unless you have a full squad of friends and you cheese the game mechs. Junkies should not be perfect marksmen with a tech-9, 2 rooms away that cannot see you. Armor and kits are pointless if they aim bot your head and 1 shot even with a helmet and mask. With the Civis, SWAT, and suspects AI being so broken, thats like the whole game. This was not ready for 1.0. Ready or Not, the answer is not. I really want this game to be good please keep working hard at it.
I'm 100% sure they are working hard on it lol, they have 14 devs on. Should say enough, I don't understand why so many people get mad at them for taking the holidays off. Also they talk about the AI being broken in the #announcements full briefing.
Im not mad about their family time. Just giving my feedback.
This is just my opinion on what you said. I don't think people are necessarily mad at VOID for taking the holiday off. But I feel that the launch timing of 1.0 could've been better. It only left room for one patch that messed up more than it fixed.
My feedback has nothing to do with the holidays. I'm saying it wasn't ready for 1.0 yet, no matter the date.
yeah, the game stutters like toad venom off its back, and theres 1 tap AI. i doubt a proper optimization fix really takes that long
unless they are prioritizing less important stuff
i completed the game and now i cannot acces the outfits annymore
I have problems (check door) command is doesn't work yea i selected the gameplay option and i rolled selected the check door command then esc and sees bottom corner its says stack up command door command option is issues some commands are says (none) after i selected some commands. And i verify the game steam no sees any errors but auto deleting half of game paks files after 30 gb downloading again.
No offense but my brain hurt reading that
The civi AI is broken and the suspect AI is broken... Isn't that the whole game? ROFL!!!
i feel like the evidence bug should be first or second priority next to the cracked AI, thereâs only been a handful of times iâve been unfairly tracked through a wall and only once iâve been 180 john wick one tapped, it is annoying dealing with this stuff but playing better, more pre cautions such as mirror more or stingering/ flash banging can help counter this, playing more cautiously can really help combat the AI and the bugs that happen with the AI are just comical to me and i can laugh it off when i/ we beanbag shotgun and stinger an AI and they take no affect and just kill us or the last guy getting his skills cranked past john wick and soloing us all regularly, what we canât help is doing a missions PERFECTLY and the evidence bugging, thereâs nothing you can do to stop that, if the evidence bugs your S rank is gone and itâs a restart, much more painful than dying because you can take some blame for that, but when you get to the end of the mission and thereâs evidence missing or itâs in a place you cannot secure it (underneath one of the tarps on rust belt, if it drops underneath it you just canât get it) it is much more heartbreaking and annoying than the cracked AI.
TL:DR:
you can do more to combat the cracked ai, you canât do anything about the evidence bugging losing S rank and is much more demoralising
#âknown-issues-and-fixes message
Surprised there's no mention of Suspect's horrendous superhuman reflex and accuracy, which has been a problem since the very first patch of this game.
if only ai teammates would detect where they were being shot from AND MOVE TO COVER INSTEAD OF GETTING SHOT AAAAAAAA rip s rank again
You guys should add a police dog into the game
Nerf non-lethals, they are way too OP and not realistic.
...
have you ever been hit with a beanbag shotgun round?-
or a tazer-
or any form of CS-
its gonna knock you on your ass,especially if your also being shouted at while having guns pointed at you
AI need to be fix more. We were just about to enter a room while not being seen, the suspect just have a spider sense and shot me dead right on the head with a revolver whilst against his back.
fr
Still, there is footage of people walking beanbag rounds off, and youâd still manage to to maybe raise your gun and fire one shot. And the suspect have armor and you can taser people from 10 meters away. Tasers dont work everytime, if someone has armor the taser projectile wonât get in your skin so it wont work
I am making a steam guide for the map layouts and soft objectives, anyone tips or other remarks ??
https://steamcommunity.com/sharedfiles/filedetails/?id=3126978037
Hello, I am glad that the game has Turkish language support, but its optimization is very bad. It would be better if it was fixed. Before the update I was getting 120 fps, now I'm getting 30-45 fps
Hello, here are my two cents from my Steam review: 1. The post-mission status report (i.e. grading screen) should be skippable. Having to sit through the whole grading, particularly for more difficult missions, becomes tiresome.
2. Related to the above, players should be able to "replay" mission without having to jump back to the HQ and then reload the map. I think this whole process should be optional in case players want to make loadout/squad modifications.
3. There is a glitch with the flashlight on the Pepperball gun. I select laser and it still runs the flashlight.
4. The AI are incredibly quick, accurate, and can see/shoot through walls. Their reaction time needs to be lowered, because as it stands they can turn and shoot you in less than a second.
5. The squad AI need a new "back up" or "get the f* out of my way" command (or need to be adjusted). They cluster into doorways and prohibit the player from quickly moving through rooms.
6. The player AI sometimes do not respond to player commands/prompts, particularly when it comes to "Restrain" or "Deploy" commands. The AI sometimes become stuck in idle.
7. The "Execute" command needs to be reviewed. I task both Red and Blue teams with their respective actions, but once I 'execute' them, they fall into only performing the action of one team. E.g., if I task them with breaching and clearing a room through two separate doors, they stack up on one door and perform a single breaching action (this is especially bad for maps like Valley of the Dolls with multiple entries into small rooms).
I feel like with as deadly as AI is at the moment, there needs to be a little balancing. I thought one way to do this would be having the ability to shoot guns out of suspects hands. Shot a suspect in the hand twice with 308 and he still managed to get shots on target
Or be able to shoot their guns and disable them
Hello, has anyone encountered the problem of sound freezing, it freezes only during the mission and the game freezes, after that all sounds are released in one second and the game continues in normal form, I have a stable 60 fps on high graphics, but this problem follows under any settings, how to deal with it?
[Gameplay/Weapons]
Rebalanced Penetration of Surfaces
With the godlike vision of suspect AI which is able to trace players through the walls precisely. It became apparent that most walls and iron/steel doors are penetrable when they should not be. I have seen too many cases where AI shoots and kills through thick iron doors or through concrete/brick wall.
[Progression]
Rank system
Some sort of ranking system to see at first glance who has experience when you join a public lobby and if the TL Is worth his salt. Maybe getting XP from situation you survive and objective completed?
Commissioner{Officer}
Deputy Commissioner{Officer}
Assistant Commissioner{Officer}
Chief Superintendent{Officer}
Superintendent{Officer}
Inspector{Officer}
Corps Sergeant Major
Sergeant Major[Divisional Leader]
Staff Sergeant Major[Coordinating Team Lead Supervisor]
Staff Sergeant[Supervising Team Leader]
Sergeant[Team Leader]
Corporal{I, II}[Supervisor]
Constable{I, II, III, IV}[Trained and proficient with their duties}
Cadet 0 xp
[Gameplay]
Return of the original gameplay
Some people miss the way of choosing what mission we can play or enjoy playing RON that it was before the career update.
[Gameplay]
Fix mission Ides of march
make more hard, in start game it so easyđ„ đ„ đ„
Hi all just wanted to share a thought on this, any plans to change the view as its nauseating if you do it enough lol
Does anyone else get a drop in frame rate outside of the laundry room in valley of dolls? I go into that room and every time it drops me down to the teens
[Mission Scoring/Suspect AI]
Suspects Killing an Arrested Suspect Should Not Dock Score
I've attached a screenshot of a would-be S rank. The reason it was not S rank is because during a firefight, a suspect shot and killed an arrested suspect. It is truly frustrating to lose S ranking for something that is almost entirely out of my control. Why not make arrested/reported suspects immune to damage from actively shooting suspects? Suspect bullets should pass right through them, to make it so you cannot hide behind them as well. The letter grade at the end of a mission should reflect the player's performance, not the result of incidents such as that.
Good morning to all officer! Playing has been getting tough lately. We try in every way to replicate CQB maneuvers during raids but flashbangs are absolutely ineffective, you throw them under the enemies' feet and as soon as you enter the room they drill you. Enemies who wear a tank top are more resistant than us with heavy armour. Last night we were mowed down by an enemy who was shooting on a roof and we had no visual contact, he struck us from above a steel plate at least 1 meter thick and we were under this roof. The AI ââis too strong and they kill you by shooting through surfaces that cannot be overcome even with JHPs. Hard operations are part of the game but making the AI ââimmortal or with a 0.00001% reaction time is unplayable. Also yesterday, 3 of us shot at a single tango and it annoyed us all. Unplayable
Right now, a wall divided me and the tango, the tango already knew where I was and I was pointing and waiting for him because I heard the steps, the problem is that he shot me at least 2 meters before having direct contact. It's incredible, after the update you stripped everything down.
This must be a bug since 1.0. I've been able to shoot suspects in the face with stingers to absolutely no affect. This likely means many of the throwable non-lethals have a bug
there needs to be a down-but-not-out/incapacitated state where you can pick up a teammate after some bandaging, bullet removal, etc. it can be an extensive stabilization process but it needs to be implemented at some point. and this game would feel immensely cooler if you were able to drag allies to a safer location by their carrier handle a la the game "Squad"
Do we know if the dev team actually looks at the feedback reports or the channel?
Fix the AI, it's not working as intended. The game is unplayable without mods. Nerf the enemy.
Getting shot through walls, returning accurate fire with two slugs in their chest, not caring about smokes or flashes, being able to spot in you unseeable cracks, having close to 100% accuracy, not caring about suppression. It's embarrassing, that this kind of AI is in the full release of the game. The game is unplayable without mods.
Block/Report system for griefers, since there is not custom lobby selector.
Suggestions for future missions;
-Active shooter response at a shopping mall/amusement park
-Time limited raid to intercept traffic items/substances (using humans might be too easy to fail if people get trigger happy). IFC if a vehicle or item leaves the map boundaries by when the time expires, but it only starts if enough commotion gets raised/get spotted early.
-Bank robbery response. Insert brick joke about how it isnât even worth it to rob a bank anymore.
-Barricaded suspects raid on suspected bombsight, which limits the use of flashbangs and stingers due to risk of unsecured combustible/explosive compounds
-Antique store. Only if itâs classy.
-Opera house hostage situation, including multiple PoE through front doors, backstage or roof.
-Museum of some kind. Doesnât need to have major backstory, just something else to liven up the content pool.
-Gang war response, where you have two factions that will active fight each other and the team.
-Airport. Only one cargo plane and a hanger, as regular passenger aircraft would be too difficult for the majority of the player base.
-City Hall. Someone just got pissed at the LSPD SWAT team enough to take it out on the mayor.
Fix the AI, it's not working as intended. The game is unplayable without mods. Nerf the enemy.
Getting shot through walls, returning accurate fire with two slugs in their chest, not caring about smokes or flashes, being able to spot in you unseeable cracks, having close to 100% accuracy, not caring about suppression. It's embarrassing, that this kind of AI is in the full release of the game. The game is unplayable without mods.
The best thing about Ron rn imo is the gunplay and realism. Amazing work on the audio (screams) of downed suspects(more work), insugency is the only thing that comes close to this. We need to be able to shoot them to stop moaning, also they should call out for help and their buddies should try to cover them sometimes. Downing a suspect and then shoot them in the leg to lure out his friends ect.
[AI / Gunfights]
Lack of Stopping Power / Realism in Gunfights
Shooting someone (even just once) should stop them in their tracks, disarm them, down them, and/or render a limb useless. It's annoying to get in gunfights and hit a suspect in the arm, shoulder, leg, torso, etc. only for them to not even be phased by it. Getting shot with a gun isn't a mosquito bite that you can just brush off. That should be reflected in the game. I just had an encounter where a suspect was moving towards me, shooting at me, and I hit them twice but it never stopped them from moving towards me and shooting. They should at the very least be staggered and unable to aim or shoot upon being hit; in reality I think even just one shot would knock someone down at least. I saw someone else mention this before, but the suspects are WAY too accurate while being shot at (and especially when being hit by anything whether it be less lethal or other).
Can we add a command that has your team reload their weapons? It seems like the officer with a launcher will only fire one round and never reload it. Also, Iâve had some run around with a pistol - but they probably still have rifle rounds they can reload with. Iâve had this happen mostly on the hide and seek map after a few fire fights.
[SWAT AI]
Ability to check their ammo and equipment
Description: The ability to check what has what and how many ammo AI has in reserve and in their weapon, also ability to check equipment form better planing of future actions. Some mission are quite long and it is hard to keep track of what you have used and what you have left, so you have to take unnecessary risk to proceed with a mission.
For the ammo it is really plain and stupid. Teammate AI will never check how many ammo they have left and just run out of ammo after breaching a room, which is sad, especially if he dies.
Hi all, reposting this here from an earlier pin. Please when posting feedback posts, structure your post using the format below. It helps manage feedback easier while keeping it organized. We will begin to more regularly delete posts that do not follow format, including conversations.
Do not use this channel for conversations, please use #đźron-discussion for discussing feedback posts.
Feedback Format (View bottom for copy paste)
Below is an example, try to be as specific as possible.
[Map Design]
Bank Robbery Map
It would be neat to play on a bank styled map, potentially a layout similar to other games, or modeled after real major incidents.
Copy Paste Version
**TITLE**
DESCRIPTION```
## Example Categories
Suspect/Civilian/SWAT AI, map design, weapon designs/ballistics/damage/recoil, ragdolls, player models, UI design, performance/optimization, Steam, DLC, etc.
[Discord]
Better feedback for bugs and feedback channels
Description: After posting some of the bugs and spending my time for it, I do not see clearly if the bug somehow acknowledged or if it is a repost or anything. I would like to receive a feedback from my post and time invested in the game and community.
There is a reason why we are formatting the channels to prevent clogging with spam/unrelated convos and provide quality posts for the devs. Very likely someone will read these channels even if not all posts gets a reply from a dev.
Suggestion -
realistic taser? Makes the suspects/enemies fallover instead of instantly going on their knees
Thank you for the reply! I have seen a lot of post that did not correspond to the format of pinned comment and they were not deleted or somehow moderated. That is the reason I wanted some feedback or reaction to my posts, so my reports are not in vain. With the mess we have in the #đ©feedback-reports-channel and #1050535723087958156 I feel that both channels are abandoned and no sane developer will try to read it. And having two channels for feedback and bugs just really confuses me. And lastly, #âknown-issues-and-fixes issues were updated on 18th of January and a lot of "urgent" issues are missing there. And sorry that we are having a chat here, because I do not know how and where to correctly to respond to your message.
[Criminal AI]
Perfect AI Tracking through walls fix
I know the feedback channels get a lot lot lot of flak for the AI being absolutely horrid, but I'll try to provide a solution from a game dev perspective, rather than just call it terrible like 99% of the other feedback I've seen.
Current implementation from what I can gather:
- AI Criminal sees a SWAT Member's bone or something similar
- AI Crim saves that bone, and proceeds to lock on to it, and fire for the next 1-3 seconds
This results in the AI Crims perfectly shooting at you, usually in the chest, through the wall regardless of how you react after entering a doorway and then backing out, and results in unfair feeling deaths.
Alternative implementation:
- AI Criminal sees a SWAT Member's bone or something similar
- AI Crim gets the bone's location
- AI Crim get's the bone location vector + (SWAT Members current velocity vector * random 0 to 1 scalar value) {Value could also be over 1 to have them overshoot}
- AI Crim lerps aim between two positions and fires at them for a certain duration of time
The following implementation would simulate a life-like reaction where based on the speed the criminal last saw the swat member move at, they may shoot near the doorway, or all the way along the wall, but wouldn't react to the SWAT Member's movements through the wall. And also should be relatively simple to rewrite in the current code if my assumptions with the unreal implementation are correct.
[SWAT Loadout]
Less-lethal options for secondaries
Description: I would like to get less-lethal option for secondary, because we have 2 problems at the moment. Firstly, you used to be able to have a tazer and you could use a shile with it. Not tazer beeing in equipment slot, you can not use it with shield. And secondary, we need a secondary less-lethal option for the SWAT AI.
[Weapons]
Tazer with weapon
Description: The ability to use tazer with a shield. That is it.
[Training]
Training is lacklustre
Description: Training does teach some basics, but that is it. It should include all special equipment(shield, grenade launcher, tazer) and what they do to suspect, their morale, damage. Cover everything. All grenade and differences between them. Teach to use freelook with shield. Teach you to crouch lower(alt by default). And we should not be killing suspects at the training and such.
[Discord]
This channel message timer
Description: Set the same message timer as in #đarchived-bug-reports-channel , because I have bulk of ideas and 3 ideas cost me 15 minutes of pure waiting. 1 minute is enough to avoid spamming.
[Grenades]
Gas grenades is the best, other are obsolete
Description: There is really no reason to use other grenade unless suspects are using gas masks. My idead for flashbang is to make them do multiple bangs. Foe example, for 20 seconds bang every 5 seconds. You should experiment with timer. For rubber grenade, increase radius and increase moral damage.
[Grenades]
Advenced throwing for AI
Description: At the moment SWAT AI can only throw grenade right bellow opened door which is bad for big areas. My idea is to plan where to throw miltiple grenades with mirror gun and location where to.
[SWAT AI]
Multiple doors clearing
Description: I will talk about "Ides of March", but it can be usefull for other maps. It can correlate with my previous idea. Sometimes, between hotels room there is a connection closet/room or whatever and your door is closed, but other room is opened. I want to be able to tell my SWAT AI to interact with next door(gas and clear, for example) using mirror. So I am not endangering myself and my teammates when I open door and give commands for the next door.
[Testing room]
Testing room
Description: I want a training room to test ammo, armour etc. to test how it works and see some numbers.
[Briefing]
Slightly better brifeing
Description: I want to have better Briefing for mission. For example, at least hint at ammo, weapons and armour type that suspect are using.
<@&925148041126760529>
[Wepaons]
Better weapon description and diffrencies
Description: I would like to see better weapon dissipation and diffrencies. For example, I do not really understand diffrencies between most rifles. For less-lethal you really have really two option - beanbag and vks. TPL is obsolete compared to vks, except it is shorter.
[Grenades]
Ability to cancel quick throw and pin back grenades
Description: Sometimes I accidentally press quick throw and want to cancell it or when I prep a grenade and change my mind, but I have to throw it.
[Map]
Airplaine map
Description: Hostage situation in Airplane and maybe Airport, although second not quite real.
I think the developers could improve the game by splitting up the campaignâs big police station from the quick-play or terrorist hunt mode for solo players. Back4Blood has done a great job with this by having spread out options (buy gear, change outfit) to walk to at camp and all options accessible via tab menu. This way, players can load in, hit tab, and hit quickplay. It would be great if they could also reduce the load times, as sometimes people donât survive for longer than a minute but it takes longer than that to load in and get back into a game. (also accuracy and bullet pen issues.)
[Police HQ]
Big and useless HQ
Description: We have a big and petty much useless HQ that you slowly open when you play, but most of the new rrooms arre useless.
[Feedback & Bug Reports]
Better reports
Description: I do not really like the way the bug and feedback report system work. No one follows the rules, bad post and no clear feedback is received and, at least in my opinion, bad moderation(because no one is paying mods). One of the solution I suggest PleaseFix(https://pleasefix.gg/). DRG uses this service and the bug reporting is quite strict in format and importancy of a bug, duplicates and other things get filtered, so developers do not need to view the awful discord channel. But ho well, with how the system is now, no one will see the message, except maybe a few mods.
Audio work is great. It would be nice if shooting a downed suspect in the head stops the screaming. It'd be interesting to see if additional body shots on a downed suspect might cause other sounds or interactions to unfold.
Reduce the countdown timer to like 3 seconds or have a custom option. 10 seconds from mission select/ready up and 10 seconds on the ride over plus additional loading times.
Faster access to a 'quick' shooting range (hallway between the lockers and mission room has dummies and target rubbish). The point being the SWAT moves too slow for all the getting around the station that needs to be done. Suggest: streamline stuff to be within arms reach or tie solo-campaign and MP to Police Station and create a separate Terrorist Hunt mode where everything is a quick clean menu that loads you right into a solo game super fast and restarts aren't behind a 10-40 second reset.
[SUSPECT]
SUSPECTS AIM
The suspects have perfect aim and it's so unfair to have to play against when you're trying to go through the campaign mode.
[SWAT AI]
The stupidity of SWAT AI
Description: The SWAT AI both smart and stupid and I get a mixed feeling about it. First of all, I do not understand why there is an option in practice mode for AI to finish map after your death, while they do it in the most stupid manner possible. I am linking 2 clips to show, how stupid they are. I do understand, that it is quite hard to make a smart AI and there would bee no point of playing the game if AI teammates can do it for you, but at least delete that nonsense out of the game. Also in one of the clip, you can clearly see the AI checking the door and just ignoring the enemy, which leads to enemy being in agitated state, in which he just mug damps with pin point accuracy and it lead me to failure. I was not able to upload first video, you can just see it, by letting AI play in practice, while you are dead.
[Map]
MindJot server map has its flaws
Description: There are some flaws in the map that make it more depended on random that on personal skill. And those are missing doors. I advice to separate both server rooms with set of doors and doors to the server entrance to T-junction. Also, remove glass strips near one of the doors on second floor in server rooms.
Check #đ»tech-support instead. This channel is intended for feedback reports.
I would like to have combat capable trailer units in game to fill into areas that have been cleared on maps. There could be set points on the mission briefing maps labeled Alpha, Bravo, etc for some maps and you could call the trailers to move up to them kind of like on the game SOCOM US Navy Seals where you could tell one of your teams to "move to Location Delta" and they would make their way to a pre marked point on the map and provide info on what they see and or engage targets from there. Also it doesnt have to be every map but large maps like relapse and port and campus and night club you should be able to call in trailers to supply needed rear security and engage straggling suspect trying to flank around or wandering civilians and maybe even speed up game play and cut down on easter egg hunting at the end of every level and having to back clear so much. Or make special like chemlights to drop as a marker for the units to move to and cover from and have a limit on how many you get per level. its dumb to expect a single five man team to take on these sort of mission sets realistically
Because the replay video cut off early I donât have video to show of my issue. Twice while doing carriers of the vine for S rank 3 of my teammates got killed by a single enemy. One incident was when I got to the church and was getting ready to wedge the cellar door and enemy stepped out onto the porch and killed 3 of my Ai teammates. Enemies reaction time, aggression and accuracy shouldnât be better than a trained swat team on most maps and maps where youâre fighting trained veterans and such the enemy and friendly Ai accuracy and other stats should at least be equal. Iâve done carriers of the vine approximately 100 times trying to get S rank and the friendly vs enemy Ai seems too unbalanced. I love tactical hardcore games but Iâve had it with the broken mechanics of this game and Iâm ready to give up on it until this stuff is fixed. I donât use mods and refuse to because I want to play the game as the developers intended but not in its current state. Also some commands seem broken because Iâve never been able to get my teammates to search an area.
[ai logic][commander]
Please cancel the function of pick up evidence automatically in the "secure" situation.my ai teammates always pick evidence in the unsecured era then they dead every there immediately especially in the map hotel and car dealer
Can we please stop resetting the keymappings with every update? If this happens again I'm not mapping all my controls again.
[Suspect AI]
Player/SWAT AI unawareness (looking elsewhere instead of securing/aiming at uncuffed suspects like in SWAT4) instead of Surrender Time.
[Performance]
Please bring back the framerate adjustment/option for team viewcams as I only want it to lower to 15fps to avoid taxing the performance.
[Weapon attachments]
Precise description
Description: We need more precise description of weapon attachments, what they do and add some number that translate to their effectiveness.
So what did you guys fix?
I am trying to play solo and set to friends only yet random people still are joining lmao.
10/10 patch
AI feel dumb and can't aim either. Feels way too easy now. I liked the old AI just only complaint was being wallbanged behind multiple walls.
SWAT AI likes to do a 360 every time they come out of the room, most visible in Brisa Cove. Sometimes they become stationary while spectating them, unable to complete the level.
Compass is still not fixed, I have to go into options everytime I start a game
damn this update make the command more fucked up than before
i told red to close the door but he ain't do nothing
and idk why i have less fps than the last version
[Replay Option]
Please make it savable to the last settings I made so that I won't re-enable it everytime I launch the game.
[Gun improvement - minor priority]
I'm a big player of .357 magnum, and i'm frustrated to not be able to see how many round i got, i mean visually in the magazine; event with no more bullet inside, the mag is visually full. Thanks !
y'all gotta make smaller player box ngl
[WEAPONS]
can't be picked up as shown in the video
Told to evacuate and made it to the safezone didnt auto arrest. can we get a better active shooter evac system?
Anyone who has been following development for a long time/or modder. There was a hard freeze on RoN design for several months, the reasoning was to separate each missions Ai component to be it's own independent Ai for each map. Is this still true, or was this more smoke and mirrors<?
[LOADOUT improvement - minor priority]
Shield flash capacity, like 10 times, would be great too
[Suspect Info]
The mission called "Neon Tomb" has info that concerns the devs and I will be explaining it down there:
When you go into the suspect's section and select "Quadamah" you would be met with a dialogue that states "... and found his way into the company of Abd Allah Ibn al Zubayr" Now my main concern is that Abd Allah Ibn al Zubayr is an actual historic person and was a caliphate at his time and he has died a long time ago and he has nothing to do with this with "terrorism" . now everyone makes mistakes but mistakes are to be fixed.
I'm not sure which channel to report this to, but I have something to bring to developer's attention regarding a player who is misusing a public lobby in order to promote his youtube channel. He doesnt play the game, he just sits idle in a public lobby spamming the mic with his youtube channel gospel. It's making it almost impossible to join public lobbies, as the matchmaking consistantly puts people into his lobby.
He has at least two steam accounts that he switches between. If you would like me to link the two known accounts, I'll gladly give that information. I will respond to DMs! I apologize if this is the wrong channel to report to, but so many people are frustrated with this issue and something has to be done. Thank you!
[Securing Hostage/Weapon]
The Swat AI keeps securing things in the middle of open doors only to get killed or injured at best. Please add an option to turn off Auto secure hostages and items.
[weapon/ballistic deign] - Wasn't sure exactly what to lable this as
So while playing around and testing weapons, I noticed and detail in the game that kinda bugs me, but maybe it was just easily overlooked. When you shoot your weapon, the weapon is actually ejecting the entire cartridge rather than just the casing of the expended cartridge. What really made it bug me more was how in the shooting range, the spent ammunition all of the floor that is naturally there for the game design did not have this overlook and are just spent casings. I'll upload the video file of the over look here, from the pistol i was using today i did not see the over look either, so perhaps it may be just rifles. but i have not tested this out with shotguns and smgs
(gotta wait the cool down period before posting video file)
[gameplay/multiplayer] I was wondering if in the future we could have a cops vs robbers type game mode. idk exactly how it would work but I think it would be a cool idea.
[gameplay] So when are you going to fix this? Every single mission it's bug upon bug upon bug. This one blows my mind tho how is this possible for a 1.0 release??? I have been walking around like this for the past 15 minutes unable to do anything but give commands which as you can see in the video don't even always execute regardless of the current bug I'm dealing with. This game is beyond frustrating sometimes.
[Game Design]
Make it so that the finger is off of the trigger until they shoot, SCP:5K does this pretty well
[UI/UX Improvement]
MISSION SELECT SCORING
Make it so your mission score appears on the Mission Select, plz. A different symbol for Ironman would be interesting as well. This used to be present in older builds and I miss it so much. It's such a hassle to figure which mission has which score that I basically use the rewards as reference.
[WEAPON]
GUN SKIN AND ACESSORY
Well, let me paint and place some decal on my guns. If I can wear fancy eyeglasses, why not decal for an gold SMG? Maybe some keychan's as well?
Replay is disabled by default when I launch the game and I have to enable it every time I launch the game. Need fix asap.
[Maps]
Adding new maps
I have an S on all but 3 maps, and I've played every map 200+ times. It's getting boring with the same option of maps, and I don't enjoy it anymore. I would like to see a few new maps, even 2-3 would be good for me. Add 1 beginner, 1 experienced, and 1 hard map.
[CUSTOMIZAITON]
Add more light in loadout section, same as in "customization" section.
Because you can barely see how you look
[CUSTOMIZAITON]
Add the ability to view models of wrist accessories, tattoos.
Because you need to close customization menu to look what you have put on. And it's impossible because you are in low ready position, so you need go to the shooting range and sometimes change the FOV. It's very annoying
DO THE IKEA STORE MAP đ
But, I think it would be an effective operation to be done in the IKEA store :))) I believe that people will share this on Instagram and and other social medias and gain interaction :))))))
Not sure if this has been posted about before but here we go.
In multiplayer mission selection it would be nice to see what you have completed different missions at and the time you completed them in. So that I know what missions I have ranked already at "S" and don't replay them.
If we could pick up ammo/grenades/tazer off of our downed teammates, I understand we won't general have the same ammunition or anything similar to the AI we will be competeing against. But it would be nice to get something from our downed teammates.
Thoughts from others?
[Main Menu]
Leaderboards
What about this?
french translation is bad
Flash grenade are called grenade fulgurante while it can be called grenade éblouisante
Doorstops are called calez while the name is just cale porte
hmmm, why don't we have the Berna pepperball pistol for secondary?
I'd like to see more calibers in primaries and secondaries. And I'd like to see the calibers and shot placement have more effect. Legs and arms being more disabling would add a whole extra level. Maybe even a hud option to see where a suspect has been hit?
[SWAT AI]
SWAT AI pathfinding occasionally gets them stuck
SWAT AI got stuck on the bottom of the stairs when going left to follow me (Twisted Nerve/213 Park Homes). SWAT AI got stuck on the truck bed ramp (Hide and Seek/Port Hokan).
In Carriers of The Vine the brief says top priority is rescuing an officer. But she's no where in the map and after a long search and fondling opting for mission end she's not even a soft objective? Seems like a missed chance
aight im done with this game, its always the same bugs, performance still sucks, i paid for a swat shooter, not for fighting terminator and fucking aliens
The performance patch is awesome (for my Ryzen 5600/RTX 2060 system), thank you!!!
Still no fix for replay being disabled by default. Need way to save settings.
In future patchnotes, please add approx. patch size in Gigabyte.
i'm having a problem i run the game in directx12 it crash every time
CPU:intel i5 13th
OS: windows11
Please improve the radio calls, the way the voice says "TOC" always sounds like "talk" or "tawc" (which doesn't make any sense). "TOC" should be pronounced like a short "tok" afaik
there is a one more problem with radio calls. For example, you reporting a downed officer and your character calmly, with no emotions says: "TOC..." and then screaming: "OFFICER DOWN, WE NEED TEMS!!!!!!!". Those separate phrases are weird af, when your character change their tone in a mid-report for no reason đ
[In game AI] (don't have a better category to put this under)
Starting state reset
After visiting and leaving the tunnels, all NPCs surface side are standing in default position, not impacted by bullets, kick, actions and equipment. Also no collisions. A dead suspect re-animated. That's something new
I always heard it as "hawk"
Language differences.
Bank heist map?
that would be a payday-opposite map, great idea ngl
He was faking death and there are no guns to pick up so it's buggin out I think
I donât think the Islamic terrorists shooting themselves is very accurate. They donât do that in real life. They are ethier shot to death by police/Military or they blow themselves up, but never shoot themselves.
I think it should be an option for AI teammates to difuse bombs. I hate sitting like a duck hoping they will provide adequate cover
Would love to see us be able to save loadouts in whole E.g. Night: All ai teamates run nvg's and iq lazers and then when it is night I can just click a button and everyone gets the same loadout or the pre designed loadout I have given them. Just QoL change that saves a couple minutes đ
The ability to have the ai team peak and throw the flash, stinger or gas before filling opening the door would be nice. Seems like most of the time if there's an enemy in sight they open the door, shoot the enemy, then throw the non-lethal.
Would be really cool to select the area/spot where you want the AI to throw the non-lethal. For example the CS gas they have been dropping at their feet or hitting the door frame rather than throwing it in a room. I recorded them doing this.
Maybe I am the odd one here, but I am not a fan of the whole AI mental health system. I donât feel like it really adds to the game. I like that the AI have different traits and that you can unlock them, but the whole send to therapy part seems unnecessary and detracting.
Bring back old customization gear pre 1.0
Add customisation to gun stocks
Get rid of WatchmenWakeUp ruining pubs and spewing bs đ€
I see some people are proud to be ignorant. I would say the other âiâ word but this isnât Reddit and donât want to get banned.
on mutliplayer, when trying to select a mission in the menu sometimes the mission fades away unable to start voting. When trying to get out of the selection screen the cursor remains on the screen unable to do anything having to restart the game. This has occured several times now.
How about an easier access to localization files, as if there was one file for each language in a local folder đ€ easier to maintain them and we could help with adding different languages by sending just one file đ€
id like to see more scary maps
Add back panels where your teammates can grab equipment, such as flashbangs, off of your back. This can save slots for your team by having someone with more flashbangs/grenades on their back and allowing your team to focus their slots more on things like tasers, ammo, c2 and wedges, instead of everyone loading up on flashbangs that they won't even pull out.
- Similar to the gunfighter mod, allow the ability to toggle either a lowered or heightened gun level in settings depending on your personal preference.
- For NVG's, the brightness level should automatically adapt to your surrounding environments. Day = Darker | Night = Brighter
- The IR laser modification on assault rifles should have a flashlight and laser option, four modes: flashlight, laser, both, off
If you think my idea is good, please vote â because the developers may consider bringing these ideas to the game.
[AI/QoL]
Suggesting to remove walking/running backwards through stairs.
QoL
Let us move around the order of our presets
Ready or not Devs, pls fix
It appears basically like images or textures whatever you want to call it appear clearer when closer , previously it looks blurry from a distance , once you get close and then go back it doesnt become blurry again
Idc just saying like fixing that could increase performance
[AI]
AI reaction 0.1 seconds. No lethal guns its sucks weapons.
The entire technical state of the game can be called a beta test. Before release, the game looked better, and there were no such problems with optimization and other things. The AI ââwas not so brilliant that it was impossible to play and was not too stupid. Thanks to the developers, the second Tarkov in the end. It's a pity you can't issue a refund. Mein Kampf!
I play a lot of Six Days in Fallujah (6DF) as well as RoN. One of the things I love about 6DF is the variability in enemy AI behaviour. Some are reckless and some shoot from behind cover in a convincing way. But what I love most is how some enemy AI flee. I love those moments of âwhere the hell did he go?â and the feeling of losing control that the enemy AI is setting up an ambush around the corner. Itâd be great if RoN could do something similar.
[Suspect AI]
Please give an attention to reaction time. A millisecond reaction time is so broken. They can also 360 without even aiming at your direction. Decreasing their damage won't fix this issue it's like you just put a band aid on a flesh wound
The police watch me get shot down
[AI]
Basically you should look at games like Swat 3/4 then look at ready or not and ask your self whatâs missing.
Currently RoNâs suspects have very little differentiation between levels, they are extremely trigger happy, have no self preservation and will always be hostile.
-Not answering to r2c but 6DiF (Six Days in Fallujah) mentioned-
[Suspect AI]
Suspects needs to flank more in RoN, as additional for ambush SWAT when/if fleeing...
In Fallujah hostiles also flanks more than in RoN, in which there is also chance for suspects to flank player(s) on many maps in RoN... If other routes not blocked with wedges already...
In versions BEFORE 1.0 suspect AI used to flank more...
Yeah, there is even report in feedback-reports for that already, but re-mentioning this one as playing with more flanking AI is more interesting, with addition that they will ambush SWAT if possible...
https://discord.com/channels/310075021882294272/1191719468737495110
**[ Weapon Design ] **
truncheon
I think it could be added to SWAT equipment. Players can use it to perform tactical maneuvers, such as breaking windows or forcing suspects to surrender.
[gameplay loop] Love the game, have supporter edition, and have hundreds of hours on the game but since 1.0 dropped the game play loop is gone with the exclusivity of modes to certain maps. It makes me sad because RON is fun and would love to play more but thereâs nothing new about each map they are all just the same thing over and over
Add FBI in the game
[AI, weapon attachments and DLC stuff] So I kinda want to have female officers on your team, like every time you want to hire, you get 2 male and 2 female to chose. Then I'd love to see more attachments used IRL, like the Acog, the combo of EOtech and the magnifiers (yes it's sometimes used by the Belgian Federal Police, or our SWAT) And more mag styles, from PMAGs to MAGPULS like the attachment library, because I think it's wrong for modders to add in whole new content. Then lastly let us the one who paid for the supporters DLC to actually USE FBI texts instead of FISA....
If you look on the left the door is closed and the AI Walks out the door backwards and full swings after coming out of a closed door and shoots me
https://medal.tv/games/geforce-now/clips/1Y6vSarNgKI1Xz/d1337R3IxSu8?invite=cr-MSxSQWQsNjIwMjE5NjIs
[gameplay/Qol]
everytime when suspect run into us and when they are very close to us we cant shoot them, i think that we shoot be able to shoot even if their like touching us, its kinda annoying when suspect with knife charge on u like that
700 hours in Ready or Not on record
hello void interactive, one thing important you mentioned is ofcourse the suspects pulling on the trigger too much but one thing i would like to also suggest is the lack of regrouping for the suspects. never do i see suspects trying to run away and warn his comrades and then barricade/hide in the room together. creating a sensible situation where suspects if deciding to fight are taking an advantage point and fortifying themselves.
next i want to point out is that it doesnt completely feel like suspects understand when they are outnumbered which is more likely to make sense to surrender in this matter. 5 swat soldiers and one guy with a pistol and he just decided to fight? completely out of sense. (except situation where they are driven by something like, neon tomb or meth house)
next is the suspects walking/running accuracy is still in my opinion weirdly high for what it should be, aswell as they preference to rather walk and shoot no matter their skill level, which makes it ridicilous because they can do that but we cant even strafe or anything because how slow we are.
next i would like to see more teamwork from the suspects perspective aswell overall, you rarely see AI working together and rather being a one single threat and in cases of multiple suspects just many single threats. they dont take cover together or try to cover one another or help their teammates get to cover or to alert their teammates of SWAT arriving or coming to help their teammate in danger under SWAT fire and etc etc. that would be nice too.
lastly id like to also say that AI still does not react to footsteps properly and goes into fighting state almost all the time. i think a good solution is to put an inbetween state of alerted. where they will try to find if theres a threat or do something else not really sure but the idea is here. but not immediately get ready for battle.
3 of the same skins came at us. Are they randomized ?
Just an insignificant typo that can be found in the evidence locker, where the cursor is, where it should say "by" instead of "byt". Not a big deal, just something I randomly came across.
Edit: It also uses to "adress" instead of the correct word "address" in the final paragraph.
Please introduce an awesome realistic "blindfiring state" for suspects!! đ€© (So that they sometimes may hold their assault rifle or shotgun around corners and blindly fire in your direction/at you a few times). Yes this needs some animation work of course but it will be SO worth it, immersion-wise! It will be an entirely new game experience I'd guess!
(kind of like the last 6 shots in this very short clip: https://youtu.be/fxNrvS-tMLs?si=oeOuev6pUtov8EgY)
(kind of like the last 6 shots in this very short clip: https://youtu.be/fxNrvS-tMLs?si=oeOuev6pUtov8EgY)
[AI]
I propose a "Ready up" command before working a threshold. Playing solo, I regularly observe the AI teammates out of primary ammo switching to their pistols. Though it is fine most of the time going lethal, it is not when trying a non lethal way. Some people advise to remove secondary magazines but it only makes AI switch from "no more ammo" to "no ammo"âŠ
Thank you for your amazing work, VOID ! đ
[Map Design]
Location of softlock,
in the crack den house or whatever you call it, the spot circled on the map is where a tree is and a ledge, that area soft locked me and prevented me from moving and completing the objectives, i was stuck, I did EVERYTHING to try and get out. Just thought I would let yall know
Tried 10 times in a row. I always get this , what the hell ?
[SWAT AI]
Ability to use melee especially with shield.
First with the enemy AI, when they are aiming at you in anticipation for you to come through. Have it be that if you and your SWAT team come through another less active route their enemy AI is in a temporary debuffed state for 2-5 seconds where if they try to aim they will miss as they were unprepared for the attack angle; as would be the case in real life, no one can snap to a target that appears to the side or behind them. As a bonus for nerfing them in this regard, you should buff them if in an alerted state aiming at the door by having their position in optimal spots with good line of sight instead of them just unloading through teammates and cover, as doing so would reveal their position and put them in the immediate line of fire. While a good idea for enemy combatants in other games as the enemy is now they behave with complete disregard for their own lives. Thank you for considering this.
Knee pads seem to stretch , happens on players too.
[SWAT AI]
Viewable ammo status and ability to share/pick mags as well.
[Suspect AI]
Too angry and wallhacks
Description: As seen in the quite long video, I agroed a suspect on other side of the map and block the door with a wedge. Then I went one to clear the map and after a couple of minutes all-seeing AI knew where I were, pushed across the whole map and ambushed me behind blinds on the window, where I can not even see him, while for him the blinds are non existent. First of all, why in hell would he push across one end of the map? Secondly, how does he know my exact location? Thirdly, why can he see me though blinds? And lastly, why did he not bring any of other suspect? It would make sense if he wishes to push from the other side of the map. The AI in this game is stupid, unbalanced and is given cheat to hide its stupidity.
Video: https://youtu.be/Vn1M7Kiyjro
[Handheld/ATAK UI]
Suggest to add night mode.
[Weapons]
TRP
The TRP or Tactical Response Pistol, is a low profile and lightweight non-lethal launcher, offering the ability to carry a multi-shot, less lethal product on a belt.
VKS but small
[suspects/swat]
Bullet sponges
For a tactical shooter, the ttk is way to much. It would be better to have only one or two shots for no armor or Kevlar, and only like one more shot for each level of armor. Meaning steel would have maximum of 4-5 shots to kill. I feel like Iâm playing cod when enemies and friendlies can take 12 556 to the gut
[Visuals]
Active IR NVGs
It would be nice to have some form of active IR night vision (which uses infrared illuminators) added to the game as an improvement or option instead of just passive NVGs.
This is a mockup before & after using an added light. As seen here, the infrared light source gives more depth and clarity to the visuals, especially with shadows. Using NVGs currently makes the levels look dark and flat.
[Suspect AI]
One pixel identification
Description: Suspects are able to identify the player or SWAT AI only by seeing one pixel of their body. Sometimes they even can identify trough some blinders or other glass, where player can not see through. Examples are blinders on Post map or glass windows on Noen club in pool part.
[Weapons]
SLR106
[SWAT AI Orders]
Can not order SWAT AI to "Deploy Grenades" through the threshold of a door. You can currently order them to deploy grenades to a location but not through open doors and as of now SWAT AI throws some pretty ineffective grenades
A "Deploy Launcher" command would be a nice addition.
^ SWAT AI Also has issues deploying grenades down certain staircases, like blocked staircases on the hospital map.
[Keybindings] [Weapons] [Gameplay]
Hold Laser/Light Attachment
Adding a hold keybind for laser/light gun attachments in the game makes sense for realism, tactical advantage, flexibility, ease of use, and gameplay. I hope the title is self-explanatory, but just in case it is not: I would like to see a keybind that, when held, will keep the laser/light attachment on a weapon active.
Suggestion:
The news exists.
Each map, upon completion, would display a newspaper after receiving your grade. The newspaper changes depending on how many civvies die, how many civvies get incapacitated, stuff like that. If you want an analogy, think about hitman blood money (I think) where after you beat a level, you receive a newspaper which is dependent on how you did in the game. It might be funny to read the newspapers after doing an S rank, or just shooting everyone in Valley of Dolls
[Customization]
I would love to see a patrol officer uniform, perhaps for completing all missions on S rank?
[Grenades]
Grenade disappearance
Description: I(host) and my friend(client) were doing 23 MB mission. We were pushing last room(streamer's flat) and my friend threw a grenade that disappeared.
[Civilian Animations]
Incorrect angle of animation
Description: As seen in the video, the civilian start to make a photo of me as I scream to him, but as I was at much bigger elevation, he made a photo of an empty space. Either he should have lifted his phone higher and start to make photos or just ignore me, because I am screaming from 3rd floor, behind a glass.
[Suspect AI]
Laser sight should affect morale
Description: It the video attached you can see 5 SWAT aiming at AI suspect. Quite cinematic moment and, for some reason, suspect in this situation decides to try and shoot me. I think, that attachments(flashlight and laser sight) should affect suspect somehow. For example, laser sight will decrease morale of the suspect the longer and more laser sights are aimed at him. Flashlight should reduce aim of the suspects.
[Taser]
Inconsisted taser
Description: I(client) was playing with my friend(host). We were PVPing in the killhouse and I was trying taser out. In the most clips show there is a good example that taser does not stun my friend, while my aim is on his body.
[SWAT AI]
Open and clear
Description: Sometimes suspect are too close to a door that you want to open and throw a grenade. This situation leads to SWAT AI receiving a free damage, that should be avoidable.
Do not acknowledge wedged doors
Description: SWAT AI will never acknowledge closed doors and will aim at them. While there are other doors or better angles to hold, they will hold the safest door.
Pushing with their back
Description: Sometimes when SWAT AI is going from point A to B they will go with their back first that may lead to a suspect getting a jump on them.
Lack of grenade planning
Description: I would like to get ability to throw multiple grenades, plan where to throw them, what type and etc. Usually, SWAT AI just throws grenade below doors and in big rooms are not getting covered.
Stuck and/or get lost
Description: Sometimes SWAT AI will get lost, go to the wrong way, do something I did not tell them or ignore my command. I happens too often, almost any game with AI. Once I had an AI push middle room on Ides of March and I did not tell them to go there. I was not even close to it.
SWAT AI block interactions
Description: When SWAT AI interact with a door(wedge, mirror) I can not interact with the door in any way.
Wall-hack mirror gun
Description: SWAT AI might see behind objects when they are using a mirror. They can see suspects, that player would not be able to see.
Indifferent mirror gun
Description: When SWAT AI use mirror and report what they saw, they do not distinguish between alive suspect and detained/dead/incapacitated suspect and will always will report as "Armed suspect".
Too keen on tying suspect or civilians
Description: SWAT AI sometimes will go and tie a NPC when they are not 100%% safe. For example, when I am clearing a difficult room, the SWAT AI might tie up someone close to a edges wall and behind the edge there might be a suspect, leading to damage or death.
[Suspect AI]
Flanking
Description: Suspect are really good at flanking, especially when they see SWAT and are agroed. For example, on post map I agroed suspect AI at a door near the small office(located right from spawn) and I wedged door between us. After that I went to clear the building that is right in front of spawn. After a couple of minute clearing the building, I came back and the agroed suspect ambushed me at the exit. He had no way of knowing where I went and he went arround the whole map. The second problem is why he never brought any of his friend and decided to ambush/flank 5 officers alone.
Wedges
Description: Suspect Ai will hold close to a wedges door. As if he is waiting for wedge to be removed. They do not acknowledge jammed doors and just will wait really close to them. Sometimes, if the wedge is removed, they will rush through the door.
Run and Gun
Description: Suspect AI are really good at running and gunnig and hitting most of their shots. Smae with SWAT AI, they can run and shott with out any penalty to their aim. I, as a player, can not do that ecause of big weapon sway. SO the same penalty should be applied to both suspect AI and SWAT AI.
[AI movement]
Lack of momentum
Description: All AI in the game lacks any momentum. They can stop at an instant, turn 360 degrees with unlimited speed, while holding M60 or any other heavy weapon. AI is really good at strafing left and right, because they can change dirrection in a couple of seconds.
[Mechanics]
Breaching doors is useless
Description: Breaching a door is a useless mechanic. It should stun or stagger AI, because now they just trigger at the door and will hold it with perfect aim.
Taser with shield
Description: There is no reason, why we can not use Taser with a shield.
[Weapons]
Less-lethal secondary
Description: We need a less-lethal secondary.
[Civilian AI]
Sending civilians to extractions
Description: There is no practical reason on why to send civilian to extraction. They might get lost or stuck. If they reach the extraction, you still need to be close to the extraction point for them to count as secured.
Police officer extraction
Description: Strange mechanic that only exists in pratice mode. After clearing a room and dropping a chemlight, a officer will spawna nd will extract al civilians tied in the room. Why would he extract suspect too and why only in practice mode?
[Commander mode]
Useless traits
Description: There are a lot of traits that do not work or useless. Kicker is really weak and no reason to use it. Paramedic does not even work. Breacher is overshadowed by others. Intimidator is a must have perk, especially because they stack. Morale officer is basically useless,, because of morale system still needs some owrk done. Negotiator is second must have perk. pacifier, Riot COntrol, SBAGS are overshadowed. Does Veteran even do anything? Armourer only works with Ceramic and does nothign for Steel and Kevlar. Nutritionist is quite good perk too.
[Missions]
Every mission is barricaded suspect
Description: Every mission is baricade suspect. While some of them have bomb(2 mission), there are no active shooter or other. For example, on the university and 23 MB a second there should be an active shooter as suggested by briefing and TOC.
More dialogues
Description: It would be nice to have some dialogue like in port, when we open the container with kidnapped women. And, unfortunately, because of lack of any other dialogues in any of the missions, the dialogue in port raises some question. One of them is why do we even care about the women, while we never showed any remorse to anyone in any other mission.
TOC not always make sense in the start of most missions
Description: Some dialogues from TOC will suggest that there were some negotiations, but, for example, in port there were not negotiations and it is a surprise raid.
[Commander Mode]
Morale system
Description: This system is pretty raw and needs further development. One of the suggestion is that level ranking will affect the morale. For example, a high grade will give a big boost to a morale. For example, I completed the university map with 1 suspect dead and 1 civilian incapacitated. I got an A or A+, but my officers became stressed, because of incapacitated civilian.
[Blueprints]
Buy cheap, buy twice has no map
Description: That is it, it says "no data".
[Ammo]
HP is useless
Description: HP ammo is useless in comparison to AP. There is basically no reason to use HP.
[Map]
LSPD HQ is useless
Description: While playing in Commander mode you open more and more of rooms in LSPD HQ and 90% of the rooms are useless. For example, in memorial there should be my fallen officers and not just some random names.
[Equipment]
Lightsticks are useless
Description: There is no reason to use lightsticks. In practice mode it is used to extract civilians, but this feature is useless. For example, give more light to lightstick to light dark hallways.
Better description
Description: Every weapon, armour, item needs a better description. Weapon and armour need some stats, not just some small description. Attachments need some number and so on.
[Discord]
Bug report
Description: I do not see updates on any bugs, any acknowledgment, any feedback on know bugs.
[UI]
Health system is unclear
Description: Health system needs an overhaul. I can see where was I was damage, but maybe add some debuff. Slower moving, worse aim, etc. And what does colour coding mean. The colour of damage part can go from bright red to almost black and I do not understand, how it understand it, what it means. Bleeding is also random. Need more clerance.
[Suspect AI]
Dying to own traps
Description: Suspect AI should not die to their traps they put. Especially an army veteran.
[Loadouts]
Loadouts for cosmetics
Description: Would like to receive the same option as with weapon loadouts - be able to have different loadouts and save them.
[UI]
See teammates inventory
Description: Would like to see teammates inventory, what they have left, ammo, etc. Same with SWAT AI.
[Armour]
Not clear options in armour section
Description: Stab vest covers only from knifes and other sharp objects, but we still can choose full body coverage and a material, but it will not affect anything. Same goes for light armour - we have an option to have full coverage, but light covers only front and back.
[Suspect AI]
4th dimension shots
Description: In the clip provided I got in from the 4th dimension, as no bullet holes were present anywhere.
[Hitreg]
Shot are not registered
Description: Playing with a beanbag shotgun. Sometimes I miss, when I should not have.
[Civilian AI]
No self-perseverance
Description: Civilians have no sense of self-perseverance and will do stupid thing. In my example, civilian was taken hostage, there are 3 people shooting each other and he just stands, not complying till the last suspect gives up. WTF?! In this situation I would be crying, shitting myself and lying on the fucking floor.
[SWAT AI]
SWAT AI is stupid
Description: SWAT AI are really dumb. They ignore direct orders, with less-lethal weapons they ignore suspects, they did not help me at all, when I was being shot from multiple directions. They just stood there. My clips are approval of this.
[Models/Voicelines]
Wrong voiceline
Description: Some models have wrong voicelines. For example, in the post office old dude may have a voice of young gangster and it breaks immersion.
Some people look old but are actually very young. It's possible lol
[SWAT AI]
Blindness, stupidity of SWAT AI
Description: In the clip I provided you can see the fine work by Void. In the first clip the SWAT AI just ignored the suspect before it was too late. Oh, and the suspect was immune to gas grenade, becasee of the gamig corner. In other two clips you can clearly see, how AAA AI can not understand, that it can not push jammed doors. And while he does it, one of them enjoys the fine view of thee sky and dreaming of being smarter than a calculator. In the last clip you can see the same situation, the AI is pushing the jammed door, that they can not break. But at the start of the clip you can hear suspects coughing. Yes, those are 4 suspect AI that rushed and killed me and SWAT AI just ignored them(they gave up in the end) and went to bang one single door. What happens if immovable object meets Void's AI? AI breaks, as always, duh.
Dear developers of my favorite game RoN! I really hoped that when the game released you would be able to add the Vulkan API. Of course, when the game was in the alpha/beta stage, there was no point in asking you about this, although there were more than one attempts. The rules of this channel state: there must be specifics and arguments. Fine. Let's go point by point:
- Cross-platform Vulkan opens up more and more advantages in the IT market for applications on different platforms. Specifically, in your case, better compatibility with Steam Deck.
- Reduced latency allows game developers to add more detail and special effects to scenes.
Vulkan API, like DX12, copes better with a huge number of polygons in one frame.
3.Smooth and dynamic gameplay. Why? Correct allocation of resources of more modern PC hardware. - Quote from one of the game developers âReduced power consumption and the amount of heat generated by the system due to a balanced load on the CPU.â
- Open source allows you to reduce the cost of porting games. Yes, Linux users would be very grateful if your game was released natively on this platform. It's a pity that you don't love us.
6.If there was a single API, it would be easier for programmers to support. There are some testimonies from game developers who directly stated that maintaining 2 APIs is very difficult. - There is another important factor: the licensing fee for you, the developers, for using Direct X. Why do you need this?
Of course, my words can be confirmed by AAA games such as Thomb Rider, Ghost Recon, Red Dead Redemption 2 and Doom 2016.They all use the Vulkan API
Shooting a suspect who is about to surrender with pepperball gun, sometimes the AI would yell âFRIENDLY FIREâ. Why is a suspect considered friendly?
In my opinion the taser should have an option to be a sidearm.
[SWAT AI]
Weakness with less-lethal weapons
Description: SWAT AI are just really weak with less-lethal weapons compared when they use deadly weapons. Look at my example, SWAT AI did not defuse the trap, open the door, ignored the suspect that was shooting at them and died. SWAT AI should have better reaction, remove traps successfully and be able to return fire, not just stand and tank.
[Suspect AI]
Conscious shooting
Description: Suspect should understand when they can hit their friends and civilians. In this example, you can see one suspect how I got two suspect in front of me and one tried to hit me, but all he did was mag damp other suspect in the back. I do understand that criminals may not care, but I had something similar to happed on Sinuous trail, when security guard was shooting me, but he killed a civilian he was hired to protect.
[SWAT AI]
To keen to tie down
Description: In the clip provided you see a SWAT AI going to tie down a suspect with out recieving any command. That lead to his death, the bug was reported, but it is not the only occasion. They may do it in the doorways, where suspects are, coroners, behind which couple of suspects are waiting.
[Mechanic]
Mirror gun
Description: I would like to be able to use mirrorgun on went, garage doors, etc. For example, on 23 MB per seconds there is a vent that leads to teh streamers room, but I can not use a mirrorgun on it. Same with garage doors on "Buy Cheap, but Twice". Those are just examples that I came up right now. Maybe cracks in the walls too, like in "Rust nbelt", "Twisted nerve", "ends of the Earth".
[Weapons]
Less-lethal weapons need some love
Description: At the moment we have 3 less-lethal options - VKS, TPL and a beanbag. TPL is the worst one and there is totaly no reason to use. So in reality we are left with 2 - VKS and beanbag? Unfortunately, no. I have been using beanbag for S COOP and S SP. The reason being is that for beanbag I need 1 shot to stun a target, even at distance, but with TPL I need around 1/4 of a magazine per target. So I run out of ammo really fast. If I am not mistaken, it takes 5 pepper balls to stun one suspect. Add missed pepper balls and some extra wasted, because of stress and you ran out of ammo half-way of most missions. Even beanbag is pretty good at distance, although sometimes I feel that my shot disappear into nothingness.
[Mechanic]
Tedious searching of a weapon and a civilian
Description: There are a lot of complaints about searching for the last civilian after "Bringing order to chaos". I do not like it too, so my suggestion is after completing all "main" objectives, like order to chaos and defusing all bombs, some officers will spawn, similar to officers in practice, that will help to secure all dropped weapons and find last civilian.
I recently bought ready or not and loved the maps each map had a hardcore background and it wasnât a boring building to fight through but there were different places like skyscrapers, homes, gas stations etc. so this gave me an idea I have loved racing at a very young age and I thought a race track would be perfect. My idea was from hitman 2 I loved this game and in one mission you are to kill sierra knox and her dad and the race track had much detail even the grand stands and track.
DESCRIPTION
This map would feature team booths, multiple merch stores, VIP areas and the grand stand. This map might have a pit lane but that may be much. This could be the biggest map in Ready or not but I think this would be a great place to have.
EXAMPLE
(Yes all my examples are from hitman 2)
CONFLICT
This is the part I havenât really thought of but maybe terrorists or maybe a hostage situation or bombs. This is the difficult part about having a map like this in ready or not but maybe you could think of a better idea than me.
MISSION NAME
âBOX BOX.â This is a term used in F1 to indicate a driver has to come into the pit lane for a change of tires (You can think of a different name if you want)
(Modern warfare had a great map too)
[Mechanics]
See teammates inventory and ability to exchange equipment
Description: That is it. I want to see what my teammates have left and be able to exchange equipment during the mission. Also ability to "loot" dead teammates would be useful too.
[SWAT AI]
SWAT AI has no sense of danger at all
In the video shown, a suspect surreneder, then I got shot from that room. While trying to carefully peak the suspect, SWAT AI decided that he does not care about the shots and went for cuffing a suspect, while I did not tell him to do that. I failed S rank run, because of that stupidity.
[Hit registration]
Again, more proof for beanbag shotgun not registering
Description: In the video I should have hit the enemy twice, but instead he ignored both shoots. I did mostly encounter AI ignoring shots in the Hospital map.
[Weapons]
Weapons need better balancing
Description: There are not much weapons in this game and some are just better that the others. I will try to share my experience with weapons. I will start with rifles, smgs, shotguns and lastly pistols. BCM is pay to lose. It is the worst weapons with 5.56. Too much recoil and control for the gun. GA416 has the same issue. Those are the black sheep of 5.56. On the other hand, G36C and F90 are meta 5.56 as they overshadow any other rifle in that category by too much. Now for the .300. LVAR is black sheep here as it has too much recoil comparer to two other guns. Next one is SLR47. At the moment it is a meme gun. It does not down a suspect in one shot, but has the same kick as SA-58. And SA-58 is a good balanced weapon.
SMGs. MPX is a mess. I think it might be a bug, but this gun is uncontrollable. MP5A2 is in a weird spot as an optic increases recoil, so you need to run with iron sights. UMP-45 underperforms for me a bit just in general. MP5/10mm is hard to control as its horizontal recoil is too big. P90 is ok, but MP7 is meta, so maybe a nerf. The gun is too good.
I really like shotguns in this game, butt 870 and supernova are overshadowed by others. M10144 got all the love as it looks cool and has cool animation. You will feel as John Wick with it.
Pistols. The main problem is 5-7 as it is just better than any other pistols. M45A1 and 1911 are the worst here compared to others.
[Mechanics]
More speed options
Description: I would like to get a speed options same as Splinter Cell series. At the moment we have two speed options - too slow and too fast. But sometimes I want to go a bit slower or a bit faster. Changing speed with mouse wheel would be great.
[Weapon]
(Due to the use of translation software, the expression may not be correct, please understand)
-
Can you add the option to change the magazine during the process of checking the remaining ammunition in the magazine?
-
Is there an option to set up without a handgun or primary and secondary weapons?
-
Can you provide to hold a Taser while using a shield?
-
Can the first magazine of the weapon not occupy the carrying amount? Because they're on the gun and not the clothes.
[Loadout]
Rotation
Description: Can we, please, rotate our character in the loadout? Some of the clothing option affect something in the back and we can not see that.
[Evidence room]
Name of a mission
Desription: Evidence should show, to which mission it belongs to.
[Mechanics]
Icons for multiplayer
Description: In COOP mode voice commands(MMB by default) are not so usefull. I propose and solution. After making a icon appear on the door/doorway that you give a command to for other players to see. For example, for command "wedge door" a wedge icon for all players will appear, when they are close proximity to the door. It will stay there either until the command is done, or for some time, or until the door is interacted in some way.
I don't think the chemlights cause trailers to spawn in. They only spawn once all mission objectives are complete and there is still some evidence to collect.
I think it would be hilarious for there to be a small chance Michael could come at you with this sword like the nerdy loser weeb he is lol
[Optics]
Optics are badly implmented
Description: Firstly, optic sight are too small to use them and because of that it is impossible to aim. Secondly, picture-in-picture is good, but it is executed poorly. For example, ifsomeone has a bad PC, his PC will have the hard time loading the scope. Secondly, the picture in the zoom is not rendeeren in high resolution. It is still the ugly low resolution, that you see from a distance, when it does not matter, but with the scope it does. Optics should be reworked asap.
[Maps]
Bulletproof glass is not bulletproof
Description: On some maps, for example, Gas Station or "Thank you, Come again", there is supposed to be a bulletproof glass and SWAT AI even comments on that, but the glass itself is far from booletproof. Even 9mm JHP can penetrate that glass and it is absurd and oversight.
[Map/Mechanics]
Make lights breakable/Ability to cut power
Description: Make the light on all maps be able to be shot down and it might affect the suspect/civilians. For example, on night maps the ability to completely cut power to a building("Twisted Nerve", "Sins of the Father") and darkness should affect the AI is some way. For example, put them on high alert, make them ambush, hide, but their accuracy will be lower, unless they have a flashlight or NVGs. Same with shooting down the lights - they should break if I am shooting at the source of a light(not Sun, of course).
[Mechanic]
Stabilising suspect/civilian
Description: If we shot a suspect and he is incapacitated, sometimes he can bleed to death. The idea is, that we can stabilize a suspect/civilian(as TOC suggests) and they will not die. I once shot a Elaine in "Carries of the Vine" and tied her. She was incapacitated and I tied her up, but then she bled to death. She should not have died, a least I did not expect her to die.
[Loadout]
Incorrect names
Description: In section "Watches"(which should be renamed, as there are not only watches) the name of the maps are incorrect as it shows old names of maps, which may confuse players.
[Player voice lines]
Add SP voicelines to COOP
Desciption: Sometimes SWAT AI in SP will comment on situation on different maps. It would be great, if your SWAT have an option to do the same in MP.
[Suspect AI]
Something unexpected
Description: When I ordered a suspect to crawl to me, I would expect anything, but not that. I think, it is kind of strange for them to do it and might confuse a player.
[Maps]
Map interactive actions do not work
Description: On some maps there are map specific intreacrion,that do not work. On Gas Station map, Briefing mentions a card, that will help player to unlock a building door, but card is no where to be found. Almost same scenarion on Mindjot servers - there is a key card, that is not mentioned anywhere and it does nothing. On Volley of the Dolls SWAT AI suggest to trun the music off, but I was unable to turn it off in any way. In club, on the other hand, I can turn off music.
Itâs has a chance to spawn next to the gas station managerâs dead body on the floor. The issue is that it does exist but itâs meaningless, and its implementation makes no sense.
The card is used to open the locked side double doors on the left path from spawn, but you can simply open this through any other means such as ordering your teammates to pick it or breach it. If you want to use to card to unlock the doors, youâd have to be inside the building to get it, defeating the purpose.
As for implementation, thereâs no indication that the door would require a keycard, itâs just a regular locked door like any other. Thereâs no benefit to using the card to unlock the door, (as mentioned before) you can open it any other normal way with the same result, and itâs not even an important or ideal location to enter first, mostly I never even consider opening those doors period, itâs basically a free wedged-door I donât need to worry about.
(suggestion - swat ai)
when the player dies in practice, the team will move on without you and complete the mission if possible. I have noticed that the ai dousnt have the best judgment when it comes to doors. they will c2 breach a small bathroom with no regard for a civ inside... also whenever I am clearing a mission and I have to split my team. sometimes I will have to run back and forth between rooms to keep commanding the ai.
There should be a setting in [options>gameplay] for how agressive the ai is when they act on their own, there should be a loud/quite setting. quite being they will lock pick doors, mirror and clear slowly and flash when needed, while loud they will breach with c2 flash alot and use many tools.
There should also be an ai command for the ai to clear by themselves which the player will tell them to clear either loud or quite. these actions will be the same.
[Servers]
Server search
Description: At the moment the public servers work in random. You will just be connected to a random lobby. This game needs a server tab, where we can choose a lobby to which we can connect. And there is absolutely no reason, why players can not join during a mission(expect that this might be a abuse to get free S ranks). Server should be implemented with Steam, so user blocked on Steam would not see my server and vice versa.
[Mechanics]
Pull doors
Description: Let us pull doors. Some situation require us to pull the door, but we can not do it.
[Suggestion]
Female Characters
Description: A gender swap option for some gaming chicks out there breaching doors and clearing rooms.
[Suggestion]
Shoulder Tap
I wonder how it is possible that a game focused on CQB doesn't have the shoulder tap option. It could be implemented as a game action with its own real animation, which shows the operator touching his colleague's shoulder.
Is it possible that the effectiveness of the handguns was made less powerful? A suspect still stands with 5 bullets out of the Glock or eats up the whole cylinder .357 Magnum with ease. Thanks for considering
[Weapons]
9mm underperforms
Description: I was a client, playing with my friend. I shot a suspect in the head with 9mm, but he was still capable of fighting. I do not expect a person getting a headshot to be capable of shooting or standing.
[UI]
All sight needs a zoom
Description: Sights are lacking a zoom. Some of them are too small, some of them are OK(but needs improvement), but I would like to receive a bigger picture with sights. Optics are completely awful, as they are small and they do not extend load of textures and textures in optics are really bad.
[Mechanics]
Photo Mode
Description: I would like to make a nice photos with photo mode. Maybe implement it in SP or for watching records.
[Suspect AI]
Accuracy at distance
Description: I do not expect a guy with Glock and irron sight to accurately shoot me across the map, whhile he is running. Suspect AI accuracy at distance an while moving should be revised.
[Mechanics]
Number 6
Description: We have cuffs on number 6(default). Why? What is the purpose? It is good to have multitool there or C2 remote control(although if you do not have any C2< it should be removed), but cuffs, that you are never using? They should be removed.
[Weapons]
Weapons deal less damage than expected
Description: I shot a person with 5.56 JPH in the head and he was... incapacitated. Sorry, what? He should have been dead, not talking that his head should be blown off...
[Mechanics]
Cannot stop bleeding
I can't stop bleeding. I press F but it yells instead. And i die immediately
Why are multiple people suriving 9mm Hollow points to the head? I've been using my side arm the g19 a lot more and I've noticed that 9mm from a sidearm has weakened by a lot and multiple suspects have been surviving shots to the head from both hollow points and AP rounds fired from pistols, and this was point blank square in the back of the head or straight in to the forehead. Please fix the calibers and their lethality and injury cause.
I am writing this to report a multiplayer problem in-game. I have noticed that quite a bit of players go afk in multiplayer lobby. And as there is no in-game feature to block them, you join the same exact lobby again and again. One such extreme case is a player lobby which has been online for about 4 days in a row now. I host my own public lobby but the game prioritizes his lobby over anyone else's so people consistently join that dead lobby. Either stop lobbies which are afk or give people the ability to block hosts.
Yeah, there has been a a bot playing Christian rant videos nonstop and I always get put into that lobby when playing multiplayer
Enable Collisions
[Traits]
Add traits to MP and practice mode
Description: I do not understand, why the trait system is only limited to Commander mode. To force player play it, if they want to use them? Bad idea. We should have an option in MP and Practice mode to play with and with out perks.
agree
Eotech mod?
[Missions]
Lack of objectives
Description: Almost every map on this game has more than basic two objectives. Those are either hard or soft, but they are there. Expect for two missions - "Sinious Trail" and "Sins of the Father". While I do understand the lack of objectives for seconds, although, you can come up with something, I do not understand the lack of objectives in the "Sinious Trail". Even if breaking it is stated, that we should not damage any servers and I think, that it should be added to the game as an hard objective.
iron man mode
ides of march
check door
oh, theres a booby trap
tell blue to stack on it
"no way that'll trip"
take red around the other way
halfway through
suspect blows up his own fkn trap
blue team dead
door is still closed
Suspect walks away like nothing happened
asdgfgfghghhhh
clipping on more tactical helmets?
my one thing is CS Deployment, the team will rush in just as the cs pops, one would think they would wait a few seconds for it to fill the room
[Weapon Attachments]
Muzzle breaks are stupid
Description: At the moment we have two muzzle breaks SMFB and ASR. There is no reason to use ASR as it is worse in all stats. SMFB gives 40% of vertical recoil and ASR gives -30%. There is no reason whatsoever to use ASB.
[Police HQ]
Weapon Range reset
Description: Give us ability to reset the weapon range. There is not reason, why we can not reset our targets there.
[Weapon Attachments]
IR laser is useless
Description: There is no practical reason to IR laser over standart. Maybe make suspect react to normal laser? or normal laser needs some tweaks with NVGs.
[Weapon Attachments]
2/3 grips are useless
Description: Combat grip is just better than other on all of the weapons and there is no reason to use any, except the Combat grip.
[SWAT AI]
Other than torso shots
Description: I want to be able to order my SWAT AI to aim something other that torso. Separately aim at hands or legs, or head.
[Customization]
LSPD Classic Belt
Add back the little drop holster for it and make a black variant of it
Anyone else getting put in random games when trying to join there friend
[Civilian]
Tedious Search
Although I've been enjoying the game a lot, my experience is being tainted by the fact that in larger maps, there's that 1 civilian who hasn't been seen because hiding in one little door. I've apprehended or neutralize all the suspects in 7 minutes, checking the box "Bring order to chaos", but then I spend 15 minutes searching everywhere for that last civilian. Is there anything that can be done? Like making the "Search & Secure" command in which your swat team will "cheat" a little bit and go directly for the civilians and weapons remaining?
[Grenades]
AOE of Grenades
I'll speak from personal experience here. Even though a flashbang can cause temporary blindness, the high dB level also disorients by sound alone (sometimes perforating the timpanic membrane) which is extremely disorientating. Sting grenades also have a small radious, but I can't speak from personal experience. The only valid option is to use CS gas, given it's bigger AOE, but limits you to use a gas mask if you want to use them. I don't have any problems with the CS being a double-edged sword, but the flashbangs don't work in their proper way. 24mb a second is an excellent example of useless flashbangs. If a suspect or civilian is behind a counter, they're not affected by the flash, but they should be affected by the extremely loud sound from the flash (and it really disorients you for a couple of seconds in real life).
[tutorial]
The tutorial is broken. When you get to this bit in the screenshot you are supposed to order the guys to the new door, but theres no way to do it, they are all still in the first room to be cleared and dont follow you anyfurther. Pressing Z or middle mouse doesnt work, the tutorial needs to tell you how to regroup them after the first room because now I am completely stuck. Can't select any orders on the middle mouse menu no matter what color i set it to
Update: The problem was you have to be RIGHT next to the door, but the tool tip and UI doesn't tell you this.
bruh wtf i can't pick the order it's litereally telling me to?!!!
Oh it's left shift it wants now. đź
Can't finish the level, every room is clear
Suggestion: Have difficulty levels, I am often dying to being shot and it's many hits before i can figure out where the person is shooting from. I cannot pass mission 2 because of this. It's outrageous in 2024 that a game wouldn't cater for all skill levels
We need to be able to use a laser along with a flashlight, we shouldn't have to choose one. making it so we could be able to change attachments on all rails. example left rail, right rail, bottom for foregrips, and the top. would be ideal
Not sure if people approached this subject ,
But as a content creator it would be nice to see the replay tool more developped ,
More features such as Rockstar Editor per instances with an export tool
We would love to do lovely videos of our entrys and tatics but its kind of complicated and please add controler support for it
[Attachments]
VKS flashlight not working
Trying to do a S rank run, but the VKS flashlight is not working. I can change it to IR but still just projects a normal laser. Tested it w/o mods with a clean installation on another directory and the bug persists
[map for s tier on elephant]
I have had two successful rounds keep getting A+ due to 1/4 shooters decides to shoot the hostage I have try to flashbang soon as they heard it they shoot the student they heard the flashbang even if I had time to sneak up highly doubt that would work too, so why should it be depending on luck how to make the 1 enemy leave to position out of 5 tries the one enemies decides to move in that case I believe s tier is need to be edit for that map where you'll still get S tier is one civilian dies.
We unfortunately find out that for your game is it possible to collect Achievements only in single player mode.
Will you have maybe a plan to change it ?
We appreciate if you can make possible to earn them, playing with friends in cooperative mode!
Thanks
[Bot aim]
Aimbots
There's no point in doing anything when you die from shots that are fired from no where. Bots hit every shot in the game.
Sounds
More Sounds.
Gunsounds
If you use headphones sounds will be quiter
Silencer need to be better cuz walla can stop the sound
Radio
Use your own voice as radio or commands.
Equipement
Equipable gasmask
Guns
Can guns ingame jam??
Make it that they can jam
Penetration
Make it you can penetrate armor and walls and make it like you can see If your armor got penetratet
Medic system:
1 squad member is medic and can heal you and your teammates (ai)
You can also be medic
And an advancer medic system with not only bandages but also TQ ect.
[Enemy AI]
Enemy AI will not surrender if they are in a group while fighting with SWAT, it makes no sense for them to just drop their gun and put their hands up in the middle of a firefight, if they are hit by something like a taser they should get cover from teammates
For a group to surrender some of them or all of them needs to have been stunned or injured
[Game Interface?]
Trying to Grind, but its frustrating...
First off starting a mission in singleplayer, there is a 10 second ready timer that's not necessary, its singleplayer, your not waiting on anyone, then again after the map loads. Again single player, I'm not waiting on anyone. Thats 20 seconds. If I load in the map, and play, and die, I have to wait on the grade to be tallied up which I can't skip, load all the way back to the police station, then wait 10 seconds, load the map, wait another 10 seconds. Why can't I just restart the map. What I believe should happen, atleast for SP campaign, is get rid of both the 10 second timers, and if I die, allow me to press space or something and speed through the grade tally, provide a restart button, maybe prompt me with a menu to change officers if needed, and then restart the map. Avoid going back to the police station and going through those countdowns and loading all over again. Just those factors have killed my buzz when trying to grind on this game sooo much.
[Enemy AI]
This one is just something I think would be a immersive tweak. But maybe dialogue with the AI and the other suspect. It would be interesting to think that in some cases the suspects have a bond and when one dies infront of another it kinda seems stale the other suspects dont even care or flinch about it especially when itâs not a terrorist raid and more of a gas station raid, I believe having a bit of a shock dialogue can show the intensity of the situation and make the suspects have a slightly added humanity.
[Multiplayer But With AI]
This game is really fun but playing it with just one or two friends is super hard and kind of annoying. There should be a mode where you can play with 1 or two friends and autopopulate the rest of your team with ai officers. đ
[AI?]
SWAT
- Add things like voice recognition, and AI responses to lines the operator (player) says. For example, if I say something along the lines of "Reloading", the AI will understand to cover me. Same with the other AI members too. Everyone needs to work as a team, and with the AI trying to be an independent unit instead of together makes that a bit difficult. In general, make it so you can have conversations with your officers, and ask them for information about the situation. Like, "SITREP!" "Sir, the area is currently clear. No hostiles present."
- With this above, also add voice commands (without having to use a mod) so that way the ones who want a more realistic SWAT game don't have to use a command interface to give commands.
- The AI for SWAT officers is very smart, but they hiccup a lot too, and I understand nothing is final; my thing is little improvements can be made overtime to help fix those issues.
- SWAT AI movements should be more fluid, they are currently sporadic and don't make sense tactically, there is no sense of self-preservation and instead will stand out in the middle of a room or hallway, being shot at by enemies until they die. They don't use cover or any other tactics that would preserve their own life.
- In short, make SWAT AI more effective and interactive, not just do this and do that. (By interactive, I mean able to gather information and just interact with your AI more, other than commands.)
ENEMIES
- Enemies should be "smart" but not overly smart when it comes to a situation. They shouldn't just know the entire map immediately and where best to ambush from. They are just like we are, if they had just arrived at the location, they should not be aware of every little detail about the map.
example: Enemy AI in the gas station mission act at the same level as the terrorists in the nightclub mission.
This shouldn't happen, simply because one group has more experience than the other. The terrorists should be more actively tactical and hostile compared to the store robbers. There should be no clear level of organization within the store mission, or the meth house mission. These enemies lack experience in fighting and that should be shown. They should not be the same difficulty as the terrorists or the former SPEC-OPS. - Traps should be more frequent and more diverse, not just door traps, but many others like homemade bombs, bomb vests with a kill-switch, gun traps, barbed wire, etc. depending on the situation. There shouldn't be a grenade trap on a house, but a homemade bomb would make a little more sense. The C4 in the hospital makes a lot of sense, but at the same time it doesn't, because wouldn't the enemies exfiltrate before the bombs go off?
- Enemy tactics are smart but a little too smart, they seem to know exactly what you're going to do and are able to lock on to you, shooting you from around a corner and through a wall. This minimizes an operators use of cover since they cannot safely get to cover without being shot.
- Suspects should be able to respond to things like lasers, movement, commands, and other noise or visual factors, but they shouldn't be able to turn around immediately when you walk near them, this reduces a surprise factor and instead requires the operator to ambush.
- Enemies should also be able to correlate and respond with each other. They should work together as SWAT does. Though less organized, they should still have some level of teamwork.
MORE COMING SOON.
(Feel free to give me any feedback in DMs.)
Continuing on.
SUSPECTS (Continued).
- Suspects should sometimes try to sneak up on operators instead of actively engaging in a gunfight.
- Rework the surrendering mechanics of suspects because terrorists are less likely to surrender compared to a store robber.
[LEVEL DESIGN]
MAPS
- Nothing much to say here, the maps are amazing, the only issues I have are how much time you spend looking for people.
- Bomb threats make sense in a hospital and a school, but how long had those suspects been there, and would they have had enough time to set up bombs. Opinion I really love that on the relapse mission, some of the suspects are in medical uniforms, making it seem like they were working from the inside.
-Might add a few in a later update like the first mission, just basic robberies but different stores/businesses.
[GAMEPLAY]
GAMEMODES
- Bring back the gamemodes like Bomb Threat, Active Shooter, etc. and add new ones like Hostage Rescue, Robberies, and more.
UNIFORMS
- Add a diversity of uniforms to fit peoples wants, like have a BDRTAC outfit, a FISA outfit, FBI outfit, regular patrol outfit. Not just the SWAT outfit, but keep SWAT as the majority. Add little customization features that allow you to do such things and add onto the MILSIM experience.
WEAPONS
- Add basic weapons like the KRISS Vector, M4 Carbine, Glock 17/18, .44 magnum, and so on.
- Add more customization options like extended mags, laser and flashlight attachment (has both, and the ability to switch from laser to flashlight), different flashlight modes (dim, bright, strobe), and make it so you can change the color of the laser from red to green.
I would like to thank everyone, especially the dev team, for making this game what it is, and I hope that some of this gets taken into consideration. Thank you for your time!
[AI Toggle]
All I want to do is play solo without AI
^^ With the voice commands, maybe that could be an option but not a requirement. So people who like the command interface can keep that and those who want voice commands can have voice commands without losing or splitting player base.
[SWAT AI]
They definitely should open doors to opposite directions when they are stacking up
A way to see your progress on missions if you are not the Host. Maybe even be able to select them?
For a limited amount of time after a mission starts you can go to the SWAT truck and switch loadouts.
[HIGHLY SKILLED SUSPECTS]
Ability to throwback grenades.
I think this could be kind of cool, but would require the addition of sprint to be anything but maddening.
-
No grenades in the game have a fuse long enough where I can see this as a viable option. CS Gas is an enduring effect grenade but in that case the more accessible alternative would probably be trying to escape the vicinity of the gas, which they already do.
-
Consider that Void would have to invest effort into the following points.
Like a person would need to irl, Suspect AI would have to:
a. React to grenades being thrown in the vicinity.
b. Calculate where the grenade will land/where it has already landed.
c. âDecideâ whether or not going for the grenade is a good idea (Ideally based on some combination of distance and exposure risk), and then weigh that option with alternatives such as moving away or taking cover (said alternatives would then need additional love too, to pick up the slack).
d. Grab the grenade, plan some kind of trajectory for a counter-throw (whether that is towards the sender or just away from themselves), and then throw it.
Before the grenade goes off. And Void would have to keep it within the confines of being believable/realistic as far as reaction times and accuracy go. Which we already know Void is essentially allergic to doing as a rule.
- More motion capture and animation work for the required actions.
if anything it should be the highly UNSKILLED suspects (gas station robbers, the thugs at 23 mbps) that would try to reach to throw back a grenade if it landed very close to them. Having a flashbang or sting grenade go off in your hand would most likely blow off your fingers (if not more) and cs gas grenades get really hot (from what ive heard
) and would result in severe burns
Not necessary if you always have a shield in your front
[feature] we should be able to eat the donuts in the briefing room
Why my game crashes when i try to play rust belt, saying "Mode generation loading"
I am dissapointed that there is not a steam achievement for completing all official maps on A+ and S tier.
[Weapon design]
Scopes with variable zoom
Probably dev team is aware of these things, but I'll type it anyway just for devs to have one more opinion.
- There is scopes in the game that implies the change of it's magnification (1-4x/1-12x). As a fan of LVPO type of scopes, I would be very happy, if there will be a possibility to change the zoom of these scopes in the future. Even just two options (1x and 4x/12x) would be great!
- Plus, camera feels a bit far away using scopes. It would be great to have it closer, or zoom in by pressing a specific button.
- Also, there is clearly missing the option to change the mouse sensitivity using scopes. I'd like to have it lower for max zoom and the opposite for the min zoom.
- Also, looks like optics is zeroed wrongly. On big maps, port for example, I've noticed that bullet hits way higher than I was actually aiming.
Thank you very much!
[SUSPECTS]
- Suspects may have the ability (depending on how trained they are; robber vs. terrorists) to free another suspect from detainment.
[GAMEPLAY]
i think it will realy help if after you died you will have an option to "guide" your team from a map view (and with the cameras that we current have on the other players), playing with friends is fun, but if someone dies we consider restarting each time, but if the dead person will have a rule (like being TOC) it will be amazing and can add for the strategy and gameplay đ
[ENVIRONMENT]
Some optimization in the station would be great! Framerate drop is pretty significant at times/places.
[GAMEPLAY]
Would be great to be able to see your personal best on the Mission Select screen. This was possible pre-v1, but now there is no way to see personal bests pre-mission.
Pepper spray is completely useless
Add more maps where using the 4x - 12x scopes are actually useful (higher/farther viewpoints, where one or two members can cover teammates from long range).
There are no maps right now where using these scopes is actually an advantage
need better menu so u can press restart in campaign mode takes so long to restart a mission
how to fix no vest
add none lethal takedowns (grappling arts) when you are in close proximity to suspect and they refuse to surrender/ give them the ability to try and resist arrest and u can do freestyle grappling on them lol
make full body shield, similar to r6s montagne
the point is you cant restart thats the difficulty, unless youre in the mode labeled practice
Hear me out, the KRISS Vector gun
anyone know why i just keep randomly spawning in with no ammo?
Button to restart the mission immediately after a failure. I don't want to sit through the screen that tells me that I screwed up a mission for a ridiculous amount of time just to have to spawn back in the station, walk to the briefing room, open the menu, pick the mission, and wait ten seconds + another ten seconds just to restart the mission and potentially have to do the whole thing all over again.
Why does the AI always manage to hit my arteries accurately? Like every time Iâm taking fire Iâm always bleeding wether the first shot or through wall bangs 7/10 times Iâm hit at one of my arteries but I hit a AIs artery once in a blue moon.
Ai is just still overpowered af they hit everything
Umm where is the April update?
When do we get to change our character in singleplayer
you can change it pretty much whenever you're in the lobby, you gotta go to the lobby
fix the clipping on the helmet and gas mask, as well as in the loading screen
reduce mk1's recoil pls
I think the scrolling bar in menus (such as briefing and customization) should be wider. Itâs really annoying trying to get it to move on steam deck
https://i.postimg.cc/KYGngj41/icon.jpg
make this icon display a short description of what it even MEANS, please, when hovering with mouse on it!!!
balaclava, gas mask only option in the customization menu
Would LOVE a balaclava and more urban camo options
Also, would be cool if we could command squad AI to defuse bombs
balaclava for the win please
not a game related feedback, but if you could add region roles people would have a easier time in the #đlooking-for-players channel <3
Enable a permadeath mode for multiplayer
Add a âstealthâ mode for AI Swat that doesnât alert enemies or civilians (so no shout by AI if they see someone), where the team also try to not stay in too much visible spots (automatically search for a âhidingâ/cover position) and this mode can get bypassed if the enemy spots you or by switching mode back to ânormalâ. Also having different ROE for type of mission
pls add women in the game and add if u dosent want a secondary weapon u can remove it and a bank map normal store map bc its a swat game u need to have an bank and some criminals ill not have guns but knifes. thats all bye
Let us kick faster after using a breaching shotgun. I can use my legs to kick whilst racking a shotgun or stowing it, current state is a little slow.
- A volume slider for voices
- Option to disable TOC
- More AK platform weapons
- An option in the settings to spawn with prerequisites like full auto on, laser on, canted aim, from the start of the match.
- An option for the G36 classic carry handle
- An MP5SD (since the SMG category currently does not have an integrally suppressed option)
- Faster movement at HQ (or at least have everyone's gear off for faster movement and an option to put it back on at the firing range and training facility)
- Game modifiers (I wanna see a mix of goofy/ serious modifiers. One hit KO, unlimited ammo, all enemies rush with melee, etc.)
- Guns having a hitbox and the ability to be shot out of the AI's hands
- A medium range optic (something between the red dot and high zoom scopes we have now)
- More destructable props/environments
- The ability to restrain from any angle (turning them around should just be part of the animation)
Remote commands would be cool though the implementation might be tricky, one way to do it is to access the head cams for AI and when you click mmb it shows a few commands like a stack up but on the door the AI cam sees
Add a watch slot for the right wrist
RoN feels like an edgier version of SWAT for CoD players to get into tac shooters, and that's fine, but I wish there were a "True SWAT" mode that disables S ranks if an officer dies, nerfs the pepper ball guns and beanbag shotty (To me those two guns just feel like a cheap excuse to get past the hyper aggressive AI and still have a way to do things non-lethal without actually making the AI submissive), buffs all other de-escalate tactics (mainly verbal).
The answer to the majority of conflicts is some sort of shootout with how unphased most enemies are that there's a full SWAT team aiming guns at them, the game encourages you to shoot first, ask questions later since that's what the AI does to your team. Guns are cool and all, I get it. Shooting is fun. But there should be a healthy balance between shootouts and successful de-escalation tactics. Even the game preaches "stopping the killing and the dying" but that almost never happens.
[Weapon Design] Regarding the placement of the M600V flashlight on weapons using the Picatinny Rail system, would it be possible for all picatinny weapons in a future update to have the flashlight located on the left side?
This is purely for mod support, as many mods which replace the flashlight with a M600V/PEQ15 combination rely on the flashlight being located on the left hand side of the weapon. When it is not, the laser is placed on the underside rail. Looking around Nexus, this is a common factor that many, if not all, modders seem unable (or unwilling) to overcome.
[Animation]
Animations for commands
Adding CQB animation when giving commands to AI would be very immersive, not only in singleplayer, but also in multiplayer, considering that players command cannot be heard by other players and sometimes microphones not always works.
This could increase an immersive stealth gameplay by not making the player talk and simulate real CQB tactics.
(animation) (AI) Swat Ai feels so stiff, add full conversations between officers not just single liner comments, even whispering conversations or jokes between officers to ease the atmosphere. let them utilize cover, duck on soft or hard surfaces so that more perks can be added for swat teammates.
[DLSS]
You totally screwed up a dlss i turned it on and my fps are totally same as before. (many people hate this also) You just changed a resolution scale in dlss and FX, can you really make a real normal [AI] dlss.
could you add a report or kik out? there a guy in te lobby doing nothing to trol us....
PLEASE ADD AN EXIT BUTTON FOR RESTRAINING SUSPECTS
the amount of times ive gotten my ass handed to me because i was stuck restraining someone is unbelievable
dont thinks thats gonna happen tho
guys do you think this will be a good thing for the game: and maybe more screams? like when a civ see someone die they scream and like cry
This is definitely a must. Can't believe it's not already a thing.
Right?
developer could bring this game compatible with Bluetooth gamepad control, Many people don't like to play only on keyboard and mouse could bring this game compatible with Bluetooth gamepad control
I think it would be really cool if there were some levels made/optional levels on the same maps where theres less shooting and more tactics required.
For example, a warrant execution in a townhouse where it is unknown where the subject is, and you have to search through the area for the subject and not almost every npc tries to kill you.
Im thinking something like MW clean house or something with even less fighting and more searching.
Idk if what im saying is clear but it could be something that adds that extra level of realism to the game as right now its like every single person you see wants to shoot you lol
I think it'll be better if you add lfg chats for different regions
Make GPNVGS have a wider area of vision
Make a 4 gauge shotgun or something else then 12 gauge
something needs to be done about animations, i can't count the times i've died because i started restraining a suspect or accidentally clicked on the GL and couldn't cancel the animation
on the same topic, the GL pull out animation needs to be at least 2 times shorter, it's stupid how long it takes to pull it out
there should also be a "quick nade" button to quickly throw a random nade in the general direction of where you're looking
The quick nade button is already a thing and i'm pretty sure the gl animation being long is intentional
Ok it's long, but at the very least it should be cancelable
Suggestion: Moving targets at the precinct shooting range
Dumb very little bit of worldbuilding detail, but in Ides of March, In the couples apartment, we see a receipt for 7 glass panels instead of the 14 that are in the apartment. As someone with a history in interior design, there already wasn't really enough space for good placement of a full 7 previous panels, I know you guys make a lot of tiny changes in the background, and just wanted to point out this absurdly tiny inconsistency. â€ïž
We should just have cat at the station. It can be stationary at one spot doing some, cat stuff... but a cat should just be their. 
We can have little cat bowls near the the side of the front door.
Add a woman officer
I don't know if it is the channel for suggestion but here is mine.
-It's boring when AI teammates block you the passage, it should be easier to move them when walking on them
-it could be cool to be able to throw grenade throught a barely open door or open/throw/close in a fast action
-a button to run sprint when under ennemy fire would be life saving and realistic
-could be amazing to include light in tactics, like ruin light and progress in the dark with NVGs
-could be cool if some suspects will hide into corners or toilet, and you do not see them just looking in the room and you have to look each corner.
-could be amazing to be able to use the taser with the shield
I'm conscious I don't know anything to game development and how a swat team work, and some of these suggestion mybe could be over powered and ruin the game or are non-sens , but I feel like it's some good ideas. Thanks for reading and for the game. If you know a better suggestion channel or mean, thanks for sharing to me
HI, I have a button to quickly throw a nade. It's "g" but I think I've changed it
Suggestion: When asking ai teamates to clear have them clear in colored manner like Red Blue Red Blue instead of Red Red Blue Blue in that case they will go together in pairs (colored pairs) on each sides making controlled orders like Red: Open and Clear or Blue Open and clear way faster as they are side by side after entrance instead of the current AI now where they are split up Red and Blue together causing the AI having to walk across the map to stack up and clear a room
Also another suggestion, have the fucking bots move out the damn way when i'm tryna walk pass. These little shit heads are annoying at most.
Or better, disable the SWAT AI's collision with the player outright
Unrealistic
sus bot already don't have collision against you, they literally can raise their gun through you while your hands are up in the sky
developer bring the game read Hornet compatible with Bluetooth controller please, XBOX, PS5
Should add female player models and charter's to the game.
That was another feature that they promised would be in 1.0 yet they still haven't given it to us
i would to see improvement in flashlights and atchments
Hello! I want to know if it is possible to make a Ukrainian translation for the game?
should add Raytracing
Id really love to see a game master or zeus mode similar to arma where users can script custom missions and also change NPCs on the fly during a match. It would add a high level of replayability to the game and allow communities to make great operations for members
This game should have save slots for customized characters not just load outs
that i can agree on
Frame limit in settings maxes out to 144. Can it just be from 0 to unlimited?
less john wicks
And more big dicks
Glad to see yâall finally implemented the Raider model I sent a long time ago. Excited for the DLC!
cherryessa farms have less john wicks
Earlier Splinter Cell titles had it too
Add an option to disable the ADS zoom present on iron sights, red sights, and holo sights. I find myself a lot more aware of whats in my FOV when aiming down sights by glitching the ADS so that it does not zoom by opening and then closing the tac phone.
just disable it from the settings
If I check and find an option to do this Im gonna feel really stupid
I am stupid
Suggestion: I wish there was sum cutscenes or sum choices u can make in the game. I rembember watching the podcast with devs 2 years ago and they were talking about about the single player. But I wish there was more to do. Like talk wit suspects and interogate them. I know itâs not what swat do but it would be pretty good. So players can have more freedome and sum choices thru out the game lol
@raven pollen
Game crashes on launch
Hello, everyone know the game have issue, lot of fps dropping and crash but I have a suggestion, after watching a new time the 1.0 trailer something stay in my mind, the possibility to take your hurts mate and drag it to safe place. Maybe its a good feature for the realism of the game
Suggestion: include weapon stats with the flavor text when mousing over a weapon in the inventory screen.
Stuff like:
Caliber
Magazine capacity
Country of origin (Maybe)
etc.
Mostly for people to be able to make more educated choices on weapons, and to fill the blank space to the right of the operator.
I don't have an encyclopedic knowledge of pistols and knowing their magazine capacity at the least would help a lot when deciding what to put in my kit.
game crashes at the mission ending.
[Game Versioning]
1.04 Beta Branch Fallback
Please add 1.04 as a beta branch option so users have the option to return to 1.04 should they find themselves having issues with the new version. This also allows users who play with a lot of mods to stay with an older version until they're updated, and helps to avoid complaints from users with broken mods (as they can just be told to use fallback or wait). UE5 represents a seismic shift in the game's development, so a legacy branch should be available to conveniently go back.
hey can someone help me
Where do I find the new clothing for the DLC 2?
guys
my game freezed after 5 minutes of gameplay in valley of dolls, using dx11 btw, this never happened back in last version
Hello, I have a suggestion about something to add to the game. You could include a K9 unit as a tool, I mean, where you can choose the shield, the mirror and that sort of things, there include the K9. The dog will follow you next to you and when you want him to attack, he will attack only one enemy that you can restrain alive.
Working fine before, get todays update... start up, black screen for a minute, then crash to desktop. Can you just give me back the early access version, everything worked then and the maps were all unlocked. About to give up on this one. Shame, such great potential at one time.
So
My game is completly broken
unistal the game 4 time
try to lauch on safe mode / clear mod lauch
i only have acces to the game menu
when i start a party i got black scren and nothing the game crash my cpu run at 100% on black loading screen
thanks for update
Please give an option: Locate the last suspect or something to help find the last suspect. I had a perfect run in Twisted Nerve but cancelled the mission because there was one suspect hiding somewhere - I have no idea where.
I've been searching for 2 hours to try and find the guy and he is nowhere to been seen or hear. And now when I leave the mission - my team get a serious morale debuff (because "f*ck you") and have to hire a new one cause one left, cause they team has a mental crisis.
How's that my fault, the guy turned into ghost?
Cause srsl, those kind of bugs and wizard suspects were the main reasons I've stopped playing the game for more than a year.
Just a tip or mark on the map:
"Psst, the guy is in this room," or something. After like for example 10-15 minutes of searching.
Cause came back to game just yesterday and I'm already discouraged to keep playing, cause I dunno if I won't end up searching for the last guy for 2 hours again.
Lil tip for the devs, maybe test this stuff before you launch it, update broke half the player-baseâs games and dropped everyones frames by 20%+
How is there still no way to prevent SWAT AI from cuffing and collecting on their own.
i feel like maybe the suspects should roam around after sometime so that they would always be near you, not neccesarily in the same room as you, but you know
Man i was able to have stable 100+ fps before 1.0 since that it has only gotten worse, 1.0 introduced a lot of stutters and then i had 70 fps that would sometimes drop to 50 and now i i play at 40-50 fps, but at least there are no stutters
Exactly... Along with other SWAT AI stuff that is going with them...
Over-all i enjoy the update and the DLC content, mainly the maps as well!
I just hope they will be included in the commander mode so i can fear them in Iron-Man and get some more story for it đđ»
I also hope we get the possibility to cut power in certain buildings, so we can actually use night-vision instead of just having it for looks. đŠ
Since the update i got 22fps ingame on mid settings, before the update i played with 60fps or more
[AI Behavior]
Changes don't work on certain maps/New proposal
Been trying to run through Greased Palms again with the AI changes, but they only seem to work with suspects near the front service area. Progressing into the sorting floor and the loading docks constantly devolves into firefights because it feels like both SWAT and Suspect AI see through minute cracks in map assets, and it doesn't escalate or deescalate on a reasonable sense.
That said, something I would like to see VOID add to the AI system is to have shooters be affected by suppressing fire/near misses. Too many times have I seen shooters go and bugger off after having a couple of near misses around them, even if the mission in no way implies they're on some kind of mind altering substance or having mental afflictions. As such, a way to help balance out the AI in the meantime is to make them more subjugated by suppressing fire, like how they act when affected by grenades or other non-lethals. One or two would simply make their fire inaccurate, but putting 20 rounds around them would make them drop and hesitate for a couple seconds.
A simple death damage model, like hunt showdown, tarkov and gray zone sorta thing. a simple white outline and where you got hit during the game and which finally killed you. Maybe even like hunt showdowns who it was who killed you and where from.
Rather than having suspects be all but guaranteed to surrender after being stunned, why not add a feature where you can tackle a stunned suspect and cuff them that way.
Change the melee animation from shoving the barrel into a suspectâs face with minimal feedback to a rifle butt that actually has momentum first, then Iâm game.
This is gonna sound super petty (it is) but in the pre-mission info for Narcos, Los Locos gang are called "The Los Locos" instead of just "Los Locos" and as someone who grew up speaking some Spanish it bothered me enough to bring it up
Is there any particular reason this game DOESN'T have HDR support and Windows auto-hdr doesn't work? There are so many washed out dark areas
I am getting stutters every time I open a door, and the game eventually freezed.
I managed to fix my low framerates and the lack of smoothness by updating my gpu drivers and by enabling fsr on ultra performance and somehow i didn't notice a single difference in how the game looks it now runs a little better than 1.0, still far from pre 1.0 though
I am using mac haha, so there is no dedicated drivers
I don't like that my controls are reset to default after every major update.
Looks like our controls are now saved in:
%localappdata%\ReadyOrNot\Saved\Config\Windows\Input.ini
Whereas before version 54936 they were saved in:
%localappdata%\ReadyOrNot\Saved\Config\WindowsNoEditor\Input.ini
Thanks for the patch, my game is broke now. DX 11 and DX 12 / 17 fps on lowest settings / RTX 2070
My game freeze sometimes when I do a interaction and why is the game so taking to load? Whenever I'm in a pre mission cutscene the graphics are like super high and my pc can't handle it (13 fps)
buy loseless scaling on steam
Void remove the finger off the trigger, it is honestly embarassing that this game is supposed to be realistic but doesn't imply the rules of gun safety.
anybody knows why i cant find the DLC things?
HDR worked in Windows with the UE4 build just fine. It's 100% broken with the UE5 update. Colors are insanely saturated and busted. Very annoying.
Why don't you want the SWAT AI to do their job? I was ecstatic when they began cuffing and collecting on their own finally.
Because they prioritize it over covering thresholds or even following orders. Evidence collecting is not a priority when things are still going down. I'd rather be in control of when they collect evidence with an order (which are already in the game).
And if VOID really knew what they were doing they would've removed evidence collecting a LONG time ago because it's a garbage concept.
I can see the logic in making it a go command to avoid it being done before security has been established, but I disagree about it being a garbage concept. I hated having to be the only one running around collecting gear and cuffing when I am supposed to be the Team Leader. The other officers should definitely be doing it and VOID was right to include it, but it would be nice if it was perhaps pause-able, as you suggest.
The only issue is that cuffing and collecting is part of making the environment secure, particularly cuffing. Having a downed suspect grab an unsecured weapon and start shooting your team from the ground or behind you while your team is worrying about external threats is just as bad as external threats shooting you while your team is cuffing and collecting.
When I say evidence collecting is a garbage concept, I mean collecting evidence as a whole. It just makes an already slow game more tedious.
As for cuffing, it's still not helpful to do it automatically. In fact at times I find they arrest people in very high risk areas such as doorways. Every time I've ordered a subject from another room to come to me, my officers will rush to arrest that person in the doorway they came from.
developer please bring this game compatible with Xbox and PS5 Bluetooth controller, a lot of people don't like to play using the keyboard and we prefer the controller, please bring it compatible with Bluetooth controller urgently
Is it planned to add sensetivity options soon? Like for example separate settings for ads or non ads variants. I can feel that im not the only one who would like this small addition. ...love almost everything about RoN except this.
If it's either or, 0% or 100%, I would MUCH, MUCH rather painstakingly have to cuff and collect everything and everyone on my own than lose an officer or get killed because one of these dumbasses thought it was a good idea to cuff someone who's kneeled right in the line of sight of an armed suspect we didn't see yet.
Please make it so you can block people and not join their lobbies (specifically watchman)
i feel while the ai is better something needs to be done with the aimbot code. Im not sure how the ai works or if there is any way of resoving this without a rewrite but the ai will just lock on and track you though objects and walls. they are less likely to actually fire on you now but they will still have sights on you 100% of the time in sync with any movments you make with out a seconds delay.
just wanted to say thanks, the performance is loads better after the hotfix
Hey, the gun wall in the shooting range does not have the new weapons hanging on it.
Hey, i got a thing that might help out.
When in singleplayer, sending your bots to a spot with the "motve there" command should make then arrest suspects and collect stuff automatically. Right now they do it if you have them follow you and they step into a surrendering suspect or evidence, but i think it would be neat if they also did when sent to a place.
Today i lost an ai teammate because i sent the squad to guard 2 surrendering crackheads and because they didnt arrest them one pulled a knife and shanked the officer đ
2024 and we have to use a mod to remove the goddamn game version present at ALL TIMES on top right corner. A fully released game, not a technical version or beta or anything.
Just... remove it, please? or make it a setting? this is stupid.
add more non lethal weapons ie. : Rubber bullets, rubber buckshot, soft polymer rounds, wax bullets, plastic bullets, beanbag rounds, sponge grenades
My guess is that the devs know that there's so many bugs in the game, having a version number at the top right in screenshots and clips is immensely helpful to track them. Though yes, it should be an opt-out situation.
i got another problem for ron whenever im playing normally in singleplayer (never tried in mp) the game keeps freezing when im walking or shooting a enemy its a random freeze that wont continue my game and i need to restart my pc to play again
Me and my friend want the extension of whatever the movie is playing in Sins of the Father, Cinema Room. It seems interesting for us to watch it, and also if we can have the name of the movie?
Cherade 1963
Sins_MovieScreen_Cherade1963_film_B.mp4
Thank you!!
I dont know if this is the right Channel for this Question, but will Mirror Reflections ever come back? It was Sayed they will be added back with RT but now we got the first DLC and they are sill missing.
That system is used mostly for internal builds, where it makes much more sense. Once it's out in the wild, much less so and when released as 1.0 even less.
The games that show ver number on screen during actual gameplay like this are so rare they might as well don't count. Yet all these devs still manage to develop, patch, fix stuff "just fine"... I say "just fine" because game dev is brutal anyway, but the practice of keeping build number at all times is like a drop in an ocean of difficulties and complexity, so it's not gonna make a dent in that fact in the slightest. All it does is just intrude in an otherwise coherent artistic representation, looking jarring and making it just annoying for your users and consumers. Plus it's not like RoN as such huge popularity that the occurences and chances of them finding footage with said ver. number out in the wild is gonna really help them in the first place. I really just don't see any situation where that remote chance of it ending up being "useful" (useful meaning saving a few minutes of not having to look for which build that was) outweighs the 99% of the time of it not being there and looking just cleaner and less distracting, especially as an artist.
Sorry that's probably a much longer message than the topic even deserved, but yeah, I find it so dumb it baffles me.
Something tells me we are not getting em back. They do actually work but it will only refect anything you are currently looking at. Im still shocked that Swat 4 can get mirror reflections working when RoN cant. Like who cares if its not a real reflection just do a hacky methoid like the games of old
why do we see the headcam from the headcam footage when spectating?
Remove AI friendly fire point reduction:
I've played "The spider" mission to completion 3 times now with non-lethal only, but I can't complete it on S tier because I'm deducted 30 points because 1 of the AI's apparently shot another AI. Can't have shit like that ruin a flawless playthrough of a mission.
More likely a flashbang you threw slightly inconvenienced one of your SWAT AI's and that deducted you score
friendly fire is the dumbest penalty possible lmao
I feel like friendly fire penalty should only apply to literally shooting your teammates. In real tactical situations flashbangs get botched all the time. But then thereâs the âBut S rank is supposed to be unrealistic!!1!â side of it.
Are we going to get balaclavas in commander mode for the new update? Would really love it.
remove the top right hud dispalying the version number or at least give an option to
fix the crashing issues, everyones been reporting it and it hasnt been fixed after the patch, this is the most buggy game ive played on steam
Please add balaclavas in singleplayer too!
^This. Why make balaclavas only available in multiplayer?
Helments dissappear on team mates head when looking through helment cam
When you are covering someone with a shield over their shoulder and you get too close to their back you go to high port(gun points up) This needs to be changed, you should be able to be right up against someone crouching with a shield and still shoot.
Oh my god after the patch i have 200 fps in the lobyy instead of 90 fps i haven't seen such performance since pre 1.0
I found a problem, this was normal in UE4 but after upgrading to UE5 I wanted to try Ctrl+Alt+S+A/D which in UE5 I could only accomplish Ctrl+Alt+S+D but not Ctrl+Alt+S+A. I tried to crouch my body as low as I could and tilt my body to the left or to the right but with UE5 I accomplished the lowest crouch tilting to the right but could not go to the left
how to make the game shortcut load on dx11 so i dont have to do it through steam app
it keeps launching ron on dx12
Let me restart the mission or be able to hit ESC instead of making me sit there throughout the whole letter score not being able to use my mouse. I do not care about score or shit when I've already S ranked. :/
Would it be too unrealistic to add earplugs simulation to nerf the volume of bullets and throwables? Most modern flight sims have it in the form of 'headphone' or 'headset' simulation especially for their general aviation aircraft where the engine sound is too loud. đ€
I always thought that it would be really nice to add hat in this game
cap, beanie, beret, whatever
Please stop overwriting my keybinds with game updates. I spend a decent amount of time customizing my key layout (Iâm not a default WASD kind of player) and these updates that wipe out my hard work are extremely frustrating.
Not me but my friend, I am hosting since I already have the DLC, and I got the hidden and dangerous achievement but my friend didn't?
Did they get rid of a lot of single player maps? I only see like six now when I go to single player Commander mode.
Either that or I lost a bunch of saved progress with the recent update since the last time I played.... which is a bummer.
I assume I have to get better than a C grade to mark a mission as complete?
Would be cool if they added a drone as utility
I'd appreciate K-9 as part of entry team, sniper support (or whole sniper mission) on maps like port or post office.
Maybe negotiation minigame in some missions as option to get S rank without entry.
Set AI behavior based on enviroment and increase chance of giving up based on SWAT distance and visibility of suspect.
Also HVT could give up more easily, but I understand it's part of difficulty.
Add "restart mission" option in commander mode
Buff the VKS!!
im at twisted nerves and i feel like the lat ai doesnt spazn in
i think there was a reason that they dident add the restart missoin option on commmander mode
last? if thats what you were trying to type then keep searching around the map, yell a few times they might make a sound or you could fire a round and find them that way, if you still cant find them then put this message in the https://discord.com/channels/310075021882294272/922134129871552574. please dont put stuff in the wrong channel it makes it easier for the devs to find. (note i am not a mod or anything like that im just trying to help out some)
you should make it so you can use the tazer with the shield
fix mor mapps
Whatever reasoning they had for not adding a restart option is so that you wouldn't be able to immediately restart/exit a mission w/o consequences & that you MUST play a started mission to completion or death. However I see this as a monumental waste of time and instead ALT+F4 or kill civilians to turn my squad hostile because it's faster. If I go for an S tier mission playthrough, I'm not gonna waste additional time after a team mate dies or i get -50 points. Would much rather be able to simply have a restart mission option to increase IG quality of life.
i see your point and understand, but i think they should add it, but only after you complete the mission.
[SOLVED] Please put the newly released paid dlc I mean The soundtrack for RoN on Apple music like how normal people do. Steam sucks for music. You financially benefit from me (and other customers of this dlc) twice because: 1. I already bought it and 2. as an Apple music monthly paid subscriber you VOID earn money from me every time I listen to the said soundtracks through Apple
Please make the denim jeans clothing item look baggier, because currently they look like skinny jeans and they look stupid and dont match with anything and make me look fat, thank you.
It's on spotify
, Also steam just gives you the files so i don't see where the problem is with that
Can the launchers smash glass with the grenade the same as when we throw them through windows as they currently bounce off which is odd as the launchers shoots them harder than I throw them and the purpose would be to launch gas or a bang through the window then breach
Bro the AI is STILL too jumpy and they manage to headshot you if youâre basically showing a pixel through the head of a needle. Needs a bit more delay. I canât even try to manage my team to do something if I have someone cornered. No surrender. Stand off. The stand off should last a bit longer. At least. On some missions. Like on mindjot. Not complaining but thereâs a lot of bad guys here. Their aggressiveness isnât very consistent and the guy on the roof will instantly start spraying instead of maybe taking a step back to warn his buddies and get ready to properly confront you. Instead heâs shooting through the steel grate on the stairs and I canât see him or shoot back. Iâve seen mods to help with this issue but Iâm not looking for a mod solution. Just that the AI should wait till they see more of you. Take an extra second to line up a shot. Challenge you a bit more. Cause if the mission has just begun and they start shooting. Shouldnât I legally be able to step up my use of force? I keep getting unauthorized use of force on guys who are a threat. Iâm engaged. Oh but because this guy was trying to surrender for .1 secs and I canât see him but if I throw a flash or another non lethal they get clipped by it and I get my score reduced. Or if I use pepper spray on a suspect who I have a strong feeling heâs got another weapon. And I get an unauthorized for it. Sorry but any real life scenario if a cop has good reason to do it and a suspect is uncooperative and threatening. The spray is a legitimate use of force. Makes no sense.
i think the game uses it's music a bit too sparingly
there are quite a few missions which have great combat tracks but getting them to play requires either suicidal recklessness or really shit luck
take dealership, a mission with one of the best and most iconic tracks in the game, and yet i've rarely been able to hear it's percussion and chilling strings outside of very hectic situations, same goes for valley of the dolls and penthouse. and i can only recall a single instance where data centre played the more intense part of it's music.
if i were to change it, id have it like this
when the players use c2 or grenades or a single suspect starts shooting, the game plays a tense anticipation phase
if the suspect isn't neutralised quickly, the game moves to a combat phase.
if a player is killed or more than 1 suspect is engaging it moves straight to combat
this isn't a perfect solution but i would love to hear zack's amazing work in game much more often, because right now most of the time the music doesn't seem to be able to kick in before all the suspects are neutralised.
Hallo
There are still problems with the FPS, before i played in epic with 120 FPS and now i only get 120 FPS in medium.
I think optimization is still needed.
Given it's used by many departments, it would be good to see the Smith and Wesson M&P9 adding to the game.
^ Definitely hoping for it to be added
Also, can we be allowed to equip the IR laser (peq-15) and a flashlight at the same time?
they dont even look like jeans, its missing the texture of denim jeans
Just a idea from a tarkov player, add a button for freelook
Too shiny crate
not shiny enough crate
its too shiny
needs to be more shiny
it cant get more shiny its literally mirror
there is a button it is capslock
Thats true mate, we are working on it but also the scalability settings its not in the best shape as well,
preivous the Shadow Per Object didnt worked that well, currently as it is working, it will eat some of the FPS (its enabled by default at High/Epic),
also we noticed when moving to a new engine also the use of SSR, it was "stucked" on high settings, so we bring that to the advanced graphic settings as well,
probably if you turn of Shadow per obj+decrease SSR/Occ, you will hit something similar for what you had previous with a additional of a stuttering being decreased for the currently game.
Also we are currently working at the scalability settings+updating+optimizing our characters.
- (regardless graphic settings, Low/Mid/High have some really close values (or even the same for some options)*
i am very stupid
too shiny tho
It only goes to 90 degrees left, 90 right though
almost every surface acts like this, even the ibeams in the shooting range lol, Same with the roof
Yeah but the case
any updates on the freezing issue?
Yes, our eng noticed some cost at Mainthread that wasnt supposed to be, when calculate the Dyn Navmesh,
Currently it is on testing phase, i believe it will be added to the patch3. đ
regardless the DLSS issue that is also happening, we are trying to replicate by steps in our enviromnent, however we already know it is a DLSS "know issue", so it still under investigation.
good to know man thanks so much, hopefully it'll fix the issue
any eta on patch 3 or it'll be ready when its ready? no rush though
Based Alan, praise VOID 
thanks:)
I really dont know the date yet, but as soon i got it, you all will know and sorry for any trouble so far
no worries man, you guys have been hard at work trying to make this game playable for everyone and we appreciate it truly.
Great news! Thank you for the update!
At this point, is there anything more that us players can do to help other than providing crash reports, videos, and XML files?
Really appreciate everyone at VOID working hard on this, your efforts are not going unnoticed.
I really think we have enough resource for now, however if something doesnt feel right, i will come back to you guys, thank you a lot đ
I'd like to provide feedback on the brightness change that came with the new engine. The game has become brighter on some level, this is particularly detrimental to the basement of Carriers of the Vine. This area was very unique previously, so dark that it required a lamp or NVGs. Now you see inside as in daytime unfortunately. Could you rework that back to the intended darkness? Tentatively same for the tunnels of Coyote.
TrackIR compatibility would be nice if possible
i had this idea for sometime now but for a realistic game about going out there and surviving the big maps, i have no options to use my fallen squad rescuers like there guns and grenades and ammos, it will be not a problem becs we got the my own mag that i can pick it up, it will be very good to use my friends guns or someone's els flashbang or other stuff !!
"I had another idea for a hostage situation at an airport where a plane is hijacked. After failing to achieve their goals with a private plane they initially targeted, the perpetrators decide to go for a larger plane with more people on it, if i had the time like earler i woud do it myself as a mod but it might be a good idea for a side story from the tersest group from Yemen or somthing. !!
Iâm pretty sure if a hostage situation happens on a airplane itâs no longer swat handling it itâs the feds like FBI HRT because it crosses line to a federal matter
This game is incredible and I would love to play this game but sadly I am on console but the reason I am making this is so that I can ask if you are able to add Ready Or Not to console.
If you do consider adding console please be able to let console players to play on keyboard and mouse be able to play because most games donât like that but if youâre not able to do that thatâs completely fine I would just love to play this game and be apart of the community.
If you do add console make sure itâs all console because I wouldnât be fair if Xbox can but ps PS canât or the other way around.
But for now Iâm just going to stick to videos.
Enjoy your summer guys.
If you're aiming and use caps lock, you can turn your head whilst keeping g your weapon pointer in the same direction, releasing caps will turn your gun to where you're looking
i don't know why you added a high quality maps 3 of them and 3 weapons, but 0 attachments, i always wanted a simple red dot or some kinda combo of flashlight and Lazer or some other that will make the limit weapons more customizable for each player
game just freezes all the time after this big update lol i hop on and might get to play 3 rounds over the course of 2 and a half hours
@Void Interactive
Fix the SWAT AI not checking its goddamn corners. They just charge past the fucking enemy and get killed.
Holding R to check the mag should also reload the gun if the mag is empty, holding an empty mag in hand and loading it back into the gun is just stupid and time consuming
Being able to press a button to cancel arresting/reloading. So many times have I (and im sure you have aswell) started arresting someone then an enemy appears and I just die because I cannot stop arresting the person
It would be nice if the beanbag shotgun would get an IR Laser and more Optics like the Eotech
Agreed.
How do I keep making sure the grenade I'm about to throw is correct?
I pressed 3 for toggling grenades to CS gas, threw it as per fire click ... then when I use my quick throw hotkey it becomes throw flashbang.
Both quick throw and hotkey for grenade will sometimes not keep the same grenade and sometimes it does, and I always need to make sure I get the right one using mouse wheel - Plus the latest game version will have a HUD bug that makes the panel selection appear on the upper left corner of my screen so it's hard to tell what grenade I'll get
the large mailroom on greased palms is practically unplayable, especially with a non-lethal run. The enemies can see and shoot you through any wall and obstacle in that room. All of the panels and covered stair walkways especially. It feels like the enemies have X-Ray vision in that room. . Please for the love of god fix it, it is frustrating beyond belief. I do not have similar problems on any other map that are as aggregious, just this room on this map.
in single player, just send your squad on ahead, they'll either drop the threats or at least reveal them to you
AI is absolutely terrible since 1.0. They weren't amazing before but they were actually pretty good at flowing, now they logjam OUTSIDE of doorways and don't do what they acknowledge they are going to do. Also moving up to cover that is at chest hight or lower makes your gun go to high ready position so you can't shoot?? This is stupid, if anything it should become more stable when you move up against chest hight or lower cover as you would brace against it. Or not, but you would NOT go high port/high ready because you're close to a crate or a crouching teamate with a shield. Since 'release' patch this game has really taken a turn for the worse.
Let commanders do therapy đ
why did yall get rid of the old port hokan? i get that revamping maps is in everyones interest but what was done to port hokan is a war crime
not everyone is gunna love the deciosns ya make and i think the dlc slaps but damn man
make it so you can restart mission in multiplayer right away after dying. I don't need to sit for an additional 15 seconds to look at the score. I just want to restart. No point in making the players waste their time.
Yeah i finally played release port a few days ago and oh man it was bad. the older test levels were so much better.
not saying that the dev care about my feedback or they will see this at all, but I am so annoyed I will make a list of things about this game that I love hate so much
-Suspect AI moral. Problem that I have found: gadgets don't have much effect, Suspect moral makes them seem more adrenaline powered and dumb rather than smart and have a will to fight back
+ They should make so flashbang works 100% of the time but if no one is aiming at them after the flashbang went off, they will have the decision to raise their own gun.
+ They should not raise their gun after being startled
+ The experience level of suspect should only increase the chance of trying to pull a weapon and disobeying you once they already surrendered
=> This will make them FEEL smarter by letting them show that they have a sense of preservation. No matter how much moral you have, a flashbang going off and having guns pointed at you while yours isn't going to make you brave enough to fight back. It will also make the game feels a play better knowing that flash-bang is your friend, making it feels more like a valuable utility and less like a dice
*for short, it will make the player be more on edge and have to react to suspect going rogue than to just shoot them if they don't throw their gun away
-Suspect AI while defending. Problem I have found: they usually just stand in the doorway looking at the door and if not they just stand in the open, as of now breaching an alerted room and a non-alerted room feels the same
+ They should hold an opening hidden by cover and away from the fatal funnel, once you enter, they will peek out and shoot you.
=> Also preservation for the AI to seem smarter, it will make going to a defended room base more on the player reacting to elements changing rather than the normal, find target and shoot.
*for short, it will make breaching rooms with alerted enemy a different type of puzzle than ones without
-SWAT AI. Problem that I found: as of now teammate AI feels like robot, you command them and they do exactly as they are told (AND IT IS BUGGY TOO), they should predict your intention and follow along
+ As teammates, they should actively assists you and have their own decision making, yes it will sometimes conflict with your ideas so some testing is needed but for the most basic, it shouldn't be a problem
++ If you go into a room for the first time, they should auto assign that you called "clear with leader"
++ If you peeked a door and see a suspect without firing your gun, they should not yell
++ They should also report things
BUT on the other hand, there are things they do automatically that they shouldn't do
++ They should not shoot you when you done a mistake? They should melee you or something and give you a 3 strike system or whatever your game designer can think of, as of now, they feel like they are just itching to shoot you at the back of your head any moment
Also also make so that when they falling in, they still have gun raise and find employment
I love this game, from the sound to gunplay, to atmosphere to the core gameplay but damn...it feels so...unpolished and the devs don't play it enough to see the gaping problems that it have. The game is fun for the audio and graphic and the idea...but gameplay wise it is clunky and not fun at all...I also have reasons to think that the mechanics were thought of but not totally thought out yet
Can anyone help me? Everytime i'm trying to load a custom map, it either just freezes infinitely or crashes. I wanna know if there's a work around or something
I just want to say that I love playing Ready or Not since I bought the game... and I don't know what is the problem, can you guys fix the game... you guys are destroying the game.... your game is fun and I like it .... you should fix the problems immediatly
Pretty sure thats just a problem with the home invasion dlc but don't quote me on that
I didn't get a chance to play the old one but I don't like how big Port is. SWAT has always been CQB. I feel like I need a sniper rifle for that level
I've seen people and various youtube videos making it work post DLC update, I just don't know how.
let us shoot off fingers
Ragdolls should be improved. If I (allegedly) shoot a surrendering/handcuffed suspect, their body goes flying, it didn't used to do this, not sure what changed to cause it
geting disconecting out of the match, its ok but not joining back and specting back or trying to join back its a problem if there is an option to get back into the sqaud it will be great !
Just make so SWAT AI wont suffer from stress if they engage in minimal combat or none altogether
hi have a idea for a update where after trailers come detectives and plain clothes officers come as a easter egg if some one was to stay after the mission .
maybe add overwatch maps that you have a serpent team for with different weapons and you are overwatch for a event of just security as this is some thing swat dose some times.
I'm not sure if this is a bug or not, however the bomb defusal wire cutting sound only lasts for 3 snips and not the last 3/4 of the animation where it is just silent. I just want the sound to be for the full duration of the defusal animation.
Iâm pretty sure itâs intended
Ready or not , The game needs a series of updates, it keeps coming out on its own and crashing a lot
Crushing. Guess I'll have to start a one man crusade to change that.
Iâll support you brother donât worry
Made sure that the update was actually good, not this hot garbage xD
Probably been suggested before, but it needs to be said again; we need means of ensuring we can't be matchmade with people we don't like/have disputes with. Someone I know who has been banned prior to the Home Invasion DLC release is back again, doing the same sermons as always, and I would like it so that I'm not matchmade into the server the account is hosting.
Failing that, at least give us an in game report option.
server list would be good aswell
Can we be able to pick which server we join, similar to payday 2. That way we can avoid the guy who is just standing still and talking about the bible
Hey, I'm new to RoN for 2 weeks now. I'm currently on the Sinuous Trail mission and every time, my game freezes and crashes randomly between 1 and 10 minutes of playing on this mission. On previous missions, I had the same problem but it only happened once or twice. I'm on my 20th attempt on Sinuous Trail and it's starting to get on my nerves. I'm playing on low graphics quality and minimum resolution. I also looked it up online and apparently, this is due to the latest update. True? Thanks for taking the time to read my message, ping me or DM me đ
The game keeps crashing by itself and crashing a lot, please fix it urgently
who knows how to solve the problem downloaded a mod but it is not displayed in the game for example skin or weapon
Where did you get the mod from
How about new system of shot/wounds? I hit suspect in legs two times and they are dead. How about they sometimes drop weapons or even fall down but ALIVE?
VOID,THIS IS THE THIRD TIME I'M WRITING THIS after sending both emails. The REPLAY SECTION NO LONGER RECORDS GUNFIRE OR ANY ACTION. Gunfire, Death, Door kicking animations are no longer recorded. After death the hostiles are just standing still likea statue with no gunfire sound at all. I've let you know about this issue before the most recent update 2 times but it is not fixed yet.
allegedly this is the fix
Now you need to activate an option in-game, you go to options, gameplay, third option starting from the bottom: "replay recording". I don't know why they made it off by default, but you can activate it like that
I am NOT talking about enabling the "replay" feature. I'm talking about the replay feature is not recording gunfire and death animations, it only captures movements
This phase of college is rubbish, if a criminal kills a civilian you already lose the entire phase, you get a letter D, it shouldn't be like this, there's no time to do everything, no, that's a rubbish phase
DLSS disaables reticules on certain zoom scopes.
Just run light armor and rush in lmao
That doesn't work at all. Once you engage one suspect the remaining suspects will start shooting civilians.
Of course none of this would be an issue if VOID would just remove scoring from the active shooter level but that ship has long sailed đ
Uh I don't wanna say it but skill issue. I've S-ranked the thing by simply just rushing through the entire building with the beanbag shotgun, light armor, breaching shotgun and an AI with the Kicker trait. I chose the Southern Entrance and pushed the left most door up to the library then down the stairs, then through the hallway into the lecture hall and up the stairs then going to the other wing of the building. S-rank was like 3-4 mins clearing the enemies then a good chunk of the time before the 11-minute mark to find the stupid bombs and diffuse them.
If you wanna go lethal then I suggest running either the Mk 18 or LVAR
Good thing is enemies will never spawn in the toilets or any small, single-exit room. Also the first civilian is killed at around the 5- or 7-minute mark. Keep those in mind for your advantage.
This has never been true for that level. Suspects are supposed to start killing hostages around the 2 minute mark, but absolutely start earlier now.
I've never played that level 'going slow'. I never had much of an issue with it until this most recent update. Granted I only played the level once but there's been too many reports for this to be a one off thing.
Are you playing it right now in this patch? I swear I've done it multiple times just to practice my aim and speed and my fastest clear right now is like 7 odd minutes
Yes. Most recent patch.
Then again, probably a skill issue. If I can A+ and S it then you can do it with enough practice.
Yeah it's gonna be a sub zero day in hell before I practice one of the most dogshit maps in RoN
Well just run the LVAR with the canted laser through it to not feel like banging your head against the wall. Or if you're a masochist like me, the Beanbag Shotgun with the laser.
Yeah that doesn't change the fact that there's about 1-2 minutes of action and then 5 minutes of wasting time tying up civilians and going on a prop hunt for bombs.
Agreed on that. Tying up civs is always a pain in the dick especially in Elephant or Dorms
You may be correct on this because, as you said, I believe shooters are supposed to start hunting for civs to execute after 120 seconds. Theres been a good handful of posts, comments, and reports saying they seem to kill a civ before theres even reasonable time to get in the building.
VOID always adds tons of bugs with every update, especially major ones like Home Invasion. Itâs absolutely possible they somehow accidentally made the shooters on Elephant start hunting immediately
developer The game has a bug, it still closes itself when you go to the weapons option or even the menu, and brings the game with more advanced first-person graphics
Exactly at this stage I suffered a lot to earn at least a letter A, because the killer bandits killed the immediate civilian, there wasn't even time to hunt them
I dunno if this is appropriate place to suggest, but I thought after unlocking the S.W.A.T 99 uniform and going tactical barbie on my AI characters loadouts and customization, that it would be cool if you could get a basic LOS SEUNOS uniform and be the "first responder" on the scene.
Or even have different scenarios where you can be first responder with minimal loadout as I see a lot of players trying to pass missions with pistols only.
Please for the love of god just make it so that once every suspect is dealt with the mission can just be ended i'm tired of wasting 20+ minutes checking all around the fucking map for that one single missing civilian this shit is just outrageous and simply feels like a chore to do
Hello developer, I bought the DLC home Invasion with three maps including the lawmaker, and I only received two maps and this lawmaker map didn't come, I made the purchase through Steam, please solve this problem urgently I want the three maps I made the payment for having the three maps and not receiving them I only have two maps
have you properly completed the first two?
would be nice to be able to pick up ammo off dead team memebers
yes now it has appeared You have to complete the two maps first to be able to release the one with the mansion, but on Steam it should explain complete the two maps to be able to release the third map and it doesn't explain
did you play via commander mode or quick play?
I would like to add to this: The game already has a feature where you can tell a civilian to get out of the house to be restrained by the cops by the perimeter. So if immersion is the "issue", maybe there could be a command where the perimeter cops could use the tannoy system to tell all remaining civilians to get out, and then it's just a simple [If civilian not restrained -> issue get out command]. The only issue I find is them potentially walking on traps đ
In this game's universe, shields are the actual worst form of defense against melee combatants as well as people firing at point blank range, because they can just phase through the shield before attacking. This issue really seems to punish the player for using the game's weapons as intended.
The Ai need to not be so snappy, I shouldnât be walking and turning a corner just to get 180 quick scoped, this has been a problem since this game has been out, itâs gotten a little better but yall really need to fix it
Pepper spraying teammate who's in gun selection menu crashes the game
Please add more operators in reality no Unit would go in a schoolshooting with one 5 Op team
how the fuck does swat get ATAKs, MPU-5s and GPNVGs this unit might be more well funded than an iraqi special operations force unit
America.
1033 moment
Please add an option in Gameplay to disable the automatic securing of evidence and suspects by the AI. In more complex rooms they start securing stuff although the room itself is still hot with possible more suspects. It then becomes a tedious juggling of Hold- and Move-commands to avoid this kind of behavior.
Thank you very!! I love your game!
When RON can add the tactical ladder??
Hmm... I suggested this already but I added another visual factor to it so it really didn't catch on with the community but maybe I can suggest it as a standalone idea here
[Weapons & Loadout]
Loadout system reworks
With the current loadout systems, SMGs are generally at a disadvantage compared to other weapons for their high cyclic rates while having similar or lower magazine capacities. Beside that, it also doesn't make sense cosmetically with a lot of the plate carriers already in-game. Therefore I propose a loadout rework. Here's how it goes:
No Armor: 2 primary magazine slots + 4 secondary magazine slots + 2 grenade slots
Stab Vest: 6 primary magazine slots + 6 secondary magazine slots + 4 grenade slots + 10 tactical slots
Light Armor: 10 primary magazine slots + 4 secondary magazine slots + 4 grenade slots + 6 tactical slots
Heavy Armor: 8 primary magazine slots + 6 secondary magazine slots + 2 grenade slots + 8 tactical slots
Beside that, weapon magazines will also cost a certain amount of slots:
AR mags: 2 slots each.
SMG mags: 1 slot each.
Shotguns: 4 rounds per slot.
This will help to make SMGs more competitive while also paving the way for future updates related to extended magazines (e.g.: 1 AR quad-stack mag costs 4 slots instead of 2).
[GMAEPLAY/WEAPONS]
Quick slots and auto-equipping should remember the last gun/gadget used.
Description: If I select a taser on my 2nd slot(pistol quick slot) and switch to anything else and then again press 2, I should have a taser in my hands instead of pistol. Same with gadgets. If I press 4 and select one of multiple gadgets I have, then switch to a weapon, for example, when I press 4 again I should equip the last gadget selected. Same with using putting wedges. If I have taser in my hand, I put a wedge, I should get taser out, not primary weapon or pistol. I will attach a video on how it works at the moment in the game and hopefully it will give a better understanding of what I mean. You can even see in my example, that in slot 2 or 4 the taser is shown, but when I press the corresponding button, I take out pistol or wedge.
https://youtu.be/tM2AsjarxGA
[SOUND]
Sound should be distingishable not only left/right, but also high/low
Description: Sound in this game is confusing and should be rewised. While you can clearly tell, if the sound comes from left or right, you can not tell if i comes from high or low and that can cause a lot of confusion.
MODS without restarting would be cool, for the game-streaming community, as restarting the game wipes the session (and the mods you just installed).
[GAMEPLAY/COMMANDS]
LETHALITY COMMANDS
description: command to squad to use less lethal weapons (if equipped) should exist, and a command to watch out for HVT.
Hi, my game crashes after entering the campaign, what should I do?
it crashed after appearing in the lobby.
RTX 3080
I7 - 9700
32 gb ram
ddr 4
Character customization
- I think gas masks should be wearable without helmets (just so that I can recreate Neil from Tenet)
- The tactical wrist planner watch goes through the operators forearm, probably fixable by just scaling it up a bit.
I consider it solved because I cancelled Apple music sub and then subbed to Youtube Premium which has the whole RoN album đ Thank you VOID for offering the soundtrack through YT Premium đ
Hey guys:
This is a tiny nitpick but on the map "A lethal obsession" it seem that the ricin bottles are modelled with a brushless motor attached to it - I could be wrong tho.
I am not sure how Gerald Scott intended for it to work, but wouldn't it have made more sense to use a servo motor since it have a arm which implies limited travel?
You guys really need to fix the game on steam deck.When running it with dx11 with most setting on low, proton experimental and fsr 2 on balanced i still get atrocious stutters after less than an hour of playtime. When i originally bought the game stuff like that wouldnt happen at all. I dont know what's causing it and am just really lost at this point.
On dorms why isn't it called west/east entrance?
Because its not at all north or south lol
chainmail antistab vest customisation đ german police forces use chainmail
If I want the blue team to stay at the door, and I go with the red team via another route.
How can I tell the blue team from afar to enter the door where I left them waiting?
How do i fix my cursor going off my screen
actually, the real problem is them not actually getting restrained, they actually just stand there and search and secure doesnât work because theyâre not actually down theyâre just standing there and not moving
Yes it's true that Search and Secure doesn't work for restraining civilians that aren't on their knees already, but that's not what I'm talking about here(even tho this would solve that issue as well).
Search and Secure obviously is great, but when you're playing with friends without AI, you literally have to find them yourself, whether they were on their knees or not. Just like with Search and Secure if they aren't on their knees, still have to find the civilians yourself. However when a civilian is on their knees, you can currently tell them to "Move to Exit", which makes them run to the edge of the map, to the "cops holding the perimeter", where they get automatically restrained(so this functionality already exists in the game). My proposal was for there to be a command for issuing this "Move to Exit" command to every currently unrestrained civilian in the map, obviously after Bring Order to Chaos etc "offensive" objectives have been done. And to make it immersive/realistic, the command could trigger the police in the perimeter to use the tannoy system to say "Everyone come out with your hands up" or something. So the command could be something like "Call remaining civilians to come out".
heres the thing tho, wouldnt be very realistic because there are instances where suspects lie to get people to come out. also the civilians dont know there arent any suspects left which is why civs still say "deal with them first" bla bla bla when restraining them
It would be nice to implement a way to cancel arresting someone by using WASD in case youÂŽre being shot at.
could we have diffrent mouse sens for ads? its hard to use scopes without that
WatchmenWakeUpOnYT <<<<<<<<<<<<<<<<<<<< why is this a thing still
Maybe is this only a Dutch thing, but we fire warning shots in the air if a (dangerous) suspect refuses to comply. If the game is solely based on American police, I'd understand if it's a big no. From what I've heard American police are not allowed to fire warning shots in the air; it's like a big no no. But if the game was more internationally focused, warning shots could be a thing to make suspects comply faster.
I don't think warning shots are trained or even allowed in any law enforcement setting, remember, every officer is responsible for their shots and firing warning shot is just a dangerous thing to do that can harm others or even unnecessarily escalate the situation
red dot optics battery dying?
I like the Beat cop and Way out West achievements, My friends and I would do 'challenge' runs like that in alpha, only pistol/wheelgun only, or pump-shotty.
idk if you really can put anymore towards that, but its a fun feeling of being a random cop being pulled into a bigger issue / being outgunned so much
I have a couple of ideas for more immersion in the game ,I really hope that I was not mistaken by the channel
Closer to the point
- add in the settings to disable the automatic completion of the task after the completion of all goals<including additional ones>
2)Add the ability to put suspects face down in the ground<it is also more difficult to escape than from a state on your knees, and plus there is less threat>
please add to the game the ability to use a Shield and a Stun Gun at the same time. very useful feature
please re-model laser pointer to maybe something like LS321R or Eotech OGL
could you give use like ground branch level of customisation and chose of weapon especially reaching out to tti and see if you could get a license to use the guns
Pretty sure not gonna happen
What bit
Both
In active shooter maps (mainly elephant and neon tomb), the AI officers should instead of arresting civilians let them run out of the building by default. Because even if I tell a civlian to get to the exit, my AI teammate might just go up to the civvie and arrest them anyway, which doesn't really make sense.
i agree with this, just make the civs come to you after all the suspects are dealt with
more attachments for the guns, i don't want more guns tbh more customizations will be more flexible and fun for players to try and custom there layouts, simple red dot or 2 scope combo like in black squad will be more fun to swapping aiming type/modes will be even more great with thos, i didn't expect that they didn't add any on there first dlc
Giving us the ability to just not have a pistol/ar would be amazing, I for example don't use pistols and I would like that spot to be used for something else such as tazer
It would be nice if Void could add a disclaimer pop-up before opening the mod.io integration in-game that "Mods first uploaded or most recently updated on or after July 23rd, 2024 are compatible with the current version of the game. All other mods are not." Alternatively, if mod.io allows it, they could force filter and hide all mods uploaded before July 23, 2024/Not updated since July 23, 2024. I feel like this would cut down on a lot of the help request posts seen on Steam discussions, Reddit, and in this Discord server. It really should be up to the user to troubleshoot, but I understand a lot of newer players and those less familiar with PC Gaming/Modding may not know that this is a current issue. I think it would be fair to say that around more than half the player base doesn't read update announcements or follow the game's development process (like the transition to UE5, for example), which is entirely understandable.
I think the 9x19mm and .45 ammo in this game should have a stun chance of 50% when hitting a limb (if using JHP)
On the contrary, the stun chance of 5.7x28 and 4.6x30 JHP when hitting a limb should be slightly reduced to about 35-40%.
Guns
Hello RoN development ppl!!!!
I propose an idea of adding exactly 2 long guns into the game and a pistol, my reasoning is that it just would be cool. Now, I am not aware of an extent to which said guns are present in SWAT units so I can't really back my suggestion up with anything except that they would be cool to see in the game.
SIG SG551/SG553
First one is either a SIG SG 551-2 or an SG 553-2 (-2 means 1:7 barrel twist) with a quad rail, difference between them is barrel length and rate of fire. There are also different buttstock options and 2 barrel lengths for each of the guns. Furthermore SIG is lunching more modern looking SG 56x series so ig
Feel free to contact me for more information or visual references. Otherwise here is a link to manufacturer's website with all the information.
PDF catalogue
https://www.sigsauer.swiss/media/files/sig-sauer-katalog-2023-ch-eigenprodukte.pdf
Products section of the website
https://www.sigsauer.swiss/en/products.php
Accessories section
https://www.sigsauer.swiss/en/accessories.php
HK33/HK53
Second gun I propose is HK33 or HK53. They were big back then and there is information that both HK33 and HK53 are used by BORTAC.
Pistol
I also propose to add either of those pistols:
-HK VP9/HK SFP9
-Remington RP9
-Smith & Wesson M&P 9
-Springfield Armory Echelon 9mm
-CZ-75SP-01 Shadow or CZ-75P-09/CZ-75P-07 Duty
Other stuff
Can we please have adjustable zoom for LPVO's and prismtaic scopes?
Also maybe speed adjustment by Shift+ mouse wheel, sort of like it is done in Tarkov
Facial hair (and make it unseal the gas mask >:D)
Writing caliber and maybe the current ammo type to the right of the gun's name and on top of the description
An addition/alteration to these suggestions would be the SG55X series gun being the SG553R instead. The game already has the SLR in-game as a precedent for a 7.62x39 gun so it would be cool to have
A good idea would be an ability to activate helmet flashlights as they would help quite a lot after the active part of the raid is done.
Also the ringing sound on the NVGs makes a significant amount of people with head trauma, concussions and tinnitus rather confused sometimes.
Some more ideas regarding game mechanics and cosmetics is that an option of UHMWPE plates would be interesting to see as well as LBT-6094 type platecarrier with 4 mag pouches in the front, but the latter is purely cosmetical.
Please let us have the PVS-31's on the Deployed (down) position instead of the Stowed (up) position, I mean its was literally shown in one of the promo images to be in the down position...
Getting rid of primary, secondary or long tactical so you get more slots
Add a break open or 6-shot long tactical that acts like a beanbag and which allows you to subdue while still having a lethal primary. This would be usefull in missions requiring that you arrest a specific suspect so you can have a lethal weapon for general suspects while less-lethaly subduing important ones. The lack of another long tactical sufficiently compensates as a downside i feel.
German SEK even shoots suspect in the legs if they are threatend special forces have the ability to aim properly so they are allowed to do things like this lethal shots head/torso only if necessary
+-
Not sure if this is the right place... But please add both the DLCs OST to Spotify. I'd listen the hell out of it.
Ok so considering the latest additions, I think, the quota for H&K was met for some time albeit in .308.
However it would steel be cool af to see an SG551 in da gaem! Also-also, hear me out, FN FNC because the 'Heat'.
Warning shots usually go into the air. That being sad, police here usually tries to shoot in the lower stomach or hips to incapacitate and keep suspects alive. Furthermore the SF here is taught the areas of 'lethality' for shots such as: lethaĐŽ, relatively lethal, relatively safe etc...
But it woould indeed be cool to see in the game that suspects are more motivated to surrender if you pop a burst over their head or smt
Really wished the devs used voice files of each of the unique SWAT officers for bleed breathing and dying when you select their voice in multiplayer.
So what you are looking for is a non-lethal 40mm grenades shot out of MGL
https://policeproducts.com/less-lethal/
Ability to split the squad and enter from several spawn points. Squad expansion to 6 or 9
in tutorial, when resupplying while your secondary is out, it plays the animation for the equip animation for primary while using secondary resulting in weird behaviour
I would love to have an elcan sight on the ga 51
Well, to be honest, i don't like the way RON goes. Just done the first dlc 2 mission and felt more like anti-terrorism unit (military). With ai it's a rushing move and felt like a COD thing. I hate this rushing games where no tactics are planned. To be fast, you must be able to plan it and coordinate more deeply. Again, 5 men who goes nearly without info for a big boat and facing an active shooting situation... Fast gogo players COD like are welcome. Real is away. Very bad move guys. Need more time to examine but the first impression is that this game fall in the generic teenager thinking of super heroes gameplay. Supporter from beginning and very disapointed.
Meanwhile the IRA and Red Army Faction
Unsupressed shots should blind night vision more tbh
dont u feel that the game is annoying enough as it is to play?
It could be mroe annoying imo
Also the struscture for the RGD-5 grenade has a black fuze so it's the airsoft one
Day 5 of asking for SG 551/553
And uuuh...Ulbrichts helmet by chance?đ đ„ș đ
I wish there was character customization.
To change skin color, face expression
Same, haircut, color, eye color, skin color
I would like to suggest chemlight colours as one of the future avenues of player customization and quality of life. There are two ways for chemlights' colour to matter.
Back signal:
â Choose your colour identifier for a sub-squad you want to be in
â Pick one distinct colour for the whole team for quick ID
â Pick all distinct colours for quick ID of particular players
â Ridiculous colours for giggle factor
Tossed chemlights:
â Sub-squad identifying feature
â Marking the area with various signals, like red-lighting a tripwire, green-lighting a safe area, or blue-lighting a rendezvous point for sub-squads splitting up
â Ridiculous colours for giggle factor
MP5 has a light paddle, why can't other guns have paddles? The light isn't ever on the correct side to be activated without a paddle. Give the people paddles/switches đđœ
- it adds to the aesthetic
-and maybe a new light model or two
I wonder if theyâre ever gonna implement physical takedowns. They had some sort of takedown arrest animation back during the pvp times but idk why they removed it. Itâd be cool as shit to have some takedown animations.
Animation: Suspects, when shot, to not go unconcious but rather writhe around in pain, trying to grab their bullet wound.
When a suspect is down, they fake being unconcious and while still on the floor (if their chest is facing up or atleast towards the nearest player), if they have a small firearm, to use it against the player. This encourages detaining a suspect even if they are down.
with new hesitations animations, there needs to be some form of physical way to wrestle suspects and civs down to the ground.
You already have the taser which basically defeats the point of the hesitation anims
You shouldn't be forced to bring a certain tool in order to defeat the slow ass hesitaion animations
Btw, why helicopter overwatch tgiving intel on captured suspects?
Pretty sure it's a bug
is there any mod online?
Allowing players to stay in the helicopter and act in a sniper role. Allow the player to change the time of day the mission occurs (probably not possible due to the engine).
Sniper role ainât gonna happen
Well currently the DMRs arenât very useful, all maps are relatively close range
Adding sniper teams is not as simple as adding a player sitting in the chopper. There are so many variables in how you want it to play out. Most obvious one is what happens if whole ground team dies? Does the sniper just stay in chopper and take forever to finish the mission? Or does the mission end right there? Also losing one player to sniper team can be a very big loss, with Ron only supporting 5 players vanilla wise and with how massive maps keep getting. 1 player can be the difference between victory or defeat. Also if players wanna go for S rank and want one player in the chopper? Whatâs the sniper gonna use? They canât shoot cause thatâll void the S rank. So many variables.
The role would be optional, and it would have to end when the other 4 die
And if where on topic of chopper snipers. It would only exist on 3 atm if weâre following story here. So itâs just too much for what itâs worth. Besides cool factor
Adding the ability to run behind cover and adding a medic role with a medkit to heal wounded officers
do you still use controller if so how and what are your settings mine dont work anymore?
Im sure this topic has already been part of some discussions. A friend and I have took around 45 min after 15 min of gameplay to find all weapons needed to get the S ranking for the last map. It's really disappointing to end a successful run with 3 times the playing time searching for weapons. That's just not the content I bought the game for.
We took the time and had some ideas what would help to keep this mechanic and the fun of the game.
After completing a mission and bringing order to chaos it would be feasible to have a forensics team entering the crime scene and starting their investigation. Collecting even more of the weapons would interfere with their work. The mechanic itself seems a good chioce because a bad guy picking up a gfun that is on the ground would be quite realistic (I guess).
Maybe have some requirement attached to it like having done evering else needed for S. I understand that achieving S should be a challenge and collecting every gun is one, but giving us some tools to make it possible in a reasonable amount of time would be nice to. The accessibility option is really nice but not enough in my opinion. Having a additional tier that increases the range could help. The better yeet abilities of the subjects are quite fun, but don't help cleaning the place up afterwards. It would be such a huge QoL improvement that I would love to see in a update. Better sooner than later.
Adding options to change colors like the ones in Rainbos Six Siege would be awesome. The bright yellow is good for many places but my eyes could benefit from different color options. The cross hairs cold benefit too.
Could we potentially get like a small menu or something when we pick a mission to select specific ROE? I've often tried to use Non Lethal an apprehend all suspects but all it takes is them to lift their pistol and my AI SWAT Team light them up like it's christmas. Just maybe a setting that allows up so select specific non-lethal ROE methods or Full Force type thing?
give your AI team VPLs and give them no pistol ammo and they can't kill suspects
I've never thought of it like that đ
you'll thank me later
I feel like a co-op campaign would be cool with a hardcore mode (like if anyone dies progress resets or something). I really just want to be able to progress through the main story and DLCâs with friends and have some sense of failure if we make mistakes.
Adding a desert Eagle as a handgun
PLEASE add a retry button to the officer anxiety levels screen I beg you. having to go through a loading screen, walk over to the briefing room, select the mission, and go through the extra animations wastes so much time
Wish we could rename officers in the team along other things. Right now, I dont care if they die, I have 0 attachment to them. If we could customize them more, give them some character, personality etc, that would be different. Just a suggestion for the devs.
Exact suggested options would be:
- Change name
- Change face / character
- Change outfits
- Change personality
Character customization would complement this game so much
đïž đ„ I Recommend Change zoom in/Zoom out to Camera speed In replay mode because I spent 600 hours in replay mode . I would like to use mouse wheel to increase or decrease camera speed.đŹ âš
How about selectable shoulder patches for multiplayer? E.g. country flags and customizable ones?
I would recommend that there be a toggle switch for "S mode" that guarantees enough enemy combatants will spawn to get S rank on any given mission. A solo run through valley of the dolls with no mistakes shouldn't only get me an A+ because I only had 15/15 enemies to arrest
Not how that works, you incapacitated or killed someone, that or you just didn't get all evidence on the map
I didn't. 15/15 in compliance, both soft objectives complete, no hostages executed, all main objectives, and all guns
One couldâve been shot in cross fire
I suppose maybe but I doubt it. I arrested everyone alive. I've had a few other friends that had this same thing happen to them
Next time send a screenshot in #đšron-screenshots-and-art with full score and Iâll check it out
Can we add the beanbag shotty as a long tactical đđœ
We don't need a blank Mission Debrief popup. If there's nothing to report, it should be hidden, or hideable, so as not to clutter the UI.
Bring order to chaos popping up as soon as the last suspect is down is kinda weird. Maybe bringing order to chaos includes all civilians and suspects combined so it keeps the stress level high.
Tan gpnvg's would be kinda cool
New goggles option: IR goggles
Pros of having them: you can clearly see heat signatures through dust, smoke and gas.
Cons of having them: Heat signatures is all you can discern. Besides that, you cannot see shit, and it can also be a civvie or your teammate.
I'd sooner take some genuinely dark maps that actually require nods
I have an issue i have encountered. i have only really experienced this a lot on Relapse, but because all the hallways are narrow with little cover, occasionally when opening a door ill stand to the side of the door frame to maintain cover, and when i see a suspect i try to give him a command and end up closing the door which gets me killed, i was thinking maybe to prevent this you could remove the ability to interact with doors while in ADS
To my knowledge, door interactions are disabled in ADS
Yes, this is already a thing, if you still have problems you can rebind interacting and shouting to different keybinds
I would really like for some of the lighter smgs (flux raider, mp9, etc) to be usable as secondary weapons so that they can be used with the shield or as a more effective companion to a shotgun primary. It would make shields a bit more viable than they currently are, what with the glass getting shot up and blinding you, and continually getting hit in the legs no matter what, and it would also reduce the.. Call it investment cost of carrying a shotgun. It would make pump shotguns less of a hazard for example.
Add fsr frame generation, would be useful for hitting higher framerates especially for people who dont have very powerful graphics cards like me
In the new missions. I noticed it on Mirage at Sea.
The TOC keeps saying "trailers en route "
Which is whack
I have compiled a list of things I would love to see fixed or added into the game.
Fix random squad member AI wandering:
They have no goal and they wander off to some place random by themselves and end up getting killed. Another instance of randomly wandering most often happens when you tell them to move and clear a room and then one or two officers just break from the group and go to a different point of entry for that room even though they're at the easiest and closest point of entry.
Ballistics dummy testing range
It would be nice to see a range somewhere on the bottom floor of the HQ that has a ballistics dummy with working gore (like bone breaking, organ puncturing, etc). When you press a button, a machine picks up the old dummy and replaces it with a fresh one.
More realistic battering ram animation:
When a squadmate uses a battering ram, only the arms and shoulders move, and it looks super weird especially because the animation only has like 6 keyframes and it doesnt look like there is any force at all behind the ram. It would look so much better if the animation for the ram was more fluid and the upper body and lower body was animated fully so that it looks more realistic and that there is actual force behind the swing. Another thing that is related to this is what the officer does right after the door is breached. Your breachers chances of survival would be dramatically increased if the breacher retreated back to the squad formation immediately after breaching the door and not standing in the middle of the open doorway to get shot in the head 15 times by a suspect.
More realistic shield animations:
The shield looks weightless in your squadmates hands. For example, when an officer is holding a shield and switches to something else like a grenade or a rifle, the shield looks like it doesn't have any weight to it at all, and as someone who has held a ballistic shield before, those things are NOT lightweight at all. They weigh about 20 or so pounds, and no officer that has used one that I've spoken to said that they were easy to deploy and undeploy.
Significantly increased situational awareness of your AI squad:
Sometimes they have little to no awareness of what's going on around them, like when they're getting shot they just stand in the open without at least crouching or taking cover behind something. This has gotten my officers killed hundreds of times.
Fix the "cant get there" event for the squad AI when told to move to your position:
There is sometimes at least one officer that will say "cant get there" when you tell them to fall in even though you're looking right at each other and there is a clearly visible path for the officers to get to you.
Also, I would like to have an M249. If suspects can have fully automatic M249's, then this police department should have M249's as well.
Also, please fix suspect xray vision.
Good logic, if suspects have RPG7s we should too
i think that saving all civillians should be done in 2 ways.
Restraining them all, or by bringing order to chaos and defusing bombs if bombs are in the map.
because it's illogical that you gotta "save" a civilian when there is no more shooters around, this should end the misery of searching for the "last unsecured civilian"
or make the civilian follow the player till they find him
I really enjoyed the new DLC, but for the love of god, stop adding achievements like Meldonin or Sleeper agent. Those are purely luck based unfun gun and run tasks!
Add Sprint..
Would really enjoy being able to select the secondary passives such as Paramedic, Kicker, etc in multiplayer games
I think the squad command UI could be better, though I donât have a clear solution in mind. On the positive side, the team AI is so good that it's what makes me wish I could communicate with them more easily. I guess this is a "no good deed goes unpunished".
Things that bother me in no particular order:
- Mixing up red and blue team all the time.
- The UI in general taking my eyes away from the situation/context/. This is a big one, and a tough challenge I'm sure. SWAT 4 did it better with the "hold button and scroll" but even their UI only gets part of the way there.
- Having to read and find an option, taking me further away (risking getting shot in the face). At least some commands should be able to become muscle memory or just be very elegant and simple visually (ideally both, again, difficult challenge to achieve).
- Sorry to say it again, but SWAT 4 did it better â their voice commands (which aren't really always practical to use for many of us), work really damn well.
One idea from a YouTube man â FPS mode and tactical mode: https://youtu.be/8SpPRT7Asow?feature=shared&t=605
it would be awesome to add visible exit wounds, currently no matter what caliber you use if you shoot somebody anywhere on their body only one decal shows up, on the entry wound.
suggest changing queued (held) breach commands so that the breaching tools are drawn. E.G. C2 is put on the door, breaching shotgun is drawn, etc, allowing for more precise timing when the player chooses to Execute. This was a feature present in SWAT 4, at least with C2 breaches.
Having a more fetched out weapon customization system (for example, like in ground branch) would be awesome
What happened to the map "edgeware" https://www.artstation.com/artwork/qQRGAR
tbh i forgot about this map. I think is narcos
It's not
Fix the ai shooting you through walls
but it the same concept
So getting a S in Dark Waters doesnât come with any new swag???
Nope, just the satisfaction of a S, in other words it isnt really worth the effort unless ur a completionist who wants S's
MP5K đ
Add a retry mission button
I would recomend "shot calling" to the game for you to controll AI teamates.
This way they dont walk in front of you when you are shooting.
And then when you hit it again its a "shot clear" that allows them to move again.
I mean technically the LAPD does have access to M60E4s irl so police having LMGs isnât out of the question
I want a the therapist to have a emotional support cat that judge can pet
Thatâs all I ask for
Fix 'your connection to the host has been lost'
add more suspects to the lawmaker mission like PLEASE it felt so short with only 10-15 suspects like plesae
@hazy sundial
Be more lenient with the unauthorised use of force. Seems like you only donât get it if they shoot first but if theyâre about to raise their weapon and light you up and you kill them it gives unauthorised use of force
Civilians should be more aware of their surroundings and avoid standing in front of armed suspects.
Yes, I think they should just move to a better position and wait for you, ready to kill you.
rolled sleeve variant for atlas pro shirt (i want my watch to show)
there's a problem on 219 Park Homes where suspect with shotgun runs up to you if your in a corner, and he gets stuck on you, you cant melee or shoot the suspect
Gun compression
Add a feature where before a mission you can assign officers to a team like how in singleplayer you have red,blue teams so when playing with friends each player can stack up with their corresponding team. later on you can probably also make it so you can select different spawn points on certain maps for each team
To have some of the old MLO gear repurposed for the swat team would be SWEET!
The black and tan armors those guys had in the alpha made me so jealous. I'd buy just a whole cosmetics DLC with the old unused items from the military veteran suspects.
Can we have the Mission Editor back from before the update?
As a new(er) RoN player I backdated my version because a buddy of mine told me about the Mission Editor to try it out.
It was incredible. Now, of course I couldnât play newer maps with it but I loved to see how much control we had over the individual situations.
I then proceeded to repudate my game because, letâs be real, the AI was lacking back then.
Now, I really like the RoN story, and each and every mission feels like an opera. But after those missions, I really really want to modify those missions without mods.
Tagging on to that, why canât we use the Taser with the shield? And why is there no nonlethal handgun option? If I could tase a dude from behind a shield it would change the game for S ranks and make our shield runner finally have a way to defend himself without incapacitating a suspect (and subsequently losing the S rank)
I Noticed a small Change that need to be made to the Controller Scheme is when you have Night Vision Goggles Equipped on Helmet u are not able to use Up on the D-pad to toggle between Tactical Stance, A solution could be to have the Night Vison googles " Hold Up on Dpad while tactical stance is Click.