#đ©feedback-reports-channel
1 messages · Page 7 of 1
It would be unfun, unless you were able to clearly see that there is a gun that could possibly be grabbed. Also you can make sure you get them zip tied too.
I think it would be cool if there were suicide bombers in the game, like while you get near them or detaining them and the bomb goes off
Iâve noticed that sometimes it seems to work when you canât see them and sometimes it seems to be completely ignored.
Not sure if thatâs intentional though.
Game would be really cool if it was compatible with the steam workshop, People can make mods and develop the game without the developers having to do as much work lol. Think it would prevent people from getting burnt out on the game and creates a good mod community!
Why would you have a spot like this in your game?
https://streamable.com/8phkg4
Arrested suspects n civilians should have different levels of compliance and intel should able to be gleened from this.. like how many traps, weapons, evidence is located on the level. Also need to add ZAK HALLIGAN TOOL as a breaching tool , Defense Tech 1426 40mm single shot launcher with CS, stinger and CN rounds. Corner shot pistol, Throwbot XT, and K9 officer.
I'd personally like the option to manually pump the shotgun. Basically you would click fire a second time to pump it after firing. If they added that, you could reload between firing and pumping.
Also what about having suspects/hostiles holding hostages at gun point
Mission based on the 1997 North hollywood shootout or the 1980 Norco shootout.
The quality put into some of the maps seems to be very much 50/50, as maps such as *'Checkin' In'*and 'Hide And Seek' look visually stunning and detailed compared to 'Thank You, Come Again' which seems to have a number of empty spaces with lacking details like no cars outside, empty hallways as well as no items on desks/tables.
If the Diner and the Gas Station were separated into two separate buildings with an alleyway between each of them which lets you navigate around both areas; the flow of the level would be way more consistent as well as giving enough room for each building to have it's own theme versus both not having enough room to be enjoyed for the theme they provide.
Ideally though, I'd even go as far as to suggest scrapping 'Thank You, Come Again' and instead making the Gas Station and Diner into their own separate maps with their own specific themes; transforming the Gas Station into a Large Grocery Store for one map and having the Diner being turned into a Multi-Storey Restaurant for another.
The gunfights are amazing as they are currently, but a couple of things I noticed got me really excited and I hope they are expanded upon in the future. For example, if anyone has played F.E.A.R. they know the bombastic gunfights with papers flying everywhere, plaster and glass exploding, and smoke from all the debris and gunfire significantly add to the experience of a gunfight. I noticed some of that on 'Twisted Nerve' when I was playing earlier, like papers flying around, but more of that would be amazing in RON!
Randomized time for drawing weapon from surrender/while not being watched
I love how some combatants feign surrender only to suddenly draw, but it's something I can notice they're going to do shortly after they surrender. A random timer (maybe 3-5 seconds later) for when that animation activates would be fantastic. Or even having it paused until they're not being watched.
HEAT style street missions like Armored car heist, jewelry store hostage situation bomb threat.. County Jail riot and hostage rescue mission. Airport terminal and plane bomb threat / hostage situation
it feels like AI accuracy does NOT decrease when you go for cover, i always get shot through the wall with pinpoint accuracy
especially since sometimes they shoot through the wall because they hear me, they dont even see me yet
Have a bank map to play all the missions on
CO-OP /Multiplayer. Each real player has control over respected elements with host being gold lead and as players drop in/out AI fills remaining roles. Also there should be a Sniper element in the BearCat providing outside over watch. especially on missions like the meth house where suspects could be outside. As well as Uniforms to handle detained individuals. detainees shouldn't stay put they should be escorted to the door and handed off to officers on the perimeter.
The weapon clipping needs a rework. Its too sensitive. Cannot utilize the shield man properly. Should be able to stand over him if hes crouched or lean around him is standing. Also if your peeking around corners or doorways you have to over expose yourself.
Weapon recoil too exaggerated. The teams are highly trained with their weapons and should be able to control them more effectively.
Maps seem to be way too big for a 5 man team. Need to add small maps with smaller overall situations. Banks, houses, small stores, Ect
AI are pretty much aimbots with near 0 reaction times at the moment.
Hopefully we'll see a fix for that soon
Maps:
- Needs daytime option, plus we need more variety, maybe possible procedural maps (furniture and such).
- Different maps: What happened to the reveal trailer maps. Like the Bank, the School, etc. (Image Below)
Procedural Maps - Change layout, or change items inside, rearranged.
vv from reveal trailer
Would like to see some sort of disarm feature with the AI. For example, if you less lethal on them they just stand there dazed until the effect wears off. Being able to grab or tackle them would be a game changer instead of just shooting them.
Dismemberment for body parts while using shotguns.
More than 5 players: I've read the current maps are balanced around 5 and it IS quite fun but for a realistic swat game to have only 5 officers clearing maps of this size (with the house as a possible exception) makes no sense. Most special response teams roll out with over 10 members, granted not all of them are on the entry team, but for say 2 floors of a hotel (a corner clearing/collateral damage nightmare) its just insufficient.
add steam achievements
good game but is bland after 5 hrs bc only 5 maps :// 9/10
I shouldn't be penalized for shooting someone in the face with a beanbag gun after they shot at me or refused to drop their weapon
Fire Extinguishers should leak the retardant when shot.
all lights should be shootable
there should be an operable breaker to shut off lights
There are only 4 AIs in single player, which is too little. When can I increase to a 9-player team? 1 player leads 8 AIs. I saw teams with more than five people in the promotional CG. 8 AIs are the most complete, four teams A, B, C, and D
I think the AI flee rate is way to high trying to keep them safe is ridiculous right now. so far for non-hostile npcs they flee about 50% of the time which is too much imo
give some of the suspects knives instead of guns, gives more chance to use non lethal and just mixes the scenario up a bit
I hate it when lean walking, the player is not fully leaned. It's very annoying. I prefer the player to keep the same angle when walking. Maybe give more inertia to balance it out.
And also short-stocking when hitting the wall like in Ground Branch would be great.
did you try the free lean as well wolfe?
I'm talking about walking when leaning. Can't walk while free lean.
Cherryessa Farm Isn't Fun To Be On
AI SWAT teammates struggle to navigate the map properly, and there is inconsistency in which doorways/archways you can command the AI to stack up on/push through. AI has difficulty navigating through the caves or seem to take different paths through when following you. The spiral staircases up into the main building create a ton of headaches if an AI gets in front of you as you will continually cause them to walk up the stairs, but they'll be close enough to you to force your weapon to your chest, so if a hostile comes down the stairs its very difficult to engage them as you're unable to use your weapon and the AI in front of you seems to be stuck trying to get out of your way causing you and the friendly to die. The curved staircase in the main building the AI can also get stuck on as they cut the turn to close and hit the railing.
Enemy AI Currently is exceptionally deadly. In the basement sections it seems like the AI knows exactly where you are and can prefire you through the brick walls and kill you which makes no piece of cover ever feel safe, despite how bulky it may appear. The enemy AI lethality continues when you make it into the main building as they are all knowing of where you are an are shooting through walls and other objects. At one point I was in the second floor moving towards the curved staircase, and I got shot by an enemy through the archway beneath the staircase.
The only entry way into the main building is through the basement spiral staircase (or at least so far its the only one I've found) despite the driveway up to the main building being clearly visible, it is blocked by an invisible wall. Which feels a little antithetical to player freedom and giving them agency to approach the situation in different ways.
I don't know if maybe I'm just bad at the game but I've succeeded in clearing the other levels which all seem fine with A to A+ ranks on most of the available scenarios. Cherryessa Farm though, has continued to give me hell for the past 3-4 hours of gametime leading me to pretty heavily dislike the level overall.
Hey, I have some questions. Why the officers can be pinned down by the suspects but the officers just can't pin down the suspects?
And why the hostages usually wanna ran into the suspects' rooms when I going in the building?
And why the suspects can react that fast (kill me in 0.5sec when I shout at them from behind)as if they had received military training
Can we please drag wounded officers to safety, or have some interaction like stabilizing them so they dont die for more points, assuming they are not killed and just wounded?
Not sure if it's been suggested but when holding reload to check mag, IMO it should hold in that position until you release R. As opposed to re-inserting mag on it's own.
peeking through door with gun is pretty wonky. Would be huge to have a smoother transition/ animation
Have an order for your shield wielding ai squad mates to take point on entering a room. Kind of annoying that they refuse to
Can we have normal shotguns have the ability to breach?
Supporter Edition should have infinite pepper spray
Can we get loadouts so I dont have to manually change from gas to flashes & their associated masks?
Ability to get blasted off your feet from door bombs and such, similar to the system in Battlefield V (same goes for suspects/civilians)
Please fix suspects being able to shoot through basically anything with their 6th sense
the ai needs to stop going terminator
I think the fluid lean needs to have a setting that can make it much slower so you can use it more precisely
Co-op AI Gamemode I think it'd be cool if you could do co-op with a friend where you split the AI between yourselves. One person leads the blue AI and the other the red to work together.
** incremental door opening **
There should be a way to incrementally open a door. Sometimes the peek is too small to throw a grenade in properly
You can ADS and move to the door a bit to open it more. Thatâs what I do.
If I remember correctly it's arma or tarkov that uses the mouse wheel to open incrementally. That's nice for precise openings.
i feel like a changing map pool for the single player/co-op could be cool like different calls every day/week
Daily and weekly call-outs yeahhhh
I would love to see keybindings with modifier keys, e.g. check mag with Lctrl + R, so you get your keyboard layout closer together. Also is there a way to do simultanious breaches for red and blue AI team? So the other team waits till one team is ready. Best regards, Sepp.
hold shift when queueing separate orders for blue and red teams, then select gold for both teams and press execute @thin peak
can we please be able to progressively open doors? Having to imprecisely nudge doors open (often times opening them fully accidentally and getting yourself killed accidentally) is really annoying, Ground Branch does this feature well.
As a second suggestion:
Open/Breach, Lead and clear.
Basically this command lets the AI stack-up and prepare to clear, but they'll only start clearing once the player has either entered the room or thrown in some sort of grenade through the doorway (they'll enter after it detonates of course)
Thank you very much. Didnât know that, just remembered that there was a way in SWAT 4.
Larger team sizes, like 7-9 guys, ideally in odd numbers to allow for a team leader and then split into two equal squads.
In addition, an ability for me to color code and split my teams like it is in single player. As well as a point function.
[Suggestion]
new map suggestion
Maybe if possible we could get a modern mansion map that has a pool, and the building be a modern mix between glass and dry wall to get that modern mansion look. And maybe even a map that is like a party that is only used for active shooter situations that has lots of civilians mixed with suspects.
I searched and saw that AI being added to coop is currently not possible due to technical limitation. This is something I really wanted ever since the swat4 days. Any estimate for this feature being added to the game? (e.g. in 1 year)
Shouldnât the m4 be named the mk18 since it appears to be a 10.3â barrel
The only complaint I have is not having the ability to join a lobby based off of language. Please enable a language preference for lobbies.
Game is amazing so far. Feels like this might be the SWAT 5 everyone's been waiting for. In regards to the canted aiming while using an IR laser, are they planning on implementing that? Maybe a way to kill power and then go in with NVGs and IR lasers. The current state of ADSing with NVGs feels a little weird. Zero Hour handles that aspect incredibly well
Modding
Create development tools so users can generate their own content + steam workshop with this.
+1 for the college/school map
On top of this, I think it would be a good idea to be able to reload straight after checking your mag so that you don't have to insert it just to take it back out again.
I just joined and have no interest in scrolling the entire history, but I think the reload animations are just a tad too fast and badly structured. The time it takes to bring the sights back up again with pistols after a speed reload is waaaay too long. I'll see if I have the energy to make a video of it with a real life reference...
I think healing should also be a much slower process. It is currently very quick and i think the time it takes should be increased by at least double.
Red dot behavior when strafing side to side is wrong, the dot shouldnt be drifting to the edge of the window, this is particularly noticeable with the aimpoints and pistol red dots. Dots should be mostly centered with some bouncing with the footsteps. Red dots are also kinda invisible under night vision and there should be a way to adjust the brightness imo
yes I agree, I think the overall system should be much less forgiving.
Any hope for backpacks to store equipment and share ammunition and bandages with your bois? We need to have noise cancelation headphones (like in tarkov)
is it me or gas is really not effective ? most of the time when we try to use it enemies are almost never impacted by it and we can't see shit so it seems pretty useless for now ?
Would be cool to be able to grab civilian that doesn't want to comply, it's annoying and dangerous to run behind them smashing "F" buttons , and "B" key need some rework cause it's mostly ineffective.
potato bags > gas
Please consider checking the mark that allows this to be played through GForce Now đ
-Slower self applied first aid or if injuries are bad enough, they must be healed by a team mate.
-Adrenaline needle or the ability to be defibrillated/resuscitated by team mates.
-Tweaking of the enemy reactions and accuracy, a large number of them are godlike in their reaction speeds but are also insanely accurate, both traits combined make for an unrealistic playthrough, you have next to no chance of beating these opponents.
-Wider selection of weaponry.
-The ability to cut power to lighting in missions
-Tweaking the consistency of flashbangs, they frequently have no effect on enemies.
AI do need some work and fixes but please, do not make it 'easier', do not make it casual. Seeing those kind of stuff is brilliant and amazing: https://www.reddit.com/r/ReadyOrNotGame/comments/rl3wxs/you_think_theyre_gonna_flank_us/
i'm fine with AI difficulty, just need some adjustments and more variety, like some enemies would be just bad and other would be really good shooters
I want Civilian AI's more easy to control. I yell them but they run somewhere lots of times. This is why active shooter difficulty is too much hard to complete mission.
WHERE can I get it? Where did it go? This is such a pleasant thing for the eyes, from which I want to receive aesthetic pleasure.
+1 for handcuffing dead (in the future I hope injured/incapacited) suspects.
So just wanted to kinda throw in my two cents, I spotted on twitter the icon and it has an S10 Gasmask or something similar on the operator, im not here to talk about the model but im here to talk about the way its being worn. From what I've read online it is unsafe to wear a balaclava underneath a gasmask as if it is breathable it breaks the seal thus nullifying the whole purpose of a gasmask , there's proper hoods made for gasmasks to prevent such a thing made for that specific model of gasmask, i'll attach a picture. Hope in the future this is kinda avoided as its really a movie trope or appearance kinda thing (HUNK from resident evil for example), it would be really cool to see this kind of trope kind of ridden or avoided because I can see the game is trying to go for some sorta realistic appearance. Just something that I noticed, hope this helps.
Here is the gasmask as modeled in the profile picture at this time, see how there's a mask underneath the gasmask. I own 5 gasmasks IRL and it is near impossible to wear a mask beneath a gasmask as it'll be pushed around by the movement of wearing making it an impractical kind of thing to try and perform and dangerous at that. I can see keeping the mask underneath the gasmask as kind of a call back to SWAT 4 as I remember as well that they did the same thing.
How can you heal yourself? Whats the damn key 
you'll be prompted when you're injured enough, just from my own experience. If you're talking about healing light wounds (arm red or something) then i dont have a clue
Pls pretty pls add some heavy breathing of panic, anger and exhaustion for operators.
Hold F when prompted to
Ah okay, than my injuries just werenât bad enough. That helps. Thanks.
There should be a way to move cuffed civs/suspects
how to end the game first time play :{
southeast asian vc
When you are shot by ai, an injured mark is good, but it would be nice to bleed on the ground.
I think it would be more realistic to take the medicine again when you have severe congestion later.
The chinese server link on #alt-languages-old is dead
winnie the pooh at it again
A bit more finesse with regards to commanding the AI teammates would be great. In SWAT4 you used to be able to give commands via the helmet-cam displays, allowing you to more effectively clear an area with multiple small rooms. Currently I have to run back and forth between the two sub-teams and use the context-sensitive menu for everything.
I'd really appreciate the ability to equip the taser in the category "tactical devices" - I believe that would correspond with the reality the most. Also adding for example Hollow Point ammo would be very easy to implement, wouldn't it? The penetration and body armor system is already in the game. Adding hollow point projectiles with lowered penetration and increased soft target (without body armor) damage would really increase the tactical preparation. Thank you for the good work, you guys have really delivered something â€ïž
The "ready_or_doot" emote
should be named "readyOrNoot" as the meme goes like NOOT NOOT and the camelcase is much easier for mobile users to type instead of _ separation
restraining someone should report automatically
It's really annoying to have to run around the map trying to find the person/people you restrained but forgot to report
This is really nitpicky but I have a couple so I know for sure. The eotech exps sights cut off the reticle about 1/8" on the top, bottom and sides if the glass before the edge. So if the reticle is halfway off the glass, there will be a small space on the edge in between where there is no red reticle showing but there is still glass. Also there is a very clear open section in between the front glass and the rear glass where the laser comes from. In the game it just looks flat with no open section. Again very minor and really not important but I own a couple so I figured I'd chime in
100% agree. Or alternatively they could keep it the same way but allow for a soft completion without reporting but still add points for reporting to go for high scores
I'm gonna rattle off a bunch of ideas for a little but so bear with me. I think the peq15 could have a flashlight option since it also has one. It could be balanced by making the flashlight worse than the dedicated flashlight. Personally I would increase the radius of standard flashlight to make it better and more realistic. You could do this by adding a secondary larger radius that is less bright but still effective like I'm real life. So you have the bright small radius light and the flood light working at the same time. The peq15 flashlight could just be a less bright and smaller radius light than the standard. Again minor and not important but super easy to implement
** direct suspects/civllians towards you before arresting **
Sometimes, people surrendering surrender in a terrible place, like in a crossfire. Would be great if you could make them move towards you with some commands
Battering ram animation upgrade
The battering ram animation when ramming in door in RoN is kind of "weak".
Would be way better to see the oprator in the game go with a harder and way more explosive punch with the battering ram.
Heres an example https://youtu.be/E4by2gys9cg
Battering Rams are the most common way of entering a structure for law enforcement. With the APB door it can be setup to breach with a ram from the left or right side making it the most versatile training aide. With the patent pending hinge system all entries can be done to swing the door inward from left and right openings.
I would also like a detailed explanation of different gun and attachment stats. I want to know how much more the 300 blackout penetrates walls than 5.56, as well as how much better an sr16 petetrates armor vs 300 blackout. There's detailed videos showing that at the same barrel lengths, 300 blackout vastly outperforms 5.56 in drywall penetration, while it is standard knowledge that 5.56 is significantly better against armor than a slower 300 blackout projectile. I know the goal is to go for realism so I hope this helps if it's not already set this way in the game
Beyond everything though I think it would be really beneficial to this game to look at the ai mod. The way the ai responds is absolutely the rock solid base of the game. Making ai characters more dynamic and lifelike with their decision making has the potential to make this game absolutely epic. There are an infinite amount of improvements that could be made to ai. They could take cover more, run across the hallway whole blind firing, etc. There should be so many resources going into making the ai more lifelike in their actions. More voice lines and character models would be a benefit as well since arresting triplets that all talk about their maid gets repetitive
- Shoulder Tap?
- Rappel (and climbing)?
- Sniper?
- Vaulting?
- Radio VOIP effect?
- Squad selection (Blue, Red, Gold)?
- Map preparation/role assignment/tactical briefing in the ready room?
- Not sure if its in, but if using VOIP, are the AI able to hear you?
- All the PVP Stuff
These are some features I think are missing badly right now to mimic some tactic
the game has been making my pc restard every time i open it and play it for 5min, this doesnt happen with any other game. its not graphics. i play tarkov on high and it never restarts my pc
Game really needs a map, every mission is the same: Clear every room, miss objective, backtrack for an hour and give up
Keep team chat as a hold while allowing local chat not not need a button press. That way when you need to make a quick callout to your teammate next to you, you don't have to remember to hold the voice button. To avoid double speak through the team chat, holding team chat should disable local chat until the button is released. 100% would keep the realism while making it not necessary to team chat when your friend is right next to you
Allow for a soft completion after all suspects are detained if you forgot to call it in or missed the evidence. Then the detectives could theoretically take care of the evidence. Would keep the realism and solve the problem. Then you could keep the point values for calling in the detained suspects and evidence but just not make it necessary to complete the mission
But I really am against a map. Unless it's like a blueprint. A dynamic map that shows location of evidence or suspects would be a really bad idea for solving the problem imo as it would break the realism. I think my idea is better. Any other solutions? I totally understand your problem I've done the same thing
In the car shop mission, when you infiltrate in the showroom and put your flashlight on the yellow car, the light reflects way too sharp and it feels like you're seeing the light of heaven. Freelook is also a thing that I'd like to see added. Same goes for multiple commands for blue and red teams (AI) at a time so you can breach a room from two sides.
You can queue commands and breach two sides like that, I've done it before
suspects sometimes don't have evidence (guns) on them and It's pretty hard to pick them up sometimes, especially when they spawn inside the suspects dead body
-Add the possibility to decide how many mags/flashbangs to take with you (Will a Weight system be introduced?)
-give the player the possibility to use more accessories in the same time, example: whitelight with visible laser, ir illuminator with ir laser or magnifier on dots
-tweak the suspects and team AI and for the team AI give them the option to secure evidence/restrain suspects in a room
-maybe a little bit more advanced medic system? But not priority for now...
I don't even know where to begin with single player team ai but something has to be done about it. Some sort of system where you quickly decide who is gonna take the 1 2 3 4 position and one single toggle for a predetermined type for entry (like a peek bang and clear) where the 3 peeks, the 4 bangs, the 1 clears first followed by the 2. Something like this should be pre-planned in settings and have a quick toggle for that type of entry somehow. The way it is now makes it impossible to know who is peeking, who is banging, and who is clearing point. I would like to decide who I am going to be in the entry with my ai team with a quick button toggle!
Some rework on the damage-model shown on dead NPC's, looks like ketchup-stains atm
for the backtracking they should make an option to end the mission early if you feel like you cleared everything and then just get points reduced from your score at the end for not finding the objectives or killing/saving all people.
Great minds think alike! Definitely the best solution imo
The game MUST not end if the host leaves, whenever the host leaves it destroys the game for everyone left alive!
Absolutely essential
Yeah thats a problem
Instead of making the Gasmask in the Gear Section, you should be able to equip it with a keybind. I feel like it would be a lot more realistic and easier to have it setup like this.
I don't see what this would fix? đ€
they should look at Insurgency: Sandstorm as an example maybe
Yeah, its a tactical choice to go for Gas grenade. Dont bring gas mask if you dont use gas grenades
Can the Middle Mouse Button on Surrendered Restrain order get moved to command key 5? If so it will match the format of other orders. This would be great for those who use Voice Attack by maintaining consistency.
never said itâd fix anything, its called a feedback channel. it would just be a lot easier and better than having to take up a gear slot with a gas mask
My issue is that there's really no downside if having the gas mask on so why take it off? You can't really run goggles or night vision or ballistic face I'm conjunction with the gas mask so keeping it in that section of headgear just makes sense.
To add the ability to take it off mid game would be realistic but completely and utterly unnecessary and unwise. Nobody would ever take it off as it would serve no purpose to take it off. Therefore it would be a waste of time and energy to implement this idea. Sorry I'm just looking at this completely logically.
Maybe there should be day time modes, because every raid is at night and it makes it scarier but NVG's are by far the most attractive option and the only headgear I use.
I never use em
I said earlier they need to make the flashlight have an added floodlight that is less bright but has a bigger radius, which would make it more attractive while allowing you to forego night vision. Thoughts?
I love that idea
Because how flashlights are now not realistic. Real flashlights such as the surefire in game have a condensed bright light like in game, but also there is a very wide radius outside of the bright section that lights up an entire room. What they have now is unrealistic and less useful imo
But I would use em if it was possible to turn off all the Breakers in the breaker room and make it really dark
Maybe they could add breakers and have them spawn in different locations every game. That way you could take the opportunity if it presented itself and if everyone had nvgs, while still making it sometimes not viable since you wouldn't know where the breaker and might not find it until the end of the mission!
Breakers are not distributed randomly everywhere in a building lol
That is a fantastic point. So my suggestion wouldn't work for realism but it would be balanced, while the realistic idea might be realistic but could lead to a meta strategy that gets played out every time. Still thinking of a good solution for this
And you should, as a SWAT team member, know the schematic by heart as you study the map before entering (another lacking feature)
Asking a lot from the devs but how about a schematic that has slight errors every once in a while to add to the chaos of a raid. Like someone put up a wall but it wasn't in the blueprint..., or a secret room that isn't accounted for. But sometimes the schematic is 100% correct. I would have to be implemented with dynamic floor plan changes every mission imo
Zero Hour made something like that. But the nothing is dynamic, but sometimes lots of AI spawn near the breakers. But Zero hour made the breakers a central feature core of the game, as Ready or Not have a lot more to show off than what Zero Hour is showing. So maybe the breaker question is to profund. We just need them, period. The gameplay doesnt depend where or how they should be.
Not feedback on the game, but I think it's time to have separate LFG channels per region in the discord. Getting really cluttered and hard to find what you're looking for.
Fair point. I wonder how they would handle ai response to power being shut off. It would be neat if they balanced it by making enemies more reactive and difficult since they would be on edge in the dark. Enemies could even have flashlights on their weapons but some of them could have no flashlight and be effectively blind.
Or turn the breakers on again, unless you put some safe guards
Yeah and you could decide if you wanted a dedicated person to guard the breakers. That would add so much to the decision making. Really great idea. Although I would also argue you could just shoot the breaker every time making it not possible for the enemy to turn it on again.
I think the real difficulty with a game like this is the more realistic you make it, the more easy/exploitable the game becomes in some ways. If they made the breaker indestructible it would sacrifice a little bit of realism in favor of strategical balance. I don't have the answer for that philosophical question though
I was talking about Wedges, You never let a swat team member guard something
Ok I'm down with that idea. I guess you'd just have to make the breaker indestructible because if it was destructable, you could forego the wedges and just blow it up every time
And get sued by the owner of the building and the Police Dept would put you on no paid leave for 10 years
Lol instant fail for blowing up the breaker
This game was developed with Swat teams consultant, they wont reveal all their tactics, but some mechanics will be surely introduce in game in the future
Well, doors are breachable with c2 so jamming power makes sense in terms of compensating owners etc
And if you read a little more into it, the court told the city that they did indeed have to pay the woman for the repairs, atleast partially.
I have an idea! Add a damage budget and if you go over the damage budget you fail that portion of the mission but can still continue
Iâll do as much damage to a meth house as I please! Lol
Gonna be honest chief, the SWAT team is not the entity that would be paying for any damages caused, and as such, is not going to be worried about monetary damages to the property. It comes out of the city itself.
obligatory "the SWAT team is funded by the city, so that doesn't make any sense"
dunno what to tell you thats just how it is.
Killhouse reset function
implement a way to reset the Killhouse (close/replace broken doors, clean up ground). Maybe via a button outside the killhouse , at the entrance for example
There should be a pre-planning function added before we start a mission, which would include the layout of the map, and tools for drawing paths, actions, etc... I feel that would be essential, especially in a SWAT game
Please ADD this on shotguns 
Its suppose to be in game related to the game trailer...
Doors should open one-way only
we should have always on mic, with the option for push to talk
The way the enemy ai can turn around or draw in a split second and shot you right in the face from 40meters away or shoot you through walls is too much.
One guy took out 3 of us through a wall in a few seconds and he didnt have visuals on one of us.
I like the hardcore aspects of the game very much but things like these should be fixed sometime soon, hopefully.
besides from this things I must applaud you devs for this lovely game, you really did it. A spiritual sequel to swat 4.
Thank you
I think the No armor option on the character models looks a bit silly, with how it's only the combat shirt. It would be nice if characters wore some lightweight vest that doesn't take plates. Would make more sense I think.
The optics mounting plate on the G19 sits above the slide, way too high, and not really connected to anything. For a proper model of that it should sit much lower on a slide cut in front of the rear sight. Or on a dovetail mount directly on the rear sight slot. Where it currently is there is no way to properly secure an optic mount there.
Can the devs do anything about pricing on Steam? The game is currently around 70 US dollars in Chile.
Thatâs supporter edition.i gave 25 dollars back in pre order
There should be light switches and possibly breaker boxes, kindof similar to Zero Hour. So that you don't always have to run around with NVGS
Being able to use or add on a light onto the shields would be nice
Ready or Not need one important thing - subtitles
I can't hear door status if I order Red and Blue team check 2 doors in same time. Also need "injured" status for suspects like SWAT 4 and SWAT 3
40mm launcher for beanbags/tear gas. Would be a great addition if not already mentioned
Nope, it's the standard, supporter is around 20 bucks more
So I played it for few evenings now and I have to say... it's good. But let team play old SWAT 4. There are few quality of life changes that should be implemented. Like placing handcuffs on someone should not be unsinkable animation. It should work on "hold". And it's way too easy to kick the door instead of looking under it.
We really need ability to change your fire group (alpha, bravo, leader) in co-op because you can split into those fire groups and talk in local chat without mess in one discord channel with 5 people
and when there're 4 people sometimes there're 2 blue, 1 red and 1 leader. That's not good
And the best features of them all, allow me to peek the door and throw grenade like 2-3 feet behind it
To further elaborate on this, something like an M32 40mm launcher would be a great addition to the long tactical section. The tactical could fire an assortment of items such as CS Gas, Beanbag projectile, flashbang device, etc. Would be an amazing tool on larger openings such as gas station. Having some sort of penetration on doors would also make this an effective tool as well, but that's entirely debatable. Overall, this could be a solid addon to the current equipment.
I would like to see AI improvements. For example when you breach and a suspect doesn't have line of sight on you, I noticed they act like youre not there. Even though youre yelling at a civilian and just flashbanged the other room. Its only when you enter they act like youre there. I would like to see them either wait in ambush more or try to converge on the sound of you in the house just like a real person would. I think a lot of depth is lost by the AI just not acting realistically. I would also like to see being able to command someone out of a room and to you. Right now the civilians will just throw their hands up where theyre at and then you have to go to them. Realistically you'd want them to come out to you.
A feature to underhand throw items like the CS gas or flashbangs would be nice, if it wasn't mentioned already.
fix so you can take out the power to different maps so you can choose if you want to go in with night vision
iâd love this and would make NVGs essential and more useful
SNAAAAAKE
Instead of TOC saying to grab what we can and report back after we die, TOC should feverishly yell at us, "What's happening? Snake? SNAAAAAAKE?!?!?!?"
Didn't notice it yesterday but do I do think there should be some small point deduction for killing suspects just for having a weapon out Buddy was cheesing the mission by just using the optiwand under doors and firing through them without clearing. Made the situation a bit goofy
1)civilians not running towards the crazy terrorists that kill them but towards the officers
2) npc can search and report any weapon =dead body
Hi , i'm new to pc and i cant use a keyboard very well , does this game have controller support or will it have it eventually?
If this isnât answered soon I can get back to you when im home but I recommend just getting use to a keyboard and mouse layout because this game is not really suited for controller in its current state atleast
i'm disabled so it takes me a while to get used to new stuff.
I got you man sorry to hear Iâll let you know soon as I get home for sure though. I donât think itâll work well in beta if at all but always worth a shot
Thank you , i'm gonna still buy it in hopes it'll get support sir , you have a good day đ
I believe a dev or mod said it had it in a previous build, but not atm. I think it is coming at some point
thank you!
VOIP voice commands to the AI
remove the joke my name is based on, it's not funny
The game should have a spectrum of AI skill, common gangbangers, hoodlums and armed rioters should have this level of skill shown in your mod, frantic, inaccurate, and impulsive. Militiamen, terrorist, and international mafia/cartel armed suspects (AKA criminals who have probably received training) should have skill similar to vanilla, more cautious and accurate. Then have groups somewhere in between.
just make the dudes stop standing IN the door forcing you to kill them
We need a positional ingame Voice Chat
It's already implemented, but the volume is really low.
Bottom right corner shows you it when giving out commands
No. It types what is order will be executed by members, but there no info like "Visual contact", "Door locked", etc.
I kinda want a school as map
Mission introduction cinematics to reduce getting spawn-killed. If the developers plan to keep hostile suspects spawned in random positions, then we should be able to get our bearings before the mission starts in order to reduce the likelihood of the SWAT team immediately dying.
https://youtu.be/nT5gpc1GJ_Y
Call Of Duty Modern Warfare MULTI MAPS INTRO INFILTRATION SCENE
Subscribe Here: https://bit.ly/2E4HqS9
*Thanks for watching my video :)
#CallofDutyModernWarfare
-Enemy AI's reaction time is faster than speed of light. -Selecting gear and customizing it should be done in the same screen, after a few times walking from a locker to a table and back and again is taking time unnecessarily. -Waiting 20 seconds in singleplayer for mission to start is unnecessary. -There should be a briefing before the missions.
SWAT 4 had subtitles. Will RoN support mod? If yes then some fans can create map about school. Columbine but good ending.
the bad ending but we dont let survivors bleed out for hours
in that case how about SWAT also carries tourniquets to provide support to bleeding out victims
lol why can we gun down as many suspects as we want unless they're surrendering?
Hello everyone
I just have one question
Can we play with a friend and with AI at the same time ?
Or is it planned to do it ?
I would atleast assume that this will be changed in the future. I like it kind of as is, because the AI has an insane reaction and shooting speed, and they are extremely accurate, including through objects
currently iirc it is said to be a limitation. I'm sure if it becomes possible it will be added.
@shadow yoke ok thx for the answer ! I hope it will be added đ
Is the cloud of electricity really needed with the tasers? I dont like the visual.... I just want two prongs that hit my target
SWAT saving kids and arrest shooters before they suicide is better than real ending.
Since not everyone is talking in game, being able to do same commands as in single player would be real helpful. In addition to commands there should also be responses so one could also answer to the order.
Game / Mod suggestion
Wouldn't it be sick if people could have a name tag?!
So for instance, you go into f3 (no hud) and then you have nameplates on the back of the helmet like some of the characters ingame have (king, Paz, Perceptive or whatever), but it being custom instead.
So a player could go to the customization locker and choose a 5 letter name, ONLY using the letters from the 26 letter alphabet
That way you can keep the realism while identifying, and it would also add creativity and personality within the game...
Yea, that or either a strip on the back of the vest with your name and what team you are in (Red, Blue Maybe Gold (If you are lead)). Just like in swat 4
Some small and simple missions, like the one in SWAT 4 mission 2 but maybe a bit bigger would be nice.
Yup, exacly.
I wish there were daytime maps, swat doesnt only act at night, its tiring being in the dark all the time
Well yeah, thats true
Mid/late morning is when the scum are still asleep đ
im tired of using my flashlight and nvgs, and since now days are shorter in the northern hemisphere id like to see light in games atleast
Yeah I was being serious. IRL no point going in when they're awake. May as well wait till they're all asleep in the mid morning and do it then.
PC fan is all the way up playing RON, I have a I7-4770 3.4ghz 4 Core CPU, and a RX 5500 XT 8GB GPU.
thats not rons falut, check fan curves
i think gtfo ways of making u play through leve;;s to unlcuk new and harder ones would really work will, as new maps and uniq enemies are unlckd keeps the player in the game i think
Itâs been stated that performance graphics etc are due to change
In terms of support for large groups like milsims or clans, it would be good to see full LSPD station servers that owners could open and that would act as a physicalised community hub, maybe even with assignable offices, desks and lockers for that increased realism.
Where is PvP? The website mentioned it being out of NDA before PvE was
in the trash where it belongs, for now anyway. focusing on the pvefor now
Was it not very good?
that version of the pvp was pretty disliked i think, it was different from the current gameplay
yeah, it was pretty bad
Fair enough, thoroughly enjoy the PvE I would like to try PvP in RoN though
The guns
I do really enjoy the guns, but i do wish there were more attachments, maybe for the MP5 a SD barrel, and maybe a few more Red dot sights? Maybe even a new grip or two, also i do really like the guns in this game, they are really good looking!
Yeah, is anyone having problem to find a game, like I cannot find one at all after 30 minutes searching, it has been worst and worst since launch day and now, I can't even play...
Looks like the player count on steam charts is blocked. Are people even still playing online?
Add MP5 Slap?
Blocked? I mean, I don't think it is a steam issue, I think they were not prepared to be assaulted server side.
Yeah on the website steam charts there has never been any player count, which makes me think steam charts have been blocked somehow in seeing the player count. In terms of their servers, if it handled launch day, it'll handle the load currently. I think maybe people just aren't playing at the moment until AI etc are fixed
I whould pay you 1000$ to make a workshop
Make sense, thx man, it means I need to find a team, reddit it is then đ
No, the reload is realistic as it is, reanimating is just a waste of time
It just feels unsatisfying.
Strange, I always found steam charts to be the most reliable. Wonder why they aren't getting the data
Dude 12,219 players right now, I should fine a game đŠ
day 1 of requesting AI no longer be allowed to engage in terminator-level combat
Then go play MW or something, using your fingers is better than fully hitting it, as the rail where you mount sights can cut you, its more realistic and alot more convenient to use your thumb while holding the handguard then moving your whole hand and hitting down on a thin piece of steel and polymer.
Good luck buddy. Heard every excuse for the John Wick AI from "They're on drugs" to "lifes not fair" (the last one was from a mod"
Respawning and Achievements: Respawning should be an option for casual games but lock achievements when activated. This way hardcore modes reward you for making it through without dying or doing x activity while casual games can flow better without multiple restarts. This is especially helpful for parties with under 3 people.
tbh i donât even mind the quick draw AI itâs just when they start sprinting around with 100% headshot that it really dampers the game
@pallid echo Loss of fine motor skills under adrenaline bursts are why the "HK Slap" and similar techniques for other firearms and equipment exist.
If you ever played crisis response on indie DB, i really like the game customisation, mainly the way you can change how AI works, maybe this could be some sort of thing you unlock after beating the level?
Like aggression adjustment, i guess âfearâ when they avoid fighting and run off, maybe edit locked door likeliness, trap likeliness, and all that kind of stuff as a fun sandboxy mode
the shield should take the place of your primary weapon
@sour oracle quick draws are fine, 100% accuracy immediately after those quick draws and sprinting down corridors aimbotting isn't @oblique juniper At least with my police force, your shield doesn't replace your carbine. It's an additional piece of equipment
I wish it were possible to read the state of the equipment of each person on the team. For example, Iâd like to read the state and export the result to a StreamDeck or Voice Attack to know that Swan has 2 stingers, a breaching shotgun, and 4 chemlights.
not sure if its a bug, but sometimes I'll tell the AI to mirror for traps and they'll reply with "no traps". Immediately following me entering the door.... boom. The same goes for disarming traps, I'll tell them to disarm, they'll disarm it and it will still go off.
Maybe implementing invites through discord, Deep Rock Galactic does it and it is so nice, plus would reduce bloat on steam friends list
Civilians and especially Hostages really should to stay put more and listen to get down commands more, it feels so unimmersive when several hostages just nonchalantly jog into two armed criminals and then just gets mowed down on the spot lol
No but as it currently sits I feel like the shield is one of the Meta gear and finding some kind of drawback to using it would help balance the equipment.
I understand realism but sometimes I feel you need to eliminate realism for game sense
also a dedicated Interact keybind would be really convenient đ
Changing yell to for compliance to "double tap F" would be a good idea, imo
the reason shield is so prevalent is because the other gadgets are basically worthless
battering ram is just kicking but worse
breaching shotgun is ram but worse
mirrorgun is best used for gathering intel on the next room but regarding traps peeking the door is more effective anyway
which brings us to shield which is essentially a free death
the other gadgets could have role if speed mattered even a little for grade but it doesnât so they donât. especially considering you can take c2 against pepper spray & door wedge they become almost entirely redundant. so the best way to remedy this isnât by making the only gadget that actually helps worse but rather adding more prevalent gadgets or somehow buffing the current ones.
Day time missions?
I'm sure this has been suggested before, but hand and arm signals would make a great addition. I think it could be a good idea to have that as a middle mouse menu similar to the singleplayer, but in coop instead.
Suggestion: CornerShot
I don't know if this is in the game, good if it does, and if it doesn't, consider this:
Suspects pull their handguns out based on how many operators are in their vicinity when they are feigning surrender. If there are more than 1 operator, the likelihood of them faking surrender should reduce according to the numbers of operators in vicinity.
Can you guys please fix the way button prompts display when playing on french keyboard?
This should be 1-2-3 instead of ampersand-Ă©-quote
Add Civi/Suspect Commands
Let us command surrendered suspects and civis to crawl towards us, it's very awkward to arrest them when they surrender in doorways or other dangerous positions.
Can a âClose Command Menuâ keybind option be made and defaulted to something like backspace? Currently, middle mouse button opens and closes the command menu. Breaking it up into three options (open/close/toggle) will enable programs like voice attack to better handle the menu conditions. It would also help with using the menu in general.
add a suggestions chat with like a 30- 60 min cool down
Like many others, preferably 8, or even 6 players would be an amazing improvement. Would allow for two even teams of 3 or 4, or allow 3 pairs of 2 for certain maps/missions.
Please add AI to coop with friends
âïž
anyone know why the irons disappear on the 300 carbine when you add a sight to it?
No tables???
actually that reminds me, why doesn't the operator pull on the handle for the UMP? He simply pulls the mag, shoves another in and then presses a button rather than pulling the handle back into it's lock position like the mp5?
I'd say that the reason the shield seems so meta is because of the AI.
The AI is equal parts frustrating and stupid. Leaving aside their stupidity, the AI is frustrating thanks to its insane reaction speeds; so very often you living or the AI 360 no scoping you (often with pinpoint precision through a wall or door) with a pistol or shotgun is just down to plain luck.
In such a situation, players always want a shield, because that one piece of equipment can often make a bad experience (CQB vs the AI) into a decent experience.
Now if the AI were much better and speed were a viable thing (a hard proposition considering how the fastest the players move is a brisk "tactical" waddle, and that's apparently how people like things here); then maybe we could get the shield to be a less tempting option.
I don't understand how they make heuristic-based AI winning dota 2 pro teams but they can't teach them these types of games
I agree 100% it seems the AI has the same capabilities as the SWAT AI and that's not very realistic at all. Untrained civvies should never be a faster, more accurate shot than guys who train every day and are actively doing missions
For me and all of my friends the biggest 2 issues in the game right now are the limited number of maps and not being able to sprint. It seems like a small thing but the game can feel annoying to play when you can only walk slowly. Especially when you missed one person on a map and you have to walk around the whole map looking for them. IRL SWAT most definitely do run haha
I'd say a good middle ground is just making the intermediate movement speeds (the non slow walks) faster.
The low ready should be a decent run, while the (non walking) ready position should be a jog.
And allow the player to ADS straight from low ready without switching out of low ready (since that's what makes most sense for bounding).
It's time to face the fact that SWAT 4 is over a decade old and was known for bad AI difficulty even when it was new. The nostalgia glasses that justify the terrible bots just because "hey SWAT 4 did it" need to come off.
And it's not like other games haven't made better, more intelligent and more satisfyingly challenging AI enemies.
The first step IMO is throwing out the bots' superhuman reflexes and aim; giving them proper human speeds (or better still, making those things configurable) and aim, and then making their animations and behaviours into something realistic rather than the twitchy mess we have now.
Smaller/ more simplistic maps.
^^
This please. Im getting lost in the complex maps. A few are fun but I would enjoy a bank robbery or some more houses. Hostage would be more fun on a small house where you move quickly
I would like a piece of paper scrawled with simple info and a layout (like SWAT 4) not even like a full gps tracker where you know your location at all times
I think a more realistic approach to getting rid of the extreme reaction times but still making it difficult is to give a proper reaction from AI. The ability for them to take cover and use their surroundings vs just John wicking your ass
Add some hands-on use of force grappling moves to quickly control, ground and restrain a suspect. The weird limbo time between using a non-lethal, spamming F and then praying they don't draw a gun makes me nervous, all while you have to get behind them too! đ
Spraying and then rushing in to grapple, control the arms and then subsequently ground people is a pretty common move at my job. They can't draw a wep if there's an officer controlling each arm. There should be an option to press F to ground and restrain from the front, at least if they're under the effects of a non-lethal. Maybe make it a longer animation (to simulate a fight) which leaves you more vulnerable and makes a lot of noise if they're not under the effects of a non-lethal?
Just a suggestion for realism
What I really want is a debrief like they have in SWAT 4. Where thereâs a full on description of the suspect fully narrated by an officer, crime and whatever other info. Maybe even a 911 call recording. Makes it so much more immersive. The voice acting for TOC when you report right now is a bit stiff buts itâs not bad . Other than that this game is awesome. Good work devs!
Bolt lock, like a M4
ahh ok ok
No HK slap why live
Just picked up the game and OH MAN it's everything I was waiting all these years for! The one thing I found was sometimes suspects landed on their guns which made collecting them hard/impossible. Tossing handhelds through cracked doors is a bit hard too but that also just might be a feature.
Great job so far dev team! Me and the boys love it
Feel like you should be able to cuff unarmed people whether they surrender or not.
Just started, but some things that would be nice to have: sniper overwatch and helicopter support for calling out targets, regular police officers holding the perimeter who come in and drag the restrained suspects/civilians out and also come in and hold cleared rooms for you as you move in deeper, accompanying nurse/EMS to treat injuries
Snipers you could switch to, that are covering from nearby building would indeed be cool.
@trim quarryYeah, I thought the lack of being able to grab someone as soon as we tase/spray them and armbar them to the ground regardless of whether they're resisting is a bit of a missing area which happens very often in reality. Grounding techniques are commonly used in law enforcement and by SWAT team in real life.
Plus, dynamic situations would be nice. It's not always just bang bang when SWAT's involved, but they're often having to work with different agencies. I'd love to have collaborative missions where you're assisting ICE for immigration detainment of a dangerous suspect, or a building's or the drug lab you're trying to raid is on fire and you're having to work with the fire department and systematically clear and get your own work done while they help you manage the fire. Officers having to perform first aid on wounded/incapacitated civilians should also be a thing, overdoses are a big thing in real life and it'd be nice if we had the ability to narcan an OD'ing civ under a time limit or else they die, or have an accompanying paramedic with us to help. De-escalation scenarios would be cool too as SWAT's often having to negotiate as well, so working alongside negotiation team members or even just having the ability to do a 'negotiation mini-game' of sorts would be nice from behind doors or from outside of the building via loudspeaker
Having civilians not run outside or having them despawn (with full score) as if picked up by the cops holding the area would make hunting them down at the end of a mission a lot less tedious
why would cops run into an active scene? some of yall arent making sense
I think they should get rid of the weak little poke of the gun and replace it by either an armbar or a leg sweep, or a bit both.
Of course there would be cops outside holding the perimeter like across the street etc. "Barricaded suspects" means theres a perimeter in place to prevent them from just fleeing.
they still wouldnt run inside and grab people they would wait until they are told its clear
Thats why i specifically said outside
Nobody said anything about running inside, though
my biggesr complaint is the civs not fucking listening, realistically if i tell you to get down and you run towards me im gonna put a 5.56 round through your head
he said "as if being picked up by the cops" eh nevermind
What I mean is doing one of these:
A) Dont have the civilians run outside
B) When they run outside, have them despawn as if they ran to the cops holding the perimeter.
Either of which would make it easier to find the remaining civilians at the end of the mission. Because it doesnt make sense that they would run outside next to a cop car (as in the gas station) and just sit there, waiting for a player to come tie them up
I definetly agree with the civs not listening, it doesn't seem very credible.
Even less credible on top of that is losing points if you shoot them while they're doing all kinds of sudden movements
ive shot too many people to count becuase they THROW theyre hands up instead of moving slowly
Yeah, even the suspects, when they throw their guns, sometimes they throw it pointed at you.
I do find it a bit jarring how suicidal a lot of these suspects are... like so many will happily try to draw their gun with multiple SWAT dudes pointing a gun at them
or like how much fucking pepperspray pepperballs and taser prongs do this people need to realize "damn i dont like that shit" they just keep running
One related thing though is that civies should react in some way (like cowering) if they're in line of sight of a suspect. Or even running away from them (depending on the gamemode), which they don't do either.
Looking into a room through a peeked door or with the wand and seeing a civilian should relay some information depending on how the civilian is behaving.
Of course an exception could be places like the meth lab where the civilians are possibly friends of the suspects and thus wouldn't be afraid of them.
I think that civilians should have 3 different types; friendly, hostile and panicking.
The type and number of civilians IMO should be dependent on the map and kind of mission
The game as it stands is bloody amazing. Iâve put almost 20 hours in over the last three days with some friends, and weâve had an absolute blast.
Only one thing weâd like to have altered or added is the ability to command compliant AI. If a suspect is kneeling on the ground unrestrained, we would like to be able to tell them to shuffle towards us, or to lay down etc. That would definitely add to the experience, as it would have helped us a bunch during tense situations and would have let us play it more slowly.
Other than that, the game is amazing. Keep it up void, youâre doing gods work.
Would be nice if there would be a Day and Night selector for every level
One thing I want is a 0 civilian map to really test the AI
There should be a way to lay attested people flat on the ground
Great game, love the gameplay and the overall feel of the game. It is very unique. However, there are many issues regarding networking that are making it impossible for me to play multiplayer rn. My internet's fine and I played multiplayer a few days ago but now suddenly it's stopped working for me. However, I do love the game. One thing I think would be cool is setting up a police line and in order to rescue a civ, you have to escort them to that line. Also, giving any suspect the ability to roam around would add to the realism and difficulty.
There already are hostile ones. Civilians in the meth lab map have a chance to pick up guns dropped by suspects and use them against you (earlier had one run up next to me, pick up a pistol from a suspect i'd shot a minute earlier and shoot me in the face). They also run towards suspects, yelling for help from them. They also exclusively insult you when being restrained.
Yeah... the 'civilians' are so mean lmao. It's like everyone decided they're gonna be a comedy class act and let SWAT know how much they hate cops and how cool they themselves are on that day. You'd think after getting sprayed, tased or flashbanged most civs would be a bit too shaken up to run their mouths so much. But nope! Let's let these pigs know how much we hate their guts. "Ugh! Get your hands off me loser". Now that one hits harder than any bullet from a suspect will... oof
After replaying SWAT 4, the civilian AI in Ready or Not is a little too unstable. Maybe they want to give us a challenge not to shoot every moving thing, but it's a little wack sometimes.... just play SWAT 4... civvie AI is far better and more reasonable
Could you make the breaching shotgun not swing doors open for a few reasons. One, it doesn't in real life, and two, it could be another way to defuse a trap without having to lockpick.
Also, as for lockpicking, it should be a much longer process. In real life it isn't even really a viable breaching technique, but even if it were, there are different kinds of locks and picking a lock you aren't familiar with could take minutes in real life. Having it picked in about a second isn't realistic at all.
something i SERIOUSLY want to see above ALL ELSE is COMMUNITY MADE MAPS
Not sure if you've ever been barrel tapped before but it actually does hurt. Js
** traps should not give or lose points **
I failed to get a S rating because I failed to find one trap to disarm. Feels terrible that it's actually an objective to run to every door to check for a trap to disarm.
Traps should be just part of the experience of opening a door, rather than some objective to do.
I think traps shouldn't actually carry any score modifier, and the penalty for triggering it should just be part of gameplay. I.e. trigger a frag potentially causes a civilian or friendly death. If you trigger a flash, then you risk getting shot/killed by enemy behind the door.
The Civilian AI is very frustrating to work with, the point it just makes me want to shoot anyone that runs away when i try to arrest them, its like they are all working for the suspects, one ran into a room in a gas station, i walked in and the guy with the gun shot me and insta killed me basically. And the Civilian Ai was fine, i donât like that design, it makes the Ai feel more like enemies, or like they dont want help.
Voice Lines should be changed they sound very weird
We need a more satisfying melee animation/sound
Already being worked on
lets fuckin GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Please add AI teammates to COOP
I feel like it would be a bit more realistic if 90% of civilians didnt try to flee the instant they see you, especially after punching, flashing and pepper spraying them
Yeah
Or maybe, a way to tackle them or kick them down to the ground, maybe a kick attack that could be bound, but would give you unauthorized force unless they resist
[Multiplayer]
Change the host to other player when the original host leaves the game so that remaining players can finish the mission.
I know its still early access - but I think civvies should not share suspects skins.
I can understand suspects using civvie skins as gameplay, but not the reverse imo seems unrealistic unless its a raid mission.
especially seeing bald tattoed, kevlar-wearing civvies...
A tweak to the AI to make their shield use more effective would be great. As it stands they're constantly putting it away and not taking it out again unless ordered to. I know this is because they can't manipulate doors while holding the shield, but that's what the other team member is for. Also, if an officer is using a shield, it makes sense that they be the first through the door.
can we get volume channel for mission intro? (hotel intro gets annoying)
Will we be able to start breaching ourselves and let AI follow-up with grenades?
we can do that already afaik
The closest I got, was breaching the door and then giving order to clean the room.
If there was/is option to give them order to clean the room immediately after I bust the door it would be great.
Pardon me if I'm wrong but aren't there "police keys" that are supposed to work with most locks?
I feel like the current drawbacks to using a shield are enough but each to their own I guess
We dont understand how to rescue the hostages)
i think the mirrorgun view should be limited to the small screen like in swat 4
SWAT, or any police for that matter, ain't running into burning buildings bud to clear it whilst even part of it is up in flames. Especially a drugs lab where the chance of an explosion is exceptionally high.
Could We Possibly Get Some Sort Of Ranking System For Our Player Character?
Some Sort Of Rank That Can Also Be Lost For Failed Missions and Civilians/Teammates Killed.
I Love The Mission Rankings So Far It Really Helps With The Replay-ability Of Most Of The Missions So Far (even though some of the scoring systems aren't calibrated correctly atm) .
Obviously the biggest Con to this would definitely bring "Elitism" to the game however maybe make a seperate Ranked PvE Mode Where the Game Chooses Your Map And Mode At Random And You Have 2minutes Or So To Form A Plan With Your Squaddies.
I know it's stated that graphics and performances are up to change, but can a performance mode be added? Fortnite has a similar one where you get to choose between DX11/DX12 and Performance mode. And it's a huge FPS gap. My pc struggles in gun fights, even though I lowered every setting. (gtx 1050 ti, 8gb ram, i5-7400)
how about to add something like this at the game? or any other drone which will be using for intelligence
https://www.police1.com/swat/articles/a-robot-in-every-squad-car-oSGnJz12JvI1Z7Og/
add sex
A friend has been modding the game a little bit, altered the AI so that they have a higher chance of surrendering when they don't have an exit to run away, but also increased the fake surrender chance for those situations. Also increased the intimidation they receive from explosions, since he says currently they're more intimidated by the beanbag shotgun than they are a flashbang. However, what REALLY stood out to me was that he changed the AI on the Cherryessa Farm map (who are all armored-up PMC-type people) to get a moderate morale boost when one of their own is fatally shot nearby. So if you engage multiple at a time, killing one will embolden the others and make them less likely to surrender. A "Feds shot my buddy, they're gonna pay" type deal. I especially love that last one.
Alright, so is there going to be changes to hostage rescue or nah? No matter how you approach, hostages end up dead. Tried gas, tried silencers, tried going directly to where the hostages are and banging/gassing the room first, tried going full nonlethal. They always end up killing the hostages. If I try using any nade of any kind, they kill the hostages while we are breaching. Silencers don't do anything. I find the whole thing unrealistic and more frustrating than fun, and this is coming from the guy who beat all three Dark Souls.
Please add lobby management - I wanna kick players without mic.
Can we get a word on server browsers? Are they planned, are they out of the picture? Anything please.
theoretically yes, there would have to be some kind of UI or browser to navigate the many mods that the devs have planned to make the tools and documentation for, on that basis alone. Yet other games have third party browsers and mod loaders which are community made and serve just as well as an in game browser. Currently the game uses https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay
Will speak to the devs in the morning and try to bring you a more definitive answer
This has been added to the list of community concerns. Thanks for taking the time to comment!
~ Before a match starts should be allowed to discuss who should be Gold Lead, nothing wrong with current status of game, would be nice to vote or randomly select a Gold lead to take control of the engagements.
~ Improve the AI so that they listen for sounds, currently players are able to run around and the criminals don't seem to care or act like a Heavy Geared officer doesn't make much noise at all.
~ Character customisation would be fantastic for your officers. I do like the pre outfits we have, but would be nice to make your own officer.
~ More weapons and gear, not a lot of choices for certain fire arm types.
So far a fantastic game
great way to think of the logic of the game, this is why the devs in the best capacity that could, wanted to let modders and users alter these values, in most cases .cfgs will be used to tune such values. In all honesty i have not tried to manipulate these values myself, but they are or will be there shortly, also documentation to follow.
Heres a link to the modders discord for those that are interested. https://discord.gg/WfdSuZPd
add a vote kick option to kick griefers please and server host transfer since many lobbies have host rage quitters. kind of not fun when you do good and game ends because someone had a cry
Fix AI from locking on with their aimbots and shooting through walls. its happened a couple times and im not sure if its intentional or just extreme AI
Thanks for taking the time to reply, Yes this can be more than frustrating, i have pushed this up the list as a priority. Appreciate you!
I LOVE THIS F****king game got the 114 dollar version I believe in you guys make us proud!!!
its good to use as much utility as you can when clearing through the maps, the choice of gear also makes a big difference to your survival rate! â€ïž thanks for playing and good luck
thanks you for the support, means more than you know
okay so am i thinking that wearing heavier armour and other protective gear can effect the noise ratio and so on.
You mean more then you know BF and COD take our money give us nothing Iâll never buy their games again with that freed up money had money to buy your game!! Had a blast played with some old military buddies 
Ranking system for characters??
not sure if mentioned but the option to choose which team to be on like red team or blue team so we can use those voice chats when we split up instead of overlapping with team voice chat. please let me know if that doesnt make any sense. thank you for your time
I think they should slightly up the movement speed when you're In 'low ready' due to the map size, because it makes it slightly tedious if you realize you missed a dossier or civilian in a previous building. I don't think that should be weird, swat sprint in real life.
A visual HUD indicator for walking speed
When using toggle options for slow/fast walk it would be handy to see at a glance which one is active. For example at the lower left corner next to the player damage picture. E.g. one chevron for slow walk and two for fast walk.
Not quite the point, though.
I honestly don't even understand why they're rigged with flashbangs to begin with instead of HE.
One of my close friend who really into this kind of game gave bit critical but fair opinion about the game. Here is summary. 1. Game is basically SWAT4 with better graphic which is insufficient for almost 15 years of waiting after original SWAT4. 2. Dev did not enough study more than replicate original game. for example Nigh Vision is clearly much close to PVS-15 rather PVS-31 too low res and noisy. 3. When SWAT 4 was came out, lack of technology was good excuse for lack of replication on reality like 5 player or AI team against bunch of criminals. However even raven shield and other original rainbow six fanchise did make 12~16 AI or player game, even control was very uncomfortable. Point is something new should came out after 15 years of time. 4. Another big issue is Dev might giving up make good story mode or story telling on mission. It is not only about 911 call or briefing it is about interaction and reaction of suspect and player. (This might be his suspicion after insurgency abolish single player part)
i think we need self level or ranking
"Game is basically SWAT 4 but with better graphics" is definitely a good thing. The game's plan is to keep that core experience and expand on that.
As for the briefing and story mode? Both are in development, and I am wholeheartedly looking forward to that.
Not a representative or anything just a dude with an counter argument
- It's alpha, they are working on improvement but it's kinda what a majority of people wanted tbh. I did anyway.
- I mean if they had super realistic NVGs though, I would hate using them entirely. It would mean having to properly code the lenses to capture enough light and in some areas there is little to no light which makes them useless. I have twisted many of ankles running around woods with no moon light.
- I don't fully understand what you're on about. I know that a IRL SWAT Team would utilize a full team of 10-15 members but the game is about small team tactics and if they change that then that's up to them really...
- It's alpha, they're still developing the main game itself, a story mode is probably planned but not really necessary as the game is still being worked on and polished up.
it'd be cool if the flashlights were multi-setting like some irl ones, like click on-off-on-off to toggle between brightness or fov
Is it possible to implement that all of the Queue commands close the Command menu? Most queue commands end with the Command menu automatically closed by the game. There are a few that do not do this. This will help for consistency and Voice Attack voice commands.
With the overwhelming success of the launch (minus the Xolla shenanigan's) and reviews left on steam I'd like to see some type of road map (I know this has been mentioned 1000 times by now). However I'm just repeating it as anyone new coming to this discord from Steam sees no plan for the future or what is currently being worked on and that can be perceived the wrong way. I understand it takes some collaboration within the team to plan out an actual roadmap for the future as far as what takes priority. Perhaps a discord specific channel as to what is currently being prioritized for work by the team, or a weekly "Dev Blog" to keep the supporters in the loop. The potential is endless with this game, and consistent communication / updates only makes it that much better.
Yes, and no. When you get to a point where you're trying so hard at being the successor of SWAT4 that you're replicating its flaws, you've gone a step too far, imo.
thanks for chiming in boss, we really appreciate the support!
Its something the devs are looking at balancing, thanks for playing!
Can we have the option to mute the player character voice? Prevents "double repeating" when using voice commands.
Maybe some sort of progression system. So when you have run through each scene and scenario there are incentives to go back and perfect it with new/better equipment.
I know the game just came out but some feedback I haven't seen others say is to give more variety when it comes to keybinds. For instance, instead of needing a different key for everything, I'll use reloading for instance, pressing "R" to preform a basic reload, double tap "R" to do a fast reload and "Alt+R" to do a mag check. A better example would be to look at Escape from Tarkovs controls customization
Are you aware that is in the game? Except hold R is mag check.
Hey Reedrick, Spoke to devs about this exact topic. While we breakdown all of the feedback and make the necessary changes since release, the devs have decided to prioritize their energy in fixing the most critical parts of the game. Promising any content changes or functionality at this point is unwise, in saying this, the devs do have the intention to release a roadmap, (this will happen after the fixes rollout for the current build).
totally get that, and you mentioning that specifically was my intent with the weekly "Dev Blog" style of post until a proper road map for bigger updates is released. Just a simple "Hey, bug fixes and and blah blah blah are our focus for the next update" etc. đ
Yes however it's a little basic is all and maybe that's just me, I enjoy a lot of control customization to make the keyboard feel as comfortable as I can. It could just be a niche of people and most are satisfied but I'll throw my two cents in anyways because if it does happen people that don't mind the current controls can set it up exactly how they like it whereas people like me can make "double tap Alt+G" the key to crouch if I really wanted
I agree, don't see why it cant be done, just as long as everyone understands that its all subject to change ;D
I miss the bimonthly status reports. Those were great.
We have released the latest of the bi-weekly Ready Or Not Supporter development updates to the public. Follow this link to view it » https://t.co/xZQaXhCWkr
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REALLY looking forward to some outdoors, urban, middle-of-the-day type maps, like a group of violent suspects who've taken over a cul-de-sac in a suburban neighborhood or something. All the maps we have right now are either dimly lit indoors or nighttime outdoors.
Is there any plans on changing the armor for lower calibre weapons? I understand higher calibre weapons penetrating some armors, but dying in 3-4 shots to a pistol in the body seems a little overkill for such a high speed penalty. Perhaps shotguns could do less damage, and when hitting the player do a sort of stun effect, and to not make it a cakewalk, perhaps lower the player's sensetivity, to make the player feel more cumbersome
"1-2-3-4-etc" don't work on French keyboards, and when you go through the keybinds settings to rebind them manually, they show as "ampersand-Ă©-quote-apostrophe-etc"
Thank you sir!
Thank you for actually taking notice.
This happens in quite a few games that just overlook the fact that there are more types of keyboard than just US.
I have the same problem in R6 Siege for instance.
No stress, this kind of information is gold, since we don't have our keyboards setup in French, i will try to get a fix pushed as quickly as possible. Thanks for taking the time to comment, we appreciate it!
Active shooter situations in places like sports events would be awesome, if it isnt too politically incorrect to implement. Just pushing through stalls and food courts etc to find where the shootings coming from
Probably mod territory I think but would be cool to respond to active shooter etc. as patrol officers with handgun & taser and no other equipment
My Take on this game so far, obviously my opinion doesnt matter. Its also obviously still in early access**
- Civilian AI should be much more likely to surrender, and they shouldn't run towards you as much
- More attachments options, such as different stocks/ammo types, such as Slug/buckshot for Shotguns and Tracer rounds for rifles.
- More options for armor, different brands and models, but they keep the stats.
- Allow rifles to have the option to be either 1 or two toned (only for those that have this option irl)
- Add a character creator so you can make your own face
- Add suicide bombers on Raid
- Add unlockable Watches and Gloves
- More SWAT teams from different locations/agencys, I personally would like to see NYPD ESU, and USMS SOG
- The Tazer should make A.I ragdoll
- More Options for Uniforms in general such as Boot and belts
- Suggestions for Maps: Stadium, Bank, Skyscraper, White House, Container Ship, Suburban House, College
- Add different options for NVG/Gasmask
These are some of the things that would make the game even better in my opinion
exactly my thoughts, the mods and the possibilities are endless https://discord.gg/WfdSuZPd
Yes can't wait! So glad the team is big on mod support. Mods like SEF were such a big part of SWAT 4 after all.
It would be neat if every single perp in the game wasn't John Wick in disguise, being able to track where you are behind walls and get hits on you through them, or being able to get multiple shots on target in a split second before you even have a chance to react.
I think that AI shouldn't have infinite ammo. I watched an AI shoot at me for 36 minutes straight, continuously.
Based
Also, gas makes rooms incredibly hard to see through, but the AI can still see through it perfectly it seems. In fact I've never seen the AI get affected by it at all. They just walk right through it and shoot me. Does gas not work yet in this build?
Gas doesn't yet affect AI ability to see the player. It's a lot like how Arma 3's AI can see you through bushes.
Some people is colour blinded and I don't think they like using the green NVG. Gotta really let them select NVG colour really.
helmet lights and modular gas masks (removed / put on according to the situation) ((as implemented in Insurgency)), also gas masks should be by default in the inventory, after all, this is the standard equipment of this kind of units. it would also be cool to give the opportunity to collect a set of grenades (for example, 2 gas and 4 flash noise), because the ability to take only one type of grenade is very strange
sry for my english, itâs not my first language
Then it really shouldn't fill up the room like that
I can't even see 2ft in front of me so it just gets us killed every time
I would agree with gas masks able to be taken on and off with a 10 second equip/unequip time. They're carried by all SWAT units and put on when the situation demands it.
Can we have some voice chat for LATAM Players?
There should be specs for guns instead of some vague descriptions
Can we please get the cylindrical suppressor for the MP5
Some effect for the AI when hit. It looks odd when you hit the AI with a 5.56 in the chest and the keep surrendering and sitting there like nothing happend. Also instead of droppi g dead, There could be some movement after falling to the ground (good example is insurgency sandstorm imo)
More uniforms (no microtransactions please)
Ability to interrogate armed suspects after they surrendered for information regarding objectives?
imo this would slow down gameplay a bit too much
Seeing how G19 has a P80 modle can we get a SR16 with the URX 4 rail, or a BCM M4A1?
But would add more immersion
is this an AI thing or does the gas grenade not affect ai suspects? i use a gas mask and i cant even see in the smoke but they can still snipe me, even if they are in the smoke or not
it's a bit inconsistent right now
gas doesn't do anything yet
MP5SD instead of blocky looking suppressor on MP5, and being able to use IR laser on many more guns. Some guns can't have it now ingame.
Yeah, please slow down the animation for suspects aiming their gun and firing at you, cause they're insanely fast and accurate. Can't even get a shot off before they kill me when I already have my gun aimed at them 
yeah ive just been using the tac700 and just shooting anyone i see because it stuns them and they cant shoot you. its basically big cheese
They can even turn around 180 degrees and snipe my head in 0.1 seconds
it is funny that non lethal weapons feels safer and stronger to use than normal weapons
When will the new map come?
On snipers: The snipers in SWAT 4 were quite weird, totally exempt from ROE. You were penalised for unauthorised use of force with your team but practically encouraged to just headshot unaware perps with the sniper. They were also too unwieldy to jump to and use in an actual fight. If a similar system was implemented in RoN, I'd like to see ROE apply so that gunning down non-threatening perps was a no-go on Barricaded Suspects (but maybe OK on Raid, Hostage Rescue etc. where threat is implied).
To make them more useful, it would be great to be able to 'lock on' to a suspect, and then be able to trigger the shot via hotkey when controlling your entry team guy. This would be useful in Barricaded Suspects to be ready to shoot someone if they resist and are still in view, and especially in Hostage Rescue etc. for some cool synchronised takedowns right as you breach the hostage area.
option to baton somebody down to their knees?(resisting suspect,etc?) - would only be available to SWAT police, not FBI
Developers, this good game, keep doing this, if you keep do this. At End. Good Game
Suspects and Civilians get knocked down when the door gets kicked in or ram used if very close to the door.
Perhaps allow suspects/civilians who get shot in limbs or non fatal places to be injured instead of dead.(maybe even have a team member designated to be a tactical medic who can apply tourniquets,etc)
https://cdn.discordapp.com/attachments/720322099264094271/923277218585653268/jpar201911261_f01.png
+1
A setting in the menu that lets you have your weapon on full-auto by default would be nice.
I die way to often of not remembering the game defaults me to single fire after each loading screen.
More maps, i know its early access but i aready played all of the maps and i buyer the game yesterday.
is there a pvp SnD style mode in the game? or plans for one?
@ocean island
thx dood
slow down enemy reload according to their "level". currently they reload the same speed as SWAT speed loading which i'd say is highly unrealistic for even the potential tier 1 high tier low drag enemies. the sawn off guys reload at jerry miculek speeds as well. if the "weakest" enemies run out of ammo under stress they should be fucked instead of doing easy IPSC reload and continue blasting
Ability to kick/sweep peoples legs when they are pepper sprayed, its annoying when they just run around without complying
press b to punch them
I think a feature to kill the lights on the entire map would be awesome, It'd give for some cool NVG runs.
I had my guys breach into this room on the dealership, and there was a sussy sitting there shooting at us. My guys shot an unusual number of times at him, at least 10 seconds of rapid fire, but he ended up taking out one an officer. I actually ended up having to shoot him myself. I think he survived so long because the bullets were hitting the railing, but IMO the railing shouldn't protect you from rifle rounds.
I know how to punch, but it doesnt take them down immediately
K9 Update with commandable AI dogs, that can look under doors to check for bombs, bark at suspects to make them surrender, clear weapons, and attack
Probably already planned but maybe more customization? Like a rolled up sleeves ubac, balaclavas, safety glasses etc
There should be a way to cuff them whether they want to comply or not, tbh
Add an animation for picking up dropped mags?
Is it possible to set the discord channel unit promo's Slowmode to 24 hours instead of 6? đ
Add a powerbox or lightswitch to the house to turn off the lights so they cant see
ai currently isn't affected by light at all
Hey Yall, anyone else that would love an airport style map as in one of the old SWAT games?
NYPD or LAPD 90s swat team. We got the 357. Magnum and the mp5a2, which would fit perfectly
Obviously would love to see more of the old Swat 3 style missions.
Make the Character customization more "dynamic" let us choose if we want a mask or not, some certain type of glove, other shirt, if we want the sleeves rolled up or not, if we want a helmet or not, and etc, sort of like how it was in the MP PvP alpha
Join the Modded or not discord lots of customisability
More small but believable locations. Currently the maps feel too maze like and often in parts they feel too random and lacking of real life logic in terms of room placement. Hotel in particular feels really off to me. Gas Station and 213 are amazing examples of things going right though.
A 'Hold' to kick button prompt option for doors would be ideal.
The prompts are a bit finicky on doors and its easy to do things you don't want to do.
Accidentally kicking can get you killed by a door trap or will alert the bad guys in the room and get you shot through the door.
Im in there, but only saw camo and different NVG mods, not the things that i tried to say there
Also a mask mod for all characters, they are working on more stuff, I doubt voids priority is to add more clothing even tho I would love to see it too
I'd appreciate smaller maps and scenarios as well to be honest. It's... rare, for a 5 man SWAT team to enter and engage a building with 10+ armed suspects who've trapped the place, at least not like the game depicts. I feel like there'd be way more numbers and support for operations like that.
I wanna see stuff like riot control, being called to de-escalate a mentally ill guy with a knife, talking suicidal people out of jumping off the ledge or getting close enough to grab them safely. I've seen my city's SWAT do all of those things, or even just smaller scenarios where negotiation is a thing. Would be great if they added a negotiation minigame or mechanic of sorts to the game. Not every armed suspect is happily willing to gun it out to the death with a SWAT team that they know they stand no chance against, a lot of people should realistically negotiate or be able to be convinced to surrender even from behind doors or outside the building via loudspeaker.
Hard pass on the idea of having to negotiate a stupid minigame. Cannot see it being fun or tense. But smaller maps/scenarios would be bueno
Agreed
Eh, I just think it'd add realism is all. Maybe modders could add it. Having to negotiate surrenders and compliance is a pretty big part of our day in real life law enforcement.
Also suspects with melee weapons would be great in general
Yeah true, can you think back to the ultra short domestic violence mission on Swat 3 or 4?
Off topic but I feel like if I empty a full can of pepper spray into a civilian I believe they should be compliant.
lol yup, I am still pretty bad gotta admit. Officers dying all around me. Learning tho, just small improvements needed to the game mechanics and once its fully finished. We all have a challenging game we've been waiting for all those years
I like the idea of it and the unexpected nature but like most people after getting pepper sprayed irl would not just keep running they would drop. I still like the idea of how the civilians regularly don't comply but small adjustments may be necessary.
Option to disable uniform skins clientside. Not a fan of mixed units of HRT and SWAT and would love to keep units unified in appearance without having to ask supporter folk to switch. Win/Win for all. Us "muh realism" folk get our unit look and HRT folk get to enjoy their special skins on their screens as well.
Killhouse reset button please
There's a start button?
stats on the Grip and Muzzle break and Sights would be welcome
like do they have any drawbacks ? (are they just cosmetic?)
A change that is needed, when a gun is colliding with an object say a wall etc. you should not go into high ready. Its not realistic unless you are pressed right up to the wall/object etc. the gun stock would be placed under the armpit so it can still be fired
No but if you do one run though thereâs no way to re close all the doors unless you walk through and close them all. Even than, if you breach and break the door thatâs it right there for that door. A reset button would be nice, that just closes and repairs all the doors
The instant I yell for compliance I get shot dead.
bro im doing the fucking car dealership and the suspect shoots at me through a door like
50 feet away and he's up the set of stairs lol shoots me straight thru the doorway, suspects def need tweaked up a bit
huhhh
so
also
AI can both OUT RUN you WHICH IS FINE on its own
and
can go TRHOUGH you which is fine on its own
"NOW.. trouble is.. they can do both at once"
so i cant tail them cause i'm too slow
i cant stop them from running cause they can walk trhough me
and 50% of the time i cant shoot cause they are civvies [[and that will force me in a endless loop of walking the whole level cause a civie thought would be funni to walk past me yet again
Grenade Launcher that can use CS gas, Bangers and stingers...?
maybe a daylight mission as well, or I've missed it.
taser claymore
I hope the pre mission dispatcher voice giving a reading of the mission briefing before each mission is a thing for ALL missions, like the current Hotel. Really sets the mood for the scenario!
Alright, first responder here. I love this game! It is spot on! I only have one small thing on my "realism" list:
- Make a long press on the flashlight attachment make the flashlight strobe!!! It is used to stun suspects and disorient them. Also it would be a cool feature on the game and 100% accurate to most tac lights.
m24 bolt rifle ty
Also, I think it would be awesome to see different times of day and weather effects for each scenario. It would keep it fresh and you would have to change your tactics/approach depending on the situation. Poor visibility, good visibility, need NVG or just flashlight, or day time so neither. ETC. And hoping to see sound/stealth play more of a factor. Love it so far!! Cant wait to see what happens. Thank you!
ps on this: they dont make the person thats subject to light UNABLE to respond but they do disorient them a bit. so would be nice if they could still ACT
but would make em at least MISS a bit more of their shots
Low priority
The wounding system is a cool mechanic, adding extra challenges to injured officers.
However, maybe it would be better if wounds added more to the situation, a wounded leg adds a limp, making a strafe movement inaccurate and ineffective due to the added movement, same with an arm adding a tremble to an officers aim.
Body shots can be implemented in ways that add more noise, grunts, groans ect, due to internal damage. Maybe add an overall debuff to an officers capability.
Lights should have a debuff removing the stealthy aspect, leaving it on makes one more noticeable, but flashing it into an suspects eyes should harm their accuracy. So you can use it tactically, and not just have a beam on 24/7 making nvgs more useful.
ps: i wish the shield actually had a light on it..
or i mean that the light it has actually could be turned on
addition of a road map so i know what the dev team has in store for the game upcoming, that way we know what's being addressed when providing feedback
Enemy Spawn in Line of Sight of Player Spawn
On the map "213 Park Homes" there is a spawn for an enemy that has direct line of sight on the players when they spawn in. Due to the near immidiate reaction time of the AI he instantly kills multiple players before anyone has time to react.
you die with 1 or sometimes 3 tec9 shots
wich is 9mm
the same as the XPR (i think its called XPR) you know the one
but that thing takes roughly 2 or 3 shots to kill them dudes
TROUBLE IS: you have a heavy vest. and a ballistic helm they are lucky when they do have a bullet vest and a welder mask
Pls make Shield a primary. Its too OP to switch between shield and assault rifle so eas and kills immersion when you coop with randoms and you have 3 operators with a shield on their back
Honestly I donât mind them being faster than me. It makes sense. Weâre carrying average of ~20kg worth of equipment, we have to be aware of threats at all times so beelining for civies is not ideal. What we need is some kind of deterrent. I honestly donât know what the solution is here lol
literally making collision checks.. so they dont run THROUGH people
"i wouldnt mind they being faster if i at least could body block them"
that would also solve the problem of having enemies INSIDE each other
nothing makes me more upset than shooting at someone just for a civvie to be killed and the enemy that is in the SAME spot survive
Ohh ok yeah I guess I havenât come across that but that is definitely necessary
you sure saw them running through each other though
if you try using a shield and going full non lethal i gurantee you
you will HAVE to witness it happen while you wait for them to dump their mag at you
while civies run all around the room
This is more of a suggestion, but it would be really cool if you could incorporate a SWAT sniper into some missions. Especially larger barricaded buildings, if you could have a sniper that could look through windows to give info to the team or take down hostiles. This would be especially cool for hostage rescue missions.
Again, a suggestion, but maybe a fixed mission each week / month so people and units can post their times / scores?
Better and more realistic kit (gear)
Fix the AI civilians. I shouldn't be chasing a civilian through an unsecured building, watching them run into rooms where there are active gunmen
Big feedback.
Australian prices are WAY off, $156+ is very much not in line with the local currency and what you get in the supporters edition.
Anyone feel like the taser is really inconsistent?
It's worked every time I've used it after working out the range. 2+ times in every mission during the 15 hours I have in the game. Against both suspects and unruly civilians. I always have it as my secondary.
Make there be a difficulty slider
I wish there was a currency to buy attachments and weapons. I also wish there were more attachments such as ACOGS and more weapon cosmetics along with more character cosmetics
The game just came out...
When do we get to play as the REAL Good Guys???
Use a tazer to stop the runners or flash them as they run? Use your less lethal or even melee them if they come in range.
i tried using the pepper spray on them already
and you cannot "beat them" while you use it [[aka theres no melee option on it]]
also bean bag shotguns sometimes kills them..
ive noticed AI can take quite a large amount of pepper spray before surrendering lol
Looks like a few people agree with you, ill make sure the devs get the message, thanks for the feed back also @zealous forum
can we do something about the rambos full sprinting around a corner and hitting every shot with perfect accuracy?
didnt have this problem at first but 20 hours in it starts to become annoying
thank you kindly for it!!!
Some feedback. A lot of people play the alpha testing level, say it's their favourite. You are doing something right with the level design on this, maybe the clean environments and not grimy kind? The layouts, too, in terms of map design? Everything else is pretty much lacking, but your maps...kinda not so authentic and immersive, kinda...dull...
Unsure if it's been suggested, but having a line of LEO's outside the building to catch civs/combatants if they try running out the doors would be great
I agree all the maps shouldnt have to be shitholes
the pepperball gun,beanbag shotgun and the taser and the pepper spray should be buffed
A plane map would be cool
But gotta say the devs did amazing work.. I'm hooked on trying to get perfect scores all maps and all difficulty..
good stuff devs
this, good suggestions, currently there is nobody outside
AI stop wall banging and aimbot
please remove this as it is not funny
agree, multiple times ill go around a corner for an ai to have their sights locked on to me
Sry if any of this stuff already is in the game
Format:
(Possible Priority Modifier) (Priority) (Issue/suggestion)
Low: If you have a single leg broken and try to kick a door it says that you have broken "legs"
Mid: When restraining people nobody seems to get genders right
Low Mid: I personally would like to be able to bind multiple keys to be used in conjunction in order to do actions
Very Low: In arma you can stay in your stance(free lean in RON) as you move and in this game you cant. That being said it can look pretty wonky when some guy is in an impossible position in full kit.
Very Low: It would be nice to have some AI interaction in the lobby
Very Low: Your fellow officers should occasionally say something when you flag them
Very Low: Maybe include your AI team in the shoot house if that is possible(sounds kind of hard to code)
Low: It would make the game more immersive if you could shoot and displace/damage items on cabinets and tables such as bottles newspapers and chess pieces and the board(somewhat like in R6)
Low Mid: As was previously mentioned by 1S-01 | Frank.J A difficulty slider would be nice so newer players or those who are new to tactical FPS games can ease their way in.
Mid: I agree with henzla's statement relating to shields being so over powered
Low Mid: wingdings stated that there should be a debuff to stealth depending on the light situation(not sure if that is already implemented)
Very Low: In swat 4 there are snipers that you can command that watch over windows and I think that would be a great addition to certain maps
High Mid: wingdings also said that officers with injured legs should limp and I couldnt agree more
Low Mid: DarkLordofNone wanted a line of LEOs outside the buildings and I agree that that should be implemented in certain maps but maybe not others
Low Mid: It would be nice to be able to shootout lights or access circuit breakers to allow for the utilization of nvg
sry if any of that didnt make sense im kinda very tired
Also perhaps like in SWAT 4 having a prep phase on some missions might be good
you know how in swat 4 you could talk to the restrained people and bug them and shit
i may not have the game....YET. but i did watch a video on the game, one of these guys is still in the military. this video they go in and clear almost if not all rooms 100% silent.
It'd be nice to have hand signals and what not to communicate what ur gonna do, whether it be breach, flash bang, watch six, etc
https://www.youtube.com/watch?v=8pyCEictS2Y
Clearing Rooms Without Saying A Word...
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I havent played swat4 in a while but sure
it wasent really that important but it really immersed me into the game
I can get behind that but how do u propose the large array of hand signals should be implemented
Perhaps one of those wheel things if u know what im talking about
maybe implement a toggle wheel to select various hand signals under different categories
for example:
Category: Defend would have options to select watch six, cover, scope the door, etc
Category: attack or offend (just using as for instance) would have, breach with stinger, flash banger, battering ram, etc
Probably me just being picky, but some of the reload animations are a lot smoother than the rest which kinda annoys me because they can be pretty choppy or the sound design can be average
why cant i make my teammates kits in singleplayer. all my dudes got mirror guns and i need some to have different things.
Would it be possible to add a voice command system for online coop similar to solo but not as commands but general stuff to say like enemies or civilians spotted etc. asking since I come across games with ppl with no mics
You can, just don't have eyes. Look in where you edit your loadout. Top left. Alpha, Brava etc etc
also why dont surrendering people just get up and run away? they did that in swat 4/
they do though
I vaugely remember seeing one in a promo shot early in development so I think it might be on the radar
please please PLEASE add the m14 back in
The m14 is used as a marksman rifle in the military and it is pretty long. Doesnt really seem like it would make sense here, unless some SWAT units actually use it?
theyre actually used alot
Would you want it as a sniper support weapon? I highly doubt anyone would be using it to breach into confined spaces
yea i want it more as a support weapon, but it is a super sexy gun
I could see that if they added sniping locations for players. I can agree it is a sexy gun i use it insurgency a lot.
That's pretty cool. Think it would be a missed opportunity otherwise. Especially combined with something like a hijacked plane.
https://www.youtube.com/watch?v=JcA7Nwa1L9I This mentions a sniper unit, granted its a bit old but Im willing to bet most if not all of this is on the table. Except for PvP, that seems to be scratched for now or at least not the current focus
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I would highly recommend a way to remove restrained persons. Maybe grab them like a shield? Could make multiplayer interesting too with human shields
First, the game has a lot potential, we had a lot of fun. But what i am missing that you can hurt enemies or terrorist for example if i see there is an terrorist behind a corner when i shoot in his feed, arms or hand to drop the weapons the terrorist is dead.
Actually one of the few games that came out this year that I really enjoyed. Game has a lot of potential and I really hope the team takes this game far. Games well optimized for its current state.
Flashlight attachment needs to be buffed. More light.
Sights need to be made a little more visible.
Adding descriptions on attachments, for example the attachments for muzzles.
Nerf the amount of pepper spray and hits needed to subdue a resisting suspect.
More community outreach via twitter, YT, and steam. A roadmap for what the team plans to release etc.
Add diversity in the difficulty in suspects based on levels (optional). Give use to the beanbag. Add suspects with melee weapons. Knives, bats etc.
Better font visibility.
I understand that darkness and low light environments create an intense atmosphere but it's somewhat annoying that every map is so dark. Why not well lit environments?
Add more spill to flashlights, or have different variations with different throw/spill etc.
Add ability to swap to secondary mid reload, instead of waiting for animation to finish.
One shell per press reload for shotgun should queue up shells instead of having to restart the animation for every single shell.
Manual option to high port position instead of low ready?
I found it extremely hard to get into a public lobby with a friend. There should be an option to later change lobby visibility.
Suspects with knives, but actually able to see the knife.
Map idea- Desert with a bunch of like rooms and stuff
I'd like to see a ping marker implemented as you cannot use your arm for hand signals
Civilians should be able to be moved more easily. trying to move someone that surrended in corner near an unopened door is a hassle.
I'm glad that pvp isn't the main focus, but they promised a lot for pve, like sniper units, a lot more guns were visible, you had larger squad units etc. etc.
What I'm looking forward to is the official modding tools to customize guns and "maybe" create your own maps??? That's sick!
Ya im hoping/assuming they will be added later. What we have now is an upgraded SWAT 4 minus sniper support so im happy. Although I never found the sniper support useful in SWAT4 so im not really missing it here; they might be useful for hostage scenarios
I am pretty happy with the product too. I've had a blast playing this game, every single time. it's been fucking sick so far! Once they add more content, I feel like the game will have another massive blow up
Wondering if it would help diversify encounters by adding more idle activities and animations that suspects and civilians can be programmed to cycle through.
Yâknow:
Walking outside for a smoke break
Relaxing and leaning against things
Sitting on objects
Cleaning weapons
etc
Also animations/events that trigger after they know youâre here like:
Hiding things or themselves
Actively setting up traps
Communicating with eachother
Instead of someone standing directly in front of a door, maybe theyâd be standing off to the side pointing a weapon at it.
Etc.
Just food for thought, immersion and scenario diversification.
People are already making custom maps actually.
If u switch the wand camera from full screen to window-window, you can peek under doors then move away and the camera will still work lol
are those the test maps that are listed? or are they remnants of the devs :PP
No like, there is a modding discord already.
what??? where can I find an invite to follow the custom projects?
Ty pebble.
Ai needs more improvement. Had suspects just staring at wall without moving or reacting when I yelled to surrender while I'm standing on the staircase(higher level).
And shield is too op. In public matches, ppl all rushed with shields on as if they are playing cod. Happened in mutiple games
holy shit, I just checked out a couple of the mods, there is actually a lot more than expected! I didn't know modding is already ongoing, this adds a LOT more to the game, thank you for the information!
Hey guys, few words about shotguns in the game.
There is one thing that just pisses me off and makes me simply not want to use shotguns.
Spread is unrealistically big, in real life from 4 meters there is little to no spread and after around 20 meters pellets from buckshot (because i think thats what is used in shotguns that are in game) start to go their own way, i know that making spread smaller will make shotguns pretty op but this is what they are in real life, they are op as fuck. And its just anticlimactic to see that you shoot at someone from literally across the small room, aiming perfectly at center of mass and then pellets hit wall around him and maybe his arm still making him able to kill me.
Also, few types of ammunition to shotguns would be epic, for example being able to load slugs and just throw people to the ground or being able to load breaching round into normal shotgun (i know it would kill the purpouse of breaching shotgun but it would be incredibly fun to load breaching round into a chamber and then fill tube with 00 buckshot) or just being able to breach doors with slugs or buckshot what is possible in reality, to balance this i would suggest adding random chance to the buck or slugs that they would ricochet instead of opening doors and hit something around breacher, still the most reliable and the safest way would be breaching shotgun (there could be mechanic of unloading chamber and loading it with chosen type of round) but as i said it would be incredibly fun.
If someone actually have put time to read this shit, thank you, have a nice day.
I especially agree with you regarding different ammo types, and the possibility to bring breaching rounds!
I think what would be a cool feature (if this hasn't been proposed yet), if possible, is a randomly generated CQB map, something like the Clean House mission in COD MW 2019, where we'd be clearing rooms in a house that can have 1 floor, 2 floors, maybe even 3 or more, and since it's randomly generated each time, the players won't have much intel or map layout to go on and it'll offer some replayability too
Are there any plans to make doors into actual hinged doors? Currently doors will allways open away from you, regardless which side of the door you are on.
I mean, opening a door through the doorframe isnt really "realistic", is it? đ€
One way doors will nor be in the game as it caused way too many AI issues iirc.
a levelling system would be cool. Maybe also a cash reward system so every time you complete a mission u get a handful of cash and then could buy better uniforms, weapons etc.
Id like to see the introduction of drones as well as the ability to drill holes in walls/ceilings, and floors so you can utilize fiber optic cameras
Ahh that kinda sucks, its kind of a immersion killer.
Yet i understand that from a gameplay perspective it would require more work, new opening techniques, new animations, and as you say, AI will probably need work for it to work as well :(
Yeah it's like. This or having ai being worked on for the next three years lol.
At least, living in a house with an outward swinging door, i dont have to fear Skynet for some time đ
Also, breaching shotgun make me rage
and of course instead of "two" i wrote "to" sorry for that
** crouching needs to be lower **
There's almost no height difference between standing and crouching, making crouching pretty useless
- Make the game a little bit cheaper on steam!
It's a great game, but ÂŁ31 is the absolute top asking price.
I really want my friend to get it but ÂŁ31 is just too much. I think the price should realistically be ÂŁ21-25, especially given it's early access and half the stuff in the gameplay trailer isn't in the released game yet
the game isn't released yet, hence the Early Access
Exactly part of my point, hence ÂŁ31 is too expensive
Price will go up on launch.
** replace door traps with other hazards **
I don't think that door traps are a good design, because they don't really do anything other than require you to peek or mirror every door, which is just repetitive nonsense.
Instead, I think rooms should have different hazards which will force a different approach (like how SWAT 4 has explosive barrels and such)
Suggestions:
- rooms can have explosive material, which when shot with bullets (or flashbangs), will explode (or if c2 explodes too close to them)
- incapacitated civilians will die if hit with stingers, which forces you to use CS gas or flashbangs or nothing (if you don't have either)
- The size of rooms could impact how viable flashbangs are, the bigger/higher the room, the less effective the radius is
Ehhhh, not good, VOID would make more money if the brought the price down. No one's going to pay more than ÂŁ31 on release (40/60?) for this, as good as it is. More people would be happy to pay slightly less.
It always raises concerns when the devs charge more / absolute tops for their game, specially after the oddities around their previous publisher
Can we get some missions that don't involve civilians just running around gunfights? Like take out these mobsters guarding their drugs or whatever? Door kickers have a lot of scenarios you guys can copy (but change it a little so it doesnt look like cheating)
Preferably harder missions that actually require rear security and holding position, since loud gunshots and explosions will drag hostiles out to see whats going on/ kill off the intruders (us).
Hostage rescue is somewhat similiar, or raid on farm
Also, add acceleration to bot movement, I think they go from standing still to max speed instantly, which makes them incredibly difficult to hit and lethal with their snap shooting.
@heady anvil farm doesnt have raid, and hostage rescue is still centered on the civis, id love some go kill everyone but you're severely outmatched and on foreign territory .
Farm doesnt have raid yet, but it will obviously be added soon. just like most modes on most maps, but for now you can use the AiMod to reduce civs and add more enemies
ooh ill look into the mod, thanks
Finding last civilian takes too much time Running all over map to find last hostage is really tedious
Using door wedges to limit the avenues of movement for civs and suspects is a great way to mitigate this headache.
Good afternoon.
And why (FBI "Defender" Tactical Shield) and its analog, obviously having wires and a battery, do not have a flashlight or a "blinding flash"?
I would like to have a powerful flashlight or even better a blinding device like in the similar game "assault"
Moreover, there is (a flashlight or a blinding device) on the shield, why do they not work?
I think we need to make the accuracy of bots more normal.
They have two extremes, they can't get into .
And in 0.1 seconds, one bot kills the entire squad with a shot to the heads
No way to end a successful mission? Any clue? Single person mode.
No nothing. I went back to the van and stould around like a lemon.
Airplane hijack, bank robbers, highway gunmen etc maps for the future
Blitz from r6 essentially lol
Reduce Pistol recoil; its unrealistic for a SWAT operator to have trouble controlling 9mm after 2 shots. Also please increase the flashlight splash
adding lower resolutions for low end pcs would be cool
can confirm, even i with no military background whatsoever control 9 mm better than guys in game, after few shots you are shooting basically into ceiling
Yeah, its ridiciulous. For a 45.acp it makes somewhat sense, but they pretend a 9mm is a fucking 357
ive seen how guys who get paycheck by catching bad guys shoot, shit looks like they are holding 22. toy, even from one hand
the recoil of weapons in games is overestimated.
She was stuck at the turn of 1980-90....
Modern weapons with modern recoil devices, reduces the recoil to almost 0.
You can shoot with a machine gun with one hand without any problems
But I'm more concerned that the shield, in dls, which costs more than the game, does not work as a flashlight or flash
Yeah, a 9mm should have barely noticable recoil for a trained operator
Not to mention you play as highly skilled officer, not toddler with 50cal.
Characters need more free play around in multiplayer, in CQB most of operators are arm to arm, leg to leg often with weapons overlapping. While in game you can get 30cm away cuz you character stop aiming forward, not to mention about fast securing rooms without stucking in doorway like we would wait for stepoperator
.
Fix the lighting, it is beyond terrible and too dark for some users, dealership level the lighting there makes no sense at all and the farm level is actually decent with NVG's but I literally gotta use the NVG For all lvl's cause its too dark.
Could the HRT Edition along the HRT DLC that is not out yet with the small things. include a MK18 Daniel Defense with GLE Handguard?
Hey guys, I'd like to talk about blood effect of RON
I think the mood of this game is serious. So, I would be really cool if the blood effects is realistic. Ex) Dismemberment effect according to the degree of damage.
If RON consider the blood effects like dismemberment effect, I'm ready to willing pour my money to the RON. I'm already purchased RON Supporter Edition, haha. (sorry for my terrible english
)
Mild dismemberment for shotguns woud be nice, like brain leaking, missing fingers etc::
I havenât noticed much of any recoil on both the 9mm rounds but the recoil on the .45âs is overplayed in my opinion.
I know you guys doing hard work but please reconsider current night vision image. Night vision is too noisy and pretty far from actual 3rd gen model came out 5~10 years ago you may can check through open source actual night vision has much clear image.
Percfect!!hahađ
the glock is fine, but the m9 is a nightmare to use, it has really strong kick
I havenât had much issues with either all9mmâs Iâve used shoot like a freaking laser but thatâs just what I noticed idk
The night visions current green glow is so damn bright it legit hurts my eyes after only seconds, even in the darkest rooms. I cannot use it. It would be nice if it was like the soft glow in Zero Hour/MW2019
It is not only about glow over all effect heavily reference form early 2000 or 90's Night Vision with modern graphic effect. Unless they want to model PVS-15 with shitty filter, it is clear signal they lack of study on this part.
arent nvg got brightness control? Would be nice to have it tho
This is game and PVS-7 and PVS-15 Image which came from 90 to early 2000
Maybe I'll adjust my brightness or gamma settings and see if that helps, if that is even an option in the game. Because it is so damn bright and vivid that it seriously causes me soreness
This is image you expect after 2010 or mid 2010
My point is Night Vision's View changed quite many years ago. And some filter will provide totally different graphical effect. Less grain Less noise with less affect from light and much further view. I'm not even asking for digitally processed version which will show actual color in night which way much recent development. However current depiction of Night Vision is not only outdated but also bit painful for the players while their view is not perfectly clear enough. (If it was intended please reconsider it) I really admiring Dev's work but this is bit big issue which you may want to consider.
[Gears & Attachments]
A thermal vision helmet or attachment would be great.
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRYNYs2cZJosnmM7yW_rWGSr4S3F-HGB-MHEg&usqp=CAU
I doubt Because thermal vision is not much used in SWAT nor military as helmet mounted usage. Thermal vision is good for the long range target identification but bit inadequate for close range because it does not gave clear view of terrain.
Id love to see these two be added
-the ability to shoot out lights
-the ability to turn off area power where applicable
turning off power would be great synergy for nvg builds, at the cost of suspects being sussy of your presence
Sus, but where the fuck we at? Only the darkness knows
Also idk if they already do this, it feels like they don't, but enhanced AI that allows them to either follow the source of gunfire or set themselves to a more defensive position in whatever rooms they are as they hear shots going off would be fuckin excellent
well they'll hear you at the door if you're not careful XD
Maybe the harder milsim larp enemies could have nvgs of their own
At the door yeah but guns are fuckass loud and the rest of the map would hear it right away. Hearing gunshots from multiple sources would force the enemy into quite a situation they would have difficulty to adapt to because holy shit where are they at and how many are there AAAAAA
Imagine having gunmen/snipers at the windows ready to drop you as you approach the scene
So far I've liked the game and praise the developers, but there are some things I would recommend to improve and drive the game towards perfection:
-AI movement, looks and behavior is like a 1990s game. This IMHO is the aspect that needs more development.
(e.g. two civilians saying the exact same line after kneeling does not seem right)
-Enemies always inside rooms, never coming to randomly attack the squad's rearguard or luring through windows or on top of stairs, even after shots have been fired, which seems very unrealistic,
given that outlaws could react either aggressively (shooting) or defensively (barricading). Enemies breaking windows and making threats or shooting from distance, maybe?
Enemies switching positions and attacking from behind will force teams to keep an eye on their backs when going into rooms or approaching any given area.
-Unrealistic dead bodies positions (like stuffed puppets).
-Awful lockpicking animation (distance/overlapping between hand and pick)
Better animation could be similar to Fallout3 or DyingLight, for instance.
-Joining lobbies requiring steam friendship is simply awful and slow.
-Restrained people does not react to flashbangs or explosions. They should. In fact they do nothing "interesting" after being restrained and kneeled. What about screaming to others or trying to free themselves to counter squad? If they could be moved to safe locations and be watched by one squad member?
-Crouching does not look like really crouching in first person view (e.g. if you crouch in front of a door handle you should see it now in front of your face, not 30cm below; same for window frames, etc.)
NOTE: Before someone comes to rant about "real life VS videogames", what I mean is that with such tweaks the game can look and feel better than it does now.
the game did have that shitty lockpickng from fallout 3 early on, thankfully its gone now
But now it does not look right either.... the hand 15 cm away from lock? Working on air?
so its more of animation positioning issue then
Probably
I hope to see hostage situations with variety. Like having a tango or a hostage with suicide vests needing to be disarmed, the tango needing to be shot in the head or it detonates (this could also work under Bomb Threat) Tangos holding hostage as a meat shield.
Multiple variations of a mission objective type would add great replay value and uncertainty, forcing players to really adapt on the fly and prepare for anything.
You can already shoot lights out
Goddammit I thought we could and I tried to tell a friend we could do that on the big Villa map in the tunnels and we couldn't shoot any of the lights out
I could shoot them out in gas station, didnât make a difference however with how dark the game is
Heck
Please ad RK62 M1 silencer and rebar braker
, ladders, rope, more non lethal weapons i want it all!!
Yet a gangster shooting up a gas station can put 15 rounds between your eyes within a second
AI isn't affected by lighting (yet, hopefully).
Returning swat 4 fan here, and I gotta say the current build of the game nails the feeling of swat 4 to a T. If your plan is to improve on the systems of swat 4 as a base, then this is an amazing jumping-off point. That said, the experience is so similar to swat 4 that it even kept some of the frustrations from that game. I have a couple nitpicks that I think would improve quality of life in a successor to the series.
-
If you have teammates stacked on a door and the suspect inside opens fire to suppress the doorway, but you havenât ordered your team through the door yet the squad ai should back off from the door a few steps to avoid being injured or killed.
-
When a suspect or civilian is fleeing, the AI will let them run right past them and off to god knows where. If a fleeing npc passes close to an ai officer, the officer should have the ability to intercept them with a melee action. This would reduce the frustration of having to search back through the level to find the one civilian that wouldnât surrender and darted off past a line of armed police.
-
when ai detect you and decide to run, they typically run towards a doorway before surrendering. This results in a lot of instances where you need to clear a doorway with a cuffed ai sitting in the middle of the fatal funnel. Having the ability to grab the cuffed/surrendered ai and move them somewhere out of the line of fire would be a huge QOL upgrade.
Thank you for coming to my TED talk.
Or run up to you and like a fucking chad he is blow your head off with sawed off shotgun at point blanc range
I had an instance of Active Shooter last night where a civ ran in front of me and stopped in a door that prevented me from going outside to drop the shooter who proceeded to kill 3 civilians, all because I couldn't move this one fucking asshat out of the way. That was IMMENSELY frustrating
add frag m67 grenades, they WILL be fucking epic and people WILL fucking love it
Police don't get M67 my dude. That would be a bad idea and not conducive to the game at all. Far more issues than would ever be worth to bring them. We already have C2 shaped charge
its not about realism, its about fun
Itâs also about thematic cohesion. This is a game about police. Police donât use frag grenades.
police dont use 357 revolvers either, unless its some old poor sheriff in texas, definitely not SWAT team member
Several world police places still use pythons. A pistol fits a lot more than a pocket bomb
and russian police uses rpg's and APC's with 30 milimiter cannon
I recommend Rainbow Six Siege, they have holograms and drones and all that. It's fun.
the ability to save a loadout would be cool
A christmas hat for those who play on christmas
Being able to have high ready and low ready weapon positions would be nice, so im not pointing my gun at my teammates face when stacking
You can lower your gun by pressing home. this also increases movement speed
Being able to restrain an npc who's been stunned by less lethal means, without having to yell for compliance, would be helpful for civilians that like to run
School map with active shooter
Are take downs a possibility? Like if a civilian/ suspect is running we can like double leg them to the ground instead of just yelling at them. It would be at the cost of doing unneeded force
this is a really small thing, but i'd like for more guns to have skins like the G19, like for the H&K 416 I would like if we could have it in an all black as well as a tan-ish option
also, on an empty mag, is possible to make speed reloads not forced?
you should be able too carry a taser aswell as a pistol there is an empty holster on the vest with no use its always empty and i think more ammo should be carried on the bigger vest
Probably already suggested but I think adding AI to co-op would be fun. I only have one friend that wants to play Ready or Not and it isn't fun with just the two of us.
Pretty sure its coming in future
Larger teams
I still think that we should be able to go in with larger teams, like 8 guys, especially on a lot of the larger maps.
Suspect with knives. The amount of panic a cracked up man running full speed at you and your team with a knife
This game would be crazy with PvP 
it would literally turn into r6 siege
Just because R6 has some similar modes..
perhaps have civilians perform more 21th century actions, such as start recording the police officers(before being forcefully told to put their hands and being cuffed)
Not sure if it's been talked about, but possibility of having randomized/procedural shoothouses in the game for training and practice? Ground Branch is a good example of that with their compound level.
Super happy that RoN works well on Linux with Proton, I hope that it will continue to work well after anti-cheat is added (EAC and BattlEye both support Proton, the developer just needs to enable a setting to allow Proton players, there's no additional work or porting needed).
Remove TOC responding after every arrest and report you make. It's annoying and cringe
- Add different lines to TOC when confirming KIA or detained so it doesn't become repetitive. (Maybe make some short like 10-4 or something similar)
- Add other things that the AI might be hold in their hands, like flashlights, shovels, things that are appropriated to the environment.
- Add the ability to move detained civilians or suspects to certain areas so they don't end up in the line of fire.
taser claymore
make enemy ai more thinker less react
make friend ai more thinker less react
Make a public trello board to let us see about future and in progress updates
Add a Bola Launcher as a non-lethal secondary (starting to be used in police departments now)
One of the feedback moderators confirmed that all the dialogue in game is temporary and all subject to change
Which is good because I mean the beginning mission briefing when loading into hotel sounds like an overlay from a YouTube video posted in 2008.
I'd love to see a range where you can test your weapons on body armors and armored suspects. Like, when I test a pistol, I want to know how many shots on average it will take to incapacitate an armored suspect, but I have to do a trial by fire to find out.
Would be cool if the helmet cam of a player snaking a door would show what they see so everyone can get a visual of what a room looks like.
-add the ability to break the power on all layers, forcing the AI to use flashlights and you flashlight or NVGS
pls add an option to cancel arrest đ đ
I believe if you are hit in the arm you should be given bigger penalty. There should be more weapon sway, more recoil and equipment switching should be slower.
- Rework on flashlight beam
I think the current flashlight beam is a bit too small for illuminating the area. But don't get me wrong, I'm okay with the current one in term of how it's easy to do the point shooting. My suggestion would be make it double circle beam just like the weapon light in real life by keeping the current as the center beam and add another big circle (not too big) that is dimmer to illuminate where you are facing.
only one other feedback , please make the rifles bullets go through walls
i find it hard to believe that some random drug dealers have access to the same flashbangs used by SWAT. perhaps the traps should look more improvised
there should be a way to stop civilans or suspects from running right by you as you yell at them, like you should be able to grab them or tackle them?
games great, think when it comes to disarming tripwires and picklocking there could be way more realistic animations
Just a thought for the future
On the Port Hoken map, it looks like they're potentially manufacturing chloroform, as well as using the facility as a storage site for both humans and barrels of unknown contents. If they are making chloroform, it's not that far fetched that they'd be manufacturing chlorine gas as well, for export to third party buyers.
Since there's a bunch of barrels on that map (which could be used to store chloroform and it's deadlier brother, chlorine gas) it might be an added challenge to be aware of if shooting the barrels on the map had a chance to release chlorine gas.
Ideally, a loud hissing noise would be heard from the barrel(s) which were punctured, to alert players to the presence of the toxin.
If I had to think up an effect for being affected by the gas, a coughing, choking or wheezing noise followed by rapid dimming (blinking) of the players view could convey the immediate urgency of the situation.
Not sure if it's really realistic for the map or not, but it was a fun little idea that just popped into my head as I was playing it.
While I agree that some enemies should look like civilians, especially on 213 where you have to distinguish who's a combatant and who isn't, civilians should not look like bad guys. What kind of civilian would wear a black ski mask and a bullet proof vest? like theres no point to that
it's not unheard of to dress hostages similar to the people barricading. it would be poor design in my view to be assured that no civilians would ever rock a ski mask or something similar. but this is really a minor matter of opinion in any case.
What about on the Farm? Civilians are dressed in entire military kit. And no, I don't believe a civilian alone in the living room of a drug house would be rocking a ski mask and a bulletproof vest like some of the outfits in this game
i mean the GIGN use the MR73, especially with shields - it not having a slide helps in tight spots
Make door wedges block doors from swinging open from shotguns or battering rams
Currently i think the breaching options are thrown to the side mostly because of how deadly, effective and penalizing traps are towards players and their score. I believe using wedges to blow the door apart but not open it could fix this issue and at the same time would make wedges a whole lot more useful.
add an option for a medkit that can be used to revive downed players if the medkit is used within 1 minute of the team member dying, the player with the medbag should have a quantity of four medbags and the downed player should have the option to "giveup" meaning tehy will die before the allotted minute is over
no we dont need minimap. What we could use is map layout before the start of the mission.
Yea thatâs what I meant
airport map with a connecting plane which you can board and clear
Maybe a helmet flashlight?
Hey fellas, Just wanna say you're lucky to have such a dedicated group of people playing your game, Had no intention of buying until release, but it was a few people I know here on discord that finally talked me into getting it. Can't wait to play. đ
spoken with the devs this morning, their intention is to do a small dev blog each time a new build is pushed, ill keep hounding them for the communities sake! Thanks for taking the time to comment, happy holidays!
Better night area?, (pitch black), low detection on enemies
IMHO roaming AI who flanks through already-cleared areas should be a bit more common. And a bit less waiting in a room for breach. Also think that destroying traps with C2 shouldn't deduct points, if nobody is harmed in the trap exploding
I hope at some point they add narrative to the game or fork it and make a different game, story element is severely lacking, doesn't have a feel to it, tastes liek cardboard
and characters should have personalities and look more distinct and iconic badass dudes. Not random npc manlets, would it be so bad if they had some masculine, experienced personalities with pasts lethal dudes. same goes for the world. I hope they add in the vfx from the early teasers. I'm thinking of the sp. should be cinematic & slow. Like uncharted but swat4. Republic commando. Would be cool if you had a story campaign about a squad going on these missions.
I'd prefer the devs to work on making the gameplay better and better. Not sure if this is the type of game that needs a 'story'
the game so far is incredibly fun, such good SWAT 4 vibes but with a modern twist! Only feedback so far is to make the incapacitation weapons (bean bag gun, taser) a bit more stable, currently its a bit janky.
I would like a better or seperate point system so you can not only arrest everything flawless but also get different points by using different equipment⊠like no optiwand gives you bonus points, flash vs gas gives different points so you can gain hoghscores for personal reasons and braging rights for no reason (or emblems like in Metal Gear Solid? Like âlightningâ emblem if you flash majority of enemies with flashbangs)
probably others said already, or not needed and I probably missed it , but the ability to vault windows, was on the active shooter map and was trying to vault into a window, the window was broken, but can't jump inside.
i would love to see some type of XP mechanism ...where you gaining lvls and maybe unlocking harder and harder maps.. or just some other fun stuff to do.. but those xp are missing in the game
I mean, it will, there was PVP in early alpha build of the game.
Reminds me of the Children of Taronne Tenement map on Swat 4. It had exploding canisters that can take out a whole room.
Exactly, and it'd be another nice risk factor that dissuades poor marksmanship, as if you puncture a barrel that you're not close enough to hear hissing, you're not going to see or smell it or anything, it's just going to fill the room and kill you if you don't vacate quickly.
Improvements to AI with shields
Currently they put the shield away every time they need to do a task.
Preferably the AI with the shield would be in front with another AI to open doors etc.
I think footsteps need to be looked at. Its weird that I am able to hear walking footsteps from the other sides of walls but nothing when NPCs are sprinting around. Especially deadly when its a flanking enemy. I feel like they are way too quiet.
Also feel like AI is a little too fearless. Its happened way too many times where we C2 a door open and instead of being stunned or scared AI seems to charge in throwing caution to the wind and wipiing us out because we are trying to avoid crossfire.
make AI's less chance of having a sudden erge to zoom away as soon as i request them to put their hand up with my m4a4 against their dome. "those look like the gunz from the moviesz đ "
Could still work with guns etc how it is by keeping whats in the game at the moment as starting weapons and making the guns that get released later be unlocked via level as playing the game right now isn't rewarding there's no sense of progression
This game doesnât need a story but the map narratives need some more work, each swat 4 map has a backstory and on going narrative.
The hotel map in swat 4 starts with the bref of men with Kevlar have walked in with briefcases and kidnapped the hotel owners son.
We know there is people with body armor, bombs, and a hostage in the form of the son of the hotel owner
Add fire / smoke alarm activations on deployment of grenades I.e. flash bangs, possibly could be disabled but increases tension
Just played a couple of rounds with a good friend and really like it. A map of the current object with known intel would be nice and even better when discussable in the lobby. Tactical options like cutting the power line and entryâs through windows or even breaching through walls would be a nice addition too. Maybe with the support of one of the special vehicles owned by some units. I am missing something between combative and dead. Beside that I think it could be interesting to evacuate downed or injured Teammembers within a given time to get a better score. For me itâs good that there is no revive option. Please add the light option to the shield. Persons should react to the light when they recognize it and even more when you point at them. I really like small areas where you have to do a well prepared and timed entry to finish the mission with full score.
Canât remember the name of the title but there it was possible to open doors stepwise using your mouseweel. Is it right that there will be something like a sniper option in the future?
Great game. Truly fantastic work, guys. Many of us have been waiting for something like this for over 15 years and you guys delivered phenomenally. The only thing that peeves me is that there is no 'free look' button like in DayZ, Tarkov, etc where you can freely turn your head without rotating or moving the rest of your body. For those of us who play in groups and really push the edge of slow, tactical, meticulous gameplay, this would be a MAJOR assistant to the man in the five spot watching everyone's back and holding security. Please add this to the game as it would highly improve gameplay. Thank you.
Great work, I love this game. Such a promising future.
Ignore the cancel culture idiots the more this game gains traction. Never give in to the weak minded flakes who want you to change your vision, and it will pay dividends.
I'd love to see a level design in the aftermath of a riot where a group of political extremists take over a news media HQ. I think that would be pretty cool
Yeah also what this guy said. That'd be a sick mission
Just had this happen to me, but when you tell someone to flash an area, on occasion they'll just toss it where they're standing. Not a bug, but maybe some AI pathing in areas of certain maps would help with that.
the recoil on the .45 is severely overdone lol i can control the recoil better than a trained SWAT officer
Hi! I just wanted to say for a early access release the game is absolutely fantastic and I've been having a blast with it.
I just found out after thirty hours of gameplay that you can drive stun people with the taser. By barrel checking them. This discovery made me really really happy lmao.
Fantastic job Void!!! Your communication with the community, and design of the game has made me put a ton of faith in you all. Thank you! And keep it up 
also a CPU should be able to check for contacts when he checks for traps too instead of one or the other with the wand
They do that already. When you ask an AI to wand the door you'll first get a voice line on whether or not there's a trap there.
"All clear, no traps here." or "The door is trapped, how should we proceed?" Something like that. Then the AI will stand up, and when they stand up they'll give you a voice line for suspects and civilians in the room.
"Multiple armed contacts." "Multiple contacts, some have guns, some don't." "Civilian contact inside." or something of that nature
idk if you buffed the ai but if you did bravo. i actually have to be strategical when going into rooms, wait for backup / think ahead before just pushing in. i play with 2-5 people and i have to say with 2-3 its a bit challenging today.. but in a good way
Ability to take stuff from AI teamate would be nice, like when you're out of flashbangs
The farm map is a maze. adding more direction on the maps would be amazing.
The game is very epic, what sometimes cuts it short is that the physics are screwed
Another thing that would be nice would be to add support for the creators of the official community on steam
Also the noise of silenced guns is sometimes bug sounding like they don't have
Also NPCs sometimes shoot through walls for no apparent reason
Anyway it's very epic and I can't wait to see more, thank you very much
Sounds the same when you shoot them with and without a silencer
and minimally in any case the noise is distinguished, it is no longer "realism" but an error that even if you wear something or not it sounds the same way
I do not expect a serbatana but a shot with no silencer is not the same
Besides, this only affects the teammates while the one who carries the weapon does not, we tested it several times with my teammates
Do you need an A rating on a mission to unlock the next scenario? I got a B on house but the Raid scenario didnt unlock?
Your AI teammate should immediately try to shoot you down if you fire upon surrendered civilians too much. For multiplayer your teammate are not penalised for shooting a rogue officer as well.
I think that the bots should really take priority for an update.
I think that the general idea guiding the update should be that, at their most heightened state, clearing plain killhouses full of them should feel fair and engaging, and should not at any point feel frustrating or unfair in terms of their abilities, reactions or awareness.
Low ready automatically changing to weapon ready when you left click would be nice
no, everything's unlocked from the start. that map doesnt have other modes available
I feel like a "peek, [action]" would be a good addition to the ai commands, since there's some times where you want to toss a flashbang into a room with some suspects without exposing your team too much
I think that we should be able to ADS and shoot directly from low ready instead of first manually switching between the ready positions (with a slight delay to show the time taken to go from low ready to either ready or ADS).
Once we have switched away from low ready using ADS or point shooting, the player should return to low ready.
if you manually peek the door and then order them to open and flash they'll toss it through the opening
Yeah but i feel like it's more intuitive if they can peek themselves
if you dont trust the AI to get it right you can order them to open the door and throw the flash yourself
I mean i want the AI to be able to peek the door so if there are 2 armed suspects behind the door they won't blindly open it and possibly get gunned down by them. Even when tossing flashbangs they still open it fully
I don't think the traps are very visible on the port map
I want to be able to carry a pistol and a taser
I think it would add to the realism if we were able to carry a lethal and
a non lethal secondary
At the start of the scenarios, in the SWAT vehicle, if you turn the music off, which I always do in games, there is silence. There needs to be vehicle noise at least. Noise of equipment rattling around. Real life noises.
Outdoor map
I think an outdoor map or one that takes place during the day would be cool. (Ik i'm suggesting a lot. I just don't want this game to become another R6 Siege)
yeah we need day time missions as well
The voicelines are quite repetitive and random
The flashlight beam should be a lot wider. I have a M600 weapon light and it lights up a lot more than whatever light is in the game does
TBH i feel its bright enough, but maybe you mean wider? As in it brightens more space?
Yeah, that was what I meant!
When using NVG, the image quality is very bad.
I hope to implement various advanced NVGs after the 3gen.
A school map would be pretty cool. Especially to bring a bit of realism
School map would be really cool, not sure if its already in but if it isnt a bank map or embassy or even something like a consulate would be fucking awesome, this game has soooo fucking much potential
I feel like barricaded suspects should have more severe penalties, right now you can just unload into suspects and not get any penalties, could devs change it so that killing suspects without telling them to get down first will get a unauthorized usage of force penalty? thanks
I think there needs to be a bit more of a delay before a suspect gives an unauthorised force deduction. So far it can be a millisecond as the suspect enters the surrender animation and it would be classified as an unauthorised force when somebody shoots at them while still holding the gun.
Imo maybe it can be unauthorised force when the suspect reaches "both hands up" part of the animation
adding onto this, when the police character arrests a suspect that has shot at them before, can the police be a bit more violent in the arrest process or when asking them to get down during the shooting, can they shout out expletives? i dont think police are that calm and tame arresting someone that potentially tried to take their life or when asking them to get down during shootings
another thing to add too: devs should prioritise making sure civvies have different skins from suspects (though suspects sharing civvie skin is fine because its realistic).
its not really realistic to see civvies with kevlar, gang tattoos and mag pouches
Not sure if this has been said already but there should be a way to move civilians to a safe area or behind a wall before apprehending or after like dragging them. Having them surrender and leave them in the middle of hallways is dangerous.
we are trying to keep up with all the feedback! đ thanks for taking the time to comment!
Regarding latest announcement: #đźron-discussion message
please add a scenario creator or map editor
Make the maps you think are touchy subjects be behind a disclaimer at the start of the game, asking people that if they do NOT want to experience this part of the game, they dont have to. That way both sides are happy, We get our gritty missions, they get the not so touchy ones. Everyone happy!
More guns and tools
please add rejoin session feature
make the game remember the last selected fire mode for the weapon instead of defaulting to semi auto on level loading
On there way!
Good idea, have passed up the line!
All on the way mate, in the mean time, join the modders community and keep up to date on all the new custom content! https://discord.gg/WfdSuZPd
Would be great to see a roadmap of what to expect in the first year of early access. Loving the game btw!
Is kicking possible rn as a host?
i don't think so
Its on its way, will be built into next update, server hosts will have the ability to kick and even ban players from rejoining their session. Potentially ;D but im just a humble chat mod that shouldn't even know this information â€ïž Happy holidays!
Not sure if this will be added or not, I did see a rescue shield not sure whatâs that for yet. However do you think RON will add a downed system, I donât mind a self patch system however I think if you could drag a downed officer to a safe location and stabilize him would add a whole new feeling to the game.
sounds like a good idea, maybe just incur a point penalty but your team mate can play out the mission. The idea has been floated around, will throw on the list of suggestions, thanks for the feed back!
Whole extension of medical would be epic, i dont say that we need next ACE 3 medical but we could group damage by three categories, one would be pain treated with morphine, second would be limb damage treated with torniquet (i want fucking CAT animation!) and then torso trauma treated with patch of gauze or something like that. We could adjust how much of each we have on gear customization, also losing counciucness would not longer be death, we could have period in which we are not awake and other teammates can drag us to safety and then treat
I wanted to just say thats probably the biggest issue with guns so far, ive never noticed anything wrong with other weapons
Just... Why?
seems to be an issue with all shotguns right now, they are all one round short from their animations
Oh, okay, thanks for info, its about to be patched, right?
hopefully
Hello, will there be Turkish language support or will it come?
Also, if someone did not noticed, this is big thing too, i will reply to this message until someone from dev team actually do something cause its drivin me nuts
we do our best to read and digest all of the community feedback! ill make sure a dev sees your post, happy holidays!
Thank youvery much man, i apprecieate it greatly, merry christmas my guy
Hello !
First of all I wanted to thank you for this wonderful game that I was waiting for a while!
I only had the opportunity to test it briefly but one element jumped out at me. I used the camera to check under the door for enemies. And after seeing a gunman just behind I tried to shoot through it but without success.
Would it be possible in the future to have a system of destruction of the elements of decoration?
Thanks again for your work and happy holidays!
It could be that you missed/he moved/or bulltets ricochet. Iâve done the same thing, it has worked. Maybe the door might have had a harder time depending on your caliber.
I used the HK, normally the caliber should be able to go through a wooden door.
I fired a lot of bullets several times (the man shifted to the side, so I fired at his position but still nothing).
make the volume slider go up to 200%
i suggest getting hearing aid if native game volume isnt enough for you
add a brightness slider
Right I am gonna get straight to it, honestly top fucking stuff very excited to see where this goes in the future 9/10 . I couple of things i'd like to see regarding the lobby, Randomly generated kill houses, like 5-6 different layouts with a time and score counter. Same again with the shooting range, randomly generated target layout with different elements of soft and hard cover. It would be ace for some good bragging rites and healthy competition between friends. As for the maps themselves, I'd like to see a planning stage where you choose the entry/ deploy point so you can approach maps from different ways, I know it wouldn't be applicable to every one tho, but it would really help with long term replayability. Id also like to see enemies block doors using wedges or what not, just to change the path you may take when clearing an area, making hard breaches and c2 even more fun to use.
Excellent work so far, I would like to see the ability to check door locks as the player added, and the ability to have your AI teammates take point with shields, as well as the ability to have them use a battering ram just like how they can use breaching shotguns
putting a laser on the 870 shouldn't magically deactivate the built-in flashlight
we rly need servers (for public)
host just rushing and die, after leave and 4 ppls just lost connection
Rebalance the bleed out timer. Sometimes it's so quick you can't even react fast enough
thats how squirty tubes work
More weapons? I personally would like to see some like the MP5A5, G36, G36C, P229... Just all around more weaponry to choose from to be honest but those particularly i can think of right now although i don't personally like the MP5A5 model but yeah
Feedback for active shooter events:
Please introduce a so called "crash evacuation". It does not make sense to cuff all the civs. I would like them to evacuate to a given location or the possibility to escort them
7 more weapons in game already just unreleased
In LONG TACTICAL, add an option to equip NONE.
Don't know if anyone else is finding this, but the 5 minute timer for bomb defuse is okay on some maps but near impossible on others. Hotel is one of the ones that unless the 2 bombs spawn close on the first floor it feels almost impossible. Only attempted solo so far but literally sprinting through, not checking traps and not even restraining civs/securing evidence and I have only just managed to clear the first floor, not even got to the 2nd yet.
y'all need to add a "next/prev weapon" keybind and assign it to the mouse wheel.
The planning stage would be simple epic
Feedback:
Add a Freelook if its not already a thing
Traps are sometimes invisible when you peek doors.
https://streamable.com/7nd6zl
yep, many invisible traps
You see on your feet, look closely.
https://i.imgur.com/kLvfpNM.png
Apparently you're right, but you gotta look extremely close, and the angle is messed up, it looks like one end is on one side of the door, and the other is on another side.
It's annoying yeah. But if you use flashlights and check the feet height, there would be no problem.
Yeah it just look like a long hole that's part of the ground, I don't know how it's called in english.
A groove?
Freelook is already in the game if you are talking about advacned leaning where you can adjust micro angles.
@trim quarry Never had that problem. Might be a bug.
this game really needs a PVP mode.
Suggestion: realistic body armor function.
What do I mean? Both body armor vests are the approximate thickness of a steel or ceramic 3+ plate. Plates of this rating are designed to stop modern M855 rounds and almost entirely no sell smaller rounds. A Tec-9 or G19 commonly used by enemies would be unlikely in the extreme to penetrate body armor of this rating. Even the shoulders are likely level 2 or 3 soft armor, which is designed to resist 9mm and .40S&W. Helmet wise, the paper doll indicates that we wear ballistic helmets, not bump, so the shell of the helmet would be rated for level 3A soft armor which can stop 9mm and some 5.56.
This enhancement of the armor system would likely also allow for the addition of more fine tuned damage states and better incapacitation. Getting cracked on the head with a 9mm and being knocked uncon is a different beast entirely from just the dead the game offers.
One question, am I the only one whose times and rank does not get saved on the map?
i am playing singleplayer and pressing pageup whenever the mission is finished, but when I check the map, personal best is still N/A and the time is 00:00:00
Not sure whats going on but my first 3 games was fine, then afterwards all games ended up with me shooting bags. It was fine before, dont have trainers or anything like that installed, was just trying to play with a Friend then this happened, no emulators or anything and i own the game
Im shooting bullets again for some reaosn so im not sure what the hell is going on, but i think theres some false positives. Razer Synapse might be the trigger? Not sure, but its just a moues software from Razer
Likely a better fit in #đ»tech-support
Would be amazing to be able to increase the difficulty
any chance to add any AK-platform weapons? please?.. đ·đș
I have really good idea, first of all we can add house near with beach so we can come out of water or use speed boat on floating some boat, second of all how about we spawn at the swat base or police hq and get vechile or helicopter to arrive at the mission location. It will be way better than the that scene where all players sit in some swat heavy car. Respond me back please. I also got you an example video by what i am mean.
Makes sense to deduce points for walking into traps.
Makes zero sense to deduce points for not going out of your way to disable all traps on the map.
Not to mention, it seems to prevents the maps from having a more random number of traps.
If we donât wanna disarm the trap we should have to report the trap to TOC so the trailers can deal with it.
If the goal is to restore order and make sure the scene is safe for emergency personnel I think that makes sense.
Leaving a trapped door armed and unreported could endanger whoever comes in next to start doing cleanup.
This is a videogame, though.
Can't imagine most of us are very excited by the prospect of having to search every single door on a map once they're done with the suspects and civs.
Probably will be less frustrating once trapâs random placement is fleshed out to make more sense
aight really my only issue with this game so far is how stupid the AI are when it comes to non-lethal runs. More specifically the AI will shoot one paintball/beanbag thing and then stand there and watch as they get gunned down. It isn't an issue with the regular firearms because they usually just gun down the target in one bullet. The problem is that it takes a lot more than one paintball to make a target surrender and it seems like non-lethals aren't programmed any different with the AI.
It's a big issue if you're trying to get A+ runs on maps like Wenderly Hill where the enemies wear some super beefed up armor.
Alright, so i have an idea for an alternative breaching tool, I think an electric circular saw to cut locks would be a good way to meet the middle between lockpicking and just bashing or shooting the door, it would destroy the lock quick but make it so that the door doesn't open and set off the trap, i got this idea when I was looking at this image
Just very fustrating to watch my friendly SWAT units engage in a staring contest with non-lethal weapons instead of like. Supressing the target.
The friendly AI also seems to just blast suspects randomly. It looks like they know exactly when a suspect goes into combat mode, and the suspects can't even start their animation before they get blasted.
This also ties into how extremely quick suspects are able to get (accurate) shots on target. This is usually way within human reaction time (sometimes instantly from having no gun out), making it unfair to players, and making compliance call-outs basically a suicide button.
Officers also open trapped doors to fall back to you, instead of using a safe path, sometimes ending an entire run by blowing up a room full of people.
Basically Jank makes getting these A+ runs a major pain in the ass. Especially because I can't clear a room for shit without getting assblasted back into the 19th century when I peek a corner. Seriously the actual human is basically useless aside from just telling the AI what to do.
It makes me just shoot any suspects as quick as I can or I don't stand a chance to even survive. ROE be damned.
Plus, if I get shot, I'm out of the fight for at least 5 seconds before I can take any kind of accurate shot. Suspects may get stunned for like half a second before blasting my ass once more
It's fine when I have my equally as adderall addicted AI to counter. But that doesn't work when they don't utilize the non-lethal equipment properly lol.
Yeah I switched them to lethal because they don't ever seem to pacify anyone. They just stand there and get killed. They should fire upon any non-complying person. This would also stop people from running through my entire team (sometimes while armed, but I still can't engage them despite running at me with gun?) and making me run around for 15 minutes looking for this one guy that just blew past a full swat team. (edited cause I don't want to rant lol)
The movement speed is fine because I binded the gun-down sprint thing to my mouse. The key should be more convenient by default though imo. The biggest issue though, in my personal opinion, is how stupidly ineffective the AI are at doing anything even remotely non-lethal without going into a state of shock or something. OH AND THATS NOT NEARLY AS ANNOYING AS MY SMOKE GRENADES JUST NOT GOING OFF FOR SOME REASON.
You mean the gas? The gas doesn't work yet. I don't know why it's in the game right now when all it does is blind you with it, even though hostiles can still see and walk through it perfectly fine
no like the gas straight up won't even deploy at all. The AI will throw it, it won't deploy at all, and they'll just walk into an open room and die. And it's completely random when this happens btw. Most of the time it works, I just hope it isn't like intentional programming of duds.
Otherwise the game is great I just hope that non-lethals won't be as ridiculously frustrating anymore. The only successful A+ run I've done took like 8 hours and a lot of monster energy to simply brute force. And it was only barricaded suspects
.
let us turn off power or shoot out lights.
I am just love the devs decide to keep the game in realistic way and not afraid to portray disturbing content (ex : meth with child, and human trafficking), please keep doing this and don't listen to people who are in steam discussion since 90% pretty much a bait thread and most of the time the suggestion is mindboggling. (edit :typo)
I didn't really like the whole black text thing they posted on twitter because it was like three paragraphs of dick sucking the cops. But seriously they should continue with the disturbing content, it makes the game interesting and its a portrayal of stuff that actually happens in real life. Why censor stuff that's literally just a part of life in the U.S whether or not we like to see it that way.
As soon as full controller support is in place you'll be taking me and my friend's money đ
Voice recognition for NPCs. Currently, there is no good reason to use in-game voice since everything can be circumvented via third-party voice chat services. By adding in voice recognition, players will be able to give commands to their AI team, civilians, and suspects in addition to being more immersed in the experience. Players will have to be careful about how loud they speak and what they say or else it will be more difficult to bring order to the situation.
In the future, maybe options to tell civilians to crawl foward towards you. When they are in a door frame or hallway it can be hard to cuff them without unreasonable risk, obviously that's apart of the game but a swat team yelling "come this way" seems decently realistic
Can there be access to a map of the area? Some buildings like the hotel are mazes and it's unrealistic to assume a SWAT team wouldn't have an extensive floor plan of some major buildings
Oh, to add to this, in-game voice is really low, even with input and output set to 200% I can barely hear anyone and they can't hear me
What is the shield good for if they shoot right through it?
Hi. New to discord discussions so I don't know if it has been discussed about. It's the wound mechanics.
I guess they are still work in progress but shooting a suspect to leg with .45 did nothing. More rounds to legs and he goes down same way as he had been shot in chest.
I really hope this will be more detailed. It would be wonderful if the suspect would fall down after a leg shot. Maybe surrender or continue resistance. It might create interesting scenarios when you shoot someone and he falls down behind desk or something. You would have to advance to his location with the risk that he is waiting and aiming. Or he crawled away. Overall I think it would make engagements more interesting and real. Just more ways to keep suspects alive.
I don't have a twitter but I just want to say that you guys are making the right decision keeping the school level in development. Don't ever listen to the vocal minority who don't even play the game.
I wonder if the team could look at possibly adding the capability to shoot the hinges of the door with the breaching shotgun to knock it off the door frame.
TrackIR support đ
If anybody hasn't suggested it yet, I wanted to recommend 2 round burst for the UMP. It's one of the big features of the platform.
I was medium sad when I saw it didnt have the 2rd burst function 
we need more entry briefs
Is it just me, or do the handguns especially the glock look super tiny in the hands of your character. It looks almost like a toy gun
Clearer descriptions of ROE. No idea what constitutes being "threatened"
Please let us have more than 5 people in a lobby! Got lots of friends who want to do massive swat team raids and see how far we can go.
Also, please remove the penalty for setting off traps. My team decided to set off a trap intentionally. We used a breaching shotgun at a safe distance. The trap was removed and no one was injured. The trap led into a closet with no one in it
In-game: someone who is unarmed pulling a gun on you, or someone actively attacking you. Running towards you with a gun or towards a civilian should really be one of them too
Thanks much! Is a drawn gun a green light to shoot?
No. Only if they raise their weapon/shoot at you after you've been spotted/announced yourself. Basically, you must give them a chance to surrender. Running away is also not enough to shoot them (in real life it absolutely is though, since the last thing you need is someone finding cover to shoot at you, grabbing a hostage or just finding a place to ambush you from)
Nice, appreciate it
Can we get a level wear we swat a twitch streamer
im not sure if it's the state currently, but you shouldn't get 100 positive points for uninjured officer. it would mean you need 5 players for S rank, as with 4 you could only get 400 points for uninjred officers (= same as 5 players getting 1 injured). you shouldn't be required to run 5 people to get S rank, just any amount without injure (= making injure a penalty instead of making non-injury a bonus, if that makes sense)
we need a desert eagle in this game, please
Would love the option to be able to run a white light, and a laser setup that has both vis/IR laser. Hoping this makes a future addition.
Turn off all your cheat engines and anything that injects into the game! Also please consider purchasing a legitimate copy! Thanks for the support!
Thanks for the info! Happy Holidays!
https://discord.gg/moddedornot - deagles are in the modded section â€ïž
Would be cool if there was a "Street cop" mode, where you go in as a regular cop with only a pistol and not kitted up. With maybe 1 partner. Kinda like a first responder mode before swat comes, for additional challenge
something that may be included in the "campaign" on release!
Could do something like a G19, M9A1, or an M870 with soft vests and flashlights responding to the scene as a pregame lobby. Attempt to control the scene as beat cops with either incapacitation or retreat as the segue into the mission proper, with the environment state kept between pregame and mission.
deep â€ïž
Would need to implement the changes to how body armor functions I outlined a while ago to make it worthwhile or the enemy would just no sell you on sight like T-800s
Create more maps. Make maps where you have to have a sniper too. It could make the game so cool.
More maps so there is more to vary between. It will be very monotonous
https://discord.gg/WfdSuZPd - there will be unlimited scenarios soon brother â€ïž - yes the devs intend to include more maps in the release. If you have the supporters edition check out the NDA discord!!!
And please fix the AI that use Pistols, The AI with Pistols are ridiculous, They Sprint at like an un holy speed,
and I have even listened to a Suspect with a Pistol fire off at least 30 or 40 rounds at people, And There was an instance were I was playing with semi Inexperienced players at the meth house map, Where a Suspect I dub to this day named Karen, Starts to fire from the 2nd Story window down at us almost killing an entire swat team,
The AI with Pistols need serious Tweaking as they are Nuts, I've watched one strafe run like they are playing Doom and kill 3 people while doing it. And their guns seem to have damn near infinite ammo, and Every Suspect seems to wear Body armor as Shooting them takes more bullets that Civilians, Which brings me to the Farmhouse map, On that map you equip one of those super armored guys with a pistol basically means a Swat team cannot go in as any Suspect with a Pistol seems to Auto Aim-bot for the head, So If I were to peak a Door I'm instantly dead without even seeing the suspect, In Public Lobbies I've experienced where once a player dies, that Player who died just leaves the Lobby because they got aim-botted by a Suspect they couldn't even shoot because they move at 3x speed and when you shoot them them then Moon walk through the door and kill 4 swat officers in seconds, What kind of Bullets were loaded into the Suspects guns 7.62mm Magazines its like I'm firing 45 ACP at some of these guys sometimes.
Also, Please fix the Civilians, when I scream at a Civilian that "I'm Police Show me your hands!" They then Run and say "Fucking help me I don't want to die!" While Running away from me and shutting doors in my face, In real Life I guarantee you In any Situation, a Civilian who is completely unarmed doesn't run away from you and scream for you to help them, all the while you chase them literally throughout a hotel until they finally put their hands up on the 2nd Floor in a room filled with Armed Suspects.
Need to still allow the player to view the Supporter Cosmetics and any future DLC Cosmetics in the Wardrobe etc before they buy them. If the player is paying RWM for items, they need to be able to preview them. Thanks.
So i need to buy supporter for get more maps? Also im lockt with 8 maps now
No, anyone with the game can load mods. The NDA discord will give you more information on upcoming updates and maps in development. https://discord.gg/ZrbQKZNa to join the nda send proof of purchase of the supporters edition to the verification bot and you'll be good to go!
I dont have supporter edioten only normal edition
I do have supporter edition
A way to mute teamates or turn down certain teamates without having to turn down every single other teamate
a way to adjust individual players' voip volumes would be nice.
It should add ammo refill at SWAT spawn place
Will add to the list i pass onto devs! Good idea! Merry Holidays!
same with raising a weapon irl you raise a weapon or even got to grab on out a conceal holster bet your ass your gonna get dropped
Allow for ai teammates to take slots and be assigned to players when the team isn't full. For instance team of 3 live players allow for the host to assign who gets an ai to command
Would be nice if AI Teammates bagged guns of the people they restrain... i keep forgetting to do it :/
I would like to see light sources having bigger impact on the level . The operators must be able to shoot down or deactivate the electricity to a level completely if they want . The majority of the light sources cant be destroyed and sometimes (meth house) there are is light without a light source .
is it just me or the lobbies should have codes like among us or phasmopohia?
well why would you need it? you can do just fine by inviting friends via steam
but at the end of the day you maybe playing with lots of other ppl and adding everybody makes it harder
There's a tunnel in Farm that AI team absolutely refuses to follow me in
There should be a way to disable friendly AI, they get on my last nerve. I mow them down at the start of the match because they are so useless
Yeah I dont want everyone I play with on this game to be a steam friend tbh lol
Yea ur so right, the hostages behaviour is absolutely insane, not to mention they have the most annoying, completely random, repetitive voicelines.
can you guys add k9 pls
i like the current system, so that when team mates are done restraining they can get their gun up and ready if shit hits the fan. as long as you are in the same general area as the weapon you can open the team interaction menu and there should be an option called "confirm order request" or something like that, which lets you order your team to bag any kind of evidence like meth, cargo dossier, suspect guns, etc
A sniper unit or a drone unit would be cool
The m9a1 pistol's description says globally reknown rather than globally renown
I don't know if this was requested before but enemies move way too fast and shoot too accurate when moving. I would rather see them missing shots while moving that fast or moving slower but keeping the actual accuracy.
Shotguns need to be looked at. As is, an AI with a shotgun can double tap an officer in heavy armor. The first blast takes off all armor plating, the second drops us. Additionally, they slam fire so rapidly that once they spot you they effectively full auto entire magazines. This strips your armor and kills you so quickly that running into a shotgun wielding enemy is basically a race to beat the AI calculations.
They have said the armor system is not really complete right now. I just take it as the baddies using AP right now and it will eventually dry up.
Because early access and they get the framework in there to avoid needing to do it later? Y'know, basic dev stuff.
Then why include an unfinished feature
eh nvm
so you can take a look at it and come back with your feedback, i still think the movement on the AI is way to fast same as their accuracy
Forgot the early access bit
Hostages sometimes run away from the SWAT team, and when you order them to surrender theyll disobey, if it's possible, anyone that refuses to surrender, if you shot them like in the arm or knee would either have them finally surrender, be incapacitated (still alive just can't run/shoot), stun, or kill depending how much they've been shot
That is absolutely a bad idea. Arms/legs have plenty of large veins/arteries running through them and can easily kill someone. Using lethal to get someone to comply like that is just a no-go if they are not actually being a threat.
I agree with @spare elm i think improving the melee will do it, right now is not working as its best.
I mean more at like areas such as their hand that was holding the gun, and by shooting the hand, the gun would drop.
The melee needs work for sure, as well as weapon collision/getting close to enemies. Melee does not seem to do anything in those cases and even handguns at some distances ingame are unusable so you are just dead at that point. Melee should give us a chance to get hands on and disarm or stun them enough to make some distance.
Of course their tendency to rush right at you doesn't help these issues either.
Hand shots are still not a great idea. Less meat to go through, more chance of penetration and collateral damage. A hand shot is incredibly hard anyway.
Yeah i got shot so many times because the nemie rushed me and my gun went aimed up and i got shot.
You can always taser/beanbag/tabasco them so I don't think we need this
shooting a gun to drop it would be satisfying if succeeded tho
Possibility of silencing downed enemies who are choking/bleeding out/gurgling/yelling? Like take them down, they are making noises, another shot and they are silenced. Something similar to insurgency sandstorm. Not very important really but would add another piece of realism to the downed suspects?
That's against ROE
I don't.. .think that's what SWAT officers would do
Not exactly. If you are shooting them and they die but another rounds hits as they are going down still, they shouldn't be making noises for so long. Obviously an actual execution is different. I pop off real fast in semi auto so that would actually make sense.
I think they should focus on the hitreg sometimes, like headshots work, but I should've specified that if you hit certain areas it would prohibit certain abilities for them to do (again hitting their hands make it harder/impossible for them to use stuff) or if you hit an ankle or around there, the enemy would fall and not be able to move for a bit before being able to limp away
Edit: It isn't exactly a good idea against hostages, more against resisting and dangerous hostiles
Ahaha Iâm not entirely familiar with ROE if Iâm honest. I just know that you can use lethal force when your life or the life of a civilian is in danger. But of course, executing someone on the ground/dead checking isnât very ethical or even allowed in swat stuff. It makes sense not to have it of course but it was just an idea? Idk heh. TechnoMacâs idea of part damage sounds dope tho!
If they're no longer a combatant they're not a valid target
They should add the feature of telling your AI teammates to go secure suspects or search areas and secure evidence actually.
It is just in EA so things like limping would more than likely be added considering older games like SWAT had it.
SWAT was pretty good, but I think RON will be better considering it's doing good for an early access
Also merry Christmas now
We can hope. Merry christmas
the collision physics for going into low ready need some work. If I run into a counter that is below my waist, the character shouldn't need to lower the weapon since there's no obstruction above the waist.
Collision and melee I'd say are some issues, but also things such as when you melee someone they don't exactly react as you should when being meleed
lol yes, also if a hostage is running and I use melee to subdue them I still get the unnecessary use of force penalty
THere should be an automatic lean over things. If I have someone crouched in front of me with a shield, attempting to aim over the top of the shield puts me into high ready and defeats the point of having a shield bearer take point.
I think the hostages should be a bit more cooperative, since you're the one rescuing them.
Will agree about light sources almost seems pointless to take NVG's on any map so far besides the farm
Oh being able to cut the power on most maps via generator or fuse box would be cool. Or I wish you could scale buildings/ rooftops and scope out or force entry via windows
All I want for Christmas is for the non-lethal weapons to be functional when used in singleplayer by the AI. I'm not sure my head can handle any more runs ruined because Prescott decided he wanted to shoot one paintball and initiate a staring contest before he gets gunned down by the suspect.
I understand non-compliance as a result of panic, but the response should be varied, like refusing to take a knee sometimes rather than having them always take off to run a marathon which is a bit immersion-breaking. Also, if a suspect is non-compliant but is wearing a plate-carrier and a balaclava I would expect it to be reasonable to assume this is an enemy combatant and some force would be justified.
I think the reaction time should be brought back a bit, but also increase the enemy awareness by a lot so they could see farther distances (not like miles, but a realistic distance)
Might be worth looking at suppressors.
Using appropriate ammo and the correct suppressor for the chosen caliber usually results in a gun with significantly less recoil than a full power shot.
A magazine option, perhaps instead of the +5 PMAG, would be magazines of subsonic ammo for the 5.56, 7.62, and 9mm weapons (300 blackout is already subsonic if memory serves) to best utilize suppressors.
All that said, this game just went from vaporware to a really solid Early access build. Looking forward to what they come up with for the next update.
there are supersonics of 300 blackout either
I believe too that ammos in RoN are subsonic tho
Ill give the devs credit where credit is due. They've gone through development hell and still somehow churned out a reasonable product.
They're very likely not. Outside of using a suppressor, subsonic rounds offer no tangible benefit over supersonic. Hence the existence of stuff like 300 blackout, 9x39, and other dedicated subsonic cartridges
Subsonic+gun not set up for it pretty much equals a bolt action gun cause it aint gonna cycle right. Suppressors tend to actually increase backpressure and velocity so subsonic can cycle.
They should add snipers (AI or player) and when the command is given and a clear shot is visible, boom!
While that's true, I think .300 blackout in game is kinda meant to be subsonic in a sense of gameplay mechanic. Suppressor+Sub.300= for extra silence
Oh if I was an idiot and didn't get what you meant, Hornady actually sells supersonic blackout
It's like .45ACP in that factory loads are subsonic. But there is a thing called .45 Super which is the same thing just supersonic.
Ye Tru
The Repetitive Voicelines in my opinion are fine, Just tune the AI Civis to react like real people, and Make the Suspects with Auto Aim Pistols that have never ending magazines change.
Voicelines that suck:
- "The civilian/suspect has expired" - This would be kind of unprofessional, probably "civilian/suspect is DOA"
- "You have the right to remain silent" - The SWAT officers shouldn't be attempting to miranda the suspects, they aren't going to be interrogating or questioning the
- I caught a civilian saying something along the lines of "I dont have any more guns"
- The "those guns look like from the movies" is kind of cheesy, same with the female civilian hitting on the SWAT officers
It's placeholders for now.
"My mom has a Mexican maid!â coming from different women in the hotel was worth a laugh though
There's so many more generic phrases that could be used that would be less.. weird.. "Somebody help me", "Thank god you're here", "Please dont shoot", "Help, theres guys with guns", "Thanks for saving me", etc.
Changing weapon and changing attachments could've been in a same menu, its bit frustrating to move around every time, also customization on restart without going to the lobby could be great.
Probably a feature that's coming at some point since there's a greyed out quartermaster button on the loadout screen
friendly AI needs to make a bit more effort to stop running civilians. I saw multiple times that they just ran through them.
Man, your team can carry like 40 flashbangs. Utility should scale with number of players
It would be cool, for the spectator mode to be through body cam in multiplayer, I think it would just make it a little cooler
rn its on a head cam
More suggestions: 1. Stealth / Dynamic mode switch like legacy SWAT games. 2. Ability to move secured civs/suspects. 3. Ability to give orders to AI units remotely.
Make a âmountingâ feature like in call of duty modern warfare
AI needs work, very clunky and unrealistic
Be able to grenade throw from low ready.
Uh, what about it? Are we able to, are we not able to right now? That's the most vague-est thing I've seen. I've never actually tried that ingame.
fair enough. edited. no, you cannot right now.
Could you guys add a volume slider for voices? Because the guns sounds are really loud compared to the voice lines, and yes i know the realism part is a big thing but having the option would be nice
I wanted to reminder everyone that active hearing protection is a thing
aaah fair enough, thanks for letting me know. lmao i knew the game is realistic but i didnt know they would go this far
Nonono, there is no such a thing in game! I wanted to remind devs lmfao
Now it looks like you have nothing in game, maybe rolled up cotton
oooh xD