#📩feedback-reports-channel
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man, the port would be amazing after cutting down the power and slipping in with nightvision 🥷
kills the power while breaching a single hospital room
PLS FIX A.I IN THIS GAME NOW
Barricaded doors that can't be mirrored, cant be lockpicked, but are guaranteed not to have traps. Incentivizing loud breaching without worrying about traps.
Tazer does not seem to work with shield.
wondering if there's any chance of developing the soundtrack, as pretty much the entire thing seems to be this sample. if you need someone to make more of the soundtrack, hmu in dms ;)
Feel like I'm not the only one that would like a option to have AI team mates in MP if you're short on 5 players on any capacity. EX: Have 2 players? Provide 3 bots, 3 player, 2 bots, etc.
Option, referring to being able to toggle team AI on or off.
when those mocaps for teammates 🤯 🥺 https://youtu.be/LpnmFGn96_Y
Become a Supporter and Play now at http://voidinteractive.net
SWAT Officer hunts down an illegal meme thief.
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its sad that we cannot use the comm menu in multiplayer, would be great. Blue and Red team in multiplayer could be nice. More chemlight? since its a 5 men element on huge map. Idk if shooting in armed arm does anything better than shooting leg, its a thing tho in some EU units. Loadout, would be huge.
btw, i have a small portfolio in my discord bio and if you want any more demos feel free to ask
can we get a report feature for griefers, had a guy tk half of my team
My AI teammates seem to consistently lose gunfights through the kitchen/bar passthrough window on gas station. I think they need to aim higher, but suspects seem to be able to fire through it no problem. I keep having my AI teammates die here.
Make bullets projectiles.
seem like the suspect ignore those thing when encounter policemen
i feel like it can be more realistic if the suspect can see people that got retain, know that the police was in the building and start getting into cover or alert
I would love to see the taser be able clicked again when its connected to someone. Also, progression system for unlocks possibly? Would be a cool idea to add RED chemlights if you managed to get an A on certain maps, and different skins on guns ec. Next, maybe melee weapons like batons, knife, and sledgehammer/ crowbar. Possibly more voice commands like, tell people to crawl to your position. Finally, maybe knock out melees.
Two more to add on to my last. I would absolutely love if you could somehow connect steam names to the helmet tape. Finally, if we could unlock patches for progress. or make custom ones. Would be cool to rock a " Till Valhalla" patch on a helmet, arm, or plate carrier. Thanks for allowing me to add this feedback. I love the game and the HRT addition.
I got the game and love it so far, would appreciate it if the developers added a hospital level like in Swat 4. I’m sure it would be quite a memorable level with lots of environmental storytelling opportunities. Pretty sure there’s been lots of action movies where bad guys take over a hospital so would be cool to see that in the game.
Have some red triangle small red text when you drop a non empty mag, idk if it's bugged atm, fast reload that is. Sometimes toon drops mag with regular reload.
Would be nice if you could share, pick up resources. Mags should not poof from the game.
one of the main issue with the AI, see and shoot through surfaces they should not be able to, got killed in that kitchen the first time I did the gas station.
another add on, a healing system for buddies. Also, possibly a drag feature for friends to pull to safety to heal them
Really need to allow AI teammate(s) for the coop mode. It will make the game so much more fun because the AI teammates actually function super well and the command menu etc is great. For ease of coding it can just be that they’re all controlled by the host player for now.
suggestion hold C to throw the chem light instead of just droping it
So tired of dying when I have a shield up and directed at enemy. Make bullets projectiles and fix this shit.
don't ADS and start crouching if you don't want to die
I always crouch. Why would ads zoom be cause of dying for someone?
your hand sticking out, they can shoot your hand
did you know you can die from literally any part of your body being shot
Ok so disable ads zoom in options then. Got it.
After playing RAID on gas station several times, I can now agree that the enemy AI definitely needs nerfing/adjusting. I'm constantly getting wall banged for no reason (they shouldn't even be able to see us through walls) and getting shot at questionable angles.
Perhaps bring back the old gas station as a map? It was incredibly polished & looked amazing, the new one is great but I think it'd be great to have the old one as an option
Here's a glimpse of it in one of their old videos
https://www.youtube.com/watch?v=j5k5TEopw68&ab_channel=VOIDInteractive
Become a Supporter and Play now at http://voidinteractive.net
SWAT takes out his frustration of the servers going down on a vending machine and some boxes
http://voidinteractive.net/
https://www.facebook.com/VOIDInteractive/
Hello, i have some questions related with the game development, how handle this game the maps? are they procedural, or only the enemy placement and behaviour is procedural?
The latter, although the maps change depending on the game mode
ok, then it is on the roadmap. A few months ago, in the humble choice i saw a game that every map is different "due process" is called. I thought that it will be cool having that kind of feature.https://www.youtube.com/watch?v=keok-VkV7bA
Due Process is available now on Steam via Early Access: https://store.steampowered.com/app/753650/Due_Process/
DUE PROCESS is a tactical FPS where tactics matter. Planning & teamwork are essential for victory because every map is procedurally generated. You'll be faced with a new challenge every time you play.
"Holy Sh*t"...
Although every time the enemies are placed differently in "ready or not", there is a technique on how to clear a room depending on its structure (number of doors, windows, shape...). So if every time is different, you cant aproach every map in the same way
Ah, so ads zoom is what gives you the cooler holo sight m9 and tactical revolver? Shame it is broken and gets you killed atm.
what
revolver looks bugged to me IMO. never seen that sight on a pistol before in game
Chance of rain on every map
I do not know how possible this would be, but I think it would be a nice touch if there was a chance that it could be raining on every map. For one it does look very nice with the gritty setting and if ray tracing is added in the future it could look astounding! But the main reason for it I think should be the slight gameplay changes it brings. For example the noise of the heavy rain could muffle the sounds of footsteps, doors and voices under the right circumstances.
Not bugged. Tactical. Need higher sights because you have attachments which need to go around the barrel.
Bashed perp 3 times, no effect he punches me twice on the shield, kills, muh realism. 
remove the front ai spawn from the house map with meth i just spawned in and before the screen even saw the starting point of the map i already died
that revolver’s not in the base game, is it?
I have it in base(d) version.
[RE-UP]
Ready Or Not is still in it's alpha state so there will most definetly be a lot of improvement in the future.
I love SWAT 4 but RoN does look very promising with its recent updates and I'm glad I can call myself a supporter of this game.
This comparision was made by me for entertainment only.
Ready Or Not is still in it's alpha state so there will most definetly be a lot of improvement in the future.
I love SWAT 4 but RoN does look very promising with its recent updates and I'm glad I can call myself a supporter of this game.
This comparision was made by me for entertainment only.
The problem with procedural level generation is it's hard to craft levels that tell a story like they did in SWAT 4. Every map in that game tells a story, which is part of what makes it special, especially among Tactical Shooters.
I think RoN is better of taking the approach Zero Hour did, with certain areas of the map being blocked off by random barricades. This will allow them to keep map layouts the same, but force players to take different routes or use different tactics.
Guess it wasn't the ads. Ads is off still have the guns and still get killed through shield. Bullets are not projectiles I think and hitbix is too big combine that with their aimbot wall hack and infinite ammo
@rich totem i don't think that this game has a very deep story, all is about emergent narrative. It can be done with procedural elements. Making the maps procedural is creating an algorithm with parameters, you can hardcode certain elements for "narrative" or certain behaviours on IA or in the algorithm that generates the map. Military and police forces had tactics and manuals depending on the shape of the room for securing it. If you follow those strategies, is like a puzzle that you must resolve, more or less it will be always the same puzzle with some variations. Making the map procedural every time you face this variation you must do changes in your aproach to every room
A video discussing the blood effects in Ready or Not (Void Interactive).
A key was provided to me by the developers of the game.
You can get it here:
https://store.steampowered.com/app/1144200/Ready_or_Not/
Consider supporting the channel on Patreon, if enough folks will chip in the review series will return, and in the meanwhile you'l...
Can an emergent narrative be done with procedural? Sure, maybe, but I've never seen it done tbh. Any game that I've played that has procedurally generated levels tend to end up really bland levels.
I could see it working in some ways (for example randomizing the structure of the tunnel in 213 Park) but I think having randomized objects in a room provides a more realistic solution that's achievable whilst maintaining an emergent narrative. Having say, doors blocked off by shelves in the Gas Station map, or maybe one of the outside doors blocked by a car.
Note: I am Russian and I wrote this review in my native language for the sake of completeness of conveying emotions (this game causes them). I could translate it myself, but I want to leave it possible to read the original. For those who are lazy: The game is awesome. (this text has been translated)
Review:
||Игра прекрасна, она не смотря на ранний доступ и лишь 6 завершённых карт доставляет графикой, озвучкой и главное - геймплеем. Нет большего кайфа чем влететь в помещение с ноги с криками "Ебалом в пол!", а и тут же подорваться на растяжке и желательно всей командой. Нет большего удовольствия чем с криками "У сука!" херачить через стену по врагу который не сдался. Нет большего удовольствия чем ронять говно сидя за щитом по которому стреляют из АК-47, а потом с разбитым смотровым стеклом перешагнуть через труп террориста и остаться невредимым.
Но из-за раннего доступа есть и проблемы о которых не сказать - просто грех.
Из-за механики того, что заложники не всегда сдаются (и это + к реализму) происходит маразм в стиле Бенни Хилл и ты гоняешься по карте за ним попутно пыряя стволом. Иногда ты закидываешь газ в комнату с террористами, а он их не берёт (они при этом вообще без всего на лице). А на одной карте бот может так появиться, что моментально перебьёт полкоманды. Нет даже схемы местности.
Итого: Я получил свою дозу кайфа от игры и на все минусы можно закрыть глаза. Рекомендую.||
@rich totem emergent narrative is not about a complex storyline, is about of what player does and what it triggers and how combines with gameplay mechanics
Add a reporting teammate button been tked purposefully for no reason a lot of the time
My bad got confused with terms.
My point is, look at any discussion around SWAT 4. What's the one level everyone seems to praise? Fairfax. The easiest level in the game, with only 2 suspects at most (and usually 1). Why? Because of the story that level tells. Is it a deep story? No. Serial Killers are a media trope, and there are a lot of gaps in the story itself. The player is literally playing the end of that story where the bad guy gets arrested/killed.
That being said it's an experience that has stuck with players for over a decade. That level wouldn't work if Laurence's layer is the first thing players walk into. Walking through what seems like any other house (or at least garage) adds a sense of normality to that level? Part of you asks if you've go the wrong address until you get deeper into the layer.
Now, could procedural generated layouts still be done in a way where it still tells that story? Yes, but it adds a lot of complexity to game design, and there are only going to be so many combinations possible without breaking that story or immersion (I mean at the end of the day, a house still has to look and feel like a house, right?). I stand by that using objects to block off certain areas/change up room interiors is going to have about 90% of the same effect for much less work.
Pushing AI behavior is probably another thing that could really affect playthroughs. I know random AI spawns is one thing, but having random behaviors/tactics could be another. What if suspects act offensively one play-through and defensively the next? What if they rely on traps as deterrence but the next time they use it as an ambush point.
TL;DR I'm not against procedural generated layouts in theory, but in practice I would argue that changing the layout in objects of rooms, from moving tables to blocking off certain doors will have much of the same effect for much less work.
Just had 2 cases of suspects not getting stunned despite having a flashbang go off right next to them, really frustrating pls fix. Second one killed me and wasted my time.
i agree with you on the idea that procedural generated maps really dont work for this type of game
these maps are based on real locations and must make some sense in their design
imagine if Foodwall was procedurally generated and you ended up with something like the freezer room being upstairs
this official discord server should be linked in a pinned topic on the steam forums
Are you using the AI tweak at all? Tried it last night and noticed it had an effect on my flashbangs, also they won't be affected if the flashbangs lands somewhere where it's not directly in their fov. For example the left side rooms on the crack den, the right door past the bathroom has a nightstand that can sometimes eat flashbangs
I personally think there should be the ability to kick people out of lobbies as some of this trolling is insane
Damnet
Anyone knows if I wanna be part of the translation team who should I talk with? Hope this is the right channel for this topic.
It still feels inconsistent, obviously it's hard to tell in the action but I feel like there have been moments where it was clear across the room and still stunned them. Just seems to work weirdly.
Hit me up if you get any answer, I'm also interested in helping translating the game
For a £30 early access title you would think it's got more polish than it has at the moment. There is so much that needs fixing and tweaking. Superhuman enemies that seemingly appear with aimbot, AI just not listening, getting caught on terrain etc, lobby disconnects and loading screen soft locks, civ AI continuing to run when pepper sprayed? I'm certain you've been told this already but it needs reiterating, this is a £10 to £15 release in this state, not £30. My personal gripe is the second countdown for 20 seconds every time you restart, it isn't necessary and drags the replay
True, I find the stingers are alot more reliable
Pre-game timer should be completely removed from single player.
I mean it's still an alpha, there's gonna be some jank. Compared to other closed access alphas this one is probably the most polished I've played all year
You think? For the price point it shouldn't have THAT much jank imo. I am confident it'll be ironed out
Well you gotta remember that this is full access to the game when it releases after being polished as well. Beta was slated for June iirc so that's when they were expecting a public release. Already having more fun with this than some AAA titles
👆
Will do
Why does the AI have super human response time?
well there's a reason that the methamphetamine packages weren't completely full... 😉
I argue all NPC's should have the same amount of health (unarmored) no matter if they're a suspect or civilian.
Currently Civs have like 30% or so of the health of a suspect, meaning civs die way too easily from stray shots or over-enthusiastic usage of beanbags.
Increase civs HP so they have the same amount as a suspect
shooting civs should have very punishing consequences
Is there an up to date info on how much bigger this game is going to get on full release? there is a trailer on steam page showcasing a lot of content other than maps: 6+ men teams, drone, career mode, pvp, ladder, power cut off and many more things that are still not implemented, and early access description is very vague
Yeah. But in SWAT 4 they had the same amount of health, and a stray shot hitting a civ in the foot would still give you an unauthorized use of force score penalty, but wouldn't fail the entire mission unless a civilian was killed. (I forgot if a civilian being incapacitated but not fully killed would also result in mission failure.)
In RoN I believe even the weakest lethal firearm in the game will still one-shot a civ if it hits them on a limb
I've encountered plenty of civs that didn't die when hit with a stray round
is it possible to get a danish Ready or Not regional Discord servers ?
Hrm, I'm still strongly opposed to someone magically being weaker just because they're designated as not a criminal. For a game going for realism focused gameplay I think NPC's should have the same health values because they're all human beings. Obviously there can be exceptions for cases like a suspect wearing body armor, etc
I don't think that the civs are actually weaker though. I'd need a dev to verify, but I'm pretty sure, that without armor all NPCs have the same health, barring the npc in the starter hub with like 1 HP
is it possible to add a underhand throw for the grenades so you can make them pass underneath cover and therefore a more normal throw if you just want a flashbang through the peeked door?
Supposedly civilians have half the health of suspects, supposedly, I say, because it takes 10 beanbags to kill a suspect, but only 3 to kill a civ.
I'm grumpy about this because Tarkov for instance has elite Raider NPC's that have different health values than players, and this can actually let them survive headshots from certain rounds without wearing helmets which would kill a player.
I just get cranky when a bullet over-penetrates a surface or something and hits a civilian, and due to their tiny health value the civ dies from it and fails our squad the mission for something that would have only been a small score penalty (Because if they had the same health as a suspect, they would only be injured and dock some points)
I imagine they'll change it eventually. I'd argue the bigger priority right now is improving the AI so they act a little more realistic in terms of reaction time and accuracy
It would be nice to have a hotkey to double-tap the shoulder of the teammate in front of you (usually whoever takes point). Signaling that the team is ready to continue just like in real life. I imagine it showing a visual indicator on the tapped persons HUD.
Could we have the “open, wait for flash, then clear” command from SEF?
Maybe low ready with the shield could lower it down and have it held at an angle? Similar to this photo?
Instead of always saying "ARMS OUT" or whatever, maybe make it so you only say that when you're lookinf at someone. And otherwise you say "THIS IS THE POLICE" or smthn
It would be nice if civy’s didn’t wear plate carriers
Later down the line, seeing flashlights having an effect on suspects if they're pointed at the face/ eyes; maybe have it affect their moral
oh a nd maybe a helmet flashlight
Ron is a really nice game but please can you make the civs actually surrender when 5 guns are aiming at them
any plans on adding track ir support
Any plans on porting to consoles like PS5 and Xbox Series X|S?
fps drops a lot on low computers, i can't play with my friends
idk if this was mentioned here before
SWAT 4 had an "Open, Leader, Clear" option where the AI opens the door and waits for you to either nade or enter
how about an "Leader, Grenade, Clear" where they wait for you to open/breach and they throw the nade of your choice, would help players struggling to throw nades through door gaps when peeking doors
i find myself having to restart because i cant find the final civilians. most recently was gas station, where i looked absolutely everywhere and even walked along the outskirts. a map of some sort would fix this problem and would allow me to confirm that this is a bug (include a minimap of areas not searched yet)
why can't i yell while i reload? Pretty sure it doesn't take that much concentration. Really nerfs shotguns
i don't feel like the minimap would be a great addition to this type of game, maybe if reporting while cuffing civilians was a thing, you probably wouldn't run into this problem. you complete the civiies achievement not when you cuff them all but when you report them all after cuffing them. also you probably forgot to report that 1 cuffed guy, gl finding him
ive run into this problem a lot. i promise i go around every single civ or criminal that i see and check if they have been reported. then i trace every single area of gas station without seeing anyone else forcing me to just restart
SWAT 3 feature, idk how good of an idea it would be to bring it back, what do you guys think?
You could try using reinforcement learning for the AI
The pre game lobby needs to have a tactic board.
For the love of god please fix the NVG filter. It's horrible.
Would be nice if there was a way to add people to your friends list through the game
Hey there. Is there a way to use modifier keys? E.g. Reload = R, check mag = Shift + R. Some keys are just to far to reach.
Go to Settings then Controls for that
loving the game so far, but as someone who plays SP exclusively it would be great to have a pause game option that actually pauses the game for singleplayer. can't wait to see more of the game!!
you can:
shift-tab
friends tab a bit to the left
"View Players" button
"Recent games" tab
See every player you've played with recently
that's the best there is so far
make it so that you can choose and mod your weapons in the same menu, without having to move through different screens, kinda like a gunsmith type deal
^^ Would make it easier to customize teammates as a bonus.
Not sure what's going on but now my m9a1 is invisible to everyone but me. Still teleporting bullets. Make them projectiles..........getting killed with shield straight in front of suspect.
Ads is so bugged
Can we please limit VCs to 5? Too many randoms joining
Is there a way to get past the swat ai so I don’t have to tell them to move all the way to cambodia so I can get up a flight of stairs?
Planning map in ready room or on loading screen anyone?
this would be real cool but keeping the workbench stuff for role-playing purpose, dont think removing one option is the best path
is there no way to select what mic to use?
it's going to use whatever the Windows default is
How do you use the Rescue sheild won't allow me to choose it?
@nocturne oak not in yet
Why does the officer hit the suspect in the head when cuffing? It seems unnecessary. If the purpose is to push them to lean forward, it would look better if the push was to the shoulder. Now it looks like unnecessary police brutality
i mean default mic is what i want to use but in game my friends can hardly hear me, mic boost all the way up too
Can we move the "Kick door" action to the melee? I keep kicking doors when I mean to Wand and getting shot.
Just switch to your wand like you would switch your weapons, then you could avoid that. Door actions are contextual too, so if you really want to avoid situations like that, switch to the gear prior to usage.
funny bitchslap
Add a crackling sound to the deployment of chemlight glowsticks some surface specific thud.
Riot shield seems like the only way to play non lethal without getting insta 360 noscope headshotted by suspects
yeah its either that or serious flashbang spam. bots track way too good even through walls when you're not spotted
Suggestion that id like to put forward. Having the Taser CEW as a secondary seems a bit daft , having a primary lethal , secondary lethal then a CEW as a third less lethal option would seem more logical and realistic. Other than that , love the game and good work so far fellas 🙂
Also full TASER CEW over hall at some point cause it feels weak asf and is super unsatisfying to use
So dumb when toon puts down gun cause game thinks something is in the way when it's not.
is there going to be an option for having more skin tones/ characters to the HRT set?
Sucks that when host leaves the game ends.
SWAT 4 had so much detail in terms of its environment, soundscape and npc behaviour that I'm a tad concerned RoN can live up to its standard. Aesthetics of SWAT 4 by Face full of eyes on youtube sums it up pretty well in a one hour video. I noticed a lot of those details are missing in RoN, or some aspects are a bit weaker. Although I'm still looking forward to the full release of RoN, it's also good to know about what made SWAT 4 so charming as a game.
Heck, even the NPCs in SWAT 4 have attributes to their behaviour, including morale which can be affected when a suspect sees one of their friend get shot infront of them by cops, causing them to surrender quicker
SWAT 4 is the gold standard RoN can achieve to be, and it would be nice to see some of that storytelling. As is now, I think RoN goes for a more moodier, darker, more sterile approach. I think new maps should try to emulate it, but I wouldn't be upset if it's not there. What I do want more than anything is more polish. RoN already has a great base for the PvE angle and will need to prioritize map counts. 2-3 maps over the course of a year or so would be great, but I'm sure that's asking for a long considering how replayable these maps are already.
Gotta agree with that. Maps shouldn't be rows of rooms of assets clipped together. SWAT 4 integrates environment with its story, the NPCs, the sound effects (weather, music). The map is weaved together with the wider world with trains passing by and cars honking in the cityscape. Every aspect of the game has to click for it to achieve the same level as SWAT 4, this implies the map maker has to communicate with the AI programmer, sound designer etc. which is extremely complex in itself
I think the foundations are certainly there for SWAT-4 esque atmosphere. I'm sure in Alpha/Beta SWAT 4 looked similar in ways, and once things like AI behavior and additional voice lines are added it'll be much closer.
This discord would be dramatically improved if we added the opossum emoji
There should be a new map that’s just a Costco
when can we add chinese language support ? thanks a lot !
Was really hoping to see suspect AI getting nerfed since this seems the be the most pressing issue for people.
Not sure if there are plans for it or if it was brought up, but the AI Teammates need to have voice lines that happened based on the situation like in SWAT 4 like when entering the serial killers room or distant shooting that caused one to say “this mission is going sideways.”
I really enjoy this game, so good. Pretty stable, haven't crashed yet. AI happens from time to time, to go rambo and shoot us through doors, and hide... but this game makes teamwork - dreamwork 😄 Lovin it. Looking forward to new missions and maps, will be playing this game for a good amount of time 😄
Give ability to knock people out.
Lately all I've been getting when locating a session "Server is full" lol then place me into a server that ain't 10 times so far
We need Chinese
Remove hit scan and make bullets projectiles.
if the Krinkov SLR is basically an AKS-74U, it wouldn't be an SMG, it'd be chambered in 5.45x39, making it a Carbine
SMG stands for SUB-Machine Gun, the prefix "Sub-" stands for the lower firepower of the gun, since an SMG is typically chambered in handgun calibers.
yes it does, we have noted this and are working to come up with a fix for this, the host has the responsibility to stay, but i dont think all hosts even know that when they leave they are killing it for everyone else. A alot of this will be fixed when there are dedicated servers/more host tools. thanks for taking the time to comment!
cheers, passed this up the line, appreciate it and thanks for the ping!
you can to a certain degree, using beanbag shotgun to knock them to the ground, they get back up in like 2 seconds tho
also melee when you have your wep out (b)
hmm, will the guns typically used by the suspects be given to the police as well?
I kinda hope not but I get a feeling that devs are going to go for the 'Let's put as many guns as possible' in the game approach than the 'lets have a few weapons that each serve a purpose'. Admittedly I'd prefer the later but it wouldn't be the end of the world if the former happens 🤷♂️
Being playing today and it feels like the ai knows your position 24/7. Been in multiple gun fights where I and/or the ai runs to cover. Yet the ai knows exactly where I am and can shoot through whatever Im standing next to. These ai seem to have heavy aimbot and wallhacks
AI Issues are known I use Corrosive's configuration of the AI mod and I think it's a good place for the AI to be (at least in the game's current state): https://steamcommunity.com/sharedfiles/filedetails/?id=2689677038
a lot of guns were cut for EA, im sure the devs dont just plan to spam guns... kinda waste of time. But a few more would be nice amiryte?
thank you. just got done configing. hopefully I done it right
If they desperately need to add a new SMG, instead of remodeling something from the ground up, the Krinkov shouldn't be too hard to remodel into a PP-19 Vityaz, irl M4 rifles can be rechambered to 9mm making it a submachinegun and I can see the M4A1 being used as a base, just having it take 9mm magazines and giving it a shorter barrel
man, loadout presets would be an amazing thing, don't have to change the weapons of the whole squad
Im wondering if interactable fuseboxes will be in the scope of the game, I dont think its that much of a stretch since (to my knowledge) most maps have fuseboxes already
Totally wanna see more guns. I've got a wishlist but I just hope that they don't go overboard like some games do these days.
Said wishlist:
-A sub 10 inch barrel 5.56 assault rifle (G36C, SIG553)
-A shorter .300 Blackout rifle (SIG MCX would be my preference)
-A longer 7.62x51 rifle (SCAR-H, an AR-10 of some kind)
-An AR-15 chambered in .458 SOCOM
-A .40 cal SMG (UMP-40 or Vector perhaps?)
-A .40 cal pistol (M&P 40 would be my preference but a lot of people seem to want a P226)
-A P90 or MP7
-A Pepperball Pistol
--An S&W TRR8 .357 Magnum so I can attach a light and red dot to my revolver
there should be some kind of mini map for us to see what part of the map we are in
it would ruin the immersion
having a blueprint of the building youre going into sounds like something that is realistic though
like, it doesn't need to be a minimap that tracks your location
they need to make it so 1 person is the element leader and assign roles to the other 4. the element leader should have the ability to give commands just like in single player so people can start following orders better
that is an idea I can get behind, SWAT 4 had that, but just not a call of dooty type of minimap
swat 3 and 4 are hard to top. games were actually polished back then before relase. some of my favorite games ever
I'd like to also give my Wishlist for guns:
A full length AK
A sub 10 inch barrel 5.56 assault rifle (G36C, SIG553)
A Bullpup Rifle (FAMAS, AUG, Tavor, Groza, L85)
An SMG with a different cartridge (P90, MP7)
A russian SMG (PP-19 Vityaz, PP-2000)
One or two more 7.62x51mm rifles (Scar-H, G3, AR10)
One more shotgun (KSG, SPAS-12, Supernova)
The Chiappa Rhino as a more compact revolver
Another pistol (Jericho 941, CZ 75)
Makarov (it's already modeled for the suspects)
Anything non-lethal
The weapon animations and sounds for READY OR NOT, a tactical swat shooter set in a down trodden and corrupted version of the United States, with a focus on taking down suspects without killing them.
0:00 M92fs
0:25 Python
0:53 USP-45
1:19 Glock 19
1:47 Five-Seven
2:15 M45A1
2:40 P250
3:06 P99
3:31 Taser
3:49 M4A1
4:18 SA-58
4:48 SR-16
5:20 SBR...
Compatibility with GeForce Experience
I wish I could adjust the mounting position of the sights
some holographic scopes on rifles can be further back
Preferably, the position of the laser pointer and the flashlight can also be adjusted.
- Better firing range to test weapons, I can't barely see my point of impacts. Allow us to walk up to the target or have the targets move up to us. Also let us reset the targets to get rid of bullet holes. 2) Shotguns should not have that much spread at such close distances. Even a cylinder bore with no choke is more accurate than that. Edit: Shotgun reload needs work. The option for changing reload for one press all shells and one press one shell is awesome. But If I have the option as one press one shell, double tapping R should reload all shells and vice versa if I have it set as one press all shells double tapping R should only reload one shell. Haven't checked the reload for the 870, but for the M4, when the chamber is empty and you reload that character animation shows him putting a shell into the chamber, sending the bolt home, then also putting a shell into the magazine, then you pull the trigger and only get one shot. So obviously that doesn't work
I think a server browser would be better instead of find a session
AI teammates controlled by host in coop mode to fill your squad if you only have 1-2 friends
I think a small house map for people who don’t have many friends or want to just raid a house that would be dope especially because I’d simply just like a smaller map
tool (crowbar) for boarded up windows to gain access to rooms from outside. (also mirror gun being able to peek through boarded windows)
I currently have 1 person to play with so THIS is something I agree with!
Ever considered adding vr support and have a combo of vr and mouse and keyboard. Kind of like how The Forest did it but better?
-hrt ranger green outfit
-hrt geissele federal sr16/hk416 variant
-use hrt outfit ai
-ai use battering ram
-ai able to peek and then breach and clear a door. So you can peek, flash, then kick the door open
- ai movement speed and stance. Can tell them to walk, or crouch
2/3/6 players co op.
Just extend the player cap to 6, to balance it out maybe add like 20-30% more enemies when the 6th player is present.
2 player co op, each player gains control of a 2 man team and can issue their team ai orders,2 teams of 3. just like single player except with a friend.
3player co op, each player gains control of a buddy ai they can issue orders to. 3 teams of 2.
Option to disable ai when playing with real players.
Pepper spray from behind shield
Remove unauthorized use of force for suspects that have guns
If civilians are running and refusing to comply authorizing lethal force(or just make the civilians comply by fixing their ai)
Preplanning so we can discuss breaching strategies and room clearing strategy, we already have community made maps so if we really wanted to we already could outside of the game using mspaint and discord, so not adding it doesn’t prevent people from doing it.
The ability too talk with Civilians, to get info about the enemy. (What type of weapons they have, what they look like and etc.)
Please don't put in a bunch of non-issue guns.
vote kick system / host kick ability for afk teamates
Alright, in PVE the AI move wayyy too damn fast, please take it down a notch.
Please add a function for the squad chats so you have the ability to easily communicate with certain teammates
thanks
Proper armor system when
what do you mean proper
Heavy Armor doesn't feel as effective as it should be, but I guess it's hard to tell as I'm sure there are more than a few times where you take one to the dome.
Helmet can eat a 7.62x51nato lol
Yeah it seems like more often then not they know instantly perfectly pop a shot right through gaps in ur armor to 1tap, or hit you in the weak spot of ur headgear so the bullet penetrates rather than ricocheting
Seems a bit nonsensical that you cant force a door with any weapon. Perhaps especially a shotgun.
Armor disappearing after 2 hit,it cant even block buckshot
I’m not saying a helmet and armor should make you bulletproof, the ai should not have such god tier perfect aim, they’re organized criminals at best, unless we’re fighting exswat team or ex special forces dudes, they should not have the aim to perfectly headshot you through the tiniest gap in a door, or to perfectly spray through the tiniest gap and crack ur armor plate
It should make you bulletproof to the same degree it is irl, if not, then why and maybe some perps have armor piercing rounds.
Anyway the big issues for are that you get 1 shot through: full hp, full Heavy armor, and shield. This happens frequently. I read in config something that indicated that this game does not have projectile ballistics but on hit damage. Which would explain why this crap happens, bullets just spawn in the toon's head.
vivox is a voice service not a game sound studio
Ugh,why do they do this seems like a data mining op. Fuck vivox
Very minor but my buddy noticed some of the doorhandles don't have places to lock/unlock and so picking the door was kinds silly
What bugs me the most is probably their aim with certain weapons like handguns, I've seen a suspect ages way just draw his gun out of his belt from behind him and shoot me between the eyes quicker than Ive seen some of the fastest draws and accurate shots from professional competition shooters with match holsters etc. even if he aimed that fast no way he should be able to hit shots like that. Maybe it was just a fluke but I don't think so with what else I've heard
Riot shield is op. Ai reacts too fast which makes less lethal runs way less effective compared to swat 4.
Honestly I'd love to see some guns with different calibres so they feel different, so many AR variants but they all feel very similar.
Lemme see an shak-12
Made for high risk law enforcement with a design for limited penetration but high stopping power
Need to put in famas. Ak 47 vector acp scar mac 10 sig p2xx deagle cz uzi
why would a swat team use an ak 47
an ak variant yes but not the 47
isint there a 556 ak now?
there are 5.45, 5.56, 7.62x39, .308 AKs but the point is would SWAT officers use it?
Can i play this game on a damn gtx 660
As a general feedback: Devs should focus on fixing bugs and improving the AI .
animations issues
all rifles have no animated mag release but has animated bolt releases?
mp5 mag release paddle resets late on tac reload.
elbow pole bone idle position reset issues.
glock tac dry check
m45a1 tac fast dry. check?
m9 tac reload
fn57 tac check
elbow pole issue end
usp cant reload or check until after firing anim completes
i hope that all the pistols get as much love as the glock does right now since ads tac and dry reload are alot better compared to the rest. glock can only ads dry reload when pressing reload button once but double tapping goes to default idle pose and plays the animation from there.
sr-16 has various attachment issues assuming it uses the same weapon rig as the sbr300 the attachment bones could simply just be moved back.
pistols have a higher rate of fire with shield (not sure if this is intentional)
m870 has a higher fire rate than the beanbag (can be fired earlier skipping the 2nd half of the pump cycle)
all shotguns dont get a shell loaded on the reload start.
melee hitting with shields and buffering aim down sights doesnt have a smooth blend so the shield snaps to default idle pose
noticeable right arm clipping when returning from "ads" with shield even with 80 fov.
Is it just me or do invisible trap wires exist in this game.
I think the HK416 should have HK furniture. Otherwise, it may as well be anything else.
(Would also prefer to see that size grip as the "control grip" as opposed to the foot long they got in game)
Here to complain yet again, I've noticed a lot of runs are completely ruined when my flashbang can't fit in between the door or the door for some reason doesn't open as much as others do, etc... So my flash bounces off the wall and the ai instantly shoot me through the door..
bot stuck under stairs
That one outdoor npc spawn directly in front of the player spawn on 213 kinda sucks, especially when you get spawn camped twice in a row. Is that going to be changed at all?
As soon as you uncock the nade or it leaves your hand they know. Its stupid.
if anything his spawn will go to the foot of the stairs where the civ spawns
I'm unaware if this is of my own newbie incompetence or if it's to do with the game.
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It feels like most of the guns lack any stopping power. I could magdump a no-armour Hood just to incapacitate him even as I aim at the head and chest region. Whereas this same Hood has the capability to kill me in 1 to 2 shots with just an UZI or Makarov.
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I have seen as I've gotten killed that my screen goes dark almost in the middle of the animation where the suspect aims their weapon.
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I've heard about some AI stuff. And adding on, it just feels like gunfights end too quickly sometimes. And I find this to be a double edged sword, my team AI and the enemy AI is... "too good". So basically I don't get much of any chance to figure out where the gunfire is even from before I'm already long dead.
But I'll still say, ignoring these mainly-AI related issues. The game has been my dream experience thus far.
Walk to the back yard in twisted and throw a nade over the fence into the yard for example.
I’m not sure about invisible trap wires, however I’ve found doors that are only wires, Inwhich I didn’t see the wire through the mirror cam, and only saw it once I’ve gone to peek the door and flash through it. I’ve also came up on doors that were trapped on the side I was, that were only wire with no grenade or anything actually wired up.
Not in my experience, I just have issues with getting it through the crack in the door. 9 times out of 10 the door won't open far enough and it'll just bounce off the frame, alerting the AI when it bounces.
Adding to this as well, I've actually tried just standing back and opening the door to toss it in. But this doesn't help much either, as the AI will run through and kill you with their inhuman reaction times and/or bust through before you pull your gun up since you just threw a nade.
I would like to suggest a feature, where every Game-Lobby got an unique code, that I can give to other players, without giving them my steam-id every time. Also, a Squad of 6 would be nice 😄
pls wee need a way to move cuffed people around
make hostile AI less rambo and more untrained criminal
https://cdn.discordapp.com/attachments/922956271748018247/923839219485528064/buenjuego.gif
Hopefully the developers will be able to fix the walls and doors in this game. Weapons or body (arms / head) can often be seen through doors. And this piece of video is worth watching at a speed of 0.25 to see not only the body, but also how it was pushed aside by a hammer blow.
https://clips.twitch.tv/OpenCleanArtichokeVoteYea-a8UNij6LxA_K7Y8v
dude holy fuck this had me rolling on the floor
holy fuck lmao
BIG PROBLOM i keep seeing is people placing c4 and waiting for team mates to walk near it than blow it up for tk
How about a MP5 with the flashlight inside the handle?
The civilians and the suspects will be very robotic still even after the AI improvements. You guys should do something similar to fear, the illusion of communication. Have suspects communicate with each other more, and civilians even talk with the suspects, ask for food or to go to the bathroom, beg them not to hurt them, and have the suspects react to them with a voice line. Give suspects the possibility to kick over tables etc and shit. It doesn’t even need to be procedural, just give suspects the possibility to kick over tables in certain rooms, sometimes they do, sometimes they don’t. Have the more fearless suspects shoot shit in anger if they haven’t seen any S.W.A.T officers and they know your there. Having the suspects and civilians interact with each other, respond to stuff the player does not just with actions but with their voices would be cool as hell. Have them react to being flanked, seeing friends die, seeing a flash bang, getting shot, on patrol have them talk to themselves, or tell each other they are gonna check things out. I feel like giving them more ways to express themselves vocally would be very beneficial to the immersion. Just imagine slowly sneaking into a room and the suspect in the room next to you shoots some paintings or some furniture because he is getting frustrated, and threatens to kill the hostages. He doesn’t even need to do anything with the hostages, as long as the illusion that they can do it is there then it would be terrifying.
It’s probably something that’s easy to say then do but I think spending the time to do something like this would be beneficial to the immersion and be something that is an improvement compared to SWAT 4
I am kinda disappointed these things are not implemented. Look at hitman's ai
first of, i would like to totally agree with the person above me having casual AI similar to that of F.E.A.R would be a total blast and work well with SWAT 4, since that has individualized suspects for each mission
but, I need to address the pansies in the room; the combat AI is fine.
I will give my own desires of how the combatant AI should act in some situations, but I'm saying this now, I like the fact the AI is as dangerous as me, not matter if they're untrained, that just makes them more erratic and unpredictable- sure there are some actual bugs with animations and the such that genuinely need to be fixed, but right now I think the AI is perfect challenge for a person like me.
But what I do want, is there to be some sort of suppression system, maybe there is one already and I don't know about it, but I think making the AI's aim worse and more panicky upon getting shot at (just like me) would help alot with the rare cases that AI manage to one-tap your fragile gamer brain- it would draw out confrontations longer if the AI has to stop and and go back behind cover to avoid getting shot at.
another thing is to make the militants at the farm objectively harder as they are ACTUALLY trained soldiers
animations for incapacitated suspects would also be really cool to have, alongside some more lines from the frigging amazing dude who voices TOC
because I remember calling in an incapped civilian during the house raid and TOC hits me with a "Roger, notifying morgue."
(also please make my beloved the FN 57 have a black paint job, if you can do it for the other guns you can do it for my beautiful baby boy.)
((side note: suspect customization would be neato))
(((for those who are curious, the game pictured is called 'Crisis Response', a game where they literally monitor the oxygen levels of the blood contained within the suspects)))
yeah and to be fair, they don't even need the suspects to interact directly with eachother or civilians, as long as they suggest they can and are doing it (vaguely) the illusion is given. If there is a possibility they will kill the hostages when they say will, if its a possibility they are communicating with each other beyond flanking and attacking, and actually are pulling strings behind the scenes it would be terrifying, necessarily they don't need to, as long as you **FEEL **they CAN.
You can have them manipulate the players thoughts and feelings and it really doesn't need to be that complicated of a process. Like I said threating to do something and performing a simple action like shooting at a wall or an object and then saying a voiceline threating a hostage or expressing anger. That would be enough and would sell the illusion that the AI are getting frustrated or are on a timer. They aren't BUT as long as you think they are, the stress and the fear you are feeling is real and will influence your gameplay choices and your thoughts at the end of the experience
The game not having this, is preventing the player from feeling any type of meaningful motivation or fear, i think. There's the fear of "shit i don't want to get in a firefight because i might die" and then there is the fear of "Shit i'm taking to long, its probably making them angry and more irrational, i have to hurry up!"
I just started playing yesterday, and immediately had some suggestions for realism and quality of life.
-free look independent of where you're aiming.
-make free lean slower and more precise, toggle lean can be used for quick movements. And to add onto that, making the hotbox smaller so you can stay tighter to the wall you're leaning around while still aiming. Maybe even a mantle system to "stick" yourself to corners and on top of boxes, etc.
-NVG ambient brightness needs to be turned down so it's actually usable, real NVGs have more contrast.
-walking is kind of clunky, it feels like I should be moving faster for how fast my feet sound like they are moving, also turn down your players footstep volume, its very loud.
-provide basic medical attention to yourself, your teammates, and even incapacitated civilians.
-tackle mechanic or something to get suspects that are running without using a taser or something.
-havent tested it yet, but if it's not implemented they should implement not being able to taze someone after pepper spraying, in real life that can cause a fire.
I would like the ability to be able to share magazines with each other
that'd be sick
Double tap R to drop the mag and your buddy can pick it up in MP if you're using the same ammo
If you double tap R a buddy can grab the mag from the floor.
shouldn't there be and FaQ for questions that are asked commonly but have a solution or answer etc, or is there one and im stupid and can't find it
please add more wedges and up the count for gas nades to 5-6 nades
I believe that the gas grenades are lowered in quantity to balance out how powerful they are. In the meth house a gas grenade can actually cover multiple rooms at the same time.
i find it way too little is some maps
*Ash-12
Ash12 was the old name, they updated it
ok here's my 2 cents, after putting 5000 hours into swat 3 and 3000 hours in swat 4 i have been waiting for a new swat style game and this was the one i was waiting on, but it falls a little short (still very enjoyable but still short) here are my reasons. There's no interaction between suspect and civs, suspects don't respond to being shot which just ends up in unnecessary fire fights (i believe shooting a suspect in the arm should make him drop his weapon) there is also not a option for a less lethal shot like the leg or shoulder, having the option to move restrained suspects and civs would really be an improvement seeing as they like to surrender in doorways which most of the time gets them killed in crossfire, the less than lethal options need to be polished big time if i hit a suspect 4 times in the head and chest with pepper balls and he still has pinpoint accuracy to one shot me in the head something is wrong. and finally civs running around the god damn map like headless chickens and not complying with the surrender interactions, the amount of times i have had a civ run to the suspect and get mowed down is unreal and very frustrating even hitting them with pepper balls don't seem to slow them down. yes this was a long feedback and has properly been said before so i apologise
I reverted it
I've also noticed the problems with the AI, atm it would be amazing if the AI is getting fleshed out a bit more seeing as this is the most important part of the game. It is immersion breaking if civilians and suspects behave the way the do now.
I'd like to see civilians stop running everywhere and it would be nice if suspects worked a bit better too, just an hour ago I had a situation where the suspect was running around and I was still telling him to drop the weapon but then he aimbot instakilled me after his pathfinding returned to normal. I had this situation before and when I shot that suspect I got minus points for killing him.
TLDR, suspects shouldn't try running away in the open and instead move to the closest cover to shoot or surrender. Same with civilians, often they run into suspects or they just wont stop moving from room to room.
Needs an ingame friends list, or invite code. So you don’t bloat up your steam friends list
Ive noticed the AI are able to just stand in/walk through clouds of CS gas as if nothings happening. Is this a specific bug of 213 or is all less leathal just useless on these aimbots?
I don't see a problem with a few AI being weapons experts honestly, but every AI being a trained super soldier feels a little weird. Ideally I feel it would be best to have the AI on a bit of a bell curve when it comes to weapons skills, some being average, some being horrible, some being skilled, and all in between.
It is kinda robotic rn, especially around doors, you can cheese it by using lots of grenades but it def shouldn't be the only way
Yeah a good tell for them should be the guns their carrying, a guy with a p90 is going to be a bit more skilled than a gang banger with a pistol, would make the recon into a room more impactful
This game's already great, can't even imagine how it'll be when most of the big flaws are fixed
i think a consequential gore system would be amazing and immersive for this game, it would help show the consequences of being lethal in situations. Ex, you shoot a civilian in the stomach or something and you’ll hear them crying and crawling away until they inevitably die. making this look accurate would also help you feel as if what you did was a mistake.
Would love to see some difficulty modifiers in the future, both to help newcomers and maybe add a lil extra challenge for genre vets (more enemies, more traps, etc.)
This tbh. The NVGs are currently too clunky to use. The filter has too much noise making it impossible to discern between tripwires and floorboards on some maps.
We're swat, not the insurgents in insurgency sandstorm with Soviet era nvgs.
Audio option to lower the radio feedback of the AI talking back, when you report a suspect or an arrested person
They need to remove serpa holster from heavy armor 😄
love the game but biggest issues for me like many others is the ai being absolute gods, so many times ill peek around a corner and instantly get flickshot headshot killed by someone. whats worse is when they start shooting you through a wall if you back up lmao, they hardly ever miss any shots and it makes it so hard when only playing with 1 or 2 other people. other than the crazy op bots i think the game is great so far.
The game's great, love the feeling of the AI actually being dangerous and unpredictable, but perhaps it needs more work on the animations and how they transfer, it's one thing not knowing what the AI is going to do and it's another thing to not know at a first glance what is it ACTUALLY doing in the moment, like instantly doing a 180 and one tapping my teammate across the room when we yell for compliance, also there's a bug i've been having that prevents me from aiming or shooting until I click the mouse buttons a couple times, thought it was only me but a buddy with a completely different mouse and keyboard has the same issue, other than that the game's fucking awesome, I think it needs more of a planning phase on wich you can take a look at the buildings plans and draw on it, it would be cool to also have a system to cut off lights to the building, things like that to change the playing field. More communication would be appreciated as sometimes I'm stuck second guessing if my flashbang did anything since there's no actual response from the AI until I see them up close.
Please please please can you put in a future update the ability to mute another player, squeakers screaming down the mic or even shouting out demands from players is so god damn annoying, just had one join my lobby and demand that we dont play a low light level and everyone was to put on a gasmask and use gas grenades !!!!!, ffs LOL.
I agree, game is amazing but ai needs work. Animations are glitchy, some bots clip through doors and their speed and accuracy and awareness is superhuman at times. Having difficulty levels would be a nice addition like on Ground Branch.
i think a really cool addition would be to have the ability to disable the power, or pull the breakers in a location to better optimize the NVG usage
I do not know if it has been brought up before.
The ability to turn off the
"Captured Hostage"
"Hostage Secured" voiceover would be a good addition
I think 12 gauge shotguns like the M1014 and M870 (not the breaching shotgun) should also be capable of breaching doors, but with more shots required
I really think this game is great. Its my first time playing this type of game and im having great times. I just think that insted of using discord it would be more immersive to use in-game vc. I think adding an radio item that you can pull out in game to switch channels and be able to turn it on/off would be great. It could be breakable by shooting it or if there was some chance that you can fall going up the stairs or walking on rough terrain would be awesome. There was some moments when AI would glitch and peek through the door showing their gun but other than that game feels awesome. Really thinking about upgrading to supporters version of the game. Love your work. I wish you happy new year and hope the game will improve with every update 
Would like to see more advanced filter session locator. Where you set requirements for Microphones to be required etc
I’d love the supporter edition atleast this early to get ya a voice line or character model in game as a civ or criminal. I think that would make the dlc worth a lot more. Sometimes the Civs don’t stop running when you ask them to get on the ground and you chase them for 8 minutes straight. Other than those best game we’ve played in forever.
It makes no sense why the Civilians run so far from the Police. We are forced to chase them
I would love nothing more than to have Ready or Not allow operators to use the m1a 16 socom
I would love to see the Kel-Tec KSG added to the game
I really hope to see faceshields in the future.
And definitely being able to use sights of pistols while using the ballistic shield
Either this or having the ability to switch to a breaching load for one round would be nice
having the ability to change up ammo in a shot gun is probably my favorite part about them
Improve Breaching Shotgun
Make it so you can blow the lock and then swing or kick the door, instead of having the breaching shotgun just absolutely fuck the entire door whenever you fire lol.
I'd prefer to pick between if you are close to the door handle then it just blows the lock off and you can kick it and if you're a few ft away it just rips that area off the door and swings it open. Also need the ability to kick the door after shooting the hinges
yes, cus for AI the doors are fine and they just breach shotgun it, it opens a tiny bit and then they kick it. but for players it just fucking dies
Firstly, I just want to say thankyou for everything that you guys have done so far with the development of this game! Its been a long, long time since I've been this excited about a game and where its headed, but Ready or Not has really scratched an itch that I never knew I had!! (Except now I'm dying to keep scratching it! 😆)
if I were to add anything, I'd personally say that a game mode such as Hostage Rescue could incorporate a little more stealth.
Having to find the location of the hostages barricaded in a room with a group of suspects, and then having to determine and execute a breaching strategy would be extremely fun and rewarding.
To add to this, some kind of pre-mission planning section/blueprint/map would add another layer of strategy to this concept.
Make it possible to force civilians on their knees since its kinda stupid how you're 2 feet apart with a gun forced to their head and still wont comply
idk if this has been suggested before, but when throwing a flash we should get a small reticle for aiming
Should never count a kill as "Unauthorized use of deadly force" just because the suspect decided to surrender mid-firefight.
This, should probably have a slight grace period since it's a little BS for it to be counted as that because the guy surrendered a millisecond before being shot.
Hey guys,
first of all: Happy New Year from Germany. (If you aren't there yet in your time zone just read this again in a few hours.)
second I would like to throw my opinions in here on Ready or Not.
I have put quite some time into SWAT 4 so when I saw Ready or Not I was quite excited but also a little suspicious as many tried and horribly failed to resurrect the almost dead "SWAT-like" genre of FPS games.
However, you have a beautiful game here with most features already working and some very nifty attention to detail.
However I encountered some problems, some of which I already reported via the in-game bugtracker (which is a great idea btw.)
I would like to list the two biggest complaints I have: (Please note that I am not really aware of what is currently being worked on, I just came out of a pretty in depth session, so ... that's that.)
- The AI. And I mean the suspect AI. (I understood from your roadmap you're working on civ AI currently.). Summed up: They behave far to erratic, run away on super sonic speeds and can draw and kill you in under a second. That's .... not really difficult that's just not good. Aside from that they're far too tanky. Even guys without a shirt take 20 rounds from the FN Pistol. And the other one (same type of enemy) took 3 rounds with a shotgun. Others can perfectly track and headshot you through a wall ... with a damn makarov... while you were wearing heavy armor AND facemask.
- In accordance to the AI there seem to be animation issues. Or maybe it's just weird mission parameters. However, a suspect, that has one hand up and moves the other one behind their back to pull something out will ALWAYS be shot by me. Don't see the reason for "unjustified". There's no real reaction time for error there either they drop it or they blast you. Not taking the chance.
However that's the two biggest points I have right now that really bug me.
Cheers!
Press b to hit
feedback: please make the MP5 flashlight the Surefire forend ASAP
IMO<
1.- Shields should have bright lights (like any LEO ballistic shield now a days), atm you have to have NV or flashlight on your side arm to actually see something when using it.
2.- You need to be able to move faster on the lobby/hq, why do i have to walk like a turtle on hq to go to the armory or see the briefing? no sense. And you also need to move faster in the startup area, when you approach the building your speed returns to the slow movement that you have rn, also when all the civies and suspects are dead or arrested, you need to have the ability to move faster again because i dont see the fun gameplay in walking around the map looking for a single bag of evidence that i missed, which isnt even swat job but detectives or forensics, i mean if you find a bag of meth in your path of course take it but after the danger is out you bring other officers to help and find the stuff you cant find.
3.- Female SWAT Officer (?
4.- The ability to wear a balaclava like the 4th teammember does.
5.- The ability to be able to remove civilians or cuffed suspects from the map, ex: one of the members grabs the individual and takes him to a certain point where npc officers are waiting. And that may or not give you extra points for extraction. I know that you report to toc and they tell you that they have ppl waiting to take them out but the option to move a civie from a certain area that is dangerous because there is a suspect nearby and you need to throw a grenade (that doesnt damage anything but lets rp that it does like irl) or any other type of dangerous situation would be great.
6.- IDK about this one, but a map that you open with M and marks the following: dead civies/suspects, cuffed civies/suspects, evidence (secured or not), so if i go by a piece of evidence and i dont see it, when i check my map i would know what i missed, also i didnt hear the AI say anything about evidence on the ground when i found one, that would be a great addon in case i miss one.
7.- Like in SWAT 4, you should be able to cuff civies and perps alike from any direction, you approach them from the front/left/right and you turn them around and cuff them. Having to go around them to their back to be able to interact with zip ties isnt proper because many times you have to have your back exposed to a door to be able to cuff someone instead of just turn the dude around.
so i had a thought about how the shields should have useable lights on them just like most departments use in real life. you should also look at implementing an arc shield as another less than lethal option.
this 👆🏽
you should add like suicide bombers
I know the devs said this game will eventually have mod support... So what is the current stance to all the mods being released for the game? There's already a few mods of player made custom levels, a ton of retextures to change your officers into different style cops..
Is this currently allowed?
I get civs running some what but that far is ridiculous especially when being sprayed and tazed 100 times
Change the title of The M4 to Mk18 since it appears to be a 10.3” barrel.
Supporters edition skin: mk18 block ii
There's #🔧modding-chat. That should give you an idea that modding is allowed.
would be nice if the servers work
Not sure if this is just for feedback but for suggestions as well? Anyways, I think there should be an option to have local comms chat constantly on, and using the voice chat bind would enable your radio for team wide communication? just my two cents
Devs seem pretty happy to allow mods to work. People making maps, skins, models and sounds will help keep the game alive a long time, just like SWAT 4.
Steam workshop would be a great first step to make it even easier
My understanding is they plan on doing that within a few months maybe? Heard something like that. But yeah, that would make it a whole lot easier.
Could the game please not allow duplicates of character models in each map? ruins immersion
Please increase ADS speed.
Thats a lot of models
well, at least they shouldn't be wearing exactly the same outfits
Honestly, It would be really cool if there were different skins for real law enforcement tactical teams. DEA, ATF, NYPD, LAPD, RCMP ERT, OPP, Prison IERT. I'd even pay for them man. Feel like it could work if part of the proceeds goes to a charity of the agencies choosing maybe? Similar to "SOG Prarie Fire" for ARMA 3
we NEED a CAR-15
The cut locations in this video look great: https://youtu.be/eh3UwKiX5so?t=404 Hopefully it's not totally cut content? You could split them into two maps or offer a variant, with larger area if it gets too big. Would be such a waste if none of that is used
This. Animation needs some working
Flashbang are really inconsistence against enemy
Add custom pre-set loadouts! example: Lethal loadout, non leathal loadout, defensive loadout, etc
Loving the game so far with all of my friends but was curious to ask if we can keep the current TOC?
I'm sure there will be a mod to replace the new one with the current one once he's changed
a female swat officer would be nice also theres a few commands from swat 4 i really miss like search and secure where the ai would open and clear a room and then auto restrain everyone and pick up evidence also i dont know how to get the swat ai to deploy shields or use battering ram if its not a feature would be awesome to use something other than breaching shotgun or c2
shield for ai would also be good cause they tend to stand straight in front of the door when entering which can lead to them getting lit up by enemy ai and killed instantly.
another command from swat 4 that would be nice is lead, open and clear which meant you could open a door and then bang that room and the ai would follow you in and clear the room after you entered first which gives you more time to use up your flashbangs and equipment so your not just relying on the ai to clear rooms.
i would like to play in a day time map, i love playing in drak day but like, its always dark soo... yeah day time would it be cool on some map !
Add a custom map selection screen or something.
100% agree with this. Suspects and Civilians needs to have separate pools of outfits they can draw from. They should never be dressed the same, or at least civilians shouldn't be in the same outfits as suspects. I could understand some suspects in regular clothing to trick the police.
also swatting a bank heist during the day time would be awesome could you imagine you start at the back of the bank and the police are at the front with spectators watching and you have to go in and take out the heavily armed robbers thatd be an awesome map. we need more smaller real world scenarios like swatting a Murderer or something more small scale and in the day time would be nice
-Full gear customization, shirts, pants, boots, gloves, masks, glasses, different plate carriers and chest rigs etc option to mix and match. -Using a taser looks silly, suspects should lock up and fall to the ground not crouch down when tased. Taser shouldnt replace your secondary firearm it should be its own thing on your duty belt.
kinda like in ground branch or how it was before early access i would love to have 2 side arms like one slot dedicated to non leathal like a tazer or pepper ball gun only and the other holster have glock 19 or whatever lethal side arm u want
yea for sure
Absolutely agree with you.. right now I see two big issues with the AI; one they can wallhack and shoot at you through walls they shouldn't be able to and two, sometimes they can one shot you when their weapon is barely up. Other than that, I would say AI is pretty good and hard, and not always hard which is something important to mention, not every single suspects is good at shooting.
I also want to say you don't have to be of military background and go often to the shooting range to be able to kill, there is a tons of police videos on youtube where gangbangers, small time criminals and what not who just injured officers just like that in a split second, there is even that one time where a fat guy with a shotgun managed to hit a SWAT officer in the vest and then in the neck. Right now I would definitely say AI is in a good place already (can definitely be better and improved), it's actually pretty realistic how shit hits the fan in a split second (anyone who watch police videos know what I'm talking about).
Having the guys on the farm more dangerous and better in combat can already be done easily by editing the AILevelData config file, in fact you can edit the AI for each map and scenario. I'm going to do it for the farm, you can increase their accuracy, how often they will move into cover, stuff like that.
Could you add a leaderboard for fastest time completion with score rank
If you are gonna add sensitive things like in announcement(im sorry im late for this)
maybe add a warning before going in the mission saying this mission contains sensitive contents
yes but they dont have seal team 6 level reaction time like you think the crack addict Tweakers on park homes have the reaction time of trained swat officers?
You don't need to be a navy seal to be able to draw fast and injured/shoot someone
I agree they can act fast, but not when I am at their back and they seem unaware of what the fuck is happening
i downloaded a mod to fix the ai so they tend to surrender more now when a fully kitted swat team runs in on them tho the occasional fake surrender does happen usually with gangers or terrorist's
That's good, we can thanks Void for making a very easy to read AILevelData config file so we can edit it the way we want.
yeah no i dont have as big an issue with the ai cuz it can be modified squad ai tho needs some work like how they stack up on doors and some of the animations i had a comment above tho that really laid out my main issues with the game as of right now
also big lack of sub machine guns and shot guns and rifles missing p90, Famas, mp7, tac 9, ak-12, g36c, Nova, spas-12, desert eagle,45 kriss vector and other awesome guns we currently cant use. (edit) its a shame that swat teams across the world have such a big arsenal and barely 1% of its seen in the game currently.
make supporter 75 dollars so i can get it
If players can fully customize their guns and their gear it would be really nice.
please fix the MP5 magazine curve, its not a high priority change obviously but the current weapon is modelled after an airsoft gun with an incorrectly shaped magazine. the bottom MP5's magazine is the one we have in game which is incorrect, the top image's magazine is the physically correct one
Improve door movement, when walking through a peeked door it becomes very slow and buggy especially with a shield up, the door should just open freely when moving through it
Add an headset comms voice for AI teammates, would be very useful when ordering blue and red to check doors and being far away from one of them and still be able hear whats going on, if they found traps etc.
They should add a settings option for door interaction. hold delay for opening door fully and kicking it like 0.25s and .5s. people are getting killed.
A setting is needed for disabling AI when playing alone, or if not they shouldn't shoot you when you wanna get rid of it
would love to see being able to play as a duo with AI, want to play with a friend, but both of us agree that it just simply would not be enjoyable to go just 2 of us in
something like:
2 players - 2 AI (red and blue) / 3 AI (red, blue, purple)
3 players - 2 AI
4 players - 1 AI (this could be something like purple, to indicate being technically both red and blue... or black/white to indicate being neutral)
5 players - 0 AI
something like this, please, i dont care how janky it is, i just wanna do duo with a slight chance for survival
please no 20s wait each singleplayer restart
from my understanding when ali i think talked about it, its mostly a loading screen,unloading the entire level and reseting it
Question: Why do flashbangs affect the SWAT units to such a large extent? They're not concussion grenades. Their main uses are diversionary and to surprise unsuspecting parties. Former SAS guys have written about going into the room at the same time as the flashbang. They got desensitized to the effect due to training.
Add commands to let us order AI teammates to turn on their flashlights, laser, nightvision (individually)
can we have a kick teammate feature?
hi! first of all very cool to see a swat game that is actually fun to play and works for coop PvE after such a long wait. i think you guys have done a great job so far, but there's a couple of things bothering me whenever i play.
first the ai is pretty bad at positioning themselves when breaching. usually one stands right in front of the door when i want them to bang and clear and gets shot since they take forever to deploy that bang.
a couple of times ive had a situation where an armed suspect has shot at us and then sprints past the entire team without any reaction from the AI at all. i guess they were all as stunned as i was :D.
voice comms would be good to hear your teammates from further away.
gear customization could be set up in a way that is easier to access. i want to try different loadouts and its pretty annoying to run to the armory every time. i would love if i could change the equipment for everyone on the same screen at the same time instead of going through the tabs one by one. and also have the opportunity to apply the same gear to all team members. right now i have to make way too many klicks and it takes a lot of time.
single player coop missions load for a really long time (i think the screen said waiting for players or smth like that?). i dont know if you are just loading the level in the background, but still... takes very long.
also i didnt see a link to this discord on your website and it took a while to find an invite link
Let us yells at civilian; "Come here!" "Get back here" if they are stuck or want them come to us instead of the only "Get on your knees!"
i also second the request to add ai to coop games to fill the empty slots. sometimes i want to play with just 1 friend and this would be a good feature.
Let the AI be in high ready at all times (it's silly to see them advancing with you clearing spaces with their barrel down), unless teammates and player are crossing in their sights they should use low ready automatically, I also think (could be added as an option) automatic low ready for the player to avoid flagging (SWAT 4 Elite force mod does that, both things I mentioned actually).
- Bots should be able to use battering Rams
- Bots should be able to use shields
- Bots should use night vision, when i use them
I think it was mentioned already several times, but I agree that the speed of NPCs should be reduced. And also reactions. I find it really dumb when I look at a back of suspect and I yell at them to surrender and they instantly turn at me, shoot at me and bolting to cover withing like 1ms.... I was trying gas station and that area of restaurant is terrible in this regard. Suspects see clearly through that glass and they are also pretty accurate while shooting through it.
Maybe a 6th player as a swat sniper?
Many times AI are not positioned correctly when kicking doors. More AI teammates (more realistic too), 5 more would be great because there is so many doors sometimes, places are very big.
add a SERVER BROWSER
Bots can equip their shield if you call for it in the Command menu, under Deploy. However they will stow it as soon as they're required to interact with a door or detain someone. Nothing can really be done about that, but they should re-equip it afterwards.
aaaah thanks
Yes. They mentioned it in a post.
i think having a pvp mode would be cool, like better siege almost
its planned but no time soon, other things to worry about
cool!
Matchmaking needs a look at to fix the constant Server Is Full status, it should only be matching 5 people max to a server and not trying to get more than that in and this would stop, if 5 people are already there why does it keep trying to push more people into it ?, surely this would cause more problems for the matchmaking than just this as well. For instance sometimes i can only get 2 people in maximum and why is this ?, because the matching process is trying to shove the extra people i need into already full servers.
There's an option in settings under > Game > Gameplay > Shotgun Reload - if you change the reload type from One Press, All Shells to One Press, One Shell, it becomes impossible to reload speedily (i.e. spam R and reload as many shells as you press reload) as the animation always flips the gun into the ready position after every shell. It would be nice to have the ability to typically do One Press, One Shell, but offer a speed reload (double tap R) that does One Press, All Shells.
Love the game! I do think $40 is steep for its current condition, for me it was worth it
PVP needs to happen at some point (maybe 1 terrorist player per 3 terrorist bots so you limit how many player baddies there are) some of my friends wont play co-op only games lol
I hope they will add this as the very last thing. The first iterations were just terrible
The very first version was very swat 4 like with swat vs swat,that was in pre alpha though. Didn't touch the pvp build that was released later on
Having a option for mission select to be random would be a nice addition
i think having an option for less than lethal rounds would be nice (rubber bullets)
I hope in the future AI arrests civilians & suspects on it`s own without you ordering them. When you order them to clear a room, they should also ziptie civilians and suspects and collect guns as evidence in that room if any.
I have noooo idea why, but I have that clicking bug only in the dirx12 version.. Was getting quite annoyed with it
yeah, i have on the dx12 too
Sure doesn't harm be there. But realism wise it's something that doesn't make sense. Taskforces know about what they are up to and equip gear accordingly.
the shotgun with beanbag rounds bro
yeah the beanbag shotgun is nice but when we know police/swat use rubber bullets it would be nice to also have that option as well
Do you have any plans to add a K-9 police dog?
When kick becomes a thing a REPLAY of how you died would be great, just had a game where the only person behind me and one other guy was our teammate we both got one shot to the head and in this situation the guy behind us woulda got kicked because there was nowhere else it could have come from, he obviously team killed both of us but on the 1 percent chance an AI sniped us through a wall he woulda got kicked for no reason then, see why this would be so beneficial !!!.
clicking bug as in you cant shoot? switch to fullscreen
Feature odea for at least the loby:
Be able to put your guns completely away (maybe by holding the button to take them equip said weapon)
It'd be cool for role playing and immersion.
Oh yeah that too affects. You could actually see that the mouse is near the edges trying to click in wrong places.
How about a system to put teamkillers into timeout / limit them to singleplayer or friends only?
Dedicated VOIP keys similar to squads V,B & G
While I like the current gameplay, I do think that sprinting and larger/smaller squad sizes would be nice, and maybe perhaps VR support too would benefit the players
I have 2 suggestions:
- Add women characters to the game 👮♀️
- Like you can have a shield, a breacher, it would also be really cool having a medic who could bandage his/her teammates (heal them) and maybe even "revive" their dead teammates
It would also be really awesome if we had naturally roaming NPCs we had to worry about or a type of setting where NPCs in other rooms investigate/react to nearby noises. Side note: I think it would also be nice to have the ability to have a squad search for something (for example: Maybe my red team searches the first floor for unbagged evidence or locked doors while blue team watches the stairs)
sprinting would ruin the pace of the game I feel
@tranquil sierra it's planned but not right now,female swat that is. Not the rest of it
Finally I think the AI should have more time invested to it, allowing for them to take point and allowing for them to be able to make decisions of their own when splitting the squad to cover more ground is less time
Any possibility of a console release? Putting RoN on Game Pass with Crossplay would be awesome
I dont think xbox or playstation would want a game with a school shooting level to be on their marketplace, just a thought
This could be cool, ur medic can’t take a long tactical or an utility, but he gets to fully heal injuries and if he can get to someone with the defibs fast enough after they die he can bring em back once, maybe twice but infinite revives would kinda be too cheesy
It would make someone more vulnerable to detection and unable to fire back, but it would help rush to/retreat from firefights for support
you can use f5 and f6 to break your squad up and give them separate commands, have alpha watch stairs and make bravo follow you
it would also promote a faster style of play which is exactly what the game is not about. Slow and methodical clearing rather than a rush and speedrun approach, your team should be together anyways. The low ready lets you move a bit faster to relocate anyway
the low ready is the closest youll get to a sprint but you do move pretty quickly even with heavy armor on, plus you can sprint with shield with low ready key
Right, but I was speaking more in terms of having alpha clear one section of the first floor and bravo watch the stairs while I bag evidence and detain civilians (think of it like a “push forward” command) and @twilit lark the issue with not being able to sprint is that when you are in an active shootout and you get hit, you’re walking away instead of retreating while having your team cover you
Use shift to que commands up.
thats sort of an exception circumstance, you already know if theres a sprint available people are going to be using it every chance they get, regardless if you're getting shot your best bet is to shoot back and get rid of the threat
sprinting should not be in the game, regular walking is fast tnough
Right but you’d have to be either ahead of the team and already in the room or with the team the whole time, there isn’t any way for you to say “clear this room and move to the next room”
I dont think they'll have the ai able to clear room to room for you, you'll have to have some input in the game as well so you're the one clearing the actual level. unless they add the helmet cam control they had in swat 4
could do what swat 4 did and make it so you can give commands through the headcams of each team member
Yeah until someone with a shotgun starts shooting from behind a door and you are in the middle of a reload, maybe having a sprinting cooldown or lethargic effect when sprinting too much, but there should be an emergency sprint available for people. @twilit lark I think it would be helpful, and if not, the least they should do is allow for you to have a team sweep the cleared rooms for any missed items/doors
idk how you are playing the game but I think you need to slow it down, hold and control the room and make sure everything is ready and clear before moving on. This will solve most of your issues
I do that in game, the thing is that even when I have a room cleared then I have bravo team watching the entrance getting into fights and I can’t go with alpha there because it takes 15 seconds to get there and 5 seconds for bravo to get overwhelmed
gotta use wedges to watch your back, if enemies hear gunshots they can come from other rooms and come to ambush you from behind. Ai isnt the best at holding down locations unless you put them in the cover command, and even then. I think they'll just be doing an ai rework and that would cover your rear better than having you run across the map with a sprint
I do that regardless, and I also support having better coverage. I still think allowing for you to have AI sweep the cleared areas for evidence/unchecked rooms would help a lot
the immersiveness is S tier. I love that you have a wide range of options in approaching situations and commanding AI. My main problem is with AI itself though. When I went down narrow hallways and up stairs my squad would sometimes get stuck in a loop trying to breach the door. Sometimes they wouldn't be able to pathfind at all, especially on stairs. One time my AI got stuck in the "preparing to restrain" state and I couldn't give him orders until I killed the civilian that he was supposed to restrain. Overall game is great but the team AI needs to be refined especially because stuff like this can cost you the mission
I'd like to see further customisation with your character. So you can change their face, add a balaclava, roll up/down sleeves and chance the voice. Maybe add patches that can be attached to the Velcro patches on your arms.
patches are planned, more than likely preset ones instead of custom unless you mod it
As much as I fucking hate to say it, because fuck nfts, but unique moral patches would be cool but the only way they could be unique is if it’s nftd which I’m super against, and steam is also against so maybe anyone else has an idea for custom semi unique morale patches? Outside of just mod it cause then only you can see it on urself ? Maybe they could do something like tf2 sprays(but as a patch not a spray like tf2 or csgo), where it’s just artwork that gets imported
I get that it’s not super realistic but I think more people would care about the empty Velcro space not being empty if they could put their own imagery there, rather than just restricting it to rank/unit patches
Custom patches were tried very early one but a few ruined it for others
So just do what valve did for tf2 rather than removing custom sprays entirely, they added the option for a server to disable custom sprays, and they added the option for players to disable custom sprays. So if ur playing in a lobby and the host didn’t disable custom patches, and someone (me) has giant double d tits as their patch, you can just disable it. Or force people to mark their patches as nsfw and then you can have 2 filters . 1 to disable all custom patch imagery, and 1 to only disable nsfw adult content. And if ur found to have nsfw patch not marked as nsfw then you just get banned
I would like to see a mic toggle option
gimmies those uuuuu nft ready or not patches 
Make an AZERTY layout, i personally use an azerty keyboard and when i installed the game it automatically was on qwerty so i had to change it all, it's not that big of a deal but it's nicer if you don't have to change it and that it's automatically changed. Other than that, very good game
Would be nice to have a report player feature. Just been in 3 games in a row where I am team killed on spawn. Can't note their names as they just appear blank
Make RoN virtual reality ready!!
Make the quest two just hit different
Option to have weapon on full auto by default, pleaaaase.
It would probably be on safe by default, I do not disagree. Player preferences should be there in some long checklist like they have the single reload shell for shotgun, although its inadequate because you cant interrupt feed and shoot or spam the feed so it doesn't to back to ready position.
Game is friggin great. Would be cool to have more defined game modes though. I don't get that much of a difference between let's say an hostage rescue mission and a barricades one. Example: Maybe the civilians npcs are concentrated in a certain area/room instead of roaming around.
Also, in the future would be interesting to give the players the opportunity to play faster matches. Current maps are cool but are very big and sometimes dispersive. Having half sized or even quarter sized areas of the map available for an operation could be very nice
an option to have your squad lead in front of you instead of falling in behind you would be great
currently, shield ai are useless due to this
didnt know you can throw grenades through walls 
Just hold a grenade out. walk to a wall. hug it. release
I would like some adjustments made to the doors into the future. A problem i find is when you push open the door for it to stay at a 90 degree angle blocking a advance to that side of the room. Typically if you're opening the door to the side with the hinge you can spin it all the way around so to that end i would like a option to both pull the door towards you and push it forwards depending on the type of door, where the hinges are and if there is a frame block allowing you to fully open the door to be able to clear easier.
Basically have the door open more than 90 degrees if opened from the correct side and give a pull open and push open option.
This is also not a demand but a suggestion of something that i would like put in.
if
Assualt of precinct 13 like misson where you defend the police station from gangsters attacking en masse
Oooo yes! Great movie and would play
I think some kind of progression system would be fun, not some super grindy boring long system but like unlocking attachments at higher levels and getting a extra person on your team or something like that.
Night vision is too bright up close and unusable around lightly colored walls as a default, too foggy on some maps and needs work in general, movement is too slow. I get that this is a successor to SWAT 4, but... do we have to have movement speeds that match wading in a bog?
Is there any chance there could be some fix to stealth in this game in single player, sometimes when i’m doing a hostage rescue on port and i’m trying to be stealthy telling my ai team to enter, I’d like to hear “open and clear.” not “OPEN AND CLEAR!”
There also needs a fix when you disarm traps, lock pick a door, and handle evidence. Every time you disarm a trap your character shouts it out even when you’re trying to stay quiet, and when lock picking or securing evidence if you shot a guy quietly, they’ll shout. This is going for multiplayer and single player
The perceived volume of what the character says has no gameplay effect to my knowledge.
leg armor
I’ve tested it out and it doesn’t I believe, but for those who want immersion, some like to play quietly and then there is just a slap in the face when you hear your character shout out that they’re trying to disarm a trap like they’re making the whole world know 😂
Yes, some sort of volume/alert detection for speech would be nice. Agreed.
It's a shortage of voicelines atm,they intended on doing stealthy and dynamic voicelines. Dynamic being loud
That’s what I was thinking, there should either be a way for you to say commands quietly like maybe with a different key bind like how shift is used for queuing. Also, there could be a way where if the enemy’s are alerted you’re there you could go from quiet to loud, I like the first option better
That’s understandable, this games still in early access and there will be a lot more added to this game through updates. This game has a lot of potential and for early access this games really good
I'd like to see some contextual action about stacking up since they'll basically get RIIIGHT in front of the door and in perfect spots to get smoked in tight hallways.
multiple options to enter besides doors like climbing onto a patio or opening a window
I like that idea, I thought I saw something about tactical ladders in the game but they’re just not here, if they get added in that could be an option I hope
Suspects should be able to take human shields
Make nonlethal more viable
It shouldnt be one-shot-fix-all but dear lord three point blank beanbags to the stomach should hurt like a bitch
Maybe have a "compliance percentage" where certain actions fill that, and its just the chance they have to comply when you use the command every couple seconds, to counter voice spamming
e.g.
if theyre outnumbered, +25%
How many nonlethal hits theyve taken (e.g. +5% per each pepperball?)
^Although it would probably be good to have the % decline over time with nonlethals
Food for thought. Currently the only viable nonlethal is the taser, maybe the new nonlethal in the next update will fix that
intense voice recordings. screaming/crying emotional stuff to make you feel like playing is an emotional ride.
serverlist to set your own filter for ping/mods etc
difficulty settings
ranked mode
pre game waiting mission voice recording of a 911 call
bank robbery mission
mission in crowded places like a mall or festival
able to choose who is leader so its easier to know whose commands to follow
gun fire sounds in buildings or tunnels echoing and louder like in modern warfare
better enemy voice recordings which sound more realistic instead of a gamethats all i can think of after 2 days of playing
I like the intense voice recordings, I see from like bodycams there’s people screaming and crying and it just sends chills down my spine.
I like the idea of Pre Game 911 call to add to the immersion, make it feel like you’re actually heading to a 911 call and they need SWAT.
Bank Robbery Missions a good idea, definitely brings realism into hand.
I like the crowded places idea, I think the mall would be the best place for that.
The Other Ideas you listed I support but the ones I listed are the ones I think would go great with this game.
Hey ! 12 hours deep into the game and loving it, here are my 2 cents about it 😄
** Sometimes suspects are too damn fast **
Not in reaction time, but in movement speed. Side-stepping through a corridor like The Flash is a bit weird and doesn't feel like normal behaviour :p
** Reporting after restraining seems an unnecessary step **
Doing both in one action would be great.
** Lower half of doors is over encumbered **
Having Mirrorgun + kick + disarm trap so close can lead to some bad situations (especially kick + disarm traps :p). Maybe transfer the kick on an action that can be keybound ? Plus it would feel more reactive than having to aim at the good place on the door to do it !
Hyped to see what will this game will evolve into ! Keep up the great work 😄
maybe adding a freelook with the Alt key
Q: Freelook?
A: Freelook exists, but unsure if it will be turned on https://www.reddit.com/r/ReadyOrNotGame/comments/rpg75k/all_questions_and_answers_from_a_december_8th/
i think you guys should definitely should add picking up dead teammates gear
@mossy crown you'll be in for a surprise soon enough
A feature that allows you to enhance sight picture (make it larger) at the cost of lowered FOV and movement speed (for blind mfs like me). Zero hour had this sort of idea, maybe do something similar. It's extremely hard for me to tell what's in my sight picture and makes the game hard to play.
4u maps insides are way too dark
Its so dark if you move 1 meter away from the chem light its basically non existent
Make the AI teammate who set up C2 move away and stack up when triggering, its stupid how he stand in front of doors and take the explosion in his face.
When you put on NVG, make AI put on NVG aswell.
Something i would love to see is a progression system. It doesnt have to be to unlock cosmetics maybe something along the lines of helping new players learn the game almost like a tutorial. Example would be start with some basics such as teaching the player some of the basics. It could even be something as simple as the killhouse. (this could also be where a more interqctive killhouse could play into the game. Timer... setting up the killhouse in different configurations. Live and non live targets.) I do not know what is in the mix for all of that but hopefully this helps the devs and the company.
Enemy Ai and civillian Ai feels clunky sometimes. Maybe see if there might be a way to make it so there is a time limit for compliance from a civilian. Example like 3 seconds for compliance and if there is no compliance Players can shoot a civillian in a foot or leg. or hand to help to get them comply.
Ai also run at an abnormal speed compared to Players and collision can make this worse in Close quarters.
Something i would like to see is time also affecting the rank. Maybe not a whole lot but something that rewards you for being able to clear faster and faster.
Hope some of this helps!
extremely recommend switching the green nvg visuals to the more updated and current white phosphorus that majority of units use now. the green is very outdated.
Will RoN see more variety on the types of traps in the environment?
Maps should have some basic intel to feel more immersive,
Barricaded suspects - why are they barricaded? do we know who they are? what they want?
Who are the civilians inside? are they in any immediate danger?
were shots fired? what is the current situation?
Do we have any floor plans? what are the possible entries? (being able to start from different entries if they exist)
(Swat series did all of these things very well)
public online play should assign people automatically into red, blue and TL roles - extra: being able to specify as the TL the loadout of each role rather than have it "free for all".
Not sure how damage system works now, but i would say different ammo type selection should be available, based on weapon + ammo and the target (armor, distance etc) damage should be reflected to simulate these selections
Although RoN is meant to be an Roleplaying game, I hope to see some sort of leveling system to make me want to play more.
Not important at all, but makes more sense to me somewhat: Since the player "avatar" and loadout are persistent, The officer in the main menu should be your currently used config (basically just your current avatar + loadout)
Please make doors open one way
@brisk ruin apparently there is an "alarm trap" that is programmed in the game that you can put in but I'm not sure if or how they work
can you download mods for the game ??
you sure can
I would love to see modular armor system. Decide the amount of resources or armor to carry. This would also add a lot of customization by deciding where packs will attach and even give us access to patches to wear (Reflective patches, name tags, role signifiers, etc)
I'm not to familiar with what a swat team can be composed of but I would like to see a form of medic in the game. Having an item such as a trama kit would take longer to use on an individual or yourself but will be more effective at repairing damage by putting effected limbs at yellow status, allowing for better movement and allowing door kicks but are less effective.
Sure a rising storm leveling system that realistically doesn’t matter , and is a huge pain staking slow grind for cosmetics
I speak for myself, but shoehorning in the requirement to grind for anything other than story/campaign progression is the fastest way to get me to stop playing a game.
Yeah I'm kind of amazed at all the people who seem to want XP level up nonsense in this game.
2021 if there's no carrot no point in playing apparently
Feedback: PEQ-15 has IR and visible lasers in real life. Would be nice to use it in game too.
Would also be nice to be able to mount more than 1 thing on the weapon, since its using a Picatinny Rail system.
Headlamps are also a real thing.
Would be great if in game chat didn't require a masters degree in technology to figure out....
In the January pipeline they said they're overhauling the in-game audio/comms with features like selecting your input and what not.
Good to know just sick of not being able to tell team mates theres a trip wire on the door they are about to burst through haha
I wonder if they'll add some sort of developed customisation for weapons (rail, stock, more sights,lasers,flashlights) etc...
It would be cool if they set up the mounting system like Ground Branch. It's been done before (by GB), so it's not out of the question.
What I hope to NOT see here is that players will be limited by the amount of 'tools' they can use like some sort of difficulty toggle.
"bringing a flashlight and laser is OP" or some nonsense like that.
I really hate when developers get a case of 'selective realism'
I think that in terms of flashlight/laser needs to not be double delivered, just a selective choice of 1 of thoses is enough
-The whole game is just perfect. Weapons, equipments, game modes, existing maps etc. but we really need new maps. It's getting into a vicious circle. After 15 hours of gameplay me and my team started to get bored. They're always saying that "aren't there other maps to play".
-Some of the game modes are so easy. Like "Bomb Threat". Bomb Threats are has to be scary, full of tension and difficult.
That's it for me and my team. Thanks for doing this game.
I think it goes beyond just new maps.
Right now, I'm not sure that there's really a challenge to players ASIDE from the ridiculous aim-bot AI.
There needs to be something that puts players in a tough position. Someone on the Steam forums mentioned better AI that uses cover more and that can mass fires against players - using suppression and flanking, etc.
I agree with you. Especially "Barricaded Suspects" mode is not difficult at all. Play it two times and you're the master of this game mode. I loved this game but it has to be improved.
Same here, but i guess delivering this game in uts early stages means mant maps but replayable a certain amount of times, but since the E spawn is rng, it gives many different encounters that is good. But one mode needed to be fixed is Hostage Rescue, even with suppressed weapons the enemy team hears you shoot from 50m and kills hostages
Even if its realistic suppression, its way too good
Two game modes I'd like to see implemented:
-HVT Extraction
-Intel Raid (kind of like raid, but looking for / collecting intel items)
I'd think aswell like a lab raid (securing deadly virus or files)
[Automatic low-ready stance]
The Low-ready stance is triggered too easily.
Some corners are impossible to aim because the low-ready stance is automatically enabled by the game, and this can be a real problem to me depending on some rooms.
Also, I don't have the video, but I was in front of an enemy in a small room and was unable to aim and/or fire because his model was triggering the low-ready stance. Ingame, I felt like I wasn't even that close.
I think the trigger volume should be smaller, and maybe should be even disabled for threats.
It's so annoying!
I also noticed that it happens when you 'bump' a friendly player.
My group was doing buddy clearance down a hallway but it was impossible since we were apparently too close to use our weapons
Could definitely use some fine tuning, but I feel like you should be trying to use a shorter weapon if its an issue for cqc room clearing
This is another area where I think its clear that there's a lack of developer experience.
None of these weapons are 'long'. Even the standard M4 is still very maneuverable
On the video, I'm currently aiming to the left of the wall, not the wall in itself.
hence my "definitely could use fine tuning" comment
never said it was perfect how it is, but using a shorter platform could help
This sounds like more selective realism and artificial constraints
Game: to effectively clear a room you must use an SMG
Just not the case. The reality is that the M4 and HK are small, light, and super maneuverable.
there’s a reason errbody’s running around with mk18’s nowadays.
Speaking of which, they should change the m4a1’s name to mk18 mod 0 because that’s what the in game gun really is.
[Grenade throwing]
Show the drop point misses.
It's pretty hard to aim where the grenade goes, maybe match the end of the left hand index with the start of the path curve of the throwing could be a good thing.
[Door peek mechanic]
Peek interaction should be re-imagined.
It's actually nearly impossible to throw a Stinger through a peeked door, Flash are quite okay. Maybe a mechanic like some FPS video games are using to allow players to open the drawer of a cupboard gradually with the mouse could be used to vary the door opening. (maybe hold 'F' and use the mouse left/right movement, but the opening angle should be capped).
peek needs to open just a few cm more
Great game but I would recommend making it to where you can upgrade from basic edition to supporter edition (like how in tarkov you can upgrade your edition from ready to escape to edge of darkness if you want) because I and I feel like others would get the supporter edition of they can upgrade
Fake cops?
You can upgrade by buying the supporter edition upgrade on steam.
[Mod AI mates weapons]
This feature would be useful to add silencer to mates.
I need it for missions with a full room of hostages, since AI enemy ear easily non-silenced weapons.
ai use the same attachments as you do, so load out your weapon, equip them with the suppressor,from the weapon selection screen you can choose your friends gear
No, I checked : AI have the same weapon as me (SBR-300), I mounted silencer, they didn't have it (they have ASR brake instead).
I'd love to see suspects with shields as well, would make a dual breach a must in some rooms
It would be nice to see simpler raids like executing a simple arrest warrant with like one or two ais that arent rambo
Fairfax 2? 👀
God the Fairfax mission was so good
[Rough starting]
Twisted Nerve map AI spawn point.
The spawn point for enemy AI in front of the players at start is rough. On the video (rough starting.webm) I barely had the time to react (which I recided not to do).
But sometimes the screen is still black and I arealdy start to be hit by enemy shots.
It would be interesting to move it to the porch (which is really spacious), and push people to pay attention to potential treats when climbing stairs (prefered behavior.webm).
feedback: Why can't I hear my guys with CBRN masks on? There's literally a mic attachment made for those. Why the hell would a SWAT team use masks without mic's? YEAH LETS NOT COMMUNICATE!
They probably cut the budget lol
[Orders priority]
Orders should have a priority.
A "fall in" order shouldn't be skipped by a "handcuff" one, as well as a "handcuff" doesn't skip a "fall in" one.
Maybe an order list for actions should be integrated. Let two types of order be : punctual actions to do ASAP (e.g: mirror, throw grenade, handcuff, etc) and global behavior which are more like kind of passive actions (e.g: provide cover, fall in, move to this position) .
One is a list of tasks to do first (actions), while the other will applied when inactive (behavior).
Example :
- AI mate has no order in its list nor no behavior applied, I give order to handcuff enemy: order is added in list
- AI mate is moving to enemy to handcuff him, I give order to fall in: order is saved in a specific variable (not the punctual actions list) for a later apply
- AI mate is still moving to enemy, I give order "mirror door": order is added in list at the end (FIFO)
This way, punctual actions are never skipped, are done in the order they're given, and the last global behavior given will be applied once all actions are done.
Aside that: a small menu with all given order per mate could be necessary to cancel an user mistake.
Grenade launcher underbarrel attachment or long Tactical alternative with chemical or kinetic rounds for humane neutralization
sounds cool but im pretty sure swat don't use grenade launchers
They do but rarely depends on the mission
They use chalk or gas rounds. Edit: foam, not chalk
Add some kind of sprinting function not for just moving around but also for when a civ is running or somthing
You can use Non-Lethal 40mm rounds for grenade launchers. Also, Smoke and CS.
I dig it, especially if I'm not switching weapons
Feedback: COOP/PVE Option
Let players lead different AI teams, so more cooperation can be done and you have more forces flowing into an Objective
you should add the abilty to change loadouts when selecting a mission or in the after mission menu incase you restart
why cant i find a match?
It would be great if there was a easy-medium-hard difficulty modes. For the beginners game could be challenging.
Is there any chance you could add the ability to map a key to the specific AI commands (ie "Stack Up" "Open and Clear" etc).
I know you can map a key to the specific 'Command' but "Command 2" is different depending into what menu you enter.
I will explain my reason for the request.
For more years than I care to mention I have used a program called VoiceAttack which allows me to use voice commands via my mic to issue bound commands to mapped keys. So say for example in DCS I can say "Gear Up" and VoiceAttack sends the keypress to the game and presses the 'G' key and up goes my gear.
In the original S.W.A.T games each A.I command was mappable but in RON I have had to map each voice command as "Command One", Command Two" etc and then when I'm in-game I have to open the A.I menu then say "Command One" which opens the OPEN MENU, then say "Command Two" which issues the Use the Wand on Door command.
This is working fine but when I'm Streaming or Recording it sounds a bit naff compared to just saying "Wand the Door" or "Open and Flash" etc.
I know it's not a critical request or a game breaker but I'm just putting it out there
😉
Maybe have a short clue while loading, like a 911 call audio saying “Oh my gosh, we’re trapped in the —“ or a police radio chatter, something that may or may not provide info but would help simulate
hi there. pm me if you would like to try my VA profile.
ok my two cents after playing a bunch of levels. I think theres a big issue with level design and just things not making sense. like the first? level thats the meth bust. why would they have traps and such for something not that complex. another issue I have is the layout of a lot of levels. the gas station doesnt feel like a real place and a lot of open and wasted space. The same thing goes with the hotel level, the actual layout doesnt make sense and is just needlessly confusing. the game is solid start so far and I look forward to seeing more of it.
I do have lots of issues tho with smaller things, but I assume these will be fixed with later versions as this is still EA. The thing that kinda bothers me is that theres no real info before a mission, no layout and such. another smaller issue is that you cant apply the classes for single player to all your squadies easily. (I assume this will be added later but just for now im blabbing)
lastly AI is a little erratic at times. things like a civilian screaming oh god help me and then just running away seems odd to me. but as said earlier im sure thats just some jank from EA
The game is very very very promising so far. While im complaining here im happy with how things are going and I wanted to say good work! please note that as this is a wall of text complaining my overall impression with the game is very good :D
as extension to this swat 4 did a really good job with this. I would absolutely love to see more info and layout info for levels. right now youre kinda thrown in not knowing whats going on. its not necessarily the biggest issue but would definitely help with immersion and just general flow
It would be nice, if you could shoulder your gun in left or right shoulder, with the push of a button, and maybe high ready too would be nice.
would LOVE an extraction mission, get the vip and get out before they die, or your team dies 🙂
add a saiga 12
Maybe having a way to perform sniper operations or security? I know in some real life scenarios the SWAT team usually includes counter sniping or some form of defensive functioning
I would also like to note that if we’re going for some added realism, usually things like an arrest warrant has limitations of hours, meaning it can only be executed during a certain time of day. Maybe have a daytime operation?
I feel like since we have gas, if smoke is added too, having a gas mask with thermal or a thermal scope would be nice
some of the trap placement is weird. like when a guy is standing alone in a small room next to the trapped door. i guess his plan is to die if shit hits the fan 😄
My favorite is when the bathroom door is trapped, but the room is empty. Like bruh hope ya weren’t planning on taking a number 2.
Edit: now that I think about it, how did they manage to set the trap and then leave the room without setting it off? 🤔
Maybe add an indicator to tell the player if they shoot that part of the door with the breaching shotgun it’ll actually open if you shoot
Yeah nah 😂
I can see this as something a well-armed suspect might use, but not something you'd take as SWAT.
Though SWAT 4's Stetchkov Syndicate DLC did allow access to it.
It will be great if ready or not will be added on a cloud gaming platform like geforce now or boosteroid
Is there any change for suppresor sounds ? too loud.
Doubt it that's how most suppressors sound like in real life, unless you are wearing ear pro cans than it might be diffrent
I know that's the real supp. sounds but it cant help me at Hostage Rescue mods. 😄
Can we get the correct barrel length for the M4 or just rename it to a different name other than "M4A1"?
There was a correct model in previous builds before.
npcs refusing to comply are so annoying, it would be so good having to option to cuff stunned enemies
Shooting someone in the leg should cause them to fall down and bleed out. This is mostly to stop people shooting civilians in the leg.
How to disable 20 sec countdown in singleplayer?
suggestion for all grenades
Hold left click for a throw, as we can right now.
Hold right click for an underhanded throw.
While holding either throw, press interact to release the lever and cook the grenade for up to 5 seconds before it explodes in your hand or you throw it automaticly. Could damage the players hands specificly
Is it possible to get your AI teammates to wear the FBI HRT Uniforms?? Or is it just for you
yo im just saying if yall gave this game VR compatibility me and a few of my friends would 100% buy this game and im sure many other people would aswell
I Asked the ModMail and thy told me to leave this here so...
I want to get started with some Competitions on this game soon.
I have many Competition ideas such as :
-Shoot out (2V2, Rating with Points and Time (Time is rated x0.3 Points x0.7))
-Bomb Defusal (4v4, Rating in Points and Time (Time is x0.6 and Poins x0.4))
And much more.
Why i want to start this?
This can stick People to the Game even if there is not that much content right now.
I know its an early Phase of the Game but it could be still great.
If anybody would be up to plan this together you can DM me 😄
Bruh, hostage rescue is a garbage fire, civilians literally see the cops coming to rescue them and run away, close open, close and lock doors so cops can't get to them and then run to the hostage takers and verbally alert them to the cops and run to them so they can get killed easier.
Ai should react to Doors Open when we peek, and should react to blown Doors like being shot with breaching shotgun, they just stand there like nothing happened
Also civilians should be under control of the hostiles, they Run through the whole house like they're in Control
Also need High ready/low ready stance, and 7,62 guns would be fun
We have low ready in bound to home key by default, and the SA58 is in 7.62x51mm
Suggestion: Add the ability to shift your primary handedness for gear usage. When close to an obstruction like a wall, your weapon is put away, so that means if primary handedness is always right, peeking a left wall corner will always be easier than a right corner due to my weapon being closer to my right side. I'm not sure if this is already accounted for in the design, where you are actually equally exposed in both situations, but if the player camera view is centered horizontally about the player model, it means I am more exposed when peeking a right corner as compared to a left.
I think a tactical map would really help. It can be very easy to get lost in certain maps, being able to open a map by holding a button would make life so much easier. It wouldn't have to be very detailed, just a basic layout of the building.
Please add this to gfn!
I honestly recommend this game stay far away from PvP before it becomes another Siege or Zero Hour.
the game is very good but i think a pre plan map before deployment would be good to help learn where things go so that we can try to plan a little better
The game is amazing, but I have a very big problem with NPC. They are unrealistic at all. Enemies don't even try to outsmart us. Just standing in place and wait for SWAT Team. Civilians act like an idiots. They try to escape from the guys who tries to save these lives.
it would be nice to see enemies with more behaviours like barricading itself, using civilians as cover or making other things to stop us.
||Just want to mention I can't speak English very well soo...||
This has probably been mentioned at some point, but I feel like the shadows graphical setting is a bit deceptively named. I played for a couple hours on low settings before upping shadows, and the difference is literally night and day. I had to use a flashlight or nvgs in locations like the car dealership parking lot, while high or epic shadows makes the lot completely visible.
I fully agree. IMO Friendly A.I is more annoying than enemy A.I. I tell my team to stack up and they just run away from the door, or I’m trying to throw a flashbang into a door but my teammate keeps standing infront of me.
Play with friends until its improved?
What if no friends :((((
Was looking at the first section of this video that goes over different death animations zombies have before they finally ragdoll to the ground. Playing a different animation depending on where or how they get shot. Would love to see something like this in the game.
https://youtu.be/EdRLNUGmFC8
"Bringing Left 4 Dead into your marketing mix also brings in the expectations of Left 4 Dead, thus opening yourself up to a lot more criticism." -Adam Sessler (G4TV)
All B4B gameplay is patched and recorded post-launch.
All L4D1 clips have been recorded on the original L4D.
Interviews:
Game Informer https://youtu.be/dsi7wFdJOjo
thegameawards h...
[Door Breaching with regular shotguns]
Allow operators to discharge a round from their shotgun, and chamber the shotgun with 1 door breaching round.
[Shotgun ammo icon]
When checking ammo for shotguns, shows the number of remaining ammunitions you have in your inventory rather than showing the percentage of the ammo you have left.
Pool balls on the pool table do not have physics enabled, let me play bullet pool
If a suspect is so close that he’s pushing my gun up, he shouldn’t also be able to shoot, also I should be able to Melee with my gun butt rather than only my barrel
yeeah you prob don’t wanna point the muzzle at uncoopertive civvies. good point
we need the kick function ASAP
Expected to be in the next patch,whenever that's released
I shouldn’t be penalized for killing someone who was shooting me, giving me less points than if he surrendered is still a penalty
Maybe has been suggested, but IMO the fake surrender perps shouldn't always instantly pull a siderarm. Why not wait sometimes a bit, until players think its clear
The -5 points is for the paperwork 😄
It’s like -30. 5pts for dead , 35 for alive. Or25 for Alive, either way it’s a lot.
My bad. I was counting on getting the gun which covers the other points.
I don't know if someone said it before
But there no difference zone damage yet
When you shoot in a arm of suspect, or legs, i feel like it's same thing, suspect can drop his weapon or Limp or Lie down...
Hey i left the nda discord and then join backed and i cant get verified again because it says i already have been. Know a fix?
Message @fiery ginkgo with proof of purchase, is what I had to do when I left
reduced the stun effect pls, 1 guy shot me with a beanbags and i can't even move
Yeah but if you make them surrender you get the gun either way
you can shoot them before they surrender and get the suspect points. also, some surrender before dropping a gun.
Sometimes you kill em before they pull a gun but ur guy calls em out as a suspect because they’re running away and dressed as a criminal
does anyone's game freeze for a second when they push the PUSH TO TALK BUTTON?\
The friendly A.I. is very annoying, almost to the point of me wanting to mag dump them. They constantly get in your way and they don't respond to me being shot at. They just stand there.
I think Ready Or Not should play about 18 players because, i want to train CQB player, but they can join about 5 players, What do you guys think?
I mean, I get where you're coming from, when it comes to training etc, but working on fixing sync between that many players in one session, is probably not a good place to put time into, considering it wouldn't be playable at all in a normal match
[Shotgun]
The M4 shotgun feels non functioning when it comes to reloading it (I have to fast reload it and even then it seems like I have spam the key 5 times)
[A.I]
another issue feels like the A.I is way too strong and the A.I feels on things like hostage situation seem way to trigger happy when it comes to killing civvies.
Add Lethal melee keybind separate from the nonlethal if the suspects in my face with a gun I need to put him down not stun him
Also move taser to tactical device cause pepper spray doesn’t really work
I think 18 is a bit much. A lot of the maps would get cleared in mere minutes with that many people and it would just be a mess. I think a more reasonable number would be 7-10.
it worked
Y'all are making a modded and unmodded section say for server selection in the future right ?, im starting to think that mods maybe one thing that is already jibbing out the matchmakin process and especially when pvp comes around people are gonna wanna know they can join a game without anything being messed with, dont get me wrong im all for mods some of them look amazing but still a modded and unmodded section is a thing that desperately needs to happen.
Realistic swat team lol
Shot 29 times down at the range and the last round is in the chamber. The magazine itself is not empty.
in active shooter mod, cilians are dumb, They don't complice when the police are here and dont try to hide when they hear shooter come lol
https://www.youtube.com/watch?v=-oTfH90psC4 pull more inspiration from swat 4 level design I love the world building of this game was so advanced for its time and the game talked about all aspects of us culture and depicts America through the lens of the violence seen in each level.
Patreon: https://www.patreon.com/facefullofeyes
Twitter: https://twitter.com/facefullofeyes
Chapters:
- City of Fairview - 0:00
1.1 Insides of a city - Identity, History, Psychology - 2:23 - Environmental Storytelling - 9:47
- Criminality in the world of SWAT 4 - 14:31
3.1 Fairfax Residence - 23:27
3.2 Duplessis Wholesale Diamond Center - 32...
Custom game mode? we have raid, barricaded suspects, it would be really awesome to have a custom game mode where u customize the game from all the available game modes for each map by editing total suspects/civilians or just no civilians and only suspects, no traps or all doors have traps etc. Fun games
I would love and hopefully others too would love to see a free mode feature where you can practically build your own scenarios choosing any map and having anything regarding ai, civis etc seems far fetched but yeah NVM the guy above said it first LOL
I added a button to the bottom right, example.
@fading thistle is that your mod?
its a screenshot edit
please add a function to the AI-teammates so that they are able to secure dropped weapons from suspects. Tired of having to walk to the weapon just to bag it.. You already have it for the meth evidence why not for the guns too heh?
Shooting suspect with bean bags after they opened fire with lethal shotgun -> Unauthorized use of force
https://streamable.com/bddy6x
My suggestion about the SBR 300
Make it quieter so it reflects the 300 Blackout round performance better, it would behave differently than the other AR style rifles.
300 Blackout is subsonic.
300 Blackout can be supersonic.
Yeah but that’s like using supersonic .45acp, just why, just use a different round
Suggestions:
-
Counters for equipment other than chem lights would be nice.
-
It would be nice to be able to always retrieve door wedges, at least the ones that you’ve placed. Maybe that’s the intent already, but I find myself running out of them even though I always take the time to retrieve them.
-
When checking ammo, you should be able to tap the reload button mid-animation once you’ve glanced and noticed that you’re too low on the mag in the gun, or double tap and drop it if it’s empty or almost empty. The reload functions should work mid check, as soon as you can see the rough round count.
-
I’ve noticed that 5.56x45mm NATO doesn’t penetrate as well as 9x19mm, and people are suggesting to change this but I strongly disagree (depending on the ammo that is portrayed). 55 Grain FMJ (M193) has a good chance of not going through walls because it’s so fast it tears itself apart, at least in longer barrels like what the SR16 has. If the game is portraying nicer 69 Grain JHP ammo like what the FBI uses, sure, that stuff should penetrate better than 9x19mm, but I think people are confusing military ammo, which is intended to penetrate barriers at all distances, with what tends to happen with the more plentiful 55 Grain at close distances. Since supporters are getting a special AR15 and supporters get a FBI kit, it would make sense that their gun penetrates better, but not standard SWAT. I’m no expert on LEO ammo, I’m just a civvie who loves shooting and whatnot. Any LEOs, feel free to chime in, but I think most SWAT teams are using M193 in their AR15s unless it’s an AR15 with a barrel shorter than 14.5” (where it wouldn’t be a good idea to use such a light bullet).
-
I’d like the ability to choose ammunition types, different bullet weights, and different barrel lengths where it makes sense. The M4A1, I’d rather have a 14.5” barrel, because I don’t care to be suppressed if I’m shooting supersonics anyway, so I’d rather have the ballistic performance.
Idk if any of the game's developer's have seen this video, but it expertly highlights a critical component to what made SWAT 4 a special game, and what seems to be something that would bring this game to the next level if it were to be one-upped or even just matched 1:1
https://www.youtube.com/watch?v=-oTfH90psC4&ab_channel=FaceFullofEyes
Patreon: https://www.patreon.com/facefullofeyes
Twitter: https://twitter.com/facefullofeyes
Chapters:
- City of Fairview - 0:00
1.1 Insides of a city - Identity, History, Psychology - 2:23 - Environmental Storytelling - 9:47
- Criminality in the world of SWAT 4 - 14:31
3.1 Fairfax Residence - 23:27
3.2 Duplessis Wholesale Diamond Center - 32...
Hello,
I'd like to truly congratulate you guys for bringing tactical FPS games alive. This game should be called SWAT5, and that is huge compliement, since I've been playing SWAT4 for about 14 years. Still, I'd like to bring some suggestions for this game.
- Switch between tactical walk - normal walk/run. There is no nessessity for tactical walk, when mission is finished, and we're supposed to walk around and collect evidence. This is taking forever.
- Battering ram breach order - right now equipping officers with battering ram is usesless, because they cannot use it. I think this should be great to order my squad to breach with ram, and see they actually do this.
- Shield rework - I think shield should be equipped as main weapon, not tactical equipment. Equipping it should immediately disable breaching shotgun or mirror (or equipped person should be able to drop the shield to use tactical equipment). Wearing it on back breaks immersion - how they put the shield on their back, which is really heavy? Also, playing with shielder should give us new tactical approach to mission, as they cannot kick doors - now they just put shield on back, and goes in.
- Equipment sets - It would be awesome to prepare custom sets, like it was in SWAT4. Yous should be able to immediately load these sets - like "this is night mission, we'll use stealth set. This one is day - we'll use loud set. Etc"
- Multiplayer for 16 people - COOP in SWAT4: Syndicate with custom 16 player servers were awesome to play. Here maps are huge, so 16 people shouldn't be a problem with overpopulation
- Like I mentioned, maps are huge. I'd love to see like 2-3 maps, that are small for max 10 minutes gameplay, even shorter, like apartment raid or nightclub shooting response. Maybe armed vehicle robbery, that's gone badly.
- Weapon customization for different operators - It would be fun to i.e.: equip 2 officers with HK416, one for longer distance with ACOG, second for shorter distance with EOTech.
- Changing look of the operators - I'd love to give my bots balaclavas. Right now I can only do this for myself
- When you're having fellow officer in front of weapon, you should lower it
- You should be able to choose, from where are you entering the mission zone. Like 2-3 entry points
That's all. Keep up with great work guys, this game is right now GOTY for me 🙂
RANKING SYSTEM FOR PLAYERS
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.
Tying into Suggestion 5:
I’d use the .300 BLK if it were using subsonic ammunition and it could use a barrel and suppressor combination that ends up shorter than the M4A1 and HK416 (as was originally intended for a .300 BLK), or if I could take the suppressor off, use supersonic ammunition, and go with a barrel about the same length of the current M4A1 or HK416.
I’d use a lot more guns, but to me, the best gun currently is undoubtedly tied between the MP5 and the MPX for suppressed use, and the M4A1, HK416, SA58, (or a shotgun if you can wield it smart) for loud use (I do not currently see the obvious ballistic advantage that the SR16 should have with the 4.5”-6” extra barrel length over the 10” barrels on the M4A1 and the HK416).
A 14.5”-16” barrel on a 5.56 should rock worlds notably harder than the 10” barrels at these ranges and I can’t hardly tell a difference, so I use a MP5 until I run into an enemy with heavy armour that wipes me, then I use a M4 or HK416. The incentive should be there for using a longer barrel if going unsupressed, because the intent behind these short barrels on AR15s was for suppressor use.
Yeah it would definitely need a separate mode, cuz me and my buddies sometimes like to take a break from the seriousness and just see if we can kill every NPC in a map and I know we're far from the only group that does that from time to time.
game really needs a map as others said. navigating big maps (eg. hotel) can be a nightmare in some situations. and a pregame planning stage.
I doo this too haha completely agree xD
+, i like to just screw around sometimes
Naw. It just needs a floorplan for orientation and planning in the brief.
I really loved how SWAT 4 handled its overlay maps. Sometimes it you got a nice architectural blueprint like in the office building, but other times, it was literally just a shitty rough sketch on a napkin that didn't fully represent the layout or even include all of the rooms
as i saw someone in steam reviews say, a floorplan (so a map) could have all the rooms detailed but then unexplored ones could be fogged up or have a misty effect over it so you know if you have explored it yet or if youve gone through.
or (a more realistic option), we could have a map and a pen. in the pregame stage, you use this "pen" to draw up your plan. lets say you breach and clear a room and now you know its clear, you could use the pen to draw over the map and indicate youve gone through there yourself.
I like the pen idea, but I think having a clear cut floor plan for every single location would be boring
For the latter, that’s what chemlights and head cams are for.
I don’t like the idea of unimmersive HUD in a game like this.
Planning pen, sure. Real-time in mission pen, I’m strongly against that.
The expertly designed mechanics for tactical and methodical gameplay is what our conscious connected to when playing SWAT 4, but that insane level of detail that it had in its contextual story-telling and truly real environments were what hit our subconscious, and brought us back to that game, whether the player realizes it's happening or not.
They don’t have to do it a hudoverlay, they could do it as u just have the floor pan on a notepad or a little index card in ur admin pouch, surely you don’t think they couldn’t bring a 3x5 piece of paper with a photocopied map
Fair enough. I could see that.
However, you wouldn’t want to do this in the middle of something like that lol. If it’s safe to pull out a notepad and start doodling, I don’t think the game is hard enough.
this is what i meant. a physical map you bring with you.
But not every map being 100% accurate. Like a house could have extensions added on that weren't updated in the floor plan, or part of a building has been demolished
I want this game so hard that I want to break my mouse or monitor, personally. I think the foundation is great as is, and the HQ hints at a planning phase/ability in the future, so I’d be content with that and just winging it from there if things go south.
Yeah but at that point why bother, if ur gonna add a map just say we have an undercover guy feeding us information that wouldn’t be on a standard build plan, like a tunnel
Guys you do realise you are in feedback chat for feedback for the game, not just for idle banter right ?
Community feedback
I think this counts as feedback for weighing what the community wants vs what the devs envision for the game.
We are giving and discussing feedback yes
I just hope they don’t Siege my Ready or Not, that’s all I ask. When I start getting hipfired while people vault through windows, I’m gonna be pissed. Love the game in general so far though. It’s very refreshing. No regrets on my Supporter Edition so far lol.
wheres the idle banter
Honestly, all this I say about having preposterous amounts of detail is just a desire. One thing I think this game seriously needs is a mechanic that allows you to move your head around separately from the rest of your body, like in arma. It really sucks holding security in the five-spot without being able to take a quick look over your shoulder to survey your teammates positions and movements without having to compromise the line your firearm is holding. And yeah, the headcam helps a bit with this, but it's exponentially better being able to use your own eyes for this kind of thing seeing as they are attached to your own head which is attached to the rest of your own body.
Another suggestion:
6. Perhaps the UI could be made to where that maybe on your weapon HUD, a red gun means empty and a red gun with a red X over it means no ammunition remaining? Maybe green for a full-ish mag, yellowish orange for somewhat depleted, red for depleted/less than half full, and black for almost empty or empty when checking mags?
Tying into this, I like to use windowed Pmags on my AR15 IRL, and they’re becoming pretty common, so windowed and translucent mags being available for your kit could give approximate round numbers when checking mags in conjunction with the color code listed above. Glock mags could do this as well since they have a witness hole for every round and a bright orange follower on the newest magazines like the FBI is issued. I believe 1911 mags allow you to get an exact number of rounds as well, but I’m not sure because I hate 1911s. Most handgun mags have witness holes for every 5 rounds on the sides of the mags, so they would be approximated.
And tying into that, an advantage of windowed Pmags over translucent Lancer mags is that you don’t need to remove the windowed Pmag to see how many rounds are in the magazine that is in the gun, you just tilt the gun and see where the orange marker on the follower is at. With Lancers and other translucent magazines, if you have less than 15 or less, you have to remove the magazine to check how many you have left.
I thought of another suggestion:
I’ve noticed that you can donate a mag to a teammate if you’re both running a gun that uses the same mags by double tapping your reload button and letting them pick it up. If there were spare mag pouches on the back of your vest or backpack for this purpose to allow them to reload if dry or refill their empty pouches in their vest, that would be very ideal.
Tying into that, it could be a little tricky and a little unrealistic to get it to where, for Person A, everyone else’s backpack has pouches of ammunition for Person A’s gun, while the same being true for Person B from their perspective, the same for Person C, and so on, but I think this would be a huge quality of life upgrade. However, I understand placing incentive behind everyone running guns that use the same magazines as well.
Either way, a better way of helping get ammo to your buddies would be great. I want to be able to do this without being one shot shy of empty while I do it.
are we gonna get any burst rifles, would add some variety.
also, right now if you shoot somebody, the ragdoll feels like it isnt affected by the impact of the bullet at all. it kinda just flops straight down. seeing a person get actually knocked back a bit or have the bullet affect the way they fall in general would be really cool.
It's nice to see the bullet affect the kill but realistically people just drop when they get shot. The bullet generally doesn't have enough force to move an adult in any meaningful way.
while it is probably more realistic, its a big thing from a gameplay perspective. when the enemy is affected by the shot, even by a small amount, it makes it feel much more impactful.
melee range also has to be much bigger. ive been so close to a person that i can see the gun phase through them but the melee hit still did not register. it makes melee next to unusable.
Please, add FPS limit and separate it for game itself and main menu/ready room
If you have nvidia GPU you can set it manually through it's control panel.
One more suggestion: full realism mode. Like taking care, evacuating injured officers & moving arrested people out of the map 🙂
I think it would be crucial to add hold for flashlight and laser like you could do with pressure pads in real life. It's hard to momentary scan stuff without doing confusing double clicks that kind of ruin the pace.
IRL breaching shotgun rounds are full of lead powder & they need to be pressed up against the door to work.
Better servers, me and my homies keep getting lag spikes.
Also I suggest: Bodycam/headcam feature where you can walk around & do stuff you already can do but just in a headcam/bodycam vision.
Conversely, there should at least be some feedback of the person moving for a bit. Yeah people drop when hit in the head, but they can also go into the "mummy baby" position/ curl up. Also, being hit in the chest isn't necessarily going to kill you instantly. Having some movement on the ground would be morbid but more authentic.
I want to set fps to 30 in mm/ready room and 60 fps in game
Would be a little more convenient if the battering ram’s range was a bit longer. Sometimes I will be only a foot or two away from the door and when I swing it will fall short of the door and not bash it open.
SUGGESTION: would love if there was some way to cut the power in maps like the gas station so the area goes dark and makes the night vision goggles more viable
suggestions i thought of:
- Instead of proximity chat, walkie talkies so online teammates can use that if far away
- More surrenders of suspects if you approach them with a gun pointed at them from behind, it seems as if too many suspects are willing to fight in this scenario
- if suspects surrender, there is a chance they attempt to pick up their weapon in which case deadly force may be used
- A progression system whether it be unlocking new levels, weapons, camos, attachments, scenarios etc.
- able to shoot someone in the leg to stop an escaping suspect without killing them and still being able to arrest them
- multiple spawns locations with teammates to assess more strategic planning
- steam achievements would also be nice
- more ammo types like hollow points, fmj, and incen could also add some variety to strats
I disagree. I don't see a reason to extend the range when it's already possible to be completely behind the cover of the doorframe when you're battering the door. If anything maybe some feedback for when you're in range to hit the door. Maybe like the officer readies the ram or something.
Suggestion
Whenever possible, introduce a fuze box (yes just like in Zero Hour) to turn off/on the power in the building as that would add even more replayability in my opinion.
Also possibly a some sort of medic equipment, so maybe a bandage and a tourniquet, then also include a drag mechanic that way you could drag your fellow team members out of the battle, and have the combat medic help them back up. Could add a some sort of "knock out" state for this, or also known as "I downed him i downed him" in fortnite 🤣 How big of a chance you have of surviving could vary on the type of armor you have on you.
maybe instead of taking away the 20 second timer at the start of the missions make it so that players can change their gear around without having to go back to the lobby
Suggestion
maybe you could add like the ais can throw greanades at you and can sneak behind you and take you like a hostige / a gun on your head and your teamates have to free you from him!!
What kinda action movie do you think this is 😂
more realistic and this its a video game
Add a possibility to play alone, or in other words be a lone wolf. That way you don't have a whole team with you and have to mange it all on your own.
Select cover when you load into the single player and your team won't follow
@safe hamlet Wack
- Button to skip the lengthy counting and directly see the score.
I was playing SWAT 3 again just for funsies and it occurs to me that this game is missing some shorter or smaller missions in like just in somebodies house or something. That one mission in Swat 4 in the Serial Killers home is a good example or the One in Swat 3 where you have to go arrest that religious extremist and his son and they are making pipe bombs in the basement. I also think that suspects should be allowed to use knives or melee weapons of some kind since knives and other edged weapons are just about as if not even more common than guns in criminal activity.
the gas station is a very small map though
True I meant more like there should be more maps about that size since most of the maps in the game right now are quite big in comparison. I always felt that one thing the Swat games did really well was the gradual progression from smaller maps to medium to large.
Yeah that's what I've been using, but still. Lone wolf is lone wolf
im against this one. the fuse box is just so annoying and ct sided because in ZH the cts have nvg while the terrorists are forced to use flashlights which completely gives away your position and makes it practically impossible to play.
- and then if this were done in singleplayer it would become too easy because your enemies practically cant counter you.
then the ai clearly isnt good or realistic
what could be done here though is that for example the AIs aim gets worse, or there's a bigger chance of them surrendering instead of shooting back as they cannot see the enemy.
aim cant get worse if they cant see you.
That's the thing, AI in Zero hour don't care if it's dark or not.... what could be done here though is that for example the AIs aim gets worse, or there's a bigger chance of them surrendering instead of shooting back as they cannot see the enemy, also who cares if it's fair or not? Real life is never fair, also in RoN I doubt we'll see real players on the OPFOR side anytime soon, so you either make the game a bit easier and have the need to go with NVGS or not. 100% up to you on how you want to play the map, there really isn't any fair or not in the game as of now as it all is just AI you're playing against.
- lethal weapons should be able to incapacitate
"5. able to shoot someone in the leg to stop an escaping suspect without killing them and still being able to arrest them" is essentially the same thing
not really. thats specific body part damage. another example of this is being shot in the arm then your aim being drastically worse due to your arm damage. when i say incapacitated, i mean it could knock enemies out if it does a certain amount of damage that isnt quite lethal or if you get a glancing blow to someones head (which would cause a concussion).
What do you exactly mean by "aim cant get worse"? If you don't EXACTLY know where your enemy is, you aim in the general direction and fire which automatically makes your aim worse...
thats not aiming, thats suppressing. if you say their aim gets worse, you imply they still can hit you based off their aim and not just luck or guessing. in a situation like this, you would be suppressing by just randomly spraying where you think your opponent may be.
The idea is the same 🤷
"I want to shoot someone in the femoral artery so I can get upvotes on reddit for being a hero."
EN текст
Yeah you can actually do that in Swat 3. People don't always die when they get shot they can just be severely injured but still alive or even conscious and I thought that was neat. It happens more often to people who are heavily armored too with bullet proof vests and stuff.
- Press L to switch radios.
the ability to save multiple loadouts/configurations would be really nice.
The freaking Jerry Miculek hip fire from the bots. The frick
Im, 100% wanting RON to be an awesome game. And I know there is a lot of work to be made yet. But I would like to take a second, and highlight HOW important voices and ambient sound is. I really really do this comment with the best of the intentions, and wish dev team look at this, because I guess is important.
See, but more important, listen from **7:10 to 7:33 **and then 8:58 to 9:12. https://youtu.be/nfCDnQetsMA
Voices need to have more work, more life, hostages and suspects need to deeply belive they are there, in that mess, and they can get killed in any second.
Just my humble opinion. From a long long time player of fps tactic games. ❤️
[RE-UP]
Ready Or Not is still in it's alpha state so there will most definetly be a lot of improvement in the future.
I love SWAT 4 but RoN does look very promising with its recent updates and I'm glad I can call myself a supporter of this game.
This comparision was made by me for entertainment only.
Suggestion: when loud weapons are fired or a door is breached with c2 or a flashbang is set off etc. Hostiles in adjacent rooms will be alerted and will be on high alert or check out the noise
a optional mode where input from your mic is put into a voice recognition system and you can say stuff like " breach bang and clear " or other commands through your mic to add more immersion and hands free orders (didn't mean to reply)
they arn't used in swat only searches and invesitgations
Anyone know how to fix the online it wont let me add friends
this game is easily one of my favorite games i love it so much and these are just some things that i have come across that i would love to see implemented
-possibly add a light jog mechanic or a speed walk or something similar
-for the shield maybe a ballistics shield that is a full see through with less health ( riot control shields kinda)
-possibly a bash mechanic to use with the shield allow for a small dash then hit the target stunning them and having them possibly drop their gun
-as a counter to that have the ai have a pretty decent chance to side step the attack
-when restraining have the ability to quick draw your sidearm or be able to stop mid restrain?
-give the option to raise and lower the amount or the difficulty of the ai (or both 🙂 i run a duo and with good coms we can clear most things)
- the civilian ai is a little wonky and most of the time they dont make the best decisions (i know this was already stated however just to bring it up again
- add a take down or a stealth take down (ex. hiding around a corner and a guy is on patrol you could have a knife and stab him and pull him to the room your in or something like this)
- add a non lethal take down for civilians (ex. kick the back of their knee to get them to go down or a tackle something that will expose you and make you not be able to watch for anything but will make them go down fast)
- have an ability that you can shove civilians behind or into another room or something if you start taking fire
-maybe a gamemode where the enemies would never run out but you had to enter and exit a building or whatever leading hostages out (additions: have the enemy execute the ones that are detained that you dont extract immediately? have the civilians hide in the closets or behind things so they arent found, there would only need to be about 2-5 {keep it random though} - reward certain things for example have the ai react if they see a laser or a flashlight making nvgs a more viable option (giving up that armor for the stealth aspect rewarding you for using less armor) (next one goes with this but deserves its own)-ai be sound oriented meaning if they hear you shoot all (word would travel) or most of the ai will be a much higher awareness giving flashes and stingers a much higher use later in your game to go with this have ai have walkies so they can talk to eachother and report possible sightings or dead bodies (maybe a freeing mechanic where they can free eachother so you have to move them/ extract them/ move them and gag? )
-possibly add other swat teams from around the world as dlc or anything just to bring more life to the game ( this will come much later)
i am not a game developer so i dont know how hard it would be to put these in these are just somethings that i think would improve the game
can someone tell me what the numbers next to the players names are when you hit tab?
It's their ping to the host mate :)
A area in the voice settings that lets you see and change the microphone the game is using as well as see the input from it would be lovely, I was troubleshooting my mic for an hour last night and still couldn't get it to work in game because I didn't have any info
I think there needs to be an animation rehaul with the melee because imo it doesn't feel like a satisfying hit when I melee the enemies. And I think that whenever the SWAT team arrives, why is it that civilians most of the time run or just refuse to surrender sometimes to the SWAT team which is like there to save them. Plus, the enemies can sometimes flick so fast especially when you shoot them in certain areas they aren't slowed down in reaction time
Plz no. I hate burst. I’d rather use a slingshot than burst. Though I have seen a M16A4 in enemy hands, so that may fit your bill. I’ll only use it on semi though lol.
Idk I think a burst for some guns would be great, but I think they should probably rebalance some guns because there's only a select handful of guns that are the best to use
The mp5 has burst if you want a taste
It works like actual burst fire though, you have to hold the trigger until it fires 3 rounds before it resets to fire 3 more
Just because you hate burst doesn't mean everybody else does.
Id like to see more customization, masks, helmets, hats gloves etc..
Suggestion:
Different mount positions for lights and IR devices.
Ability to swap compatible iron sights on weapon systems which would support it like AR15s. The HK416 is the priciest AR15-type of rifle in there and it has $100 Magpul Pros on there rather than HK416 sights. Being able to put the KAC folding sight set that come on the SR16 on just about anything (or the rear sight, in the case of the M4A1 which has a fixed front sight gas block combo) would be cool.
I love the T2 Micro (maybe it’s the T1, can’t remember), so being able to mount it and other dots on a carry handle of a M4A1, remove the carry handle and put it at absolute height cowitness, lower third cowitness, whatever, that would be cool. Getting that same sight on a low mount for the MP5 and UMP45 would be really nice; the mounts are unnecessarily high on those two guns and the SA58, and it would be nice to put that optic on a low mount on the shotguns. I get that the SRS and the EOTech are what they are, but being able to mount the dots at different heights would be nice.
Please add the MP7!!
There’s no objective reason to have or add it to guns that don’t have it either, and there are probably 5 more guns that exist which have a burst mechanism that could be added to this game. The only guns that they haven’t added for player access that have a burst mechanism which I can think of are the M16A2, M16A4, original M4 (not the M4A1), and the FA’MAS variants, the G11 if you want to really stretch haha. Just burst with your finger by letting off the trigger, it’s only disadvantageous to have a mechanical limiter. Since the game is realistic, you can fire the next burst as soon as the gun is done cycling, meaning if you had good enough timing, you could fire fast enough to defeat the purpose of a burst mechanism anyway, and for the instance where you need more than the round count that the burst is limited by, that’s an additional step you have to do by firing again. Burst is just an unnecessary pain in the rear. Semi or full with no step in-between is easier to manage.
Also I find it odd that you can get attacked in the spawn area, you think the police would have a perimeter setup
Suggestion: allow us to turn off the guy explaining the situations at the beginning of missions
and so why not add it? thats 5 guns that can have a unique mechanic which adds to the game. and it isnt a pain at all. if you dont like it yourself, dont use it.
Cool and there’s no objective reason not to have it, all ur quarrels about them adding burst fire are with burst fire itself, not actual reasons that they shouldn’t add it
bruh
Ruby ridge and Waco raid maps when
Is ultrawide support on the cards? I have a 32:9 monitor and while it works fine, it feels a little bit like the resolution is achieved by sizing it up to the correct width and cutting some of the view off the top and bottom of the screen, rather than to the correct height and just allowing you to see more to the sides. When trying to swap character models, it only shows me up to their shoulders, their head is beyond what I can see.
For the Mirrorgun, I like the option for fullscreen or picture-in-picture and would honestly prefer the PIP option, however I think it would be better if it was treated as the Team View Cam. Just a popup box that only appears when you are wanding, but your team has the option to view it as a camera feed if they are currently viewing it. Thoughts?
i do like the idea of seeing your teammates view from it
Right? I think that would be great. I don't use it often, but I thought it would be a cool enhancement.
Void said something like this will be in the next patch.
Should add it to geforce now definetly will increase the game playerbase
Civilians who stand around armed suspects, not being held hostage shouldn't be labeled as civilians. It's stupid when they die in the crossfire and we lose points.... or sometimes they run into rooms with armed suspects
They should be labeled as suspects, why would a "civilian" be in a crackhouse or why would a "civilian" have a vest on
An actual small house map
[adds a competitive scene to the game]
add a global score leaderboard for points/time taken
[would add some objective or goal to the game]
add a campaign where you start off om a small scale raid and have a series of missions leading to the bosses ending raid
little far fetched but some sort of unlockables like realistic camos/customizations for guns and character (no pink or goldgun crap)
maybe a ranking so you know what skill players youre joining when entering a public lobby
Just because people are annoying doesn't mean you can't disregard them. The player is playing as a SWAT officer who would have to concern themselves with an RoE and media who are probably desperate for a headline such as 'SWAT Raid Goes Wrong, Unarmed Person Killed'. Even they are in a bad situation (Such as the crackhouse) doesn't mean they're exactly guilty of anything either.
Except there is no media and you lose points, you've misunderstood what I said
maybe not the target audience but could draw more players to the game, have a seperate game queue for like a TDM or cops & robbers game mode
This!
Understand what you are saying, but as far as the civilians wearing vests. I can definitely see that. Same as them wearing headgear. The suspects are looking to make the civilians look like suspects to throw off your game. If you were committing a crime, wouldn't you want to make it as difficult as possible to be identified? Discussion I've previously had with a friend on the same arguement
Losing points is supposed to represent the fact that things went wrong and the real life consequences that come with that. Yes, right now there is no news media in the game (And I'm not sure if they're are plans) but my point is this is a thing departments worry about and a justification (among others such as department RoE and the fact you're playing as a cop) for taking a score penalty. Sure, Civilian doesn't always mean '100% morally upstanding citizen', but if they are not a threat to an officer and they are killed by an officer (even in crossfire that the civilian walked into), they'd be investigations, negative media, and possibly firing from the department. Obvious adding all that into the game would overburden it and that's why the points penalty is there.
Do I think civilian AI needs to be toned down in the regards to them running all over the place? Yes.
Do I think unarmed civilians who may be commiting a crime should be labelled as armed suspects and treated as such by scoring? Absolutely not.
The vest thing I agree with but I think that's just an error with the character models. I believe that some of the suspects are supposed to look like hotel staff and models got muddled up.
I mean what if they're just a suspect without a gun, you would handle them as you would an civilian that isn't complying
I think designated team leader and ordering system similar to singleplayer in coop would be nice
im not sure maybe im wrong but this games set in modern day right? so why are these monitors from like windows 95 days. its a windows 95 monitor with a mac style keyboard weird.
little far fetched but some sort of unlockables like realistic camos/customizations for guns and character (no pink or goldgun crap)
I signed up to Reddit years ago not long after they announced and did their first "We're the devs, AMA" to ask about that. They said they had no plans to add any golden gun/clown outfit shit to the game and if they decided to do cosmetics in the future, it would be realistic camos patterns, paintjobs, etc. and stuff you actually see fielded. Granted, that was like 4 years ago now, give or take, but I don't think they've reconsidered it.
I seriously hope they haven’t reconsidered it. Hell even if they do cool camos that aren’t really used but that everyone likes, like woodland m81, Rhodesian brushstroke, Briish dpm. And my personal favorites classic Australian dpcu and modern Australian amcu
I gave plenty of good reasons why they shouldn’t add it.
They have it on the MP5 because it has a burst mode and suspects can have the M16A2 or M16A4 (can’t remember which), and I’m pretty sure that implies (though it doesn’t guarantee) that it will be accessible to us at a later date, so the symbolic gun with burst on it.
If they want to add a M16A2 and a M16A4 (whichever one they don’t have), and an original M4, sure, but adding burst to guns that don’t have it would be trash for people like me who switch between semi and full contextually. That would be adding an unnecessary complication that requires an additional button press to bypass in a game that requires quick reaction times. No.
It’s already annoying enough to bypass burst to get to auto on the MP5 when it’s a room with with no unarmed or hostages, my favourite gun in the game. I don’t want that on every gun.
Fair enough. As long as no one is adding burst to guns that should not have burst, I’m good.
So ur saying they could expand on the fire selector. And allow you to bind different things to different keys. Rather than just X. Cause again you just don’t like burst.
C2 should be a shaped charge that directs the blast forward. It should not not require you to practically clear the room ur in before detonating to prevent damage cause c2 charges are designed to be directional, ya know so you can stack up relatively close to the door ur breaching and push through it very quickly after the charge goes off
That could be a decent approach, but that sounds overly complicated when compared to just switching between semi and full with the same button when the context is whether or not to add a less-efficient feature. I still don’t see it.
Either way your reason for not wanting burst in the game is because of janky selector switch, which isn’t really a problem with real selectors. So yeah it might pollute the key binds a bit, but it doesn’t make sense that to go from safe to full, I first have to cycle through semi, when with a real selector u don’t necessarily switch it to semi then to full auto, you just swing it all the way into full auto. Need to go from safe to burst you wouldn’t click it through semi first you’d go straight to burst. Need to go from semi to full auto you wouldn’t click it into burst then into full auto like the game does, it’s 1 fluid motion into what firing mode you desire
They’ve already got hold for safety. They could just add binds to configure multiple press switches and long press switches. You could set it so that 1 press sets it to semi, a double tap sets it to burst, a long press sets it to auto, and then honestly do we really need safety, but putting safe on a different key kinda actually makes sense
Fair enough. Hold for burst would be sick so that I never go into burst. Or I could bind burst to print screen 😂
If i werer to add another map i would add a plane that has been taken over by terrorists and you have to take the plane back
EN текст
Should totally add Trigger discipline to the officers!
Bullets don’t have the ballistics you’d expect. A .45acp would not over penetrate through a humans torso or head, arms or legs maybe. But when I put a single .45 into a suspects chest my .45 will not exit and go into the civilian behind him. I chose the usp45 specifically because it was a .45, I did not choose the glock, the berreta, the five seven, or the magnum because 9mm, 5.7, and .357 magnum all have ballistics that you would expect to penetrate through somebody.
And it goes the same with the rifles. I feel like the hk416 and sr16 are dropping suspects easier than the .300blk out, but the .300blk outs penetrating through walls better. When it’s the opposite. The 5.56 is gonna have the penetration power as it’s a faster lighter round than a .300blk out and the .300blk out is gonna have that stopping power to dump all its energy because it’s a heavier slower moving bullet.
AI shotgun either need A LOT OF TIME TO RELOAD or just don't let them have shotgun at all. They reload, push and shoot too fast
Attachment,Gameplay and Voice line suggestion
Suggestion : Strobing flashlight to blind enemies, being able to kick people in the back of the knee to make them get down and maybe adding voice lines for being shot at to increase realism (like grunting noises,swearing,heavy breathing kinda stuff)
#readyornot #humanizingthebadge #swat
@VOID Interactive first impressions on ready or not.
──Timestamps──
0:00 Introduction
5:16 Briefing Room
5:44 Mission Selection
6:16 Training Room
6:30 Badge
7:08 Locker Rooms
7:22 Equipment
10:10 Gun Range
12:30 Killhouse
19:10 Punching A Guy
20:00 Weapon Customization
21:25 First Impressions
──Stream...
Yeah this one is pretty annoying
I would like to see some maps set during the day
Friendly AI not returning fire or taking positions while getting shot at
I have been in few positions where i would get shot from a door and my team (bots) would just stand still not doing anything or just block my way out. It would be a great improvement if they would like return fire and take position and not just stand still.
Friendly AI should automatically restrain civies after they secure the room, or allow player to give "restrain all" command it takes too long give orders one by one when there are 4-5 civies and suspects waiting
More Specific Armours, and More Gears for gun modding, and more more...features
-Red Dot sights
More armours
helmet : 1. flesh helmet
2. reinforced helmet
3. reinforced helmet with visors(m88)
armour : 1. flesh armour
2. flesh armour with belts(more
magazines)
3. med armour
4. med armour with belts
5. heavy armour
6. heavy armour with belts
(or, 1, 3, 5 only)
add chains for blocking entrances(need chain cutter, you can find another way inside the building)
add city map(really.......large, i hope so if you gonna add)
add 12~16 men multiplayer Raid mission
this will cause server lags, but this will be really insane for the gamers
-12~16 men split into 3~4 team, and each team enters each sector, and if the sector is clear faster than others, they can go other sector and help another teammates.
if a squad wiped, another completed squad should complete that sector, before users complete sectors, they cannot proceed to next step
add combat knives(hm.. is this good idea? im not sure)
add high-ready position
add short stocking position
add more civilian types
especially, school map, i hope you add children there. if user lost them to saving their lives, users take really... really,,,,,,,,,,,a lot of minus points.
and they easily killed by stinger, kicking doors, CS gas, and melee attack.
to prevent from children dying from mad gamer,
add the system : 'this game is not for you, criminal', if user keep killing children on purpose.
add ammo types.
-FMJ(can penetrate doors(wooden, steel) easily)
-HP rounds(highly effective on flesh armoured, or non-armoured targets(but only wooden door is ok to pen)
more advanced hostage and civilian AI.
they should hear users' footsteps, laser(not including IR ones,)flashlights and react, but this will be increasing the difficulty of game rapidly.
more voice lines(but i heard you guys are working hard on them. looking forward to it.)
getting boring cuz there are no more guns. Im really glad that Void, the maker of this game will release the Jan 2022 update. I hope see the legendary guns soon.
and i hope you void, adds Field Medic role. And cure the injured teammates, and civilians(this will give more points).
And i want(also my friends who play this) this game to be more gore. for example, hostages' body parts tear apart, when the parts takes too strong force. also, when you set the C2 charge on the door but suspect was infront the door on opposite side, after blowing it, suspects body(arms, heads, legs)torn into pieces.(this gone too much maybe) more bloods ETC
and........Add flashbang on balistic shield.
The singleplayer squad ai is atrocious please maker improvements. They keep getting in the way and causing problems which hinder timed missions.
you can order them to step back : /
Yeah but that requires separate orders that can take more than 10- seconds to fully reposition, better ai is needed
of course, im totally agreed with that. hm, maybe, in single player game, how bout user can choose how many AIs to take with?
I mean yes that would be of help but the full 5 is key to holding a proper team coordinated assault. the ai just moves back and forth like a dog trying to do a trick they don't understand.
trying to approach a door they are stacked up on makes them move around for whatever reason, blocking my movementy getting me killed or just failing the active shooter mission because I can't do shit
dog lmfao
Can we get dogs? Id just love to send a pupper in mounted with cam and watch it clear the room.
Could we have option to save loadouts. For example it is a hassle when you want to equip everyone with gas masks instead of NVGs.
Better melee mechanics, pls
[Mates AI]
Mates AI should integer an alert state
As soon as an enemy shoots, partners must stop walking and aim towards where the sound has sounded.
Police baton (nightstick) should be a nice touch for breaking the windows or less lethal solution for stubborn people. It could be chosen from tactical equipment section 🙂
seperate dialogue and sfx audio options pls. wanna be able to hear people and operators without gunshots making me go deaf
Quickswap binding for switching primary and secondary firearm would be nice 🙂
loving the game so far however i wish the multiplayer would be like a 6 v 6, similar to siege but better
Hey Devs, this guy wants to work with you and I think it'd be a beneficial experience to the realism of the game
(SWAT commander)
https://youtu.be/LXQP1J_AQHM
#readyornot #humanizingthebadge #swat
Barricaded Suspects
213 Park Homes
@VOID Interactive Playing missions.
──Timestamps──
0:00 Introduction
1:24 ROE
2:24 Flashbangs
3:04 Gear
3:24 Weapons
4:44 Radio
5:04 Well That Was Random
5:14 Critique
6:20 Business End
7:30 Utopia
8:08 Gear Debrief
9:52 Mission Prep
11:20 Twisted Nerve - Bearcat
11:4...
Not sure if this has been brought up yet, minor edit for quality control.
EDIT: This is on the car dealer map.
Was wondering if I could get in contact with a dev/mod?
What's up?
Wanted to talk abt hosting mini tourneys for the game; I've been interested in RON for a year. I come from Zero Hour and set up a lot of fun competitions over there. Rn for pve tourneys are a lil harder but i have ideas
The point system on active shooter is not good - you lose points for every civ that is killed by the suspects 😐 why not give points for every saved one
Some kind of filter system for quick MM to avoid modded servers.
Hi, I decided to go with Ready or Not as opposed to a more traditional multiplayer FPS like Squad or Hell Let Loose for some reason, even though those two are on sale and would have saved me a couple of bucks. I've played maybe thirty minutes of it, a few instances at the methhouse and a bit at the gas station 4U (which is less like a gas station and more like a truck stop) My biggest problem with the game is that there is no real planning stage. I liked in SWAT 4 you could pick and choose where you wanted your team to be inserted at and you could pick your loadout after the mission was chosen, as opposed to pick your loadout then pick the mission. An option to look at a map would be good as well especially if the other maps are as large as I have heard them to be. I will be light on the bugs and glitches since this is early access after all. I also really like the "pick your scene" philosophy as opposed to SWAT 4's (bringing it up again) more standard missions. I picked the active shooter in 4U as opposed to I dunno, hostage situation or barricaded suspects and I imagine my experience would be very different had I picked those options. Hearing the suspects gunfire as I searched the area was pretty chilling. All in all, I like what I see so far.
Get in touch with TOC about this homie!
Couple of adjustments I'd like to see. Firstly, the amount of tactical grenades you can carry. Why can I carry 8 Flashbangs but only 4 CS gas? The CS is a very useful tool but you run out very quickly. Maybe an option on the gear menu. First you choose the type of grenade (Flash, CS, Stinger) and then you have a drop down box of how many you want to carry into the mission.
Secondly, It would be nice to have the ability to differentiate between who shot a civilian. (Suspect,Officer) It doesn't need to affect the scoring but it would be nice that when you report a downed civilian, you get told who shot them. This could be a voiceline to TOC "Civilian hit by Officer", "Suspects have shot another civilian", or an edit to the text on the scoring where it's added at the end. "Incapacitated Civilian Reported (Officer)" or "Incapacitated Civilian Reported (Suspect)".
have the ability to equip/unequip the gas mask during the breach and ability to take off and on the goggles from the helmet during the breach aswell
gonna need to have a word with discord, the bans don't auto delete messages properly
Uniform customization. Able to customize your uniform. Ex: put on a HRT Uniform, FBI uniform.
Attitude and a strong mindset can be contagious. A negative attitude can adversely affect those around you. Conversely, you can spread positivity by emitting a kick ass pheromone of bad ass-ness. Be the champion at your own game of life.
cool older video of GBRS (former development group guys) running some training with police
[team ai]
restraints trough team ai
Dont know if this is already planned but i would love a option to let the AI Team restrain all non Swats...
It would be cool if suspects could cut their buddies free of restraints, who can then grab unsecured weapons and get back in the action
To balance this, there may need to be a better system to order restrained subjects to move to different areas
I think it would be a good feature to be able to deactivate power to the area in order for NVGs to be actually useful, I keep finding that all the maps bar the farmhouse are too bright for a justified use
Love the game, think a sprint option and a beta option through steam would be good! so you can put them on a beta/test server edition to test stuff out on a semi live server before the actual live servers get the new patch
This could also make the subjects extra panicky or make them pull out flashlights
exactly my thoughts
Being able to re-lock doors when on the inner side would be a good way to have a little extra security
[generel game mechanic]
Safety Areas in Active Shooter Scenario
I seems a bit odd to leave restrained Victims behind in the Open in a active Shooter Scenario, it could be a option to spare one of your officers to guide them to an Exit or an Area you "Captured", maybe even have other Officers secure those Safe Areas or something like that...
[scenery Improvment / game mechanik]
Give the Player some control over the lightning Situation
Like @safe jackal suggested, it could be a cool mechanic to give Players (Squad Leaders) some control over the lights... Maybe like the Radio guy (sorry xD) calls you randomly in the Beginning of a Round that you can now choose to switch of the Power to the area because he reached the Power Facility...
Or some new tool a team member can equip that allows them to interact with the Powerboxes on the Outside of Buildings or in the basement to turn of the Power
We should not get super penalized for civs dying when we don’t have enough guys in the stack to ensure that every single entry point is clear. There’s a reason hrt send in a lot more than 5 guys, and why hrt is the last resort. Because when you send a tactical team into armed gunmen holding civs hostage, 20% of those civs usually die
Thermal vision
For example to properly clear the restaurant in the gas station, you’d have a 3-4 guys stacked up on every entry point, for us to do this we have to split and solo entry clear which is as dangerous to the officers as the civs. So it’s either go in for officer safety to avoid getting penalized for officer injury, and risk civs, or go in solo from multiple angles to properly secure the civs but you leave yourself open to literally every angle behind and to the side of you cause your solo
Which why do we even get penalized for getting injured, we are wearing body armor, if we get shot in the plate it should not count as taking damage, also we can’t control when a suspect drops his gun to comply then immediately pulls another one out and puts a couple rounds out before dropping it and complying again, lost a good handful of perfect runs because of this exact scenario, he complies and as we get close to restrain he shits another pistol out and injures an officer or two. No suspect is gonna draw from their ass while they have 4 armed swat members aiming at them while a 5th is walking up behind them with his gun drawn and pointed at him as he’s walking up to handcuff. As far as I’m concerned swat members are wearing armor and going in knowing they’re gonna be walking out with a bullet or 2 still in em. No swat member has joined a swat team and then is surprised when they get shot at, it’s their job to get shot at, we should get rewarded for coming home filled with bullets cause we took them for the civs
And on hostage rescue mode, why do they murder the civs the second they know we are there? Any hostage taker with a brain knows that killing their own hostages is signing their own death warrant
Simple suggestion for UI add icon where it show if character in crouch/ leaning
Probs said before, but have a dog which for example can storm a room instead of a flashbang
[HQ improvment]
Actual Training Possibilitys
I get that the game is in Early Access so forgive me if this is already planed:)
It would be great to have the Possibility to train and try out different Loadouts quickly. So maybe the Shooting Range could have Moving Targets, some Sort of Points Counter, random Target spawn to train the proper reflexes
Also for the Kill House, the Timer, Points Counter, maybe Semi Random Target Spawn with Enemy Civil mix, have some way to see the effect of a flashbang, if you want to keep it semi realistic (not spawn enemy character models) maybe a Bar over the Targets that shows how long they would be stunned or somteghing like that.
Another thing would be to have a enemy Character model in the non lethal training Room so you can see the effects on both types
And please up the Speed in the HQ so one can quickly try different Weapons and stuff
Please have a confirmation popup for Controls > Reset to Defaults. I accidently clicked it and lost my custom bindings.
A suggestion, if you can. Please make ai react to a flashlight or laser pointed in there face
Also a debug menu that allows god mode, no clip etc
And a birds eye view of the map layouts
Add the possibility for suspects to physically hold civilians hostage. This would make split second decisions and hard shots much harder in the panic of the moment.
Some of my thoughts on the game so far.
Game is awesome, I love it and cant wait for the full release. with that said, there are some areas I think could use some improvement. First of all, traps need a rework. traps appearing on every map is getting tedious, and really is not even a thing that should be anywhere near as common imo. Why is a gas station robbery gone wrong leading to multiple entryways being trapped? why are a bunch of methheads not expecting a SWAT raid randomly trapping doorways in their own residence. If primary entries were trapped like the main entry to the drug house,etc. that would be more appealing to me. At this point with traps as they are, I personally feel they are essentially a gimic to make the wand more useful.
Next, movement speed. I get that the game wants to encourage the "slow is smooth, smooth is fast" cqb mentality, but my god it is frustrating when you are trying to chase a fleeing civilian, or if you missed something and now need to move at a snail's pace back through the entire map looking for the piece of evidence or that civ hiding in the corner that you missed. Perhaps doubling the speed boost when in low ready or some other mechanic could help with this.
Moving on to armor, I would love to see the current light armor be classified as medium, and perhaps adding a micro rig or soft Level II armor as the light armor, for players who want speed but don't want to run around with no armor. It could also be cool to get different helmet choices for increased headshot protection. Additionally, it would be awesome to see increased loadout freedom allowing us to choose how many mags, grenades, etc. we bring and have that reflect our movement speed. Swat 4's Elite Force did this perfectly. A blend of Elite Force and Ground Branch's loadout system would be great, allowing us to really tailor our gear setup to our playstyle.
One last note, the gunplay. It is fantastic. It could remain as is with nothing but the current weapon selection and I would still love it. With that said, it would be great to see more attachment options, such as LPVO's, canted sights if medium range sights are added, more grips, magazine types, ammunition types (FMJ, JHP, etc.) different color lasers, etc. One last note, I personally wish the ads time was a bit more snappy, in a gunfight I usually find myself just shooting without ads'ing as I take too long to get good sight picture
I think it would be a good Quality of Life addition to have confirmation "Are you sure?" selection in menus when you select to restart or quit a mission. I've done both several times by accident trying to adjusting settings in multplayer lobbies, ruining the experience for other players.
Has anyone noticed that your guy will say suspect DOA when you kill them ... Like no... You definitely didn't find him like that lol
Here's my feedback after a few hours of playtime (I wont include issues that VOID has addressed in Jan update)
-The terrorist AI is either stupid or straight up terminator mode, with superhuman reflexes and straight up not believable
-The civilian AI is really dumb, and frustrating to deal with. They aaaall run away annoying the player, and often getting you killed, today I had a civilian run away, open a door and surprise! There was someone else there that (instantly) knew where we were and terminated one of us.
The terrorists should react to civilians randomly going into their room, telling them to get down on the floor or smth... Not letting them wander like absolute idiots
-The maps are sooooo goddamn dark, the flashlight does almost nothing and in places with clear light sources you are often forced to use nvgs (the nvgs are also kinda awkward, as some walls look really bright, blinding me more often than not, nut looking directly at lights does not)
-lastly, you dont know the % of items!
Like chokes, suppressors, and stuff.
Anybody else think that the voice commands from SWAT 4 should make it in to RoN?
Yes. Until then, you can use Voice Attack if you like. https://www.nexusmods.com/readyornot/mods/131/
Hey I don’t know if this is suggested already, but would be cool to have a new objective to extract and escort the civilians/detained suspects out of the building (to the exit on the special levels).
Another idea is to introduce non life threatening damage to the police and enemies. So if you are shot in the leg or lower body you go down and can be picked up and taken to heal where you get up and obviously have minimal health, obviously with enemies you have a short period of time before they bleed out and you lose more points.
Obviously the AI will be improved but I believe if SWAT were responding and a civilian ran at them saying fuck you, they would shoot. In game we are penalised heavy but I feel like that shouldn’t be the case.
Thank you for listening!
I love the game, the gunplay is amazing and I actually feel like a team with my friends as we venture into the darkness that this town is. There are a little bit of things I think should be improved that would make the game a lot better.
- Enemy Units: I believe these units are a little too fast, I was once on a map where I was in the basement and I told someone to get down and they pulled a gun on me to where I shot at them but missed, I dumped the rest out where I thought they were but they were gone instantly only to found out they were to my right instead and killed me instantly.
PS: They also apparently can move this fast while aiming and firing at me. - Dying: I believe there should be some form of revive system to extend gameplay for some people, its kind of dumb for someone to get shot once through a wall and die instantly without any way of being able to be put back into the game again and them having to sit through the entire mission until their teammates complete it. This game is a little too slow-paced for it to have perma-death. Maybe a piece of equipment like a syringe or a med kit that would allow healing or revival.
Other than those two. I love the game and I hope you guys can make this game even better with the PvE. Keep it up!
How about adding 9-bangers https://youtu.be/hA998HvZHx8
so i can now say myself that the ai definitely needs work, atleast in the active shooter scenario. the ai decided that instead of getting down when i told them to, it would be a better idea to run outside where the shooter is and get themselves killed. makes it nearly impossible to get a good grade on active shooter when the civs are basically suicidal.
Permadeath? It's like a 20 minute raid MAX if anything, just restart if your boy dies too early
really? I just didn't like how we have to restart, although the including of a cool medical pack to revive would make it a lot better though, at least for me
The tension of uncertainty around the next corner paired with the quick death is what gives the game so much tension, if they removed it then it would add too much of a safety barrier I think.
oh I fucking agree, the tension is amazing, but all I wanted was a chance to get past a quick death. I was wearing heavy armor at the time as well if that says anything
One thing I think might work would be a near death state where you'll have to get your team to retreat back to the truck with a single or duo of downed guys by carrying them. This would allow them to get back into the action if done in a timely manner but it would also allow the suspects to notice and have them reclaim rooms and uncuff their own, set traps, ambushes, that kind of thing?
If an officer goes down they'd retreat the whole team irl so it would be a more streamlined version of a retreat and re-entry, albeit with re-entering with wounded officers for balance
well the quick death is a massive part of the game and a medical pack to magically revive somebody that has had 5 bullets put into various parts of them is not realistic at all
Oh hell yeah, that sounds like a really cool resolve. Adding that would provide some reinforcement to being able to prolong a late game when you have cleared a good amount of an area and an officer got shot down in a good scenario. Also adding balance so that the medical pack doesn't magically heal those 5 bullets.
Also I didn't want them to be instantly like perfect in condition, the near-death thing is a lot better but I was looking for a permanent health state rather than instantly okay and perfect.
It would add a risk vs reward system of giving them rooms back but having a team that is back up and running, still I don't think it would be something they add just because of the tension, if anything it would have to have a very rare chance of happening over a death so it would have that shock and retreat factor
All I wanted was to suggest a way to move past a permanent death they probably won't add it but it would be very cool.
Probably not, I think a big thing about this game is going to be reflections of your actions like "oh I shouldn'tve pushing this room" or "I could've saved more people if we moved faster/slower". So losing a teammate for going in with a gun rather than a flash is going to weigh on you a bit
basically what airborne said below your message. it would remove 90% of the risk factor if you can just revive or respawn. the permadeath is one of the things that makes this game what it is, a realistic tactical shooter.
All I wanted was a second chance, if you could revive someone over and over it would not be realistic at all, I just want a way for a person to be stabilized and fight for a little longer rather than to be put out of the game for the entire round due to a little mistake.
but thats the entire thing with a realistic game. its the little mistakes that add up to you dying or failing the mission. if the little mistakes are meaningless, the game wouldnt be realistic.
I wanted something that would allow for one of those to happen then they learned and won't do it again for the rest of the mission. I'm not asking for something that revives you after an entire trap blasted you to outer space or a shot directly in the head that pierced and hit your brain. I'm asking for a guarantee that your team has a chance if the hit is non-fatal.
now that is more reasonable. i do believe that lethal weapons should be able to incapacitate under certain conditions so with that system, a second chance sort of mechanic where you may be carried out of the building and healed elsewhere while unconscious, for example, would actually be a very good gameplay addition.
that's why I loved the idea of a near-death state, you are exchanging some of the area's safety for someone to be back in the game.
it'd have to be rare so it wouldnt happen so often that it would prolong the raid for too long
well yeah that kinda ties in with what i mean with "certain conditions". typically, youll be killed if you get shot. but if you only get shot in lets say the leg and you dont heal it, you may pass out from blood loss or if somebody deals a very specific amount of damage to you or if somebody hits a glancing blow to your head, etc.. only in certain ways can you be knocked out and these would typically be uncommon.
maybe like a headshot that your helmet took but the blow was too big that it knocked you out?
probably could be implemented if the glancing blow to the head does get added. would be a concussion system. glancing blow, heavy impacts, etc. would do that.
Also to add onto the medical system. Damage to parts like your legs or your arms can result maybe in more recoil due to lack of strength on the gun due to the bullet or less movement speed aka limping. This can be improved through the use of the medkit as well, providing maybe some relief. This can be another use for the med kit. If we are going for a realistic shooter a medical system wouldn't be terrible but it has to be limited to real life standards.
I can't explain it, but replaying SWAT 4, the animations and responses of civilians and enemies are way better... it's the little details. In Ready or Not, the AI feels random af, but in SWAT4 they respond to your shots, cower in fear, etc... The enemies that "fake surrender" also look like they're about to drop their weapon and then snap instantly to shoot you, which is way better than Ready or Not's random ass fake or real surrender...
The suspects wearing old school welding helmets with the visor down is super Unrealistic
changing the ziptie interaction not be a tap but a hold, so instead of pressing F with no way to get out of it you have to hold F the whole time and if you let go then it stops because I have gotten screwed over by AI pushing me randomly while im securing a dude and getting one tapped
This is the primary reason as to why I have the SWAT team AI get in cover before I do an arrest.
exactly what I do, but there is always gonna be that time a god tier AI comes in and prefires my skull open
The police AI when use shield are a little unusable, tell them to equip shield and they sometime drop the shield down.
Game is incredible, I do think the AI needs a big rework though. Especially your team-mates when you're playing SP.
your teammate shout tho, really good to make civilian surrender
I think there should be a way to rotate your character when in the closet or loadout menu
when i play the game i honestly feels like im playing either swat4 even tho i have never played that game or i feel like im playing a milsim ghost recon wildlands game. Its enjoyable to play love the gun play which reminds me of tarkovs gun models and handling and the different ways to approach situations like planting a c2 charge followed with a flash or stinger all the way to hitting a poor bastard in the face with a beanbag shotty. there is flaws like every early game but they are enjoyable to laugh at sometimes. my request for the future of this game would be more guns to play with like a MP7 or some other smg's. anyways i said enough, i love the game and hope to see what the full release brings. Cheers and thank you for the entertainment
PMAGs for all 5.56 rifles, not just the M4. Don't even care about the mag cap increase, just love the look of it
i'm still surprising that, through all that, you can just beat the game with only the bots doing everything
just downloaded the game, enjoy it so far. In the training area I would please ask that we can move around a lot faster than what is currently possible. I would also suggest being able to set up a loadout at one place rather than walk to different areas to selesct the weapons etc then go to a work bench to equip sights etc.
Hello, thank you for sharing to us this enormous work that you have done in recent years and for continuing to bring this wonderful project to gem.
Small question : is it planned to incorporate the shoulder change system, essential technique for combat in a restricted environment.
Sorry if wrong channel. But I notice that the absence of this feature is a hindering handicap during progression.
Thank you again 🙂 love on you all. (Former French Foreign Legion)
Could we have the last 5 rounds in the mag be tracers so that we don’t have to check the mag often. The AI are so damn fast I am scared to even inspect my mag, adding tracers would help a lot.
The headquarters just needs to be completely redone. Smaller, less downtime between the rooms that have actual function, and a more helpful tutorial area. Also, good lord can somebody turn on the lights? It's insanely dark for a police station.
Now a days, is the best shooter game in the market. But there is lot of work to do.
The first think that I need necessary, is to have different types of IA, I mean that the terrorist need to have different levels like: Easy, medium, difficult or extreme.
And other thing that I think could be very cool is that when you are doing a mission, to have the map of the house, like in the real life. To have the plans of the infrastructure.
It will be cool,to add a map that you need to use only the night visor if not you will not see nothing, can be very cool.
The shield, will be also cool to have lights and also will be cool different type of shield.
It will be very cool to add K9 dogs
An other type of mission that could be and in real life is very common, is a robbery in a bank, or to go up in a ship because there are pirates on the ship. Could be missions very interesting. Or something that you can interact.
https://www.youtube.com/watch?v=rECxWBbFPJ0
https://www.youtube.com/watch?v=ArRbqcFE7nA
We need to say that it's an alpha and there still lot of problems to arrange, bugs, etc. But I need to say that is one of the best games in many years that is so good in the alpha. I hope they put more options and more things to be in constant update. So what I can say of this game is grate job and continue like this because could be the best game of the year 2022
La unidad de élite de la Policía Nacional ha efectuado una exhibición en sus instalaciones de Guadalajara.
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Original Sound & ADD Video clip
https://youtu.be/upDHNH37deY
The military and the police Counter Terrorism Training
Capital Defense Command/Seoul SWAT Team
경찰특공대 & 특전사 대테러 진압훈련 시범
2015.1.21
rider eye
ROK Army Aviation & 201st Special Assault Brigade DEPEX/대한민국 육군항공 수리온+201특공여단 패스트로프 전개훈련
https://youtu.be/oqetl3ZAjhU
Korea.US ARMY Special Forc...
The beanbag shotgun needs a buff.
In SWAT4, it was risky but effective, and should you panic and shoot either point blank or at the head of a target, they were likely to die or get incapacitated. I would never think to shoot a civilian with a beanbag to make them comply.
Here, the less than lethal shotgun often feels like a placebo. Even civilians will shrug 3 shells to center mass. The best you can hope with well equipped hostiles is to stunlock them long enough for their morale to fall low enough to surrender, from watching their buddies die or more angry operator get close and personal.
But hey, that's the price of getting that sweet S Rank, right? Right?
Wrong.
The TAC700 performs so well in comparison that it's not even funny.
It will reliably make anyone surrender with 3-4 pellets. That's... 1.5% of the magazine, compared to 45% with the beanbag.
The gas does not spread much and clears out so fast you don't even need to wear a mask.
And you can full auto the thing in total impunity, no need to yell for compliance, it's always authorized.
I really hope the beanbag shotgun will get a buff, at the very, very least to make civilians behave, because right now picking the it over the TAC is purely stubbornness.
Early access info at the top right should be removed in missions. Its distracting. Should only be present on the menus or loading screens.
I dunno if anyone's really mentioned it but it would be nice if burst fire for guns that have it are reworked so that it behaves more realistically and so it lets you get 1 or 2 round bursts on a 3 round burst gun with lighter trigger pulls because as of right now burst fire is just shoot the max amount of bullets per burst every trigger pull
how do you softer pulls with a mouse though unlike a controller for instance, its on or off
A better word for it would be a quicker trigger let-off, so you let off the trigger sooner for less bullets per burst
[shooting range]
A section of shooting range with movable target
Would love to see a section in the shooting range with a paper target that we can move further or closer to our position so that we can see the group and if any of the attachment made any differences
Thoughts on ambient audio? Bit of background atmosphere in the missions. Like rustling of trees/bushes, subtle wind howls/gusts. The stringy sound of barbed-wire, occasional banging of iron sheet fencing and gates. Roller door creaks and groans, creaky floors. Maybe a distant guard dog barking, or cat running by. A few sounds that give ya the heebie jeebies, keep ya on edge, keeps the tension going while your trying to concentrate.
[Effects]
Environmental reactions to gunfire/explosions and tweaks to blood effects
There is a lack of environmental destruction which negatively impacts the feeling of blowing up a door and storming in. I dont mean walls coming down and being destroyed, I would like to instead see things like objects falling off shelves or papers flying everywhere when a folder is shot or blown up. I have this favorite clip from when I last played where we shotgun a door flashbang it and clear it, but for the first time since I started playing I saw some papers flying off a nearby shelf and the dust from the explosion of the flashbang filled the room and that was such a cool feeling that I would love to see it more. Also, I feel like the blood splatter is a little silly, you shoot someone twice with a rifle and the wall behind them is 90% red. The blood should be toned down.
oops thanks
Would be good to see like door squeaks really loud on like 5% of peeks and opens. so loud it alerts enemy to investigate
Maybe a feature that could be added: Gamemode selection: Realism? No Hud, ammo count. If your hit or injured, you would drop to the ground depending the hit. If your hit, teammates can check if your fatal injured, if not then just go on, if yes, then teammates could "heal" you with a tourniquet so the bleeding stops.
no unlocking camos or attachments... not COD
This doesn't need a lot of detail. The Kill House in the lobby is horrible. Absolutely horrible. Every room is unrealistic and absolute counter to trying to warm up or teach novices CQB. There should be a massive rework of the Kill House including distinct civilian and hostile targets, reactive targets which fall over or drop to signal death or forfeit, as well as statistics and time tracking. Also add a "reset" button to reset all doors, traps, and targets and even change their positions for a new run.
I'd say the devs should take a look into AI team mates behavior during entries: They don't follow entry procedures, they just enter through the door, also they are slow in opening the door to clear a room this ends up getting them killed or injured a lot of times.
Enemy AI and Civilian AI
In my opinion there is so little enemies and i think there should be few more. Enemies and friendly ai seem to have god like reflexes and aim and this make gunfights less enjoyable and less dangerous cause everyone either one shots each other or just it takes them 2-3 bullets thus gunfights becomes too short.
As for the civilians, a lot of them have vests on them and i see no point in that. Also i feel like civilians are suicidal, whenever i try to arrest them they start running and yelling 'please help me' then going inside a room and closing the door behind them or they just run straight into suspects and get themself killed. Also some female voice lines such as "So... Nice tattoos.""My mom has a Mexican maid, you might know her.""You look like the guys in the movies! Nice guns.""Don't talk to me, loser." these lines make the game unrealistic because they should be scared to bone and also before these lines they are screaming for help then they use these lines which makes it really awkard.
the light circle of the flashlight is too small atm, its very frustrating in very dark rooms. would be great if you could manually adjust the width. also it should effect the accuracy/speed of enemy AI when 3 people burst into a room and all aim their flashlights at the ai.
It's a mega awesome game, but it gets boring after 2-3 hours because it's always the same. The maps are far too few and the voices are boring. A map idea would be a hospital or a prison. LG
i love how the female civilians have panicky voice lines until you cuff them and then they immediately calm down and go "So... Nice tattoos." 😄
"JEEZ FUCK" so corny lmao
Yes that's true, when you pass 3/4 hours is borring because they need to put new vocies, new ambient sounds, put it more realistic, and also to make more dynamic the game
Yeah but for a early access game i think we have more than enough content
dont really see how a progression system automatically makes it COD considering theres a million games that do this
yes that's true, but that's why i wrote as feedback
folks forget swat4 expansion added in a small bit of progression system
also only focused on camos and attachments and not the othher things i suggested in a progression system, very weak response lmao
instead of reacting trigger, make an argument lol
Weapon Sounds Volume and AI Officers' Voice
I noticed the weapon sounds are a bit too loud for headphone users, and the officers' voices are way too quiet. If I change the overall volume in the menu, it'll lower the weapon's volume but at the same time, I can barely hear the AI officers and my character's voice. It would be great if there is an option in the "Audio" settings, to select which output device the player is using, such as "Speaker," "Headphone," etc. In addition, add a volume level changer for AI voices in the audio settings, or increase all the AI voice volume manually by editing the audio files.
-Both a Question and suggestion-
Is there going to be a Ballistic Plate system?
If no > fair enough
If yes > cool, and it should allow for either multi-strike and single use plates. Furthermore, the damage models for both the player and ais should not allow for kills by shooting just the extremities, i'd like to be able to tap a guy in the leg, then arrest 'em.
Separate suggestion:
Could doors function like actual doors? ie. swing out or in, not both. I feel this would add another worth while layer to the tactical experience.
will we see ready or not on geforce now?
Ah yes, femoral artery does not exist
shhhh, the judge wont know that
i hate how i can hardly join a session it is either full or losing connection almost everytime
It's not possible that if you shoot a Civil in the leg the civil die, I think that need to be more real, also it will be cool to add that when they shoot you in the leg you go like in real life with a leg totally immobile, and also they shoot you in the arm, that the arm you can't move I don't know if I have explained me well
Is it possible to disable the friendly AI's in SP? If not, I would love this to be a feature
Same. Ive tried everything mentioned. Out of 100 tries maybe only 3 games ive connected
i have this issue as well. I even get disconnected from sessions i host sometimes.
Its to be expected with an early access game so i just tolerate it for the meantime. Have stuck a bug erport in about it so hopefully others are
i know i dont know why its so annoying also keeps saying server full too like its putting me in the same server every time
Needs more enemies, stance indicator would be nice, and ability to use weapons or amo off ground, this game and zero hour combined would be great
Friend only session and just start
Bots should fill up Co-op
If your team is to small there should be an option to fill up with bots. The team-colour should be selected by the players.
For example:
Teamleader = host (Player 1), Player 2 + Bot 1 Team red, Player 3 + Bot 2 Team blue.
(The Teamleader controls all Fireteams, but the other Players controls each one bot.)
OR
Teamleader = host (Player 1), Player 2 + Player 3 Team red, Bot 1 + Bot 2 Team blue.
(The Teamleader controls all Fireteams, but P2 and P3 cannot control the bots)
There is a Steam thread about bots in Co-op, too:
https://steamcommunity.com/app/1144200/discussions/0/5545618081309688981/?tscn=1641390806
Please Add: Proper Widescreen Support (Currently Ultrawide just crops the image vertically) 16:9 Left - 21:9 Right
Why does my guy say suspect DOA after I kill them... Dead on arrival? Who is he trying to kid
Civilian AI
Played hostage rescue in Port map( hide and seek) and not a single civilian spawned in the entire map.
Co-op- 2 players.
No AI mod used.
the term DOA should only be used at a hospital, as its dead on arrival to hospital....
Suggestion: More realistic civilian personality
Remove the unserious voicelines that civlians say (typically the female civs) after being arrested. These people are scared and likely somewhat in shock, the last thing that they'd say after being tied up or tackled is "my mom has a mexican maid, maybe you'd know her?"
It kinda ruins the realistic and gritty tone of the game and is one of the few things that SWAT 4 does better.
Suggestion: remove the tattoo voiceline.
all the officers have full covering and we cannot see tattoos, so this voiceline is a tad unrealistic
Prior two have specifically been mentioned in the pipeline to the January update, regarding civilian tone and dialogue
Suggestion: Dangerous Arrested Suspects
After a suspect has been arrested, when officers are away, they can call out for their comrades to untie them, and they can pick unsecured weapons up. ||Probably would benefit from a system to command restrained people to move, so you can secure them behind wedged doors.||
you can kinda herd surrendered persons by walking into their back while they are kneeling but uncuffed
If we arrive and there's a dead guy what would the correct term be
It can fit, contextually. Doesn't seem beyond the pale of immersion that an officer would have resuscitation training, and decide on the spot that someone's effectively black-tagged
Civ/Suspect down?
DOA us dead when the get there when they arise if there is someone dead already its DOA
it depends on the state for atleast EMTs
guessing its one of those 'uk and us have different meanings' things
ive always been told/taught, as a brit, that DOA is on arrival to a medical centre
AI will one tap you within .5 seconds of rounding a corner.. with a shotgun.. 20+ meters away...
Hope this is addressed first to make it a little more playable! Difficult is fun but impossible isn't
side note m4 is inaccurate and not realistic, feels like an AK
I know its not in the game for realism, but please for all that is holy add a sprint. It seams more unrealistic if your fellow officer is getting gunned down 20ft away and you player slow walks over to them. Or to move quickly into a room after a flashbang is thrown.
Yes please add a sprint that has hella sway and locks you out of aiming and firing for a bit, having to slowwalk across an entire building in an active shooter situation is goofy
The voicelines rn are moslty placeholder. Or one voice being used for the whole game. Will be changed
Suggestion: Heighten officer intimidation
This is a minor gripe at the very least, but the voice lines for “get on the ground!” are no where near as guttural or urgent as Swat4
Tiny change, but possibly swap out the magazine graphic for a cylinder when it comes to checking ammo on the 357
needs swearing
The Exploding Breach Sound of the C-2 Is just Amazing. It´s WAY to Loud. But thats how it should be right? 
This game ain't Call of Duty, you should be focusing on tactics instead of "running"(messing) around.
when there is an active shooter i think a good tactic is not walking slow to the situation, i think a sprint option with heavy downsides would be nice
i kinda agree with that but no
I suppose but it would be great to balance the AI voice with weapon sounds.
Maybe dash, or slide to take cover quickly would be better than sprint. Since there's already an option to toggle run or walk, and it is a team work based game, for the sake of realism, sprint might mess up the entire tactical role play.
small house raid map
remove collision/automatic high ready when aiming, sometimes its very annoying when you try shooting from cover
Please, add SERVER BROWSER
When it comes to new guns, I'd like to see an H&K MP7
Yeah camos & attachments are asinine for progression in a "realistic tatctical SWAT game".
yeah dude just ignore the other 3 things in that sentence
Your other suggestionas were good & I agree. I think the progression system or unlocks could be; calling cards, emblems, new maps. I just don't want to see unlocks have a direct impact on gameplay. Camos arent that realistic for the most as theyre not really used. So keeping the weapons stock keeps it simple and immersion up
Small nitpick but why are weapon descriptions in the loadout menu pointing out that the weapons have "good reliability" when there isn't a weapon maintenance mechanic in the game?
There should be descriptions that are useful and worth to look at, like having good accuracy despite the lower caliber, we all know most of the weapons are pretty reliable in the game irl but not every person is a gun nut.
Non placeholder weapons descriptions are coming in the first content update, dropping "sometime in January". I'm assuming this also means gun and attachements will have proper stat descriptors. As of right now, they're mostly fluff descriptions
please optimize the game for multi-core CPUs. I have a 5900x and only 2 cores are used correctly. all others are not being used to capacity.
Suggestion: Improve wall ballistics
Shooting through walls is at the moment is unreliable, especially when you get shot by an enemy through a 1-foot concrete wall. Please improve the wall ballistics to make them more realistic.
Fix ballistics in general. Rounds meant to dump their energy into the target are over penetrating and rounds meant to go very fast and penetrate through stuff are hitting their targets and stopping
Trap Improvements
Change lethal traps to kill/hurt everyone in its AoE, not just the person who activated it.
make taser incapacitate or cause target to fall.
Gun sounds
Guns need to have that clicking sound when there is no ammo and you pull the trigger
having the taser silently drop a suspect to the ground 95% of the time like in real life would make it more realistic and more useful
maybe an option to delay the disappearance of shell casings. would be cool to get into a gunfight and once its over see a bunch of shells littering the floor.
Not realistic, maybe on the bolt locking forward, but any additional trigger pulls wouldn’t click, just a dead trigger
Really?, i thought it was a real thing because a lot of guns in games have that sound
No it’s a gameplay feedback. Double action Revolvers are the only ones I can think of that would make a click, but a striker fired pistol, or a rifle would not. Cod has it because you can’t check ur mag, bf has it for similar reasons
You get a single click as the hammer or striker goes forward, after that because there's nothing to induce a reset (save like, a DA trigger which does that by definition) you don't have anything to "drop" again. And the drop is the click you hear
I think the gear could use a bit of a rework. For heavy armor, I think it should give an extra mag for your primary weapon. Also on the note of the helmet, you should be much more able to customize it. Say, the head customization should depend on the slots of the helmet. I should be able to wear the ballsitic facemask with the antiflash goggles (it has goggles anyway), that and the night vision mount is still there regardless, so even with that combo we should still be able to equip NVGs through the eye goggles, which can also be done irl. I suggest adding thermal goggles as an alternative to the NVGs if you do this, make the gas mask and ballistic mask take the same slot, and maybe some bullet resistant goggles in the same slot as the antiflash goggles. I get that you have to keep game balancing, but realism is kind of a thing too. Theres a helmet called the Ronin Ballistic Helmet that is a full head kevlar helmet, with special lenses and a NVG mount, also with the ability to remove one of the kevlar plates (its a modular helmet) to fit a CBRN gas mask and filter underneath. I love this game and really wanna see what the devs can do in terms of customization.
No swat teams getting issued ronins tho. Also they said no clown customization. A modern day helmet designed to be a futuristic sci-fi Star Wars helmet is considered clown cosmetics. Everything else tho, yeah I don’t understand why nvgs aren’t separate from facial options. They could just make it that wearing nvgs ur head is heavier and you have more sway or something to balance em out and give you a reason to not just run nods/thermals 24/7
Fair, but still, the head customization as-is could use some work. Could also use some extra armor in the form of kevlar armor around the thighs
Voice channels that are locked to 2-3-4 people for those that want a smaller team
Yeah thigh armor/groin armor is pretty commonly issued from what I remember. More so than a ballistic face mask or nods, cause it’s a whole lot cheaper
[Customization]
I think it'd be cool if we could customize our vests and put how many magazines/grenades we hold or have add-on armor such as groin armor. This would also add some more diversity in the classes of who does what:
Maybe you can put a medpack on your side and become the medic of the team, healing downed friendlies and civilians with non-vital injuries
You could also put your flag in the center of the vest
Multiple magazines may be stored towards the bottom center and left and right side of the vest (need the right side empty if you want a medical kit)
Add votekick or lobby leader kick for those afk/grief teammates ||I’m sure this has been said a hundred times but here’s another drop in the ocean||
[Map]
Big request but I kind of want an open mall type of map, so you've got a bunch of stores outlining a parking lot with cars as cover. Kind of like gas station, but much bigger. There would also be hills a little far and higher than the open mall, that way if/when snipers are added, you can snipe enemies from the hill.
Anyone aware of any current discussions or possibilities of getting no AI “shoot house” versions of maps to practice MOUT and general tactics checks?
ill pass this up to the devs, wouldnt be 2 hard to make a check box that didnt spawn AI
Roger. Thank you
We need 10x the variety in clothes, ethnicity, hair/facial hair, I agree. As well as 10x more voicelines. For civs and enemies.
Suicidal civs need a rework too.
Honestly rn I’m not too worried about the ethnicity of the pixels on screen, and am more worried about the pixels doing what they’re supposed to
I think a jog would be better with similar penalities to what you mentioned
Will there gonna be 8man-squad in the future? For me 5 man is ok but, with the scale of each mission, I think to have an option for up to 8 people would be nice too.
I feel like having enemies surrender is a bit basic right now, I think we should have a different type of disguised enemies.
So basically, they will act like civilians and surrender, but when you go to arrest them, they have a knife that they will quickly unholster and tackle you and forcefully try to drive the knife into you, in which you would have to resist by spamming a button, or you have to call a friend over to shoot them. This can be avoided by looking closely as the knife will be visible sticking out of their belt or pants or something.
I'm positive this is a criminal tactic in real life
They can already fake surrender then draw a concealed weapon, even if they already dropped one
Also I feel like with how you go about arresting contacts almost completely prevents an effective knife attack, yknow, binding their hands behind their back then kicking them forward before ziptying them
yeah I know that, but there is that split second of actually going for their wrist to put the tie on, in which the officer is completely vulnerable
the gun is away, the suspect can push the officer away just in time to pull out the knife and throw them to the ground, it just adds a little more "be careful" to the game
also, to add, the officer is more soft with civilians than suspects, so this knife suspect disguised as a civilian is even more effective with that fact.
Because game development isn’t push a button and everything you want to accomplish is done. You do what’s more important first. You build the house before you paint it. Adding more clothing, ethnicity, voice lines, is not foundation, it’s paint.
Obviously
Then obviously, while our house does need a new coat of paint, it’s more important to fix the hot water heater, to fix the roof leaking, to fix the water pressure, to make sure the window are windows and not empty gaps in the wall, to make sure the gas lines work, to make sure the plumbing works. To make sure that out outlets works as electrical outlets and not just dead plugs in drywall
something similar to Voice Attack commands cue'd and given without the need for key press Mirror door, unlock and disarm. breach, bang, clear.. etc..
I agree, I'm not denying that... I don't get your point? I don't care when it happens, the game is in E.A. still but variety is needed at some point. This is the "feedback channel", no?
make the nonlethal shotgun like the lethal one, integrated flashlight and the fancy reload!
so my feedback is they need to fix the voice dialogues as sometimes the swat guys say the wrong thing to talk. also they needs to be away to command the ai in the squad cameras and even a classic command system ( that is optional ) like swat 3 that uses the numbers to do commands.
Are you asking for integrated voice commands? I ask because there are voice attack profiles already available.
Hello, this is my feedback: The way the hostiles rush towards the player is unreal to me. they should cover behind boxes or other stuff. I mean, is looks like they don't have any self preservation. And that strafe they do is weird sometimes.
Another thing is that hostiles do a kind of "180" and one-shot you. They have near perfect accuracy, which shouldn't be possible for non-trained people.
I feel like the game could use a singular "interact button" much lie there is a separate "yell for compliance" button
Fake Surrender
Sometimes, a suspect or civilian should start getting on their knees, but in the middle or after it, they reach for a gun or bolt out of the room. Would keep things tense and keep you on your toes.
Already a thing
Really? I’ve been playing for quite a bit and have never seen an AI with their hands up or on their knees do anything aggressive
Fleeing I think I've seen and I'm not even sure I did, but reaching for a gun after the initial 3 second window where they're in the process of getting on their knees, not even once in 30+ hours
I really doubt the AI is even able to pick a gun off the floor once it's dropped
