#📩feedback-reports-channel

1 messages · Page 11 of 1

safe hamlet
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Yes more officers for bigger maps would be good, and for god sake remove kicking in doors, it´s way to hard irl and makes the ram and shotgun less usefull.

coarse mica
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It'd be sick to increase the player count maybe to at least ten. These maps are huge and IRL we hit smaller targets with platoon sized elements if we have the bodies to go (referencing USMC infantry) I'd also like to see the ability to run a white light with a PEQ. The PEQ-16 IRL has a white light and IR laser so if more rail mounts can't be added you can do both in one attachment. Also last point, allow us to check if the door is unlocked without peeking it it'd also be cool to see doors only open 1 way with visible hinges afterall its still a game so that one might just be a realism fantasy.

safe hamlet
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And give us a less restriktive loadouts and weapons options, more like in swat 4 or ground bransche where you have a vest with waight and poushes to fill

coarse mica
coral magnet
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Ground branch omg

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Love that weapon customization

safe hamlet
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yes it would be nicer if it was more up to if you could fit your kit on you irl Vs gameplay. Right now you cant have a damn pepper spray can but 8 flashbangs thats way bigger .

coarse mica
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Also flashes, Ive been near one and even with ear pro just the sheer noise will have u whirling for a minute, sometimes I throw a flash at a suspect whos shooting and I go into the room and he just shwacks me, dont know if thats a bug or not

safe hamlet
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yes and they should be a fucking danger, depending on the type they should throw stuff around

fervent iris
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[Game Mechanics, Doors]
Peeking doors can get unreliable sometimes
I'd suggest fleshing the peek door mechanic in the following way: one would have a "tap" function in which the door peeks a set distance and a "press and hold" in which the operator can manually adjust how much the door opens, this not only for ease of nade deployment but for far better flexibility in gameplay, example on video (clip courtesy of Matt Aspland: https://youtu.be/bMEE7RKSddc?t=891)

native rain
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that's a nice suggestion

fervent iris
golden brook
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DON'T CLICK THAT (Thank you mods!)

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Multiple Spawn Points on (some) Maps
Ground Branch had an interesting feature where the player could pick from two or three insertion points that they could spawn in from. While it probably won't work for some maps (like the Hotel), it could really spice up the gameplay for others. For example, on the Gas Station you could pick to insert at the standard front door, or the back entrance which will allow players access through the garage or the diner. With Raid on the Port you could pick to spawn right out the front of the main warehouse, or where players already spawn in the outside areas. It is a minor thing, but it would be a nice change up after playing the maps so many times. It could also lead to alternative plans and strategies being formed, which I absolutely love doing in my spare time.

sweet haven
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It would be quite helpful, if the crash reports would give good error codes. Now one has to guess and try a myriad of many fix methods without actually knowing what kind of problem caused the crash (Personally I think the next realistic attempt would be ritualistic sacrifices to the gods of RoN to ensure, that I get to play every map atleast once to the end before crashing). This is a problem especially, if the game just keeps crashing and the attempted fixes have not changed anything.

vital depot
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Allow us to move people that are handcuffed or dead so we can make basic operations easier for example: I want to blow up a door with a C2 but there is a civilian right in front of the door or i am in a gunfight after i have cuffed a civilian and i want him to be safe but he is right in the middle of a firefight handcuffed and he will probably get shot. . This will make a great feature for the realism part of the game and i think a lot of people will be happy about it.

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Make more realistic situations for example add a good bank map

bold osprey
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I already know this game will have more and more features as time goes by but a few things that would be great in the game.

  1. Hostage extraction ability/mission
  2. Bank heist mission
  3. The ability to have a sniper support teammate on coop or maybe even singleplayer! For example in the hotel mission you could have a sniper setup in the building across the street
  4. An airport mission would be cool!
  5. Maybe a steal from R6 but choosing where you deploy and on some maps starting from the roof if it’s accessible would be so cool
mossy crown
coarse mica
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(For context the post this replied to is now deleted) maybe a little bit faster movement while in the low ready, sprinting while approaching a building is just not a thing, just moving at jog like tempo while you “hockey stick” your rifle is definitely a thing, before anyone chimes in and says that it’s already a thing the movement speed in low ready is still quite slow, the speed with your weapon up is ok although from experience most dudes move a lot quicker through doorways irl

vital depot
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In my opinion this should be added when the game has fully developed and is out of Early Access: Add a way to play as one of the terrorists / criminals

glacial prairie
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I don't know if this has been suggested before, but I would really like a better training area, with for example targets with health bars, moving targets, and in general just a bigger area if possible

tranquil pebble
safe hamlet
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Hi, I'm a supporter of the game, Could you add the raid mode in the new hotel area? (Like the shooters mode& Hostage mode's map), thank you!

floral hull
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Howdy-doo, I'm sadly not a supporter (I'm broke lol). Is there any plans to make the lights on the shield usable in the next update(s)?

steel spear
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Maybe add an icon for the Discord presence

dull moon
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Don't replace the M9A1 and Gen 4 Glock models. Add the 92x and Gen 5 Glock as either cosmetic options or separate guns entirely instead. Variety is much better than just replacing them! Especially when it is something as classic as an M9 or a Gen 4 Glock.

narrow moon
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I would recommend adding a Cinematic Mode, U can record a match and after the match was ended, u can get into this mode and make camera movements (like in the R* Editor) Just a simple match replayer in free cam would be nice, but more like the R* Editor would be better. (I know u guys are working on more important stuff, so its not that important)

swift dawn
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Would it be possible to add the new area of the hotel map to the Barricaded Suspects scenario? Like when you’re setting up the game you can choose either the new area or the old area. Same with any other new areas added to other maps.

warm hare
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I would recommend making the reloads slower and more realistic, because they currently feel very arcade like. slowing down the process of getting a mag and putting the old one in the rig would be great.

naive ingot
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hey does anyone know what the recommendations for the game to run on my computer are?

plucky tapir
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I would recommend that while peeking door animation, one hand should hold the door handle and one hand hold the gun with less aim accuracy.

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I would recommend other officers and people waiting right behind the safety strip or the police cars. and for example in active shooting, you would able to extract some hostages asap.

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I would recommend shooting suspects or hostages should lead different kinds of animations. like suspect shot from his leg loses his balance.

dapper acorn
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>IDEA
[Continuous Missions / Mission Queue]
Give us a "Mission Queue" button on the Mission Select board where we can queue up different missions in order so after finishing one, we don't have to go back into the lobby and choose a new mission, instead it just goes to the next one that we set in the queue.

>FIX
[Door peeking and flashbangs]
Some doors don't open enough when using the "Peek" feature (mostly on Hotel) and it makes it hard or sometimes impossible to throw a flashbang into the room. Make these doors open a bit more.

lament shard
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Would love to see exclusive attachments that you would see on Russian firearms (SLR47 in particular) Like the 4 piece muzzle flash, DTK-1 as well as adding a monolithic rail/dust cover, I'm no Russian SWAT or special forces guy, but I think alot of modern Russian units use these devices now and would be cool to see that represented here (Sorry if Images aren't allowed here I figured some sort of representation would help)

novel cairn
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Please add a REAL SBR, with really short barrel, like the Rattler or the Honeybadger. Make it more flexible to work in confined spaces. (Also, with subsonic .300 blk ammo, they are VERY quiet, and it should reflect ingame)
Also, if not possible to let the player control the flashlight beam wideness, give us 2 options, one more focused, one wider. 😉

safe hamlet
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Add bleed outs, like when I shoot someone in the thigh, they keep running at full speed and they don't (most of the time) even regard the shot. Edit: basically maybe adding a more diverse range of hitboxes, and maybe the reaction time on enemies could be changed also

devout bronze
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oh yeah in single player:

Replace Beta with Bravo if you're going for the military phonetic alphabet.

safe hamlet
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I think civilians should be a bit more cooperative, because every time they tend to run away from the help and it takes a few times to get them to surrender

tidal bison
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A supporter upgrade package would be great cause i want to supporting and would gladly give another $40 but i really dont want to rebuy the game at $70

dawn knot
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A mission type where once you make entry into the area or if you are spotted by a suspect, those suspects would begin destroying evidence (examples would be like destroying meth, burning documents, shooting up computers, etc) and you can gain a higher score depending on the amount of evidence you recovered.

swift dawn
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Another good thing I thought of is for all the existing and future maps, maybe multiple entry points? I was being nostalgic and play SWAT 4 the other night and forgot how many different entry points some of the levels had. You could make it where when you're selecting your map and scenario each type of scenario could have a couple different entrances to choose from. I'm sure that'd be more complicated than it sounds to implement but it'd really help spice up existing maps as well as keep new maps engaging.

tough linden
lapis scaffold
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whats the new m9 model look like?

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i really like the old one so hop it isnt too differnet

soft kindle
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I want to give a feedback to the following topics:

  1. Gameplay/Suggestions

  2. Communication

  3. Ready or Not is something new. Gameplay already feels great and each mission is exciting on it's own. Weapon handling and sounddesign are great (except the annoying voice-lines of the hostages). Sometimes the bad guys are way too fast in aiming, but most of the time it's ok. Graphic design is already very good for an alpha. Also the performance is great. Integrating DLSS was an awesome decision.

  4. For an alpha RoN is awesome. As awesome as RoN already is, your communication sucks hard. 40 bucks is already high priced for an alpha that gives you important feedback to be successful after release. A supporter edition is fine and should only contain "nice to have content" like special skins or badges. DO NOT ADD ANY P2W CONTENT. An absolut no-go. Also I think it's a wrong decision to delay updates to standard edition players. For me this decision let look your company VOID Interactive very greedy.

Overall you doing great.

lapis scaffold
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I hope there are plans to add the M14 EBR and M24 sniper rifle to the final game, as longer range semi-automatic and bolt action rifles have a much different feeling playstyle than automatic weapons, and would keep gameplay fresh with the extra options.

devout bronze
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Make a limp animation for injured legs that slows your character down. It'd add to the realistic aspect.

heady shell
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Being able to vault across windows we shot and actions along those lines would be really sweet 🙂 Maybe rappel in the future too.

ivory glacier
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I don't think rappel should be in the game - what maps need it + and this isnt siege

heady shell
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Maybe going across broken windows if there's room then, rappel maybe not but it's just an idea lol

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Or like being able to pickup bad guys guns or gear or friendly gear. We find ourselves running out of ammo, wish a resupply of some kind would be available. Do you guys find yourselves low on ammo from time to time?

prime cape
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The dialog for women is kinda weird I wish they didn't hit on me while being traumatized lol. fun game though

unborn osprey
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those lines have been removed in the next patch

vivid lotus
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civilians should not be able to sprint at full speed after taking 300blk to each of theirr knees

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shooting guns out of civi's hands would be awesome too. i think there needs to be more visual feedback when someone is wounded. you can shoot someone in the leg and they look fine and don't put their weapon down, so you do it again then they just keel over. maybe a wounded state where they are limping or crawling or something? i love this game

vagrant isle
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Loud, unrealistic voice when disarming a trap

Whenever you disarm a trap it plays a loud “Disarmed” voice line, which no one hears but is very unrealistic as the people in the room your disarming (if their is) just don’t react to the loud speaking.

safe hamlet
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Allow for civvies and suspects to bust through weaker doors when going full sprint. Also make it so fleeing civvies and suspects open doors with a quicker, more frantic animation than when in a calm state. It would also be interesting to see fleeing suspects / civvies try to bust through certain doors but sometimes fail and just run into it full sprint and fall down

lapis scaffold
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Let suspects and civies hide under beds and in wardrobes, jumping out when you let your guard down.

frail pond
viral basin
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Add more team members and like a A and B team that enter from different sides

frail pond
fair elm
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When you complete a mission and are on the score screen, please could you include a little window showing the names of the players who participated the mission? Im part of a community that like to do challenges and the screenshot screen is the proof - yet without a name list it gets hard to verify who was with you. please.

dull moon
lyric bluff
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oh god there's a lot going on with it

dull moon
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I don't mind the 92x in itself being in the game but not at the cost of the classic m9.

astral oyster
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[Ammo type]
Provides different types to ammunitions to use
exp:

AP rounds - can penetrate walls more easily at a cost of morale deduction and stopping power penalty

HP rounds - provides more stopping power and morale drop at a cost of ability to defeat body armor and structures

Subsonic rounds - makes your gunshot harder to detect overall (especially with silencers), at a cost of bullet velocity and penetration power

Tracer rounds - tracer rounds

spiral yoke
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Would be awsome to have silencers for Shotguns

astral oyster
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[Skins]
Regular police officer uniforms as in-game skin
cops except they aren't SWAT teams idk

random knot
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It would be nice, if getting the AI to unlock & disarm a trap, that they dont say "all done" between the unlock and disarm of trap, otherwise idiots like me barge through and go BANG. hahahaha

celest igloo
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SWAT 4 style briefing screens in the future would be pretty cool

narrow moon
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MISSION CONCEPT: Skyscraper wether u can spawn on the main entrance, Roof or the Garages underneath the building. (Main Entrance; Garages = Stealth entrances, Roof entrance = Loud (enemys know ur team is here, because of the helicopter noises)) Requires spawn selection like in Siege. Select spawnpoint in the hideout and plan if ur wanna turn the lightsoff or keep it on. The "skyscraper" has 4 floors and is basically a family house. It doesnt need to be wide and high like a real skyscraper; just a building like from Clearhouse with 4 and larger floors. Its just a concept; many features would need to be added to make the immersion high as possible. Your Maps are already full of ideas (the special tunnel at wenderly hills hotel). The update for the supporter edition is nice (when u have the 120€ xd). Keep us informated but dont (keep) crunch(ing)!

gusty bridge
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Game needs a tutorial near the kill house explaining how 5 people enter a room properly without jamming the door

south citrus
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would love to see attack/detection dogs to clear rooms (use them like a flash nade before breaching and entering room or to catch a barricaded suspect for rp experience and not having dogs running everywhere either) they could just bark to make suspect/civilian surrender or attack if suspect start to fire in one room or corridor.

but swat dog handler have to progress with his dog in the map and not just have the dog in his pocket .

great famous 1er RPIMA french dog in this video to illustrate what I mean 😍

https://youtu.be/0_A1MV--koY

Lioda, un malinois de 6 ans, est membre des forces spéciales.
Il appartient au 1er régiment parachutiste d’infanterie de marine de Bayonne.

Avec son maître, Patxi, il a été plusieurs fois parachuté sur des zones de guerre, un exercice auquel il est régulièrement entraîné…

Retrouvez toute l’actualité du monde de Jamy sur nos réseaux sociaux :
...

▶ Play video
ashen jay
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(posting here because reddit constantly removing my post -.-)
Authentic Radio Chatter Sounds

At first, I need to say I didn't used the voice chat in RoN BUT I know it from videos and I'm aware there are some changes to switch over to Vivox.

I don't know exactly if my idea is really worth it but I go for it:

Some of you may know SaltyChat as voice Extension for TeamSpeak in GTA Roleplay and there are some white noises or distracting sounds in the voice plugin inbuilt where some frequencies can be set and adjusted so the voice chat sound more like a real radio chat.

I was wondering if this could be an feature to remind people to speak clearly and triggers some reactions like "what? come again, team 2"

When me and my mate stack up on a door I want to feel he is the officer in front of me and is speaking behind the ballistic mask, so I just hope it's a good idea that can improve gameplay in future. Let me know what you think or add some thoughts about it.

safe hamlet
unborn osprey
safe hamlet
native rain
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Slap the human AI on the dog but remove every command and action except move in and clear

safe hamlet
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Are Swat using dogs ? can´t remember seeing that IRL that ofthen

south citrus
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French unit use lot of dogs but swat idk@safe hamlet

safe hamlet
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Add signal degration effect to radio transmissions

Also simultaneous (blocked) transmissions I quote
If there is more then two transmissions at the same time, there will be a somewhat garbled mixture of both transmissions along with a heterodyne "squeal" or tone caused by the mixing of the two transmissions to keep the comms short, clear & consistance

blissful sparrow
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Would like to see fuse boxes where you can turn off power to the building, or at least sections of the maps, get a little more use out of the night vision and ir lasers

upbeat bay
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just bought the game and played for 2 hours. The first thing I was wondering when I joined a lobby was how I can edit my weapon. Google helped here but would be nice to point it out more on the map for new players. The "ready" area is a nice touch, but I would add a ready button to the gigantic map screen. Check out Phasmbyias waiting lobby, I think they did a good job on it.

shadow reef
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It would be nice to have white phosphor (or black and white) night vision, as I could only see blue and red for a few minutes after my eyes got exposed by the night vision from the game. Is it normal for everyone?

fresh fiber
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<@&925148041126760529> its in multiple channels

safe hamlet
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I really like the game but it would be very cool with maybe a School map of an active shooter and hostage situation would be very cool.

fringe whale
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u could add acces to hige buildgs for one of your teamates to go into with a sniper rifel and give cover and info around the building your team is going in to.. or atleast somthing like that 🙂
sorry for bad english 😉

safe hamlet
leaden pagoda
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It would be good that some suspect once shot, they can "play dead" if shot in a non fatal location. That forces players to ensure downed suspects are also secured.

fiery pumice
wide blaze
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A friend and I have been playing and we both like the game a lot. But, here is some feedback that I think would make it more fun and feel more real:

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  1. Many of the maps seem too large and maze-like. Methodically clearing rooms one by one has its place, but if they're too easy to clear, it gets repetitive. IMO smaller, more focused maps would be more fun. That way more challenges can be packed into a small area, and we'd have to focus more on planning.
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  1. The game needs more of a sense of chaos and adrenaline. Often situations feel a little too 'under control', with the AI silently allowing us to play as slow as we want and letting us pick them off one by one. A lot of this comes down to sound design as well, AIs should yell more to signal their intentions (in the final version, I realize most VO is currently WIP)
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  1. The game needs more scenarios with time pressure. We had the most fun playing bomb defusal, because we had to move fast.
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  1. Briefing screens where we can get background fluff and make a plan would be ~awesome~
lapis scaffold
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Shorten the time between when supporters and standard players early access content to like 5 days so it is still rewarding for supporters but standard players are not left in the dark and they have an exact date as to which they can play new content.

coarse juniper
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1.Multiple starting spawn points as well as different objective spawns i.e. the meth in what I would call the 1st mission.

  1. AI Voice lines and delivery need some work

  2. AI tend to run away even with a whole squad of guns pointed at them yelling to get down. This needs some work imo

4.Squad size should be filled with AI until 3+ players are active. Basically if you are playing with a Friend for a total of 2 people then we should get some AI squad support. Match host can be squad leader.
Once 3 Playees are in game then cut the AI out and leave it up to the players.

  1. Pre launch briefing such as location layout blueprints etc. Rather than having to play the level 5 times to learn it.
    Obviously you still need to see it to learn aspects but some kinda map would be cool 😎

I understand the game is in Early Access and some of this may be getting addressed already. I am only 3 days into the game and just joined this Discord the other night.

thick timber
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A middle option between Light and Heavy armor

so that way i can have alittle more coverage and something thats light enough i can move around but heavy enough of a plate carrier i wont get wiped in 2 seconds from a Makarov pistol

warm trout
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i think it’d be really nice to have to quick menu to say something in chat such as “clear” or “trap” for people who don’t have a mic

grim widget
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It would be nice if the weapon could be switched between left and right shoulder like in arma using alt a alt d etc. Would also be nice if you could have the weapon like against the wall when peeking around corners or something but might be hard to implement... Also shorter missions like clearing a couple apartments where you have info about hostiles hiding etc.

heady shell
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It would be really nice if we had a sense of progression such as ranks or something along those lines 🙂 thanks

obtuse shell
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I think its a good ideaIf players can adjust the placement of sights on the rail. Currently the ACOG and holo sights seems to be to up front. Kinda hard to get a bigger field of view inside the sights.

lapis spoke
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I would love if the focus of development would be on:

  1. Better in-depth/realistic suspect behavior
  • Less moving towards officers.
  • Waiting for officers to get in a room with low-ready animation when aware of the officers presence.
  • In case the hostile is investigating they should sometimes go unalerted or with low-ready to the source of sound.
  • Suspects getting in cover to protect themselves when shooting. Or reloading.
  • Decreased suspect accuracy when moving fast
  1. The story campaign & pvp multiplayer modes
    (It would break my heart to see a story die due to a late development.)
lapis scaffold
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Focus on adding semi/bolt-action rifles for different playstyles and different feeling weapon options, like the M14 EBR or the M24 bolt action sniper. I think we have enough AR variants for now.

candid basalt
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Sometimes on 213 Park Holmes, there is an armed suspect right past the fence who fires at you the very second you load in. Now maybe it’s just my not very powerful build or not so great ping in that lobby, but a lot of people seem to have some lag spikes at the very start of missions. This only lasts for 2-3 seconds, but sometimes that’s all a suspect needs to kill at least one member of the swat team. I really do like the idea of an armed suspect sometimes right at the start of the mission, but maybe make him on the front porch, or just roaming around the front porch area, where you will encounter him before you even go through the first door. Right now you may not even see the suspect or know that he/she is there before a round hits your head and it’s either restart or continue on with the mission with one less man.

coarse juniper
wide blaze
safe hamlet
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Dont really know if this is also for suggestions. But some maps that support non-lethal threats to make it more (imo) fun to use less-lethal tactics and breach that way. Would be fun to see knifes, bats etc etc.I.E a "suspect with knife holding a hostage" in meth house where you could take a less lethal approach

clever forum
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[Briefings]
Implementing briefings into the existing briefing room.
A lot of people would like to see a preparation-fase/briefing before you start a map, my own idea (as far as I am aware at least) for implementing this is as follows:
When a mission has been chosen the countdown screen of the ready room will show some bare maps including POI’s that we would be aware of if surveillance was performed, the maps themselves could depend on what we hit. For example in gas station we would get a pretty accurate layout in the form of a map which was supplied by town hall (they would have a map since the building plans would have to be approved, that is why) but with little to no POI’s and rather unclear numbers of occupants. (there was no surveillance, its an emergency response) the same would go for hotel and other maps that would be similar in the sense of public(ish) building with a sudden attack. Maps that are like meth house would have a rather outdated initial blueprint from townhall combined with markings made by the surveillance team, these markings would include POI’s and a more accurate occupant count (still not perfect).
When the screen is like this it is in planning mode and standing in the ready area would not trigger a countdown, when everyone is ready and the plan is set the host will enable the countdownscreen (and thus the ready area) through a trigger to be chosen by devs. (a prompt in screen at all times, or an action on the screen itself are some examples)
Another way of implementing the planning screen would be to not put the info on the screen, but place a pile of files on one of the chairs and make that the planning trigger to be used individually.
This feature could be implemented whenever the devs find that it is time to add briefings, this suggestion is more of a suggestion about how it could be implemented in a smooth way.

clever forum
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(if files are chosen instead of the screen they might also be a nice way to put extra lore in the game if the devs are interested in that since using that trigger would be client-side and give a pop-up of the briefing material perhaps with a way to go through different pages. The screen would be too limiting since the most important information has to remain comprehensible. I do understand that it would of course take a lot more work, so it really is up to the devs)
Also to prevent any concerns about not being able to start a mission quickly, the files would be a way for each person individually to choose to read through and the screen could be skipped by the host, so it won't take extra time.

lapis scaffold
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Single Player Improvement
When playing single player, allow us to choose the amount of bots we have.

Sometimes I want to go hardcore with a true solo mission, and don't like having to keep the swat bots away, sometimes I want just one cop buddy to cover me while restraining, and sometimes I want the full squad. Otherwise on small maps its cumbersome to navigate around the bots as they stand in the way, or they make things too easy.

tidal pier
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please add the following
different types of ammo for shotguns
different weapons mybe ak-74m
diffirent country swats maybe Russia Turkey and France

obtuse shell
celest igloo
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  • Ability to cut off/shoot out the light
  • Destructible props
  • Grapple on the side of buildings
  • Insertion points
  • Suspects popping up from unique locations like under the bed or from a wardrobe
serene garden
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Instead of just traps, some doors should be barricaded over, meaning they can't be lockpicked or mirrored, and basically require "loud" breaches. Basically the opposite of what traps do, instead of forcing you to mirror and peek, they force you to be risky and aggressive.

safe hamlet
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Ability to retract your weapon so you don't have to stick it through a threshold, or can get closer to the shield if needed?

knotty lichen
unborn osprey
knotty lichen
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❤️ nothing better than a female swat telling you to go against the wall and pull your hands up

knotty lichen
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xD

knotty lichen
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says : a nunu main

glacial prairie
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Working foldable/retractable stocks would be great, press a keybind and boom your gun is shorter and actually fits trough a doorway, at the expense of way worse recoil and maybe no aiming trough sights?

paper slate
granite nacelle
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Optics should be moved forward on the BCM rifle for better realism, very few, if any, run optics on the middle of a flattop reciever

lapis scaffold
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Give us the ability to have only 1 AI teammate, as 4 can get in the way a lot. A lone wolf option with no teammates would be fun too.

deep mist
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I don know if this feedback has been requested or not,

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The ability to prioritize riot shields entering a room 1st when playing with AI, I think like a simple command how we have like "Open, Flashbang, Clear" have a command like "Open, Shield, Clear which any AI teammates in selected group with riot shields will enter first and if the AI uses a flashbang they will take the shield back out. I'm sorry if this request is hard to achieve.

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correction: enter first with shields equipped*

celest igloo
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No 20 seconds ready timer when playing solo

tiny frost
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There are some of my ideas that might give better experience.
Hit Feedback for suspects
Would be lovely if armed suspects stop shooting for a while after getting shot(besides the head), or drop the weapon if they get shot from hand/arm, or lose lots of accuracy. That'd be really nice, in game they just keep shooting on like they are some sort of Cyborg. Meanwhile players get each kind of effects such as suppression and etc.
Armor Validation for Suspects
Now some of players might noticed but there are no armor validation for suspects. They are all capped at a certain amount of HP. Which the armored and with welding mask and RPD dude from the Car Dealers map and some junkie dude with glock in Meth house takes same ammount of bullets to go down. It might be devs working on, if not please consider adding it lol.
Movable Arrested People
Now one of the things that frustrated me about was after arresting Hostages/Suspects you can't move them or push them they just sit there and they got killed accidentally because they were near a door of the room which I didn't opened and contains suspects inside and they died because they just sat in front of the damn door.
High IQ Hostages
Now you saw this, heard this and happened to you. Hostages screams for help "I'm here HELP", and when player goes to them they politely tell player "go off" and then ran away from you to end up next to one of the suspects. They seem to be afraid of SWAT then anything else, even from the suspects. I know there might be runners, but it'll be better if Hostages had behaviours which might be varied to scared to thankful and etc.

I haven't read most of the feedbacks because there are lots of it. So if there are things that someone said earlier and I wrote, I'm sorry I didn't see it earlier and I'm not trying to idea-thieving. These are my opinions which would make the experience better imho.

lapis scaffold
#

[Weapon Suggestion]
Add the SPAS-12, an iconic folding shotgun that can swap between pump action and semi-auto, and is still used by US SWAT today.

||The pump-action mode is meant for shooting bean bag and tear gas rounds, but you still have the option of swapping firing modes normally for the cool factor of the pump. This also means the SPAS-12 could be another non-lethal shotgun option.||

upbeat bay
#

Hello,
Wanted to give a bigger feedback. Currently I have 6 Hours in the game and this is what i noticed and would like to propose:

  • The Armory, Ready Room and Locker should be located in the same level.

  • Signs should be placed above The Armory, Ready Room and Locker for easier navigation for new players.

  • The Armory should combine the functions of choosing the Loadout and the attachments for the weapons.

  • The Locker should be for apparances (skins, etc)

  • In the Ready Room the mission screen should be split into 3 sections:
    *1. Map Overview
    *2. Objektive Overview
    *3. Player overview (Loadouts, Ready Status)

  • The Following is for the loading screen.
    *Briefing voice should quick 20 second summary. Abrupt cutoff after 20 seconds kills immersion.
    *The first 10sec could be in the ready room and the last 10 seconds in the Armored truck?
    *Add sound that the truck is driving. Adds immersion.

  • Things I would be willing to pay for in the future as DLC's

  • Different Elite Units like the GSG9 with maps in their respective country of origin.

** Please don't add silly skins. Fictional camo or real camo is alright with me.

winged pond
#

Pleas add silly skins. I like them.

lapis scaffold
#

Use mods for silly skins, this game is built on its serious tone.

gray lintel
next peak
clear cypress
#

I have three major requests:

The first one is the option to not have a long tactical.
The second one is more important: I would love to see doors that do not swing open to both sides. That is a major thing when it comes to CQB.
The third one is small but also important: I would like to have the high ready option.

cerulean basalt
#

Feedback on scopes and sights: The new scopes are amazing but the sight picture is A LOT too small, the ATAK-R has wrong reticle, no adjustable zoom levels, the SDR as well. Hope we will be able to adjust how close our eyesight can be to the magnified scopes lens, possibly as an option.
Also - the earlier representation of the scope shadow was a lot better, I mean in the earlier iteration of scopes like HAMR and ACOG. Thus, the height of bump offset in the material/shader of the PiP scope corresponding to the scope shadow effect should be changed.
Also - even when the gun is low ready the reticles are displayed (visible when swinging weapons left and right).
Also - we need the key to switch sight modes, now its P but it needs to be customisable.
To sum up - IF we had scopes with bigger sight pictures, customisable key to switch sights and better scope shadow - THESE WOULD BE PERFECT 🙂

waxen birch
#

Squad AI need more options for breaching like the battering ram

sterile ridge
#

Civilians and deaths should automatically be reported because it can be really fucking annoying when you have finished the mission but you forgot to report like one person and it's stopping you from completing it, I don't see any reason as to why anybody would choose to purposely not report civilians or deaths.

fallen sandal
#

I would love to see a large run down apartment complex like in the raid movie

analog girder
#

I would like to see a separate role for people in the discord who are interested in modding, whoever has that tag would be able to see channels which are just full of images with links to the mods. For instance (modding-maps) would have 1 image of the map and a link of where to download. (modding-outfits) would have a image of the outfits together and a link. Each modder who is verified can then post their own and it would end up with a very very easy way to just scroll through and find outfits, maps or anything else. The beatsaber modding community does this for their mods and it's very useful.

Essentially people with the "modding" tag would be able to see the channels but not post, meanwhile verified modders would be able to post in those channels

peak pollen
dense glacier
#

The AI needs to consistently be reworked so that shield AIs go in first during a breach, and it should be automated to take out their shields after throwing a grenade if you first told the AI to deploy a shield. Having to tell the AI to take out the shield again is a hassle, and AI shield-bearers aren't guaranteed to go in first even if you put 2 color AI shields and have them breach first

graceful rapids
#

Recently bought and played the game, definitely loved it! Amazing work devs thanks 🙂 Just a suggestion/question: would you consider adding bullpup rifles to game? Since it's mostly CQB, bullpups may be very handy.

quaint fossil
#

While holding down the "R" button, I would like to be able to select a mag in which there are still ammo to finish shooting them

brave frost
#

The weapon selection in RoN is great, but the purpose of each gun does seem to overlap when they are compared to others in the same class or seem objectively worse. Examples of this are:
MPX and MP5, where the MP5 has zero recoil for no trade off.
G19 and M9A1, the G19 has more rounds
M45A1 and USP45, USP45 has more rounds
SBR-300 and SR-16, no difference from what I could tell
HK416 and M4A1, HK416 has more recoil and 5 less shots

Please tell me if any of my comparisons are incorrect or misinformed.

rich totem
# brave frost The weapon selection in RoN is great, but the purpose of each gun does seem to o...

MPX can mount a red dot lower than the MP5 which means less height over bore issues. It also reloads faster than the MP5 (granted not a big advantage).
I'm pretty sure both the G19 and 92 hold the same amount of rounds and with the new build will be able to mount similar attachments.
M45A1 seems to have somewhat less recoil than the USP-45, plus it can attach a compensator whereas the USP-45 can't.
SR-16 defo deals more damage than the SBR-300.

tough sparrow
#

Have a wonderful good day. I've been thinking with friends about a system where you get all the points you get in the round, for example a rescued civilian = $35 and a HK416 costs $1,000. If you survive a round with your loadout, you keep it. If not you lose it. This increases the replay value enormously and weapons stay special for longer! In addition, a level system for people who want to play the game longer would be very nice, then they have something to do on the side 🙂

brave frost
#

What do y'all think about my list of guns that I would love to have in this game?
Minebea PM-9
Beretta 93R
Aug 9mm
Mp7
KRISS vector
P90
HK433
AN94
AS VAL
FAMAS
ShAK-12
AK-103
Honey Badger
M249 SAW
And "The Glockinator"

They will likely not be added, but it would be cool if they were!

hallow halo
#

Anyboddy else on windows 11 or 10 seemingly has ready or not run as a background process after exiting game

mossy lion
#

Might have already been said, but the movement on the supporter branch feels too janky. I get the movement might be more realistic by feeling each footstep, but from a gameplay point of view it feels off. Just my two cents tho.

jovial tide
#

KelTec KSG shotgun pleasePES_Salute

jovial tide
#

I own onePU_PeepoGiggle

keen delta
#

I have a suggestion, idk if this is a bug, or an oversight, or just my being dumb. But when you mag check on your last bullet, shouldn't the magazine be empty? Because the round is chambered.

jovial tide
#

Also the game version of the FN 57 has 9mm ammo in the magazine when the real ammo is drastically different

steel dagger
#

!!This is a long list and I don't expect everyone in the next update, but would be cool to see some of these!!

AI Updates:

-AI have ability to use battering ram (SWAT)
-AI stop putting away shield constantly (SWAT)
-AI will move out the way and not be annoying (SWAT)
-AI have a chance to fall over when tased, pepper sprayed, or hit
-AI will have a change to take hostages to gun point
-AI can't run and shoot accurately at the speed of light

Game Updates:

-More suburban/urban maps like homes/apartments
-Ability to move arrested suspects
-Entry team doesn't report to command seven thousands times about requesting medical or transport
-Possibility to breach through windows and see through them

Lobby Suggestions:

-Can save player loadouts/equipment in the lockers
-Can save AI loadouts/equipment in the lockers
-Cops at the seats have guns in their holsters and correct badge placement and equipment

brave frost
#

Yeah, if i give alpha a shield, i expect him to use it!

brave pelican
#

Just a question about the M9A1, and how you can "safe" the pistol, yet it doesn't decock or go on safe. Is this going to be changed? I noticed none of the pistols engage the safeties yet the primary guns are depicted accurately. Granted it's me being nit picky, but would love to see the attention to detail added.

final fiber
#

The graphics of the game is really good, but it does not support the low performance pcs. It's not open world game so you can make it good for low performance pcs like Rainbow Six Siege.
You can play it with 60 fps and good graphics.

safe hamlet
#

whats up with stretched res

analog stone
#

how do i play the new maps i have the SUPPORTER EDITION

crude lance
analog stone
#

how do i do that sorry

crude lance
analog stone
#

thanks i got it

brave frost
# brave pelican I certainly don't mind seeing new guns added, but at the same time I don't want ...

I see your point, guns in RoN are essentially cosmetic, but having guns that are drastically different from one another such as the Beretta 93R, KRISS vector, P90, AN94, AS VAL, FAMAS, ShAK-12, M249 SAW, and Aug 9mm would be nice to spice up the game compared to the current roster, which has guns which are very similar to each other, with tiny stat changes. Each gun feels like a altered version of another gun.

obtuse shell
#

I think it will be better if players can modify their weapons more freely, like to decide where to put flashlight and sights.

brave frost
#

yeah, high fov does mess up your ADS

livid quail
#

I really want to have more textures(even 2d textures like CSGO will do) in the game since it looks like Roblox on Max settings, and I really hope Mac support comes up(on Intel based chips). Btw I have a old desktop, laptop, and a Macbook pro. Laptop overheats when playing RON, at 50fps when I can play CSGO with 150fps with it capped

#

Maybe Mac support would be the last thing devs would need to worry tho

#

Also I really want to be able to adjust screen brightness in the game, it's too dark, even after using glow sticks.

golden brook
#

Custom Map Support
This has probably been suggested already, but I want to give it a bump. The main reason I want this in the game is replayability. The gameplay of is amazing, but after playing the same maps over and over it can get a little stale, however with the support for custom maps that will keep people coming back for more, even after playing the vanilla levels to death. I'm thinking this could be done through Nexus (like Blade and Sorcery), the Steam Workshop (similar to Arma 3) or an alternative, because right now if a custom map is created it has to be imported over top of existing levels in the game which limits a lot of things.

next peak
azure lava
#

While I would love for an MP7 added to the game, I really don't want to see it added without the devs also adding the P90.

See, the MP7 and the P90 were direct competitors in the 1980's, when they were both designed in order to provide NATO with a new class of weapon (a PDW, something that truck drivers and other back-lines personnel could use in case the Soviets parachuted soldiers with body armor behind friendly lines)

Ready or Not already has the Five seveN, which was a pistol specifically designed by FN to compliment the P90's new, unique 5.7mm ammunition type.

Another game, Zero Hour, has both the Five seveN and MP7, but no P90, and most people honestly won't care, but to me it's the goofiest thing. It's like having Robin fighting the Joker, but there's no mention of Batman

errant fable
#

Any plans to clean up headquarters a bit. Looks like a bomb went off in there.

Also any plans to add a holster/sling weapons function?

Love the game keep it up

celest knot
#

Any chance we can get brighter flashlights? We use 3300 lumen on our rifles, with stuff that bright I guess a good counter is you're not stealth or sneaky at all

quaint fossil
#

The weapon strike animation does not look very nice, butt strike would have looked better. Or an elbow hand strike

stable current
#

Any chance we'd see MP5 variations (5K, SD)? I also think the addition of the SPAS-12 would be cool considering its use in law enforcement

lapis scaffold
#

fixed in supporter edition

quaint fossil
# lapis scaffold fixed in supporter edition

No,thx . I dont have more money for game.She already got bored in the first 50 hours, besides, without a pvp mode, there is absolutely nothing to do with stupid bots. Whoever wants, let him play his pve, I'm not interested. NPCs will never play smarter than real people.

lapis scaffold
#

the update is coming out wintih a week

raven pollen
#

They meant more that it will be fixed next update, not that it's a supporter only feature. Supporters have access to the public test branch

quaint fossil
#

I really love weapons and shooters, the game looks pretty good, but some of the ideas in it are not brutal or serious. I hope you stick to one side, either serious or clownish

rigid sigil
#

Host transfer during mission
Will host transfer be a thing, I.e. If I am the host and leave, one of the others will become the host? That would be very nice as real life can come up and it could be annoying for the people playing if they get disconnected mid mission

livid quail
#

yes, makes me booba

hallow trout
#

don't link that website, it's known for mod theft and maybe even malware

lapis scaffold
#

When playing singleplayer, change our voice actor to match our appearance like in multiplayer. When playing solo i dont always wanna sound like the same dude

quaint fossil
livid quail
pallid echo
#

I will say I personally hate the effects that play when you get shot, it really makes it impossible to be involved with a gunfoght in this game at its stage, i got shot by a guy that the only thing was sticking out was his elbow, and it made it impossible to shoot him because of the red effect with the weird filter and the flinch

errant fable
rigid sigil
#

Flashbangtraps in training course
It would be nice to have one or two flashbang traps in the training course
Peperspray with riot shield

pallid echo
candid basalt
#

Eventually very large maps, larger than any maps in the game rn, that will support up to 8 players since they are so large. With 8 players you could have two teams of 4 that split up and clear these very large maps, which seems more realistic than one swat team of 5 guys trying to do it all alone.

scenic siren
#

It's not needed but I would love to see the main menu character wear the gear you currently have equipped.

frigid crescent
#

[Ability to loot dead teammates]
Cuz that dude is the only one who brought the Optiwand

fading harbor
#

[NPC's really need to get fixed first cause this breaks character]

So the game lacks in NPC's, they do not, in any shape or form act like humans, I had an NPC enemy run away from me (unhurt) who I've yelled at countless times to drop his weapon, shot him once in the leg and he returned the favor, a direct headshot with a shotgun.

Has there been anyone who has already filled in a feedback about it?

unborn osprey
#

for the most part, its fixed in the next patch

obtuse shell
#

really wanna see some AR-10s added in the game, also more stable frame rate

twilit lark
#

anyone feel like the lighting is off in the supporter alpha?

lyric bloom
#

The 20 second wait time on the solo games is a bit long it should really be 10 seconds.

humble pond
#

i wait..... and wait.... and still 100%

twilit lark
humble pond
#

yeah im still stuck

#

can someone help me

livid quail
next peak
river acorn
#

Possibly adding AIs with Knives, Baseball Bats, Chains, more melee weapons and thus prompting more non lethal options

lapis scaffold
#

its planned

river acorn
#

Maybe thermal goggles as most special forces are moving away from NVGs

lapis scaffold
#

or at least a thermal scope for some long range weapons

scenic siren
#

Patches would be better if released same time for everyone. Current method splits up community, Supporters have to look for other Supporters to play with. Give more cosmetics to keep them happy instead.

lyric bluff
#

I wonder if it would be possible to have the supporter's early access testing be an entirely separate executable?
Like choose to launch the test bulid or the live build upon clicking "play" on steam
That way supporters can still play with non-supporters without having to opt in and out of steam betas

pallid echo
#

I enjoy this game alot, one thing that kinda worries me though, the grip system, now i dont think it is that bad so far, but i do truely hope this doesnt go the insurgency sandstorm route with its attachments. I just like having my gun look a way i like it, not having like speed grip, loading grip, recoil grip etc. as long as there are more than these grips and they arent just made for basically gun perks. I will not complain, the current system is okayyy, but i do hope grips are not just a one use thing, and have multiple reasons to use them besides one use for each.

celest igloo
#

I really wish the HRT uniform skin was a separate DLC
Not feeling like spending 80$ for a skin and a closed alpha branch

river acorn
#

@celest igloo its not just about the skin and branch, it helps the dev team in the future so the live branch can be as amazing as possible.

celest igloo
#

people can pay as much money as they want for the game, im only interested in buying the HRT skin for a reasonable price

clever elk
#

I only bought the supporter DLC to help the game's development to be fully honest, never done that for a game before

quaint fossil
#

Just an idea:
If a pvp mode is not introduced into the game. I propose to simply make the lobby as it is now, only with the settings (For example: remove player nicknames, division into teams, game mode, match time, exit from a location at certain random points, or other). a lot of people gather. Just press the "Start" button to start playing. At the location, 2 teams fight for a specific target, capture or destruction, hostage rescue, neutralization. This will somehow dilute the sad and boring PvE mode.

hard rock
#

Steam Workshop

next peak
celest igloo
clever elk
#

I've seen people mod the game to get it, and pass it as if they actually had the supporter edition. One big giveaway that they didn't is that the jaw on their uniform had no camo on it and they ballistic goggles were transparent instead of opaque

celest igloo
#

The option to make standalone custom maps instead of replacing an existing map

pliant granite
#

Right now you can get every weapon and attachment so my idea would be some kind of player progression locked behind character level. Your officer gains XP after each mission and of course if you do an S you would get more than doing an F.

Some weapons/attachments/equipment would be unlockable later on as your character gets more XP, and even certain mini missions could reward the player with something, like kill 5 armed suspects, detain 5 armed suspects, etc. and you unlock the USP for example.

Player's level could be hidden from anyone else, and at max. level you could get even something silly like golden M4 or pink bunny ears, so you reward people who play a lot, too. For some this would be breaking immersion, but this is just still a game after all.

lilac bolt
river epoch
#

let AI in singleplayer wear shield and use them, same goes with battery ram

river acorn
lapis scaffold
#

Please lower the brightness of the NVGs or whatever to something like the reshade presets in mods. Those are much more pleasant to look at and cause a whole lot less eye-strain than the current lime green goggles.

trail pike
#

not a bug but could be better: in the tutorial video, when the narrator is explaining hostage rescue, at 2 minutes and 28 seconds, the narrator says that once the police are noticed by the terrorists, terrorists will begin to "neutralize" civilians. Hostages are rather eliminated or executed whereas terrorists and threatening individuals are neutralized. Just stuck out to me, like when someone calls a magazine a "clip", it just stuck out from an otherwise brilliant video about this very promising looking game.

#

Ready or Not is an intense, tactical, first-person shooter that depicts a modern-day world in which SWAT police units are called to defuse hostile and confronting situations.Please remember that the Beta build is still an incomplete version of the game. It will still have bugs and quirks, and will require lots of additional content before it is ...

Price

$39.99

Recommendations

29439

▶ Play video
hollow otter
#

Give us the ability to remove the stock from the MP5A2 or just add this

lapis scaffold
#

Add a suppressor attachment that converts the MP5 into the MP5-SD with integrated suppression. The straight mags would also be a nice option as they look sick.

shrewd heart
#

@lapis scaffold You're forgetting the reduced RPS on the SD as well

lapis scaffold
opal moth
#

when i join a lobby full of absolute dumbasses i can get in and play just fine, but as soon as i lobby up with players that have comms and know what their doing i get (your connection to the host has been lost) and sent back to main menu
while were loading into the map EVERY time

twilit lark
#

TOC sometimes says they'll report to the "morgue" when you report a handcuffed civilian

lapis scaffold
#

Just died again by trying to disarm a tripwire and instead kicked the door, blowing me up instantly. Having different button options for this sort of thing or moving he kick prompt further away from the edge of the door would save me a lot of suffering.

dusky escarp
#

When i try to switch to the supporter alpha build of the game i always end up having to download an additional 46 gigs on top of my base game for some reason i don't mind downloading the actual build but storage is an issue i don't know if this is meant to be intended but i have doubts that there's an additional 46 gigs to be downloaded when the next update comes around or at least be clarified if the next update DOES involve an additional 46 gigs to be downloaded

noble pollen
#

Please add an Airport/Airplane Map to the game

pastel cosmos
#

[Bots in Co-op]
Please add the ability to add bots in multiplayer sessions, so we can replace the remaining players of our party with bots

quaint fossil
#

What is this extra folder for, they forgot to remove it from the code and now it works as the main one.

twilit lark
wheat otter
#

Be able to turn off the lights. At the minute apart from some tunnels on farm and one room on gas nvgs are a bit pointless

#

You could even do what phasmo does and relocate the power box every time to make it risk vs reward

placid glacier
#

please consider adding Vote for Restart.

quaint fossil
#

Broken lamps from a shot

lapis scaffold
#

An amazing small map would be a recreation of the Bank Heist from Payday 2, except we are the swat team responsible for putting down the heisters.

The map is relatively compact, and would have 4-6 suspects who are the heist crew, scattered within the building. This would be a realistic scenario for the setting with gangs robbing banks, and would be a cool Payday reference. Other small maps like the Jewelry store would work as well.

vale swift
#

Would be nice to see tasers get two prongs that both have to make contact to work properly (max range 15 feet) and adding NMI (nuerological muscular incapacitation) to the effected character. Seeing a fleeing suspect lock up and face plant is half the fun! Then giving them a 5 second ride in which you can restrain without the suspect being able to get up and move. Also adding the serialized confetti when fired would be cool. And changing the electric effect when fired to a loud pop and puff of compressed gas discharging.

Experience: 5 years as LEO tased a few ppl
(Edit spelling)

icy kiln
#

Add a feature to the main menu or your lobby where you can invite or find your recent players. On steam, I don't believe you can find the recent players that you have played with on the game. We found 3 people that were really friendly etc but when we returned to the lobby, our game crashed and we couldn't find them again. Would be a good addition for everyone to reconnect after uncontrolled circumstances occur.

quiet crane
#

Instead of shocking, reloading, shocking

vale swift
quiet crane
quiet crane
#

Is only in alpha we must remember, at this rate it will be more detailed than swat 4 could have ever imagined! But also it has to be casual enough to maintain mass appeal tacticalthink

twilit lark
#

small lip connecting the two backyards in raid on crackhouse is very difficult to go up

last onyx
#

Something I would like to suggest that I think would be super sick is where you could verbally give commands to civilians or criminals. Something like "GET ON THE GROUND" or "PUT YOUR HAND IN THE AIR" or something. I think that they have something like this in phasmophobia it would be super sick though it's a small feature for a lot of work. If you could use in-game voice chat to communicate with civilians I think that would be so neat.

haughty plover
#

Major latency between mouse click and trigger pull resulting in zero rounds fired when fire button is pressed.

lapis scaffold
#

Let the 870 pump action be able to breach doors like the breaching shotgun.

There is no reason to ever use the 870 when the semi auto beats it in every capacity, so if you could at least shoot open and enter a door without having to swap weapons, it would make this weapon have its own niche and highly aggressive playstyle.

gilded fern
#

This almost seems like a bug, but it should not be possible for bad guys to walk through their traps and not set them off. I just unlocked a door that was flash bang trapped. The guy was right on the other side, opened the door and walked through. Nothing happened. I walk through after killing him and it triggers.

Makes no sense.

rich fractal
#

Start outside the hotel and be able to cut the lights

pallid echo
#

Any chance they will cut down the 20 sec wait-time until you can play?

split grove
#

Yes, in the next public update (it'll be cut to 10 seconds afaik)

lapis scaffold
#

Add the G3A3 to fill the niche of a slow firing and very different looking assault rifle, similar to the role the UMP fills for SMGs.

Widespread use, and doesn't just look like another M4/AR variant.

worn aspen
#

I think it would be cool if a 50. Beowulf was added. It's an extremely cool gun and while I don't know if swat would ever actually use it, it would be a nice touch. It's a gun I seldom see in many games.

grand warren
#

Some kind of protection against trolling / griefing players would be nice. Some dudes just team killing everyone right as we spawn in, 0/10 would not recommend

rotund jewel
#

Breaching functions (breaching shotgun/ram/kicking/c2) would have more value and important in teamwork if lockpicking not so unrealistically easy. Lock picking in real life can vary depending on the complexity of the lock and it can vary from 15 seconds to minutes. I suggest that the lock picking progress wheel is REMOVED and have the time for lock picking evenly RANDOMIZED between 10-30 seconds for simple wooden doors (civilian buildings like on the meth map) and 30-60 seconds for more study metal doors (commercial buildings like at the docks). Currently it is way too easy to just always try peeking doors, lockpick if locked so quickly so you can actually comfortably have a squad with no breaching tools or never even use kicking. This is not just my opinion, it is also supported by the data. I have played many missions where majority of people have either mirror-gun or the shield. The few games where people had breaching tools, they never got the chance to use them because people could just open locked doors in a few seconds.

quiet crane
#

I second the lockpicking idea to incentivise breaching

#

Breaching charges are still super useful because they can stun enemies in the room, follow it up with a flashbang for larger rooms and everyone surrenders, usually

rotund jewel
#

the increased time required to lockpick is the most important aspect, the randomized range of time required is to just simulate the variance of lock complexity. It would actually be cool to have a teammate pick a lock, and then because its taking so long the lead decided to just C2 breach instead (especially for time sensitive missions like bomb threat).

quiet crane
#

I think its a great idea, shouldn't be to hard to implement

lapis scaffold
#

Make hold low ready the default bind for shift. This is functionally a sprint as it lowers your weapon and gives you a marginal speed boost, and this would stifle a lot of complaints that the game feels slow or has no sprint, since no one uses shift to walk anyhow.

winged axle
#

There should be a injured status for suspects and hostages. It's unrealistic to shoot them twice and see them still running around. If you shot the suspect's legs, they should not move and crouch on the ground; if you shoot their hands they might drop weapon or still manage to shoot with another hand. And if they were shot multiple times they will just stay on the floor bleed till death. Hostage should have the same effect but can be easier to get killed. And there could be an option to patch their wound by a first aid pack

winged axle
#

Disabling trap is unrealistic while someone is inside, same as peek door and throw flashbang. if there is a trap in the room with some suspects in as well, I will go from another door or breach in a distance so the trap does not effect me.

lapis scaffold
#

Agreed, I think you should be able to shots a suspect into an 'incapacitated' state where they are writhing on the ground in pain. You can then handcuff them tos ecure them.

quiet crane
quiet crane
winged axle
#

Hearing of suspects must be buffed. Suspects in this patch won’t can’t hear anything except in the room he is in.

winged axle
pallid echo
#

I think point shooting should be in the game, mainly with IR laser and NVG, it doesnt have to be like MW, but maybe like a slight turn down, while it is mounted on your shoulder would feel sick

winged axle
#

Dont know whats point shooting, is that like semi auto?

twilit lark
twilit lark
#

AI a bit too trigger happy in this update, been team killed 3 times already by them

rotund jewel
#

I know the AI makes noise when walking/patrolling but I cant hear when they run. Whenever the suspect AI is running fast (usually while engaged in combat and firing their gun) their running should be made more audible. I have had many times where the enemy is aggressively running with guns pointed and they were totally silent.

honest oriole
celest igloo
#

Let us turn off the lights at the fuzebox on Wenderly Hill Hotel, make it harder to get to like putting a suspect or a trap near it

lapis scaffold
#

Let us cut the lights on all night maps to keep NVGs relevant and make suspects more on edge.

lilac mirage
#

soooo when is the acog coming out?

safe hamlet
#

When checking my mp5 mag, theres still multiple bullets shown when theres only one shot left. Could there be a fix where when theres one bullet left, only one bullet is shown

safe hamlet
#

Just joined and glad others thought the same, making the fuse box shut off the power in the map (or maybe parts of the map) would be really cool for nvg, and could have suspects not see as well if they don't have lights

celest igloo
#

Sniper guy when?

livid quail
#

those are some big guns, imagine the recoil
jk

remote rain
#

you guys should add new long tactical gears. Exp: medkit: with this gear we can heal unconscious people or we can heal ourselves. It would be useful. And there ıs a problem ın grenades. When you hold left click in your mouse while you are holding a grenade, It would explode in your hand ıf you hadn't thrown it. But ın game, you can hold a triggered bomb in your hand for hours. So this problem is a damage to realistic gameplay.

remote rain
#

and new maps

novel ore
#

This is easily the most important feature for me. There's even freetrack where your webcam can mimic it for free or iirc like 3 bucks

winter lichen
#

im assuming this wont be a priority or anything since this is very early release still, but the game doesn't track how many bullets you have visually well, say, you have 1 bullet left in your mag, itll still show 2+ in the mag when you inspect, nor does it take the currently chambered bullet into account

chambered is really easy to test by emptying a shotgun. you currently have to put at minimum 2 bullets into the shotgun again, but you can only shoot one

e: i just saw the bullet in clip thing was just a few messages up, sorry

lapis scaffold
#

All civilian models and all civilian voices should be able to be used by suspects. If I hear "I'm over here!" I know its a civ, suspects should be able to use these voicelines to bait you by acting like a helpless civ.

unkempt axle
#

the Glock 19 slide clips through the hands of Swan, Prescott, Eli, and Alabama in the first person view

next peak
next peak
#

it would be awesome if the training course in the lobby had an option to be randomised (option because a static one is better for speedrunning and such). having a dynamic one mixes stuff up and makes it so that u dont just learn where everyone is after 1 or 2 runs and is better for actual practice.

lapis scaffold
stray lance
plucky tapir
#

There will be a feature that we can cut off lights? Like in Active Shooter situation in Gas Station, we can cut the electricity and we can both neutralize them silently by sneaking them from behind or make a sudden breach with the lights go off. What do you think?

brazen wave
#

does anyone know when the game will be on sale

lapis scaffold
#

yea lets make lockpicking take at least 5 minutes because it would add a lot of fun to the game, it wouldnt be broing just trust

the thing is breaching tools arent really necessary but they allow you to play much faster and safer by blasting a door open from range that may be trapped or have suspects holding sightline on it, i think it balances itself. except for battering ram, that thing is useless

and adding something like barricaded doors that require breaching tools is a really bad idea because you may softlock someone if they dont have access to breaching tools or if the team's breacher died, since you can be prevented from kicking when ur legs are injured. a very slow but universal multi tool like a prybar could fix this tho

hasty garden
unborn osprey
#

@lapis scaffold you're in luck that's exactly what's coming a prybar

hasty garden
valid cradle
#

The NVG really seemed realistic before using the little of the existing light in the environment and amplifying it to make it visible to see for the user. Now it is really bright and overly exposed even in complete darkness.

acoustic monolith
#

and here i thought the game had vertical FOV or something and maxed it out only to end up with something that feels super weird

cedar trail
cedar trail
edgy knoll
#

Set up an auto responder rule with either a pre-existing discord bot, or add one in that can do it, to answer common questions that get asked in high volume.

EX:

Q: "When is the Jan update coming out?"
A: "Sometime this month, might even go up to Jan 31st. There's not going to be an update beside that

acoustic glen
#

A really nice addition would be if the suspects get within a meter of you they will do something (Pull a gun on you or surrender if you shout for compliance) just the way SWAT 4 worked, when the suspects are running circles around you and your team.

plucky tapir
#

Also it would be good if we can co-op with 2 teams. like both me and my friend will lead a team of 5.

cosmic ocean
spark steeple
#

I think some secondary threat needs to be added to the game... as in if you fail to secure surrendering suspects and do not remove weapons in front of them they can become a threat again.... for example if the whole team turns their back towards the suspect he will pickup the gun and kill them from behind.... a nice addition would be a suspect faking to be a civ and complying and then when left alone he will pull out a gun and wreak some havoc 🙂 (in short secure all contacts or face the consequences)

safe hamlet
#

This might have already been said but the voice lines for the characters should be more and the civillian as well. It is somewhat bland

valid cradle
heady nova
#

AUG A1 (Used by EKO Cobra)

fallow obsidian
#

please, could you revert this?

lilac bolt
fallow obsidian
#

because modding is a big part of the game

haughty tartan
naive sphinx
#

Would be very neat to get a little notification sound system for when someone types a message in chat, would make text communication more reliable.

autumn rune
sterile sail
#

Whoever made the Korean translation (official) I give him the worst intellectual protein mass award and its worst of all my 30 years of gaming experience

next peak
# fallow obsidian please, could you revert this?

no, they should not revert this. when you play with mods you can easily get massive advantages and its not fair for the vanilla game and its ranking if mods are allowed.

and @autumn rune , you seem to have missed the joke.

fallow obsidian
true cairn
#

Why is the sleeve like that on Eli VOID pls fix

rugged oriole
#

I can't play with anyone anymore. Kicks me out of servers telling I'm not running the same mods? WTF is this shit, Am I forced to download mods to play with people??

long kernel
#

a suggestion, maybe the SMG's should be allowed to carry more mags with the mags being smaller,

next peak
long kernel
timber bloom
#

I have a suggestion for the mod in RoN : maybe the score could save even if the game is modded but only if its skin mod and not enemy mod or something that change the gameplay ?

candid vault
#

I would really love to see new voicelines for our main character as our team have just got em

safe hamlet
#

Some girl operators and swat people would be nice.

next peak
#

ok so after actually trying functions above 12 to substitute the right hand buttons on my razer viper (they are not individual buttons and mirror the other side which halfs functionality), i can confirm that the lack of f12+ buttons is actually a bit annoying with certain peripherals. support would be great.

unborn osprey
#

@safe hamlet planned but a long way down the road

old heath
#

I know you won't add pvp for a while as it's mainly going to be coop which I definitely support. A fun way it could be added would be with those simulation rounds that shoot paint.

proven summit
#

Forcing players to have the EXACT same mods installed to be able to group is outrageous. Not everyone has the same cosmetic taste nor taste in audio etc. My friends and I have tried multiple times to group since the patch and continue to get a message saying we have to have the EXACT same mods to play together... that is gonna kill off the player-base if it stays I promise u right now. No-one wants to swap mods every 2 seconds to play with their friends.... Not cool guys

EDIT/UPDATE:
I was just informed this was a false alarm, It is a setting at very bottom of game settings called "server Side Checksum" disable it and ur fine

next peak
urban cape
#

The new glock and 5-7 are just wrong looking

oak tide
tight crystal
#

I can't tell when I'm speaking / mic is working because the Fade in takes SO long now.. just why

warped ingot
#

fixed spelling misteaks
I THINK NOT

Also please bring back the full-auto for pepperball guns.

narrow cloud
#

idk where to throw this thought and im sure others have had the same one, but as a player who primarily plays singleplayer, i would LOVE the option to take over one of my swat members when i die instead of just instantly losing the mission. it would make single player vastly more rewarding as an experience.

next peak
#

would just like to say that the ai still has some superhuman reaction times

and yea i pointed that one out yesterday @warped ingot , disappointed it was fixed

warped ingot
#

Also it seems like none of the pistols are held correctly. The grip clips through fingers, and everyone would be getting slidebite as the slide goes through the hand when firing

#

Also the M9 even with the new compensator still has like 2x as much recoil as the G19 even though it's a full-metal pistol and the G19 isnt. pls fix, the M9 looks so nice but G19's and the FiveSeven's recoil is too good to ignore

novel spoke
#

[Gameplay]
Evidence Location

This is more specifically for the Meth House mission. Add different set locations to where the Methamphetamine can be found across the map. Currently, once you learn the map it seems to be too predictable to be able to know where the evidence is located because it's in the same spot each and every time. This isn't to make the mission more 'grindy' but rather to have the player be more aware of their surroundings and actually checking rooms as they clear them.

hollow otter
#

Give bots more behaviors, example

-Suspects or "Civilians" can hear gunshots and speak some dialogue, they can start flushing drugs down toilets or hiding stuff
-Armed suspects can physically grab "Civilians" and use them as a body shield in shootouts or in confrontation situations
-Civilians in certain gamemodes should avoid being around armed suspects
-Armed suspects can put civilians in zip cuffs, cover mouth with duck tape, cover face with a hood
-Armed suspects and civilians can resist arrest (Spam F to restraint situations)

and more

lone bay
#

Now with the NVGs the sights and pistols are blurry, the game is unplayable with them now, its awful

wary sphinx
#

The AI still tends to run straight for you, and bump into you. Not very realistic. They should run away for cover and shoot at you.

twilit lark
lone bay
wary sphinx
twilit lark
lone bay
simple spear
#

[Guns]

The SLR47 model is weird

It appears to be an AK74U chambered in 7.62x39 with a shortened AK74M top cover (denoted by the Russian optics mount rail and also has to be shortened because the AK74U bolt travel is shorter than the AK74M's) and a AK74M polymer side folding stock as well a bunch of aftermarket picatinny rails (the Polenar Tactical AK74U picatinny rail mount is definitely aftermarket). Historically, you can only get the AK74 series (includes M and U models) in 5.45x45. The lack of Russian optics for use on the SLR 47 is odd given it has the Russian rail mount.

nvm, i've been corrected, it is a SLR107 UR

Pistol calibre penetration

9mm and .45 ACP seems to not penetrate wooden doors regardless of what barrel length it comes out of

surreal loom
#

no lvpo settings?

heavy arch
#

Love the game so far, id only love if we could actually choose if we wanna play a map at day or night time. something that swat 4 was missing for me.

a SWAT team also operates in daylight, not just at night

manic hedge
#

can we get an option to hold F on a door to bring up an interaction wheel to choose what action we want to take on the door? too many times im trying to peek or mirror a door and my guy just boots it in, alerting everyone in the room, setting off traps and just generally being a pain lol

obtuse ivy
#

good job with the new update guys. I would say what I liked about it but I QUITE LITERALLY HAVE NOT BEEN ABLE TO FULLY START A GAME. I've never had a game that rejects me so many times from joining servers, crashes on me, or keeps me in loading screens. Is there any way I can "antiupdate" this bc those bugs where at least tollerable

inland garden
#

[MP5 combat grip]
it is the only grip that is still tan, can we get this changed to the same grip as the others?

quiet crane
#

Some people (myself included) have pointed out that if you wallbang(shooting through a wall) an unsuspecting suspect, or shoot an unsuspecting suspect in the back, you only get unauthorized use of force and not unauthorized use of deadly force, this made me curious so I did some testing on killing suspects that don't know you're there in different circumstances and seeing how it affected score, the results are as follows:

  1. Killing a suspect with multiple body shots=unauthorized use of force(-50)
  2. killing a suspect with a single headshot=unauthorized use of DEADLY force(-150)
  3. Wallbanging/shooting suspect through door=unauthorized use of force(-50)
  4. Killing a stunned suspect=unauthorized use of DEADLY force(-150)

My conclusion from this testing is that as soon as a suspect gets hit by the first shot it triggers the "hostile state" in the suspect ai, thus making them a valid target in the time between the first shot and the second, and so you only get dinged with unauthorized use of force(-50) for the first shot. However if you do the same thing but kill the suspect in a single shot, the ai doesn't have time to change from non-hostile to hostile, so you get unauthorized use of deadly force.

I suggest that the ai could be tweaked so that it takes a few milliseconds longer for the ai to go from non-hostile state to hostile state, so that killing an unsuspecting suspect with multiple shots in rapid succession still counts as UUDF

lapis spoke
#

Mag refill option at the SWAT Truck. I'm losing too much ammo at the Raids.

sinful flower
#

i would really like to see the way pistols are held to be much more like Modern Warfare, in MW the guns were held at what feels like a realistic distance compared to most games where you put your eye to the back of the gun it feels like.

final dome
#

please fix all the John Wicks on the game, its getting ridiculous at times

upbeat carbon
#

"Fixed
Fixed Reload, Tactical Reload and Mag Check binds"

i've just gotten onto the game, and it appears it did not fix? can anyone else confirm this?

quiet crane
final dome
quiet crane
#

Meth is a hell of a drug!

half merlin
#

Please re-implement beretta 92fs

valid orchid
#

I get super low FPS from window textures, not sure what's with that. I noticed it a lot on the house

manic inlet
#

some maps are now really difficult with small amounts of people as a result of the grenades being lowered

sinful flower
#

more distinguished kick and disarm, ive kicked open too many doors when meaning to disarm a trap

robust drum
#

[Do suspects no longer kill civilians during hostage rescue, or something?]

I recently played through a round of port. just for the hell of it, i did solo hostage rescue and decided to try and go as loud as possible. i started, shot everyone, and immediately moved in. to my shock, all hostages were alive. is this intentional now? what happened to the quiet aspect of hostage rescue?

sinful flower
#

make it so that theres a 1/100 chance that a suspect will fortnite default dance on you when they kill you

wooden pecan
#

I dont like that small, cosmetic mods are now no longer usable on public servers, just to give my feedback on it. I understand its probably hard to regulate what mods work are allowed in public and what mods arent, but even so, not being able to use mods that adds masks to every player, or to change the police outfit, thats kind of stinky.

plain lance
#

this may sound dumb as hell but i really dont like it when i walk up to a door way and i try to peek either left or right of me and my gun goes down. And i cant even put my gun up and shoot the suspects because my gun is stuck in the sul position. And its not just door ways too, its also when i walk up to civilians or suspects that have given up and get on there knees...if i get close enough to them my gun goes to the sul position and i can not shoot accurately because im shooting in the sul position.

wary sphinx
plain lance
#

Also why are the nvgs very inconsistent?i see that areas seem very dark so i would have to re equip my nvgs a couple of times. is this normal?

gleaming river
#

i think there is something wrong with the mirror with but i cant finger it out what

plucky ferry
#

you have been kicked pak checksum mismatch (server requires you to be running the same mods)

opaque dagger
#

Not sure if this has been covered, but using freelook (hold and not toggle) the T2 Micro will offset the reticle when ADS and it manually has to be realligned when ADS. Extremely odd behavior.

hasty mango
#

can u fix the slow download/patching because it so annoying . many of the people almost have the prob of ue4 slow patching . the updtae is so small like 3 gb its good but it takes time of 30gb so its annoying pls look into it

leaden ruin
sinful flower
leaden ruin
#

Would be cool if we could secure weapons/evidence with a single quick press of F instead of holding it down.

#

For the specific situation when a suspect rushes into you, do not allow your gun to be brought up automatically. (Gun will still be brought up when too close to a wall, etc.)

green owl
lapis scaffold
#

Melee bash hotbox is very unforgiving, and it is even difficult to bash stunned people who are staggering away. Maybe a slight hitbox expansion could help

#

Fast Food would actually be a great mission for hostage rescue to get people to learn the mechanics of hostage mods, its small, and quick to find the hostages and restart if you mess up. I'd probably make the weather rainy like Port Hoken for this mode to make us swat harder to spot when sneaking around the building, and for the epic mood.

obtuse shell
#

Hope the texture of glasses get optimized

foggy quail
#

Hello all ,Where are the 4 * C2 ???? juste 2 * C2... plz get 4 or more ! . thx

proven smelt
cedar trail
#

The nvg light still need to tweak down a bit, still too bright. Also under low light condition the image is way too clear, need to add more white noise dot. Also need to have higher lumen weapon light like m600f, the current 350 lumens light is not sufficient for most of the dark area in game

thick steppe
#

A random idea that most probably wont like, 1 civilian per game, that while "on the ground" will randomly jump for your gun as you walk to cuff them. If not neutralized or tasered, etc. in time, they will obviously start shooting at you and your team. Idk, thought 1 every few games would change things up and keep you on your toes more?

foggy quail
foggy quail
fervent heath
#

I feel like suspects have become even more overpowered, I get one-tapped by them in the new Raid on Methhouse before I can even raise my gun. Have also caught suspects using a clean wallhack by killing me through not one, but two walls with accurate fire.

green owl
#

@fervent heath we need to raise that up as priorty 1 imo it's game breaking atm

fervent heath
#

@green owl 100% agreed, meanwhile my AI teammates seem to ignore being fired at completely. Just had my team not bat an eye while I was getting lit tf up.
I am legit on my 10th attempt at beating Methhouse on Raid, and its impossible with the AI. HOTFIX PLEASE!!!

green owl
#

It also totally negates the "AI don't murder everyone from noise now" because they literally now see you through walls and murder everyone because of it - so hostage mode is more impossible than before

fervent heath
#

Priority 1 - Making the suspects less OP

Priority 2 - Rework the high ready weapon stance as its too clunky (look at what ground branch has)

Priority 3 - Make AI teammates act like actual Policemen and not braindead Zombies that follow you everywhere

solemn pecan
#

Tvisted nerv- Ai shooting trough walls beforenyou even reach the house.

fresh arrow
#

The new scope's models and reticles are beautifully detailed, but the FOV when aiming isn't anywhere near wide enough - it seems like the player character doesn't lean towards the scope, and the ADS zoom option doesn't remedy this, as it only decreases the world FOV and not the weapon FOV.

This is very reminiscent of Tarkov's problems with eye relief, which render certain optics useless for no realistic reason, significantly affecting game balance.

Feel free to correct me if I'm wrong and that the SDR optic in-game has a realistic FOV, but as of now I don't think they'll be getting a huge amount of use by the player base, despite looking really cool

Edit: this is a problem with every optic in the game but is less significant when magnification isn't involved

clever elk
#

[Gameplay]

Option to lightly toss a grenade instead of throwing it when you have it in your hand [RMB], it would be very helpful to bang and clear.

upbeat carbon
acoustic jetty
#

I already know this is going to piss off some people, but hear me out: The levels are too big
The level art is great, but the scale of the maps spread out too much with too many branching paths, and the overall mission design feels like a mess as a result. The new raid mode for Park Homes is a good example of this; sending 5 officers to clear 25 gunmen out of three buildings spanning two blocks is ridiculous, especially since the limited ammo and utilities seem geared towards a smaller scale, not to mention the AI's difficulty. So instead of having one massive raid, consider cutting up these levels into smaller raids. In other words, have more than one map for each game mode per area. I've met people online who rush around and get shot simply because they feel like the huge levels take too long to clear with teamwork, so making them smaller might actually encourage people to play smarter.

twilit lark
thin hare
#

Twisted Nerve Raid is awesome in multiplayer but difficult in singleplayer

There was a line in the patch notes that states SWAT AI fires back when they take damage but almost most of the time in Twisted Nerve uphill section at the start, they just dont react to being shot at all, the suspects seem to have unlimited detection range but the SWAT AI does not

Perhaps reducing Suspect AI vision in low light areas can help?

mighty field
#

Night needs to effect AI vision. No reason that I am in total darkness 200 meters away but the AI can see me clear as day.

New optics are dog shit

Raise Flashbangs and Stingers to 6 please.

thin hare
misty shale
#

It isn´t important, but left-handed player model would be really nice

vast pier
#

I'd like a focus on fixing Suspect AI as a major priority, new weapons etc can wait until after the gun-fu psychic-cyborg-ninjas have been fixed. Getting fed up of a panicked 16yr old tanking rounds from an assault rifle at close range only to respond with expert marksmanship. I've been perfectly one-shot through a wall, whilst crouched and not moving in the meth-house (interestingly the AI didn't deem the AI-Teammates who were moving a threat). On a couple of occasions C2 didn't seem to have any affect on morale. I'm not sure on this next one, I'll have to try it out some more, but flashbangs don't feel as effective pre-patch.

simple wasp
#

A little Quality of Life feature: casual walking. The way you walk now and always walk is what I say is tactical walking. Knees slightly bent and together so you keep your aim as steady as possible. Walking like that outside of a tactical setting looks weird. Plus, we need a way to walk faster without sprinting really. So, why not have casual walking?

The way that it would work is that if you hold your gun in low ready, your walk cycle will become more casual and slightly faster. But then once you pull your gun back up, you go back to the normal tactical walk cycle because you need to aim. Your character is pointing their gun towards the ground on safe so why wouldn't they walk casual? Especially in the lobby outside of the kill house. Then, you also have the fact that if you're putting your gun in low ready, you're standing still wanting for your squadron to cross in front of you or you're just behind them.

fervent socket
#

Two things I noticed. 1. unarmored AI are bullet sponges now 2. AI wall banging is more prevalent

clear bough
#

right the AI is reasonable when they have direct line of sight, but when they're shooting through walls it's like they have wallhacks, way too accurate

#

Crackhouse front windows are too blurry, AI can see us but we can't see them. The windows are also unbreakable, so we can't throw in a smoke or flashbang to stop the TORRENT of wallbangs coming from the AI. New AK47u is way too anemic, a 7.62x39 should not require 3-4 shots to kill, I would recommend giving it a 5.45 conversion, with slightly higher recoil than MP5 but still 2-3 shot kill (Assault rifle damage)

warped ingot
#

Getting shot at a lot through the windows of Dealership. They can see us but we can't really see them.

crude bronze
#

Hi! I think you guys should develop a "flashing" flashlight attachment that basically just turns on and off very quickly to disorient the enemy (even if it doesn't actually disorient them )

clear bough
twilit lark
clear bough
hollow otter
#

Make the bots act realistic, some girl just dropped on her knees when I was behind her like 50 meters away. You can't creep up on anybody in this game

tepid kelp
#

Feedback:
Maybe make the unauthoried penalty only happen after a second of the person surrendering? Sometimes they don't give in and you go to hit them/shoot them, and they give up mid-shot/hit, causing you to get the penalty even if a milisecond has passed. They don't even have to be on their knees/with their hands fully up for them to be "surrendered", which is bad.

vast yew
#

Feedback I like how you've expanded the twisted nerve map for Raid.

safe hamlet
#

[Door interaction]
Door interaction have to be re-think imo
Doors are a big part of the gameplay, but their currently design is problematic.
Especially during action phases or when I can't be 100% focused on where my pointer is located compared to the icon I would like to aim (i.e. peek, open or kick), it's completely a mess like:
*- After throwed a Stinger in a peeked door, an enemy tries to open a door but can't because I'm behind and the Stinger effect applied will vanish in few seconds so I have to open the door fast... But I can't get my cursor on the Kick icon since the door is always moving.

  • I want to peek a traped door but by mistake I open it, so I die.*
    I have alot of disappointments stories like this...
    Since the Reload interaction has 3 mapped keys OR only one key but several ways to trigger the reload type desired (i.e. reload => press R, fast reload => double tap R, check mag => hold R), I think something similar could be implemented for doors (e.g. open => press F, kick => double tap F, peek => hold F). This would be way easier and faster to handle door interaction and will mitigate mistakes (and shitty deaths).
#

Add a source of progress to the game, even if it's just weapon unlocks or a level up system. It's better to have something instead of nothing.

warped ingot
#

https://imgur.com/a/7YVBLif
Suspects are still ridiculous. Please see the 2 videos in the link attached. One suspect shoots me WHILE DOWNED and the other is extremely resistant to arrest despite being suppressed for multiple seconds. Please buff the Less-Lethals! Some of us want to get S-ranks and it feels impossible unless you have the Tazer and enough flashbangs for the whole map.

split hawk
#

We seriously need some kind of response from enemy hit by or even passed by gunfire. The last thing would just be immersive, the first however is essential. You can see this by playing with less lethal, where almost every hit triggers a response animation, that interrupts enemy fire. While it of course shouldn’t be as extreme, but right now even raid maps are easiest with ll

simple spear
#

[Guns]

Tac700 has 45 ish pellets and no reloads (or atleast I couldn't reload the hopper)

give the Tac700 its magazines back, 45 rounds isn't enough considering how weak non lethals are per pellet.

sand knoll
#

Maybe add floorplans of the mission to look at before a raid? Surely a SWAT team would at least know the floor plan before raiding a place with armed suspects

viral meadow
#

when you look in the mirror with your flashlight on, the flashlight isn't visible in the mirror

simple spear
#

[Shotgun]

Lethal shotgun full reload animations are still wrong

The M4 Super 90 and the 870 still loads 8+1 shells on full reload but fires 8. Pls fix

[Descriptions]

Lack of information in description of guns and equipment

The gun descriptions don't always tell you the calibre of the gun. There are no penetration charts/damage numbers. No magazine size numbers (currently have to go to the range and blast off rounds). There is no comparison of recoil or penetration between different guns of the same class. Based on the description of the M4A1, SR16, and HK416, there should be a difference despite there being very little difference in game. (It can be argued that I could just go to the range and blast off rounds and compare different guns and attachments, but then why are the load out and modification tables set apart quite a distance in the range?). Note the R7 launcher says it is pepperball gun that can also fire baton rounds but has no modification option for batons rounds. There is also no description of effective ranges of the throwables.

serene garden
#

For Hotel lobby hostage, suspects should roam less and they should be more consolidated where the hostages are.
Too many times we spend half the match trying to hunt down one or two suspects that ran themselves into the most hidden nooks of this giant map.

lapis scaffold
#

Buff the non lethals, idk what happened in the update but they are garbage right now. i can beanbag shotgun a suspect 4 times and they still decide to shoot me within 2 seconds, but i beanbag a stubborn civ 3 times and they die

hasty garden
#

One thing I noticed is that each AR variant is of a different size; could they be made a bit more consistent dimension wise?

thick timber
#

We Need Bigger Lobbies and better Ai

As the maps get bigger and bigger in each update like hotel lobby, the new twisted nerve map, etc we need more people to clear these maps with. If we could have up to 10 people in a lobby that would be actually enough people to properly clear these larger maps, also real life swat teams dont just send in 5 people to a dangerous situation if we have 10 we could split into an external unit and breach team or split into two breaching teams making it more realistic.

having two teams a red and blue element would also make it better in the single player too as youd have more guys to divide up on doorways and clear separate parts of the map not to mention the multiple path ways your units could take to clear out those larger levels like hotel lobby and farm.

there is a mod that lets players up the player count in a lobby playing with 10 people is way easier and more fun in general as we used these tactics dividing are team in to two units we died alot granted cause of the tons of suspects speaking of the enemies they run too fast like there on crack if there movement speed could be lowered that would make it easier clearing rooms.

fading sierra
#

AI feedback and loadout balancing.
My buddy got merc'd through the wall by an enemy with a shotgun because the AI heard the C2 detonator click and shot him through the wall before the C2 went off.
Not sure if this is intentional or not, but I figured it was a little BS.
Note: He was clear of the door and the host of the lobby, so it wasn't the C2 that killed him.

We had 5 people with heavy armour and half with ballistic face masks get killed in less than a second by an enemy coming out of Tunnel in Twisted Nerve barricade suspect.

4 flash bangs is not enough for small teams.

The AI's accuracy feels unfair at far range (especially with pistols) given that they're just common criminals, not marksmen.

It's possible for AI to one-shot the player even with the shield up and you're facing the enemy shooting at you. (Yes, even with the ballistic mask.)

rotund jewel
#

Please increase the hitbox range of melee by a little bit and allow players to melee even if there is a entity obstruction causing your weapon to raise (if you are touching a wall or have a civilian or suspect on your face and it causes your gun to raise, it disables you from being able to melee).

hollow otter
#

Add a way where we can invite people with a discord link instead of friending them on steam

Example,

serene garden
rotund jewel
#

Please add a breech loading single shot less-lethal launcher as a long tactical item that is capable of firing either baton rounds (less lethal direct impact on targets to make them lose morale/getdown) or CS gas canisters. Add a baton rounds variant and a CS gas canister variant to choose in the long tactical slot. The CS gas version should be very easy to implement; just mirror the effects of the CS gas grenades. For the baton rounds, should be very easy as well; just have the be a stronger version of the beanbag shotgun. Currently the beanbag shotgun makes targets fall to the ground if headshotted. Make the baton rounds guarantee knocking them down with the same effect for shots above the waist (but make leg hits perform the same as a beanbag shotgun hit to the leg). Make sure that the baton rounds still do some damage to their targets just like the beanbag shotgun does (you can make the baton shots do the same damage as the beanbag shotgun). Give 8 baton cartridges for the baton variant launcher and 4 CS gas cartridges for cs gas variant launcher.

spare harbor
#

I want to view missions while holding the ballistic shield

rotund jewel
#

allow melee while holding pepper spray

upbeat isle
#

I think at one point in the future (a max of mabye 5 years) they should give this game vr support.

pure orbit
#

Guys um let me ask you all something.

I think we need a "Live Calls" mode, which will send you to
Random Locations
in Random Time,
with Random Scenario. You can select your gear and prepare yourself.

IRL, SWATs are the dudes who don't really have time to "prepare" all their gears and you can't really choose where to go. People call you, not you call the people.

What's your opinion on this?

hearty verge
#

I wrote an in-game ticket, but I'll write it here too for thouse who care;

I really like AK type weapons. And was thrilled when i saw they aded one to the game! The only thing that bothered me was the lack of sight options compares to the other weapons after the update. I feel all attachmwnts should be able to be equiped to all weapons. Mix and mac even if it turns out to be a bad idea.
The ak could use the special sde rail with a rail mount on top for the bigger scopes and sights.

And the fire select/dustcover opens way to wide and does not cover the ejection port when on safe. Thats my only nitpicks. Thank you for reading. I absolutly love this game. A spiritual siccessor to the swat series has been a fantasy of mine for such a long time! Thank you devs!

hearty verge
# pure orbit Guys um let me ask you all something. I think we need a "Live Calls" mode, whic...

I like the idea of it being more of an actual response type scenario, as you write they cant really choose where to go or what they respond to.

I picture itblike this: you select reandom/realism mode, you're in the back of the armored truck, ad as you sit there you get a briefe summary as to what you're responding to. And you have like 2minutes to chat with your mates and select your setup while in the truck. Boom, times up. You have what you have. Do your best.

Sounds cool to me. Would definitly be my go to game mode!

pure orbit
#

Thanks!

neat sun
#

Unarmored enemies are WAY too durable. Saw a suspect take 2x 308s to the chest and proceed to shoot and kill me anyway. And I was wearing heavy bodyarmor with an armored mask.

unkempt isle
#

if school was added to ron the name for it would be "the bell doesn't dismiss you, I do."

neat sun
#

The "heavy armor" kit is kinda silly. The chest mounted holster that is empty, no magazines on the belt line, only 3 spare magazines total. Both armor kits need reworking.

sterile ridge
dapper acorn
#

[Locked Doors & Kicking Door bug]

If a door is locked, but you decide to kick it, the door somehow unlocks and you can open it like any other door.

bright berry
#

Penthouse lighting is way too dark imo

bright berry
#

you cant go here because its too high

timber belfry
warped ingot
#

Kick hard enough to break the lock but not even crack open the door? Fuckin sus

safe hamlet
#

[Keyboard mapping]
French exception
As a french people, rebind keyboard numbers from 1 to 8 is a real pain, because ingame absolutely nobody is able to remember where (or even which) "AMPERSAND" or "QUOTE" key is. It would be really more comfortable for french players to keep numbers instead of the real mapped key since french people always refer to thoses keys as 1, 2, etc.
So actually I keep the game in qwerty configuration, and have to switch from azerty to qwerty keyboard configuration every time I play the RoN. Not clean at all.

safe hamlet
#

[AI]
AI opening doors
AI should (actively) open a door instead of pushing into it like they was stupid... We should even be able to choose if they open or even kick in the door. The current state leads to a lot of problems as soon as the enemies aren't far away from the door.

upbeat ice
#

Ballistic shields are a bit mythed, they're just a placement holder and don't actually block any bullets. Had mine out, while looking through a small gap, and got 2 tapped from infront

honest cloud
#

We need an airport map !!

thick oak
#

213 Park homes AI spawn location
I am not sure if this has been posted but sometimes the AI spawns on top of the stairs next to the garage overlooking the spawn. This leads to very awkward scrambling to take down the enemy before they take one of us out. This has often led to a "fuck it just go guns blazing so we can restart". Please look into this spawn point as we should be able to spawn into the map safely.

gritty roost
#

I can not verfiy the installation HELP!

twilit kiln
honest cloud
vast phoenix
#

[AI]

AI should stack up closer to eachother, before the update it was acceptable but right now they are either too widespread or just stand in front of the doors and cant make proper 1 or 2 lines. They also open the doors like miles away.

mental oasis
#

AI-Suspects
Suspects take a ridiculous amount of bullets before going down.

We had 3 people unloading on one unarmored guy and he took 10+ Hits before dying.

rotund jewel
#

shotguns have no penetration through doors, shouldn't they should be able to hurt suspects behind doors?

spark steeple
#

i would like to play some of the larger maps with 2 teams of 4... some other things which are irritating is that you cannot kill all the lights in a map....

abstract bay
#

Adding a blueprint of the map you're going into on the lobby projector would be amazing, new hotel is absolutely killing me

Also being able to draw on it would be cool, just help be tactical with teammates

spark steeple
#

that would be awesome.... i would like to have some more attachements on the weapons as well... tbh we should be able to use IR laser and white light...

marsh crater
#

game looks so damn good at 4k maxed out on my oled

floral totem
#

[Performance]
Allow us to cap FPS at the same rate as our monitors, for example I have a 165 hz monitor but it will only let me cap the FPS at 144hz.

rotund jewel
#

when you shoot the beanbag shotgun into the head of a suspect wielding a gun, they go down to the ground but then after 2 seconds while still on the ground they start blasting shots without aiming killing anyone in sight

pure orbit
#

Normal shotguns should be able to breach the door... with penetration; which will case extreme caution when using it instead of a breaching shotgun with a special round; you'll kill a person behind the door.. if you are bot careful enough.

What's your opinion on this?

safe hamlet
# pure orbit Normal shotguns should be able to breach the door... with penetration; which wil...

I get to work with my local SWATs and normally follow along in the field (after they do the dirty work, obviously). Our breaching shotguns use shells with a massive concussive force and no projectile, because our county has determined in the ROE that shotguns with live ammo firing through a door is as bad of an idea as blind-firing. While technically speaking a normal shotgun can breach, it might not be this way in the game due to RON portraying your typical law enforcement agency's ROE. Just a theory.

pure orbit
#

Thanks for your specified opinion! But sounds like TTP and not ROE.

somber karma
#

A server browser would be nice so we can pick if we want a vanilla match or moddedd

safe hamlet
rich spade
#

First off let me say that I have been waiting for this game for years and I'm really excited to see what the devs have done with the game and I actually upgraded just to support them. The game was great before the update and I am certainly not going to complain about the cool new weapons and nigh vision upgrade, however I do have some critiques and observations that I would like to share. So one thing I have noticed is that the AI after the update is extremely accurate and aggressive, I know they implemented an accuracy penalty for the first three shots but I've noticed that the 4th shot is usually a headshot, we had one guy rush and take 7 rounds to the head and they dropped 3 of us with one shot each. I have also noticed that AI don't have a vision penalty when looking through windows that are dirty AF, and seem to have night vision lol, I had a suspect see us through the kids bedroom window on crackhouse with all the lights shot out and start shooting within the blink of an eye, I couldn't even get a shot off before I got hit twice. What I would personally like to see is suspects that have a hard time seeing anybody that's outside at night unless there is a light on them. Id also like to see AI that is a lot less accurate. I also think having a longer pause between suspects seeing people and firing, as well as some more delay between movement speeds, they seem to go from not moving to an all out sprint in less than a second. On another not I love the canted sight option for the 1x12 and I would love it If I could do that with every sight. I love the game and cant wait to see what all is added next but the AI right now seems a little broken, again I love the game and don't plan on stopping anytime soon but its approaching dead souls levels of difficulty lol.

glass mesa
meager pine
#

[Map/Mission Idea]

Prison Riot where you go in and neutralize the threat of armed inmates and attempt to rescue Corrections Officers who have been taken hostage two major prison riots for example would be the siege at Attica in new york and the Riot at Lucasville penitentiary in Ohio

fading thistle
#

Join an active mission and spawn from the start point. Atm, you will get a blackscreen with Headcams somehow with a connection bug when the game accidentally joins an active mission besides the lobby.

neat sun
#

In at least the G19 the magazine has FMJ ammunition: these should be hollow points. I haven't checked if this applies to all handguns or not.

broken dragon
#

Being able to customize the Swat Truck in the lobby this way for example if your a solo player you could slap on a battering ram or another shotgun however if that wouldnt work then maybe like in future levels there are areas that are inaccessible so you could add a ladder or who knows maybe even some rappeling equipment but simply adding something like more customization and making the swat truck a helpful asset in game could be an interesting addition to gameplay. (P.S The area that the Swat Truck can be customized is in the SS)

brave frost
#

A button to toggle the back iron sight would be cool, flipping up the tighter circle

worn aspen
#

On steam, recent players only works like 20% of the time, otherwise it never shows the people that you just played with or are currently in a game with. Obviously, not a super huge issue, but I feel like it takes away from the game a lot. Adding people after a game or trying to find them can be difficult sometimes because of this. Not sure if it's completely in the devs control, but if it is, I think it's worth looking at.
Also p2p connections fucking suck

brave frost
broken dragon
#

Yes

worn aspen
#

Also ngl the ai is still fucking dogshit

scenic ruin
#

I hope to see muzzle flashes implemented in this game, especially under NV. The SA58 with a brake should be a flamethrower, especially in low light, and potentially blinding with NV.

languid sage
clever forum
#

He means that the door is locked, then after kicking once (door does not fly open) he can peek the door, pretty much a faster louder lockpick workaround.

languid sage
clever forum
#

Yeah, the main thing is that instead of you having to kick until the door flies open due to the kick, you can kick once and magically the lock opens but the door does not (yet), which is a little odd.

unborn osprey
#

top floor of port grey building

vast phoenix
celest knot
wide blaze
#

Played the new update with my friend last night and I just wanted to say it's fantastic. The map changes are super fun (we especially enjoyed 213 Park Homes). Enemy AI is vastly improved, enemies are smarter but don't have such brutal accuracy anymore. And the new guns are cool too. If we keep getting updates like this RON is going to be huge 👍 👍 👍

narrow cloud
# twilit kiln

adding onto this:
It'd actually be a SUPER cool map (and homage) to play as the SWAT guys taking down the Russian baddies at the airport. (I know that mission takes place in Russia, but presumably they'd flip it) I'm sure there'd be some fuckywucky if you actually said the name Makarov, but it'd be a badass mission and a fun one for dealing with loads of civilian casualties, crossfire, and heavily armed perps.

imagine getting to breach and clear a PLANE.

twilit kiln
grim perch
#

AI suspects reactions still need to be nerfed a bit, are too tanky when not armored, SWAT AI is about as braindead as can be, and AI suspect spawns are some really insane bull, I just had a suspect spawn in behind me after I had cleared an area and killed another suspect

#

correction the SWAT AI is utterly braindead and wont engage anyone unless they have direct LoS it seems

loud lance
#

i feel like the opposite while yes they need to see them first unless i think a team member takes damage there aim seems so much stronger after this update maybe to strong maybe to fix this a option to set their "skill" so you can have them help the amount you want from useless to amazing idk tho

grim perch
loud lance
#

seems very inconsistent at the moment then

upbeat ice
#

the NPC's don't cooperate reasonably when you yell for compliance. It takes about 15 seconds+ after yelling for them to get on the ground

fiery pumice
#

Please keep your feedback discussion in #feedback-discussion and reserve this for making your own individual reports. Feel free to add a react to existing feedback if it resonates with you in some way.

broken dragon
#

[Map]
The Police Station/Lobby is really cool it would be nice to see more of it
I've been walking around the lobby and peaking into out of bounds areas specifically one that is essentially a subway(Not the Restaurant) It connects to the shooting range and looks pretty cool there is also a walkway near it that connects through to another part of the lobby which looks really sweet since it appears that its a closed of subway (Due to the fact there is a litteral shooting range on the tracks) I think that more of this should be uttilised for a larger shooting range and if we ever get sniper rifles then down the tracks could be used for a sniper range.

#

[Map]
The Police Station/Lobby is really cool it would be nice to see more of it (CONTINUED)
Another area that I believe is part of the railway is visible in the shoothouse behind the first target you see

hollow otter
#

Playing on a single player solo with voices coming from a public server, I can literally hear people talking

eager thistle
#

I saw some negative feedback on the AI and while I haven't seen much of the accuracy changes outside of shotgun ai being far weaker than before, I love the increased movement of them. I feel it makes interactions that cost time more of a choice and makes for more dynamic gameplay as opposed to clearing room after room doing the same thing as the last. I feel the nerf makes the shotgun AI too weak though, potentially a different solution for them or maybe change the inaccuracy to be based on time as opposed to shots fired.

The new host migration is a great concept as well, however as those joining servers don't bother to check the checksum box it leads to those with mods being kicked. Maybe a prompt for checksum of whoever is being migrated to or have it persist through migrations regardless of the new hosts settings.

I also would like to point out the UMP45 has some minor issues, the magazine angle is either slightly off or the wear makes it look that way. The UMP45 also uses a 30 round magazine in game as opposed to the 25 it should have and lastly it lacks the two round burst. I personally love the UMP45 so seeing it missing these iconic features bothers me but I'm likely alone on this and they are all minor issues.

brave frost
#

When your character CHUCKS the mag of the scar on an empty reload, how does the mag land at your feet?

lapis scaffold
#

More Penthouse sized maps that can reasonably be completed within 10 minutes but are not as short as Fast Food.

Maps like Hotel Raid are cool but way too big to complete with a squad of 5 friends without half of them dying and inevitably having to sit out half the match in spectator. ||Maybe a reinforcement mechanic for big raid maps in coop?||

iron totem
devout siren
#

This game needs a sprint bad. Even if its very short burst oriented. I'm telling you, I have never not sprinted during any sort of training with armed adversaries

brave frost
mental oasis
#

Maybe wanna fix the floating NVG pack on helmets.

worn aspen
lapis scaffold
worn aspen
# lapis scaffold agreed, that could be a very nice addition. not exactly realistic, but could be ...

Maybe something more realistic then that takes up an equipment slot, I also like the idea of reinforcement but idk why I kinda feel like that'll make things feel more arcade-like. I think it'd be better to have a med-kit or something that takes a while to revive someone. (Maybe not being able to depending on where someone was shot or how far below a certain health value they are.) Maybe that'd be more realistic? I definitely feel like it would make it a little more hectic if you had to revive an ally in the field, probably realistic too. Think about this way, reinforcements might be called, but I don't think a swat team would just leave one of their team members behind, injured, unless they were really forced to. I dunno though, not an expert in real life swat tactics or situations.

cosmic ocean
#

[Level]
HQ drawing board like this would be cool
Having the map info and planning board physically shown on the projector screen would be really neat, this way you could see what people are planning without going in the menu, and it's immersive :D

dapper acorn
#

[Random Unauthorised Use of Force Bug]

There are occasions when I get -50 points for Unauthorised Use of Force on suspects that shoot at me.

fading thistle
#

Gear > Ammo Carrier (2 up to 6 magazines) High carrier etc..

gritty pawn
#

I would love if they add drones to check for suspects and hostages

chrome pilot
#

Control Bindings Feedback

Currently the options for control bindings in game are very limited, and lead to some frustration when trying to set up efficient controls.

I've been playing Escape from Tarkov a lot recently, and the control binding system in that game is one of the best I've seen in any game, allowing you to set up any key or key combo.

Key combos such as "ctrl + rmb" to switch sights, while still having "rmb" be ads. Are great, allowing me to have multiple controls easily accessible with only an extra keypress.

As well as this, it allows choosing interaction types, such as press, release, or double press, allowing for fantastic control setups that can be unique, and intuitive for each user individualy.

narrow cloud
#

[Single-Player, Take-Over SWAT AI when you die]
I would just like to project my Single-Player desires into the universe: SP would be so much more fun and rewarding if you didn't get game over'd if you die, but instead could choose to take over one of your SWAT AI and continue the mission. This would also make the training from single-player much more valuable as it'd require far fewer restarts and not over-punish aggressive play like it currently does.

haughty sequoia
haughty sequoia
#

[Modding]
Please add in-game mod browser like mod.io or Steam workshop for easy mod/map management

grizzled oxide
#

Did you verify the integrity of your flies in steam?

sterile ridge
livid lotus
#

Is it me or did they hurt the game with this update? I'm noticing a lot more visual bugs with weapons and equipment, broomsticks fazed into the wall etc... AI Enemies need a lot of work. The spawns are terrible, the guys with no vests on are absolute tanks not to mention their marksmanship with pistols across the map is terrifying. NVG looks pretty bad now compared to what it was before. Lack of ammo capacity on some missions, flashbangs etc. These aren't improvements or anything, just issues with the game.

native portal
bright lark
#

admin settings area is completely blank. I can't edit anything to allow a modded server, wtf

broken dragon
#

[Weapon Placement]
More indepth customization options for weapon holstering
I personally am right handed however I also know there are plenty of people who are left handed and I believe that adding an option which swaps weapon handling to accomadate left handed users can possibly be helpful to include more players that and then on the heavy armor there is a secondary chest holster for the sidearm which is never in use maybe instead the player can choose the option so either use the chest holster or the hip holster and be able to remove whichever one is not in use

native portal
#

[AI suggestions and improvements]Ive been having much fun with this game, whoever I do want to see somethings improved or added
[*civilian behavior]
firstly. civis giving you info about a suspects whereabouts or if the place is trapped like they might of saw it wired up would be useful. It also feels like they only protest your actions after the cuffing, not before, it was more common in a earlier stage for them to run away. I feel like lines protesting why they want them cuffed would be nice.
[suspect behavior]
having more genuine responses to a suspect complying, the animation might have to be slower before the suspect complies and drops his gun and the next threat is if he has a sidearm, somewhat a morale thing if the suspect has the decision to do a last stand and fire away at the last second he should've dropped the gun or genuinely give up which would be more common if they were flashed for CS gassed, shot, etc. instead of having just a quick drop and a quick draw. One more thing is faking surrenders like we have now, just more strategic to them, like they might surrender on a stairway just for another one to start lighting you up and the surrendering one to pull a sidearm or their main weapon.

#

[loadout imrovements]
A thing I want to see in the future is loadouts, maybe just for certain gadgets and equipment so we dont have to fiddle the whole loadout screen to put on NV, a throwable, and a gun instead of one click

sterile dock
#

[Weapon Mechanics]
Being able to cant the specterdr or the ability to put a rmr on it. This is a must.

rich totem
#

[Bleeding Out Mechanic for the Player needs to change]

Having to hit F to prevent bleeding is one of the most unfair parts of the game. This is a penalty suspects do not have to deal with, allowing them to keep firing whilst the player only has seconds to stop bleeding and deal with a hostile firing at them.
Some fixes:
-Remove it entirely. This is the simplest option, but I can understand why it probably won't be done.
-At least make it a reasonable time (30 seconds at most) before the player bleeds out. Any injury that'd cause someone to die in 10-ish seconds would most likely be fatal even on an operating table anyway.
-Have suspects suffer the same penalty and bleed out after suffering significant hits. I don't think suspects should be treatable either as: 1) I feel it removes weight from using lethal options. 2) It's not tactically sound in the situations presented in the game. 3) Suspects would be the last priority compared to civilians and fellow officers.

twilit lark
#

[gameplay addition NPCs]
Being able to render aid to the suspect you shot to give them a chance at an incapacitation rather than a death, maybe incorporated into the scoring system as well

slow nexus
#

[Player character voice lines]
For maximum immersion being able to customize your characters voice lines in settings to be your own voice, even with a shitty mic would be really fun. This would also allow for the player to get creative with what they want to say. The largest work load apart of this would probably be labeling every voice line trigger so players can understand what to say for each line.

#

[Kill or capture mechanic]
This mechanic makes actual kills feel much more important and deserved since it gives the player a sense of morality above the criminal. They didn't kill people who didn't deserve it. Adding more cases of this where the player feels like they have the moral high ground will make for even more satisfying gameplay.

deft quartz
#

[Reload controls arent noob friendly]
After 15 hours only today I figured out that its r to quick reload and hold r to reload, not only do the controls not make this clear but I believe this should be changed. I believe this should be changed to r for reload and double r for quick reload

safe hamlet
#

Quality of Life Change:
Move the Elcan and ATACR toward the stock of the gun on the rail to allow for better eye relief, and more accurate FOV

twilit lark
#

[AI improvement]
Let the AI use the ram when available and using the kick command

#

[AI improvement]
Expand the AI deploy menu to alloy them to deploy pepper spray, beanbags, wedges, ect.

rain cradle
#

[Suspect Health]
Increase damage or decrease the health for suspects, shot 6 times into a suspects torso and he didn't even have an animation, he just kept on firing.
Suspects can shrug off damage far too easily and not only this, their accuracy is so pinpoint perfect a majority of the times it feels like you're walking around the map in fucking condom armor

devout bronze
#

[Modding]
Is there any thought of adding workshop modding to the game?

#

[AI]

I really don't think suspects should know where you are when you're behind a wall. They should shoot through walls, and the accuracy bonus is nice, but they shouldn't just magdump in the general area you're near.

kindred topaz
#

[gameplay addition NPCs] Hostage situation should be raid style as unauthorized use of deadly force is really frustrating with the current hostage mechanics.

rotund jewel
#

As the R7 and TAC700 are now, R7 always is used and TAC700 has no use case due to the nerf. Please increase the amount of ammo carried for the TAC700 (because right now its just completely inferior).

dim hare
naive birch
#

True 1x magnification on lpvo

fading thistle
#

Join active missions or join sessions based on specific mission type like in Payday. It takes a lot of time to join a game, in a random game, you don't plan, u rush. This is why many players leave the game and never come back. Make matchmaking easy just like payday 2.

raw wasp
#

It’s a great game, but a got a few complaints like how when I hide behind something then start getting shot I instantly try and crouch but it does ABSOLUTELY NOTHING, and I think that that a prone feature would be much needed.

devout bronze
#

[Use of Force]

I really shouldn't get docked points on shooting people clearly trying to draw down on me in barricaded suspect mode.

leaden ruin
#

Some grievances of mine which I hope will be addressed in future updates:

  • SWAT members leaving dust trails when walking on all surfaces (looks pretty comical IMO).
  • Weird clicking sound when toggling ADS on/off.
  • Gesturing downward with gun when yelling for compliance (messes with aim, especially when ADS).
  • No option to allow reporting while ADS.
  • ADS zoom should be off by default. (to make it more realistic)
  • Taser should be under Tactical Devices instead of Secondary Weapon.
  • Some sidearms do not have visible holsters.
  • Flashbangs thrown in the same room will still stun you **even when you are looking away from it.**This needs to be fixed.
  • Should not allow your gun to be forced upwards when a suspect rushes head-on into you.
  • Suspects/civilians should react to having flashlights directed at their faces (have them shield their eyes, look away, etc.)
  • Multiple clones of suspect/civilian models in the same map. Please do not allow more than one of the same model type in the same map, it ruins immersion.
  • Unrealistic reactions to gunshot wounds. (Would be cool if say you shot a suspect in the arm and he clutches it in pain. Shoot him in the leg/foot and he limps away, takes cover, and tries to get help from his comrades, etc. Also, if you don't kill them, they get incapacitated and eventually bleed out or something if no aid is rendered. Instant death when you shoot them in the head, or other vital regions.
  • Since the latest update, suspects (notably unarmored ones) require way more shots to take down for some reason, which seems unrealistic especially for the higher caliber rifle rounds and pistol rounds like the .45.
  • Suspect movements seem to lack inertia/momentum or something (Like how they're able to instantly strafe around you at crazy speeds while still maintaining an incredibly high level of accuracy)
cunning thicket
#

Id like the HRT guys to yell something like "FBI, get down on the ground" instead of the standard police line

haughty sequoia
#

[QoL, tradeoffs other than speed while choosing body armor]
Can we get light armor to carry more mags, since there's already a pouch on the side ?

  1. No armor - maximum speed, maybe more pistol magazines stored in some sort of trouser pockets?
  2. light armor - offers some protection and extra 1-2 rifle magazines
  3. Heavy armor - standard magazine count, but offers more protection
    New maps, especially raids sometimes force full 5-player team into using pistols simply because you can easily run out of ammo (even when you are not trigger-happy) + some bots due to bugs are absolute tanks
rocky harness
#

Plz give the Mk. 16 the regular scar stock, it looks goofy with out it.

ruby osprey
#

Need a little map mang lol. My newbish self is LOST, but I love it. Just some sort of objective helper if wanted and able to toggle on/off.

safe hamlet
#

that annoying bug when ur tilting around a corner n ur gun gets stuck on the door frame then the npc becomes john wick n kills u in 1 shot

dapper acorn
pseudo badge
#

[AI improvement]

  1. It's would be good if we can choose between liner stack(one door assist) and double stack for single player.
  2. Swat AI should put nvg on when we used nvg as well.
safe hamlet
#

In singleplayer when you die you can control a different bot add this pls

warped birch
#

Bullet penetration needs to be higher? i feel like most times when you shoot through windows or doors it takes half a mag to finally kill them, they eat too many bullets for having no armor/vest

warped birch
#

Also AI just shoots through objects and wall after they run and dont have vision on you and kill people.

safe hamlet
#

[Barrels in house breaking legs]
as the title says, walking over a red barrel in the house 2nd floor broke my legs and my character groaned a little bit

cosmic prawn
#

[Bomb Defusal Mission - Wenderly Hills Hotel]

Whoever thought it was a good idea to lower the timer on Bomb Defusal to 5 minutes on the Wenderly Hills Hotel mission - Why? Why was this a needed change?

you have 5 minutes to locate both bombs and clear the entire first floor, which both bombs can spawn on opposite sides of the map with enemies and traps between them that you gotta comb through. Even with friends and not AI this is extremely hard if not impossible. The roadblocks/hurdles and how long it takes to defuse a bomb makes it very hard

I was trying to beat my personal best, 1 bomb spawned near the starting area, in the room to the far left after exiting the spawn room, and the other was presumably in the hotel rooms. By the time I finished clearing the construction area I had less than a minute left apparently, as when I got to the door leading to the hotel rooms the bomb blew up and failed me

Relying on really good RNG for the bombs to spawn right next to or really close to each other isnt fun

rich totem
#

[AI Officers shoot low]

I find the AI officers shoot low. When I look at the bodies of the suspects they shoot, I usually find most suspects have injuries on their groin/legs. I think this is due to the compliance animation making the muzzle dip (which I think is silly. No officer is going to lower his muzzle when dealing with someone who is armed).

This might not seem like a big deal, but there are times where waist high barriers (The diner in the gas station is a great example) will stop bullets and therefore prolong gunfights. I can also see this becoming an issue if the game adopts more detailed damage system, where hitting certain body parts means less damage.

keen trail
#

Pls lower the games cpu usage

safe hamlet
#

When creating a lobby, allow us to enter lobbyname/room/server name
I'm getting tired of people that does not have a mic
Its hard to play this game without proper communications.

#

can we have low end pc preset?

summer kestrel
#

i would love to see an mp7 joing the arsenal soon 🙂 belongs to the iconic specialoperations weapons 🙂

feral turret
#

@dim hare I mean it depends, AI is obviously still cocaine and the fact that guy remained calm and steady after the breaching shotgun is really unrealistic and BS feeling. However, someone holding an angle on the door and murdering you as soon as you open it is not unrealistic at all, and you peaked it horribly

stoic yacht
bright berry
#

Newest patch made player voice lines way too loud.

split hinge
#

[Lobby]
User ability to start mission remotely using keyboard

Currently, the only option for starting a mission is to gather in front of the mission select bench. However, this can cause hold ups when players might be practicing in the downstairs area, unaware others have joined.

It stands to reason that perhaps adding a key to vote for starting the mission from anywhere in the lobby could be useful and add a dynamic layer to the game while waiting for players - as users would be less hesitant to head downstairs and warm up.

Personally, my recommendation would be to set this to the "PgUp" key or whichever key you guys plan on using for the "vote to end mission" in the final release, just for continuity.

distant junco
#

[too much point loss on specific game-modes]
when yo play raid/hostage/any other game-mode that requires immediate reaction to danger, you get a major loss of points due to unauthorized use of force/deadly force, when in game you must shoot or else the mission is gone, hostage in new hotel for example- if they see you they run to shoot the hostage and if you kill them before that it is unauthorized use of deadly force.... please fix it, it is so bad because you just miss the point of the mission.
ONLY ON MODES WITH IMMEDIATE REACTION NEEDED

fathom blaze
#

Just wanted to say thank you to the dev team for fixing this 🙏

valid trench
#

[SBR-300 renamed SBR-556 to accurately represent caliber in recent patch]
would just like to point out that the rounds while similar are not the same round. I'm not sure what prompted this change, but on the M4A1 we have 5.56 which the actual projectile is smaller than what is now changed to the sbr 556 which is a 7.62 x 35 mm round, The magazines may be interchangeable but they are not the same caliber.

celest spruce
#

Add a system where instead of your gun going insane when you come close to a wall the char lets their arm out to keep the wall at arms length. This would overall help gameplay and also add a layer of realism as this is a real tactic in firefights. To keep the arms from also going insane maybe add a system where if the char approaches a wall from the side no arm is outstretched, then if they turn towards the wall it will make the gun avoid the wall. Its always very annoying when I'm trying to clear a room with slicing and my gun is constantly being forced up by walls.

safe hamlet
#

[Map Improvement] I believe it would be cool to place ventilation ducts around the map where you can place c2 gas into

rose shadow
safe hamlet
# valid trench [SBR-300 renamed SBR-556 to accurately represent caliber in recent patch] would...

Yeah, It's not even short.. and SBR is as defined as such by the ATF:

a rifle having one or more barrels less than sixteen inches

  • SBR looks to be a 16 rifle

https://www.thetruthaboutguns.com/ask-foghorn-questions-300-aac-blackout-rifle/

- 300 blk vs 5.56
    - pic related

I really don't understand this when there's a very noticeable damage change between the 5.56 weapon systems and the sbr-300. 

The damage model should really be: caliber && barrel length && SUPPRESSOR (increases lethality) rather than "this gun is just better than the other"
#

[Map Improvement] I believe it would be cool to make a new interaction where you would have to find a power box and could cut the power to a certain floor or the whole map using the wire cutters.

valid trench
valid trench
safe hamlet
# valid trench Yeah this seems to me like a random decision to change something without any rea...

So me and some buddies are testing this at the moment
and these are the results:

# heavy armor vs rifle
## sbr300 
3 shot defeat
4 shot kill

## m4 and all other Assault Rifles NOT SA58
Same

## sa58
3 shot defeat
5 shot kill

# light armor vs rifle
## sbr 300
2 shot defeat
3 shot kill

## m4 and all other Assault Rifles NOT SA58
Same

## sa58
2 shot defeat
4 shot kill

# heavy armor vs sub
##UMP .45 MP5 MPX
3 shots defeat
5 shot kill

# heavy armor vs shotguns
1 shot defeat and kill

---

# heavy armor vs pistol
3 shots defeat
5 shot kill

I didn't test the NO armor because it's trending towards armor points and health points.. unless it's the sa58 then it's treated like a submachine gun. We're pretty disappointed with this finding. (also why I didn't test light on the latter systems. I was really focused on the rifles)

Level 3 body armor would adequately defeat any shotgun round. The armor should be beefed up against these at the very least. I love this game, but I'd like more simulation than balance. I don't want a battlefield-2042 experience in this game.

LASTLY,
The sbr300 should have never been a quiet gun. If this is a 5.56 platform.. it's going to be loud because it's super sonic. Sure, you can get subs, but it's not nearly the same as a 300blk subsonic round. Also, if you're going subsonic.. you're "less" lethal. Take that for what you will

terse umbra
#

would be nice to get a compass so its easier to tell people where you are when re-grouping ("we're on north-east side 2nd floor")

olive vector
rich totem
#

[What's the point of turning the SBR-300 to a 5.56 gun?]

With the 'change' with the SBR-300 turning it into the SBR-556, we now have 5 guns that are the same caliber (M4A1, SR-16, Mk. 16 SCAR-L, HK-416/Mk.1 Carbine) and fill the same roll. You could pretty much just have one of those weapons in the game and it'd make no difference. RoN doesn't need to go down the road of having 20 assault rifles that all play the same and are basically re-skins of each other like most modern shooters do.

Compared to the current SMG line up, I can see each weapon at least fitting into a unique roll (even if they don't at the moment):
-MPX - Faster reloads than the MP5 and can mount IR lasers at the cost of not having burst fire selectable and maybe down the road worst recoil
-MP5 - Lower recoil than all SMGs but slowest reloads
-UMP-45 - Most powerful SMG at the cost of lower capacity mags and slightly more recoil

EDIT:
One of the things I love about SWAT 4 is I can make an argument for just about any primary weapon in that game. The MP5 in that game is very controllabe, but being restricted to burst only is very limiting. The UMP-45 is very controllable, even on full auto, but it has lower magazine capacity and is still not as powerful as the rifles. The M4A1 is very lethal but anything beyond a 3-round burst will have you shooting the roof. The G36C may handle slightly worse than the M4A1, but it can fire in 2-round bursts, allowing for very controlled, yet rapid and powerful double taps.

serene garden
#

Change the SBR556 back into the SBR300. Come on the bullets in the mag are still 300BLK

safe hamlet
hollow otter
#

Add a fuse box so we can easily disable all of the lights in a building, makes it more tactical with NVGs

deep raven
#

I have a big problem with flash bangs just not working on ai. I can throw it right in front of them and it will do nothing

stoic spoke
#

suggestion: this is a little bit unrealistic but nonetheless. I see some characters with earpro and others with none. something i conjured up was, with earpro unequipped, you can hear better (footsteps and such) but when firing and when experiencing other loud sounds, your ears ring for a period. of course its a little but unrealistic as i already mentioned considering from what ive experienced (from being dumb) even a few shots indoors render you almost entirely deaf for a good while. with earpro equipped you can hear less but its consistent and no ear-ringing occurs.

plucky idol
#

should make it where you can choose to have the AI team as a single player

deep raven
#

Just host a friends only lobby and it'll disable ai

#

So something I really don't like is there isn't consistent bullet penetration for same caliber weapons. Mp5 in 9mm penetrates walls mpx in 9mm does not. Glock in 9mm penetrates walls Beretta in 9mm does not. There are other examples like the player shotguns not penetrating but enemy shotguns do. It'd be nice if there was more consistency because it makes some of the guns useless in a fire fight since you can't penetrate a window or door.

mossy aspen
#

When in a coop game, every time I'm loading the pre-match title,the game crash
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000000d

0x00007ff7cf85e158 ReadyOrNot-Win64-Shipping.exe!UnknownFunction []
0x00007ff7cf7febe0

verbal loom
#

simple suggestion: give players the option to revert to earlier versions under steam betas, so people playing with ai mods and such can still play with it until the mod makers update it

novel scaffold
#

^^

stoic yacht
upbeat carbon
#

IF THEY'RE GONNA MESS WITH THE 300 BLACKOUT. AT LEAST CHANGE THE GUN MODEL TO NO LONGER BE THE 300... COME ON

serene garden
#

VOID, the SBR is still a 300 BLK rifle based on the bullets in the mag and damage value, please change the name back to SBR-300 to avoid confusion

upbeat carbon
#

they done a lot of confusing.. they changed it recently to match it's caliber. but they didn't really change its caliber...

thorny oar
#

Type: HUD
Would be nice if icons and fonts be a little bit bigger. Especially while playing on 2k resolution

dapper summit
#

Revert changes to the SBR-300 (a.k.a. SBR-556).
No need for another 5.56 rifle, the modeled rounds are .300BLK and SBR-300 sounds cooler.

No one asked for this change.

fervent heath
#

Why are my AI teammates not shooting back? There can be a suspect thats emptied 2 magazines in my direction and they won't budge...
They also have no awareness whatsoever, crossing open doorways with their weapons lowered and not looking towards any potential threat. Its like they want to die, please fix this ASAP. The game is unplayable like this for single players

valid trench
frank heath
#

So explain to me how NPC's just materialize out of nowhere? I just cleared an entire room thoroughly, wedged every door behind me and suddenly a suspect is just suddenly behind me.

That pissed me off so badly because I searched every connected room thoroughly, but somehow I missed him? What? I was on Wenderly hills hotel, hadn't even really gotten started.

Wedged front and right hallway doors, took left of entrance door, wedged it behind me, cleared bathroom, cleared hotel room and it's attached bathroom, came back out searched bathroom again, then started mirroring door to the next room (which was locked) and got shot from behind. I killed him, but that pissed me off so unbelievably bad.

harsh plover
#

an option to reload while your checking your mag would be nice. I hate having to check my mag and then reload afterwards. it takes too long

midnight phoenix
#

type: new level
make a level where enemies have raided and took over a police station, the police station that the lobby is in or another police station, and you have to rescue police officers and kill all the enemies

safe hamlet
candid basalt
#

Don’t know if this was meant to be implemented but the optics with zoom get extremely blurry when you have NVGs on. So blurry to the point it’s unusable because you can barely make out what your aiming at. I basically always have to hit the P key and switch to the iron sight on top to be able to shoot anything

idle pulsar
#

Has there been any update on the option of AI teammates to fill rest of the lobby in coop mode ? Sucks if you want to play with just 1 or 2 friends you’re just at a total disadvantage

hollow otter
#

Change the evidence bag to a ziplock bag

hollow pumice
fleet obsidian
#

Add an option in the settings to disable the branch information on the top right corner

viscid rapids
#

Request: Option to enter a map on training mode; no suspect or civilians. Learn the map and do some training with the community

native portal
unique spade
celest igloo
#
  • 4x and 12x scopes have barely any zoom, maybe increase them
  • Buff SA-58 damage
  • Lower unarmored suspects health
  • Rename SBR-556 to SBR-300
thick timber
#

Fix night vision its making me sick

I dont know what in god this is but it happens even with the nighvision off and it makes me sick looking at it too long if i move with it like this theres a million little reflection dots and they move when you move it looks ssssooooo weird

#

ive tried doing everything to minimize this effect idk what causes this a still image doesnt do this bug justice all those tiny dots are moving sporadically around the screen it looks so weird i thought turning reflections off or setting everything to low would change it but it doesnt

#

i sit close to my screen i have a tv for a monitor so seeing this effect just like hit me super hard made me feel sick idk why

viscid orbit
#

Is it possible to make it so that when we create a friends only session, friends of friends cannot join, or at least make that an option we can select. Started a session last night and someone who was a friend of a player in my game joined. Rather not have people I do not know join my game.

safe hamlet
#
  • Flashbangs need to work better, I get flashed more often by them then not. As a counter, maybe instead of having hostiles fire blindly, maybe have them move to cover to try and hide while the effect wears off.
  • The taser either is a godsend or useless. I have hit armed suspects with there hands up with it from 3 feet away and it has bounced off, causing them to draw and injure me. This game should not be based on chance if we're being graded.
  • Moving stealthily needs more benefits. Right now, even crouch walking without my gun down, I am still consistently shot through the outsides of houses even without the presence of windows. Wallhack/aim-bot AI isn't an excuse for your execution of "difficulty".
  • AI seems to still be on the level of GMOD, and even though it's a fun game, it isn't a dynamic game. AI could potentially hide in super weird spots upon hearing gunshots, set up ambushes, work in pairs, or take human shields.
  • The mirror gun isn't just good, it's a crutch. Almost nobody I have played with pies doors, preemptively flashes, or sends a shield/shotgun wielder in first. Why? Because the mirror gun does it all for you. Drop a chem light, mirror, make a decision. The mirror removes dynamic room clearing and instead makes it a game of "to flash or not to flash?"
  • Just a small pet peeve, but we should be able to carry more than 10 chem lights. Since it's a limited number, and they don't shine brightly, almost nobody uses them. If the number of maximum chem lights is increased, they can be used to mark cleared rooms and light dark hallways. Maybe even allow us to toss these a short distance, at the cost of enemies noticing them being thrown.
  • There should be a clear status above your character if you are "injured" or not, for grading purposes. I had a left arm red after being shot, and my armor shattered, yet on my buddy's helmet cam I was healthy. End-of-mission agreed with that. Yet upon having no red limbs, full armor, I'm somehow injured post-fight.
frozen galleon
#

why not make a PvP?

boreal valve
#

Please add an option to breach or throw grenades yourself. After you threw the grenade the AI automatically enters and clears the room.

formal ice
#

I don't know if it 's been mentioned :- A way to cancel the arrest civ/sus movement

restive marlin
#

I am loving your game, however, i would say that if you have a group of 2 or 3 real players there should be bots added to the team. I love the realism first motto, and i think adding 2 for a 2 player match and maybe 1 for a 3 player match would just make it the best. No S.W.A.T. Team is going in with 2 members. A minimum of 4 men to a squad is to a team. 🙂 thanks for listening!

eager kelp
#

Maybe add something like a foldable ladder, or some sort of tactical ladder to replace your primary gear option. This would make it fun for maps with second or third floors. (btw loving your game so far)

hollow otter
#

Add 2 more types of goggles, thermal and heat

paper crane
#

I love this game so much as and old Swat-Fan. One thing that bothered me in the old games could be solved and it would even be a bit immersive: the option when there are no more threats to take off his heavy vest to be able to move faster to be able to collect remaining reports and evidence. I mean, after a mission, most responders always take off some of their gear when they're getting ready to leave. Just a thought, thanks in advance if my idea catches on. Cheers Wolf

deep raven
brave frost
#

this game is good, could use the opening of TENET as a mission

That's a joke, but watch TENET if you havn't

blazing obsidian
#

I’ve read we may get a classic game mode or two when pvp is done. CTF has my vote

junior cipher
#

Hi guys, does anyone notice the spread of shotgun buckshot is unrealistically wide and terrible?
Devs said they “improve” the accuracy of shotgun, but seems like it’s even worse! I couldn’t even guarantee a one shot kill at 30m

spare hound
#

When SWAT AI is sent to restrain targets, they may take some time to arrive or not move at all until you tell them to fall in again, so I usually restrain them while they are returning to me. The AI that was tasked with restraining them is then left in a glitched state where they can not move or do any other tasks, so a cancel action command that stops this would be nice.

celest igloo
#

Achievements for completing maps on different gamemodes with good grades, A and S. It would incentivise people to play the game properly

wide blaze
glacial prairie
proper minnow
#

Weapon Penetration

After a friend and I done some testing,we’ve made a chart of which weapons and respective round it uses on if it can pen walls and such or not. [SBR-556(300BLK) does pen]

safe hamlet
# wide blaze I agree RE the mirror gun. My problem with it isn't just that it's a crutch, it ...

I think we could add drones, kinda R6 Siege style so someone can stay back while the others actively clear, or we could add a parabolic microphone that will allow you to hear and possibly localize movement within a room, and there could be a crunchy/static feedback sound when you pass the microphone over a trap. Maybe even a blue-light style attachment on a gun that can show footsteps of recent enemies in a room due to the mud/grime on their shoes, or bare feet in some hostage cases, that will also illuminate the tripwire itself.

mossy tartan
#

Hi, just some thoughts we encountered while playing:

  • I guess some have mentioned it already, but please rework the NVG style. I don't know if any Tube-Filter combo exists with that look, from my experience though none. Reminded me more of Outlast than real NVGs. Also the IR beam is way to bright/white looking, even if the new ones should represent white phosphor tubes.

  • Flashbang overhaul of course. IRL they may not work as intented, but that's dependent on enemy placement in an area. Right now quite often AI stand fairly close and looking straight at them but they aren't affected at all.

  • Make the different weapons matter. If anyone wants his favourite gun in a game, there are enough mods. Right now each gun should fulfill another purpose, as well as the ballistics.
    Also shotgun spread is way too much.

  • Some smaller maps (which just take less time) would be a good addition to the larger maps.

  • Different mission entries would also be great. Like clearing OG Methhouse from the back, or approaching Cherryessa Farm from another direction more adjacent to the buildings.

unique spade
#

Finger placement on most triggers are modeled wrong

unkempt nova
#

I love the NVGs but they need some work. I am not sure if it is the shading of the green or the absolute crispness of using them that throws me off, real NVGs look similar but do make things slightly softer than normal vision and the green is more vibrant in shadows. It is always hard to capture the feel in games though

small galleon
#

i feel like they are fine and work really well as nvgs.

hazy sphinx
#

This is a super common feedback, but AI reaction times. With RoE combined with maybe 100-150ms reaction times from AI, actually following your RoE on lethal weaponry is impossible, you have time to maybe unload a single shot by the time they empty an entire clip of Tec-9 into your head. I think it'd be largely beneficial for 250-300ms alerted reaction time and 400-500ms reaction time when they're completely surprised by your presense. Imagine how you'd react seeing a swat officer when you thought they were across the compound.

You can tangibly see how insane their times are when you stun someone whos already armed, continuously instruct them to surrender, and nearly instanteously when their stun wears off, you've got lead in your head. They seem to perform all those actions themselves under the average human reaction time, nevermind merely processing you're there.

The super high reaction times inadvertently encourage shoot to kill or going ultra-safety flashing/stinging/gassing every room -- it's still a game when people seek fun over realism. While it's good to encourage use of that stuff, the sort-of-coerced way to use it is not, and it'd be better to give more leeway to choose a playstyle between having some fun going crazy, or having some fun going serious.

late carbon
#

A setting to change the output monitor/display. I was able to fix it with some help from the #💻tech-support channel. But this is a quality of life that is deeply appreciated when available. The screen shots included are from the current build that doesn't have this feature and another game that does.

glass mesa
#

Once again the ai still snapshots not only in 1 second but a half a second this isn't "difficult" at this point its unfair to the player itself since you can't even fight back

crude kestrel
lofty tree
neat magnet
#

where would I point out small things that in my opinionw ould improve the game and so on?

neat magnet
#

okay thx :)

hollow pumice
lofty tree
hollow pumice
lofty tree
somber glen
#

Please limit traps to barricaded suspects, they way traps work in a game now just ruins the flow and renders alot of breaching methods useless.

grand warren
#

How about a report function for players. Had several people drop n-bombs, homo-/ transphobics sharing their world views to put it mildly, advocating for rape, team killing on spawn and so on.

#

Sometimes people don't show up in the recent players list or I would report them to Steam

small frost
safe hamlet
#

bruh you dropped him

iron meteor
celest igloo
#

Gun shadows when

mental oasis
#

Another Thing, maybe change the suppressor on the FAL from the SOCOM 5.56 one to a 7.62x51 Suppressor

warped ingot
safe hamlet
#

I'm ready guys!

mental oasis
#

If you fully empty the breaching shotgun and reload, the operator puts one round into the chamber, then proceeds to load 4 more shells into the magazine, adding to a total amount of 5 rounds, yet you can only shoot 4 rounds before it is empty, meaning one round vanishes/is not counted

hushed widget
#

I feel like a third option for armor can be more customizable for the player. Like medium armor or something stronger than light but not stronger than heavy. Something that is in between.

tidal spade
#

Possibly making the bean bag shotgun a tactical gear option like the breaching shotgun etc?

safe hamlet
#

A gamemode where players can customize the difficulty for each maps instead of downloading AI mods.

Tap shoulders communication for multiplayer.

Move a npc with a command and not just pushing them.

Suicidal bomb suspect ?

More ammunition boxes near the entrance and exit gates of the cqb training ground

A jukebox in the waiting room where players can download their music and play them for the lol just like the coffee machine.

Checksum setting unticked by default.

Toggle VOIP keybind instead of holding the key (if not already possible).

Permadeath 'adventure/story' gamemode.

Incapacited not just dead for allies / ennemies / civies.

rotund jewel
#

At the end of the round with the score wheel, show the names of players that caused civilians killed, team kill and friendly fire.

lofty tree
mental oasis
lofty tree
haughty sequoia
proven smelt
#

Free lean should not put limits on our character's rotation. Even the furthest lean, while crouching woudln't make you unable to rotate (irl). It should be slower than normally, but not limited.

tranquil pebble
main ermine
#

It is possible to have the Team Viewport visible when playing without HUD (F3) ? I like playing without it but having to reactivate it each I want to see through the cam of my mates is not pleasant.
Maybe a deep customizable HUD could be a good solution to let everyone play with the HUD they like

rotund jewel
#

add a rightclick underhand grenade toss option that throws the grenade a short distance (especially useful for tossing over fences/walls). example: Insurgency sandstorm has this function in their U4 title

hollow otter
#

Balaclava with 2 eye holes

unique spade
#

I know that the game is set in America, and everyone and their stepsister have at least 5 guns each. But bladed weapons, hammers and so on would be cool (and scary) to encounter

tidal spade
#

Make a feature where if youre reloading and you go to switch to the sidearm you drop the mag instead of finishing reloading.

warped wren
#

Fix the AI so they dont have aimbot, tracing, they cant shoot through shields, and so that they are balanced
Make the AI at spawn more like in game so we can experiment around
Fix the timer thing at the training area so that when we complete the course it stops the timer

mental oasis
marsh void
#

Flashbangs not working 50% of the time

brave frost
#

AI-Map interaction would be cool

burnt monolith
#

Realistic armor and more intriguing medical gameplay please:)

novel cairn
#

damn, some doors are impenetrable, specially at an angle (and it seems only to the player, lol)
https://youtu.be/6SHSy4nDUGs?t=380

Yes, I'm making a movement overhaul mod.
Will release it with my custom AI integrated in one file. I'll see what else i can put into it ;)

The mission was played very loosely, the idea was to clear as much as possible as fast as possible. I don't like the "secretary job", so i generally leave enemy weapons on site. Also, I go for takedowns unti...

▶ Play video
hollow ruin
#

P90 and ballistic faceshield pls
And maybe add a tactical vest with protection like the light armor but wit 2 Mode magst and the mobility debuff live the heavy vest

burnt monolith
crisp pollen
#

anyone else think both lockpicking and door traps should be removed? Not just for realism purposes, but its a lot less fun to be forced to peek every door or mirror them lest you risk a random grenade insta-kill, it makes tools like the battering ram and kicking down doors less valuable too. Locked doors could stay, but make only sensible doors lockable, like the front and back door on the methhouse, forcing a loud entry to those but opening up options elsewhere

burnt monolith
knotty sorrel
#

hello. may i ask why is there no normal tea to drink? they all are green. please add a normal tea or replace it with a green tea

novel cairn
glacial prairie
hazy sphinx
crisp pollen
glacial prairie
glass mesa
glacial prairie
clever elk
glacial prairie
#

Oh yeah I see now

valid sun
burnt monolith
glacial prairie
pale whale
#

Enemy AI Sometimes Has Perfect Accuracy on the Hotel Map

On occasion, I've found that enemies will sometimes acquire, track, and fire at targets through surfaces in situations where they should not. Instances of incorrect acquisition include cases where there is no opening for sound to reach the enemy or for the target to be seen, yet enemies will still acquire and engage such targets (in some cases they'll attempt this through impenetrable surfaces). Instances of incorrect tracking include situations where the Enemy AI has correctly acquired a target, but after their acquired target retreats out of line of sight, the Enemy will sometimes continue to track enemies and fire at them with perfect accuracy. I mention the Hotel map (the one with Belle Brady), because currently this is the only map where I have run into this issue.

burnt monolith
pale whale
#

Friendly AI Should Notify You When They Reach You if Given the 'Fall-In' Command

Currently, when given the 'Fall-In' command, the friendly AI appears to have two responses (excluding failure to follow). The first (default) response is to tell the player that they are on their way, and progress towards the player. The second response is triggered if the AI is told to 'Fall-In' while already within proximity of the player, in which case a voice line will trigger notifying the player that they are already there. My feedback is that this voice line telling the player that the AI has already reached the player should also be triggered in the first instance once the AI arrives at the player.

neat fractal
#

Make unauthorized use of force penalties more realistic as in barricaded suspects they occassionaly penalize you for shooting someone whilst they are pointing a gun at you.

brave frost
#

Would be interesting to see your character's voice lines get more and more angy as you lose your buddies and take damage.

vapid arrow
#

I've mentioned before, but having stress-based voice lines would be neat. See Gunner Heat PC for a good example. Hurt friendlies, under fire, that sort of thing.

neat fractal
#

Ballistics are inaccurate a lot of the time, with suspects able to shoot through concrete pillars at you whilst you are not able to shoot through most doors.

mental rune
#

add a map, and let us shout through doors, since its logical to have a radius of where the suspects can hear us screaming and not

clever elk
#

[UI]

Add Server Admin Menu function to transfer or add admin priviledges to another player in the session in case the current leader is busy or unable to make use of them for whatever reason.

brave frost
#

Where progression system?

pulsar rivet
#

I was thinking of some sort of reload system where you can empty you bullets from your nearly empty mag into another mag tht is not entirely full so that you can make use of all your bullets on a map

clever elk
#

[Gameplay]

Add option to lightly toss grenade underarm.

lapis spoke
#

Due to the Knife wielding suspect we need to talk about the suspects that are standing right infront of the doors.
My suspects gets so often stuck in the doors and c2 is just not an option because you can always have a less destructable way of opening something.

  • So how about suspects can get hit by the door, step back from the door with an animation and get stunned instead of just being stunned when kicking in the door.
lapis spoke
#
  • i never use C2 because there is no door that is so havily reinforced that i would need it.
    How about different door types that can only be breached by a higher level of destruction. Recognizing these door levels would be your task.

Example:
lock picks can fail. depending on a with a success rate.
light wooden door: can get kicked in with one kick.
reinforced wooden door: can be breached with shotgun. can get kicked in with 5-7 kicks or never.
modern reinforced door: can only be breached with c2. (civilians would need better positioning to not get hurt in case lock pick fails). cannot get kicked in.

astral oyster
#

[Gameplay]
Less-than-lethal weapons debuff effect on suspects
I'm noticing some less-than-lethal (especially the beanbag shotgun) might not cause suspects to surrender even when being shot at multiple times while doing so too much might result in killing the suspect.
An accuracy & response time debuff on suspects upon being hit by less-than-lethals could reduce the occurrences of suspects instantly recovering and mag-dumping at the player.

unique spade
#

The new Glock model looks really good, kudos to the modeler. But the hand are modeled to high, and will cause a malfunction by obstructing the slide when shooting

safe hamlet
#

Make it so we can put lasers and flashlights on tasers because cops do that

glacial prairie
#

There's already a laser on the taser

livid flax
#

When are they gonna look to the multiplayer connection issue? Of the 16 times i tried today the matchmaking could find 3 matches under 240ms, which of course non was playable becuase the game failed to join the lobby of course. I keep telling it, even r6s does have a better mm system. I'm almost trying 15 minutes to join a game, and if i finally can join one over 10 minutes it'll probably lag asf.

livid flax
#

Update: still the same issue and even find on steam discussions peeps with the same connection issue's

glacial prairie
#

🤔 weird, I can usually find a match within like 20 seconds with less than 30ms ping

safe hamlet
#

Add nationalities and when you choose a country a flag patch and the language of the Police nameplate changes to that country's language

rapid dove
#

The team names are wrong
in the military its used Alpha BRAVO Charlie and Delta, not Beta

hazy sphinx
opal moth
brave frost
#

SBR556, iron sights, ir laser, try it and see what happens

livid flax
broken dragon
#

[Reconnect]
Please Add a Reconnect Feature
I have a standard wifi provider however I will randomly get blips in the internet where everything will freeze for 5-10 seconds and then go back to normal and unfortunately whenever that happens which is fairly often I get kicked mid-game so if possible adding a reconnect feature would be a god-send

lyric bluff
#

Discord server suggestion
Add self-assigned roles for regions (Like how the VC's are categorised)

main heron
#

Add Dedicated Server (Headless Server). It is already included in UE4 so there is no logic in not offering it. It would likely improve performance for many, especially with all the sync issue seen in listen servers.

glacial prairie
warm nebula
#

Yall should add pulling door

main heron
# warm nebula Yall should add pulling door

I will expand on that. They need to add realistic doors. Most doors open one way, not both. Also many residential interior doors do not have locks and if they do, they are not keyed deadbolt locks that can only be unlocked by a key. Many times they have the operator on the side of the door where you would generally have a manual unlock, but they require you pick it.

glacial prairie
# main heron I will expand on that. They need to add realistic doors. Most doors open one way...

There's a reason almost no games use these realistic doors, they're a pain in the ass to implement, especially with AI pathing involved
https://youtu.be/AYEWsLdLmcc

Vox

Doors are hard because all of game development is hard.

Subscribe and turn on notifications (🔔) so you don't miss any videos: http://goo.gl/0bsAjO

Doors are so common in the real world that you probably don’t stop to think about how to operate them.

But for video game designers, that’s not the case. For a video game door to feel real, it ta...

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main heron
#

Im sure it is, but GB has them, including fluid opening and closing, and it is working quite well. Based off RON sales vs GB, I would expect it to be in their budget to make it happen.

warm nebula
royal marsh
#

I have a feeling it’s not quite that simple lol

safe hamlet
#

Add more attachments for the SLR47

calm pasture
#

Add in scoped reloads while quick reloading.
It would make more sense to be scoped in while quick reloading compared to mag switch. Imagine, you see the enemy, run out, move to cover while scoped in and quick reloading while holding angle. Need to see the enemy constantly.

glacial prairie
calm pasture
#

nope. Only for mag swap. The normal reload, not the double r. Try it. Scope in, slap r twice and see your character scope out...

glacial prairie
#

I've used quick reloads while scoped in before tho, maybe it's a gun specific thing?

calm pasture
#

I don't think so, but I only tried with the mp5 yet.

surreal idol
#

my only thought to improve suspect ai is to add a small window of opportunity before they actually start firing.
as of right now i think the AI still manages to start firing before the animation of pointing the gun finishes which makes it hard to react to.
also, potential player count expansion and alternate entryways if the idea of making these bigger expansive levels continues, as of right now it's a little bit of a slog rather than a decent tactical experience to comb the entirety of the hotel.
Also, allow us to use the menu commands in coop for people who can't communicate by microphone, the VOIP is still extremely quiet and texting is still a slow alternative.

heady shell
#

Hey um why is a 300 blackout rifle called 556? lol >.<

safe hamlet
#

Add donuts with the coffee machine🍩

restive marlin
#

I'd also like to see some kind of planning stage, unless i am missing something. They dont go in without knowing as much as possible about the situation. Also sprint of some kind would be good, or at least a bit faster walk speed. If you added like a map for briefing, it would be damn near a perfect game in my opinion. AI does need tweaked too, inhuman reaction times do kind of kill the realism. especially when i peak around a corner and before im even visibile im dead.

restive marlin
#

Also, in a hostage situation, it would be nice if they didnt just instantly murder the hostages. 🙂

safe hamlet
#

Add day and night missions so we don’t have to have the NVGs equipped 24/7

trail adder
#

Make the truck loading screen match the number of people :)

mental oasis
mental oasis
lyric bluff
tiny mango
restive marlin
lyric bluff
#

Gotta plan around the fact they'll do that, it changes the gameplay
Stay "quiet" until you can drop most of the suspects at once or guard hostages

calm pasture
safe hamlet
#

please change the volume of the F command chat over the radio or add a audio option to adjust it, its ear piercingly loud and there is no option to turn it down so im forced to cringe every time a teammate more than 10 ft away says "put ur hands up"

rapid dove
# mental oasis That's right in the ***MILITARY***

https://en.m.wikipedia.org/wiki/NATO_phonetic_alphabet theres only one alphabet, you just dont create Beta from nowhere, its not just military, also Police

The International Radiotelephony Spelling Alphabet, commonly known as the NATO phonetic alphabet, NATO spelling alphabet, ICAO phonetic alphabet or ICAO spelling alphabet, is the most widely used radiotelephone spelling alphabet. The ITU phonetic alphabet and figure code is a rarely used variant that differs in the code words for digits.
To crea...

mental oasis
safe hamlet
#

Since SWAT is Police (not military), should the teams use Police Phonetic Alphabet?
Remember TOC's dialogs in Swat 4:
"Central BCC to Adam, Boy and Truck 1 on TOC 1." or also
"1812 Adam, this is central BCC. Multiple SWAT units responding Code 3 to CP at Pitkin and Daly, barricade/hostage situation."

devout bronze
#

[Gameplay Suggestion]

Have "incapacitated" suspects or suspects playing dead that can shoot at the SWAT team. It'd be a good change and it's something actual SWAT guys take into consideration.

woven escarp
livid flax
hazy sphinx
#

RoN uses P2P connections and high latency is because of the host or your internet particularly having trouble with the host. I hear there is an intermediate server that masks your IP but that seems unlikely as the problem.

livid flax
pale whale
smoky pumice
#

Suspect behavior is rather weird lately. Instead of backing away from the team, while suppressing, they just run straight at me, or my team mates. Civilians do this as well, like they are SWAT seeking missiles. This often results in civilians getting shot by my AI team mates, as they run directly into crossfire. I believe suspect should not charge a heavily armed officer, unless they are wielding a melee weapon. Civilians should mostly stay in put, or if they must, run away from the gunfire, instead of directly running into it.

earnest oxide
hollow pumice
quaint fossil
#

My friends and I lasted only 28 hours and the game is really boring. We don't play it anymore. Perhaps the pvp mode would introduce new features, but the monotonous pve quickly gets bored.

mental oasis
#

Additional Hazards, besides Tripwires, like leaking gas, booby traps, etc
So for example taking gas masks makes more sense

fleet timber
quaint fossil
#

+3hours in game.I must admit that the game is boring and monotonous.

glossy beacon
#

🤓

glacial prairie
#

33 hours in game right now, must say this is the most entertaining game I've ever played, every match has a different outcome and the game constantly surprises me. This is probably the best game I've ever played and it ain't even finished yet 🤯

hazy sphinx
#

Over 60 hours in, still enjoying every mission

leaden ruin
#

[Suggestion] Remove the collection of evidence (specifically suspects' weapons) from the game entirely. It feels unrealistic for SWAT operators to collect and bag evidence **in the middle of **a mission. Plus, it disrupts the flow of the game.

narrow reef
#

You might not be collecting and bagging but you're definitely securing the weapons so that no one can grab the gun while its on the floor

storm path
surreal idol
frosty iris
#

While I think this game has a solidly dynamic nature to it, RON could be really improved if they give an option to cut off power to the target building(s). Whether it be by interacting with a fuse box or turning on a setting before the game starts, It would make NVG’s much more useful and bump up the badass factor by a lot. There’s just something so cool about slowly clearing a building with NVG’s and IR sights, and by cutting off all the lights, such a playstyle would be much easier without having to worry about being blinded by lights.

In addition it can easily be balanced by slight tweaks in AI behavior, increasing their likelihood to roam and sensitivity to sound as a consequence.

feral turret
#

Cutting power is one of the most common requested features and pretty much confirmed a bunch of times @frosty iris

frosty iris
#

Fair enough. Thanks.

leaden ruin
#

[Feedback] Color of muzzle flashes from SWAT members and suspects appear to be unnaturally red.

pallid echo
#

One thing i dislike is how much more health suspects have, i just put i’d say 6 9mm rounds into this guy wearing a worker unifrom, and he didn’t even flinch, and i saw the bullet holes too. Idk, its just abit discouraging when it happens, especially when im 75% through harbour.

leaden ruin
#

[Suggestion] Report to TOC automatically when player restrains a suspect, without having to press F after.

brave frost
#

Dropped mags dont retain bullets and the scar empty reload should YEET the mag

ebon quail
#

Please add a server browser and an option to self-host dedicated servers (like SWAT 4)

toxic perch
#

Instead of the separation between vanilla and people who use mods with the current sumcheck, put a restriction on making a public lobby that way hosts cannot manipulate ai with files and people who have mods can't interfere joining a non modded hosted lobby and everyone can play together

slate yacht
#

[Suggestion]

ability to throw a flashbang into the barrel at the shooting range

glossy current
glossy current
rich totem
atomic junco
#

the find session needs a lot of improvement or we just need a server browser, hit find a session 6-8 times and either the server was full or needed me to have the same mods to join

light solstice
#

lmao

hazy sphinx
glossy current
#

then what the hell is meeper talking about

sterile ridge
#

it would be nice if there was more replayability for maps that you've already played dozens of times. like if they added in a little section where you could change the settings of the map; time of day, difficulty like easy/medium/hard/expert, maybe even a little planning whiteboard so you can plan different operations every time. i think also adding more achievements would definitely give more incentive to play, such as completing the level without killing anybody. also if there was a way to be more stealthy that would be cool

hazy sphinx
marble silo
#

[Suggestion]

Make it so that when you have your NVGs down you will turn your gun sideways instead of looking through your sight. Most NVGs protrude around 4-5 inches from your face so it is difficult to look through your sight. So it would be impractical to use your sight while having NVGs equipped. Players could then utilise the IR laser when using their NVGs to give them better accuracy when shooting with their gun angled sideways.

tranquil pebble
#

Weapon flagging on plants and nearby a tied up hostage is really ridiculous now. Please nerf

novel cairn
#

temporary lean and free lean should break toggle lean. The way it is is more like "freeze lean". It's not right. Please adjust.

leaden ruin
plain temple
#

Heeya everybody, is there a way to report players for their behaviour?

#

I just had several people actually killing civilians that had just been cuffed for fun, even after multiple requests to not continue this sort of behaviour.
I do love the game but there are several individuals among this community that just fail to behave

devout mountain
#

[AI/Animations]

I would love to see different types of suspects in different situations have varying behaviors. I'm sure there's already different morale settings between the militia guys on Farm and the inhabitants on meth house, but a fully different behavior profile would be fantastic. Militia guys/generally organized and trained suspects should react and fight more tactically, communicate with each other, utilize low cover, etc. Untrained, unorganized and panicked people like the inhabitants of Meth House/robbery-gone-wrong suspects should be reacting slower, wouldn't use cover normally, may expose themselves more, generally appear and sound more panicked, might fire inaccurately or without aiming, try to run away/hide, etc.

For animations, I'd really like to see animations and awareness states mesh together or transition smoothly. A suspect in a stunned state from a flashbang/beanbag/pepperball should slowly recover to a normal state instead of quickly returning to full visibility and mobility. Perhaps if the suspect is still wanting to fire a weapon, they could inaccurately fire or generally wave their weapon around while recovering.

Also as a side note, there is no reason that we should be limited to the "one attachment per category" system. When PVP rolls back around, it might be understandable but in PVE I should absolutely be able to equip a laser and a light, especially when there are singular devices that exist which do both or even all 3 of what's currently available.

knotty thunder
#

[Gameplay Feature Suggestion]

Heavy Armor vs Light Armor use cases, add benefits to light armor.

  • From personally experience I don't find too much variance between the heavy and light armor speeds. On the other hand though I do sense better survival rates when using the heavy armor. I would suggest potentially going from 4 flashbangs to 6 and maybe an extra c2. If the person were to be more light weight in armor, giving benefits to support more items as a trade off seems reasonable. This way we can offer more varied play of safer heavy armor approaches and add in more aggressive utility play with light armor but allow the resources to supply that.

  • Secondly, similar follow up on potential additional resources to lighter weight. I would also like to suggest an idea to have a Utility Kit or a Backpack/Duffle bag option to where we see Battering Ram, Mirror wands, etc. and have a selection of additional grenades or even utility like c2. I'm not sure exactly for the game balance perspective of how many should be in there, but assuming the weight replacement of a battering ram or the potentially awkward size of a mirror wand, the bag can contain 6 additional grenades and 2 c2 charges. The other spectrum also being possible with more c2 charges and less grenades to have a bigger explosive presence but with a lower lack of grenade support. These values can be up to change but just as an example of how it would work.

For game balance purposes I would consider restricting the second idea, the backpack/utility kit to be allowed on the heavy armor classes since they graphically have one. The Light armor I do not see such a backpack on them so perhaps limit the option of the additional grenades/utility to only the heavy armor but with the base of already having additional couple spare grenades from the start as a bonus for going light weight.

safe hamlet
#

Give the jump button a reason, like going through a window

sleek tapir
#

Would love the option to play with pistols only, force the AI to only use their sidearm

uncut glacier
#

[AI]

allow the ai to use nvgs

naive cobalt
#

I would love to have point shooting for all weapons

#

The ai teammates should put there nvgs on when you put your nvgs on instead of the ai teammates just leaving them up it kind of breaks the immersion for me.

hollow pumice
haughty vigil
#

Is the SR16 ever gonna get fixed the recoil is super weird

honest bough
hollow pumice
honest bough
#

That is frustrating, I don't mind bagging guns etc when playing single player and I can get my bots to do it feels less like a chore

rugged otter
#

Is the waiting room still unfinished? I wish there was a way to talk with NPCs or interact with objects (the idea of using a vending machine was pretty fun). Just by looking at the motions of the NPCs, it is evident that they are exhausted from excessive work due to the lack of security in Los Suenos. I can't wait to see what the NPCs will say.😆
When the player clears the mission, an encouraging e-mail from citizens is sent to the PC in the waiting room, or the story behind each incident is delivered as a newspaper article on the desk.

safe hamlet
#

While watching people play RoN on YouTube I noticed that the HRT googles look really foggy, maybe make them a bit clearer?

safe hamlet
proven igloo
lime cape
#

1 sentence: beluga is the twitter reports bots profile pic, the game is epic and I love it already after 2hours of playing

heady meteor
#

Not sure if you've seen this but adding a cops and robbers type mode separate from the missions we do normally but has players playing both the suspects and the swat members on certain large maps where both sides have different objectives. Like the suspects have to eliminate a number of civilians or rob vaults

heady meteor
#

Also, give the tac700 more clips on default, one clip ain't gonna drop many suspects

plush tapir
#

[judge]
please close judges mouth
you can kinda see his teeth and thats weird

hollow pumice
hollow eagle
#

A few things (in my opinion) that can make the game better:

-A sprint button +15% speed increase But can not use gun OR gun recoil and steadiness is awful (used for getting to cover fast)

-Tackle or throw down civilian's who are resistant to arrest

  • Grapple used for going up to second floor on maps

-reward system / level system for gear and looks

-snipers?

-PLEASE ADD A ONE CLICK MIC TURN ON BUTTON, HOLDING V TO TALK GETS ME KILLED ALL THE TIME

-white house map??

-PvP - 2 Teams must rescue a hostage, this hostage is unknown to both teams, there are NPC terrorists. both teams must kill any threats, report bodies and collect evidence as usual. the teams also will try to kill each other. every action gives points and the team who has more points win. e.g each player kill is worth 75 points,
each npc kill is 25 points, all reports are 10 points unless taking terrorist into custody alive being 50 points, saving the hostage is 150 points. failing to report or killing the hostage takes away points. (this means even saving the hostage if the other team was better at reporting and killing the other team they have a chance still.)

just ideas what are your thoughts??

weak elk
#

Love the game!!! The devs did an amazing job on this game as far as how it renders and the possibilities for all things in general, learned a lot about the game the first day I got it! (Today) for an early access game it’s amazing as far as everything in it goes. Hope to see it grow in the future!

tranquil pebble
#

You can't pull the pin on a grenade if you are too close to a wall. Lol

covert minnow
#

[AI Difficulty]

I’ve seen way too many posts about people complaining about AI difficulty. The first 10 hours or so of gameplay I thought the same but now as I play and better understand the approach of being tactical and ready to enter a room, I feel the AI’s reaction time is actually really good. In close distance it doesn’t take much time for a ready suspect to pop a bullet in you. The players need to understand entering a room where Someone is waiting will have a super fast reaction. My fear is that if AI are buffed the game will get boring after some time. Allowing these unrest moments is what makes the game, at least for me and I’m sure others.

So my suggestion is rather than buff the AI for all players, please create a difficulty option instead as everyone’s skill and play style is different.

Let’s be real, the game is called ‘ready or not’ sounds like most weren’t ready 😉

heady meteor
#

Let us stop the arrest animation so we don't get blasted for god's sake.

weak elk
#

Check your spelling and edit your text, the first part is not understandable.

oak lava
#

They should check the Flashbang reach. I'm tired of throwing a flash in a almost empty room and the suspect doesn't get stunned. Same with stingers and CS.

thorny zenith
#

Next Update. I would like to have a unique player character customization system such as putting a Name Tag on the back of the Vest or attaching the Arm Tag of each Clan to the Unifrom sleeve.

sterile kayak
thorny zenith
safe hamlet
#

[Graphics]
NVG rework
NVG should be reworked, the current green view seems a pretty outdated outlook of NVG to me, and it would be cool to have a thermal device, since currently flashlight is way more useful and easy to use than NVG (c.f. thermal_preview.webm).
Also, as screenshot_mod.png shows, the fact a part of the view is not processed because the nvg doesn't take all the eye vision is cool to me.

safe hamlet
#

M18 or M17 Pistol

Top is M17
Bottem is M18

prime oar
#

Frame rate for monitor can only be set in game at 144hz and my monitor goes to 244hz the issue im having due to this my pc decides to drop frame rate drastically ? lmao

static tiger
silent epoch
#

I've been testing various versions of RoN on super low-end systems to determine it's viability below the minimum requirements. I've discovered that the game (CAN) run perfectly fine under GPUs with as low as 128MB of video memory (with the proper tweaking)

How much is void interractive planning on optimizing RoN?

For reference, I was able to get the game running at a (pretty) solid 60fps with very low settings, using the userconfig.ini file.
The machine I ran it on has an i5-7400, and an intel UHD Graphics 620.

Once the game loaded all of the assets it ran fine, but going from one mission to another caused lots of crashes. But again, it's perfectly capable of running.

The game is UE4, so it's not like it cant run on pretty low end systems, anyways. I was just curious as to how far the team is willing to go (Perhaps allowing something similar to mat_fullbright for singleplayer games to maximize possible performance)

buoyant sedge
#

The Sig Rattler, sort in a similar configuration to this minus the attachments.

split hawk
#

I would suggest, giving mele suspects a stabbing instead of a slashing animation, so it somewhat suggests, that he is bypassing your armor, and not just mindlessly banging his knife against your chestplate.

vapid egret
#

Now I don't think they are in any police department on the planet so its not exactly realistic but.... quad nods plz dev? :))))

vapid egret
#

ALSO the game desperately needs a server browser

sterile ridge
# proven igloo Agreed. Maybe the harder difficulties could give more points or something? The w...

yes bro i was thinking about creating a planning whiteboard mod, sorry abt the late reply lmao
i dont even think it would be too hard. just get a 2d birds eye view of the map with all the doors and hallways, etc, make a whiteboard model, add a little marker to draw on it, honestly i think it would be pretty easy, but i think what would make a planning section actually effective is if the planning effected the AI

atomic kindle
violet wigeon
#

Are there any plans to fully verify this game for the Steam Deck?

safe hamlet
#

Add PvP asap, after hours and hours, after doing S and S, the game become monotonous and boring. Thanks.

safe hamlet
#

Where do I say that I want PvP for competitive? I was just expressing my opinion that beside PvE the game needs PvP to get some variety otherwise as the data suggest the slowly decrease of players will continue, that's all. Why can't you all just accept a simple opinion?

vapid egret
# safe hamlet Where do I say that I want PvP for competitive? I was just expressing my opinion...

I can accept a simple opinion. And I never said that you wanted it for competitive, I'm just stating it incase that was something you wanted or were looking for to get it out of the way. Also yes, I agree with you that the game may have issues with player retention in the future if PvP or further replayable content isn't added. But it will be added. The game is still early on and has a long way to go, the devs have much bigger priorities than PvP at the moment. So just be patient.

Considering the entire game is scheduled to be finished in 10-12 months and since the Steam release the devs have been perfectly on time with all their promises and updates, I highly doubt we'll be waiting multiple years for anything pre release.
@clever elk

clever elk
#

years*

lean crystal
#

does anyone else think that the windows looks like im tripping on the drugs the crack heads are on in 213 homes

clever elk
hazy sphinx
oak dagger
#

The game needs more variety in the cuffing aspect of the suspects/civilian’s, animations of cuffing them on their knees(already have), animations of cuffing someone laying on their stomach, cuffing someone standing up them making them sit down with legs criss crossed.

silent epoch
# hazy sphinx the minimum specs can definitely be lowered a pretty formidable amount. with the...

even then, with integrated graphics it runs good but it has a habit of crashing due to a "lack of sufficient video memory" and It HAS to be involved with the engine itself for its amazing visuals

thing is, they don't seem to lower with lower graphics settings and the most i can do is fuck with the userconfig.ini file

even then I still encounter some pretty constant crashes, but with a little patience it's fine

soft urchin
#

Hey !
I played the game for a few hours and I'm really confident in its future.

I think it could be really interesting to make the official maps of the buildings of each mission in game available and to be able to write on them or place markers in order to establish an action plan with our team, because some buildings are large and it's easy to get lost.

wicked ice
#

please dont make the gun go up when you are near something, just make the gun go inwards (and taking you out of ads if you are adsing) so you can still shoot

vapid egret
# wicked ice please dont make the gun go up when you are near something, just make the gun go...

Agree. Instead of instantly going to high ready when you are too close to something, make it work similarly to how it does in Ground Branch (and probably real life too) by compressing the gun in and holding it closer to the player. Only go to high or low ready when the player is 100% squeezed against the wall with 0 space.

But don't let the player shoot. Because this only happens if you are in contact with a wall. So you'd just be shooting a wall.

wicked ice
hearty island
#

whats this bs

surreal nebula
#

verifying and relaunching fixed it for me

grizzled chasm
#

How is this person is a "CIVILIAN" when they are a MAM with tactical gear?

runic bay
#

You go into an area, forcibly dress civilians in your gear, and cause confusion.

mental oasis
grizzled chasm
safe hamlet
#

Hello, I bought the game a few days ago and now it's gone again

kindred eagle
#

i know its small but could the texture of the m1911 be black instead of tan? im reallyinto the tv show swat and they use this pistol in the show

bright surge
#

[Softlock, Gas]
Softlock spot in Gas map
You can get stuck between the stairs and the cargo box thing

storm path
#

[Models]
Give back Legacy SWAT Uniforms!
The old SWAT uniforms from the PvP build are imo alot better than the current ones.

simple wasp
#

Please change your character automatically putting their gun in high-ready at every close corner. I have died multiple times to this. You can just have your character aim and fire their rifle at the hip. That would be much more optimal and better than not shooting at all. Adding a button for high-ready would be much better as well.

zinc belfry
#

we urgently need a system to move the detained hostages/suspects.
I have already encountered situations where the hostage stayed at the door and disturbed the operators (by google translate)

#

I've also been thinking about random environments.
example of what I mean is the mission in the house, there are covered windows that are closed, using barricades or have furniture covering the view.
let's say that in preset1 the house would have its windows barricaded, the house would be made of wood.
in preset2 the house would only have some windows closed and a cement floor.
it would be a lot of work for the developers but it is something that would be better than investing in dozens of missions and with this idea it could greatly increase the immersion of the game (by google translate)

safe hamlet
#

[HUD]
Specific HUD teammate camera switch using bind + scroll wheel
Been playing a few games where I would find myself switching through multiple cameras to find a specific person's view. Suggesting a combined bind like holding T and using the scroll wheel to select from a small drop down menu in the camera view. Sort of like the wheel menu for the lockpick, detonator, etc.

regal hawk
#

optimize for unstable internet players
The slightest disturbance kicks you from the match and kills your player with no warning
please make it so it just turns your player to an AI and lets you rejoin if you have a connection disturbance.
it's impossible to play online that way

peak adder
#

Suggestion: Ready or Not need a "Coroner's Report" at the end of the mission.... Info on where everyone was shot (at least suspects, and civilians, your team shot), with what calibers, who fired the killing bullets and such... Would be nice to know, who on the team did the work, and who killed the civilians, or wounded their fellow officers...

wise verge
#

Suggestion: Faster moving speed.

Sweeping gets UNBEARABLE when you can only move at a speed of two miles per hour while the other suspects can shuffle around quicker than us.
The ability to run would be a blessing.

cloud mirage
#

Suggestion: wider freelook range

To be able to give a quick look over your shoulder to check your team without losing the gun position would help increasing situational awareness

grim herald
#

Suggestion: Any Flag

I think that you should be able to choose any flag that you want (without mods) in the ready room. Not really important change but I think it would be nice for some people.

simple osprey
#

Suggestion:

Suspects can fight back when being ziptied, they can try and shake you off of them, get up and start running, maybe try to stab you when you ziptie them?

grim herald
#

Suggestion: Dog's

I think this would be very fun for locating and restraining suspects. Plus who doesn't love dogs?

proven igloo
#

I think their should be a feature where the suspects can be shot and they fall over without dying. Like being shot in the pelvis area would make them drop like a stone but they don’t die.

lean crystal
#

i would love to play as a suspect holding off police in waves and they adapt and plan strats ahead

somber glen
#

Please let us keep wedges we removed. Kind of stupid they're 1-time use now.

stoic spoke
cold locust
#

[Medical Scenarios]
New Medical Scenarios that can happen by being hurt, and a role for a specific medic

Scenario Examples:
If you are using a pistol with a shield and you are shot in the hand, or arm that you are using to handle it, the gun should not cycle the round because you don't have a firm grip on the weapon.

You are shot in the vest multiple times, and a few rounds penetrate the vest. You fall over and another Officer has to drag you, or carry you to a Bearcat.

clever elk
#

[MP5A2 incorrect denomination]

The MP5A2's name in-game is incorrect, the MP5A2 does not have a burst-fire option only semi and full auto, that would be the MP5A3 and A4, I'm not sure if this is done to avoid copyright or not but I thought it was worth mentioning.

safe hamlet
#

[breaching shotgun]

Change it so that the instead of only opening the door partly or halfway, the door swings open all the way when you blast it with the breaching shotgun.

oak dagger
#

AI RESPONSE TIME IS TOO FAST A BETTER MEDIUM NEEDS TO BE FOUND

The AI LoS Response fire is too fast is stupid they adjusted it to be to difficult even when the players decides to play with extreme caution they still are insanely difficult, when I first started playing I thought it was because of a learning curve that I had to get over but no after 20 hours of gameplay I realized that AI response mechanic were over emphasized making it feel your playing against 20 John wicks a medium needs to be better selected of this mechanic’s, because your squad getting wiped, you get killed just peeking the threshold which is just ridiculous, I have very good aim and I should be wining the gun fights when Peeking thresholds/slicing the pie but instead I die before I even see what’s around the door and logically that don’t make sense because in a doorway if I can’t see the enemy they can’t see me and when I do see me I did first even when you respond fast you trade Deaths with the AI, the players should be wining more engagements using techniques not struggling to use them

safe hamlet
#

[Gameplay]
Securing evidences phase should be re-worked
I have nearly 60 hours on RoN and the more I play, the more something becomes more and more obvious to me.
I feel there is a big problem concerning the game dynamic, I mean between each gameplay loops. My english is broken but I'll try to be the clearier possible:

  1. The players plan (with more or less investment depending on the person) how to enter and clear a room the most efficient way.
  2. The players execute the plan, with more or less success.
    Those both are really fun, but here comes the problem.
  3. The players have to find where weapons fell, which is a really pain 90% of the time (not to mention it's sometimes not even possible to find them), and report both handcuffed and dead civils and suspects. It's way too much, it's really time consuming and not fun at all. And it's problematic because something is happening during those secondary actions, which is felt as an injustice cause the player made no mistake. We're the Swat, I don't think we're supposed to do all of that (maybe I'm wrong, I'm not an expert tho), we should only focus on how to push people to comply and cover our team asses. Say to TOC about handcuffed or dead person is okay (and it adds that vulnerability you probably were looking for), but securing evidence should be re-thinked imo.
    What if enemies NPC, when complying, was releasing the ammo in their weapon? Their weapons would be kind of secured since it would be pretty long for them to reach their weapon, take it back, fill the ammo or magazine, aim a member of the team and fire. It would be cool to just have an animation in which they open and drop ammo in the revolver, take out the magazine of the semi-auto pistol and throw it away, or open the shotgun.
    Plus, it would add an alternative to give them the opportunity to pretend they're complying and fire at the last moment.
safe hamlet
#

[Weapons]
Make the MK1 Carbine have a pmag or at least an attachment for more ammo like the M4.

violet wigeon
#

I think full Steam Deck support would be a relatively easy and profitable thing to do.

sterile dock
#

Equipment

Change the gas mask to a MSA [Advantage 1000] mask and get rid of that goofy CBRN mask.

small frost
#

so i threw a flashbang at a guy who wasnt complying with my orders and i got an unauthorized use of force

proven igloo
#

I suggest having a look at the text in game. The font is good but the text could be better. for example, the load out modifyer has the sections like “assault rifle” or “Sub machine gun” that text is super smooshed together and it looks kinda weird

brave frost
#

G36c, combat grip, your character says lol no

green pasture
#

„„G36C -- A German 5.56 assault rifle that looks way cooler without a carry handle.““
Sorry, no. It dosent look cooler. 😅

vapid egret
#

Should be a mod tab on the main menu which allows you to manage mods and all of that stuff aswell as linking you to a page with safe and hand picked verified mods.

Also PLEASE give us the carry handle for the G36. It just isn't the same without it.

final epoch
#

please add a carry handle option on the g36 as a german it hurts seeing that abomination

pallid echo
#

Some ideas for hostile and innocent AI

Surprise mechanic (no not lootboxes, stares at EA)

Sometimes i notice how ai are fixated on a door, and I thought it would be cool if you flanked an enemy through a different entrance point, there is a chance they flinch, and sometimes shoot their gun (missing you from flinching and shooting maybe above you or to your side) and either dropping the gun, or trying to compose themselves to fight. Or maybe they just drop their gun and put their hands up and freak out maybe about surrendering

I also had a similar thought for when a enemy sees their mate get killed, i know they react to it verbally, but i think it would be neat if there was a small chance if an enemy dies in a certain range of another enemy, they freak out and try surrendering, or run off away from that dead mate

Maybe also a thing where if a enemy that has 2 guns surrenders, and doesnt pull out the second gun, you have to secure that gun off of them/searching mechanic, if this isnt done maybe they still could count as a possible threat, when on a rare chance they try to reach this gun while cuffed, although if they do get it they are extremely inaccurate.

Also something else involving AI, maybe a mechanic like Crisis Response on IndieDB where enemys you shoot have a chance to live, depending how long they stay after being shot, like if you shoot someone at the start, they are “unresponsive but breathing”

10 mins later they die, and count as dead.
(I highly recommend looking at some of crisis responses mechanics, idk how to contact the dev, but if you can they are totally worth it. Even if they just shoot ideas out to you)

narrow moon
#

Canted Aiming With ALL sights!

safe hamlet
#

[Gameplay]
Give the ability for two AI mates to perform two actions on the same door at same time
I use to use mirror while an AI mate is lock picking, it would be more fluid to be able to give the order "lockpick" on a door and immediately after the order "mirror under the door" since there is way enough space to achive both in same time.
In the current state of the game, I spend a little too much time behind a door just because of the game mecanics.

safe hamlet
#

[UI]
Keep logs until next action
I use to give orders on multiple closed doors at same time to my AI team mates and while they are performing tasks I snoop around. Depending on what I'm facing, I sometimes stop listening and can't get back infos they said.
It would be great to keep both "no trap/trap" and "civilian/armed/nobody" on screen until a new order is given.
Also, blue and red can talk in same time, for that kind of given informations only one AI should be able to talk at a time (like blue says "no traps", then red "traps", then blue "civilian" and then red "armed").

#

[Mapping]
Special enemy AI cover spot
It would be a good thing that sometimes AI can take cover in strange spots, kind of suprising the player.
Not only this bathrub, but in general.

timber belfry
#

The new font also doesn’t like as good on a 27” @ 1440p, it’s all smooshed together and cramped looking

misty knot
#

[Equipment/Chemlight] Physics of chemlight after this patch are way too bouncy. After pressing chemlight button, the stick seems ejecting out of player's model ass. Also, when player step on the stick, chemlight bounce away, losing the purpose of marking location. (clip capture at Fast food map, near the toliet)

timber belfry
#

Yeah it looks like it’s squished kinda, once I’m home from work I’ll send a screenshot

severe pivot
#

[UI/Text]

Concerning the fonts, I find the sub-menu text to be an improvement (i.e.: Weapon names). However, the header text (i.e.: Weapon category) is less legible, in my opinion. To be frank, I truly think it would be best to rid the menus of ALLCAPS for readability. I understand the aesthetic goal, as it fits the imperative nature of law enforcement, but there's a reason we do not type with CapsLock enabled. Attention cannot be drawn to what actually needs it, acronyms become identical to words, proper nouns can't be indicated, etc.

safe hamlet
#

The new update's font and NVG sfx are bad, IMO. Thank you.
And Penthouse isn't playable with the elevator spawn glitch! -Good thing it's my favorite map.

hollow otter
#

Add a "Drop the knife" voice line. Some suspect was charging me with a knife and I pressed F and said "Drop the gun"

safe hamlet
#

[Weapon: G36 reload]
The reload is fine but there's just one problem, when you throw the magazine on the empty reload the magazine stops in mid air while the hand keeps going. This just makes the reload look unrealistic and weird.

grizzled oxide
#

It would be good if you could have multiple modded maps loaded and be able to play from there instead of just having one modded map selection on the situation map

simple osprey
#

[Rating / Score]
Make it so you don't lose points if a shooter kills a civilian before you even enter the building, it makes no sense that we lose score because we had no control over the situation

safe hamlet
#

[Weapons]
Quit adding weapons that are visual clones of M4s. People are gonna get kind of annoyed if you keep adding those

sonic kayak
#

this isnt feedback, but an idea, i just didnt know where to put it.

adding a strobe light setting to the flashlights would be awesome. maybe have it be a weaker version of a flashbang where it temporarily disorients whoever it's being pointed at.

also, adding a headlamp would be cool too.

safe hamlet
#

Self explanatory glitch.

cedar geyser
#

Little Suggestion:

The ability to use M5B or MicroT2 sights on the Benelli M4. Just like the way those sights fit on the gun. Maybe not super tall as they are on the ARs though

lyric bluff
#

Hitting arms/hands should cause the suspect to drop whatever they're holding, but could still be unauthorised use of force if you don't order them first or something

wary sphinx
#

The club map is cool. But I keep running in circles triple checking everything and I can't complete it. IDK what I'm missing.

placid hatch
#

Way to much smoke when bullets are hitting surfaces blocking the whole screen.

safe hamlet
#

[Gameplay]
Tazer distance
The tazer distance should be nerfed imo.
I feel like there is actually no maximum range, a police tazer is 10 meters maximum (sometimes even lower).
On this video, it's probably ~15 meters. I already hit an enemy way farer than that.

red cargo
#

Hills Hotel wall through bug.

gaunt cobalt
#

[Quality of Life]
The new menu fonts, especially the shorter/stretched one, are often quite difficult to read

red cargo
#

Wine farm seeing through the roof.

tranquil pebble
novel cairn
#

guys the new flashlight is a problem.

  1. it's too bright and makes it lose its purpose in a lot of occasions
  2. the fps drops a lot when active.
lapis plover
#

dedicated voicelines pools for suspects and civi's.
its a little odd when a civi surrenders and talks bout dropping a gun they never had, or how they wont drop a gun they arent even holding, etc

lean crystal
#

it would be suspenseful if suspects can shoot at your weapon breaking it depending whether you had your primary or secondary forcing you to switch to a functional firearm (when emily blunt had her weapon shot in the tunnels of the movie "sicario" then she pulls out her pistol to continue)

mighty hare
#

Please please undo the font change. It looks really poor. All the menus and UI/Hud font is very difficult to read.

lapis plover
#

stop making every car window bulletproof lexan
title. this way you dont have to try and sweep around the corner on bots that just spam fire the corner with unlimited ammo.

small kraken
#

Make certain forces on certain doors blow the door off it's hinges/put holes in it.
In case the title was not obvious of what I speak of, allow me to provide a few examples.
Example 1: If a battering ram is used on a weakly structured door/rotted away door, it will completely fly off it's hinges not that hard, but at least knocking ot over a few feet.
Example 2: Using anyone of the shotguns (NOT THE BREACHING ONE) on the center mass of the door, and it will put holes in it, like any other buckshot against a door.
Example 3: Using a breaching shotgun on the position of hinges on the door (whether there be 2 or 3 hinge locations) will cause the door to become loose (if used on one of the hinges) or completely fall off of it's position (if used on all of its hinge positions).
I appreciate you reading my suggestion.

lapis plover
#

controversial opinion
dedicate next patch or following to address crashing, and fixing issues that have been around for a while. No point in adding new content if a good chunk of current content doesn't work as intended or reliably. This will help stem the loss of a average of a thousand players a month.

Also stop jacking my clipboard for crash log automatically on crashes since you have a bug reporter that automatically sends a copy.
title, at least add in so it only uses "copy crash log to clipboard button."

gentle plume
#

map/level/trap theme idea

  • a dingy warehouse inspired by the SAW movies, or a farm map with a cult of crazies
  • additional variation to traps: loaded guns (shotty/AR), axe that drops from the ceiling, flamethrower/molotov, barb-wire net
  • trap's string can sometimes be at top of door frame instead
  • enemies attack you with various melee weapons (can be reused in new traps)

improvements

  • gun holding and shooting animations synchronized to grips and other attachments
  • more keyframes in enemy animations when they're attacking you - so you don't die within half a second of seeing person with a holstered pistol and their back turned
cedar geyser
#

The Ability To tap a teammates shoulder to signal you are ready and the ability to lock onto your teammates shoulder with your hand and pull out your sidearm for tight hallways and such.

thick timber
#

whys the map on the table Saigon the Vietnamese town?

the map on the table is a real life map of Saigon Vietnam? custom map on the table would be cool or a mission brief it also has messages of real troop movements during Vietnam alittle confused.

uncut thistle
#

This game has one of the worst networking. You shouldn't have to wait for more than a min or more finding random matches in less peak hours.

vast phoenix
#

Both the SWAT AI and enemy AI doesnt see each other when only separated by a mere glass door or window. It makes the encounters awkward.

safe hamlet
#

enemy ai doesn't seem to see me through glass either

fickle compass
#

Civilian spawns in Lift in the test level. You can not walk in, because of an invisible wall.

pale whale
#

I just spent 90 minutes before class playing 213 map
I didnt finish because I couldnt find both obscure, no hints given, no logic in its placement, cant beat the level without them, hidden in cardboard boxes that look like everything else meth packages

A+ game design I will literally never fucking play that map again because I would rather scrape my forehead with a cheese grater than walk around that map for another 90 minutes to press F on one box so I can end the fucking level

placid dawn
#

Can we shoot hands/guns off suspects as a disarm method? Major intimidation/shock to suspects, shrapnel, whatever mechanic added. Idk I just played Red Dead 2 high honor run and disarming is fye.
I just believe this makes full lethal gear in a non lethal objective possible...like a -S in this game

Everyone alive and maybe two or four people now need to wear an eyepatch.

hollow pumice
#

[aesthetics suggestion]
Smartwatches
A smartwatch on your wrist that tells you how much time is been since you started the mission, or how much time is remaining until bombs explode in bomb threat, or some basic statistics like how many injuries you have got, how many kills, how many hits, and stuff like that