#📩feedback-reports-channel

1 messages · Page 12 of 1

naive gust
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The cars on dealer ship map are massive in comparison to the characters, maybe adjust the size of some objects to create a better sense of scale

obtuse flame
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Idea for a mission: airliner assault? Entrance points could be from a jetway leading to the main door, ladder under the belly and a stairway in the rear from the plane. It could also be a double decker plane like an A380. This could also make an opportunity for a sniper to provide fire support and callouts to the entry team by looking thru the aircraft windows from a position from the terminal.

naive gust
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fix that lighting glitch with car windows

hushed urchin
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having a carry handle attachment would be nice

sonic kayak
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[gameplay suggestion]
a small chance of your taser failing on people with an increased chance on suspects wearing loose/thick clothing would be cool and add a little bit of realism to the game.

it would also be cool to see a possibility of killing/injuring people you tase in the rain added to the game, possibly?

naive gust
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Fix issue with large frame drop when aiming into 4-12x scopes

fierce fern
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Please just remove host migration, it legit never works. Out of all the times it has happened it has only actually worked once.
Every other time you either get stuck into an infinite loading or it just fails or very rarely kinda works but you have to report every single thing again (civs, suspects, doa, etc).

short socket
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If you don't restrain suspects (make them "drop their knees" xD, but let them stand up and draw a knife afterwards and repeat this process) you'll be able to farm points by securing the evidence, since knife men carry infinitely many knives.
(picture: 18/18 evidence; 7/7 suspects)

gaunt igloo
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It would be great to see an animation of the ai grabbing your shoulder and stabbing you instead of a slice, most people would go for a stab not so much a slice

winter temple
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An aeroplane hostage situation would be awesome, also what about thermal imaging devices to look into rooms?

errant reef
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hey i just bought the game, but after i played a round with some guys, they ended the game, one of the guys said we dont know how to play, and i got banned from the server and i cant join another session, what gives?

regal hawk
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noticed ready or not causes issues with streamlabs in frame skips (doesnt happen in any other game)
specs: 2070super, i7 9700kf, 16g ram.

generally when tabbing out of RoN the entire desktop becomes laggy

surreal flume
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I kinda think the whole "unauthorized use of force" happens too often, or at least is very inconsistent. I understand getting the penalty for shooting a surrendering suspect, or a civilian without a gun, or even a hostile suspect who hasn't yet posed a threat. That's all fine. However, I've been in situations where for example there's a suspect with a machine gun, who will obviously open fire the second the door is opened. We peek the door and flash/stinger the suspect, and move in, shouting at him to get down. Finally, he starts to surrender, but then goes for his pants to pull out a gun or knife. But then when we shoot him we get unauthorized use of deadly force?! What is the proper protocol? Do we have to wait until a suspect is literally opening fire before we are cleared to shoot? This seems dumb, and makes it almost impossible to get an A on a mission by avoiding injury.

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Also have encountered situations where there's an armed suspect, and they are not shooting but also not complying, even after yelling at them to drop the gun like 10 or 15 times, but then they start running, and I get the unauthorized use of force penalty for shooting them for running at me gun in hand?

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Additionally, this is neither here nor there, but I feel it's slightly dumb that when you've been deployed to a high-risk situation where heavily armed terrorists with automatic weapons have taken hostages or set up bombs, that you get "unauthorized use of force" for shooting one of the visibly armed guys that obviously poses a threat and is actively endangering the lives of civilians. I don't know a lot about real military or SWAT tactics so feel free to correct me here, but I feel like a team deployed to deal with a situation like this with the foreknowledge that they'd be facing dangerous terrorists, would have authorization to shoot armed hostiles on sight, since they've taken hostages and have already demonstrated their intent to kill anyone who tries to stop them.

serene garden
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[AI] There needs to be more suspects who will anchor their room and not sprint across the map to the sound of a gunshot. 5 guys ran through this same doorway after hearing a couple of shots.
And this is on hostage rescue

ashen jay
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[HUD (?)] Player tag names are way too small to read ingame. I've 3440x1440 resolution and can't read the player name tags above their heads at all. I'd appreciate if you build in a slider for player tag font size (optional: changable color)

or tell me where I can set the font size by myself (I extracted the game files and don't know any further where to change, there're lot of subfolders and files) (ping at me appreciated)

severe pivot
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[UI]
To piggyback on player nametag visibility: The addition of a speaker icon above a player's head or even a colored outline around the entire officer model so that it is obvious as to who is speaking. Currently: The name appears on the left, and you must compare it against the tiny nametags floating in the air to determine whether the person talking is standing right beside you or in another building. "Local" channel somewhat rectifies this problem, but that is up to the speaking player, not the listener.

torpid igloo
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[AI] Can you please remove or change the "pull knife" mechanic. It makes playing the game incredibly hard. I can understand it if there is one of me, and I turn my back. But for the suspect to drop their weapon, and fall to their knees, only to then pull a knife while I have myself and 3 other assault rifles pointed directly at them. It really makes no sense, and breaks the barricaded game mode as they become unreasonable and do not put down the knife essentially killing one of the team, or we need to open fire and kill the suspect which is against the ROE.

thick timber
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This effect still happens
i dont know what causes it its less bad than how it was before the February update but it still happens on dealer and a few other places and looks jarring

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the reflections are just alittle off and the effect is weird once you notice it youll always see it on a tv or larger display its super obvious but the reflections show up as a bunch of little white dots that move around almost like film grain and it looks sssoooo weird.

safe hamlet
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(Weapons) FN P90 because why not

vapid egret
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[AI]
On stack, breach and open commands, any AI on your team equipped with a shield that they are actively using should always be the first to enter the room. Giving the AI a shield is sorta useless otherwise as they are typically sitting at the back doing nothing and not protecting anybody.

slate yacht
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[AI]

Criminal behavior

Using civilians or hostages as human shields against cops

sleek siren
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[Weapons] Please add machine guns

vapid mountain
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[Sound] Update the Glock sound, it sounds to me like Glock from Counter Strike 1.6

reef ridge
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[User Interface - Weapon Loadout & Customisation]

• Integrate weapon customisation (i.e installing attachments) to the basic Loadout menu to improve user experience. It is confusing for a new player to locate all functional stations within the Headquarters.

• Add descriptions to attachments that explain their purpose and effect. For a new player, customising your weapons can be tedious as you test each attachment one by one at the firing range.

• Add an icon/marker to indicate that a weapon is non-lethal.

safe hamlet
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[UI]
Weapon Loadout & Customisation
I would add to the @reef ridge post that being able to see fire rate and damages would be useful for the player to know depending on the mission they goes.

warped ingot
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Please buff the less-lethals. Pepperball guns should have full-auto and more ammo, R7 Launcher should have less recoil, beanbagger should have more strength. It is very hard to get S-ranks when the only viable less-lethals are a 7-shot tazer and flashbangs.
And dont bring up the bots, they arent smart enough yet to avoid getting injured, so that doesnt solve the "not enough equipment to get an S" problem

safe hamlet
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[Mapping]
Too much doors
On Swat 4, maps were indeed definitely smaller, but they also had less doors since devs kept only the useful ones. It allows players to follow a kind of path which was a good thing in my opinion (game is more accessible, players' brain is not tortured to know where they are and where to go, it doesn't feel a walking simulator, it allows players to focus on the strategies and battles, etc).
I don't mean one unique path, but there are way too much possibilities to go anywhere from anywhere and that's pretty confusing to me, it's really like a grid and it shouldn't. This is obvious on the Hotel map on Raid.
A good thing would be to create few paths composed of multiples consecutive rooms, and have to go from one path to another (for example Twisted Nerves do this perfectly on Raid when coming from the wood crake bridge to the bedrooms 2nd floor: the first pathway is all this floor with bedrooms, and then the second is downstairs with the loundge, the kitchen and the two additional bedrooms with the little bathroom. Those path downstairs splits again in two with the long corridor going to the garage.).
One room being able to be breached from two doors simultaneously is a good thing too, so the fact sometimes a room is accessible from two differents paths should be kept.
Also, instead of just deleting doors you can reuse the (well thought) locked door system which allows players to unlock a one way door when a path is completed.
Try what I did with the red line on the RoN map, this feels quickly messy — maybe even impossible. The fact maps are bigger shouldn't be a pretext to apply a general thoughtless grid pattern. Rainbow Six Siege (even if it's a quite different game, except it's a FPS too) understood that and this is obvious in their maps reworks and new maps.

Beside that, RoN is a really nice game, you're doing a great job.
With a deeper reflection about mapping, it will be even better!

hybrid zinc
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(ui)

add grenade trajectory (example from csgo below) and the possibility to deactivate it from the options

could be extremely useful for new players to learn where grenades go precisely imho

hollow otter
safe hamlet
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Optimize the game more, it takes up too much RAM than it should. The recommended spec is 8 GB RAM and I have 12 and I barely have enough. (The only apps I have running on my PC using RAM are Steam and ron)

safe hamlet
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Two things. 1. A option to change in-game display names for units and players. 2. Some kind of randomly generated map and mission. Like, pick a general location, like a hotel, or gas station. It loads a random layout and go.

fiery pumice
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Thanks for the all the feedback, good stuff y’all

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big thanks to the people sticking to the pinned format since it helps sort through it all

thick timber
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side rails?

Theres 4 rails on most rifles one on the bottom and two on the sides and one up top for an optic, in GB you can use all the rails on the gun so if you want a laser on the left and a flashlight on the right you can do it but in Ron you only get one or the other.

Its either Laser only, or Flash light only. why not have a second slot so i can have a laser on one side and my flash light on the other and then the bottom rail is just for a grip? Most other tactical shooters let you have a few slots so you can really Kit out your weapon for your specific needs but RON forces you to either use one or the other making the moments between matches longer as you have to constantly swap out gear depending on what map it is and what the scenario calls for.

If you could customize the gun to your liking for most scenarios it would cut down the time between rounds drastically. to be clear it doesnt need to be GB levels of customizable as long as theres 2 slots for attachments and i could throw on my grip of choice that's all i need.

fervent hull
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[AI]

  1. Make it possible to use NVGS for special forces bots. I give them NVGS but they don't use it.
  2. Make it possible to use Ballistic shield for special forces bots. The bot just keeps it behind and functions for breach no
  3. Same with Battering Ram. There is no function to use it
  4. Make a feature so I can set weapon modifiers for SWAT bots.
  5. At breach the door with c4 or grenades, enemy bots from neighboring rooms do not react in any way. They don't try to open the door and check what's in there. They don't interfere at all. Increase the audibility of enemy bots and so that they somehow interfere with me
placid dawn
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Chest Rig or combat belt instead of straight up just a shirt for no armor option (Or even make theses three different options)

gentle gale
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The amount of questionable decisions i experienced in this game through the past 40 hours is making me question reality so here goes my feedback.
-Civilians can run away from you without any consequences because you can't incapacitate them by shooting their legs or something and they instantly die like they are made out of paper.
-There is still no Laser w/Flashlight attachment but for some reason there is barely useful 12x scope?
-NV Goggles are basically pointless right now due to a lack of PROPER low-light maps
-I can't find any proper use for Taser/Pepper Spray other than Tasing/Spraying civilians which is something SWAT never does and Tasing or spraying suspects is basically impossible
-Why stingballs or flashbangs can be blocked by literally 1mm wide and long cardboard box? i can partially understand stingball but flashbang should work wherever it lands. It's purpose is to FLASH and/or BANG targets, it's loud enough to damage your hearing so why isn't it working like intended?
-No AI support for coop play with less than 5 people, why?
-Aiming at suspects with flashlight should make their aim worse
-Why is thumb over barrel a thing on weapons with grips? what's the point of the grip if my character is going to hold the gun like it doesn't have one? the most noticeable is the combat grip.
-Holosight's crosshair is barely visible in certain places making it sometimes unusable
-What is the point of wearing ballistic face mask with heavy armor if a makarov can kill me in 3 shots? this armor and damage system should be revamped asap
-There should be a morphine gadget that can revive a killed teammate but only once
-The morale of the npc's should be instantly lowered close to zero when at least 3 squad members are aiming at the target and yelling for compliance because who in the real life is crazy enough to start shooting at swat when they are outnumbered 3 to 1
-We should be able to check if the doors are locked or not without needing to peek/open them

rich totem
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[Revert Bring Order to Chaos to not triggering until everyone is dealt with, rather than exclusively suspects]

To be frank, this change baffles me. Before the game had so much more tension when you didn't know exactly how many suspects you had to go (unless you were counting due to fixed limits which I'm sure will be changed down the line anyway). Now the player knows when all threats have been dealt with, leading to a lack of tension if there are uncleared areas.

safe hamlet
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[AI]
AI can't see through fences
They should be able to see through it. I guess it's not a bug, just a forgetfulness.

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[Player movement]
Lean is imprecise
Lean is imprecise when moving, so I don't use it, it's a pity.

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[AI + UI]
NPC peak door
It would be really useful that NPC peek a door instead of open it fully. Or if they keep open it fully, then they should cover better and don't be spotted and shot by enemies. Or even, add an option like queue on SHIFT where ALT should enable disable the peek option.
Also, if peeked, if a NPC has to enter a room they should open a door instead of running into it to open it.
Finally, the OPEN (2) option in the UI menu should be renamed in CLEAR.

sleek siren
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[DLC]
Add an DLC with Russian special forces (SOBR or FSB) and weapons (AK-2012, AS "Val", "Saiga-12")

hybrid zinc
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[weapons}

canted iron sights (example from battlefield4 below)

one could stay behind with a 2x scope or something but still be able to use iron sight in close quarter in case anything happens

pale mulch
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A long term motivation would be nice, just giving examples: Level System, Weapon levels, Ranks (I mean like Rookie, Amateur, Pro or smth you can obtain them by completing several missions with a specific tier, like you could get Pro with 3 S Tiers), Unlocking Maps (not having all unlocked by the start)

fiery pumice
analog helm
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since there no more automatic non-lethal weapon , would be nice if they add the new tac-sf : https://www.youtube.com/watch?v=-fkjz2SJOHA single/burst/auto mode

– Semi-automatic, 3-round burst shots or full auto action
– Select-fire electronic firing system with firing rate of 10-12 RPS
– Compact lightweight modular design
– Ambidextrous rotational safety switch
– 30 Cubic inch high capacity high pressure air system
– Designed for use with high pressure air
– Available in yellow, orange or black

▶ Play video
frigid sail
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Friendly Ai with a shield should automatically equip it and re-equip it after an action unless ordered not to. Also, would be nice for them to go first when moving or entering rooms to block bullets.

eager crag
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As it relates to room clearing and door breaching, I find there's quite an oversight in door types and traps, or a lack of variety. Right now, everyone games the system and just Optiwands the door, finds the trap, lockpicks the door and then disarms said trap. In the game, this route is optimal for not running into IED's, but removes the fun to be had from other breaching methods, and there's nothing stopping you from doing it. Meaning, hardly anyone shoots you through the door, there aren't any failed breaches or false doors, there aren't any REINFORCED doors/frames to warrant the use of explosive charges, there isn't any need to pay attention to locking mechanisms, knobs, frames or hinges, etc.

It may seem simple but I feel like working on doors would make a huge improvement. I hope I didn't come across too critical; I do love the game. I'm just hoping for something more dynamic, in the way you enter or even move around rooms (debris, other traps, shootholes, cover/concealment). Thanks!

sterile pivot
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[actions]
** Removing detained suspects and civilians from the scene**

title says it all, keeping a civilian on the scene in an unnecessary risk and it would be nice if we could get them remove them from the location if they were detained.

main heron
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[Server Side Switches]
Would like to see the ability to disable some of the features like the Vote screen popping up when all major objectives are complete. This lets you know you have missed something but can opt to quite early. Just make it so voting out is always an option, or make it so the server can choose that feature. There are probably other server side options that could be implemented that would give players the option to play on servers that lean towards being more realistic.

true nacelle
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[Out of Bounds oversight]
Civilians in Penthouse Suites sometimes are in the elevator, and cannot be reached by the player, as it is out of bounds.

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[Rules of Engagement]
Suspect shot at me with a shotgun, so I nailed him in the head with a beanbag round. This was counted as an unauthorized use of force despite the fact that if it was a lethal shotgun I was using I would get no penalty, as I was actively in a firefight with the suspect.

safe hamlet
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[Weapon mechanics]
Safety selection audio
Safety selection audio would aid the player in being able to know that their weapon is on safe with better accuracy without the use of a hud for situations that friendly fire incidents are common
All other fire selections have sounds, so why not one for safety? This would include fire selections for guns that may not have some (like the M4 Super 90)

lapis spoke
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[Suspect AI]
Crouching and covering suspects.

safe hamlet
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[Gameplay]
Be able to shut down electricity
NVG would be really useful if the player was able to disable electricity from outside a building (if the map has an outside).

safe hamlet
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[Suspects + Suspect AI]
Grenade and rocket launchers, mounted weapons, heavily armored suspects

New grenadier suspects that can throw handgrenades and rocket launcher suspects with rpg-7s.

There should be mounted heavy machine guns in strategic locations that suspects have placed and they can use them.

A new heavily armored suspect that has armor plates from toe to head, slow moving but hardest to kill, carries grenade launcher or a shotgun.

golden brook
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[IR Laser]
The light emitting from the IR laser is bright and distracting
While the laser itself and the dot is very cool, I think the that there is too much light that the laser causes around the dot. When moving around in tight corridors especially it can be quite distracting. I've been looking up some material from movies like Zero Dark Thirty and found that there is not much light that the laser produces around that singular point, so I think that it could either be reduced significantly or removed. I think another benefit of having less light from it could help with precision as the dot itself would be more visible and not covered up by a bright 'halo' effect.

ripe canopy
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[Loading bug]
When you join a random server but you wanted to join a friend. You cant join your friend instant. You will get stuck in the loading screen. And have to disconnect and sometime restart the game.

safe hamlet
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[Suspects + Suspect AI]
Molotov throwing suspects

Suspect type that can throw molotovs from behind other suspects and proceed to fight like normal, they should throw the molotov first when he encounters the police team.

crimson obsidian
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[Gameplay]
Proper breaching protocols.

Make it so multiple tools can be used simultaneously to protect your unit.

Example:

  1. Give shields the ability to "press" doors. This can be done by creating a unique interaction for shields in place of the warning that is given for kicking (unable to kick doors while using a shield).
  2. While pressing the shield, a battering ram/breaching shotgun can be used on the handle side of the door.
  3. Flashbang thrown from behind the protection of the shield.
  4. Clear.

A realistic system like this would allow for maximum enjoyment when playing with both players and AI.

safe hamlet
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[Suspects + Suspect AI]
Suicide bomber

New rare suspect type with bomb belt attached that runs towards and explodes when in close proximity but also should give a certain clue like a light or an alarm sound to make the swat team notice it.

safe hamlet
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[laser pointer]

Make the laser pointer attachment brighter

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[magazine capacity]

Give an option to carry more mags but make it depend on what type of vest you're using for example heavy vest should be able to carry more mags but no vest should be only able to carry like 3 or 4 mags

crimson obsidian
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[Gameplay]
**Implement dynamic cover/concealment systems. **

Examples: giving players and enemies the ability to tip over a filing cabinet, flip over tables, open car doors, etc.

An enemy could, for example, prepare themselves if they hear you nearby. During a prolonged firefight, you could create concealment and provide cover for yourself when there's a lull in the battle.

raven pollen
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[Gameplay]
Finding Remaining Civilians/Unreported
Basically putting this here from a convo I had on the Steam forums. But to balance out people feeling like they cannot find the last civilian or suspect to end the match. Why not add an audio system to assist with this? The basic idea is that if most of the suspects or civilians are cleared (75%<), that the remainder start spouting voice lines to give players hints to where they are, example lines below.

Civilians (undetained)
"Someone please help me!"
"Oh God I don't want to die!"
"I'm over here! Please help"

Civilians (detained but not reported)
"Please come back! Help me!"
"Oh God... Where is everyone?"
"Please get me out of here!"

Suspects (undetained)
"Are you guys okay?"
"Did we get them! I bet we got them!"
"Did they go away?"

Suspects (detained but not reported)
"Oww... These cuffs are getting tight."
"Let me out of these!"
"I did nothing wrong!"

It isn't perfect. It doesn't account for evidence/weapons players can't find, but that's likely for other features in the future

acoustic burrow
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[Gameplay] Cover system

It would really add to the immersion if the suspects would run for cover when they notice the swat team. In cover the suspects could blindfire if moral is low, which would be a normal reaction of being afraid. This cover system could be added to both low and high covers (counters, behind Doors, etc.)
I dont know if the player should have this cover snap abillity. Its really a love-hate relationship for some.

proud dove
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[Maps/Gameplay]
I have small or big depending how you look at this feedback to maps. They are too big and repetitive. If you play anything less than 3 the hotel for hostage rescue it's absolute dogshit maze to find your way to anything.

It makes no sense to overextend gameplay like this, when often on gas station you end up chasing one dude that has been running around with knife not willing to fight police. Okay I guess... he would run away in real life or surrender.

Solution: Make maps like they are, but cut away randomly some rooms, roll where are hostages. They could be in parking lot, in apartments etc. Roll also intel - sometimes we get intel where they might be or sometimes we might get intel where enemy was seen and what weapons they had. Based on that we should pick what gear we are taking and what strategy we are picking for that match.

safe hamlet
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[Gameplay]
Open door while aiming
I don't like to release RMB then press F then press again RMB. Press F should be allowed when RMB is toggle, even if a little animation with the rifle is pointed up during 1s has to be implemented to keep the game balanced.
Since the SPACE button is used to jump (wtf), you can re-think SPACE and F key mapping to distinguish INTERACTIONS and YELL. By the way, distinguish both would be a great thing so players will stop YELLING instead of open a door.

safe hamlet
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[Audio & Gameplay]
Orders timing
There is a big disparity between voice start when an order is given (is there sometimes a silence at the start of the audio file?), which gives a weird feeling (but this part is just aesthetic).
However, more than 1:30s is way too long for the AI to apply an order. Ingame, depending on some situations, it sometimes leads to have irresponsive mates (they're behind an opened door being shot and doesn't respond to a "go and clear" order), which just make you want spam the GIVE ORDER button like "WAKE UP GUYS WE'RE CURRENTLY DYING FFS".

vapid egret
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[Lasers]
We should be able to switch the PEQ between IR and visible.

narrow cloud
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[Singleplayer]
PLEASE. I beg of you. Give the option to take over as one of your AI squadmates when you go down in singleplayer. As someone who mostly likes playing singleplayer, it would make the experience vastly more rewarding both for fun and for learning maps.

spice edge
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[Singleplayer] It does not make much sense that when you have the tactical shield in hand, a criminal can stab you from the front, please check that one should be able to cover himself with the shield correctly

severe pivot
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[Menu Navigation]

All players should be able to view the Score Sheet for several seconds following a mission, regardless of whether the host feels like rushing everyone back to the Lobby or not. Clicking "Find Session" shouldn't forfeit your control over viewing the results of a mission.

safe hamlet
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[AI]
Make it possible for the suspects in Hotel to use AKs
I just discovered that the security room in Hotel raid, active shooter, and hostage rescue has a case of AK47s next to the body armor. Not only does the old pve footage show suspects using AKs, but the suspects in current hotel are wearing the same body armor from the security room. Since the suspects already use M4A1s, AKs would add some assault rifle diversity.
https://www.youtube.com/watch?v=a4Cc1bprPOY

A series of confrontations with civilians and armed suspects in Hotel, a multi-tiered level with grandiose archways and stifling, blood-spattered halls. Accompanied by elements of Ready or Not's original soundtrack.

▶ Play video
stark viper
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[Gameplay]
Highlight evidence
There should be an option to highlight evidence, as it can be hard to discern props from actual objectives at times. Also, enemy bodies/blood/environment can obscure dropped weapons, making it frustrating to find them, and especially easy to miss if the suspect happens to have dropped 2.

daring basin
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[Gameplay]
this game always stuck on the loading page if the host changed, hope this can be fixed. Thanks

safe hamlet
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[Gear]
Leg armor

Leg armor that slows you down but protects your legs, so if you combine with heavy armor, you'll be slowed down even further as consequence, making it harder to run away. So players have to decide if they want to combine with light armor + leg armor or heavy + leg.

haughty sequoia
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[Gear]
No armor - little to no ammo/mags for primary weapon but with more pistol pouches around waist/belt
Light armor - 1-2 more mags for primary weapon (either as an added bonus or 1-2 mags in exchange for 1-2 pistol mags)
Heavy maximum protection, standard ammo count
Why? This would give you more customisation options other than speed and armor class (right now light armor has 4 single and 1 double M4 mag pouches as default, but as a player you can only carry 4 mags in total)

crimson obsidian
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[Gameplay]
When being ordered to cover you, the AI should crouch.
This reduces the odds of them being injured, and ensures that an element equipped with shields will take steps to be in maximum protection.

versed edge
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[Gear]
add 9 bangers, it is a flashbang that goes off 9 times, its cool as hell and would be an awesome addition

warped ingot
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[Scoring]
Killing too many suspects prevents you from getting even an A, even if you didnt break RoE? Why? You can complete the whole map without penalty or injury, rescue all civilians, pack up all evidence, but if you didnt save enough suspects, no good score for you? The less-lethal tools are a JOKE right now. The pepperball guns are basically super soakers and the beanbag shotgun is about as impactful as a sockem bopper. Unless you hit them in the head, which is basically a kill and unauthorized force penalty even if it was a life-or-death scenario. Anyway... Please make saving all suspects only a requirement for an S rank. If no one is injured and no penalties were incurred, I should at least get an A. Saving all civilians and clearing TWENTY suspects on RAID (where they are less likely to give up anyway) with no penalty or injury should at least get me an A.

stark viper
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[Gameplay]
Reduced blurry vision duration when shot at
Do we really need to have the blurry vision last for an additional 3 minutes after the gun fight ends? Running around the map with the blurry vision still on is just annoying.

safe hamlet
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[Weapons suggestion]
Sig 552 Commando
Ak 104-105
FAMAS
Steyr Aug
F2000
ACR
AA 12
Kel-Tec KSG
KRISS Vector
P90
X95
VHS2

subtle gazelle
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[gear suggestion] a robot like in r6. it is used in real life. the dutch DSI uses them for instance. but ai could shoot them, and they would not be able to jump or go as fast.

leaden ruin
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[Suggestions]

  1. Remove trails of dust left behind by walking teammates.
  2. Reduce the speed at which suspects strafe and turn around 180deg.
  3. Remove gesturing downwards with your gun when yelling at suspects.
  4. Remove evidence collection mechanic (at least for weapons).
  5. Auto-report to TOC when suspects are restrained.
main heron
#

[Breaching Shotgun]
Needs to be completely redone as this is not even remotely close to how a breaching shotgun works. Right now its basically a hack to peek from a distance by shooting any part of the door.

quaint nest
#

[Mission suggestion]

Eventually have mass casualty bomb defusal.

Basically a group took over the entrances of a tall office building and claims that there is a bomb strong enough to level the lower floor and collapse the whole building with everyone in it if they don't receive payment.

Your group has the unfortunate duty to neutralize or detain the suspects and diffuse the bomb with a remote bomb diffuser. This could be a form of mini game with the robots claw and a partner reading out the instruction manual.

The timer though does not have long so you could either wait until the suspects are dealt with and then rush to diffuse the bomb. or you could try and diffuse the bomb while your other partners are trying to take out the suspects leaving you plenty of time but if one of the suspects notice the robot diffusing they could blow up the bomb. The suspect will also detonate the bomb if they hear too much gunshots so rapid fire is an almost sure way of failing.

The mission is meant to be tedious and hard, requiring perfect cooperation and stealth to tackle the situation at hand.

bright surge
#

[AI]
Civilian aggression set beforehand
Some civilians are inconsistent in voice phrases, i.e. "GET AWAY FROM ME" to "I am unarmed, please do not shoot" which kind of sounds odd. It may be a nice idea to have them set at an "incomplience" level beforehand to have consistent voicephrases

uneven quarry
#

[USP45]
Animations need updating
Hand's grip is a bit too high up and clips through the gun. Very noticeable while reloading.

fiery pumice
#

interesting

fickle haven
#

[Suggestion]
Remove or fix the wood particles that appear when kicking a door, since I hit a metal fence and pieces of wood come out lol

wicked ice
#

[Weapon suggestion]
It would be great to have some Bullpup assault rifles and new SMGs/PDWs 😁

[Attachment suggestion]
Make the LPVO less powerful, rn theres no point in using it, reduce the zoom level to x6 at least.
Also add a x2 (or x3) magnifier option for the red dots and holo, that would be more practical than any x4 or x12 scope

tribal sierra
#

[Grenade throws]
Grenade throwing feels really off since a couple updates ago. It's so far off to the left instead of where you'd expect them to go

violet jackal
#

[Suggestion]
Visor stock that we can use while wearing gasmask or ballistic facemask

safe hamlet
#

[AI]
AI placing
AI should cleave to walls automatically to give free passage to the player.
And maybe not only inside a corridor, it seems to be a common thing for law enforcement units — but I couldn't find it written anywhere in black and white.

leaden berry
#

[AI]
Most arrested / surrendered ai of should move away from / avoid bodies when in close proximity (approx two meters) or closer

#

[AI]
ai “buddy system”. Basically some ai (civvie and suspect), stick together, are more prone to surrendering or lashing out if the other gets hurt, react more emotionally to the others death and / or arrest, and have voicelines that correspond to eachother. (I.e “you good?” “Yeah I’m good” & similar call and response type lines)

Right now the ai kind of feels like a bunch of unrelated units thrown into a level and I feel like human relations behavior would be really really cool.

steady kelp
main heron
#

[Evidence]
Have multiple locations for drug and other evidence to spawn to so it changes up. Very simple way to add some variety. Don't need to be able to say, you go get the one in the kitchen, before we even see the kitchen.

steady kelp
#

[Gameplay]
Tackle suspects on the ground when they are stunned by taser, flashbang, stinger or C2, or Battering Ram. I think this would improve the gameplay of this game.

pure orbit
#

[To the people]
Please stop begging, crying, and/or whine like a little brat to reduce the game's realistic aspects FOR YOUR OWN COMFORT.

leaden berry
#

[gear]
Helmet mounted flashlight as headgear option

quaint nest
#

[Game Mechanic]

Add an option for an animation when holding a throwable to crack the door and throw the item through and shut the door again. Would be a lot safer than what we have now since the throwables we have are timed and with the ai opening the door wide open throwing something like cs in and waiting a few seconds give the enemy ai the chance to rush you and shoot everyone.

ashen jay
#

[Integration]
Add Lobby invites in Discord. When Discord detects Ready or Not, send invites to the game over the plus-button left to the chatbox, seen in league of legends: if you're in lobby, you can send invites to the lobby by sending it over the plus-button

simple osprey
#

[AI]
Upon picking up a suspect / civ they'll say stuff like "Hey where are you taking me? Put me down!" Etc, this can also alert other suspects in the area

wanton light
#

[Integration]
Add a way to invite people using a code (or a similar way) without adding them as a friend. It would be easier for people to play together.

Example:
Brawlhalla = you have a 6 digits-code to join the lobby, without sending any request.

steady kelp
livid trail
#

[Weapon/Gameplay]

Taser switched from Sidearm to Gear

Before I begin, a disclaimer. I am in no way a SWAT/Tactical expert. I know vastly more about British policing than US so I may have gotten this totally wrong, but I was under the impression that Officers commonly carry a long arm, a sidearm and a Taser (e.g. on the vest or on a non-dominant-side holster). If this is the case, which again I am not totally certain on, would we be able to see the Taser switched from a Sidearm to Gear? I truly struggle to see that SWAT Officers would replace their sidearm with a Taser, as say if they got into a struggle with a suspect and said suspect was reaching for their long arm the officer would have no lethal protection. Once again, I am no expert, but I do not feel that this would be too far from reality to consider.

safe hamlet
#

[Audio]
Voice line when door stuck because of an enemy just behind
I give the orderto the squad AI to open and clear, then I went bag the evidence and once I get back to them they were like doing nothing. In fact they tried to open the door, but an enemy was behind.
A voice line like "someone's behind" would be a useful information for when opening multiple doors at same time (e.g. blue on a door and red on another one, both orders queued) or people not looking to the squad.
Also it would give a more organic feeling.

inner tulip
#

[AI]
AI Enhancement

I'd suggest that, for example, if they are 2 suspects in a room and you shoot down one, the other one(s) have more chances to second guess themselves or simply surrender

obtuse tulip
#

[Suggestion]
Raid on Fast Food. It might seem strange, but I often use Fast Food as a quick and snappy warmup shoothouse with live targets because of how short it is, and having more than 3 suspects would make it more enjoyable.

lyric bluff
crude kestrel
bright surge
#

I think it should be switchable with the sidearm (like the scroll, multitool and detonator) and not take up any space

wanton light
vapid egret
reef vector
#

Being able to incrementally open a door would be nice. Partly to use the door as cover when it opens and partly to peak open the door a little more/easier for tossing grenades into a room. It would just need to be something simple like holding down a key/button and mouse wheel scrolling

wanton light
bright surge
#

[WEAPONS]
Taser behaviour
Simple suggestion: have tasers immediately incapacitate the subject(as is, causing "neuromuscular incapacitation"), unless they have armour. However, I believe that it should be merely pain compliance in drive stun mode.

leaden berry
#

[ai]
Shooting ai in the legs to a certain extent causes them to drop onto the floor and play the already made “just got gassed while in a surrendered state animation”, or a similar pain reaction animation

wraith rover
#

[Maps]
I think the Club map should have more suspects

sleek tapir
#

[Weapon]
MDRX Micron
Would be nice with a cool bullpup
https://www.youtube.com/watch?v=tfUc0ovFYsw

https://utreon.com/c/forgottenweapons/

http://www.patreon.com/ForgottenWeapons

Cool Forgotten Weapons merch! http://shop.forgottenweapons.com

The MDR has been out in the market for five years now, and DesertTech has been making some improvements. The current production model I called the MDRX, to denote several incremental improvements that h...

▶ Play video
grim herald
#

[Suggestion]

You guys need to add maps (to see the layout) on some maps. Maybe not the gas station or the drug house, but SWAT uses layout maps if they are raiding something like the hotel or that other very hard hotel.

safe hamlet
#

[Gameplay]

Yell interaction

1. Even if I think I understand why this restriction exists, I think that it would be better to be able to yell to enemies even if the player is reloading.
2. Also, make the weapon not usable during yell seems strange to me.

thick slate
#

[Matchmaking]

Fix the Host Migration infinite loading screen bug
Add a server list

safe hamlet
#

[Audio]

Voice line should stop when firing

I heard an AI mate say "put your hand", then do a deadly shot to an enemy, while continuing his sentence.
This might be valid for the player too, the yelling voice line could be stopped as soon as the player fires.

safe hamlet
#

[Gameplay]

It feels like the game is a bit too easy with a full squad. It's still challenging and punishes your mistakes, but maybe if the enemies/objectives scaled with the amount of players?

cobalt tulip
#

[GUI]

Use of the 'Esc' Button

the addition of the escape button as a back button, for example: when selecting a location, the common method of backing out is to click off of the mission, adding the Esc button to this could also help players who are more accustomed to using Esc to back out of menus. this logic could also be applied to loadouts, modifying weapons, etc.

mossy crown
#

[Suggestion] Unsure if this is planned but.. that would be awesome if AI teammates would actually use their night vision when the player do so, just like with flashlights, laser etc.

main heron
#

[GamePlay]
Lock picking / Keycards
I think lock picking has been scaled back some, which is good. Residential structures rarely have keyed interior doors. For the most part, hotels will have key cards, and the hotel will provide law enforcement with a master keycard. It could also be used in maps that have higher profile businesses and hospitals, which sometimes have keycard secured areas. I think that would be a nice realistic feature.

tawny slate
#

[Weapon suggestion]
The austrian StG 77 AUG

safe hamlet
#

[settings]

Not all settings can be restored to default, this is easy to implement and would be a nice quality of life improvement as the only way to reset all settings is to either take a screenshot of the default settings when you get the game and adjust accordingly, or to delete c:/users/username/appdata/readyornot/saved

main heron
#

[Interaction]
Ability to check a door to see if it is locked without actually peaking it. I believe this is in SWAT 4.

grand warren
#

[Gameplay]

**Give us the ability to block hosts / add them to a do not connect list. **

I would really like to not connect to the same host over and over again

cobalt blade
#

[Easter Egg]

Secret blue STANAG eraser

In the car dealership level on the second floor office, add a 1 in 20 chance per round to replace the blue eraser with a blue STANAG magazine. My friends thought the eraser looked eerily similar to a STANAG mag that was just fatter and painted blue.

safe hamlet
#

[Suggestion]
Strobe flashlights would be a good addition to the game.

main heron
#

[AI]
Detect flashlights
Probably already planned but AI needs to be alerted by light from a flashlight. For example shining on wall, under door, etc. This might be an issue though since I have seen light come under walls.

old heath
#

[Suggestion]

Ability to carry varying amounts of ammo. Someone I only need 2 mags on primary but 6 pistol mags if using a shield. Each magazine removed or added has weight to it. Maybe for now just have 2 options . Heavy amour gives 4 mags but light gives 6. Would only need to change values as the plate carrier already has these options

(I have been using extra ammo mod but since its a mod it doesn't count towards score)

(This is mainly an issue in single player or 2 player coop on larger maps.)

rich totem
#

[Translucent magazines for G36C and windowed PMAGs for AR-15s and SCAR-L]

One of the more famed features of the G36C is is its translucent magazines that can be seen through. This would allow for ammo checks without having to remove the magazine and more accurate guesses due to being able to see how many rounds are still in the magazine.

A similar thing could be implemented with either windowed PMAGs or translucent Lancer magazines. This would give players a unique option beyond 'extended magazines' that the M4A1 has (and I assume will come to other rifles down the road).

modest dirge
#

[Suggestion]

Fuse boxes in the map that can be used to turn off the lights and make night vision more of a powerful gameplay aspect.

Also perhaps improve how suspects act in the pit black

safe hamlet
#

[Night Vision Suggestion]

PVS-15s (Or whatever NODS are in game, idk), should only be looking out of one tube.
Change the overlay to fit that would be nice.

For certain sights, unable to ADS when NODS on would also be nice

safe hamlet
#

[Attachments for weapons]
BOTH NORMAL AND IR FUNCTION FOR THE PEQ LASER

I believe that is how PEQs are IRL, would be nice.

silent cargo
#

[Shield Gameplay Change]

Correct me if I'm wrong, but I'm pretty sure that SWAT officers don't carry an AR with ammo (or even a compact SMG for that matter) alongside their ballistic shield for weight and practicality reasons. That's why I'd suggest moving the ballistic shield from the tactical to the primary category, therefore restricting shield bearers to sidearms (giving them more pistol ammo to compensate might be worth it). Going beyond the realism aspect, I believe shield bearing should be a specialized gameplay role, just like breachers or non-lethal officers are, instead of an added capability. In term, this change gives more importance to team composition and communication, as it reduces one player's ability to do everything on their own.

Added bonus: AI Officers will constantly have their shield out and will use them without being asked to deploy it, which is much more convenient.

heady wedge
#

[Weapon suggestion]
H&K MP7A2 maybe as a preparation for armored Enemies

queen marten
#

As a tactical shooter player for 20 years, list of my humble SUGGESTIONS and required FIXES for RoN:

-Visibility through some windows, glass parts of doors and metal fences need to be adjusted for suspect & friendly AI. They can't see us or each other through those surfaces sometimes. Kills immersion.
-During firefights, civilians should take cover behind / under the closest object or wall, instead of running around aimlessly. Especially to the danger zone of intense firefights. Would be cool if they can hide too.
-When AI Teammates mirror the doors by optiwand, they should report already dead suspects specifically as "dead suspect" or "already DOA". This can save us from using deployables for nothing to engage already dead suspects.
-Incapacitation depending on taken damage is needed. Injured but incapacitated officers, suspects and civilians should be in the game. For now, after firefights everyone is either dead or on their feet.

#

-For suspect behaviour variety, they can use more defensive firing sometimes, instead of chasing us fanatically. During firefights they can also choose to hold and guard their place, take cover while pointing gun to our last known position.
-Stack up to a doorway command should have 3 versions. According to the position of entry door: double side stack, single side left and single side right stack. This is essential for negative or positive corner fed for tactical entry, and avoiding dangers for AI teammates when clear room command is given.
-"Cover" command should make AI teammates watch that position without moving there, by pointing guns to area which we showed. Also deploying grenade command should be choosable for every area, especially the rooms which we are not inside while giving the command.
-For rifle attachments, we should be able to switch between visible laser and ir laser. AN/PEQ 15 is a laser attachment which can do that. Also we should be able to mount tactical flashlight with it. It's unrealistic that being have to choose only one of them.
Also, offset rail red dot for weapon canting would be nice.
-Flashlight is so BAD and useless. It can't illuminate even under my nose. It shouldn't focus to a narrow point. It should emit & spread the light.
-While using NVG, we shouldn't be able to see rifle & sight attachment so clearly. It should be blurred on close objects and force us to use ir laser for aiming just like in real life.

#

-Swat Officers can use a gentle push animation instead of passing through each other like a ghost 🙂 Same for us, instead of stucking with AI on narrow ways, we can make gentle push and pass closely. Also hand signs for stealth entry and some situations would be so cool.
-There should be a drop down list in the mission select menu for custom maps, which we can scroll. Better than choosing an irrelevant bottom right location from city map. Also custom map support is now limited by 6 map. Hope this limit will be removed soon
-More daytime missions should be in the game. It has nice unreal engine graphics, but it feels night missions and darkness is overused. Daylight gives another atmosphere and visual potential. Especially for custom missions, modders can consider making daytime missions too.

#

Also another suggestion for a thing I want to see is, AI Swat members who can use shields and battering rams

safe hamlet
#

[Attachment mechanics]
Allow for lights to be pressed for temp, and double tapped for a toggle, same with lasers

IRL and for convenience sake for light discipline I think many would appreciate the quality of life change so that your light has to be toggled by double tapping the thumb mouse button, and can be held normal for a quick light up without having to press the thumb mouse button again

simple osprey
#

[Map]

Add a more 'urban' house map other than the one in Broken Nerve (whatever its called), maybe add a swatting mission? (police are called falsely, only civies in the house)

safe hamlet
#

[Attachments]
I have no idea what this is called so I’ll just refer to it as the quick reload attachment
This attachment adds a magazine holder to the left side of a rifle, it should be exclusive to the Supporter’s edition rifle because it is used by HRT and not SWAT

grim glade
#

[SUGGESTION]

Some suggestions/ideas ? Just some small stuff which can make games more fun and intense

What about actual lock picking (like skyrim?) and different bombs where u gotta either find codes from suspects or codes are hidden by suspects in maps and type it on bombs to disable it or cut wires instead of holding mouse key

Bombs with timers on it*

Cutting false wires makes bomb time run faster or bomb explodes cutting 2 false wires..

And as for map viewing … what if we had like a gadget (like a tab in which we can like view the map) or some sort of a blueprint which can be carried along

cerulean rover
#

[Gameplay]
Takedown/subdue stunned AI
often enough i will have my entire team aiming guns at one civilian/suspect who will not put their hands up.
i understand that there is a melee button but for me it is very immersion breaking.
i feel that if i flash bang or pepper spray or otherwise stun a suspect, an officer should be able to do an animation to disarm and arrest the suspect.
this animation could take a bit of time and be a risky maneuver and i feel that it would fit perfectly into the game.
i have not heard of swat teams punching suspects but i do know that most officers are extensively trained in grappling.

wet sinew
#

[Suggestion]
Tobii eye tracker support; More broadly Open Eye Track or Open IR Track (IIRC its called OpenTrack).

I believe adding this functionality would permit people not have to turn their whole body, but rather be able to look around a room, permitting them to keep their rifle leveled at any compliant suspect/civilian. Adding this would also permit the ability to look away from flashbangs about to go off by physically turning your head; potentially keeping you from blinding yourself in game (and real life! ||if you play in a dark room||)

frigid forum
#

Suggestions:

  • Improve nvg aiming view (you can't aim very well while wearing nvg).
  • improve grenades throw. Maybe strong and low throw + peek door throw.
  • add cutting IED cable animation.
  • add doors opening to single direction.
  • add breaking doors when shooting with shotgun.
  • add flashlight to the shield.
  • add different voicechat (Local, HQ with team leaders and team leaders with his/the squad members.
  • add rappelling
  • add wall explosives.
  • add entry through windows.
    Sorry for my poor English ✌️😅
mossy tartan
#

One suggestion:
Tilted weapons are nice, especially with IR lasers. But would be great if the tilted state only applies to the weapon selected. Like when switching to the side arm, that you see normally through the sights again.

meager schooner
#

:Night Vision Suggestion: Can we get the Update for Ai to deploy there NVGs

lament holly
#

[in-game chat]
while typing in chat, make the chat take precedence over keybinds

ex) i was typing and used the letter "o"
when i stopped typing and played, my gun was canted when i didnt want it to

chrome moon
#

Suggestion:

Add some form of team loadout presets for the AI

So you could have presets like this:

  1. All AR equipped with flashbangs
  2. All SMG equipped with gas
  3. Mixed lethal/non-lethal weapons

I think players just rock the same loadout on every map because it takes too long to change gear and loadout of every AI.
This makes it much easier to switch playstyle depending on mood or map.

elfin jewel
#

Suggestion
Make grenade throwing align with the end of your finger tips so that throwing is easier and more consistent.

quaint marsh
#

Suggestion
Be able to toggle a slightly taller stance to properly shoot over a crouched teammate using a shield.

pine mulch
#

Hello there devs.
I am currently using the UMP at work.
I could provide some additional details but the thing which tickles me the most is the overall "glossiness" of the weapon ingame.

In real-life, the frame/body is made from polymer (plastic) so it's not shiny but more matte.

heady shell
#

Can we get rid of the secondary mil dot on holo sights? It throws me off and seems unnecessary. Looking to use that for bullet drop? I don’t get it. Hopefully it changes.

rotund jewel
#

cs gas should make civs/suspects often leave the grenade/gas area resulting in them moving into unaffected areas and even potentially towards the swat officers (while being stunned/incapacitated by the gas). without a mechanic like this cs gas will continue to be almost never used.

foggy spindle
#

please change the dialogue when you report a dead civi or suspect. like you'll kill a guy and then your character will say "suspect DOA" even though he was not DOA. although its pretty funny with civis, "CIVILIAN DOA" after just shooting him lol

lapis scaffold
#

consider adding the bolt action sniper rifle sooner rather than later as a primary option
playing it with the unfinished weapons mod is a blast and i would love to play with friends with it to be the dedicated sniper

signal bronze
#

Suggestion
Have the ability to mess with fuse boxes to make greater use of NVG's when breaching

lapis scaffold
#

With the new carry system, have a mission objective where we have to carry a specific injured person to safety. Reinforcements will try to stop us.

rich totem
#

[9 Bangs]
Is there any reason why you can carry 5x 9 bangs and only 4x other grenades (especially considering the 9 bangs are seemingly better flashbangs). I'm guessing this is an oversight more than anything, but I figure it's worth mentioning. EDIT: There should be a 9-bang and clear order. 9-bang seems most useful for room entries. I realize now that officers can't use these grenades at all.
[Struck Primers when checking the M32A1's grenades]
It's an uber small detail, but it'd be cool to see the primers having been struck of grenades that have already been fired when checking the ammo of the M32A1.

#

[Make Lockpicking without the lockpick gun Slower]
If a lockpick gun is going to be a gadget, there needs to be more of a reason to carry it. Right now you're asking players to give up some of the most useful items in the game (pepper spray, door wedge), and lockpicking is already pretty fast. To be fair, I can see some merit in the lockpick gun in missions that require stealth (Hostage Rescue) so I think it'll be a welcome addition.

heady shell
#

Anyone else losing frames like crazy when using 9 bang? Or make you lag?

safe hamlet
cold jewel
#

[Helmet camera controls]

Press T to turn the helmet camera on or off. Hold T to open a small menu showing the names of the other 4 players with the numbers 1-4 next to them. To change team cameras, hold T and press a number between 1 and 4. This way you wont have to switch through 2 cameras until you get the right one.

finite pike
#

[Have the grenade launcher rounds have a slight delay]

I’ve noticed that the less lethal rounds fired from their respected launchers go off immediately after impact, and I do find that to be overpowered. I also feel like if they had a delay, it work well with the wip window animations as most SWAT units would fire grenade rounds through windows to drive suspects out. Rather than just blowing up on impact with the windows.

lusty elk
#

[Maybe highlighted the last Civilian]

Finding the last civilian is always annoying. Maybe having a feature where the last Civilian is highlighted if every enemy has been killed or arrested. Would be nice if you could turn it off in the settings for everyone one who wants the Realism.

mortal hatch
#

[STG 77/AUG]

The STG 77, or also known as the AUG, is an austrian bullpup assault rifle used by mainly the austrian special forces and law enforcement.
Ingame: I suggest the AUG a3/SF, the AUG a3 could have a sight attachment called "Special forces sight" or "SF sight" which would be the typical AUG sight but with rails ontop/sides (see pictures). Obviously it would have any other sight available as well. I am aware that no american law enforcement agency uses this firearm, but thought it might be a nice addition to the game.
https://cdn.discordapp.com/attachments/690964088557404222/957319405799374968/AUG_M1_GRN_Multi_FL_R.png

warped ingot
#

[weapon features]
Please add Slug ammo to the 12ga shotguns as a choice in the weapon mods, like how rifles can have +5 mags and such. 12ga slugs are as fast as 44magnum rounds and have 2x as much mass, they would be fantastic even on armored enemies.

grim glade
#

[add melee weapons]
Batons ,Nightsticks or Stun batons? Which u can use along with shields or take down stunned enemies

mighty pawn
#

I'd like to see verbal commands (which NPCs wouldn't necessarily follow to your desired outcome).

Commands that could be useful:

  • Come out with your hands up!
  • Walk towards my voice.
  • Get on your knees and face away from me!
  • Lay on the floor with your hands outstretched!
  • Get out of here, officers are waiting for you outside.
  • Follow me.
    -Wait here.

Each one of these could prompt different tactically useful behaviors.

lapis scaffold
#

Civilians should have some dialogue of being grateful that you are here to save the day, instead of just complaining. "Oh thank god!"

severe pivot
#

[Audio/Automatic VO]

I can understand the addition of hearing teammates report civilian/suspect statuses to TOC in your "radio" output, but hearing them shout people down and say "You get to wear handcuffs, that's pretty cool" is totally unnecessary. We don't need to hear this chit chat while we're on the other side of the map from that officer. Half the time you're walking around the comms are clogged with "Police! Hands up!", especially when combined with players who haven't split their Compliance/Interact keys. lol

main heron
#

[Soft End Vote / TAB]
Going to be a lot that won't like this, the hold my hand and give me a radar to show me where everything is type, but here it goes anyway. The TAB and Soft Vote kill the tension of the game by giving away otherwise unknown information. It immediately turns into direct knowledge that there are no more threats and you go into the mundane search mode. Unless you know the exact number of threats and civilians going in, you would not know if they have all been addressed, and the tension would still be present.

As an Option for those that don't need this "guidance", TAB should show objectives but not cross out Civilian and Suspect. Arrest X amount of suspects, find list in office, find two evidence are ok to cross out because you have direct knowledge. Soft End Vote should be available at all times so as to not give away status. If players vote to soft end, and they have completed the primary objectives, the mission ends and the are scored on the rest. If they end and have not completed the primary objectives the mission fails. Flame on!!

safe hamlet
#

There should be a way to pull your buddies out from the floor and drag them to cover

heady magnet
safe hamlet
safe hamlet
#

Less gear restriktions would be nice, feels wierd not to be able to use lights/ir at the same time and beeing unable to carry oc spray, tasers and such. Would love more fokus on realism and less on gameplay when it comes to what an operator can carry

safe hamlet
#

Taking Down suspekts with hand to hand combat instead of striking civies with your rifle would be nice. Feels damn wierd to strike non complient civilians , as it would fuck them up big time irl.

leaden ruin
#

[CS gas suggestion]
Do not allow CS gas to be equipped unless every member on the team is wearing a gas mask.

meager schooner
#

:Night Vision Suggestion: Can we get the Update for Ai to pull down there NVGs

vapid egret
lapis scaffold
#

If a civvie is the last alive they should start roaming around and shouting for help so its easier to find them and wrap up the mission.

languid canyon
#

[gameplay] I think the suspects should have a wider weapon veriety instead of mostly haveing tec-9s like more rifles, glocks, smgs, and shotguns.

rich wren
#

[weapon features]
Now, only the UMP has a foldable stock. Please add this feature to more guns, its useful in certain situations and it would be a nice addition to the gun customization

cedar trail
#

[Localization]
The replay option at the end of the match screen translation for Chinese should be "再玩一次“ or "重玩”,not the current "回放“, the current one means replay recorded video, not play again.

rich totem
#

[Meth labs and other hazards]

With the addition of the meth lab set up in the 213 Park Avenue Raid map, it got me thinking about how hazardous these labs usually are. I'm no expert in meth labs, but wouldn't chucking a flashbang blindly into one be a bad idea? It could be interesting if players had to be more careful about how they approach such areas.

  1. Maybe using Tear Gas is the only safe way to deal with such rooms (not sure how accurate this is)
  2. When officers mirror rooms with hazards, maybe they'll comment: "I wouldn't throw a bang in there." "Lots of flammable hazards. Non-gas grenades are a no go."
  3. If suspects feel like they're cornered, maybe they could try and set off meth labs to explode. (Not sure how possible that is. Again, no expert when it comes to meth labs and the such.)
ionic hamlet
#

AI still needs work,I only exposed my muzzle and right arm,but ai still can "see" me behind the concealment and give me ten rounds,

strong scroll
#

[shield?]
not being able to get slashed when holding a shield

safe hamlet
#

Only issue I have been having atm is flash bags and stingers grenades flashing players through walls, This maybe already fixed by devs but I figured I would let you all know just in case.

runic remnant
#

I have noticed the grenade issue seems to be desync related, one player will see the device freeze in the doorway and all clients get flashed from that location rather than where everyone else saw it land

safe hamlet
#

That could be the cause or the effect of the flash itself is just bleeding through the walls. I'm not too sure though, just a thought.

tranquil void
#

Enemies after dropping to the floor and letting go of their weapon, are able to pick up the weapon again and use it/run.

leaden ruin
#

[Suggestion - Graphics/Effects]
Make the puffs of dust effect (from walking SWAT members) an option under Graphics settings which can be enabled/disabled.

lapis scaffold
#

[Suggestion]
Knife wielding suspects should be able to pick up and use dropped and unsecured weapons.

thick forge
#

Suggestion: objective addition.

Additional objective on raid/active shooter to rescue injured officers who were on scene before SWAT. Particularly on active shooter. Basically add in an AI civ dressed as an officer whose incapacitated that you have to interact with

rich totem
#

[Random Objectives/events]

Adding to the above, having small variations on a scenario that changes how they play out at random. For example with the 4U Gas Station Barricaded Suspects:
-Negotiators may have traded some hostages for gas masks or kevlar vests
-The owner or a customer has a concealed pistol/pocket knife and has attempted to engage with suspects. Unlikely to resist the player unless startled.
-A hostage has grabbed a knife and attempted to stab some of the suspects.
-Due to the stress of the situation, suspects have begun fighting with each other.
-Suspects have started drinking alcohol and are more resilient/less compliant than normal.

hollow otter
#

Optimize the game more, my fans go 2000 RPM when I play the game on epic or low graphics. Please look into this problem, one of the reasons why my friends stopped playing

safe hamlet
#

Loving the new updates. Keep them coming! 🙂

trail vapor
#

Suggestion | Server
Add the ability to host off of LAN, im sure a lot of people here understand the frustration of not being able to play with the homies that might be over or even family when their internet goes out or when the steam servers have issues.

Keep the great updates coming!

vague furnace
#

Voice Chat suggestion

Have an open mic feature for local voice chat instead of only press to talk

rich totem
#

[Reporting in the Club Level]

I noticed in the club level there are a lot of people to report, and that this doesn't count towards your score. IMO, I think it'd be rather impactful if the player were to report say 5 or so casualties before saying something along the lines of "TOC. There's dozens of casualties in here. We're gonna need every available EMT."

From that point on, the player would not have the option of reporting any of the people wounded/killed before arriving on scene. This would have the following effects:

  1. It'd break players from an established norm, that of reporting everything that's happened, and in turn, make them come to terms that this isn't a 'normal' mission.
  2. It'd make players focus on the mission more.
hardy venture
#

Carry suggestion - it would be more realistic to have an operator carry a cuffed NPC in an escort hold rather than on the arm, something similar to this image, and still being able to use a weapon but with decreased handling

main heron
#

[TOC/Briefing] Change to load screen

Once a mission is rolling, LA SWAT will typically go dark on radio communications unless absolutely necessary. Have the audible summary play when you select a mission on the map, or as you are waiting on countdown. Sounds completely out of place .

hasty breach
#

[Weapons] Adding an extra a magazine or two for SMGs: Right now I see no real reason to use any primary's other than rifles. Having 5-6 mags with SMGs to promote using burst/full auto fire would give an advantage over the larger calibre weapons. Also MP7 plz

heady magnet
#

[Missions]
A small chance of a call being a false alarm would be cool. For instance serving a high risk warrant, but it ends up being a swatting or a false alarm, meaning you go through the mission expecting resistance but find nothing but unarmed civilians.

leaden ruin
meager schooner
#

:Night Vision Suggestion: Can we get the Update for Ai to pull down there NVGs.{if anyone has any updates on this please let me know

unique spade
#

[Weapons] Please add CZ 75 and CZ P-01

mossy tartan
#

Feedback for NVG use:

  • option for WP or GP in dressing room section, instead of the menu.
  • Some kind of gain (auto or even manual) to adjust for different environmental brightness
  • Please fix the lasers (IR and normal ). That weird blinking point is somehow annoying, also offset.

Other stuff:

  • make normal lock-picking either slower, or remove it at all. The lock-pick-gun is a nice addition. Makes way more sense than lock-picking with a multi-tool (lock-picking is very tricky).

  • delayed explosion of nades throw grenade-launchers.

  • Please make ballistics clear throughout the weapons. Especially with the upcoming integretaion of the new MP5s with different calibres. We should know (without charts provided by players) which gun has which calibre and how would it effect the target, body armor and penetration.
    (- maybe even ammo-choice, like FMJ, hollow point, green tip and so on in the future)

And thanks for the great and continuous work. Looking forward to every new patch and improvement!

main heron
#

[Grenade Throwing Consistency]
Aiming with grenades is easy to learn however the CS Grenades throw significantly different than the Stinger and Flash. Despite aiming in the same location, the CS throws several feet to the left. Not sure if this intentional but there seems to be no logic to it.

spark cedar
#

[Multiplayer]
Host Leaving
When the host leaves in a multiplayer lobby as of right now it ends the game for everyone playing. This is quite annoying when the host dies early in the game and they just leave and it ends the game for everyone else even though other players may have wanted to keep playing that round. I think that if the host chooses to leave in the middle of the game it should give the "host privileges" to another player and continue the game.
Vote to Restart
There should be a vote to restart button instead of only the host being able to restart it. There are two places that this would come in handy. One is when the host dies and they just end or restart the mission right after they die even when there are still people that are alive and wanting to keep going there is nothing everyone else can do about that. Also when everyone but the host dies and everyone wants to restart the mission but the host is refusing to restart it. In both cases there should be a way to vote and what ever gets the majority should be what happens.

wicked ice
#

[Visual Detail/Bug?]
The edges of the white phosfor NVGs is still green

proud temple
#

[Multiplayer]Sometimes, when you try to restrain a suspect in a tight area, they will just insta-knife you without much warning. It would be a cool feature to request them to slowly move forward or to walk backwards to you so you have more room to play with. Would give us another option to approach a situation.

jagged cypress
#

[Suggestion]
I don't know if this is already planned, but there should be a pre-mission planning/briefing before you enter missions where you can choose entries, look at map layouts, etc. Previous SWAT series even has 911 calls and suspects profiles that you can read. Not only they add immersion and some realism, but it's always good to have a bit of ideas of what you're getting into before you're jumping in.

lapis scaffold
#

[Suggestion]
Allow people who die near the exit of the shooting range to respawn there, and add a separate doorway route in the middle of the shooting range.

||I spend a lot of time fighting friends in the shooting range while we wait, so having an extra spawn zone would be great for making practice more streamlined.||

devout ermine
#

[Suggestion]
small cutscene (example: swat getting out of a truck) when the coop level is launched. Similar to those in modern warfare 2019 multiplayer match start cutscenes.

would be cool for immersion, since you already have the scene while loading where the guys are in the truck.

sweet plover
#

[Suggestion]
Change the Stingball Launcher from a launched grenade to a shotshell

Add the same 40mm options to the M32 as well

lapis scaffold
#

[Balance Suggestion]
Regular shotguns should be able to destroy the lock of a door, allowing it to be kicked or opened immediately, but shotguns can't shoot the door open like breaching shotguns can.

Shotguns have limited usefulness compared to the automatics, so them being able to destroy locks to make things quicker would be a nice improvement and keep shoguns as the fast and aggressive tool of choice.

lapis scaffold
#

[Suggestion]
Allow suspects to rarely throw IEDs and molotovs.

pallid echo
#

The normal MP5 should also have a MP5SD version too, i would love that

cedar geyser
#

^^^ That and It would be nice if the MP5 could run either a MAWL or PEQ-15 As normal laser sights just don't work well normally, let alone with NODs.

marble dust
#

[New Map suggestion] https://youtu.be/I2tzfqcjzy8 This Air France rescue mission is perfect for new map in RoN. Narrow space, first one who gets in first gets shot so on!

fresh egret
#

[M32A1 suggestion]
Is it okay to allow a player to carry 12 grenades instead of 6 on M32A1?

[NVG bug reports]
NVG Brightness will not properly adjust itself sometime in the room especially when it's on all the time while clearing room

heady magnet
#

[Suggestion]
We need High Ground from SWAT 4. That is, if a suspect moves outside the building in view of police barricade or spotters, we should get that information via radio.
In S4 you'd get something like "Entry team be advised, a suspect has left the building on the west side" and then "Be advised, suspect has re-entered the building", etc.
On some maps this might be prohibited by the fact that you move far away from the staging area, or only parts of the area are covered, but it'd add a lot.

gritty pawn
#

alright so the ai are shit, They keep saying things like civilian contact and armed contact but their is litterly no contact to see except the cuffed ones. also please add the feature where you can see which ai says what. like something in the left corner or something. Also is a /help button possible i walked around on bresa cove for hours and can not see any non reported body / contact

vapid egret
#

[Gratr]
Gratr

fervent adder
#

pls don't @ staff for suggestions

#

we can't implement them

subtle pebble
#

[Suggestion]
Actually making the S.W.A.T. team hold around the grips.

I just HATE seeing that you equip a grip, and the carrier just HOLD AROUND OR UNDER THE BARREL. Like, why have a grip if you're not gonna use it?!

main heron
#

[Headless Dedicated Server]

Release it already<
Why the hold up on releasing the Headless Dedicated Server that is part of UE4? The bugs that we are seeing on the released patches apparently are either not showing up during the supporter edition testing because of the use of a dedicated server, the testing is subpar, or they are just being ignored. Something like the tripwire bug in the latest release should have been spotted rather quickly, which to me leans towards it being a Client / Listen Server issue. There are clients out here, that if provided, would host dedicated servers.

ancient ingot
#

I think it would be really cool to have the option to cut the lights in some buildings, from a breakers box or something. Maybe you need a tool to equip so it's not OP

late heart
#

Finding session: If it was full or on progress why did it took me there at the first place
Suggestion: server browser

vital hill
#

Fix the damn coffee machine, it always gets jammed. ||I just want my coffee||

rich totem
#

[AI talk about how much equipment they have]

When you're commanding a team to throw grenades, it'd be nice to hear them count down certain milestones of what they've used, for example:
"That's half of Blues flashbangs."
"This is Red's last bang."
"After this breaching charge, Blue is out."

subtle pebble
#

Idk. I just see no point in having a grip attached if it isn't gonna be used

mellow radish
#

few ideas for weapon and gear customization:
a) on ballistic helmet: 1. select single/dual/quad tube NVGs 2. additional installation on the right or left side of the helmet, a red light for minimal exposure when turned on.
b) for weapons: 1. select optional risers between the rail on the upper-receiver and the optics 2. ability to have laser and flashlight attached at the same time 3. the flashlight should also have a strobe function. 3. new weapon: DMR for sniper-necessary future maps - HK G28 is a good option.
c) ballistic shield with strobe lights that you can switch on/off.

ideas on maps:

  1. commercial ship/airplane hostage situation

ideas on animation:

  1. rolling throwing of flashbangs/grenades when aiming low on the ground
chrome moon
#

Pleeeeeaaaaase add a pause button in SP

Some missions are loooooooong and could easily take 30+ minutes when you have to check every room/corner etc.

spring vapor
#

[Suggestion -Audio]

Stop the Audio Spamming in the comms, when team mates scream at enemies to give up when far away, way to loud and way too much.
Takes out the entire atmosphere of the game

ripe agate
#

Please add suppression for AI and SWAT AI, they currently just stand in place when shot at like nothing is happening, if having a medium ranged firefight, suppression should cause the suspect to fall back or possibly panic and surrender.

tropic breach
#

make door options w scroll wheel, via open/close/kick/peek

safe hamlet
#

[Taser slot]
Please make the taser a separate slot/gear from the secondary slot

It makes it more realistic as officers will carry both a second firearm AND a taser while on patrol or deployed.

deft robin
#

Please add a sniper mode, for example you spawn on a hill nearby a mission or something and your job is to lead your team to victory by commanding them around and shoot suspects

late heart
#

Suggestion: Police dog for finding the remaining suspect or civilian

rich totem
#

[Make 40mms not as lethal upon grenade impact]

I'm sure being hit by a 40mm hurts a lot and would have the potential to break bones, but from what I understand, it shouldn't be an instant kill unless it hits someone in the head or maybe in the chest if the person is not wearing body armor. I'd say it's perfectly fine to have a 'unauthorized use of force' if you hit a civilian with it.

light rose
#

I hope the developers can see…
I want you to add a thing like…two secondary weapon, for example a g19+taser something like that,and a sniper mode,last feedback is,I think it will more perfect if the shooting range biggest and the target change to paper like the shooting field in real life and it can automatically come back for swat(players) to see the score and make a room for training and using real suspect with gun and train players reaction ,hope you consider to add these to further update thank you

rancid dome
#

can yall please add M1911 pistol that would be cool we need new pistols

#

and maybe add skin for guns and clothing and a TIMBERWOLF sniper? would be cool

burnt sigil
#

So with a quick short scroll through messages I've seen that others have expressed interest in this idea and I'd like to further reinforce it. I would like to see floorplans added in game. Even if it's just photo's that Void releases as I know they have before. I for a tactical, FPS shooter it is bewildering to me how there is such a lack of navigation in-game, floorplans or even a compass. I'm aware there are plans to add a compass but I've seen no official mention regarding the release of a floorplan. Anyways, I feel this would be a crucial addition to the game to really add consequence and coordination to the game, making it overall more realistic, more organised and immersive. Furthermore, it is a fantastic resource for units to utilise.

Thanks for reading

rich totem
#

[Make it that the M320 cannot be reloaded whilst loaded]

Right now it's too easy to accidentally reload the M320 whilst you still have a round ready to go. This leads to the player dropping a round without needing to. I feel this should be changed to either a retention reload or a chamber check so the player doesn't lose a round needlessly due to a mistake.

leaden berry
#

[map suggestion]
smaller, more detailed maps
not really sure why so many of the maps are so large yet have such a small police presence, I feel like smaller, much more detailed maps or perhaps the option to run missions on specific parts of maps (like the laundromat on crackhouse, or the back warehouse of gas) would benefit the game quite abit as well as feel a bit more realistic.

lapis scaffold
#

[Suggestion]
For singleplayer, add an option to go into a mission with no AI teammates for solo challenges.

real briar
#

[Suggestion]
You should be able to equip the C2 without C2 ammo, because once you put the C2 on a door and is the last one and you switch try to switch again to C2 to use the detonator you can't

vague loom
#

[Suggestion]
Hi, Could you please add gameplay about lights and visibility? My friend and i would love to put NVG on, shoot the lights or event cut the power to the building and secure in the dark

thick forge
#

[Suggestion]

40mm impact round for the single shot grenade launcher. Basically an extremely effective, but single shot, bean bag round. A good less lethal long tactical option, freeing up the primary slot for a lethal

river falcon
#

[Suggestion]

Adding a side rail mount for AK weapon variants. Having a closer optic would be nice.

merry oyster
#

[Suggestion]

Adding Custom Badges for the Arms (like in the pic)

dry summit
#

[Suggestion]

adding k9 units it would be veeeeeeery dope

pastel cosmos
#

[Suggestion]

Add friendly bots to co-op games

trim narwhal
#

[Suggestion]

Could I get my name on this Plaque? Thatd be cool and FIRE

rocky pier
#

[Suggestion]

I want to be able to add my name to the plaque as well

clever forum
#

(maybe just make the plaque be client side and show the steam name)

rich totem
#

[Suspects attempting to flush drugs]

In SWAT 4: Stetchkov Syndicate there was a level where suspects would attempt to flush drugs down the toilet. I think this could be an interesting dynamic to add into levels such as 213 Park where capturing such evidence is a key objective. This'd force players to make sure that the bathrooms or the evidence are secured first.

merry oyster
#

[Suggestion]

Maybe add a small aim trainer in the Lobby that we are able to train our aim with the diffrent guns and recoils 🙂

subtle pebble
#

[Suggestion]

Making the last civilian(s) a little easier to find. I think everybody who has played this game knows why.

wanton hawk
#

[Suggestion]

Allow the change of the evidence icon color

#

[Suggestion]

Allow the toggling of bots in SP

twin fable
#

I had a suggestion for a next update. That you can set the AI ​​mates to only use their Pistols. That would be cool. And that they also have to reload and don't have endless ammunition

marble sonnet
#

Probaly got mentioned by others before me, but can we have the clicking sound when you pulled the trigger of an empty weapon? Thank you

digital bloom
#

Please consider adding a Tac-Map feature where you and your team can plan your movements before the mission starts. Draw on it, see last known locations of enemies and plan accordingly. so its not OP keep it in the headquarters, or only allow people to view it in game, not make changes or anything.

hollow otter
#

Discord rich presence? Example:

night turtle
#

[Suggestion]

An adjustment to the SDR 1-4X and the ATAK-R 1-12X with NVGS. I get the reason for the blur (more glass) but, they are quite unusable together. Maybe an NV scope with different canted/secondary sight options? Or a focus adjust on NVGS when ADS?

rich totem
#

[Balancing SMGs]

I think one of the bigger issues facing RoN right now is the fact SMGs are completely outclassed by assault rifles. ARs are more powerful, have equal (or greater in the case of the M4A1 w/ PMAGs) capacity, and still handle well enough.
My suggestions:
-Make SMGs more controllable and accurate whilst unaimed, canting, and with arm injuries. I remember in SWAT 4 it was much easier to continue whilst injured with the MP5 or UMP 45 than it was the M4A1 or G36C in that game.
-Maybe give an extra magazine. I don't think this is as much of an advantage as other people make it out to be. For example, if I only need one or two rounds to kill with an AR, I have 30-15 kills per magazine, wheras if an SMG requires 2-3 rounds, I have 15-10 kills. I also think TtK is critical in this game as you often are on the backstep when it comes to engagements.
-Have sights that are mounted lower to decrease height over bore issues. (The way the MP9 has it in the recent preview as an example)
-Assuming that suppressor length is going to be an issue (handling and length when dealing with barriers), make the SMG silencer shorter than the rifle suppressors.
EDIT:
-More damage when shooting through barriers compared to 5.56 guns. To my understanding, most 5.56 rounds tend to start breaking apart upon hitting barriers.

rich totem
#

[Change wording when unable to kick doors]

When the player has been shot in the leg and attempts to kick a door in, they'll eventually receive a message saying 'Cannot kick with a broken leg'. IMO I feel the wording should be changed to 'Injured' or 'Critically injured'. Broken to me sounds like 'you cannot walk on this leg' sorta deal.

rotund jewel
#

double or even triple normal lockpicking time to make the lockpick gun actually useful instead of ignored.

clear kraken
#

Able to carry Pistol and Taser at same time?, idk this might cause problems..?

placid dawn
#

[Suggestion]

Custom shoot house arrangements at lobby/station. Maybe unique to host, force asset reloading when in a multiplayer lobby, or give modders ability to change up shoot house.

Don't know if this is a big ask or not, but there are hints of bigger plans for the lobby/range/shoothouse (example the giant timer/clock)

elfin cedar
#

[Suggestion]

  • Lobby code system, host can share out lobby code to non steam friends so they dont need to add steam friends
  • Having the option to add AI teammates with non full teams, only the host can command the AI
twilit citrus
#

[Suggestion]

Shoulder tapping. Just a shoulder tap script for immersion.

echo sedge
#

[Suggestion]
Unsure if it’s been made yet, but would it be possible to make quick swaps to weapons with the sacrifice of dropping items/weapons? Like if I were on my M320 and a suspect started rushing me, instead of the folding up and put away animation, would it be possible to do something like double tap 2 so I drop the m320 to the ground and go straight to sidearm? Then of course you’ll need to manually pick up previously dropped item.

cloud mirage
#

[communication]
Add a volume gate option for the local channel. It feels weird and unnecessary to press a button to speak with the guy next to me. Thr team channel is good as it is imo given it should be te radio

versed shell
#

[Suggestion]
Add IR Steady and Flash when using NVG's

rich locust
#

[Suggestion]
I think 'Beta' should be 'Bravo' because it aligns with the phonetic alphabet

ionic hamlet
#

my teammate used M320 to fire a gernade.the gernade bounced back and killed me.So we did several tests in the kill house.It turns out that if used properly,you can even kill yourself with the gernade bouncing back,and it can ignore shield

rich totem
#

Also the M320's 40mm grenade with gas seems to bounce pretty violently. Maybe it could be toned down a bit? It's not rare that I'll have the grenade bounce backwards to such a degree that'll be far away from where I wanted it.

safe hamlet
#

anyone else think itd be cool if they made a breaking bad esque methlab under the fastfood map when they finish it

dapper bobcat
#

[Suggestion]

#

A mode with random generated maps about the size of a small flat (2-3 bedrooms) with varying amounts of perps and civilians, so basically an arrest scenario that doesn't take more than 5 minutes to complete

haughty sequoia
#

[Suggestion]
As I saw it several times on feedback-reports, here's my humble opinion on map-randomness topic.
SWAT teams basically learn by heart layout of a raided location in order to execute operation flawlessly and without stumbling around.
From a gameplay perspective maps get repetetive extremely quickly.
What if maps had an option to be randomly generated (if box is unchecked, map stays the way it was made originally) and if they are randomly generated, several maps/plans/sketches of raided location pop-up on mission screen screen so we can get familiar with the layout of said location, something similar to prep room in Ground Branch)

rich totem
#

[Trap Ideas]
-False traps. Just a trip wire to mess with players.
-Chemical traps. Bleach and Vinegar mixed together can create toxic gas, and is probably in your kitchen right now. Savvy suspects might set up a trap that causes these two chemicals to mix. Players with gas masks could be immune (and yes, I know you need the right filters on a gas mask to protect from certain gasses), making it a non-hazard to those players, but otherwise a danger to players and victims who are unmasked.

near rock
#

[Suggestion] NPCS should bleed, and be able to get injured Pretty simple. NPCs like Suspects and civilians should be able to bleed, and get injured. Bleeding should slowly kill the suspect, while injuring should make them try to flee while limping when the shooting stops. And then if they are bleeding, should bleed out on the floor and die. makes for more balanced combat, and gives more of a response to "hey, im a bad guy. And you just shot me, and im also dying."

hearty iris
#

[Scale Problem]

Sorry if this has been posted before, but there seems to be a scale issue with the maps vs the characters that occupy them. The maps seem like they're 1.5 - 2.0x larger than they should be. Hallways, door ways, rooms etc all feel absolutely massive, where your character and the NPCs seem extremely small. Part of SWAT 4s immersion was how real the locations felt, and a big part of that was realistic 1:1 scale for player models and the environment. I'm really hoping that this issue will be addressed officially, rather than having to be fixed by modders later, because a simulation game like this should be going all in on immersion first. It's already jarring when this approach is taken in MMO dungeons to accommodate groups, but even moreso in a tactical simulation game where realism is meant to be the primary focus.

The gas station map is probably the best example of this, the interior of the gas station and the restaurant is just absolutely massive to an unrealistic degree. But in general, if you walk up to a door, your camera isn't too much higher than the knob, and a standard single door frame is almost wide enough for two guys side by side to walk through it. The gas pumps are another example, where if one of your officers is standing next to it, their head is just slightly higher than the gas nozzle. For another quick example, look at how large the chairs are in the briefing room compared to your characters. In general, the maps are just scaled slightly too large, or maybe the characters are slightly too small. I would think this would be a fairly easy problem to address by simply scaling up the character size. I also have a steam discussion thread up on this topic with screenshots for comparison located here: https://steamcommunity.com/app/1144200/discussions/0/3280317523012961535/

tropic breach
#

powerboxes that dont function... add power cuting abilities

rotund jewel
#

add a casino map with several floors lots of potential; sport betting hall, table games areas, slots area, highroller/vip area, bars/lounge, washrooms, parking lot, security room, staff rooms/changing rooms.

lapis scaffold
#

[Suggestion]
Sometimes have suspects attempt to end their lives rather than get caught. This can be prevented with enough non-lethal pressure.

Could take the form of panicking suspects putting their guns to their heads, or charging at you with their bomb vests if they have one (since they don't actively use vests against you). Sometimes telling them to drop their weapons will make them give it up and surrender, or they may desperately try to attack you.

coarse barn
#

Multiple level entry points

lapis scaffold
#

[Map/Mode Suggestion]
Dirty Bomb
Like Rainbow 6's PvE mode, have a map/gamemode where hostiles have successfully set off a dirty bomb ||(think if we failed to defuse the bombs in bomb defusal mode)||, covering the map in a dense hazardous fog making visibility extremely low. Officers must wear gas masks and hunt down well equipped suspects in a highly trapped environment while carrying any surviving civvies to safety.

jagged cypress
#

[Suggestion]
Bring back pre-placed trap, but keep suspect's ability to add them. Right now i've almost no incentive to check traps because there's barely any most of the time.

near rock
#

[Suggestion]
Better customizability for pistol rounds
I think it would be cool for firearms that use pistol rounds (9mm/10mm and 45 ACP etc), to be more customizable.
It would give things like SMGs and pistols a greater purpose, and make them a viable choice over rifles.
You could have stuff like Hollow points and RIP rounds, for more damage but less range and stuff.
Should make SMGs actually good.

tribal hedge
#

[Suggestions for PvP (whenever its released)]

rich totem
#

[Allow 40mm grenades to break through windows]

From what research I've done, less lethal grenades are designed to defeat windows before deploying their agent. This'd open up more options for the player when using the 40mm, such as being able to more safely approach buildings in 213, or the Pizza resturant in Fast Food.

tribal hedge
#

[Suggestions for PvP (whenever its released)]: For not making this game become another "normal fps" and keep its AWESOME essence, i would recommend: 1º Adding the possibility of surrendering when you are terrorist (very useful for creating ambushes with your team). - 2º Moving hostages in rooms to place them in stategic places for shootouts. - 3º Add enemy npcs that terrorists can place wherever they want. - 4º Possibility (very low)of unzipping your handcuffs when arrested and only be able to use knife after that, (or un-arrest teammates). 5º Possibility of making some moves with npcs you can control (like in single player). Very useful for situations like shootouts where you can make hostages run into the crossfire, (or send npc terrorists to the defend). 6º Possibility of placing cameras (1 per player) in strategic places to keep an eye for swat team. 7º Land mines, frag frenades and traps to place on doors for terrorists. 8º Not possible to see when SWAT team is using mirror under door (just check cameras or footsteps/noises).... this is all for now, but im forgetting some other cool stuff i thought...👍

simple compass
#

[Suggestion]
A sledgehammer that will make holes in doors like if you shoot them several times.

late pulsar
errant bluff
#

[Suggestion] A SCAR-H/-L instead of the Mk16 rifle.

eager crag
arctic dagger
#

[Suggestion] adding a corner shot

#

Downside would be obvious, your primary is essentially just a have the firepower of a pistol that would be unwieldy and harder to reload(smaller magazine & longer reload). It would be atrocious at head on engagements in front of you compared to a normal weapon as the sights would be terrible and the screen is small. If the suspects rush you or catch you unaware this would be terrible to have. Benefits are even more obvious, taking down a suspect around the corner without instantly getting your head blown off. should not be to hard to implement as it would use similar code that is used for the wand camera.

lapis scaffold
#

[Map Suggestion]
Have a mission on an airport, where you have a timed mission to stop suspects from hijacking a plane and taking off.

Would have a timed pressure but would still feel different from bomb threat, and environments would range from extremely open (airport terminal and runway) to extremely close quarters (on the actual plane itself, a big plane maybe meant for cargo but still cramped and full of suspects and hostages).

vapid egret
# lapis scaffold [Map Suggestion] Have a mission on an airport, where you have a timed mission to...

Just a note, it shouldn't look like that picture. That is not anything like a normal plane at a ramp.
I personally think it should be more like you're at a full international airport and one of the planes there that is yet to be boarded has people getting up onto it who are attempting to hijack it. It's not some "protagonist plane", its just one of the many there. That would also open up the possibility for the plane that is getting hijacked to be randomised so you could be going to one of many, varying in distance, plane type (so different interiors to clear as well) and more which would be fun and highly beneficial for gameplay and replayability.

nova cosmos
#

[suggestion] I think it should be possible to have a attachment that can provide both functional laser and flashlight and or both at the same time or even allow you to pick more than just one side rail attachment.

jagged cypress
#

[Weapon Audio]
This is just a small issue, but primary weapons are missing trigger clicking sound when they're out of ammo. I'm surprised it's still not there yet

vapid egret
#

My bad then, I had simply never heard of such a thing and I have never seen any SWAT, military or any spec ops use it so I guess I've just been looking in the wrong places.

ocean shadow
#

[Suggestion]
Shotguns Have Unrealistic Pellet Spread

Screenshots from top to bottom:

1. This target was shot several times with the newest shotgun coming to Ready or Not (yay!) at around 6-8 feet away. Look at the spread of where the pellets hit the paper, a pattern this large is not realistic at this close of a range (not yay).

2. In this screenshot you can see a target that has been shot twice by a shotgun at two different distances. I marked up what's going on, but as you can see the spread of the pellets at 9 feet away is MUCH MUCH tighter than what you will see in Ready or Not right now. Even at 15 feet away (5 yards), the pattern of the pellets is still very tight, if you look between this screenshot and the first, I think you can see the issue here.

3. The youtuber Paul Harrel is demonstrating the spread of these two shotguns in his hands. One has a full choke (the shotgun held higher with the longer barrel) and is a Browning 500, and the other has no choke (lower shotgun with shorter barrel), is a Remington 870.

4. These two targets were shot at 45 feet away (15 yards). The left target was shot with the Remington 870, and the target on the right was shot with the Browning 500. The choke of the Browning created a noticeably tighter spread and still had very good accuracy at 45 feet away. A distance that in Ready or Not, it would be impossible to have that many pellets make contact with a suspect in one shot.

Conclusion: If Ready or Not is going to be a realistic game with the weapons it depicts having realistic behaviors, this issue should be addressed. Shotguns receiving this change will help them have a stronger place in the arsenal that is at the players fingertips.

rotund jewel
#

when players (suspects, civillians and teammates) are too close to you, you cant even melee bash with CQC equipment like pistols. Additionally, lets say you have sufficient distance between you and your target (allowing the bash), if the target mid animation gets too close, it cancels your bash and you often just die when its an armed suspect (your arms get raised up doing nothing like you were kissing a wall). This occurs particularly when you have a suspect fake surrender and then attack when you're near them. it results in a very stupid kissing situation where the officer cant do anything because his currently equipped tool is raised in the air due to being too close to a entity. For long tactical and primary weapons this makes sense but not for small equipment. Solution: make the distance for all secondary weapons (pistols) getting raised in their air ZERO so melee combat between officers and suspects stop becoming a silly engagement where the suspects can melee you to death but the officer is stuck with his arms raised defenseless. This will help reduce undesirable gameplay.

arctic dagger
#

[Suggestion] adding the option for removing traps at the cost of reducing player score at the end. It seems unreasonable that every common criminal in every situation seems to have hand grenades and flashbangs on hand to set up door traps even in something like a gas station robbery gone bad. Real swat teams do not all have wands and are wanding every single door for hand grenade traps and it would permit people to have a more quick building clearing experience. inb4 "get gud", I S ranked all missions, this is just because sometimes I will do beat cops runs where we all go pistols/pepper spray only with light armor and no head gear and no equipment.

brisk ruin
#

[UI] [Gameplay]
Chaining commands into a single "Protocol" which is given as an order
Being able to set up "protocols" to be used as commands
A protocol would allow you to chain several commands into a single order.
For example:
"Door protocol" - stack up, check lock, mirror for suspects

this way when giving orders to two teams in parallel when multiple doors are addressed in a given room, it is not such an annoying juggling game of commands back and forth between blue and red team
giving a new command the moment the previous one is finished.

Bonus:
being able to have a decision tree in a protocol so you can stop given certain callbacks from a step, for example:

"Door protocol full" - stack up, check lock - locked ? unlock, otherwise next command, mirror - trap detected? (end), otherwise next command, suspect detected ? (end), otherwise next command, breach and clear

night hornet
#

[Suggestion] Critical Injuries should be added where if you sustain fire and the plate fails, you'll fall unconscious due to the "Critical Injury" from the gunfight and a teammate would have to provide cover and another teammate would carry you away to stabilize you, I believe this provides incentives to new tactical equipment where everyone would carry IFAKS, Adrenaline Syringes, and maybe even a defibrillator.

barren zinc
#

[Suggestion] maybe a pre planning menu? With a blueprint of the map? And you can draw on the blueprint?

thick forge
#

Suggestion:

Realistic limb injury system. Shot in the leg? Strong limp, no jumping, reduced movement speed and more recoil on long guns from your shooting platform being off. Shot in the upper arm? No ADS with long guns. Lower arm/hands? No long guns and most long tacticals out. As it sits there is little incentive to not get shot besides the straight line from first contact to dead.

north pilot
#

theres almoast always 2 Bell's on Hotel but this is something else! you guys gotta fix this jenniekek

hot moth
#

Suggestion: Have a contrast/brightness/gamma slider, especially on DX12 the game is too dark in many places even with NVDs

hollow basin
#

Suggestion:
What I think this game needs is a sense of urgency in the voicelines for the SWAT team. Currently they sound a bit too calm when shouting "get down" towards an armed suspect. It could make sense for unarmed contacts but not with armed and hostile suspects... Having the SWAT team shout more aggressively would be a bit more realistic.

barren zinc
#

[Suggestion] an overwatch role with access to cameras or a map that can be drawn on, and teamates health status, etc?

main sun
#

[UI Suggestion] For a different UI font and customizable HUD placements.

It might just be me, but the UI font is atrocious. I prefer to keep my HUD off because of it in-game. I understand this is still in progress, but it's just really bothersome.

I'm sure expansion of HUD accessibility and customization settings may be in consideration. Simple things like only showing the paper doll or being able to change what corner of the screen the partner camera shows up in. Maybe even being able to change arrangement of equipment from a horizontal line to a stack where applies, or being able to change where players want to place it. I understand there's a great deal of game design, intentionality, and thought behind HUD arrangement in a game like this, but I don't believe this degree of customization is detrimental to the end goals of gameplay and aesthetic that the game is going for. Additionally just as SWAT members are shown to be able to customize their gear, users should be able to customize UI or HUD elements natively without the need for modding. The interface is a part of the end-user's non-diegetic "equipment" after all.

lapis scaffold
#

[Suggestion]
Please add the other game modes to Brisa Cove, mainly Bomb Threat and Hostage rescue. Its one of the best and most community favored maps, so having more objectives on it would be awesome.

digital hare
#

[Suggestion][Who killed you/ kill feed log]
Make it so people know who killed who when
I was banned from a game cos some other guy killed like 3 other people and left and they thought was me.

fiery pumice
#

This is an example of how to properly use the feedback format:
[Insert Category] **Title** (the main point of your post) Description (further explanation or reasoning)

[Weapons]
Additional ammo magazine for SMGs
An additional ammo mag for SMGs may be helpful to balance out their controlled rapid-fire utility versus high-damage rifles. This way, SMGs won't run out of ammo as quickly while filling their niche.

Other common categories include: [AI] [Map] [Equipment] [Grenades] [UI] [Audio] [Gameplay] [Models] [Movement], ect.

fiery pumice
#

It is not necessary to include “Suggestion” within the bracketed area because all posts in here are already suggestions. Categorizing feedback properly helps us for search for feedback on specific areas of the game and address them.

hot moth
#

[AI]
I'm experimenting with a nonlethal approach, and finding myself very confused by the AI's behavior, and the damage models regarding beanbags. Guys in full armor shouldn't be much phased by the beanbags hitting their body armor. Also, the AI will just straight up move in weird ways and you can do virtually nothing when they just stumble towards you, I'd expect to have some way of restraining them forcefully when I press B on a guy that's stumbling like a drunkard in front of me from being shot with the beanbags. Also, I found myself surprised to see a close up shot from the beanbags to the head to not outright kill/incapacitate enemies.

brisk ruin
#

[Equipment] [UI]
Saving and loading custom loadout presets for gear
Probably raised in the past... but, being able to save and name a complete loadout (primary, secondary, headgear, armor, tools etc), and being able to select a loadout from a list of saved loadouts.
The idea is to have a loadout for a certain "role" or "situation", and when selecting gear for yourself and your team members, you can just select a loadout to quickly set things up
ie:
Alpha - select "breacher" loadout
Beta - select "assault" loadout
Charlie - select "breacher" loadout
Delta - select "assault" loadout

right now trying to set up the entire team's gear differently for the selected mission is a pain as you have to go gear item by gear item per team member

hot moth
#

[Animation] [Equipment] I'd like to bring to attention that the shotgun animations should allow you to do the pullrack method, you definitely can shoot the shotguns faster than the animation currently in the game, and it's sad that it's not present in this very realistic game, I can link to Paul Harrell displaying the technique in question if needed.

fiery pumice
#

Please title your posts, especially for longer ones like these @hot moth @brisk ruin

median socket
#

[Gameplay]
Locked Doors Need Some Work

-There is currently no way for Officers to check doors outside of single-player. Please add a keybind for "Check Door."

-Additionally, Officers and AI should be able to lock/unlock a door from one side (inside) unless the door or lock has been destroyed by brute force (C2, kick, ram, etc.)

-Finally, I would like to see some variations of door locks which would add depth to certain maps, such a keypad lock for private rooms or employee only rooms (requires 4-digit code from an employee that players detain on-site or brute force), keycard lock (requires key card from an employee that players detain on-site or brute force), and a latch with padlock for outdoor areas such as a shed (requires standard lockpicking or brute force).

median socket
#

[Animation] [Gameplay] [UI]
Magazine Check Improvement

-Currently, magazine checks don't make sense.

-If a mag is dangerously low or empty it doesn't make sense to pull out the mag and initially check it (hold 'R'), realize its low/empty, put that same mag back into the firearm, THEN have to take it out again (press 'R' to reload this time) and put in a new mag.

-Mag UI at the bottom of the screen should label each mag 1, 2, 3, 4, etc. with the currently held numbered mag being highlighted. When a player (officer) performs a mag check, the mag pulled out of the firearm should not be automatically reinserted after the ammo check. Instead, the player must press the corresponding number mag they desire to insert into the firearm. This will allow players to manage their ammunition more efficiently and save full mags for high-danger situations. Pressing 'R' to reload the next mag and double-tapping 'R' to perform a "quick reload" would still function the same.

-Another feature that could be built off the previously suggested feature is sharing mags of the same shape and caliber with team mates. If another officer using the same caliber and mag shape expends their ammunition, it makes sense that a team mate could hand them one of their own mags rather than having to perform a "quick reload" and make them pick the mag off the ground. To do this, my suggestion would require an officer to first bring their gun to the "low-ready" position, then perform the "check mag" action (hold 'R'). This would NOT pull the current mag out of the gun but rather bring up the UI for the officer's mags at the bottom of the screen (1, 2, 3, etc. [whichever numbered mag is currently in the gun would be faded out in the UI]), pressing the number of the desired mag would make the officer hold that mag in their free hand for another officer to interact with (take). Pressing 'R' would put that mag back into the offering officer's inventory if needed and pressing LMB would throw the mag.

lament holly
#

[Weapon Canting Idea]
**canting your weapon would also short stock your weapon **

it would allow you to keep the current weapon canting keybind to avoid confusion
and allow for a short stocking feature to be implemented

it seems balanced since you sacrifice ads precision for a shorter weapon
or sacrifice a flashlight for a laser

maiden mortar
#

[Suggestion]
A female operative part of SWAT team

Maybe you should as a new operative that is a female to the SWAT team. There are some females in the SWAT team on-duty plus it could make the game more realistic. There was one woman that was the first woman to be part of Odgen-Metro Swat and another woman was the first SAPD Swat female and served in the SWAT team for five years. There are no boundaries in SWAT, a woman can be a SWAT operative.

crystal coral
rich totem
#

[AI Officers hold fire on melee suspects]

On some levels such as Brisa Cove (Where you are required to capture at least 3 suspects), it can be quite frustrating as a lehtal player to have hte AI instantly light up melee suspects who may have decided to attack, but aren't close enough to be a threat yet. Once they reach a certain point (say within 5 meters of an officer or civilian), they'll open fire.

lapis scaffold
#

[Potential Campaign Mechanic]
Karma System

This is for the very far future when the game has a campaign storyline. As you progress through the campaign, the game keep track of how violent your methods are, how often you kill suspects and civilians, and how often you use non-lethals. If you gain a 'reputation' as brutal dirty cops who aren't there to protect and serve, missions become harder with more and better equipped radicalized suspects, and you may hear news reports or radio stations criticizing your methods or talking about increasing tensions. You may even hear and see riots outside of the headquarters area from angry people protesting police brutality.

If you use non-lethal means more often, anti-police sentiment is reduced, changing civilian dialogue (i.e. not calling you pig) and suspects are more likely to surrender and cooperate. An example of a mission changing with your actions could be "multiple police officers were captured and are being held hostage" versus "multiple police officers were captured and executed, the only survivor is being held hostage". A similar objective of rescuing one vs many officers, but a dramatically different feeling of how your actions impact the world. Completing the campaign with no kills awards a special ending/achievement.

lapis scaffold
#

[Map Suggestion]
Prison Riot

A massive riot has broken out in the Los Santos prison, due to suspected smuggling in of weapons and insider deals made by an outside gang. This mission plays very different from others as you primarily fight to subdue masses of melee enemies with a select few using stolen guard guns and armor/gas masks. Parts of the prison have the lights cut with only dim emergency lights lighting up the environment, allowing prisoners with shivs to better sneak up on you.

hot moth
#

[AI Officers pathfinding]

The AI will not follow your steps exactly, it will take some really weird paths on the Carriers of the Vine mission, resulting in them engaging enemies that are far away, because they simply refuse to take the same path as you do, and take a different branch of the tunnels.

orchid barn
#

[Server]
Add a Server list its so hard to find one including when half the time you lose connection from the host each time

frail folio
#

[Suggestion]
Change the filter on the mask from the right side to the left side. The mask has 2 filter ports so that it can be screwed into either of them so that the filter won't collide with the gun when the shooter is aiming down the sights. In game the filter is screwed into the same side as the gun is held which is wrong, both in terms of realism and graphics as the filter is clipping with the gun.

high flume
#

[Suggestion]
Have rifles canted inward when sighting in wearing a gas mask. You can't achieve a proper cheek weld, even when the filter is on the proper side, so you have to cant the weapon inward. This also changes your barrel sight relation, which is an important factor for CQC engagements, especially for low profile (hostage) shots.

safe hamlet
#

[Suggestion]
Panoramic gas mask should cause certain light sources and optics to blur/distort
(seen through my 'defective' (seals perfectly fine,might be one of the mount's fault) MP5 gas mask that just sits behind me .
Though it should be noted that the option to turn something like this off should be allowed - some people just want to see while wearing a gas mask.

rich totem
#

[AI Officers shoot too low]

I've noticed that whenever AI officers shoot a suspect, they tend to fire low, hitting the groin/legs. This seems to be their point of aim. The problem with this is that it creates situations where the officers will shoot into barriers rather than suspects, as shown in this screenshot where they shot into the wall instead of the suspect that would've been the window. This led to two officers being injured.

wind dagger
#

[Suggestion] Small Scale Map Randomization

Okay so, this is something I mentioned in another Discord as what would be a cool idea to try to keep the maps fresh without too much work. Basically, developers would make the floor plans of the maps and do all of that decoration stuff, but they wouldn't put the doorways/entryways into the buildings. What you would do is have a script that randomly places the entryways between rooms when players are loading into the mission, maybe have holes just cut into the walls like you'd find in a R6 Siege map post-round. This would make it so how a team moves through the map is slightly different every time, making it a bit more realistic to how actual law enforcement feel whenever they're heading into a building.

When the map team is developing the maps, they would specify specific walls which can be used to have an entryway on them in order to connect the room to the rest of the building, and the game would go through and randomly choose which which walls get entryways. Perhaps if you have a kitchen and a living room divided by a wall, the game decides to remove that wall making both of those rooms more hazardous to move through. idk was just an idea I had, and with Six Days in Fallujah talking about proceduraly generating an entire city I figure it wouldn't be too difficult to just randomize door placements.

rich totem
#

[Fast Food]
Keep Fast Food Barricaded Small and reduce suspect number to one or two
I can appreciate adding details to maps but RoN lacks a 'tutorial' map. Even 4U Gas Station can be pretty overwhelming as it is pretty possible to get flanked. There's also a lot about RoN that is unconventional in the FPS genre (teammates, use of force etc). You can always have other maps modes such as Raid feature the larger map with the second building, and have Barricaded Suspects focus on the one Pizza Restaurant.

Disregard last bit. Didn't realize that suspect count had been reduced to one.

safe hamlet
simple osprey
#

[Headgear]
Helmet mounted flashlight, can be activated by pressing N

lapis scaffold
rich totem
#

[Bomb Threat]
Have Certain Suspects be able to re-wire bombs
Something to keep players on edge and to force decision making would be to have a few suspects (maybe one or two at most per level) who can re-wire defused bombs. This puts the timer back to where it was. This'll force players to consider if they can wedge bomb rooms off.

frail folio
#

[Gameplay]
Breaching shotgun needs serious change.

Breaching shotgun still reliably opens locked doors when fired at from 20 meters, it makes no sense and it is a mechanic a lot of players abuse to open a door safely from a distance without having to expose yourself to any traps or suspects on the other side of the door. The shotgun should only open the doors when fired close up at the lock. Which would both make sense realistically and would put an end to abusive tactics.

storm sphinx
#

[Suggestion] Add a mute button

rich totem
#

[Active Shooter]
Have more variety to suspects in this mode
I notice in the gas station active shooter, that the suspects look the same to the robbers during other scenarios on this map. It'd make the mode more intense, as it'd be harder to ID the initial suspect. I'd also add that many mass killings have been perpetrated by disgruntled workers so it wouldn't be that unrealistic either.

rich totem
#

[SRS sight]
The SRS should be much bigger than it is in game

The SRS is a chonky optic and bigger than even the EOTech. It also shouldn't require a riser for AR-based rifles as it was designed to mount onto those rifles directly.

worthy raft
#

[Suggestion] Add the ability to turn off the grid power to that area in the operation so the electrics in the buildings don't work just for better NVGS usage but also add the ability for the enemies to use generators.

analog basalt
#

I am still noticing an issue where the avatar still doesnt look like they are actually animated to utilize the attachments on the weapons. Not a big deal but its annoying. Also, I have continued to notice that the pistol placement when drawn is way way way too close to the operators face.

I know the production team is not the Ground Branch team but you should definitely take some inspiration from their book.

rose lotus
#

My biggest issue as of late has been the spread of the shotguns. It’s ridiculous how large it is. At the ranges this game is working at, the spread of buckshot shouldn’t be more than that of an apple pie at more than 5-10 meters

lapis scaffold
#

[DLC Suggestion]

Aside from supporter edition, I'd happily spend money to support the game in the form of grounded realistic cosmetic DLC. An example of this would be an "Old School" DLC where we get the cool older style swat uniforms like in the concept art, and perhaps some weapon reskins including wood furniture for the cool factor (wood SA58, M14 EBR, etc.).

green owl
#

[Feature improvement]

Knifing attackers
Currently if an enemy goes to attack you with the knife it appears to be linear, which gives them the reflexes of a trained killer.

Whilst it might be good to keep this in, adding some variation might be beneficial and add more life to the game. So in some circumstances, the person could maybe start rustling through their pockets, players could reissue a command to % chance prevent an action.

If they're rustling through pockets, it's not a 100% chance they'll knife you it could be nerves, so forces players to still act under ROE.

On top of this, adding general speed on knife attacks would be good. So you have a range of people, some skilled, some not in going at you with a knife.

thorny oar
#

✅ Category: UI

Desc: some bug on copy where some letters overlap others
and also can we get some simple san-serif font for right info panel? Words like "injured" and "healthy" are a little bit hard to read with such font

sullen shale
#

make the thumb when drinking coffee less disgusting it knocked me sick lol it looks like a potato wedge

near rock
#

[Suggestion]

Medical gear
An equippable piece of gear in the tactical gear slot that has 4 uses, that can be used on injured and "downed" teammates, to stop bleeding quicker on you and a teammate that is bleeding, heal debilitating injuries (like broken legs and such) and "revive" those who have been "downed".
Would be cool to see in a combat medic type loadout.

safe hamlet
#

[Misc Gun Improvements?]

  • Is it just me or does the shotgun spread seem a tad ridiculous
  • Why does the pmag (M4) hold 5 extra rounds? I would understand if it had 10 extra rounds like the 40 round gen3 pmags
  • Why can't you have the pmags on other 5.56 guns that take them?
  • Might be cool to have a folded down rear iron sight on the M4 when you run an optic
  • The ARN-18 has a Sig folding stock might be neat if you could configure that to be folded like you can with the UMP (not that it is practical or anything)
  • When you configure the 870 no matter what you pick for overbarrel it will still have the integrated flashlight forend
  • A neat detail might be if you put a piece of black tape over the white logo on the Eotech like a "true operator"
  • In the future maybe you could modify the barrel length of different rifles
rich totem
#

[Weapon Usage]
Make it so we can fold stocks whenever
I don't see why, if a SWAT officer felt the need, they wouldn't just fold/unfold a stock whenever they felt like. This could be an interesting balancing mechanic, allowing weapons with folding stocks to be used in very tight quarters at the detriment of performing worse overall than weapons with fixed stocks.

rich wren
#

[AI]
Make the AI teammate stack up at the door again after giving him Mirror command.
Now, the one who mirrors the door just stands in front of the door after finishing the task, which is unrealistic and unpractical in gameplay

thorny oar
#

✅ Category: UI

Suggestion: would be cool maybe to have a parallax effect on logo in menu
But that's not necessary for sure

trim quarry
#

[Settings]
Default Firemode Setting.

Add a prefered default firemode in the settings, so that people who use other modes than single fire don't get their firemode reset after every single loading screen.

ripe agate
#

[GAMEPLAY]
AI should be able to notice flashlights and non IR lasers. Realistic and dynamic factor to gameplay

lapis scaffold
#

[PvP]
To keep player interest in the game, consider adding a simple 2v2 gamemode called CQC Training, where two teams of 2 face off against each other in a round based match on shooting range style small maps without respawns. Basically just like Modern Warfare's 2v2 mode. Would go a long ways towards keeping the game alive without being as hard to manage/balance as other PvP modes and being fun as hell to play with friends or against randos.

night turtle
#

[Suggestion]
Allow the use of AI voice commands when in multiplayer (For silent OPS with other players)

deep mural
#

(WEAPON SUGGESTION)

  1. Add light AND laser attachments and function to majority of weapons when appropriate. Also IR Laser AND IR illuminator functions.
  2. Replace the M26 Taser with the X26P Taser with Laser/Light module with the option to switch between Light, Laser, Light + Laser modes. (It was pretty difficult to utilize a taser in dark environments)
  3. As mentioned by prior members: barrel length customization
  4. Might be a bit farfetched, but weapon jamming with appropriate malfunction clearance procedures and animations
sonic bay
#

(suggestion)
Ai can be used in multiplayer
ai can be used to fill the max slots that are unfilled by player to be able to make it easier for an team of two players to complete higher difficultys

glossy patio
#

[Suggestion]

  1. Have the swat team be more aggressive and louder when telling someone to get down or drop the gun, it would improve the immersion by a mile.
  2. Maybe make it so we can choose spawn locations when we are playing some maps.
modest fog
#

[suggestion]
I think it would be really cool to have some smaller-scale maps for a barricade suspect mode. but in the mode there is a properly barricaded room with A.I friendlies outside for more looks for example, police officers behind barriers moving people back with other swat operators watching the front door with negotiation options fitted with voice lines.

The aim of the objective is to find a way to diffuse the situation either lethally or non-lethally using certain utilities and methods to break in the building and secure the person with a time limit before suspect gets edged and kills someone. there could be various methods like calling helicopter over building to drown sounds to get a door open quietly. essentially a mission with more purpose and story rather than load map - kill/ arrest - complete there feels more at stake with a time limit and some kind of real interaction to difuse a situation. choosing the wrong negotiation options can effect the time limit you have. telling suspect you will comply to his demands to get something, itll add time. or telling them that they wont do it and if they dont surrender they will go in, it'll reduce time

abstract quail
#

[Gun Improvements]

Give the MP5 more slap.

I want my HK slap.

Pros: more realistic, satisfying, better in every way

Cons: none

safe hamlet
#

[suggestion]
While playing RoN for the first time in the last few hours, I asked my more experienced pal @deep niche about knocking on the front door of the house we were planning to go into to manipulate where the AI would be in the house (bit like unexpected pizza delivery guy thing which would put them on edge and focused on the front door). Thornleaf said that was a good idea but as far as he was aware, wasn't a thing in the game yet so worth suggesting on the game's discord... so here we are. Thanks for reading and keep up the good work on the game! I love it so far! 👍 It's been a great laugh!

pastel veldt
#

[spectating]
Add an option to enable / disable night vision or see what the player sees if he has nv on or off

modest fog
#

(Suggestion)

Pre game lobby. Sorta like HQ but a seperate briefing room with the layout of the map on a board. You can draw on the board to properly plan out the mission and get an idea for the layout. Similar to how zero hour has the layout of the map floor by floor. Something like that as a drawn thing. Would make for cool planning

hollow otter
minor garnet
#

[Gameplay]
Knife Suspect Surrender on Distance
knife suspects a certain distance away from officers should surrender automatically, cause this is goofy as hell

not sure what this guy's plan was

sullen bluff
#

[Gameplay]
Knife wielding suspects should be able to pick up dropped firearms

minor dagger
#

(Suggestion) add a downed system or at least checkpoint and better player could disable them by choosing realistic or hardcore difficulty because it would be cool if we could adjust the difficulty

novel cairn
#

(Suggestion): Shoulder swap when walking and toggle leaning to the left (a stance similar to the canted sight stance), for that perfect slice 😉

jagged cypress
#

[Suggestion]
Please give the ability to turn complied individuals around so i don't have to expose my back every time I want to arrest someone. Also, add the ability to cancel the arrest animation just in case you need to react fast against an imminent threat.

novel cairn
#

(Suggestion): Give ability for players to carry a downed agent back to the van. Depending on the injury, he could be alive in the match aftermath.
Elaborating on @jagged cypress 's suggestion, players could trigger the arrest anywhere on the 360° of the individual.
Or, players could call them to move closer so that they can be arrested on a safer spot.

rapid adder
#

(Suggestion): ability to toggle or always leave open the local voice chat to give to the near players more immersion with the surrounding teammates

thorny oar
#

Category: UI
Feedback: add alert pop-up when user clicks on Exit game
In case if he decided to stay in game

#

Category: textures
Feedback: the blood color looks too brights. Pls make it more natural

torpid jungle
sturdy arrow
#

Maybe patrol police uniforms would be good only for active shooter mode

rich totem
#

[G19 Skin]
Stainless Steel slide skin for the G19
As a tribute to SWAT 4's Glock.

lapis scaffold
#

[Mirror Gun Adjustments]
Adjust the mirror gun to have more downsides, since it can slow down gameplay while also trivializing much of the game. Suspects right next to the door should be able to hear/see it, and there should be more more metal doors that the mirror gun can't see underneath.

glossy scroll
#

[Long tactical launchers]
insta kill potential on long tactical launchers
All of the launchers in the long tactical section instakill anybody or anything they hit as long as they haven’t hit the ground yet, even if they’ve bounced off of a wall. Quite an annoying issue I’ve killed myself multiple times and my friends have fallen victim as well which may be due to my incompetence. The instakill on direct hit component of the flash launcher primary is justified considering it does explode as far I’m aware. The launchers in long tactical should be launching canisters, at least for cs. I think that because the cs is dispersed from the canister rather than explosion it shouldn’t instakill on contact, instead I believe it should have a long lasting flash/distortion effect that causes blurring that is already present within the game (not the one from flash grenades and irritants like spray and balls that also impede movement, I believe the one that is caused by damage is the one I’m talking about ).

2 changes I think could combat this issue:

  1. Brighten the projectiles fired from long tactical launchers somehow either make them more visible or illuminated; this could be implemented through having an equipment section for attachments on the launchers with different options of illuminations or done through the settings similar to NVGS. I believe the attachments option is probably the worst way considering no other long tacticals have attachment options. Best to implement visibility through settings or just making the projectile more visible.
  2. Have a sight option on the launchers to peek/aim over the barrels instead of using the offset sight. For me the sight is basically useless particularly when it come to using launchers through peeked doors. I believe AI already responds to peeked doors, meaning that the ability to send utility through peeked doors was an intended. Could function similar to the way you use p to use different sights on the telescopic sights.
ripe agate
#

[GAMEPLAY]

Flashlights pointed at a suspects face should give them an accuracy debuff and morale debuff as being blind isn't exactly good conditions to fight back.

pliant vine
#

cancel arest animation ASAP

glossy scroll
#

[gameplay]

Ability to somehow gag or mute dead or arrested suspects I’m sick of hearing meth heads and people moaning.

safe hamlet
#

[LOBBY]
Armoured target inside lobby shooting range

armoured targets inside the shooting range or possibly just a cardboard target which displays damage info and penetration etc would help players be able to custimize their loadouts better

More weapon info in loadout selection
stuff like firerate, penetration, damage etc. This would help players be able to customize their loadouts easier and allow the users to compare weapons and loadouts. This would also be useful on things like attachments as it's abit confusing whether they actually do anything at all tho

heady magnet
#

[Suggestion]
Momentary / hold mode for weaponlights would be great

halcyon sundial
#

[Suggestion]
Place a marker where gun drops so you don't need to search for it anymore

hollow otter
#

A realistic reaction/behavior from civilians getting shot?

novel cairn
#

[suggestion]
melee attack on windows should break the glass.

minor garnet
#

[Gameplay]
Increase Bash Range/Melee Range
feels like i need to be on top of someone's hitbox to bash them, and its kind of silly

see video

gray dagger
#

[Startup Menu Suggestion]
In the main menu instead of the default guy in idle pose there should be your character with your currently equipped custom loadout.

devout pawn
#

[suggestion]
It would be more realistic if we can get hand signals, It would be easy for people with no microphone who want to communicate with people or have a more realistic gameplay, it can give the benefit for players who don't understand some one else's language and use hand signals to talk to them, if you are in a little radius and using a hand signal it will show on top of a player (who used the signal) of a imagine of what to do, move in, regroup, cover door, ect.

merry yacht
#

[Map]
There should be more smaller maps like the fast food one before the update. It's kind of unrealistic that your local SWAT officer infiltrates a building and takes out 20 or so people. I was hoping for more ''standard'' homes. I mean yeah, the largescale maps with 20 suspects are fun and all, but would your local SWAT team consisting of 5 officers respond to that?
As I said, it would be nice to see some smaller maps in the future.

astral oyster
#

~~[Suggestion]
Breaching tool - Crowbar

  • Can instantly unlock & peek locked doors, but will cause noises during the process and alerts nearby enemies
    —————~~
#

[Gameplay]
Quick chat system
Allow players to use pre-made dialogues from existing VO to communicate with teammates
example: ”Affirmative” ”Can’t do that.”

simple osprey
#

[Throwables]
Lethal M67 Frag Grenade
How it works: similar to literally every other grenade in the game, you will get ~2 of these, when you throw them in the room basically everything will die. It will randomly send shrapnel, which can pierce doors and walls, so when you throw these, you gotta fucking run and pray there aren't any hostages in there.
Screenshot below on what it could look like:

devout pawn
#

[suggestion]
It would be awesome if we could command arrested/non-arrested who are surrendered, examples are: tell a arrested/non-arrested to enter our room (or another room) so we dont get shot from behind or have to close a door to arrest suspect 1 then open the other door to arrest suspect 2. this would be nice and realistic for this future to come into this amazing game.

astral pike
# devout pawn [suggestion] It would be awesome if we could command arrested/non-arrested who a...

to add to this: If a civie is the one in the room being surrendered, if a suspect is also in there (and we dont see em), the suspects can then shoot the civie if the civie decides to move. On their own choice ofcourse. Since im sure sometimes a suspect would prolly be like: "Hey, if you move to em, you'll be dead" kinda thing.

Happens in real life, which is unfortunate, but could also add risk factor on how we approach the situation

devout pawn
astral pike
#

[suggestion] Adding a medical pack to the gear would be useful i think. The ability for your squad mates to enter a temporary wounded state that could last for... about 10 second ig if theyre shot not as baddly. (ofcourse if they get riddled with bullets then they'd be dead saddly). But if they enter the wounded state you can use the medical pack on them if in your gear and revive them, although with perma slowed movement for the wounded ally. They can return back to the point where missions the began in order to not receive an officer down penalty (but can only use their sidearm) when in the perma wounded state.

Same goes for multiplayer squad mates. Squad mate goes wounded for a certain time, you revive them, and you may help them back to the starting area of the operation to not receive a penalty. At the disadvantage they'd be able to be killed quickly if shot again in their current state. So there's a chance to save yourself or a squad mate from penalty but a second chance sorta deal if you get lucky.

Might be a nuisance, but could be a Host toggleable feature maybe?

Thoughts? opinons? Lemme know in #feedback-discussion

royal grotto
#

[Suggestion]
tracer rounds for the last 5-7 ammo in mag

cloud mirage
#

I feel that the main concern about sprint addition is that it would make the game too arcade/cod-like (and I share that concern). Couldn't it be countered by:

  • makes you very loud so you allert everyone around
  • gives you a very high weapon sway after that due to fatigue
  • long stoppin animation (something like: https://youtu.be/Dx3kYyriy_o maybe even longer)
    -cooldown between sprints
    -relative short sprint distance
    -other things that i can't think of

This way it would be a viable emergency move, but a very crappy offensive one to use regularly

atomic kindle
#

[Suggestion, text size]
Any chance we can get a text size option? Playing in 4k is hard with a really small HUD, I feel like I’m forced to go 2k to properly see things..🤔

nimble umbra
#

[Performance/Stability]
It seems that undervolting a cpu in my experience with a ryzen cpu paired with a X570 motherboard: When PBO is set to auto the game works fine, but when you apply a undervolt with advanced settings, RON seems to not take it well and crash. No issues with other games though, only this one

safe hamlet
#

[GAMEPLAY] Being able to cancel reloads & other animations (to, for example, switch to your secondary mid reload if an AI is rushing you).

atomic shuttle
#

[Gameplay Suggestion]
Try the lock. Keybind to check if the door is locked while looking at the peek / open door indicator. Often times in coop, we’ve stacked up, prepared a flash bang, then realize the doors locked. This mechanic would certainly help to avoid such situations and allow for a smoother entry.

stuck gazelle
#

[Gameplay Suggestion]
Lasting Wounds
Sort of touched on by a post above, but I would like to see player wounds mean more than just holding a button and then regaining all my functionality and mobility. The button-holding part is okay, but a penalty to various functions based on injury location would be rather immersive and add another lasting consequence to getting shot. Examples: leg shot = slower movement/limping; arm shot = increased weapon sway.

#

[Immersivity Suggestion]
More Immersive Wounds
Different than my above post in that it's not strictly gameplay-impacting. For example: wounds continuing to bleed and bloodying the floor, or someone audibly struggling to breathe if they're shot in the chest, or maybe a suspect falling to the floor without dying if shot in the leg.

#

[Gameplay Suggestion]
Stabilizing Wounded Suspects/Civilians
Requiring players to decide whether to bypass or stabilize a wounded NPC might add another layer of depth to decision making and flow of players throughout a level. I'm assuming that not all people that are shot in situations presented in this game would immediately die irl. And while I'm no expert on SWAT stuff or gunshot wounds, it would certainly make me feel better if I could slap a tourniquet on the leg of the dude that just surrendered after I shot him.

#

[Gameplay Suggestion] [AI]
AI-Assisted Policing
The one thing that I'm not a fan of in RoN is trying to find the one civilian I forgot to report after spending awhile clearing a level, or trying to find the one knife I forgot to pick up earlier. Adding an option to order your AI teammates to automatically begin policing the scene after you've cleared it would make this easier. I understand the need to force players to be observant and try to find those things, but when I'm playing solo, my AI buddies just follow me around being useless and getting stuck in doorways after all the baddies are accounted for.

#

[Feature Suggestion]
Crisis Response: A General Reference for Features
The abandonware indie game called Crisis Response is an excellent collection of features I would like to see added to this game. From some of the wound stuff I mentioned above, to automatic AI policing, to a controllable sniper, to blood/splatter physics and in-depth wounds, I think these would add lots of depth and detail to the game. I'm not a developer, so I may just not get that some of these are simply not practical or don't fit within the game RoN wants to be.
Link to Crisis Response: https://www.indiedb.com/games/blood-bullet
Alright, I'll get off my soapbox now. Hopefully some of my suggestions were useful.

safe hamlet
#

[GAMEPLAY]
scoring
More score for arresting targets instead of killing them. It would reward better and smart play more than just running and gunning and just shooting the right people

safe hamlet
#

AI movement
allow move and clear command for stairs with no door

idle widget
#

[AI]
AI Door kicker swap
A function to swap which AI kicks open a door depending on whether they have a broken leg or not.

safe hamlet
#

[Enemy AI]
enemies with gas masks
enemies with gasmasks shouldn't be effected by cs gas

safe hamlet
#

[AI]
AI able to slightly open a door and throw grenade
If the player wants to, through a command, AI SWAT team should be able to slightly open a door, throw a grenade, then clear the room, so that the player and AI team can enter a room safely without getting shot at while breaching the door

warm hare
#

(Suggestion) [VOIP]
adding a radio filter on team chat in multiplayer for a more immersive experience, it would also help distinguish if the person on voip is speaking in local or team, it will help in tactical situations when you are unable to look at who is speaking, focusing on the target

wicked ice
#

[Gameplay Suggestion]
Faster pistol draw.

At the moment the draw is too slow, realistically these dudes do all kinds of drills to draw fast in case of emergency. I just got killed because i ran dry and my dude was too slow to fully switch to pistol. For example i think Ground Branch does this at the right speed.

fossil gull
#

Would like to see a reward system? such as unlocking new guns/attachments theres no set feeling of acomplishment. or just resstarting a mission. should get currency for winning missions/losing/restarting etc.. i think for sure something to make it as an achievement for beating missions..

mossy wyvern
#

[Gameplay Suggestion]
In MP, the server host should be able to access the mouse wheel menu just like in singleplayer to inform his teammates where to stack up.

subtle pebble
#

[Suggestion]
Being able to assign roles to either multiplayer teammates or NPC teammates in singleplayer. Assigning different roles will then "unlock" role crucial gear.
For example;
You assign yourself the Medic role. This then gives you access to bring extra medical gear you can apply and use on your teammates (NPC or real players), which would then have a more realistic feeling within each role of a S.W.A.T. team officer.

balmy ermine
#

[Suggestion]
Add a second achievement

last bluff
#

[GamePlay Suggestion]
PEEK AND THROW
when peeking doors it is hard to get the aim right or sometimes just impossible to toss a gas or flash in and it would in my opinion be a good feature if when peaking you could throw objects in the room as a feature instead of doing it manually

sinful bough
#

[Gameplay Suggestion]
There should be the ability to sprint. It's annoying traversing entire maps looking for one suspect or civ or other objective and having to walk super slow the entire way

astral pike
#

[Suggestion]
Loving the maps and gameplay, no complaints! So far ive nearly mastered the maps in terms of area knowledge.

I wonder if a cargoship or a grounded airplane is possible in the future as a map for players. Either that or maybe a modder might take that up idk. But an official map by the devs ig

grim glade
#

[suggestion]
Ai can take hostages or hold them at gun point kinda?

echo arrow
#

Probably already suggested, but perhaps maybe give us 2 helmet/facewear slots instead of 1. NvGs for example seem almost vital, so experimenting with and employing things like gas properly w masks is quite unreasonably punishing when you cant see on so many maps. Am aware flashlights exist but should they be vital to seeing without nvgs? I think that's unreasonable too, also i dont wish for the brightness to be raised either true darkness is good just think the option for 1 facewear option is too gamey and goes against the immersive aspect of a highly kitted out swat team gameplay and writing wise.

vapid egret
#

Just to make it a bit clearer, this is the size range I had in mind (I realised just saying the plane model was vague)

mighty pawn
#

[Equipment]

In addition to the previously mentioned weapon light settings (making the beam wider or narrower), I would kill for some kind of general purpose utility light. Either handheld or helmet mounted. It gets annoying to search a room with a weapon light.

To discourage tactical use, it could increase suspect accuracy or something similar.

spring mesa
#

[Gameplay Suggestion]
There should be an option with tacticals (flash, 9 bang, frags, ect) where when held you can hold f or whatever your interact button is on the peek door to toss said tactical to the center of the room and close the door right away... this is done irl... the only reason why I recommend this is because I fine some doors or peeks from doors you can't get a good bounce or angle without fully opening the door and/or exposing yourself to fire fight

uncut thistle
#

[suggestion]
Add HDR support
Many games already support HDR and it would be nice if this game supports it as well.

idle widget
#

[UI/Gameplay Suggestion]
Ability to mod game after it starts
This is a suggestion for when steam workshop is implemented, the ability to download and install mods after the game has started or perhaps some sort of launcher where you can manage mods before the game starts (maybe something similar to the one in ArmA 3) would be a very nice feature for us GeForce Now players.

ripe agate
#

[AI]
Civillians should run away when gunshots are fired etc. Just it, makes much more sense. The civilian behaviour currently is not very realistic.

Sometimes civilians run towards gunshots which is incredibly stupid. They should never run towards anyone firing a weapon

Civillian AI straight up sucks and needs a lot more work

Suspects should be able to take hostages as human shields too, what happened to that?

molten tiger
#

[Suggestion]
Planing mission time
In my opinion we should get the chance of planning the mission, simple things such as property plans and stuff like that.

subtle pebble
#

[Suggestion]
A highly blinding toggling flashlight to blind subjects.
My idea is that it'll make the subjects see less, and decrease movement speed and accuracy. Kind of like the pepper balls and pepper spray.

And of course, IR flashlights (That was a thing, that's cool).
That should explain itself.

late hatch
#

probably already suggested but - killing the lights. By interacting with a fuse box you can shut down the lights in an area which gives enemies less visibility for NVGS

gusty gate
#

[Suggestion]
ways to find a match.
i think the game would benefit a lot by adding a server browser.
Note:im not saying that you should remove the current matchmaking just add another server browser to find public matches

formal plinth
#

[Suggestion] Make the session finding time a little longer as while the ping threshold thing where it go's up if it doesn't find anything is neat but it could wait a little longer to try and find one

boreal scarab
#

[Suggestion]
Once the pre-planning system is included add an easter egg which makes fun of players drawing penises crude art

final granite
#

[Suggestion]
Add a tapping shoulder system.
In multiplayer or single player, you can tap your teammates shoulder and tell them to go on.

gusty gate
#

[Suggestion]
Throw nades by door peeked
I think since the nades usually get bugged by throwing them on small angles, that you should add an scripted throw kinda like arresting, when you peeked the door so you can throw the nade in safety kinda like the AI

cosmic herald
#

[UI]

UI scaling would be nice. I have some vision issues and cannot really read some of the stuff like "press f to [thing]" without putting my face a few inches from the monitor.

Also, maybe a way to customize the colors of text? It's hard to see the red f on a black background (just a tiny bit of colorblindness).

safe hamlet
#

Can we have a larger map where we can utilize a swat sniper and pick off enemies from afar and then move in also maybe a 5v5 pvp

upbeat prawn
#

[Suggestion]

Firing a gun anywhere / next to a suspect or civilian increases the chance they will comply.

And maybe add a system where suppresors decrease the threat so theres a reason to not have one.

#

[Balancing]

Make each long tactical better or nerf the mirrorgun (such as forcing picture-in-picture instead of fullscreen). Being able to clear 30% - 95% of a room through a door and clearing corners for no "not use it at literally every turn" system its far much better than ever other one.

Battering ram is bad cause of switch speed, ability to kick doors open, lockpicking, and opening doors is fast enough as is.

Beanbag shotgun is just bad (or my game is bugged, cause shooting suspects does not increase threat to comply)

Breaching shotgun, see battering ram

Ballistic shield doesn't cover enough, coming from a siege blitz main

finite pike
#

[Equipment]

Ballistic Glass visors instead or in addition to the armoured face mask

Generally most SWAT units don’t really use ballistic face masks due to it being pretty uncomfortable to wear.

It would be bit more realistic to have ballistic glass visors instead as it is used in some SWAT units. Maybe a level 3a visor that will protect you from 2 or 3 rounds before shattering.

However don’t have to remove ballistic face mask and could have it as a alternative form of face protection.

safe hamlet
#

[ai]
TEAMMATES WITH SHIELD
make using their shields toggable, it's frustrating deploying their shields just to order a command which then returns 1 or 2 of them to put shields back on their back again. It's also very difficult to get them to have it up when entering a room as they'll put it back down for throwing nade and opening the door

faint sinew
#

Add play to earn mechanics and make the game more for casual players

vapid egret
#

[game mode]
prop hunt

unkempt hornet
#

[Gameplay/AI]
Add an order that tells the AI to open the door and wait for you to go through first and then start following.
Another thing could be to tell them to open the door and wait for you to throw your flashbang/stinger/csgas into the room and then move.
Swat 4 Elite Forces had this and it was really amazing.

upbeat prawn
#

[QoL]

Dont buffer item switching

If you hold your primary, then press secondary and then immeditely press your long tactical, you will first take out your secondary fully, then dequip it, then finally equip your long tactical

Very annoying when you press the wrong key and you get to watch as youre blow to smitherins as I take out my optiwand infront of a guy blasting me with a shotgun

#

[Gameplay]

Ability to cripple suspects

Rewarded less for arrest of injured suspects and/or must mend their wound with a long action/bleed out as a discentive to not just go through the whole map like it

Maybe let them continue to fire at you, just not move, if its not good enough

upbeat prawn
#

[QoL]

Set default firing mode when you spawn

loud bramble
#

[Equipment]

add stroboscope mode to the flashlight

vapid egret
#

[Stances]
High ready should also be something you can do in the same vein as low ready instead of only activating when you are too close to something. Also, when you get too close to something I believe the realistic move would be to pull the gun back over your shoulder instead of just putting it up so you can still use it.

Edit: or in the case of pistols you would pull it back into your chest as a close ready position

novel citrus
#

[Balancing]
Nerf mirror gun to make the other long tactical options more viable

I'm no game developer so I don't know how difficult and tedious this could be to implement but I suggest a battery system for the camera on the mirror gun, so after a minute or 2 of usage mirror gun becomes useless.

#

[Gameplay]
When going in quiet becomes an option add in a sort of emote wheel so you can sign to ai/friendlies in silence without enemy ai hearing you
https://images.app.goo.gl/5scSNf7yr2HhsptF6
For example something like this

hybrid parcel
#

[Optimization]
My fans were going crazy both on Low and the Highest settings
The game definitely needs more optimization and needs to be more efficient. My cpu was going over the 90* degrees and gpu 80* degrees. I dont think that the game is really that gpu/cpu demanding. I have a pretty decent rig that contains an RTX 3060 and an AMD ryzen 7 5800h for anyone asking. It would be great if they managed to optimize the game.

fervent minnow
#

[Feature]
GORE - NPC's brain matter splashes all over the place with a shotgun headshot and multiple rifle shots

hollow otter
#

[Feature]
I like the blood in the game so far, but I think there should be amputated body parts. Like if you shoot an NPC in the head or arm with a shotgun

neon hill
#

[Gameplay] there's gotta be a better melee system to just be able to actually put your hands on someone who isn't complying and take them to the ground to be detained.

feral carbon
#

players wearing no armor should still have a chest rig with mags and tools, and maybe reduce their grenade and mag capacity too.

fathom ermine
#

[Feature]
i know you've said you'd be interested in something like this before, but wanted to bring it up again; while having a different chest rig setup for every single primary might not be feasible, it would be cool to have different models for rifle mags, smg mags, shotgun shells etc so that your officer's gear clearly reflects what you're bringing as your primary, instead of having 3 rifle mags when you're bringing an MP5

blissful hornet
#

[AI]
Make AI report the bodies they shoot.

For example, a AI shoots a criminal and kills them, but once the criminal dies the AI automatically reports it.

feral carbon
#

[Map]
Randomized and moving targets in kill house

feral carbon
#

[Gameplay]

Door mechanic recommendations

Regular shotguns should also be able breach doors but less effectively
Also while a door is peeked, using melee should open it like a kick
And if you are too close to a door, the c2 charge explosion should hurt or kill you and npcs nearby

safe hamlet
#

[Feature]
Random missions
Add a button where you randomly get a 911 call of e.g a reported active shooter at lets say the gas station and have the option to either accept the mission or decline it

feral carbon
#

[Equipment and Mechanic]

  • buff the flashlight attachment range and add a new attachment with a weaker flashlight combined with a laser
  • a rifle scope with built-in night vision or maybe thermal vision
  • player flashlight and laser should alert enemies
  • enemies also should have guns with flashlight/laser attachments, and both players and enemies should blinded by them if laser or light is pointed at their eyes in close range
  • add a SWAT flashlight to tactical devices that you can use with your secondary pistol so you can still use laser attachment
dusty imp
#

[Map]
The bathroom in hotel room 406 lacks a toilet. I recommend adding one.

stuck gazelle
#

[AI] [NPCs]
Non-Hostile Armed Civilians
Something that I think would definitely spice stuff up would be encountering civilians that were carrying weapons when the bad guys showed up (i.e. concealed carry holders). They could actively try to fight the bad guys, or just hole up in a room until you reach them. Obviously, they would surrender immediately upon hearing you or seeing you. Shooting them would carry a penalty the same as killing a normal civilian.
On the other hand, this is functionally the same as bad guys that have a weapon but surrender immediately.

leaden berry
#

[ai]
illusion of life
Most civilians and suspects alike should negatively react to dead bodies. Ranging from trying to revive / move the body to backing away from it to entering a state of shock when in proximity to several bodies, I think it would give the game a more alive and realistic tone as well as maybe incentivize players to not just go in guns blazing.

zealous bluff
#

[weapon] it might sound dumb, but the M203 underbarrel would be cool since we have the m320 in-game

novel citrus
#

[Weapon]
Add in a colt (M1911) so I can coom

novel citrus
#

[Customization/Achievments]
Add more achievements and have them shown on a board in the HQ as Missions, the rewards of these missions would be different badges/chevrons that you can then put on your player model. Simple achievment idea have (x) amount of confirmed suspect kills.
These are chevrons btw :

safe hamlet
#

[Gameplay and custom maps]
classification of map mods

Effectively just allow install of custom MAPS without the game classing itself as modded and not saving scores.
Optimally map downloads through steam would be pretty cool but that's possibly quite a big ask.

hollow otter
#

[Sounds]
Dont use the same weapon sounds for the recently new guns

violet jackal
#

[Weapon]
Cold Smg

feral carbon
#

[Animation]

  • suspects and civilians should move away from walls while being restrained (to avoid clipping)
  • arrest animation should be less brute
haughty tartan
#

[Feature]

Make it so you can report players (please)

pastel cosmos
#

[Gameplay suggestion]
Bots to co-op
Allow the use of friendly bots (like in singleplayer), in co-op games. This way playing with 1 friend is still enjoyable

cold sage
#

[AI/Feature]
Bots auto report
When a bot sees a civilian, a corpse, evidence, or has gotten a suspect to surrender, they should start making their way to them to automatically do it so you don't have to or so you don't have to order them to. Would make it less annoying to clear the rest of s building and end the mission if you wouldn't have to search for those few civilians that the bots got to surrender but you didn't notice them

tired sun
#

[Gameplay Suggestion]
Vr Port?
Ready or Not would be an amazing concept for a VR game, it would be very difficult to develop so just throwing it out there.

safe hamlet
#

[Weapons]
WEAPON EMPTY
A indicator or some sort of animation and sound to show that the bolt is to the rear. When shooting you can often feel the bolt stay back on your last round and here a difference in the sound made. With this game you can't see the bolt on the right and can't feel it either so it would be nice to have some way to tell

timber knot
#

AI shoots through the hostage in between to kill the terrorist behind and ends up killing them both.politecat

sturdy arrow
#

[HUD]
Paperdoll
An option to make the paperdoll appear only when you got hit and make it disappear after a certain amount of time.

thorny oar
#

[UI]
devs, pls can we have small arms specs for better understanding of needs, displayed as list under specific weapon or rather on right table
e.g. users could compare weapons and make decisions if they need one with higher spreading or higher ROF

stiff mesa
#

[Lobby]
Use the projector screen in the ready room to see what maps the host is choosing/game mode.
right now we dont have any indiction on the mission were going to

formal plinth
#

[Weapons]
SA-58 Damage
The SA-58 in game has the normal extremely high recoil of the SA-58 but not of the power of the .308 cartridge meaning its virtually useless.

frail ruin
#

[map/compositions/scenarios]

Adding more maps, planes, airports, company buildings, maybe helicopter fast rope etc...
We need training ranges and shoothouses with targets with blank and real ammo. Several training scenarios, several missiom scenarios.
For now, more training stuff, new maps, comps or somth...

novel citrus
#

[Ai/Long tactical and mission objs)

This first suggestion will make the second suggestion just better, and adds to realism
Each time you do a map the objective locations should be randomzied (bombs, meth, files, etc), this would add to realism as a criminal probably wouldnt hide his meth in the fridge after he was already arrested once and after they found the meth before, id say make the drug spawns under toilet seats, in shelves, under carpets, get creative is all im saying.

This leads onto my next suggestion of K9's, they would assist in the search of drugs/bombs and detection of explosive traps. They would take up a long tactical slot, there should be three types of K9's, explosive detection dogs which would assist in finding explosive traps or bombs around the map, the second, a drug detection dog that would obviously help in the search of drugs and lastly an attack K9 that would instantly incapacitate an enemy, and would incapacitate them until an officer would arrest the suspect, all these types of K9's would have their own health and would also all be able to be killed, so if you send an attack K9 at a suspect in a non cleared room the K9 could easily be shot off the suspect by another suspect in the room and possibly even killed. If you would send an attack K9 at a suspect who is surrendering that would count as a loss of points due to unauthorized use of non-lethal force.

rotund jewel
stuck gazelle
#

[Modeling]
Gas Mask Filter on Wrong Side
The gas mask filter is on the wrong side for a right-handed shooter. Generally, the filter cartridge is installed on the side opposite the shoulder the weapon is put against. This allows a better cheek weld.

woven scroll
#

[Weapons] Less AR variants, things like bullpups, unique actions effecting different mechanics example being the difference in recoil for gas piston, flapper locked, roller delayed, long stroke/short stroke gas piston, gas tappet, etc.

vale oriole
#

[UI/Audio]
Closed Captions / Subtitles
I am deaf. I have played SWAT 4 despite its issues (Singleplayer only) and it was a comfortable game to play since it had closed captions. That way you could tell if your AI bots spotted a criminal or whatever.
RoN doesn't have subtitles nor closed captions, potentially putting handicapped players at huge disadvantage and uncomfortable gameplay experience.

I greatly hope it will be added, thank you.

safe hamlet
#

[Map Suggestion]
Bank
A group of armed criminals have committed a robbery at a local bank, and have taken a police officer who was nearby and responding to the scene as hostage. They have stripped him of his equipment. Your team only has minutes to locate and stop the criminals from escaping with the hostage. Unknown exactly how many suspects are there. Exercise extreme caution.

deep nymph
#

[Gameplay Suggestion]
I think it would be cool if we had to zero our optics. We could use the current shooting range to do so. Maybe there could be an option for this feature so players can toggle it off/on. I have not seen a game implement zeroing of an optic and I think it would be cool to see.

tranquil pond
#

[Gameplay]

Mission Completion

In order to complete missions, you shouldn't have to report all the civilians in order to progress. That should be a side objective that isn't necessary for mission completion, but rather, for a higher score. That way, once you've cleared a mission of enemies, (or completed the objective of bomb defusal, etc.) you can end it since the area is clear or continue if you want to rescue all the civilians for a higher score. (This should be the same for objectives such as the staff list on the Car Lot mission. They should be side objectives for a higher score)

I only say this because conducting a scavenger hunt for all the civilians when every enemy is dead is kind of annoying in my opinion. Also, this is especially annoying when you've secured every civilian and killed every enemy, but forgot to report a single secured civilian.

I just think that making these be side objectives would satisfy players going after a higher score (since nothing would change for them if this was implemented) and people that don't want to conduct a scavenger hunt once the mission is cleared of enemies, (since civilians/finding staff lists, etc. would be side objectives).

safe hamlet
#

[UI]
Add the name of the map/mode to the pause menu
There's currently no way to see what map/mode you're on unless you restart the mission or go back to the Lobby.

wild ivy
#

Gameplay:
Would be great to have the ability to heal injured players who are wounded if it may be an ability to put on or a med pack to equip per loadout.

It would be cool to see more gameplay modes such as a bomb threats, arrest warrants, ( crowd control - notice for threats within a crowd and naturalize them ), active shooters.

Mic Blips when speaking and receiving call outs to make it more realistic.

Perhaps as well as cut scenes before entering the mission instead of driving in a truck have it all from start to the map - Leave the station hop into a car or helicopter depending on the call and then a cut scene when deploying on the map as well.

Guns:
Snipers would be good integration if maps were designed a little larger for people who want to use a sniper can go to a nearby building to set up.

orchid quest
#

Have a premission tactical map where you plan routes/entry and rally points like old school rainbow six. and custom glasshouses for each mission which i know is alot

nimble onyx
#

[Gameplay]

Make Teammates able to distinguish between secured and non-secured personnel

It would help a fair bit if the AI would differentiate between people who have been cuffed and people who have not. I have accidentally thrown nades after secured people because i didn't realize that the room i was entering had been cleared by me previously through another entrance..

delicate hollow
#

[Taser]

So we all know the taser is way too under developed in Ready or Not,
My suggestion is that the Taser makes people fall to the ground like a reallife taser.
Means they are shocked for a second and u can arrest them on the ground.

(This suggestion is highly suggested to give u more the feeling of a real life taser)

wild ivy
#

Gameplay:
Make attackers use their brains and find cover when needed could be peaking corners hiding behind objects when reloading or taking too much fire ect.

Also if running loud if an attacker hears shots fired in the complex or house it would be cool to see them try and hide maybe under a bed in a closet holding doors ect instead of them being completely deaf. With this it would be cool to have many more options to open places such as a closet doors.

Map design:
The ability to cut the power to houses or buildings from the outside breakers, design the map to be able to get around to it.

For drug houses it would be cool too see some foggyness to them as they are smoking pot ect it would be cool also to see some active ness like tv’s turned on cigarettes in ash treys still burning.

Also it would unique to see the attackers be in a ( I don’t know what’s going to happen state of mind ) to me it would be cool to have the attackers not know we were coming into the building or house. Have attackers sit on couches chatting with friends and watching tv ect. Make the map feel alive and not just the players.

It would be cool as well to see some in groups of max of 5 depending on the room.

#

Npc:

It would be cool to see a attacker use a hostage as a body shield and try to demand his or her priorities.

Gameplay:

#

It would be unique to have an option to toggle voice commands such as drop weapon instead of pressing [F] you can use [V] - Proximity chat to apply demands to attackers and civilians.

Similar to phasmaphobia when you can talk to the ghost in voice chat.

This integration would be difficult I’m aware but it would be more immersive.

woven scroll
#

[Gameplay] Use suspects as human shields to prevent them from wanting conflict, and have the option of executing their friends. Make them really want to weigh their options carefully.

wild ivy
tulip spear
#

Walls are confirmed to be indestructible, in the future corners of a wall can fall of but no more than that

spare badger
#

[Movement?}
This is a massive oversight, but not being able to cancel the arrest animation is incredibly inhibitive, especially if playing solo, because you can be arresting a civilian, and have a suspect do the fake out thing, and you can do literally nothing as you're stuck fiddling with the handcuffs, getting stabbed to death

safe hamlet
#

[UI]
Press and Hold to handcuff Suspects/Civilians
Its very easy to breach a room, yell for compliance with F on a suspect right in front of you, then accidentally start the handcuff animation with the same button, before you have finished clearing the room, leaving you vulnerable to enemy fire.

small turret
#

[AI]

Make the civilian AI more realistic, civilians wouldn’t be staying in the building if there’s no one watching them any person in a hostage situation would run when there’s no one to stop them, making them hide or run outside would be great for immersion.

calm pasture
#

[Feature] [AI]

Please add swat ai to coop.

heady magnet
#

[Graphics/effects]

Please, please, please remove the silly "electricity effect" and sound from the taser. I don't know why it was added to begin with.

ripe agate
#

[Gameplay] [AI]

Civillians should be able to use the new upcoming hide feature too. Not just suspects.

I don't think i need to prose the reasons why as it is kinda obvious.

glacial cosmos
#

[Feature/Family Share] Enable the game for the family share option.

drifting marlin
#

[UI / Co-op / Gameplay]

(For players with no mic) Enable the single-player voice commands in co-op mode, so that we can direct teammates on what to do via the characters voices.

drifting marlin
#

[Gameplay / Weapons]

Mag-Check Reload

While checking the mag, press R again (within a time frame) to reload mid-animation.

native swan
#

[QoL]
Please NEVER ADD CONTROLLER SUPPORT!
The controller community (although is probably pretty small) currently benefit FAR more off of the steam controller configuration than they do with a dev integrated configuration.

Zero Hour, Ground branch and Sandstorm ALL failed to integrate a half decent controller config and barely has the capabilities that steam controller configuration has, so they leave us stuck with an otherwise terrible controller setup (Sandstorm W/controller isn’t too bad, but coming from the original insurgency where you could create your own using key binds, it’s definitely a downgrade)

But please, leave controller support out of the PC version as we are able to create our own, extremely detailed config with the power of Steams own “controller configuration” platform.

Not only are Dev integrated controller setups are NEVER as good as the Steam controller config, but if the devs added a controller config, more times than not, it would override everything on the steam controller configuration as the game will pick up that a controller is being used and will only want the buttons on the controller being pressed (on most occasions).

An example of this is if I was to try to make a config for Sandstorm, and made the DPAD Up button to shoot (LMB). The game will still read it as the DPAD Up button being pressed, go to the games controller config (that the devs made) and it’ll do what the game says that button does (and probably shoot now that it’s been binded).

Not only would this make everyone’s custom made steam controller configuration not work AT ALL, it would leave players feeling uncomfortable with a whole new setup that they can now barely change, and now have to get used to as opposed to having their own personalised setup.

Keeping no controller support would mean you can bind the controllers buttons to actual keyboard keys (even multiple keyboard keys) allowing players to create endless possible configurations.

thorny oar
#

[Properties]

Please make ability to give commands on different interactive items like doors through grids, handrails, and windows

misty jasper
#

[Gameplay / Weapons]

an option to drop some gear and carry more ammo? or to carry two pistols? our squads riot shield guy rarely uses his primary weapon, but having a choice between a pistol and a tazer would be highly useful for him. Similarly, when running some of the longer missions weapons like the tazer simply do not have enough staying power to be viable.

hidden imp
rancid spoke
#

[Gameplay / Gear]

Add a slight delay to the M320 launchers so it is possible to launch flashes without having to be in the doorway or possible flash me and my whole team.

tropic socket
rancid spoke
slim birch
#

[Weapon] - P90
. Compact 50 round full auto, relatively low damage and already present in the game. There really is no reason for the police to not have access to it, especially when the FiveseveN is already an available sidearm. It's also the sickest PDW ever conceived.

sharp mica
#

[Gameplay / QoL] After all suspects have been detained or neutralized, change the "Hands up!" voiceline to an "It's safe! Come out!" voiceline, causing uncuffed civilians to either emit a negative vocalization, e.g. "Fuck off! Leave me alone!", or a positive vocalization, e.g. "Thank god!" with a chance to approach you. For QoL, also have a guaranteed vocalization from unreported but cuffed civilians.

safe hamlet
#

[Weapon attachment]
Maybe add glock carbine kit

inner grove
#

[Properties / QoL]
The keybinding section could really use the ability to bind 2-3 key combinations together (like ALT+R, check mag etc)

[UI / QoL]
A UI indicator that better highlights which part of the door is interactive (as separate faded shaped polygons) behind the text so that you could immediately know where to aim to kick/open/close the door instead of looking for the "sweet spot" that you want and waiting for the text to change. It would be much easier and faster to interact with objects this way.

modest dirge
#

In addition with the lights of a level off flashbanges would have a much more violent effect due to night blindness. Suspect would stumble in the dark and set off there own traps.

#

For players not using nods with the lights off via fuze box. The flashlight should also massively effect the accuracy of suspects when they are being aimed at due to the 800+ lumen light when your eyes are adjusting to pitch black.

hollow otter
#

I've noticed that you guys are going to be adding more traps. I believe that the shotgun trap concept is unrealistic, it looks assembled too professionally.

Here is an idea of how traps would look like

There could also be mouse traps and bear traps that players can step on

vale oriole
#

[Gameplay / QoL]
Allow us to cancel "restrain" prompt. I pushed that prompt then a suspect on my left side stood up and killed me with a knife and the SWAT bots didn't do anything to provide cover.

safe hamlet
#

[Model Suggestion]

  • Add Mel Gibson and Danny Glover (Donner) as playable characters
  • And 50 Cent as a Techno Thug
#

[Model Suggestion]
We need a model for a black conservative and a doomer neo-nazi/fascist, they would be partners on a post apocalyptic post Biden America in a Mad Max-type situation where all the starving anarchists are out to kill them. I recommend a model based off Danny Glover for the black conservative and one based off the protagonist of Death Race 4, Sgt. Gibson, for the doomer neo-nazi. It would fit the lore description of RoN, that the game is set on an economically collapsed society.

rigid ledge
#

[Weapons]
Taser X12
The X12 was a specially modified Mossberg 500 that was designed to fire the XREP (Extended Range Electric Projectile), a self contained taser unit which could be fired out of a shotgun shell. The system was designed to be able to makeup for the lack of range associated with regular handheld tasers. The shotgun itself had a specially designed bolt face which would not accept regular 12 gauge shells and could also carry a handheld taser on a rail under the pump for dealing with threats within its safe minimum range. The program eventually died out due to each XREP costing over $100 a shell. In game I think this would be a unique less-than-lethal which could be added as a primary in a similar manner as the current M32. The only ammo it could carry would be already loaded (no reserves due to shell cost) and if the player is also running the handheld taser, perhaps it could be attached automatically and switched to by changing fire modes on the shotgun. For gameplay reasons, this could be balanced in two different ways, it could have a slightly weaker pulse than the current taser and simply act as a weaker, extended range taser. A different way of balancing it could be by having a longer pulse time (it was designed with a 20 second pulse) but a significantly weaker charge and act as an immobilization tool until players can close the distance and use other means to achieve compliance.

plush kernel
#

I think replacing a primary is balancing enough

safe hamlet
#

[Voice Actor Suggestion]

  • Hire Danny Trejo to dub any mexican NPC/character. He was also ''Goldberg'' on the Death Race direct-to-DVD movie franchise
inner grove
#

[Server Browser/ Queue]

Ready or Not would really benefit from this. I'm sure many share the same sentiment when they queue into a random server and then leave it immediately for various reasons but when they queue again they join the exact same one repeatedly because it has the lowest ping.

A server browser would solve that as well as perhaps add some more information for the player to choose from.

Instead of hitting "find session" in the menu why not just incorporate some multiplayer options (host/join) into the mission select screen from the desk in HQ?

I got a sample that might actually work for Ready or Not from a similar (both games are P2P) yet entirely different game that you might be familiar with:

deep nymph
wild ivy
hollow basin
deep nymph
plush kernel
#

Weight system besides armor

Freeing up or creating additional slots to bring two secondaries, extra mags or more equipment such as flash bangs or door wedges etc. a weight system similar to light vs heavy armor and possibly a sound increase while walking would balance it.

rich totem
#

[Equipment]
Adding a 10mm pistol

With the advent of the MP5/10 coming into the game, this opens up the the potential for a 10mm sidearm. I'm all for it, but I do think some care should be taken in what pistol is chosen, considering depending on the loading, a 10mm round can be as powerful as a .357 Magnum round. Some 10mm pistols such as the Glock 20 can hold 15 rounds, but gameplay wise, that'd grant a pistol with the capacity of the 9mm pistols with equal or greater power of the .45 pistols and possibly equal to the .357 Magnum revolver.

IMO I'd say either a Colt Delta Elite (aka a 1911 in 10mm) or P220 Legion in 10mm would be the best way to go. With 8 round magazines, these pistols would have low capacity to balance out their higher power.

Of course, this is somewhat dependent on how 10mm handles in game.

woeful cloak
#

[Gameplay]
VR Support

Maybe after the game's release, maybe add a VR edition of the game? I've Just gotten VR and thought I'd be awesome to get a VR experience of police/swat in a realistic setting. After getting Ready or Not which almost simulates it perfectly with immersion. I was thinking if VR was possible after release or way into the future.

safe hamlet
#

[UI] [Quality of Life]
Show the name of the item when looking at bagged up evidence.

This would help the player figure out what things have been bagged up, and what things are missing when a group of armed Suspects surrender in a clumped up group together.

old heath
old heath
quasi knot
#

hello, I will give a recommendation, first of all, doors are opened in two ways, as you know, doors that open by pushing and doors that are opened by pulling (according to the angle in the room) btw s.w.a.t uses c2 for doors that open by pulling, it uses ram for doors that open by pushing, but the doors in the game open the same way wherever you want from inside or outside. Fixing this adds more realism to the game, I think

vapid egret
#

[Keybinds]
Please let us bind function keys above 12. Thanks.

warm horizon
#

is there any future idea of pvp? like one team plays as swat as the other team plays terrorists, terrorist hold hostages or maybe even a bomb, terrorists can use different kinds of NPC's and plant them in rooms n such, could be a fun thing to play with friends rather than playing NPC's all the time.

winter temple
#

It would be good if we could give commands to compliant suspects to enable us to move them before cuffing as sometimes they give up in a bad place where we would get shot cuffing them but we cant shoot the suspects as they are in the way

unreal falcon
tulip spear
wild ivy
#

For a progression system you could do this instead of cosmetics or weapons you could have it so that if a player has more experience the better players that person will queue into instead of queuing into games with team killers and such.

rich totem
#

[Equipment]
Give a less than lethal slot for small less lethal items.

This was brought up in the Steam Forums, but basically what it'd mean is that you'd get an additional slot to chose either a TASER or Pepper Spray. A lot of people seem to want to not have the TASER in the secondary slot (personally I still disagree with this, but I get a feeling it's going to happen anyway), but I do feel Door Wedges and C2 are not only more useful, but serve a much different purpose. Every small gadget (Door Wedge, C2, Lockpick Gun) except for Pepper Spray revolves around doors.

clever forum
#

[QoL] [gameplay]
Realistic knowledge with less tedious civs
Perhaps as a way to fix looking everywhere for a civ that went to our spawn, would be for that civ to be auto-restrained and reported as if they ran out and the patrol officers outside had secured them, would be realistic and the only problem possible would be for places like 213 where it is more of a warrant then intervention, but even then it would seem logical to have patrol units on standby in the area for when the entry has started.

As for knowing when suspects are all dealt with, maybe an auto-end when all people are secured or down and a voted complete after having been in X% of the map (each room would count to that percentage) where as long as no suspects are remaining unreported civs would not be 0 points, but half of the reported points, if suspects are still present it would penalize you for all unreported as it does currently, kind of to simulate extra patrol officers and medics coming in and finding stragglers.
(another alternative could be a host-side setting for either the current system, or the old one where you were not notified when all suspects were dealt with untill all civs were too)

crude yarrow
#

[Gameplay]
Doors should only swing one way
One thing I find pretty annoying is how all doors in the game seem to be able to open both ways. This can be very frustrating when you're breaching a room, peek it, and all of a sudden a suspect just slams the door back in your face, your wingman's throwable bounces on it, and you surviving getting mowed down you just die to your own bad frag.
Unless I am mistake, most doors in real life only open one way, and usually there is a certain logic to it (i.e. never open into a corridor, but always into rooms, etc...).

I think adding a new door mechanic would add to the gameplay's depth (you'd need to pay attention to how a door swings) while ensuring that scenarios like the one I illustrated (which are fairly common in my experience) don't happen.
And it would be overall more realistic.

woeful cloak
# rich totem [Equipment] **Give a less than lethal slot for small less lethal items.** This ...

adding onto this,
[Equipment]
Pistol only

I've always liked pistol only entries like how you'd see detectives storm a department with nothing but pistols, so maybe a way to unequip the primary? With this, the addition to have the taser as a addon. I love non-lethal entries, like storming a place with CS gas.

[Map Mechanic]
Breakable windows

Make it so grenades, bullets etc, can penetrate windows or at least be able to open them. For example, swat crowds the building, throws CS grenades through the window and storms it.

[Map Idea]
Hospital Map

Hostage Rescue, barricaded suspects, bomb threat and any other applicable game mode.

spare plover
#

[Equipment]
Abseiling Equipment

I think operators should be able to start on the roof of a building and be able to abseil down a building like the modern militaries and police forces do today.

[Map Idea]
Office Building

This links back to the abseiling equipment, but there will be a 2 floor building that has been overrun by terrorists. This map is located in LA.

[New Uniform|Voicelines]
TST

I think the game should take a different approach to different countries around the world, so i have listed TST's or Tactical Support Teams. This uniform would also need new voice lines. Could be available with expansion packs for the game.

lean crystal
#

[Gameplay Suggestion] [New Suspect Ability ]
Have the knife suspects be able to cut off zip ties on arrested suspects they come across if players leave them unsupervised

novel cairn
#

[voice acting]
You guys should really separate Judge's voice lines when arresting suspects to the ones arresting civvies. First ones harsher, other ones encouraging

wild ivy
#

{ NPC }

More voice lines I hate running into a room where all the npcs pretty much saying the same lines.

surreal flume
#

[AI Response]
AI often does not register voice commands coming from a different room]

We've encountered an issue where despite yelling at armed suspects to comply, they sometimes do not seem to register our commands, despite being within obvious hearing distance. It's not that they're refusing to comply, but rather do not react at all; they continue to stand there casually, unmoving, or going about their regular behavior.

This most frequently seems to happen in several instances of a similar type: when we open a door to a room and try to yell at the suspects inside, when we are in a "sectioned" hallway or corridor and try and yell to a suspect several sections away, and when yelling to suspects outside a building through an open door while being inside the building ourselves, or vis versa.

The most glaringly obvious example of this that should be easy to reproduce is the chain link fence in the back of 213 Park Homes on Raid mode. We neutralize or arrest the contacts behind the tented building, but there is often a suspect patrolling around in the back yard of the main house, separated from us by a chain link fence. Obviously, they should be able to hear us yelling through a fence to drop a weapon, and see that we are armed police, but it seems as if the fence is treated by the game like a wall, and the other yard like a separate room. This behavior often persists even when we open the fence gate and try to yell at the suspect through the open gate.

vast yew
#

I think it'd be rad if you added critical anatomy to the game. Granted that's a challenging idea from the getgo because then you're talking about medical knowledge and bleed rates, and such, but imagine having to target the right part of the brain to save a hostage or having more realistic fights where enemies bleed until they lose consciousness or exsanguinate, or they have to fight with only their arms if their spines are hit.

halcyon quarry
#

[Weapons]
FN-303
A less-lethal weapon with 15 rounds 17.03mm less-lethal ammo in drum mag and compressed air tank.

FN-303-P
A pistol version of FN-303 with 6 rounds less-lethal ammo in box mag and CO2 cartridge.

old heath
#

Is it just me or the tactical reload/contunual reload for shotguns really annoying? Double tap works perfectly fine for mag fed but for tube feed, never seems like it wants to work

floral bison
#

Delay as much as you want, or can, just make the game good, it will be better to wait for eternity but in the end get very good price, then wait a little and get a little or something unplayable. I really love your game, and i hope you won't rush yourself and make the masterpiece you want.

thorny oar
#

[Gameplay]

Suggestion: could we have a sniper and/or drone spotting?
So the sniper could be implemented via lvl design and drone as item in inventory like mirrorgun, shield etc

slow stirrup
#

[Weapons] I want interchangeable hand guards and stocks for weapons so you can change the look of the m4 or the SA58. On that topic a wooden hand guard with a full length barrel as well as a wooden stock would be cool as well for the SA58 to make it an FAL

prime kelp
#

[AI] Add an animation and AI for civs and suspects that block doors, this would allow for more immersion in the game.

sharp mica
#

[Lobbies]
Let the host choose the number of player slots he wants when creating a lobby. While a full squad is more realistic, full groups of five strangers can get extremely chaotic if communication is poor. Smaller groups would let players have an easier time getting a feel for each other.

gusty gate
#

[Map,UI,Design]
I would love to have something like swat 4 where you get a briefing and it tells you what happened on the place and you can hear a swat commander debriefing the boys, also there was a thing where you could hear the 911 calls and it was just so immersive would love to see something like this in RON.Also it would be nice that you add a little backstory to the suspects in the briefing.
This is kinda to add more lore into the missions.

#

[Gamplay,Game Mode]
I would like to see a game mode For example that you have 2 Suspects that you need to arrest but those suspects have names and are unique in the game for example. A cool thing also could be that you add something like the elusive contracts in hitman, and this suspects change dinamically that would be so cool.
I don't know in my way of seeing it, nothing seems more rewarding than arresting really really bad men
Note: what i mean by unique targets is that everytime you play you get different unique suspects that are special with unique personality and ofcourse crime history.

novel cairn
#

[Gameplay mechanics]
Temporary Lean should supercede toggle lean, so that you can naturally change from one side to the other and get back to center using any button. It's a good advantage to use both leaning systems for each is more suited to particular situations. I use different keys, but you could include modifying keys / combos / double presses to select one or the other. In any case, the hold-lean should always supercede all others.

naive bloom
#

[Layout & Level Design]
I really feel that the home base could benefit from a layout change specifically for the firing range/training course. For the firing range, moving the gear guy and the weapon attachment guy both behind the lanes so that we don't need to run back and forth between the stations to test attachment combo's etc. Also, since there are up to 5 people who can squad up, 5 lanes would be cool so there aren't any crowded stalls.

The training course would be much of the same. 2 more stations right at the entrance to the course for more efficient gear swap and attachment modding.

trim quarry
#

[Settings]
Game could use more custom settings, like the ability to make the mission fail if one of us dies, for instance.

hollow oar
#

[Weapons]
Switch to sidearm to interrupt reload animation
Checking the magazine and reloading can't be interrupted currently and last for several seconds, having the ability to interrupt the reload animation to quickly switch to a sidearm like other fps would allow you to better react to threats. "Remember, switching to your pistol is always faster than reloading"

copper wedge
#

[Active Shooter]
Add some more civilians for a challenge if we need to stop the shooters killing more civilians. Sometimes, 10 civies might not be enough with how lackluster it is.

wild ivy
plain ferry
#

[Quality of Life] [AI Teammates/AI UI]
Name and Customisation for AI Teammates
Could we possible get a some more Customisation for AI Teammates/Squad as I feel this be pretty cool like changing the face, Armor and others bit of clothing, also giving them a name tag when we hover over to make it more of a better experience, this also helps us to who is who in the team too a little bit better and from further away. Of course this could be a switch on and off option for those who want it and for those who down want it.

Thanks 🙂

gusty gate
#

[Customization]
Let us customize any character in the game, not just uniforms but for example choose to add balaclava or not

near rock
#

[Gear]
Baton

A less than lethal weapon that goes in the tactical gear slot, can be used to hit people and stun them/make them more compliant. Will kill a person if hit enough.
Has a longer range and faster speed than the normal melee.

fickle adder
#

[game mechanics]

Let us arrest suspect from any direction, it's kinda annoying when you have to walk around them. And that can be dangerous, they often pull out weapon when you do it.

iron wagon
#

[Animation]
Facial Expressions

I wonder if you guys are going to add facial animations in the game, seeing as the trailers showed some really good emotion from the characters that really upped the gritty factor, and would totally feel super immersive seeing suspects put on their intimidating faces trying to gun you down, or the civilians showing pure fear not knowing where to go, etc.

Lip syncing on the voice-lines would be pretty cool too.

In the menus, it would totally help lessen the mannequin look on the swat characters if they even simply just looked around and did little facial ticks…

obtuse cape
thorny oar
#

[Gameplay]

Can we have a gamemode where 5 players need to control territory as hostages and resist another team which are cops
Those 5 hostage players would have same weaponry and equipment as other hostages
Also they can have some of AI on maps to help them in resisting cops

zealous bluff
#

[Weapon]
SIG MCX Spear
Would be cool

safe hamlet
#

[Map]

Hospital style map (Emergency room most likely)
1 floor, pretty open, but a lot of dead space which would be good for the new AI stuff.
Good amount of civilians

heady nova
#

No meme channel

red sinew
#

[AI]

Flashlight cone, laser dot, optiwand and other utilities like chemlights will alert suspects, if these are in their line of sight.

Some alerted suspects wont attack head-on and will barricade, arm traps, patrol or try to ambush players.

zealous bluff
#

[Weapon]
Some bullpup rifles would be cool
Like the TAR-21 or the AUG

jagged cypress
#

[Gameplay mechanics]
Give Suspect/civilian ability to cry for help even after they're cuffed, alerting everyone a couple rooms over, or at least a chance for it to happen. They're not gagged or anything, so i don't see why they're just going to stay silent for the rest of the mission. Maybe you can silence them with melee/stun weapons

cloud mirage
#

Staged reloads like insurgency sandstorm. A lot of animations to do but an immersion feature and it should pave the way for switching gun while reloading.

tawny stone
#

please never add a battle pass

lunar grotto
faint sinew
#

Add pvp and a choose to use teammate as human shield

#

add NFT weapon camos , player uniform and equipment For supporting NFT Market

proven raft
#

[Weapon] ok, here me out, some fully automatic shotguns such as the AA-12 or a Striker-12, but in turn would have high recoil, spread, and low reserve ammo.

soft obsidian
#

[Gameplay Mechanic]
Random weapon jamming for both player and AI. This would cause both opportunity and disadvantage for both SWAT and Enemy.

prisma galleon
#

[Gameplay mechanics] Having more options for the AI to choose like breach with battering ram or equip shield.

zinc juniper
#

[Charactermodel]
Like they do in Swat 3 & 4, make it so your [username] is seen on your helmet or back.
The "Show playernames" works but breaks the immersion a bit. Would be more immersive if i had to look at my mates back/helm to see who´s my pointman/wingman etc etc.

unique juniper
#

[Gameplay Mechanic]
Maybe add a "surprised" animation to suspects when they spot your team under certain conditions. SOCOM 2 and beyond had such animations, giving the player a brief moment to act and making the AI feel more alive. Ramming doors and entering fast doesn't really take anyone by surprise, it just gets you shot

mental hamlet
#

[Gameplay and Mechanics]
Add More realism to injuries.

Instead of dying immediately by a few shots to the legs maybe get knocked down.
The chance of being knocked down is random depending on which body part being injured.
When knocked down you will not be able to shoot but you will need medical care which only other players/bots will be able to do for you , which has a low chance of failing.
They will also be able to pull you out of enemy sight so they can be safely taken care of before the enemy finishes the downed teammate.
They will still try to kill the knocked down officer when they see an injured officer officer , which is why pulling teammates out of enemy sight will be important.
When being pulled away you will not be able to shoot.

And instead of walking on two wounded legs you will need other players ( 2 ) to help you walk so they can bring you to safety , where you can be taken care of.
When helping your teammate walk you will only be able to use your pistol and not reload it unless you drop your teammate.
Teammates with wounded legs will still be able to shoot but only when sitting on the ground and after being healed.
Of course you will also be able to pull them away (alone) and they will be able to use their primary and secondary weapons.

Pulling an injured officer will only need one teammate but as of helping a teammate walk on their feet will take two officers.
Pulling will be slower than helping an officer walk and will always be possible to do but helping a teammate walk will only be possible when the helping officers don't have injured arms. Helping an officer walk will be faster and safer as two officers will still be able to use their pistol.
Once healed you will still be able to walk slowly as like currently when your legs are wounded.

These are just a few ideas to make injuries more realistic , of course more ideas should and can be added to realistic injuries.

Or scrap the idea and be able to carry hurt teammates like suspects

mental hamlet
#

[Gameplay]
disabling teammates

being able to disable AI teammates would just be nice when wanting to do a solo run instead of putting them on a corner of a map

finite pike
#

[Gameplay/weapons]
usable folding weapon stock

It would be nice to be able to fold weapon stocks during a mission on the certain guns that actually have such feature such as the Ump, mpX, etc...

In terms of it effecting gameplay, doing so shortens the weapon allowing for better maneuvering, however at the cost of increased recoil and less stability.

uneven quarry
#

[Audio]
Would love the ability to choose your character's voice.

wild ivy
#

Game mode

A survival game mode mimicking mw3 survival mode

Swat enters a complex to take a gang out and after they thought that was it the gangs back up comes in heavy round after round

thorny dock
#

[Audio]

Would be great if the KIs whisper.

In reallife, enemies would spot us when they are screaming that loud.

zinc juniper
#

[Mission Objectives]
Make it so that the Bring Order To Chaos and Resc.Civ objective get checked simultaneously.
Keeps up the tension throughout the whole scenario cause right now the Bring Order get checked when u kill the last "Suspect" and all the tension and fear-factor disappear. Check them both at same time 🙂

uneven quarry
#

[Gameplay]
Fun modifiers in a similar fashion as the Mutation system in Left 4 Dead 2. This would increase the longevity of the game for the players that have done pretty much everything. Players may enjoy trying to take out multiple criminals using only a pistol solo, for instance. This does not include new gamemodes, only modifications to existing ones.

safe hamlet
#

[Gameplay Model]
Add Dr. Pena (Giancarlo Esposito) from ''Chupacabra Terror'' as a terrorist model or a playable SWAT officer or the Colonel from the same movie who throw nades' and shoots everywhere causing mayhem as a SWAT officer. I think it would be a nice addition

olive vine
#

[Weapons/Equipment]
let us save weapon mods and loadouts. as is, if you want a different kit for a different mission, you have to manually change each piece of equipment and each attachment. I think it'd be good if we could save loadouts and have different setups saved

mental hamlet
#

[Gameplay/Realism]
suspects realistic injuries

When enemies are currently shot they are standing still like nothing happened , instead after being shot to the chest for example let them cover it with one of their hands so they can slower the bleeding and then eventually die.

Or when being shot to the leg let them crawl around or push themself and try to find cover.
Eventually they will realize they have lost when injured and will give up.

When they are covering their gunshot wound they will only be able to use one hand to shoot with their gun and will obviously have slightly worse aim and will be in panic.

When injured they will walk slower/stunned like when they are stinged by a stinger but they are able to shoot back instead.

You will be able to arrest the suspect and bandage them to stop the bleeding , if you take too long the suspect will bleed out and you wont get as many points as you would have if you took him alive.

wild ivy
#

Dismemberment

red sinew
#

[AI]

Roaming suspects help restrained suspects to break handcuffs. (They have knives, remember??)

mental hamlet
#

[Discord]
Organisation

Write considered ideas in a new channel so we don't actually copy something.
Or pin the considered idea in this channel.

safe hamlet
#

Amazing suggestion. I hope the game developers notice and take notes on this.

woeful scroll
#

[QoL]
Add Server Browser

I tried to find session so many time until it passes the acceptable ping cap, and won't let me play co op session.

zealous bluff
#

[Map]
A full on shootout between SWAT and suspects. That would be cool

gritty citrus
#

What would be fantastic having the option to disable friendly A.I because they always trap me in a doorway for 30 seconds tops and that's with telling them to move away, and when I've held up a suspect after flashing them telling them to drop their weapon the suspect starts to comply but then the A.I drop them because it took too long. To me they're just a nuisance and completely pointless and I don't want to install a dumb mod just to have a simple feature, every time I try to show my friends this amazing game they always say something about the friendly A.I like, "they're stupid, you have no use for them, just because of the A.I I'm not getting the game" and so on and so forth I understand that this game is still under development but I'm a lone wolf and none of my friends have this game.

safe hamlet
gusty gate
#

[Weapons,Content]
I just wanna say that i want this 2 guns added plz!!!, ak-102 and the vhs-2 i think both are good since it uses 5.56 ammo so it would suit the swat needs.
I don't think the ak102 is an stretch for swat since we already have the SLR, the AK102 is an export gun anyway so i think it could suit inside the game.

quick edge
#

Title: Breaching with Shield:
As a point man there is no utility in having a primary weapon AR with setup that is focused on using the sidearm. Having only a pistol as a primary should be an option for "a pointman". This would also make possible interesting and more movement based gameplay that would utilize lighter armor, trading stopping power of heavy weapons such as an assault rifle for the pistol(with more than 4 magazines). Right now, 9mm Glock is not stopping targets unless shot a multitude of times, (as it should be) but option for more magazines would really make it easier keep the shield in the game as a useful addition and make pistols a viable choice to have as a primary.

Suggestion: Pistol as a primary to increase plurality of playstyles / tradeoff between stopping power and movement speed.

Title: Shield and 2nd Man Interaction.
The current move sets for the second breacher behind the shield are very clunky: need a mechanism to stop the gun clipping to the shield and make it possible for the second guy to use a primary firearm: this will make possible to use the shield as intended and take on aggressive suspects into custody alive.

Suggestion: animation that would give the second guy an option to "hold" a hand on the shoulder to move behind the shield, to facilitate teamwork and stacking on doorways. This is one of the mandatory features that need to be solved in my opinion to make a dedicated breaching more fluid.

Title: Item weight and Weapon Details:
Balance the heavy / light armor with the amount of equipment carried instead of passive, slow / fast mentality. Currently there is no way to assess the benefits of guns or equipment loadouts outside their utility as tools, but giving more detailed information for the player would be helpful to assess the tradeoff between different areas of gameplay (movement speed, magazine size, number of magazines).

dry charm
#

Weapons and Content. Add the C8A3/C8SFW It is used by tier 1 special forces and its a unique carbine

lavish star
#

[Gameplay mechanics]
Reloading Mechanism enhancement
we know that when we press down the R key, you'll see what's left in your magazine.
But as you checked that it don't have enough bullets, there are times when you want to load it right away, so you can avoid unnecessarily putting the checked magazine back in the chamber.
Sometimes, you want to use all the ammunition in the magazine which u already put back in carrier, but since your gun is already reloaded, the one you want is gone to the end of the order.

Idea:
The beginning is to make you can remain at the magazine checking stage while you are pressing the R key,
not automatically putting the magazine back.

At this point, we can add a little variation of choice here.

If you scroll the mouse wheel in this situation, you can select the magazine you want to load by switching the magazine in the bottom HUD.

If you take off the R in that state, you can put the magazine back in the carrier as you just pulled it out, and exchange it with the chosen one.

If you think u have enough bullets, u can take your hand off the R key without scrolling the wheel.

In short:

  1. Press R to check for remaining ammo.
    2.If you want to reload it with other magazine right at this point, keep pressing R and scroll the wheel to select the desired magazine.
    3.As u take hands off from R key, you will immediately replace it with the selected magazine.
    4.If you think you have enough bullets, you can take your hands off R without scrolling the wheels.

With this mechanism. It'll be very convenient to use single load grenade launcher with more than one type of grenade.(like, you can change the type of grenade in the chamber anytime u want!)
it'll also come in handy if u plan to add a variety of shotgun bullets.

rotund jewel
#

when an officer goes down, instead of only needing to report it, also add the ability to pick them up (use the exact same animations as the pickup restrained civilian/suspects on shoulders) and return them back to the mission start area (often has a SWAT car beside) for +30 points per downed officer. This addition has no downsides as people can still vote soft completion anyways. This would be true to RoN realism as officiers incapacitated may still live if given medical attention post-mission.

this uses already existing mechanics and only requires the interactive ragdoll of officers, pickup restrained animation which disables officers from using their equipment while carrying a body and the downed officers can just disappear when brought back to mission start area like when you rescue hostages in CSGO (as a temporary placeholder if something more realistic in the future is planned)

valid holly
#

any one wanna join me ?

valid ermine
#

[Suggestion Gameplay]
I love to finish in S Rank but when my team takes the slightest damage it gets cancelled, this crap shouldn't stop me from finishing S Rank.
For example, minus points may be awarded when the officer dies.

[Ammunition]
The ammo count for the divisions is too low, please fix this.
We have to adjust the ammunition. Extra ammo can add extra weight.
No less lethal types of bullets , Less lethal ammunition should be added to some weapons

The ammunition of the guns should be selectable ( USP - 45 ACP - 9x19 MM - 40 S.W - Rubber (less lethal) / SCAR 5.56 - 7.62)
Thank you for reading.

valid ermine
#

[Weapons and Content]
World famous weapons should be added
Sig Sauer P226 (it cloud be P229 , P320 bla bla)
CZ 75 B & CZ Shadow 2
FN Models ( 1. Definitely Browning Hi-Power , FNX 45 Cal. .....)
Walther (P99 AS)
SPRINGFIELD XD(M)
HECKLER AND KOCH VP9
Arsenal Firearms Strike One

AK-103 - AK 47 (AKM The original model is wooden, it doesn't even need to be an add-on =))
Heckler & Koch G3
Steyr AUG
Galil
SIG SG 550
CZ 805 BREN
M16A4

valid holly
#

The enemy MUST have a better movement animation.

thorny oar
#

[Script]

Location: Port Hoken

To my mind characters should not drop a lightstick here as far as it's bright enough in that place
Nvm it's a minor issue

ivory vapor
slow stratus
#

was thinking it'd be pretty dope to have a coop mode where each player has a squad of bots (lets say 3 or 4 bots per player) with the same bot controls as in single player,minus the squad selection part,youd be forced into what the yellow one does,but each player would get a different color,blue,red,green and yellow as examples.

slow stratus
lavish star
#

Good point @slow stratus but the whole focus of my suggestion was to let players to choose what magazine they want to use after the reload. Therefore it can not only make they can reload in the moment between ammunition check, thus with this mechanism making future development to make it easier to change grenade shell type, shotshell type 'etc. it might look abit complicated in writing, "scrolling the wheel with right hand, while pressing r with left hand" is not that unintuitive interaction to perform ingame.

zinc juniper
#

[Gadgets/Equipment]
Add the light grenade as a choice for a grenade.
Its not to disorient ppl but more for lightening up rooms with 1500 lumen.

fleet zephyr
#

[optimization or something idk]

if possible, a setting to load all assets before the mission starts, this increases loading times but decreases lag spikes when something has to load mid-game

slow stratus
potent ginkgo
#

I have two suggestions. First of all, I would truly love to have a SIG MCX VIRTUS in game with a 300 blackout magazine in subsonic, and integrally suppressed. This is kinda my dream swat gun. It could also bridge the gap between smgs and rifles in circumstances where we need to be quiet, up close, and still penetrate body armor.

slow stratus
#

what i want is a mk17 with the ugg boot

thorny oar
#

[Script]

Suggestion: could you make pls ability to give commands on next door after one

jade dune
#

It would be nice to have a spanish translation, props on having chinese tho. I can help translate all strings of text if needed, since it's my native language.

simple raven
#

random phone ringing on corpses or alive civs/suspects

finite pike
#

[Weapon]
Franchi SPAS-12

A semi auto shotgun with an 8 round capacity, retractable stock and the ability to be quickly converted to pump action with a simple switch/lever.

Also used by some SWAT teams in the US.

safe hamlet
#

[Weapon]

MP7A1
4.6x30mm
20,30,40 mags exists, used polymer a lot so MP7 weights 1.9 kg.
Foldable vertical grip. Extendable stock.

silk axle
#

ADDS for Mp5

slow stratus
#

PLEASE make it so you can switch to your sidearm when inspecting mags,i just got killed because i was locked into the animation while an npc opened a door

ocean dagger
#

It would be nice if we had a menu to manage bans. I.E. you ban someone from your game by accident and now they can't join, so you have to remove them from the bans list in order for them to join back.

thorny dock
#

It would be so nice if you could run in this Game. It's annoying to walk slower than idk.

distant swan
lean spire
#

[MAP]
Randomised map interior objects, eg: placement of sofa/closet in a room. Even though you're clearing the same room, the experience will be different every different round.

icy summit
#

what I am somehow missing are:

[Weapons]
Strobo light for the tactical flashlight (used in reality to blind and disorient the enemy)

[Weapons]
With the MP5 you could define the barrel modification as an own changeable category, so that you don't have to define the MP5 K, MP5 SD etc etc as an extra class but only have the MP5 as a generic term and everything else is then regulated via the customization.

[Mechanics]
A special mechanic to roll/throw unlocked grenades through ajar doors (prevents taking out your whole team with flashbang or stinger by grenades bouncing off the edge of the door).

[Maps]
I have two suggestions of well known american buildings

Stanley (Overlook) Hotel (known from Shining)
https://vietnamtimes.org.vn/stanley-hotel-inside-the-hotel-that-inspires-the-shining-36998.html

Bradbury Building, 304 Broadway, Los Angeles, California, 1892-94 (well known classic building that was actually used as a training building for SWAT teams before its restoration)
https://blog.massengale.com/2015/08/17/bradbury-building/

delicate nacelle
#

[Mechanics]
I’d love to see animals introduced into the game. When your trigger happy teammate tries to mimic an ATF raid and sees the suspect’s 28lb corgi dog cowering in the corner and left clicks a bullet into it’s massive hitbox, the game should end the session with a -5000 penalty and crash everyone to desktop.

icy summit
#

[Weapons.]
HK 53 caliber .223 submachine gun
developed for GSG9 used by special forces all over the world

weary torrent
#

they should add a bank mission

cursive turtle
#

[mechanics]
I'd love to see a toggle on and off switch for the toggle button for lights on weapons. I and many others in my group prefer to hold down our light systems on our rifles instead of toggling them on, for reasons such as light discipline and muscle memory from prior use. It's a super simple change that would greatly cater to a slice of the RoN population.

old heath
hollow pumice
#

[Mechanics]
K9 units?
It would be cool to see dogs as a part of the gameplay (maybe playable lmao) and just have a little area dedicated to dogs with an instructor that makes you have a dog tutorial sort of stuff on how to "use" them and how to take care of them, but only 1 person can have a dog in the lobby and if it gets shot in the leg you'd just apply a stick with a bandage style of thing and it keeps going, but if it gets shot in the chest it needs to be carried by hand to the swat truck and then he will survive, but if you leave him there, he just dies, and if he dies you get -points in the score and maybe you cant have dogs for 24h or something like that.
(Edit) Also if a teammate of yours kills it he cant have dogs for a certain ammount of times

(to all of the people that think that seeing a dead dog is too much for the game, in 213 park homes there's a child bleeding to death and you dont even help him and a school map in progress (from what i've heard) and seeing children dead is not much better than seeing dogs dead...)

safe hamlet
#

allow to add flashlight and PEq together

thorn tide
#

[Models]
Female SWAT Officer
The addition of Female SWAT Officers would be a nice touch. Having a Female SWAT team member is kind of common now days.
(It'll honestly be nice to see a game that's like this having a female officer)

safe hamlet
#

I agree 100%

thorny oar
#

[Script]

Can we have blood spots on properties when suspect shot next to them?

spice lodge
#

[equipment]

peper spray should be usable with shield

acoustic maple
#

i bought the game and its not popping up in my downloads

hazy palm
#

a option to do a misson in the daylight or in the night so you can choose

icy summit
vapid egret
icy summit
atomic kindle
#

Do you even get what @vapid egret said?🤣

icy summit
vapid egret
icy summit
#

IT doesn't really? (Btw. That is my own PEQ 15)

vapid egret
#

No it doesn't. That is an IR illuminator. Not a flashlight.

icy summit
#

thats a flashlight with a IR Filter
i use this device since 6 Jears
please do not try to explain me how my equipment works 😄

vapid egret
# icy summit thats a flashlight with a IR Filter i use this device since 6 Jears please do no...

If your PEQ has a flashlight then I'm sorry but you got sold a counterfeit or something. The real PEQ is exclusively an IR illuminator, no flashlight.

I actually looked it up and the only PEQs I can find that have a flashlight are ones intended for use with airsoft rifles and they cost $85 dollars compared to the price tag of nearly $2,000 for a real one. So please, don't try to act like your airsoft toys are the real thing.

wary silo
#

A mall map, going shop to shop clearing would be cool.

wary silo
#

m14, been asking since before launch

tropic crown
#

[Maps] -Would love to see a suburban-type map, where you raid a home but have to go through neighbor backyards, garages etc to surround the house. Could be like a standoff- type scenario where the suspect is shooting at SWAT from the window.

[Weapons]
-Would also like the option to carry a sidearm+ taser

[Content]
-Would like to eventually see a scenario editor like in SWAT4 so you can pick what/how many suspects, civilians, their compliance level, weapons, etc.

[Mechanics]
-SWAT4 had the ability to let you choose how much ammo/equipment to carry as a trade of for speed/encumbrance. I liked that.

[AI]
-I think it was mentioned already but more realistic suspect reactions depending on the scenario. Occasionally still get '360 quickscoped' by a suspect but it has gotten much better over time.
-Finally, more intelligent suspects in terms of reacting to SWAT noise level and use of flashlights/lasers (I think they are working on this?)

paper pawn
#

How about
black hk416 and Five-seveN

main ermine
#

[Weapons]
IR Lasers for SMG

vapid egret
#

[gun]
sig spear 👍

fossil totem
#

Le 26 décembre 1994, les militaires du #GIGN libéraient les passagers du vol Air France 8969 pris en otage par 4 hommes armés dans un airbus posé à Marignane.

27 ans après, Christian, l'un des tireurs d'élite ayant participé à l'opération de sauvetage, nous raconte.

© Cellule communication GIGN
Images d'archives D.R.

#GendarmerieNationale #ma...

▶ Play video
fossil totem
#
www.rtl.fr

PODCAST - Retour sur l'assaut du Bataclan, mené par Christophe Molmy, alors chef de la Brigade de recherche et d'intervention de Paris.

fossil totem
#

An idea for a mission - The Neuilly kindergarten hostage-taking is an event that took place in May 1993.

https://fr.wikipedia.org/wiki/Prise_d'otages_de_la_maternelle_de_Neuilly

https://www.youtube.com/watch?v=zjiFUwoXTrI&ab_channel=imineoDocumentaires

"Les enfants prenaient HB pour un héros de série télévisée, ils lui demandaient d'arbitrer leurs chamailleries. Il leur parlait d'une voix douce, leur tapotait la joue, un peu comme un père de famille"

▶ Play video
fossil totem
#
opal fern
#

Idea - i think it would be a good idea for snipers to be in the game, for example port is a very good map for snipers to be sitting on a roof and covering the entry team from a roof or somewhere, where the sniper can get a good visual of a main building, for example the entry team is trying to get through a door and cant get a good visual on the people inside, so the sniper chilling on the roof can get a visual of the people and give the call out that (there are this number of people inside one on the left etc) and they can make entry on that door or the sniper can take them out themselves and the team can continue without happening to worry about getting shot, also could be good for hostage rescue and u would need to get a good shot on the person since u guys are adding suspects grabbing civilians

reef yarrow
#

Can we get friendly AI to lower NVG and use them for better realism?????

thorny oar
#

[Script]

Can you make grenade disappear after explosion. Now it's roll around after detonation

red glacier
#

[In-Game Content]
International Police Units DLC
As this is not really important, this is probably good for when the game is fully released and is in a stable state. It'd be really cool if we got little DLC's for different international SWAT / tactical police units with proper gear and equipment unlike those re-skin mods. Seeing something like Australian AFP TRT, German SEK, French GIGN and more units all with their unique modelled gear would be really cool and help out a lot for those RoN units based in different countries.

true axle
#

Suggestion- some things that could help with entering doorways. While in SRT (SWAT) and the military IRL we would enter doors in tight stacks to "flood the room". I have found this a bit challenging to do in game. I often get stuck on the door with other teammates while making entry. If there is any way to "soften" the in game characters to allow for the aforementioned "flood" that would be a game changer. Not make it so teammates could walk through each other but make it to where if they are staggered, they don't get caught up on the door would be amazing. Over all really great job on the game, its tons of fun.

safe hamlet
#

Idea for a mission- i think it would be really cool to see a map where you have a active school shooter going on

viscid ginkgo
#

Idea for mission, regular house entry's with a low count of suspects.

orchid barn
#

[Suggestion]
I just thought of something maybe later down the line imagine a system where your able to say certain words and talk to the suspect and ask questions or something kind of like Phasmophobia’s system to where your able to speak to them i dont know just thought that was a neat idea

calm forum
#

Suggestion
A planning mode where you are able to see a floorplan of the map.
Could be cool to have a set plan for your operation before you get in as well as giving your squad a clear objective and next move according to what they've planned out

rough osprey
#

Suggestion

Active Shooters in a School (a lot of them, maybe a terrorist organization)
Hidden Bombs, a lot of students locked in classrooms and you have to escort them out of the building classroom by classroom. Terrorists can pretend to be one of the students and ambush you. Terrorists chuck pipe bombs at you and use some kind of toxic gas. You should probably be able to implement a ton of other ideas into this map too as there’s a lot of things that can happen.

subtle pebble
#

[SUGGESTION]

A UI or section that would allow you to choose how many AI teammates you could bring to a mission.

earnest scroll
#

[Maps]
Use the most up to date version of a map for all gamemodes
Nothing pains me more than only being able to enjoy my favourite maps on select gamemodes whilst the rest that I want to experience are stuck multiple builds behind with missing details and buggy textures/lighting.

Even if the end goal is to have every map be completely individual for every game mode, they should at least be using the most recent version.

pine yarrow
#

[Suggestion]

A toggle for the gore added in the future, so those squeamish can resist seeing abundant blood and gore. Some people enjoy the gunplay and situations while not enjoying seeing too much blood, either for younger audiences or those afraid of it but still enjoy the game, or playing it for someone who does enjoy.

sweet star
#

[Suggestion]

Add more gore so when you shoot somebody point blank in the face with an m4 benelli their head explodes.

wild ivy
#

the ability to assign teams in multiplayer

leaden ocean
#

[AI]

AI appearing threatening while honestly surrendering

This is from the newest content update regarding AI coming out from hiding places and surrendering, It would be nice for them to drop their weapon before emerging from their hiding place if they intend to surrender, in this screenshot, we see a suspect coming out to surrender from under a bed while holding a shotgun, I guarantee this dude would get smoked, despite the fact he was surrendering, because he is forced to hold onto his shotgun. Also, his dropping animation includes him pointing the gun forwards briefly.

I understand that this game intends for you to make the incorrect decision sometimes, like shooting a surrendering suspect because they accidentally point a gun at you while raising their hands, but it seems like they don't have a set of animations to choose from which don't include pointing the gun forwards while surrendering.

https://youtu.be/enbRaoGG5Vg?t=247 here is a timestamp of the moments Im talking about

brave frost
#

Melee should be able to break glass, it's really inconvenient if you don't have a supressed weapon.

iron wagon
#

[Music/Soundtrack]

As much as I love the style of music that’s currently in the game and wish not for it to go anywhere, are you guys ever gonna circle back to that jazzy and noire feel that the earlier pieces of media yous posted had encompassed? At least for certain levels like the hotel level? The Police Theme that was composed by Dan Liston was a really gorgeous listen and really fit the game’s atmosphere, even though the more electric, synth and upbeat soundtrack heard currently in the game is kinda just as good.

azure crane
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[Avatars]
Have you considered allowing left handed players having their avatars be left handed? This would be great for left handed people to get some representation and have their FPS look like how they would actually hold their weapons, but more importantly, left handed officers have the opposite handicaps and benefits when covering on opposite sides to right handed officers. Therefore, having at least one left handed operator would benefit the entire team. The gun models won't need to be flipped as left handed people use right handed guns. Just in their dominant hand/eye. Thanks

sinful blaze
#

[Voice-Chat]

I think it would be really immersive and cool to add range recognition in the voice-chat e.g. I am talking with a teammate and he hears me with the fitting reverb.
I also think that walkie-talkies can be very cool, because then you can communicate with all the players on your team. And if some doesn't want this feature enabled, then they could turn it off in the settings.
Something that you could add to this feature is that NPC's can hear you if you talk to loud.

final shadow
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[Voice-chat]
It would be really nice if local chat wasn't press activated but team chat was

mellow radish
#

when you roll out the new enemy-a.i. behavior (which looks great), it would be nice to randomly have enemies to also act chaotic, not always in an organized/tactical/premeditated way. It adds to real-world scenarios.

vocal mural
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Weapons/Attachments/NVG and IR Lasers With Sights

Being able to adjust the brightness of lasers or The "Red Dot" in the different sights would be a nice addition (The scopes, and the lasers while using scopes), When lighting plays such a huge role in when you should lift up your Nods or keep them on, This could help you brighten, or Dim what your seeing ahead, and help remove flare from excess lighting, Like super bright IR lasser vs standard laser, and Neon Signs blinding you.. (A Monocle NVG, or even Panoramic NVG's Would be a cool addition to this as well to affect how much you can see, or in some cases How far)

Added Note:
Im Unsure if its a bug or something just missed that needs to be added or changed, but when using NVG's and the IR laser on the MK16, I can swap from point shooting, to down the 1x4 sight, and the laser light is gone while looking through the scope lens. So where the light could help illuminate what your looking at, it doesnt when looking through the sight Lens.

thorny oar
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[UI]

Could you make more contrast for UI elements in options?
Maybe some darker color for rectangles and/or blur. It's hard to read info with a scene on bkg

proven igloo
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[suggestion] Taser Overhaul.
The taser at the moment seems a bit off. To make it more realistic, I would make the taser have a 80% of making the suspect/civ fall over as what normally happens with successful taser deployments. The other 20% it might not do anything as it might hit a thick jacket or something which happens frequently in the real world. Also remove the weird spark stuff when the taser is shot

vapid egret
# old heath Make it not a dlc and I'm in :)

The developers still will need to make money in the future to support continued development of the game so as much as you would like free stuff, there will inevitably be DLCs to keep the game on its feet. Either way, its the perfect idea for a DLC of a game in this genre and would fit in quite well without being intrusive or directly impacting the gameplay of somebody who doesn't have it so its fine by me.

iron wagon
#

[Menu/UI]

This concept main menu looked really sick, and I really hope the generic player standing in the menu that we have now is just a place holder…

Also not sure how complex it is but it would be cool if we join into a game, multiplayer or singleplayer, we just seamlessly transition into the hub world like we were just getting off the desk.

trim phoenix
#

[Achievements]

high or S tier scores could be rewarded with steam achievements

rotund jewel
#

area of effect of CS gas should be increased by 20% because its not effective enough. My last a hundred missions no one ever used gas.

red glacier
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[Gameplay]
Mini intro cutscene at the beginning of missions
It'd be cool to have a mini cutscene at the start of missions of you and your team making final checks and loading firearms before getting out of your SWAT van. Cutscenes could also be different depending on which map you decide to play on. It'd be a nice little addition instead of just spawning in already ready outside. There could also be a skip button for those who doesn't want to sit through it though the cutscene shouldn't be too long anyways. Maybe 5 seconds.

tidal yew
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[suggestion]
Add different sensibility settings if not for each scope at least for hipfire and aim down sight

median shell
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That can be cool to have a little custscene before the start of a mission and also more police outside the mission area too add more lives in the landscape, and maybe add more people in the lobby zone to more immersion. ( sorry for my bad english😅 )

uneven crown
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Suggestion

I don't know if anyone did this one but I think there should be a option to tackle a suspect to the floor and arrests them if they are dazed from a flashbang stung or tear gas

vivid nebula
#

Make it possible for a suspect to be aggressive even without weapons. For example, a suspect trys to wrestle the gun out of your hands and you have to fight back using your melee button or some other animation

jade dune
#

[Gameplay]
Better melee combat for SWAT
Current melee for swatters is short ranged, considering the animation shows the player using the barrel of the assault rifles/submachine guns/shotguns to hit their target, if AI is going to have better melee combat, why not revisit swatter's melee, maybe a normal melee attack and a heavy melee attack? same thrusting forward, but faster and potentially damaging to civilans

quiet lodge
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[MAP]
Better background models.
On the hotel map, I feel like the outside area, specifically the other police cars could be a bit more diverse instead of the same model, now while it isn't needed, I'd personally like to have some liveries for the police cars and different models of cars to be used, to make us feel more immersed, this could go for any map.

safe hamlet
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Can the AI be randomized in Cherryessa Farm? The AI spawn in the same location making the map predictable.

trim quarry
#

[Gameplay] [AI]
Order Civs and Suspects
There should be a way to give orders to compliant civs and suspects to move where you want them to.
It would be a lot better than have to restrain them, and carry them around.

#

[UI]
UI shouldn't tell you when you're safe
We shouldn't just know for a fact that we're safe and every NPC remaining is a civ when the last suspect on the map's been dealt with. Which is definetly the case when the game just crosses "Bring order to chaos" from the mission objectives.

simple compass
#

[Equipment]
Helmet with a visor that will defend you from getting punched (you wont get stunned)

subtle pebble
#

[Gameplay suggestion]

Adding a civilian rescue point, where other local PD/ S.W.A.T. members would actually secure detained contact on-scene. As S.W.A.T. would never really just leave a civilian or a suspect, even in zipties.

Perhaps also adding an option to order AI teammates to carry detainees as well, for improved efficiency.

rotund jewel
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[Gameplay suggestion] Only the flash version of the M32 is available, stinger rounds variant should be available as well (especially considering the single tube launcher already comes in a stinger option).

trim quarry
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[Menu] [Equipement]
Loadout presets
There should be a way to save loadout presets so you don't have to go through the hassle of painstakingly pick every single piece of equipement for every single member of the SWAT team including yourself each time you want to switch from lethal to non-lethal for instance.

minor wasp
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Make another rainy map! The atmosphere of docks is amazing, would love to see more!

thin badger
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^ What about maps having the chance of different weather conditions?

quiet lodge
#

[Audio]
No screams after a headshot.
Personally the one thing that ruins ny immersion is after popping a suspect (and the occasional civilian) in the head they still have death screams, I love the effect of shooting them in the head and they stop their current voice, bur the death scream ruins it. I think for headshots they drop dead with no noise from them.

vapid egret
trim quarry
#

[Gameplay] [AI]
Fake civs
There should be occurences of civs turning out to be suspects, trying to trick you into letting your guard down.
Also occurences of civs being dressed like suspects.
But they should be rare enough to actually be an efficient tactic.

old ridge
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[Menu] [equipment]
Not a suggestion from me but a good friend. There should be more attachment variety for weapons, especially ones such as the m4 which is well known for being modable. Also descriptions or stats for how attachments change weapons could make it alot easier for players to know the attachments they may want, instead of guessing or choosing what looks good.

tropic sapphire
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[Gameplay] [AI]
Weapon pick ups
I think it would be cool to see a suspect pick up a wrench or a hammer ext and throw it at you then run away to go hide/charge at you with a knife for the stab

rotund jewel
#

In the next update, please include descriptions on the various grips (recoil, combat etc.) that explains what they do as attachments.

shadow vector
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[Equipment] Are we able to modify weapon attachments for squad members? Genuinely not sure if not implemented yet as a feature or if I just haven't worked out how. Appreciated ❤️. (Being able to save profiles for loadouts too would be amazing...)

marble dust
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[GamePlay / Visuals] RoN has many dark scenarios which is good. But many PC monitors are IPS panels, which isn't good at showing dark details as contrast ratio is only 1000:1. So sometimes it's difficult to see what's what in dark scenarios. There should be some visual optimization of dark environments

fast nest
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Can i change the aim down sights sensitivity ?

shadow vector
#

[Gameplay] Can we add a squad command for them to use non-lethal e.g. taser to subdue a civilian?

sturdy arrow
trim quarry
#

[Gameplay]
gun collision
The gun pointing in the air every single time literally anything touches should be getting old for everyone by now.
Like, you can't even push a peeked door with the tip of your weapon, and it even becomes unusable as soon as a suspect is close enough to you.
Not to mention nobody would ever just point their weapon upwards while being shot at just because there isn't exactly the space they optimally need to keep their weapon pointed forward.

old heath
rich totem
#

[Suspect Melee Attacks]
Should Suspects really punch SWAT Officers?
Having suspects punch officers seems pretty ridiculous. You'd be gambling on hitting the face (which isn't the easiest target whilst under pressure in normal circumstances. The officer's body is covered with a plate carrier and I imagine punching a 4 lb ceramic plate would end badly for the puncher. The puncher would also have to reach passed the officer's weapon (AKA arms at near full extension + a weapon for length).
More Melee Weapons
-Pocket Knife (Common in the US)
-KABAR-esque military knife (For more organised suspects)
-Tactical Tomahawk (For more organised suspects who are feelin' tacticool)
-Crowbar (Common burglary tool)
-Fire Axe (Acquired on scene)
-Claw Hammer (Fairly common for use in armed robberies and could possibly been acquired on scene)
-Screwdriver (Same as above)

granite hamlet
#

[Suggestion]

Animated/Static Ready or Not profile pictures and backgrounds for your steam profile put up onto the Steam Points shop

thin badger
#

[Suggestion]
Variable types of jamming for all sides

Description:
The short version is that all types of people could suffer from malfunctions and jamming but this also depends on environmental factors such as background, I think this would add to environmental storytelling too.

[Weapons]
For example, crackheads probably have relatively poor guns and barely maintain them which makes them open to jamming more frequently but this can also be compensated by them knowing how to unjam a gun quickly due to being used to it happening or having a knife, etc.
Groups going into a active shooting, robbery, etc would probably have cleaned and checked their weaponry prior which still makes them open to jamming but less likely.
Likewise, with Swat Members their weapons would be in top quality but the possibility to jam still exists like it does with guns everywhere.

Suspects could also check their guns if they realise SWAT are nearby to reduce the chance of jamming, for players this could be done when checking ammo.

This could be expanded for even more factors, like the possibility to jam the more the gun has been used in the mission. But I think this could be a interesting addition if designed in line with environmental story telling in mind.

inner grove
#

[Gameplay] It would be great if you could block/counter melee attacks to not get one shot by a stalking enemy when faced head on, putting some of that hand to hand combat training to use

verbal mason
#

[Gameplay]
A map of some kind. Not even a map that shows you where you are with a giant 'You Are Here' Sign. Just a simple Blueprint or Floor Plan of the location; The layout of the building, etc. It would be really nice for the larger maps that are almost maze-like like Hotel (Active shooter, Hostage Scenario variant) to see what's about, rather than just wandering aimlessly trying to find the one room that's hiding in a specific alleyway. It would also help to Preplan missions, too.

glacial plover
#

[Gameplay]

A way to call out to suspects/civilians to give simple commands to move over to a location.
Just like how you can order your ai team to move to one location.

This would be great for when you have civilians or suspects surrendered but in the way or in the middle of a room and you are ready to clear a room.

And as you can see in the picture I posted. Here it would be great if I could order this suspect to turn facing the wall so I do not need to awkwardly push myself against the wall and be stabbed.

trim quarry
#

[Gameplay]
Low ready options
We should be able to raise the gun and shoot straight away with one (or two) left click(s).

quiet lodge
vapid egret
stuck gazelle
#

just ads

void verge
#

Guns I would love to see added into the game

  1. CZ Scorpion Evo 3
  2. FAMAS-G2
  3. AR9
  4. H&K G3A3
  5. STEYR AUG A3 M1
  6. SIG Sauer P226
  7. AS Val
  8. MP-412
  9. Beretta 93R
  10. PP-2000
  11. Saiga-12
trim quarry
marsh quarry
void verge
void verge
#

I would also love to see maps that take place in different parts of the US or world

quaint nest
#

Seeing ai's weapons jam would be cool. In my opinion it would add to a bit of realism because I doubt they are taking the most care in their weapons. Seeing the ai jam their weapon and either throw the gun at you to stun you and run or give up and surrender.

vapid egret
#

huge difference between a random hobo crackheads glock and an assault rifle belonging to an elite counter terrorism unit my friend

fiery pumice
#

Why are you all arguing in feedback reports

#

first of all

#

shoo

fiery mesa
#

Niche/Handicapped-aid Keybinds

Dedicate Primary-Secondary switch key since the new upcomming switching ammo type is done through pressing the primary/secondary twice

Helmet cam activation-deactivation and scroll forward-backward bindings that's not restricted to one key.

Toggle-to-talk (I'm aware of this turning the comms into a nightmare)

Yes, I'm playing on a controller due to an injury. The steam setup works great enough to enjoy the game and emulate controller support like walking speed and ADS lower sensitivity. Not exactly asking for full controller support but more keybinds in general would give a lot of flexibility.

hardy olive
#

Dang it I love this game, but I sure would like to see more weapons. IMO, there are way too many AR variants and it's kind of puzzling why that's the case? It looks like the 300 BLK was even removed, which was probably the most unique out of all of them? Curious as to know why that happened, but anyways, here is my weapons request list:

Sidearms:
Jericho 941 - Any CZ-75 variant/clone will do, but Jericho 941 would be freaking amazing (CZ never gets enough love) This is my #1 request
Sig P226
Manurhin MR73 Sport

Primary:
Mossberg 590A1 (perhaps even the SBS version to add some variety) - #2 most important request
300 AAC Blackout SBR
IMI Galil
IWI Tavor
Steyr AUG
FAMAS
FS2000

I feel like this would add a lot more variety. Maybe I'm completely wrong (you guys seem to argue a lot lol), but I feel like a lot of people would agree with most of this list. I know I added 4 separate bullpups...I'd be happy to see any bullpup rifle, so take your pick...AUG is probably the most popular and beloved, so go with that I guess. If the Jericho 941 (or any CZ variant) was the only weapon on this list to make it in-game, I'd be plenty satisfied. Thanks for reading and take care

naive tide
#

This game is amazing to play and very fun but I think there is something missing.

I think you should be able to turn off the electricity via the electric panels on the walls in like a basement room or whatever. It will give a more realistic feel and more fun as you’re going to use the NVGS more.

languid canyon
#

The armor feels underpowered a 9mm won’t go through plates with 2 shots

vapid egret
ember stone
#

I think we can turn off all lights in the house or building then we can use night vision more usefully

mellow moon
#

games great and not sure if the devs have spoken about this but steam workshop for mods would be very epic

fossil totem
#

maybe

warm thorn
vivid mountain
#

I picked this up yesterday after knowing about the game since launch and I have to say how impressed i am with it. I am an old school original R6 player and I LOVED planning out the mission before hand and then playing them. I have yet to find anything that replicated the Ghost Recon/R6 vibe until yesterday. Graphics are fantastic, gameplay feels really good so far and in general it really hits the nail on the head. The fact it's moddable puts it way up on my list so I will be getting the supporter edition at some point here. Keep up the awesome work!

obtuse tulip
#

will it ever be possible to forcefully arrest people without having to wait for them to raise their arms? for example, when you just hit an armed suspect with a beanbag and theyre slowly limping away while you walk next to them yelling at them, when you could instead just tackle them to the ground

sterile girder
#

Are there ways already? Or are there plans to be able to have like SHIFT + R as keybind for example? Or CTRL + X or something.

clear wigeon
#

[AI]
More variety of enemy AI, a good example would be a gang presence in some missions, instead of fully tactical terrorists. Missions consisting of gang violence would have less of a difficulty due to gangs not really having access to rifles and high powered weaponry, as well as being inexperienced.

novel citrus
#

[AI]
Add concealed weapons

olive vine
#

[Weapons]
Let us customize each rail on a weapon individually so we can put flashlights and ir lasers on the same gun or choose where on the gun we want the attachment. Also, rail guards.

cobalt charm
#

[developers]

#

already paid 50$ for your unfinished game, now i have to pay 80$ more just so i can play your new monthly update like ive stuck by this game already for like 4 years even through all your shitstorm betas and you guys drop a good update for once and you expect me to pay more money just so i can play your unfinished levels in your unfinished game that i already payed AAA title prices for, ???? like is this a scam or somthing

hallow nova
#

[developers] Hello, I bought your game with alpha version (supporter edition) on your website back in the 27th December 2019. I'm receiving every briefing email from you, and you didn't sent me the BETA STEAM EARLY ACCESS key. I messaged you on instagram, and you told me to email xsolla, so I did. After emailing XSOLLA they sent me the key for ARCHIVED VERSION again, and they say they don't have any other keys for me, and If I wanna fix my problem I should email YOU Void Interactive, so I did. And for 5 days I still got no respond from you. PLEASE give me back that 120$ that I threw out for your game, or give me the beta key.

vapid egret
split hawk
#

With the improved ai for suspects, i would suggest updating the swat ai as well. I dont want them to take cover but They seem so goofy at this point with their floaty collision and reaction to threads

cedar trail
#

[Gameplay]

IR Head light for the HRT uniform
So the new update gives the IR head light which is very cool when fighting in low condition, but the HRT uniform does not have it. I'm very sure the real HRT have it, and on the game aspect it does not make sense either since HRT kit should be at least functioning as the same as the others with some cosmetic improvement, so please add an IR head light to the HRT kit

tribal vector
#

Would also like to see the helmet IR strobe toned down a bit, teammates are blinding in CQC, at least on my end

cedar trail
#

[Game design]

The original Mp9 does not have a manual safety, it only has an trigger safety like the glock, but the MP9N has a manual safety as the current ones, so need to add a N at the end

rich totem
#

[Downed Suspects]
Discouraging Executing Downed Suspects
Now that downed suspects can possibly get up and become a threat once more, there's a potential for players to start executing suspects.This is in stark contrast of SWAT's mission of preserving life. There ought to be a score penalty for doing this, that should occur once a suspect has hit the ground.

safe hamlet
#

[Gameplay]
The ability to let AI attempt to taze/hit/yell at suspects before using lethal force

Also let the suspects actually take hostages as bodyshields instead of just sitting around (and maybe even officers, like in the gta v prologue (i mean when an officer seizes trevor))

rich totem
#

[Equipment]
Still need descriptions and loadout saving
Now that the loadout selection has become more involved than before, players really need proper descriptions of what they can expect equipment to do. For example, many would assume that slugs are the armor piercing ammo for shotguns, but they seem still be rather ineffective against armored foes (requiring 2-3 shots).

Saving different loadouts is also essential. I don't really want to spend 10 minutes dicking around with my inventory, and different modes really encourage different loadouts. I'm more than happy to stock up on door wedges and heavy armor for a Raid, but in Active Shooter, I wanna be fast and I'm not going to muck around wedging doors.

vapid egret
#

[Gun]
Old topic now, I know, but I will die on this hill.

Give G36 carry handle.

pale mulch
#

Loadout saving. Make different slots, this would be sooo good

vapid egret
#

[Shotguns]
Yet another old topic by now but the spread on the shotguns is abysmally unrealistic. You can be nearly close enough to have your muzzle touch the suspect and it'll still find a way to miss half the pellets and deal a completely meaningless amount of damage. Like, pistols literally kill quicker. And that's not exaggerated for the sake of argument, I've tested it. They have a quicker TTK with less ammo at all ranges in all scenarios.

old heath
#

[Ammo/equipment]

Allow users to carry different anount of ammo. If your using a shield you want 6-8 pistol mags and most of the time don't ever use your primary weapon.

Edit:

I've tested this with an ammo mod and it makes the especially better especially in solo

lime mantle
#

Don't know if anyone mentioned about unloading shotgun shells all to load different type of shell i think that would be good if we can choose to just load up different type or unload all and load up so but about this patch, it is AWESOME WORK

languid canyon
#

Two things first the ir laser is very bright and makes it annoying to use second the ai should hit their head on walls instead of going through them when arrested

twin bay
#

Try to introduce Swat 4's customization / loadout design but vertically (improve current design with proper save ammo selection and go back one page)

Try to make double doors be wedged with one w.

wanton cloak
#

Maybe it would be nice if you make a blueprint off the map so you know where you are and what you finished. If it is possible you can make an marker where you can mark the route you are walking for example.

weak shuttle
#

[Gameplay]

Make AI stop conversating (moan in pain) after a shot in the head (as of now they still moan after shot), a small change but can boost the immersion

verbal osprey
#

[Gameplay] make the new update AI less tanky. Every single enemy takes almost half a mag of AP 5.56 just to take them out of combat, let alone kill. Have only the armored ones be tanky, and even then, getting shot should do something other than minorly inconveniencing them

split hawk
#

Peaked doors should open a bit more, to actually be consistent with your nades

sweet star
#

make nvg actually useful

safe hamlet
#

[Comms]
report room clear

rotund jewel
safe hamlet
#

make peoples mouth actually move

safe hamlet
#

make the player actually grope their injuries not their arm 💀

also change dialogue for colledcting evidence and not weapons as if u secure meth they say "collecting weapon"

kind rapids
#

[Gameplay] Now that suspects and innocents can hide under furniture; and we have much larger, long range maps ; WE NEED A PRONE OPTION. This can make tactically placing snipers and engaging targets underneath objects an actually viable plan. Also; Some work needs done on the literal BULLET-PROOF suspects. Even with armor, there is no reason at point blank range it should take a full magazine of 7.62x39mm to drop a target.

safe hamlet
#

hand gestures instead of talking when near an unchecked building (or whispering)
also when bad guys shout the other bad guys should hear that

rich totem
#

[Level Briefing]
Give some indication if suspects are wearing body armor
Seeing as ammo selection and body armor are now a thing, it's important players know what they're walking into, especially seeing as anything that isn't 5.56 AP seems to be pretty ineffective from my experience.

austere iris
#

[Club]
I think you should remove around half of the bodies on Club. I love the shock value, but that many dead bodies make it feel a bit like a cheap horror game

safe hamlet
#

make it more obvious that you dont have ammo when checking (sometimes you have 2 bullets)

#

why is this allowed

safe hamlet
#

Can we PLEASE have the vans actually come in

safe hamlet
#

a bit more suspects or armored suspects on fastfood pls also dead and incapped customers

safe hamlet
#

female fastfood workers

sweet moss
trail sluice
#

[Loadout/Equipment]

Not sure if this has been mentioned or is already planned, but really need descriptions for Ammo and plate types for people less familiar with this kind of stuff. For Ammo descriptions, mention how to change Ammo types, as it took me and few of my friends a couple hours to figure it out.

safe hamlet
#

speed up point counter option like pd2

shadow glen
#

[Gameplay]
Calling Civilians/suspects forward

Not sure if it has been mentioned before but I think having the ability to call a surrendering civilian/suspect toward you would be beneficial. This can help secure them when they are stuck but also get them, or you, out of the line of fire.

This could be further developed by having suspects refuse the order to give the defenders a greater advantage. For example refusing to move through a doorway meaning the team has to expose themselves to secure them.

vapid egret
#

[AI]

AI Morale being effected by damage and awareness

(I am talking about supporter branch but I am not verified in the supporter server so I can't send there)
AI morale should be much more dramatically lowered due to being shot. I've hit guys 2 or 3 times, they are limping, they are a bad gust of wind away from death and they still do not surrender. This, I would say, is quite unrealistic and can be annoying.

Also, if we have the element of surprise, the AI should also surrender much easier. There is essentially no reason to bother trying to get an AI to surrender if they were not previously aware of your presence as they will just turn around and shoot you.
If you catch them off guard and they are in a position where they are hugely disadvantaged, they should basically immediately surrender for obvious reasons.

stark herald
#

I really miss the audio call/ briefing from Swat 4, Also missing a planning screen.

nova dawn
#

Spelling mistakes

The text at 'Barricaded Suspects' has a little spelling mistake. The last sentence says "Don't kill unless an officer or a civilian is theatened." There is an R missing in the word threatened.

At last the text at 'Hostage Rescue' says 'excute' in stead of '' execute.

I'm really not from the "Grammar Police" since I'm not English. So please tell me if I'm wrong. It just caught my eye.

lime mantle
#

seriously when will you guys lower recoil of sr16, mk1, hk416?

river mesa
#

On this some adjustments to TOC sometime after, if this is done, to be a little more realistic and no so much "Macho man movie character" sounding would be nice. Maybe an option for a different TOC voice so the current lines dont go to waste? Because they arent bad, just not very immersive imho. Other than those voice things sound design is fantastic.

lime mantle
safe hamlet
#

i think School should have all game modes

gray anchor
#

Dunno, i feel Raid is kinda out of place there

thorn tide
#

[AI]
Honestly the new AI has some nice features, but their reflexes feel too pin point. An enemy runs a corner and before I Could aim and shoot he kills both me and my team mate within 3 shots

wraith rover
#

[Police Precinct]
I think there should be a way to switch the type of target in the non-lethal section. I want to be able to see how effective different weapons are on different suspect types in a controlled environment

safe hamlet
#

remove filmic grain pls

grave stratus
#

I feel that AI should be able to grab a hostage and use them as a human shield, similar to the targets seen throughout the test range and shooting range.

rich totem
#

[Brisa Cove]
Bring back the deceptive suspects
One of my favorite aspects to Brisa Cove was the fact that some suspects were disguised as civilians and could ambush players. You really had to be careful when you approaching any person. Even if it was a mix between that and the suspects wearing full kit would be neat.

Alternatively, having a level where some suspects are disguised again would be great. It's the sort of thing that really keeps the player on their toes.

rotund jewel
shadow glen
#

Have a few more suggestions here

[Gameplay]
Shooting out lights

Sometimes I feel like I want to go full spec ops but I am unable too due to the lights not going out when I shoot at them, would be nice to have more lights that can be shot out for more stealth

Unfinished reloads

To add more realism/difficulty to the game, players can cancel a reload midway to fire but if the magazine has been removed the gun will work without it until they finish the reload. For example, cancelling a reload to shoot someone but you only have 1 bullet in the chamber to fire with.

[Audio]

civilians scared by gunfire

It would be great for the immersion of the game for civilians to start screaming/freak out when they hear gunfire. At the moment they seem way to brave for people under threat.

heavy sierra
#

I have a suggestion, I think that adding a warning or a notice whether a map is dark so that we will know what appropriate gear to use because I've had times when I didnt know that this map was not dark and I've used the nvg

old heath
heavy sierra
weak shuttle
#

[Gameplay]

Document evidence are easy to spot as they only have 1 same model (some sorta white, red, yellow folders)

I think there should be multiple folder models, and the player would have the ability to read them when approaching the folders. After reading, the player has some kind of a tick box or whatsoever to decide if that is the correct folder they want to bring back to HQ, then after the mission ends, the score circle thingy will reveal if they brought back the correct folder or not and minus the scores accordingly. (To make this less stressful the player could have 1-3 slots of folders allowed to bring with them)

solid linden
#

[Audio]

civilians especially male desperately need more varied lines as well as multiple VA additions, it feels like male civs 80% of the time have that one guy who voices "go after them not me" and "hey we're over here help us", ontop of this the approach to voicelines as a whole in the future deserves attention

there's a lack of urgency/realism and many if not most apart from a few sound too macho/dramatic as many have stated, TOC in particular has this for the majority of his lines and they're extremely drawn out/frequent pair this with the unsatisfying cartoonish batman tone and it's a real immersion breaker, unsure if this is an intentional choice for how voices will be done

crude kestrel
#

[loadout/ attachments]

Allow the ability to have a laser and a flashlight

When using NVGs I use an IR laser but it’s useless when a situation doesn’t require NVGs and maybe just a small use of the flashlight to check a small dark room which doesn’t justify the use of full NVGs

barren zinc
#

suggestion: make ads and hip fire mouse sensitivity separate

rich totem
#

[Weapons]

Just some things I noticed about weapons in the new build.

MP5/10
Two-round burst mode is modelled as 3 round burst on both the weapon model and the selector on the UI. Minor error but worth noting.

UMP-45 and Five Seven have wrong magazine capacity
The UMP-45 should hold 25 rounds per mag and the Five Seven should hold 20.

No point to having primary magazine pouches with the M32
As players can't reload the M32, there's no point to primary mag pouches. IMO I think if you could carry one 40mm per pouch it'd be pretty balanced. 6 rounds (AKA a full reload) would be at minimum of 40% of the player's slot budget (and you'd assumably want more pistol magazines than usual).

boreal dune
#

I dont see reason, why you cant have flashlight and laser at once on your gun. Just add it, please.

weak shuttle
boreal dune
safe hamlet
green kraken
#

[Multiplayer]
Ability to add Bots/AI to Swat-Team for full squad if there aren't enough players. For example: Me and a friend of mine want to play in a Private lobby. We are only two, so we add 3 Bots via the "Server Admin" panel in the pause Menu.

rancid spoke
#

[Visuals/Weapons]

Nothing serious just a small gripe it would be nice to see a slight update to how the officer holds the G19 and the USP45, the way it is handled now would result in some SERIOUS slide bite.

south gull
#

How do I verify with the bot

vapid egret
#

[Guns]
Give back the ability to put the EXPS3 on the G36. Makes no sense for it to be removed and makes no sense that I should be forced into using inferior sights.

Obligatory reminder to give us a carry handle for the G36 as well.

knotty pier
#

[voice lines]

Just a thought I think it’ll add to the gameplay but when injured make the swat distressed or sound in pain when shouting at a civ/suspect or team commands.

I say this because it’s awkward when you have to stop the bleeding and you shout at something as if nothing happened to you

magic light
#

[Voice Lines]

I believe this game would benefit heavily from a system like in Insurgency where you have high intensity and low intensity versions of the voice lines that switch based on whether the player is actively engaged in combat. Currently you do a strange mix of yelling and whispering and speaking calmly. For instance telling your team to stack up outside a door with suspects inside would most likely be delivered in a low voice/whisper in order to maintain the element of surprise. Any lines delivered immediately after the breach should be screamed or shouted as that is a high intensity situation, and then eventually once the chaos subsides you should go back to a normal voice.
This would help with consistency across the board and prevent immersion breaking moments like yelling outside a door on a stealthy entrance or calmly telling a suspect pointing a weapon at you to put his hands up.

weak shuttle
#

[Audio]

Maybe seperate settings from in-mission music and menu music? I really like chillin in menu and lobby with music but i prefer my mission quietly, with only music sources from that level (radios, speakers,..)

trail sluice
limpid pebble
#

Add these as suspects A.I models?

weak shuttle
#

[Animation]
Different surrender poses

AIs should have different surrender poses, as not everyone’s smart enough about laws, or have the same body language, especially civilians (surrendering but still standing for example)

dry charm
#

Make the voice lines for swat more aggressive and believable.

ember stone
#

I think Ir raser can change various mode

vapid egret
#

[Ranking]
An S rank is now one where your team suffers no fatalities - I believe that there should be an SS rank which takes up the spot the original S would have taken (no damage suffered at all).

weak shuttle
#

[Gameplay] [Animation]
Natural behavior for civilians

Civilians are spotted standing all the time, maybe some civillians should be leaning onto a wall, or sitting in fear in the corner of the room etc, in scenarios where the players are well stealth, civillians could be unaware of the situation and be spotted sitting on beds, chairs,... or casually doing something (still partly in fear of course)

harsh gulch
#

[Gameplay] [Level design] [Game design]
Level complexity
Me, my friends and I suppose other players too would definitely appreciate some simple, faster levels - such as the new test level fast food or maybe the gas station - to get more realistic experiences of more casual police interventions... rather than extremely complex maps. ... It could include some more randomized environment resp. encounters to make the level fun even if played over again.

glossy pendant
#

I see that the entryman skin for the b1013 has the shell rack on the side will we ever get one for the m1014 like in the reveal trailer

wild ivy
#

( Gameplay )

The ability to take ammo off downed players with the same ammo type.

scarlet hearth
#

tell me why the game was removed from steam for Russians?

bright totem
#

[Friendly AI]

The ability to give them commands based on their current context

For example if they're stacked up on a locked door and you're far away, tell them to unlock it and clear without having to go there and aim at the door

bright totem
# vapid egret this is already a thing

How? I'm aware of the queue thing, but if I queue an 'open and clear' command and when I issue it they tell me the door is locked I found no other way other than having to go there and tell them to unlock it

vapid egret
weak shuttle
#

[Gameplay]
Hold to restrain
Restraining should be cancel-able, just like how securing evidence work, i dont know why this is not a thing yet, i hate it when im in the middle of restraining animation then someone ambush me and i cant do anything about that

tough linden
#

even if you could, youd cancel it turn around to kill the dude ambushing you then get knifed the second you turn around

rich totem
#

[Brisa Cove]
Reduce arrest requirement
Now that Brisa seems to only spawn in 8-9 suspects, I think it'd be reasonable to reduce the arrest requirement from 3 to 2.
Have suspects use the marksman and sniper rifles against the players
Players are probably going to expect these two weapons to be in the same place, but I think it'd add some variety and excitement if they'd occasionally use these weapons against the player. Neither might not be practical for the ranges in game, but both are rifles which ought to be rather dangerous no matter what.
New Objective: Prevent further casualties from sniper fire
As another variation of the scenario, players might start to hear sniper fire if they are too slow in clearing the map. If they don't react quickly, more civilians/officers may be struck by gunfire.

trail sluice
weak shuttle
# trail sluice You should be clearing the immediate area before you restrain someone.

Yes thats on my end for not taking full measure, thou there was this one time when i cleared the whole area but still got knifed by a suspect that was running and came out of nowhere. Putting all this getting-ambushed-while-restraining stuff aside, i still wish we’d be able to hold to to restrain, since it is not unrealistic and i’d still prefer to be able to cancel the animation when i want to

bright totem
kind socket
#

Sometimes cs doesn’t affect suspects and pepper shots are inconsistent to the amount of rounds needed for a suspect to become compliant

quiet lodge
trim quarry
#

Game displays "Ampersand - é - quote - apostrophe" instead of "1-2-3-4" when you play with a french keyboard.

runic rose
#

After playing every level that has been dropped so far, there is one thing I would like to see.
As each level of the game will inevitably have ‘5’ versions of each map, I would like at least one of those five
-Barricaded suspect-
-Raid-
-Active Shooter-
-Bomb threat-
-Hostage rescue-
To be playable in the daylight. As much as there is an atmosphere at night which forces tactical gear, NVG and flashlights, sometimes squinting often into really dark spaces isn’t as fun as it would be if some of those missions could also be played in the dark time.
And I know some levels are already in the day, but for those that aren’t it might be nice to see the artistry, and graphic design of everything also in the light.

safe hamlet
#

-Day n Night versions of maps
-Ability to cut power

wraith rover
#

[Maps]
I just think the Hospital map is too big, at least for barricaded suspect. I think we should only work in 1 wing

main scroll
#

Does anybody else have terrible performance? Me and my friends have constant hitches and stutters making the game pretty much unplayable. Just moving forward makes our frames tank. We're all om powerful pcs and we're fairly certain the game isn't optimized properly because this is literally the only game we've all played on steam where the performance is this bad. We're all on supporter build and the game seems to struggle when there's a lot going on. Even on lowest settings

bright totem
#

[graphics]

IMO exposure difference is way too strong when turning on IR laser while wearing night vision goggles. Everything just goes very dark until you turn it off again.

alpine stratus
#

Can we have better spawn randomization for NPC’s because things feel really predictable sometimes (if this is already fixed in supporters I’m poor lol)

grim glade
#

[Multiple vc]
How about we have multiple vc channel … so that when we divide as teams there wont be any confusion while pushing as separate teams …. Like we can have like red and blue teams with their own vc channels

safe hamlet
#

[Misc]
Publish the damned soundtrack, it goes too hard

safe hamlet
#

Please make the Tasers have a chance to be lethal like in real life. Many people have died to tasers from police officers

quiet lodge
safe hamlet
#

different shoothouses like maybe a gallery so you can switch from shoothouse A to Shoothouse B

lofty ravine
#

[Feature/Family Share] Perhaps it could be possible to enable family sharing. I bought it on an alternative account and I just realized I wasted 45 bucks because I can't use it on my main account 🙁

safe hamlet
#

[Voice lines]
Make the voice lines for operatives aggressive, i am tired of the operatives be chill about making the suspect surrender.

neat sand
#

How about Stab proof vest ??

bronze lily
#

[AI]
Shield Improvements
Make it so that whenever you load into a mission, and an AI has a shield available, they automatically equip it.
Make it so whenever an AI does an interaction such as cuffing or opening a door, they re-equip their shield.
Keep the option to toggle shield though.

As a bonus if possible make it so if an AI has a shield they will take priority on a breach.

turbid wharf
#

can you guys make the windows on car dealership see through? The AI can see through glass in the new update anyway and I doesnt make sense that all the glass is blacked out

neat sand
#

Currently, we have to throw a flash bang while checking the door in a straight line in front of the door, so can we add a function of throwing a flash bang like AI next to the door?

rancid spoke
#

Or at least flashbangs can actually bounce off objects instead of hitting the door and just dropping straight down to the floor 9/10 times

glass depot
#

When carrying shotguns - left arm looks like it dislocated in multiple parts. Fix Pls. Painful to watch!

glossy pendant
#

Has anyone tested the new shotgun damage cause i just tested it a little and its weird because the slugs have the same damage to the terrorists taking 7 slugs and then normal buck took 2 shots and the other buck version took 4 so its pretty confusing

wet moon
#

Is it possible to get a true singleplayer mode? like no AI teammates. sometimes I'd prefer to just be alone, especially on tighter maps. I also think this wouldnt be too tough to add.

zealous skiff
#

[Voice Lines]
Announcing on breach
Add AI lines for when the AI breaches a doorway, especially at the beginning of a level, announcing themselves, ie shouting "Police!", or depending on the exact nature of the mission (ie valley of dolls, port hoken, park homes) "Police, search warrant!"

alpine stratus
safe hamlet
#

[Voice lines]
Add on how the officers are acting and shouting based on in what situation they are in,
ex.
When the team is not engaged in combat and has not been in one for a period of time they are talking in a low voice, and when they are up to clearing a room they would shout at the suspects or civilians, if the situation gets taken care of they return back to their normal voice.

stray sun
fiery mesa
#

[Long tactical]
M320 switching-round capability than being dedicated to a specific round
Pretty self explanatory and can work in the upcoming new inventory-loadout system, giving with launcher-mains more versatility. If this has been done in the update, sorry about that.

Hand-wield/Helmet mounted Flashlight for non-NVGs gameplay
It has not a lot to offer if an enemy registers presence of light-source (officer) than reacting to light when returning fire (FBI technique of holding light) but it would provide a light source option to retro guns if dev is interested to add for variety than the typical uber tactical guns. There are not a lot of guns right now that lack the capability to mount light than .357 and taser. Flashlight could be an attachment in-game so it doesn’t need implementing as its own mechanic, merely just adding a unique animation like holding between fingers or Harris technique (which still require animation effort, not that it is easy to just throw in there as it sounds). It’s not a necessity but it would be a nice touch to add on later if there is time to put it on.

rough osprey
#

its just a boring game, always the exact same thing happening

spare sorrel
#

[MISC]
Asking real life arms and gear manufacturers to use the real names of their products

Devs I saw the patch notes and I have yet to update the game, bought Supporter Edition here. So recently I learned news that the game was temporarily removed for a while due to a DMCA claim causing the change of the nightclub level's name along with the HK416 being renamed too.

Companies like KRISS are willing to let you use their brand and the actual names of their products in your games as long as you ask them, they were even bothered why MW2019 used a fictional name for the Vector too. I think it is also a great opportunity to advertise tactical gear used by Law Enforcement as well, more so if there is official partnership like Sierra did with SWAT 4.

acoustic thistle
#

Add 911 call and then a briefing by your lieutenant before you go to a mission and also allow this for Co op and Story mode

#

Also anyword on preplanning and then also looking at a map in the back of the swat van in real time would be good aswell.

safe hamlet
#

[Weapon]
357 magnum firing rate is kinda low maybe a "buff" to magnum?
I mean you can rapid fire 357 magnums irl

sterile dock
#

change ga416 back to the hk416 💀

quiet lodge
#

already in the game

vapid egret
acoustic thistle
#

Exactly and SWAT 4 briefing really makes you immersied

gaunt pine
#

Body-armor should be equal to the player, if they can destroy my body armor with a 12 gauge.
I should be able to do the same.

proud dove
proud dove
# acoustic thistle Add 911 call and then a briefing by your lieutenant before you go to a mission a...

I wish they would have briefing with option to start from different angles on the map, and get more or less locations of suspects and civis (might not be accurate).

Also they should add option "off duty" where you are just with random gear off duty cop, going into active shooter (and you might or may not get body armor or AR rifle in your car...). No briefing, just go and find shooter. That would be some cool alternative option.

north epoch
#

I'd love to have an Open, Leader, & Clear command

This command is one where the AI opens the door for you, but you have to walk through the door before they clear. This would be much less clunky than queuing an Open & Clear and executing after walking through a door

rigid ledge
#

[Misc/Gameplay]
Defined RoE for different game modes
Since there is no current tutorial, new players are expected to know the RoE without any reference. While most rules are self explanatory (Don't shoot civilians, don't shoot a surrendered suspect, etc.), others can be more nuanced such as shooting through a window at a suspect or shooting a fleeing suspect. This and the upcoming RoE changes should be communicated to players in game in a clear manner. For example, currently the Raid game mode has a description mentioning a 'loose RoE', but those differences are not communicated well and are left to trial and error. I think a whiteboard or folder should be present in the lobby, near the mission selection, with written/defined RoE for each game mode. From a visual perspective, since we are playing as a full-time SWAT team, I would assume that RoE would be clearly explained to the team prior to deployment during the briefing (feel free to correct me if I'm wrong).

heavy field
heavy field
# heavy field

very long wishlist with all the things i think RoN should add

heavy field
# heavy field

Would also note the planning phase but I feel that is a given

rose seal
#

[Map / Gameplay]
Fuse Boxes / Power Lines
I believe the concept of being able to cut off the power to a certain area would be really cool for using NVGs and IR Equipment. For example, a fuse box outside of 213 Park Homes which the team can approach and cut power to the entire building, making the enemies on alert but decreasing their visibility. I feel that this would make for extremely exciting and unique gameplay.

kindred edge
#

When are you planning to update the standard edition? No matter how much the supporter edition costs 110$, please think about the standard edition consumers who bought the game under development with not a small amount of 40$ won.

marble axle
#

the gun sounds are so good (voices are bad tho)

wraith rover
#

[Weapons]
I think the taser should have an integrated flashlight mod.

viscid knot
#

[AI Improvement]
Chaos encounter becomes an actual encounter

One of the things I’ve noticed being a fairly new player, playing duo with a friend, is that chaos encounters are fairly lackluster. In the 3 maps we played today, chaos never spawned with body armor and was only equipped with a makarov. If there is some lore baked into chaos encounters I would like to see it expanded with difficulty. One of the reoccurring tasks is to eliminate or subdue chaos, making chaos appear to be “the overseer” of the engagement. I think tweaking the chaos encounter would be beneficial for the mission task.

For example, on any map, chaos has a random spawn point that has a 3 door entry point into the room. Chaos would spawn with a heavy plate and fully automatic rifle every time, but does not move from that room. In spirit of the game, chaos would also be holding captive civilians in the room. Because it’s not possible for 1 person to realistically control 2-3 captives, anywhere between 1-4 guards would also spawn in that room, equipped with shotgun, smg or AR defense with random armor allocations. The guards could also have anti-flash goggles or gas masks, making the operators use both in case the majority of the guards had anti-flash or gas masks equipped. Without having either, the probability of successful infiltration is lower. There would be a chance for chaos or the guards to kill a civilian after a certain time once engaged, thus making the operators fail rescuing hostages, regardless of incapacitating chaos or not. With the new AI system, a small operator squad could be held at the entry point by chaos and guards, with 1-2 guards being able to flank one of the other entry points and swarm the operators.

Making the chaos encounter an actual encounter instead of a task like picking up evidence would increase the tactics necessary to complete a mission, and add a layer of difficulty that would be valuable to the game for people wanting a higher difficulty ceiling.

solar raven
#

Please implement headsets variations as a headwear gadget. With different EQ filters. As in Tarkov. 3 variants designed for low/mid/high frequencies. That would be a cool addition for both PVE and PVP

reef yarrow
#

I agree. I do want to be on another area and like SWAT 4 you can look at the team cam and order them from a different location to perform an action so that you don't have to be right near the area. So this is NOT a thing in RoN yet. I hope the devs will make this happen.

fair sail
#

Maybe implement takedowns?? What i mean is pressing a certain key on civilians who are not cooperating such as the melee key will throw them on the ground/tackle them and cuff them. Kind of a random idea i thought of in my head because the meleeing isnt that good.

foggy violet
#

If I can make a suggest here: I suggest add SPANISH.

It makes me a little angry that you have put Czech before Spanish knowing that Spanish is the 4th most spoken language in the world

misty bramble
#

My suggestions: First of all a map would be handy to navigate, there are alot of times where I get lost. It is also good if you want to plan ahead before going blind into a environment. I don't want our objectives to be displayed on the map only the players position and markings/pings.

Second of all night vision and power outbreaks would be cool, if not night vision just add the power outbreak. Moving around in a completely dark environment with flashlight attachments would be neat. The players will be more cautious since traps will be harder to spot, but the power outbreaks have to be random. Then you need to adapt and perhaps change tactics on the spot when it occurs. --> Just ideas. Don't implement it if others don't want it.

lofty ravine
#

[Misc]
There's a typo here that says Seantor instead of Senator.

safe hamlet
#

Need a planning phase, not timed like Zero Hour, that’s annoying asf, but rather when all players checkmark a box saying ready or something it activates the mission. Kinda sucks to go in blind into a building we know nothing about when I know that when SWAT arrives they get a layout of the building.

fair sail
#

I think voice lines should be improved eventually.

woeful scroll
#

My suggestions:
Multiple insertion options - Like in Zero Hour, where we can select to get in from the roof or underground tunnel.

pallid echo
#

The gore for sudoku vest bomber is cool, but

It is abit comedic looking currently, i doubt this is the final decision for it, but i would recommend making the chunks more, well chunky, instead of being perfectly preserved but bloody skeleton remains, maybe more rough and deep/jagged rips, tears or holes and less internal flesh to make it seem more like abunch of bombs went off around someones waist.

Dont get me wrong its good how it is, but for a more, accurate look. I would recommend making it look more rough, this is better than the generic, random red blobs and no remains besides those, (like in fallout, or insurgency sandstorm)

But I totally think more rough edges and actual holes would improve it lots, especially the torso area.

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Plus, sorry for double feedback

Unique voicelines for reporting a detonated Sudoku bomber, maybe like a more grossed out tone, or a more in-shock response

tender tartan
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When playing the game on geforce now (max settings if that helps)
The game has an added delay and its not my internet. My ping on geforce now is 13. And the added delay is only on this game so im very confused if this is a geforce now problem or ur guys problem.
I dont know if this would be considered a bug but i thought it was more of a feedback thing.

north pilot
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Just me or is putting the supporter editon on sale not cool? Something special ppl have been paying the same price for can now be bought for cheaper.

twilit lark
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Grrrr I got to play the pre release alphas exclusively for 6 months only and now someone is getting it for 10% off

surreal flume
azure helm
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Suggestion: I wish we could force down staggered suspects, like if we've done enough stun damage to the point they're stumbling around, we should be able arrest them by force. tackle and zip or something similar
Cont. Elan Musk's takedowns suggestion.

weak lynx
# north pilot Just me or is putting the supporter editon on sale not cool? Something special p...

The Supporter Edition isn't intended to be purchased with the mindset of "I'm giving the developer $80 just so that I can get exclusive updates." It's intended to be purchased at a donation to the developers, with perks to boot. A large majority of the revenue from this game comes from SE upgrades, so the only thing going on sale does is earn them a little less or more depending on the reception. Is it fair to the folks who bought the support edition prior? I mean, not really. But it's entirely reasonable from a development standpoint. You get more early play-testers at a discount, and as a supporter myself I don't have an issue with it.

minor sorrel
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[Gameplay/Settings]
Control Presets
It'd be ideal with the ability to edit and set various control presets. For example; I use my mouse for in-game voice chat, because I can't spare my left hand during an insertion. However, if I am playing Singleplayer, I might want that mouse button for something else related to giving orders to my AI teammates. Instead of spreading my options thin with all the buttons on my mouse, it'd be great if I can stick to the ones I have muscle-memory for, and as such it'd be neat if I could switch to one preset for multiplayer and another for singleplayer.

fervent whale
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(Cursed idea)

viscid timber
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Single player AI suggestion

AI could be improved through adding a few extra commands such as wait for me to breach and wait for my grenade, so that I don't have to do any weird queue stuff to have them wait for me before entering a room

trail marsh
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Just a quick little somthing, on the Supporter Edition patch notes the new club name is still the first name before the name change on steam.

ebon dune
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Can you guys make ads sensitivity and adjust sensitivity more easier way?

sacred kelp
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Suggestion
Add an airport style map, would be fun to play on

drowsy hound
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Abillity to open closets

quaint nest
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Have the ability to bring up a map of the area would be nice. Probably make it resemble a blueprint as if the team got a print of one for the mission. This would allow us to draw on it to mark of locations secured or areas not fully searched.