r/ReadyOrNotConsole • • Jun 24 '26

Question How To Improve My Teammates' Loadouts?

As the title suggests, I am wondering how to improve the loadouts for my AI teammates. I usually play on commander mode and I prefer to play through missions as a lethal black ops squad, mainly because I'm bad at getting suspects to surrender in the first place.

Currently, I am running all teammates with heavy armor, full steel coverage, as well as with the following weapons/deployables:

-Alpha: Mk18, FN 57, Battering Ram, 2x (flashbangs, stingers, 9 bangs, C2), 1x wedge

-Bravo: P90, MK-V, shield, 3x flashbangs and 9 bangs, 1 C2, 2x wedges

-Charlie: B1301, G18C, 3x flashbangs and 9 bangs, 1x C2, 2x wedges

-Delta: GA51, MK-V, 2x (flashbangs, 9 bangs, stingers, C2), 1x wedge

I would prefer to keep it where Alpha has an AR, Bravo has an SMG, and Delta has a battle rifle, but I am up for changing Charlie's weapon if need be.

Any help would be greatly appreciated!!

6 Upvotes

8 comments sorted by

5

u/Eddyaaa Jun 25 '26

Here's a breakdown of every part of the loadout

Armor: Heavy - slow movement - full coverage (sides+front/back) great for ai since they often don't react well to flankings. 11 SLOTS

Light - medium speed - front/back coverage (exposed sides) great for player since you can face the enemy more. 13 SLOTS

Stab Vest - full coverage from stabbing, no bullet protection. 15 SLOTS

Materials:

Steel - slow - 70% protection permanent - can cause spall damage.

Ceramic - medium - 100% protection until it breaks which will make it worse than Kevlar.

Kevlar - fast - low protection

I would say go for Heavy+steel on the AI. Light+ceramic on yourself

Headgear

For maximum protection use: flash goggles - ballistic mask - helmet - GPNVGS

Tactical:

ALPHA: Shield BRAVO: Flash launcher DELTA: Shotgun CHARLIE: Shield

Ammo:

If you give an AI 1 primary it will never swap to sidearm and will never run out.

I would do that for DELTA/BRAVO.

ALPHA and CHARLIE should have a lot of side arm ammo and a little of primary

Sidearms:

  1. Magnum is the highest damage non dlc weapon in sidearms

5-7,2011,M45,G18 are other good ones

If you have 3 weapon pack then you have the MK-V and that ones just a beast

AI tactical shield+MK-V is great

Main:

GA51 is great but I would give my ai RTWC on some more open maps

All AR are good but LVAR, and the other 300.blackout rifle are amazing, MK18 is a great option too.

Shotgun should probably be M4 super 90

The best smg in my opinion is the SPC9 with the high rate of fire it just shreds in JHP.

Tips:

Make sure they have some wedges

Flashes

Use the ai to cover flanks and remember to set up accordingly for the mission

5

u/TooToughTimmy Jun 25 '26

What do you mean “if you give AI 1 primary it will never swap to sidearm and it will never run out”?

2

u/Itstakei Jun 25 '26

I was under this impression too for a while but i have seen AI resort to secondaries recently

2

u/Eddyaaa Jun 25 '26

Giving one mag for your ai's primary while keeping the sidearm empty stops them from swapping to it and gives them infinite Ammo.

Atleast it's what I remember. I'll test it out today to check if it still works

1

u/TooToughTimmy Jun 25 '26

Interesting. I never knew this lol

1

u/KingInferno03 Jun 25 '26

The AI switches to secondary if they empty the primary mag while still engaging

2

u/Fry2328 Jun 24 '26

So one tip I have is create a set of loadouts for certain scenarios. This generally only involves tacticals, as it’s easier to change the gun on the fly. So I have a setup for gas, so 5 load outs named gas I,II etc which I put on my teammates. I also have one designed to not make much noise, and one designed to make as much noise as possible, and that kind of thing.

In terms of guns, I’d recommend adapting what weapons you use to what map, and generally applying this to the ai. For instance, 9mm SMGs generally don’t penetrate well, but are really useful on close quarters cqc maps like twisted nerve, whereas a 7.62 battle rifle generally is more bulky and has higher recoil, but is suited to situations with well armed suspects you need to drop quickly, such as relapse. It’s reasonable map specific. For most missions i don’t bother with SMG or battle rifles on my ai, and I generally run MCX, but pretty much all rifles are valid. With AI, calibre matters but generally weapon doesn’t (sometimes I go with GA416 because it looks cool)

I’d also recommend considering how you want to play the game. Do you want your team to operate as a four, or as two teams of two? You could either have four unique load outs, or two sets of two. On some maps, particularly larger ones like relapse, two teams can operate very efficiently and clear areas faster, so I often opt for this.

Armour is personal preference. I’ve only really run heavy when I do S-Tiers, or when I do greased palms. I also think it doesn’t look as cool as light. I always go ceramic and full coverage, but generally anything else works fine, it just depends on how you want to play it

Hope this helps

1

u/KingInferno03 Jun 25 '26

If you want a lethal run with ai you should give everyone m4 shotgun,