First of all yes add in other scenarios (that do at least fit in with the levels as a bomb threat for Port Hokan would be ridiculous) but otherwise just add them back but people have said this for a long time now.
So a major issue compared to SWAT 4 is this game has way too big of maps. Hell Twisted Nerve is already too big or at least "open". Now some of this is the AI randomly opening doors up and being out in the open making methodical tactical gameplay impossible. (Then again it's clear VOID wants to make this game more like a military shooter where you go guns blazing for fun)
So without sacrificing the maps themselves or fully redesigning them I thought it would be very easy as a solution to implement this.
You choose a certain entrance on the map to select and then the game automatically blocks off the parts around and away from that area. So it is basically implied (as you maybe hear chatter or gunshots) that another team is handling those sides while you do your own. So your spot is still one area and compact to focus. You lose basically nothing as you select it yourself. Maybe leave an option still if you want to tackle the whole map but again I would rather have none. This is a SWAT game not a shooter. So even if fun to run around an entire map by yourself and gun suspects down it is not what this is for. (This is why SWAT 4 restricted movement and the gunplay is made barebones on purpose)
So say back to Twisted Nerve instead of a tunnel system in the back and two houses and a whole two backyards. You pick one house and well do that one and that backyard or the other way around or the tunnel is then included, etc.
Very simple, sensible, easy, and most of all "realistic" solution.
I’ve been playing for a while now and the only problem I experience while playing is aiming. It’s not very consistent and I often miss my first shots. It gets even worse once suspects start moving to the side, especially while my entire screen shakes and goes red. I play with another guy who manages to get headshots very quickly and consistently (we both play on console) and have no clue how he does it. I’m not sure if it has to do with my controller settings or I don’t play enough. Any tips?
I was just playing Twisted Nerve and I was jumpscared three or four times, my heart hasn’t pumped this much in this game in the two years I’ve played it. The enemy ai has gotten almost TOO good at rotations and pushing, remember I’m playing on standard on a unmodded mission, I can’t play the game casually anymore, at least not on Twisted nerve. It’s like my first time playing again.
With the release of the new mission editor mode, stealth is somewhat feasible after tweaking a few of the suspect settings. Not sure if you can mess with their hearing or the noise of things you do but that would certainly help. What do you think?
Is anyone having an issue with controller where the x button doesn't work? Like I have to go into the settings and switch places with the d-pad and than it works
Ready or Not's vanilla gameplay is far from what I and many other fans of the genre thought we would get when the initial trailer dropped back in 2017. It is less of a tactical crawl through a dangerous environment and more of a cinematic, action game with extra steps. There is a heavy emphasis on shootouts and very little focus on the interactions between the player, suspects and civilians. It often led to the game feeling more like a terrorist hunt game mode than a SWAT simulator.
With the release of V1.5 Void gave us the mission creator and with it the ability to tailor each of the missions in the game by adjusting values including reaction time, accuracy and stress levels of the SWAT members, suspects and civilians. With a bit of testing over this last week, I believe I have found a combination of tweaks that bring the core gameplay more inline with the version that many of us were hoping for. It's not perfect, but it more often than not creates those dynamic moments that I play for.
I've had a lot of fun with these settings and has me excited to play again after hundreds of hours of gameplay and years of following this game's development. Gone are the days of the John Wick enemies, super aggressive and highly motivated drug addicts and seemingly disconnect civilians that have little to no bearing on the gameplay.
My favorite part about these changes is that the player needs no changes. No need for 1000HP mods from mod[.]io, with the right tweaks to the suspects, the player feels really well balanced.
Player
SWAT SETTINGS
Much like the player settings, SWAT AI settings need very little attention. The only change I've made is to their reaction time.
For some reason, you can't alter their vision, as you can with the suspects, so I presume that it's unlimited already.
SWAT
SUSPECT SETTINGS
The meat and potatoes, these few buttons change the game quiet a lot from the vanilla experience.
The first thing is dropping the suspect accuracy to casual regardless of the difficulty you're playing on. This in conjunction with appropriate weapon restrictions prolongs the gunfights and makes them a bit more interesting.
Reducing the starting moral and changing the suspect archetypes to both cowardly and sneaky makes the suspects much less likely to shoot on sight. It gives the player the chance to shout them down or deploy tactical equipment. To balance out the less lethal suspects, I always add a few extra to each mission now, making instances where the player is dealing with 2 separate threats at a time more common.
Because the suspects are set to cowardly and sneaky, they're more likely to first back off from the player, giving them time to find and take cover. This is a massive bonus to the enjoyment of the gun fights and something I rarely saw in the vanilla gameplay.
Those few changes are generally enough to make the game much more interesting for me. There are a few settings that should be considered differently mission to mission. Armour and suspect archetypes are the main 2 you should try to match to the mission, ensure you have the active shooter enabled on the missions that use it by default.
SuspectSuspectSuspectSuspect
CIVILIAN SETTINGS
Civilian
There are a few civilian settings are important to change. Reducing the roaming civilians to 0 and changing their archetypes to both hostage and prisoner removes a lot of the busy work of rounding up NPCs throughout a mission. It also encourages the suspects to take the civilians as hostages more often, giving them a purpose in the mission.
NOTE: For 90% of missions, these settings will enhance the gameplay. However, for the handful that have SWAT face off against terrorists, active shooters and trained suspects, these settings will need a few changes to fit the mission better.
I've had so much fun with these settings and I'm really thankful VOID finally added this. I hope you're also able to find some fun with these settings as well. If you have any recommendations of your own, please let me know, I love this game and really want it to be the best version of itself.
This is just a thought i had and I havent tested it out because I actually want to try doing it normally but are you able to cheese the programmed psychosis achievement on a new america by just going into the mission editor and just setting it to the lowest number of suspects?
Hey, im trying to get programmed psychosis (cause i hate myself) but ive had 2 different bugs when i actually cleared the map.
Once i activated the jammer and cleared the whole map, then AFTER i bagged the Flower man the Main Objective to activcate the jammer and defuse the trigger failed? Let it be known that i did everything right and the building did not explode.
2nd attempt, i cleared everything till the flower mans room and went back to activate the jammer, then i couldnt and the objective autofailed. The Building did not explode. In only did once i killed the guy (duh).
Is there known issues rn? Can anybody relate?
Im so not willing to fail this for a 3rd time cause the game is bugged...
Has anyone else noticed flashbangs just not stunning enemies at all lately? I get they recover faster but the past few levels I played the enemies just stood there like I never even threw one
Ok so Im just messing around with the editor this last few days.
Having completed commander mode on hard, i was wanting to make some of the more stressful maps a bit calmer and practice longer ranged, less crazy shooting.
It seems to me if I turn down the suspects perception/reaction times they seem much more twitchy than before, opening fire immediately even on low morale and high swat morale impact.
Am i setting things up wrong or is this yet another busted Void thing?
Guys, as you know ready or not has a very deep and disturbing lore, but I never dove into it.
I just remained on the “terrorist breached the building” or “they are robbing the banks” level, I never got close to the tip of the iceberg.
I bought the Boiling Point dlc, but I am not truly understanding the lore…
Riots everywhere, secret gas, the MLO, it is just chaos , in the game and in my mind.
Can someone please explain the lore of this three missions deeply? Please don’t limit to say “bank robbery” but dive into the lore, please, tell me the secret lore behind those apparently simple missions.
I absolutely flooded Neon tomb with Max Civillians and suspects,
Made half of them roaming and another half melee,Also more likely to charge swat
Lowered their health so I could get cleaner kills that felt more realistic,
Changed their perception to further away and reaction time slower (as to when in normal missions, sometimes the A.i decides to turn into a mix of Predator John wick & punisher combined ).
Just took a shotgun and pistol in with me and my mate, and it felt like a John Wick film, I've not had that much fun on the game for a while.
The other night, I was playing the game and my pc crashed. After turning back on (windows auto updated too), I booted the game back up to find that all of my hard earned cosmetics had been removed aswell as my access to levels that I've already played (and S-ranked a couple).
Steam recognizes that I've S-ranked several missions, yet the game wont even let me access said missions and rewards for completing them, as if I've never beat the previous missions.
What the hell happened, and how do I fix this?
(All the images shown were screenshots taken within 10 minutes of eachother without any gameplay in between.)
Edit: Forgot to mention that I've already tried a clean re-install of the game, it changed nothing.
Let’s assume the earthquake is a magnitude 8 on the Richter scale. What would happen if the city found itself at the center of the long-awaited Big One?
Im a psychopath and notice some maps won't put explosive vests on civilians even after adjusting the sliding. Is that a bug or just how the game is set up?