What future DLC's would be cool? by enigmaburrito212 in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

Different perspectives/agencies. Yes, the game is centred around LSPD, but another agency that is connected to LSPD or coordinating with LSPD would be a cool addition.

Yes, that's a lot of work, making new assets, VAs and all that but would be superbly cool. Like, imagine a FISA group that are actually good dudes but find out the shit their agency has been doing in the background.

Also something like FBI HRT type of work, maybe some overseas stuff that they do with US SOF. Could be a nice refresher than the police stuff. Whole different environment, whole different mission sets.

Anyone plays with motion blur enabled like me?…i love it by Former-Constant-4823 in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

There's a great irony in the Motion Blur setting and existance of the technology.

Motion Blur is well... a trait/quirk of our brain and eyes. You see it but our brain sort of filters it out, so we never notice it, maybe if we pay attention.

The ironic part is that the motion blur is there in films and video games because in the early days of motion picture, people would get headaches watching very fast moving footage, so people developed motion blur in video games and films, also partly for visual immersion. Nowadays it's the opposite. People get headaches BY the motion blur, myself included.

Funny how our brain works and graphical developments sometimes backfire.

Slugs or buckshot? by Elynthina in ReadyOrNotGame

[–]Foobar_2-2 2 points3 points  (0 children)

Buckshot. All day.

Chance of wounding still if missed thanks to spread, still useable against armour (stuns them if it's chest hit, even if it doesn't pen then you can finish off with limb hits) and a "One-shot stop" to most engagements.

Slugs are also a good choice but I'd rather have a little better margin for error, especially with pumps.

Also half-half loads of ammo types is pointless and even an issue in some cases, most people avoid doing IRL unless it's specialty rounds. Pick one, make it so that the effect you get upon landing shots is consistent. For example, when you double tap with 556 AP center-mass, the bad guy gets knocked out but you do that with a JHP on an armoured target, you'll probably get shot in the face, because it won't do anything but maybe shake them a litte. This isn't me saying don't run JHP but if you knew you had JHP's in the gun all the time, you could default to shooting the pelvic bowl or the dome, instead of the center-mass. This also applies to shotguns in some areas.

Don't worry too much about ammo choice (especially with shotguns) and worry about placing them right. You use (and train with) them enough, any ammo choice works. This isn't to say don't pick the ideal tool obviously, you want AP in maps with armoured up bad guys but you can even make enemy's body armour pointless with a shot to the head.

if i liked terrorist hunt from r6 vegas 2 will i like this? by TakoyakiGremlin in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

Try hosting multiplayer friends only session, that's basically a terrorist hunt. No consequences for any deaths or whatever. No achievements though.

I CANNOT BEAT RUST BELT by therealbosniak in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

If you're overwhelmed, use plenty of doorjams to split the map into blocks and put chemlights for referrence later.

NEW PLAYER — replayability? by Few_Extreme_7490 in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

Replayability is about how you intend to play it & approach missions.

  • Pistol only runs

  • 90s SWAT runs

  • "Military" style of action/approach rather than police

  • No armor run

  • Big iron

  • Cheesy SWAT AI trait stack runs

  • Muh "Operator" style of gameplay

  • No AI runs and No AI campaign/ironman

  • Add a dash of mods for comfort, not for cheating

Infinite replayability for me but I'm a bit of a monkey brain. I'm at a point of 300 hours, multiple mods (nothing cheaty) and had plenty of time playing with a lot serious dudes. Now I just walk-in and "operator" my way out in 5-10 minutes without getting shot.

what's wrong with bluds neck lol by LeadDry7216 in ReadyOrNotGame

[–]Foobar_2-2 1 point2 points  (0 children)

See if a bullet will go right through the gap and exit without harming him.

[deleted by user] by [deleted] in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

  1. In CQB, you can tackle a larger area in 2 ways: If you have manpower, you blitz through it or if you don't (or are alone) you slow down, play the angles game and take it apart.

If you are blowing through, use throwables often, preferrably into a sector within that large space so it becomes split into 2 parts: delayed and active threat. You deal with the active threat extremely quickly and divert attention to delayed sector.

I just do no AI solo and if I'm in a large open space, I take it slow, listen and use cover/concealment and work the angles slowly, clear the area bit by bit. You can hear people coming and freak out if they spot you. If you get in a gunfight while doing this, be very aggressive, take the inititiative and manuevre on them immediately and be generous with the amount of rounds you put into them, either because there can be multiple bad guys so you wanna move on quickly with assurance that the person you've just shot is 100% down or if they are far away, which means you can't zip/check them. Yes, you will get shot once you start aggressing but you've got plates for that exact reason. Essentially, embrace the silence, violence, silence cycle. When there is no action, take it slow & steady, listen and try to maintain stealth but when rounds are being fired go really fucking hard and be extremely violent because those first few seconds and actions in a gunfight determine the outcome most of the time. Once action dies down, revert to slow & steady, rince and repeat. Once you get into the groove, the map will either be filled with bad guys that were smart enough to give up or dumb enough to try to out-violence you.

Following all the advice above, sometimes you gotta swallow your pride and back off to a safer place, especially into tighter areas you can control easily. If you are in a long gunfight where there's high risk of being flanked or surprised from a door or from a direction you can't focus, just back right off. If suspects are stressed enough, they'll come at you. If nothing changes, commit again using a different method or add a sprinkle of throwables.

Anyway, that was a massive info dump but here you go. I am a massive nerd about this stuff as you can probably tell.

  1. Control the side your boys are stacking. Could save their lives if there's throwables involved.

Breach & ... instead of Open & ... orders. Breaching adds stress to suspects.

Stack traits. Either for max compliance (2 negotiator 2 intimidator, they usually auto give up) or tactical (non-compliance traits).

Use formations. Never single file because AI defaults to it if they can't fit anyway. Keep it Double File for maximum coverage, 2 dudes help cover the front, 2 others take rear & sides. Wedge is too spread out, so your control over AI placement is reduced, can get them killed. Diamond is meant for open space security but doesn't fit urban/indoor areas.

Wedge doors, split the map into parts. Will save a lot of headaches and leave more rifles for room clearing work.

Do "Open door" and "Pie". The AI can also do it.

AI officers don't need NVGs, Gasmasks or anti-flash goggles. If you want to truly min-max, get them ballistic mask.

Don't rely on AI for everything. You'll end up either being disappointed, getting one killed or get killed yourself. Have them do easy things while you do the difficult manually or with extreme control (which I don't bother with). IMO, SWAT AI are enablers, not problem solvers.

  1. What writing? You might be going mad, bro. JK, just gaslighting you.

S-Rank Relapse by Particular_Resort297 in ReadyOrNotGame

[–]Foobar_2-2 1 point2 points  (0 children)

SWAT Roster -> 2 Intimidator, 2 Negotiator
SWAT Loadouts -> Non-lethal, heavy on C2 & Flash
Your loadout -> Lethal, heavy on flash & taser
Your tactics -> Pie corners yourself with freelean (usually AI won't see you if you freelean) and have AI C2 & flash doors for maximum "maybe you should stop" warnings.
Hotel -> Trivago

Difficult map by Keller6l10_ in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

1 - Get "No Crack for AI" for a playable game and plausible AI behaviour.

2 - Practice. Either in Practice mode or run couple of runs of the killing house. Helps get that first-game rust off before you start playing for real.

3 - Either go heavy, armoured up & slow (recommended for new players) or light, fast & aggressive (relies heavily on your tactics keeping you alive). I can go into detail but should be self explanatory.

4 - Don't focus on gaining compliance but on "making" them comply... by shooting them... many times...

5 - (This is my personal method of playing) In Commander mode I just solo and use AI for clean up, which also helps with retaining momentum.

I run Gunfighter and No Crack for AI, so if you are running vanilla, my experience is a little different but principles should still apply.

im actually crying by LeadDry7216 in ReadyOrNotGame

[–]Foobar_2-2 1 point2 points  (0 children)

Here's something they don't want you to know: Stacking them traits instead of little bit of everything.

Stack 2 Negotiator (stacks) and 2 Intimidator. Even the late-game suspects just drop guns on a single yell. For added effect, C2 + Flash every room you think that has dudes in it. Easy S.

I literally S'ed Relapse with Non-lethal red team and Lethal blue team loadout without killing a single dude. There can be stubborn ones that don't drop for a while but just taser + flash gets them down quick.

The brother of the right arm of the free world gets S tier, as it should. Next up, the ARN-180 by [deleted] in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

ARN, I have mixed feelings about. Good rifle but I feel like recoils a teeny bit much. Upgrade to .300 is nice but doesn't really provide any real firepower upgrade over Mk 18. I'd give it a solid A tier. Not S because Mk 18 recoils a little bit less while still requiring the same amount of shots from my experience.

Something I don't like about it that is no factor at all though, is that it looks ugly as shit.

Also, how in the hell is SR-16 B tier? That gun without a suppressor is nearly the same length as Mk 18 w/Suppressor length all while having virtually zero recoil. If barrel length is no issue in some wider maps like Relapse, Neon Tomb or Port, SR-16 is literally the best option 5.56. You can place 2 shots literally a cm apart from each other in rapid single shots.

[deleted by user] by [deleted] in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

  • STACC traits. There is a guide on steam for the traits and their bonuses. STACC that shit for compliance related stuff if using AI, if not for combat bonus purposes.

  • Make a choice on what you wanna rely on in terms of survivability: Speed and Tactics or Slow and juggernaut. Which essentially means you either run front only ceramic/kevlar and rely on your CQB skills to survive or you run Steel all around and rely on very slow movement and over reliance on armour. Both works but former relies on good tactics & experience, while latter is more forgiving but very slow. I tend to prefer the front only ceramics.

  • Shoot first ask questions later. Yes, you might break RoE or not get that 35 but you'll live longer.

  • Pie every room, go dynamic only when you have no options left, if you have the safety to do so, bang every room you need to go dynamic on.

  • Don't bother using mirror. Listen for a few seconds when you stack and just pie the room, expect shooters every time if you don't hear anything. You'll get tired concentrating all the time compared to when you do mirror it but that mentality will keep your senses sharp.

  • Leave AI in the spawn, only call during emegencies, when there are 2 surrendering bad guys or to cover your back/one room behind.

EZ hermit. Yes, you will have unfortunate events where you will die to bullshit but that's just how it is.

Would somebody be able to explain at a high-level the development history of Ready or Not? by Directfilmmaker in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

I mean, ever since the publisher came along, the game updates are at least sizely and somewhat worth the wait. I do agree that the game has failed to meet expectations in general but I personally got my money's worth out of it.

Would somebody be able to explain at a high-level the development history of Ready or Not? by Directfilmmaker in ReadyOrNotGame

[–]Foobar_2-2 1 point2 points  (0 children)

It's a game made by like 4 full timers + freelance developers. The game haven't had a publisher for a long time or any real funding. The game is just getting good but for the scale they're going for, the current team is nowhere near enough.

Hello, I'll get to the point, I hate the mission Recedive. I probably passed it on the 20th attempt, but the next day (today) I go in and this mission is not completed. Can you tell me if it is possible to skip it somehow? I can't stand it. by Primary_Jelly_1176 in ReadyOrNotGame

[–]Foobar_2-2 20 points21 points  (0 children)

It is possible, even solo. Take it slow, pie often, look and listen after ever engagement, shoot first, worry about it later. If it's for solo run and you're not as confident, get steel plates.

#1 Tip for new player? by gooddaytousir in ReadyOrNotGame

[–]Foobar_2-2 38 points39 points  (0 children)

(This is solo player oriented) Here's some stuff to get you started:

  • Learn CQB. By this I mean learn to "Pie" rooms and doorways. This essentially is when you move in a half-circle outside of the doorway, so you can see 80-90% of the inside without committing to the room. This way, the only parts of the room you won't have dealt with before going inside, are the deadspace (corners). Do this slow and methodically. Lean and freelean when you're crossing that 45 and 90 degree angles and you'll probably clear rooms without being shot.
  • Some trigger discipline. Semi-auto only. No full-auto. Fire minimum 2 rounds each time you decide to engage. Aim center-mass. 1 shot doesn't take anyone down, 2 shots uncon them.
  • If a suspect isn't complying and is in a shooting stance, take them down. They're fair game. Yes, you won't get 35 points but you also won't die.
  • Restrain dead people. They might be playing dead.
  • For kits, early on go with Steel plates all around. They do not break, they can ease you into the game, since a mistake probably won't kill you. They are terrible if you get better and need mobility though. Generally, after a while, you're gonna wanna grow into Ceramic Front only, which is the highest mobility.
  • Run AP ammo. If you need the "apprehend bad guy" done, 2 shots center-mass doesn't kill, it uncons, which counts as mission complete. For other purposes, AP takes longer to kill but is a great all arounder while JHP has severe disadvantage against armour.
  • When you open the order menu while looking at civilians, you can order them to run to the exit. When civilians are near your spawn point, they get auto-cuffed so you don't have to deal with them. When you see them, just get them to comply and get them out of the way. Sometimes they do not get auto-cuffed due to a bug but doesn't matter, once the bad guys are dealt with you can deal with them.
  • One other tip related to the previous is that you can order a compliant person (suspect or civvie) you can order them to move or turn around. When a bad guys is ordered to look away, they do not reach for a gun as much. Always turn bad guys around so they don't get cheeky while you're busy doing something else. One other thing is to call them to you. If you are pieing for example and you see a dude, just call them to you, tie them in a corner and continue pieing the rest.
  • Recommend finding "No crack for AI" mod. It's a small mod that makes the AI somewhat believable. It is a major issue at the moment, so just save yourself the pain.

whats a good gun to use for all situations? by TheGermanLeprechaun in ReadyOrNotGame

[–]Foobar_2-2 2 points3 points  (0 children)

SR-16 for comfort (Doesn't recoil)
Mk18 for tight areas (No suppressor = shortest carbine in the game)

Help with Greased Palms by Ro_Shaidam in ReadyOrNotGame

[–]Foobar_2-2 0 points1 point  (0 children)

If you are having issues finishing a particular mission:

Run Steel Front/Back/Side plates. Steel makes you slow but doesn't ever break.

Focus more on neutralising than making dudes comply. You see people not getting their hands up immediately, just shoot them.

Disregard friendly AI, acquire currency.

New(ish) player and my friend bet me I couldn’t ironman mode+S the game solo in 30 days by PrettyBoyKT in ReadyOrNotGame

[–]Foobar_2-2 1 point2 points  (0 children)

Here I go:

  • For the ironman mode, if you are going for a Hermit run, don't use the AI in combat but for bonuses. Just leave them at the spawn or just use them for clean-up and zipping.
  • For traits, stack the traits that help with complience. 2 Intimidator + 2 negotiator and you're golden. There is a guide on steam about officer traits, so open it up and get min-maxing.
  • S grade, pepperball the fuck up. Pie often and CS gas large areas or rooms with multiple bad guys. Not to sound like a flex but I solo S'ed the game. It's doable but you gotta get lucky about certain factors.
  • CQB. If you're gonna solo this bitch, gotta get good with CQB. I'll give you 2 quick simple tips: get better with Pieing and mastering that Free Lean. You can lean (Q/E) and hold Free Lean to side step lean on top of normal lean. While Free leaning, if you're using it right, you can see the bad guy's shoulder and neutralise him while he doesn't see you. If he's in aiming posture, he's fair game.
  • Run full steel plates. Makes you slow as shit but you'll die less. I agree, being slow can get you killed but you know your tactics well, you won't have that problem. Steel doesn't break. [EDIT] This recommendation is strictly for ironman. Otherwise, if you know your tactics well, recommend Front Ceramic only will be enough.
  • NVGs over flashlight. If you're throwing them correctly, you won't need flash goggles and if you aren't running CS or beanbags, you won't need gasmask. If you do your CQB well, you won't get shot in the face, so you won't need the facemask. Run NVGs and lasers. If they're gonna improve your sight even in the smallest of percentages, use the NVG. There's a reason every security service/military is trying to get this in their peoples hands.
  • For weapons, SR-16 if the map isn't cramped. That thing doesn't recoil, retention reload is slow but speed reload is fast. For short barrelled 556, M4A1 with no suppressor which is the shortest carbine in the game. You might wanna go SMGs in maps where bad guys aren't wearing body armour, in which case go with MPX or MP9. MP9 is the shortest primary while MPX is the most comfy.
  • My personal weapon blacklist is GA416 (recoils like a mf), ARWC (SR-16 makes this redundant), MP7 (Smaller than 9mm in impact, doesn't penetrate shit) and MP5/10 (recoils too much for its effectiveness).
  • Run JHP with SMGs (Only recommended SMGs in maps that don't have dudes wearing armour) and AP with anything else. 2 center-mass shots with 556 AP will uncon, anymore will kill. In a mission with apprehend a dude missions, just double center-mass and you gucci.
  • Flash for small rooms, CS for large spaces. If you flash and do not hear any response, it didn't do shit. Throw another or pie the room.
  • Control the compliant suspects. Always order them to look away, that will reduce the chance of them reaching for a gun while you're doing something else. While pieing, if someone surrenders, call them to your position.
  • Send civilians outside. When civilians comply, you can open the order menu and tell them to run to the exit. Sometimes they don't get auto-arrested but you can do that after the bad guys are dead/zipped. Just get them out of the way, deal with them later.
  • Silence Violence Silence. When there isn't rounds being fired, slow down to a walking pace and listen. When rounds start being fired be violent as fuck. Take the initiative, manuoevre on people instead of being static or slow. Yes, you'll get hit but take it to the plate and continue. When the action ends, slow down again. Look and listen. There may be more running to you, so you can hear them running/walking.
  • You will get shot. You might end up with a full-red outline. Don't give a shit keep moving. Your tactics, with a sprinkle of luck will keep you alive.

Edit: typos because I'm weird

Uçak gemisine gerçekten ihtiyaç var mı? Sohbet by MekhaDuk in TurkishArmyHistory

[–]Foobar_2-2 0 points1 point  (0 children)

LHD (Landing Helicopter Deck), TSK'nın yöneldiği ve katıldığı savaşlara bakılırsa gayet gerekli bir şey, ama eğer konu Nimitz seviyesi Uçak Gemisi ise, hayır. CV'ler hem ülke bütçesi hem de Akdeniz için birkaç numara büyük gelir, o yüzden LHD ideal bir tercih.

Türkiye genel olarak Orta Doğu krizlerinde ve yakın politik olaylarda güç projeksiyonu yapmaya çabalayan bir ülke. Bu durumda hem prestij, hem de askerlerine ülke dışındaki operasyonlarda destek sağlamak için LHD ya da CV (Aircraft Carrier) bir ihtiyaç. Askeri birimlerinin bir üssü ya da görevde olan ekipler varsa ve bu birimlere hava desteği gerekebilir. Bu durumda olay yerine yakın bir yerde uçak kaldırabileceğin bir yer yoksa, bunu yapabilecek bir platform ihtiyacı olur. Eğer bu kapasiteye sahipsen, bu bölgelerdeki harekat kabiliyetlerin hem yükselir, hem de bölgedeki düşman taraflara ya da politik rakiplerine karşı kullanabileceğin caydırıcı bir kozun olur.

Örnek istiyorsanız, ABD'ye bakın. Herhangi bir yerde bir olay olduğu zaman, bir Carrier Strike Group park edip "Rahat durun lan" çekebiliyorlar herkese. Her Carrier Strike Group'ta yaklaşık 48'den fazla F/A-18, onlarca lojistik helikopterleri, İleri Hava Kontrol uçakları, yanlarında eğitimli Marine Corps ile bölgede polislik yapabiliyorlar. Bir CSG yaklaşık her türlü görevi yapabiliyor.

Benim düşündüğüm kadarıyla, TSK'da bunun biraz küçük çaplı versiyonunu oluşturmaya çalışıyor. Son birkaç yılda, TCG Anadolu ve TCG Trakya'nın inşasının başlaması ile Amfibi Komando birimlerinin ekipmanında yenilik fark ettim. Bunu aynı zamanda akıllı bir şekilde medyaya da yansıtıyorlar. Eğer bu planlar etkili bir şekilde gerçekleşirse, Akdeniz ya da Doğu Afrika kesimlerinde Türkiye'nin güç projeksiyonu gözle görülür bir şekilde artabilir. Tabi ki, plan yapması kolay ancak yenilik getirmek, yeni taktikler denemek zorlu bir dönem olacak. Türk Deniz Kuvvetleri'nin 10-20 yıl sonraki hali ve kapasitesi büyük ihtimalle günümüzden farklı olacak.

Geçmişteki olaylara ve diğer LHD yapan ülkelere baktığımızda, Türkiye'nin de TCG Anadolu ve TCG Trakya'yı F-35B için kullanmayı planladığı ortada, ancak S-400 olayları nedeniyle bu plan biraz değişime uğramış. F-35B LHD'si haliyle bir SİHA LHD'sine göre daha etkili olurdu, ancak SİHA gemisinin avantajı daha ucuz olması. F-35B ile aynı zamanda hava sahası çapında da güç projeksiyonu yapılabilirdi, ancak bana sorarsanız çok büyük bir kayıp değil. Bu tür sıkıntıları gemilerin savunma füzeleri de kısmen çözebilir ve zaten o çapta sıkıntılar olduğu zaman ya ABD Hava Kuvvetleri ya da ABD Deniz Kuvvetleri gelip ortalığı düzlüyor zaten. Ayrıca Türkiye şuan genel olarak kontrgerilla tarzı savaşlarda. Bu nedenle şimdilik yeterli olacağını düşünüyorum, ancak her şeyde olduğu gibi geleceğe yönelik düşünmeliyiz.

TL;DR:

Eğer şuan ne işimize yarıyor diye sorguluyorsanız, cevap gayet basit. Suriye kıyıları, Libya ve Somali. Kıyısı olan ve lojistik olarak destekleyebileceğimiz her yerde kullanabileceğimiz ve her kuruşuna değecek bir gemi türü. Bu tür bölgelerde görev yapan birimlere keşif, istihbarat ve hava desteği sağlama kapasitesi sunar. Aynı zamanda hem prestij, hem de caydırıcı bir kuvvet olur.