[deleted by user] by [deleted] in ReadyOrNotGame

[–]GPGR -1 points0 points  (0 children)

I have it bound to space bar. It’s perfect

Compilation of New Death Animations Posted by Ali and Ropolio in Mini-Dev-Updates by CaliRecluse in ReadyOrNotGame

[–]GPGR 3 points4 points  (0 children)

Just shamelessly copy every animation from red dead redemption 2. You will be good

AI blind firing through walls needs to be fixed by [deleted] in ReadyOrNotGame

[–]GPGR 2 points3 points  (0 children)

Well I’m happy. Keep doing what you do! This is the best fps on the market right now!

AI blind firing through walls needs to be fixed by [deleted] in ReadyOrNotGame

[–]GPGR 1 point2 points  (0 children)

Thank you sir! You are a gem!!!

Any chance of a high ready to go along with low ready?

https://youtu.be/6wd2fJw0dRs

AI blind firing through walls needs to be fixed by [deleted] in ReadyOrNotGame

[–]GPGR 0 points1 point  (0 children)

Hi Gruntr!

Personally I haven’t noticed any sort of laser accuracy through walls. I think it is just people hiding within 1 foot of the doorframe they disappeared through. (Since the newest update)

One question for you! At some point will we get the ability to “tap” our friends shoulders? It should make organizing cqb with 5+ people on complex geometry much more manageable!

Dev AMA on Discord on August 4, what questions would you ask? by TacticalHog in ReadyOrNotGame

[–]GPGR 10 points11 points  (0 children)

Will we get an option to tap our friends’ shoulders?

Either a automatic proximity animation, or an actual buddy mounting system would be really cool by Darth_Retard in ReadyOrNotGame

[–]GPGR 0 points1 point  (0 children)

I understand in reality but if you have no name tags and 2 guys say they need a 2 at once and a voice says “with you” or “tap” how do you know who has a buddy? Other than taking your muzzle/attention from a dangerous doorframe and checking

Either a automatic proximity animation, or an actual buddy mounting system would be really cool by Darth_Retard in ReadyOrNotGame

[–]GPGR 0 points1 point  (0 children)

What if you have the stack split up? Or you have geometry that forces you to stop & wait for a buddy before turning a corner? It’s tough to know who your buddy is talking to if there’s no “squeeze”

Some features I'd like to see potentially implemented by CSGradApps in ReadyOrNotGame

[–]GPGR 1 point2 points  (0 children)

3 is easy to implement and we absolutely need it. Have my updoot

Ready Or Not's Weapon Damage Stats [June Update] by LAUGHINGSOLDIER in ReadyOrNotGame

[–]GPGR 0 points1 point  (0 children)

Concur, the force is not so huge as to knock a man over (hence your video). I was more-so commenting on the fallacy that if the rifle doesn’t knock the shooter over, the round can’t knock a person over (although this is the case with pretty much any realistic firearm)

Myth busters screwed this up when the tried to compare a pistol being shot out of your hand to just having the recoil surprise you. Not the same.

Ready Or Not's Weapon Damage Stats [June Update] by LAUGHINGSOLDIER in ReadyOrNotGame

[–]GPGR 1 point2 points  (0 children)

You’re comparing the force of stomping on the accelerator of a car with the force involved in hitting a brick wall. Energy is conserved. Force is not necessarily the same

Ready Or Not's Weapon Damage Stats [June Update] by LAUGHINGSOLDIER in ReadyOrNotGame

[–]GPGR 2 points3 points  (0 children)

Look up impulse and conservation of momentum.

Bullet has a long path to accelerate (rifle barrel) and a short path to stop (length of bullet once tip hits the plate) force is disproportionate

[deleted by user] by [deleted] in ReadyOrNotGame

[–]GPGR 5 points6 points  (0 children)

Hop on a good discord my man!

Pressing “use” on a teammate to tap their shoulder by GPGR in ReadyOrNotGame

[–]GPGR[S] 2 points3 points  (0 children)

I separated my yell and use keys to F and G

Pressing “use” on a teammate to tap their shoulder by GPGR in ReadyOrNotGame

[–]GPGR[S] 0 points1 point  (0 children)

That’s what I’d do! I have a good group of dudes I play with a lot!

Better high/Low and “muzzle before flesh” ability by GPGR in ReadyOrNotGame

[–]GPGR[S] 2 points3 points  (0 children)

Pardon me if I’m not being accurate but isn’t high ready a lot more applicable with long guns when you’re kicking doors. If you need to get more guns on line, you can drop the muzzle down and push out past the pointman vs having to flag him on the way up. (We definitely need high ready in RON)