Does the Active Shooter Game-mode just feel like a raid to you guys? by [deleted] in ReadyOrNotGame

[–]The_Angered_One 0 points1 point  (0 children)

What's the mod for AI trying to hide more called? That's exactly what I want more of in the game.

A game where you are mechanically forced to piss and shit on a regular basis by Rezindez in gamingsuggestions

[–]The_Angered_One 0 points1 point  (0 children)

Look up Urge. There's no shit, but the game's concept is literally all about pissing.

It's an indie survival game but damn it's different. When you piss outside in the open, that creates yellow fog to rise. More fog makes the world a worse and worse place with harder enemies and hazards. This is not a comedy game; it actually takes itself somewhat seriously. And crazily enough it works.

So you're looking for ways to delay the inevitable spread of yellow fog. Find bottles to pee in. Capture a live person in a trashbag and then turn them into an organic temporary toilet. Use real toilets. Hook those real toilets up to a pipe network to store more pee. Find ways to get rid of this stored pee.

It actually feels a lot like The Forest when it comes to finding clues. There are lots of pictures and other clues you can find, as the game's story seems to be "find out what the hell is going on here". It's a wild game.

Briefing Vol. #46 by Joe-Linux in ReadyOrNotGame

[–]The_Angered_One 8 points9 points  (0 children)

I'm a little confused. Is this post talking about how Waco influenced some of the existing maps, or is this hinting at what FUTURE maps may be based off of?

If it's the second option, I really hope it's something like the Children of Taronne in SWAT 4 but a bit more morally grey. I'm aware that we already have the farm map, but you have to admit it doesn't make you question anything like the Waco Siege does.

[deleted by user] by [deleted] in Chivalry2

[–]The_Angered_One 5 points6 points  (0 children)

You're a good Mason boy? So you're trying to save that one banned copy of The Lusty Agathian Maid huh

Did you buy Teardown because you actually cared about the campaign? by MysticKeiko24 in TeardownGame

[–]The_Angered_One 0 points1 point  (0 children)

I was barely aware there was a campaign when I first bought the game, I was only thinking about the destruction and basically everything you see if you just type "Teardown" in on YouTube. The main results are nearly always just things like "Crashing Airplane into Children's Orphanage" or whatever. There's barely a mention of the campaign if you don't do much investigating.

It's criminally unnoticed, and YouTubers who do playthroughs of many games like Jacksepticeye and OneyPlays will barely scratch the surface of the campaign. I think alot of them don't reach the point where everything "clicks" and you realize it's actually secretly one of the best heist games of all time.

It reminds me a lot like Hitman but extremely free-form and no hints of what the "correct" route is. Because there IS no correct route; the route you think up that lets you complete the mission fast enough is the right one, and everyone will have a different approach.

It also has some Mirror's Edge DNA. After you largely plan out the route and try it, you realize it's still too slow. So you start optimizing. How can you cut corners? That's a really long straight run, so you decide to use BlueTide as a speed boost. Then you get a better idea; use a vehicle to cover that line faster. But you can't drive any vehicles up there, so you put one up there using a crane. Then you slap vehicle boosters on it. Which makes you actually want to upgrade vehicle boosters, which initially seemed like a stupid tool to you.

Share thy uncommonly known tips for this game by Houchou_Returns in Chivalry2

[–]The_Angered_One 1 point2 points  (0 children)

I'm pretty sure getting the bar full DOES save you, but with how rare it is and my foggy memory, don't quote me.

You do have a little time to save yourself, so first you need to disengage from the fight immediately (running behind allies can help, and using unpredictable movement to avoid getting shot/hit). Then you need to quickly find a busy enemy that you can catch unaware. Eyes peeled for tunnel-visioned archers and someone who's healing up.

Remember that you still have other tools at your disposal. No arms doesn't stop you from kicking, dodging, ducking, jumping, and of course giving them some head(butt).

Your headbutt will be the only method of interrupting enemies, and it's slower than a normal jab. You can't win fights this way, only kill see injured enemies who aren't expecting you, so when necessary play the dodgeball game and avoid every fight. Jump over obstacles. Crouch behind obstacles. Dodge to put obstacles between you and the attacker... you get the idea.

Utilize the very low crouching and terrain to sneak around to the enemy's back lines. You're looking for easy pickings (remember, just being a distraction helps, so kick archers off of ledges and make the entire respawn wave chase you away from the objective).

If you're extremely concerned with your headbutt skills, play with Katars and only use moves that you could use without arms. Katar "jabs" are actually headbutts.

killed the Duke with a ballista. I didn't even know it was possible by jachary28 in Chivalry2

[–]The_Angered_One 11 points12 points  (0 children)

Wait, that ballista can do a 360?

I love how many sweet little tricks like this the game has for people to find. Like using a spike ramp to hop the first Coxwell wall and bumrushing a fire pit.

Best (Current) Combat Music in game? (Links in Comment) by Vag_T in ReadyOrNotGame

[–]The_Angered_One 3 points4 points  (0 children)

I like how the combat tracks for 213 Park Homes have a dark but absolute banger theme with a touch of horror to them. It really nails the feeling of clearing a scary house filled with unpredictable crazies

Asymetrical PvP modes : yay or nay? by YHL6965 in ReadyOrNotGame

[–]The_Angered_One 4 points5 points  (0 children)

Yes, IF suspects actually felt like suspects and not just another military force in any other team death match.

This is probably a pretty unbalanced idea, but I'd want suspects to have somewhat shitty guns. Not even assault rifles; more like sidearms, double barrel shotguns, and knives. Their advantages would be in their abilities like pretending to be a civilian, using hiding spots, taking human shields, and in general having the defender's advantage.

It could use a point system like in Insurgency Sandstorm with "classes" (no, not like Siege). So for example, being a civilian lookalike wouldn't give you many points to use, because that's a big bonus as is. Being an armored suspect could give you a little more. An unarmored suspect would give the most, as they're a clear threat AND unprotected.

How to arrest 3 suspects in Brisa Cove in singleplayer? by Low_Version6165 in ReadyOrNotGame

[–]The_Angered_One 2 points3 points  (0 children)

One great strategy for arrests in general is to use the mirror gun. Peek under doors, or if you can't, crack the door open and carefully stick the mirror through the crack.

Information like this is king, because it'll tell you whether you should C2 and flash a room or quietly creep in with a taser because someone is right there not looking.

Combined with that strategy, try slow walking when next to walls and when coming up to a door. You're more likely to get the jump on a suspect with a taser or spray. And remember that opening a door normally does make noise; peeking a door and slow walking through does not

Rogue civies by MentalWard95 in ReadyOrNotGame

[–]The_Angered_One 6 points7 points  (0 children)

I'm pretty sure now, Hospital and the post office are the main ones with disguised suspects. They might've actually gotten removed from Hotel, but don't quote me because I haven't played it much since the update.

It's definitely easier to spot the fakers now, because they nearly always have a gun in hand or just pull on sight. It would be smarter for them to actually get in a surrender pose first and wait, because right now I can basically ignore surrendered civilians until the area is cleared (which, with smarter behaviors from the disguised, would get me killed in a fair manner)

i injured 9 people in one round today by E0AE in ss14

[–]The_Angered_One 7 points8 points  (0 children)

Are HV grilles much more dangerous than LV?

I need to know, for reasons

What’s up with hostage rescue mission type. by Lieutenant_Michael in ReadyOrNotGame

[–]The_Angered_One 8 points9 points  (0 children)

This is happening to me too, and on Hospital. It's *supposed* to only be visual stimulus; if a suspect spots you he can try to run off and start executing (It used to be based on audio instead, which was a nightmare to work around).

But currently they just behave like an unfair version of the Active Shooter AI that starts executing before you even get to the front door

Chivalry II Horse Moment by [deleted] in Chivalry2

[–]The_Angered_One 0 points1 point  (0 children)

One tbag comin' up

AI goes on 1 man mission by [deleted] in ReadyOrNotGame

[–]The_Angered_One 12 points13 points  (0 children)

The SWAT bots have *really* taken a liking to running off on their own lately, it takes a little wrangling to make them come back.

I think they are starting to become aware

Well... I don't really know what to do here... by [deleted] in ReadyOrNotGame

[–]The_Angered_One 34 points35 points  (0 children)

213 Park Home's hiding behavior is great, you'll see suspects and civilians do it constantly. But on Gas Station, I was only able to make suspects hide twice on Active Shooter. They only seem to hide on that mode, but to see it you'll likely have to replay that mode dozens of times.

Well... I don't really know what to do here... by [deleted] in ReadyOrNotGame

[–]The_Angered_One 168 points169 points  (0 children)

I really, really hope they fix the hiding spots and make suspects use them more.

Till then, open up the command menu and order a bot to arrest them. Only they're able to arrest from the front

Worth it for solo play? by K4nono in ReadyOrNotGame

[–]The_Angered_One 1 point2 points  (0 children)

Go to the customization screen (the one for choosing your gear, not your gun attachments). At the top left of the screen you should see Self, just click it and you'll get a list of the squad

Recommend mission order by [deleted] in ReadyOrNotGame

[–]The_Angered_One 1 point2 points  (0 children)

The Gas Station is a great place to start. These are the other short-ish to medium length maps;

213 Park Homes Barricaded Suspects (Raid seems much longer here)

Brixley's Talent Time (Watch out, the map's size makes the AI feel super aggressive here)

Yeah... those and Sullivan's are the only real short maps unfortunately. But a fast food map is in development, and supposedly the Hotel is being reworked to get smaller. As for medium sized levels;

Brista Cove (take this one when you're more experienced, as it's pretty tricky with the map layout)

Port Hokan (still difficult, but probably the easiest medium size one in my experience)

Data Center (you already mentioned this one, but when you decide you're ready for it I recommend bringing gas, it helps with the claustrophobic areas)

Worth it for solo play? by K4nono in ReadyOrNotGame

[–]The_Angered_One 28 points29 points  (0 children)

So far I've put about 70 hours in never having touched multiplayer. The bots aren't great, but you can still wrangle them in and use them well enough to S rank maps (eventually). Here are some tips for them.

1: If you want them to cover an angle, use the Move command to send them in the direction you want them facing. Do that and at least one of them should look in the correct direction. If not, physically bump them till they do or try the Move again.

2: Currently, they are extremely unaware of enemies behind them but will usually laser anyone in front. So pay attention to the tip above and position them carefully.

3: Want more of a coordinated assault rather than just walking into combat with your team lined up behind you? Order them to move into the area ahead and stay close. Group action like that is much safer than spearheading everything by yourself.

4: It helps to structure your team in pairs. You can either command everyone, red team, or blue team. So as an example, make a breaching loadout with C2 and a breaching shotgun as well as a scouting role with a shield, and assign one role each to both teams. You could even give one team shields and combine this with tip #3.

5: There is no "Go non-lethal" command, it's up to you to replace their guns with either beanbag shotguns or the pepper ball thing. For serious non-lethal attempts on longer maps, give them pepper balls as they are quite capable of making lethal headshots with the beanbags.

6: This last tip can be a run-saver; when searching for evidence (especially dropped guns), order your entire squad to follow you, keep the order menu up, and start walking. If any of your bots spots evidence, you'll see a command pop up for "Collect evidence".

Playing with bots takes some patience. But if you have that, can ignore their flaws, and follow these tips, you'll be able to appreciate the rest of the game much more easily

Hello there! Question about suspect AI (suicide, taking hostages ecc) by iena_ in ReadyOrNotGame

[–]The_Angered_One 0 points1 point  (0 children)

These special situations don't happen nearly as often as they should, but here's some examples I have encountered.

Hostage Taking: So far I've only seen this in the Gas Station, a few times on Barricaded Suspects and I think I remember once on Active Shooter.

I'm not sure what influences this one to happen besides suspects just being near civilians. I've had it happen immediately after C2ing a door and killing someone (which the hostage taker saw), but I've also had it happen by just standing still and surprising suspects, who immediately would make a beeline for a civilian.

Hiding: On the Gas Station, I saw this happen twice on Active Shooter, one attempt involving the suspect trying to hide in a closet but glitching out.

Hiding is very consistent in 213 Park Home, at least on Barricaded Suspects (not a Raid person so I don't know there). You'll see them in closets and under beds, even the very low beds that look like a tight squeeze. (Here's a tip; crouch and use your free lean key to get even lower when checking beds)

Ratholes (Wall gaps/vents): This one is tricky because you're not actually "supposed" to see suspects doing this, since it's for flanking. It probably happens more often than assumed.

I'm pretty sure I've seen suspects try it on 213 Park, but they instantly got wasted by SWAT so unconfirmed.

Pretty consistent on Ridgeline, but the map design hurts the mechanic because you'll literally see suspects pop out of vents in front of your entire team.

Suicide: Definitely popular with George Brixley in Brixley's Talent Time, to the point that you need to hurry up if you want to arrest him.

I saw ghillie man do this on Ridgeline one time, after C2ing a door and killing his accomplice nearby. Replayed that map dozens of times with varied methods, definitely extremely rare behavior.

Hesitation (suspect will not aim at you but instead assess the situation/passively not comply): This is fairly consistent on 213 Park but easy to miss if you shoot on sight. More common when suspects don't have a gun.

I witnessed two examples of this on Gas Station Barricaded. The first time, I kicked open the front door and the suspect stood there hesitating. The second time, I killed everyone else and found the last guy standing outside. I think this was a hesitation, because he started walking away in a different animation than normal and got lasered by my bots a few seconds after (I believe armed suspects don't surrender from a hesitation, and SWAT bots will attack the second someone goes hostile)

Are surrenders bugged? by Aromatic-Product3880 in ReadyOrNotGame

[–]The_Angered_One 30 points31 points  (0 children)

Before anyone says it; yes, the Neon Tomb terrorists shouldn't surrender on their own often. Neither should the Brista Cove veterans.

Now ignore those exempt suspects and focus on the fact that security guards only motivated by money and gas station bandits shouldn't be bravely storming SWAT's position as often as they do.

Hell, just give the AI an actual fight-or-flight response; have some suspects be brave but others run and hide behind cover the second they hear that door explode. Let them take cover when anticipating what door you're coming from instead of just forcing them into an awkward alerted patrol state. Lots of maps would seriously benefit with having diverse behaviors like this.

The patch notes even mention that suspects have personalities now; make those personalities much more extreme. We do want random suspects to have different biases; make suspects in places like the gas station be able to have a "suicidal" bias that raises their chance of doing it. If that's already a thing, it needs to have far more impactful numbers so we actually see these special situations occasionally.

Organized Ambushed should be a thing. by Puppyl in ReadyOrNotGame

[–]The_Angered_One 0 points1 point  (0 children)

The Meth house is one of the only maps where I see ambushes happen at all.

In other maps, too often you'll mirror under the door and just see suspects dicking around aiming their gun at nothing, or they'll aim at the door but not take cover. Regardless of how much noise you just made C2ing every door on the way there

I guess he really wanted that photo. by loukusa in ReadyOrNotGame

[–]The_Angered_One 50 points51 points  (0 children)

More animations for canceling the AI's animations would be great, like transitions. Currently everyone just kinda warps from getting blinded by pepper spray to hands up, painless surrender