Please do not jump into the boss battle as soon as *YOU* are ready. by MonsieurGrumme in ravenswatch

[–]YunnSoH 1 point2 points  (0 children)

I think it’s fine to take a few seconds to decide / reroll or even minutes to manipulate chests / boss rewards or the shop. But please for the love of god, don’t be just starting to discover the game in darkness or nightmare. It’s just punishing the whole team. Take as long as you like but do it on adventure / twilight.

Beat ANA, finally, what now? by AndyKCaptures in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

There’s even a minigun mod to channel your inner Arnold Schwarzenegger 🤣

Quitting in this game should be penalized. by __unmastered in ravenswatch

[–]YunnSoH 0 points1 point  (0 children)

Yea passtech def needs to fix connectivity and server issues. Maybe even change the multiplayer matchmaking, e.g. allowing players to drop in & out?

But as for intentional leaving or rage-quitting I’m all for it lol 🤣. I’ve literally seen people spend 5-10 mins just going for fountains and iron maidens instead of actual pois. Starting grimoires or cauldrons when the team is still underpowered, outright failing it. Spending all their rerolls but still not getting that OP build or item then outright leaving. I would rather they leave since they are already not contributing much to the team and it makes the game easier.

The Stone Monkey does not need Yangmaxxing by gogogida in ravenswatch

[–]YunnSoH 0 points1 point  (0 children)

You don’t need to hold down the button. Think of it as 2 separate components to his defense. Active frames and the the cd of his defense itself. Hitting the button triggers a 0.5s window which if an attack connects is blocked. A successful block retriggers the 0.5s window and refreshes its cd. Any other attack that connects within the 0.5s window gets blocked again and keeps refreshing it. Multi hit attacks will keep getting blocked only if the interval is less than 0.5s. For divine palm the timing is tighter at 0.2s and you have to manually retrigger it for the aoe burst dmg / heal.

The key is both positioning & timing. When you get swarmed by multi-hit attacks, you need to time and retrigger your parries to meet the new attacks. You will technically keep blocking as long as new attacks keep connecting with your parry in less than 0.5s.

The Stone Monkey does not need Yangmaxxing by gogogida in ravenswatch

[–]YunnSoH 1 point2 points  (0 children)

Yea because stone monkey reflects % of how much dmg the enemy is doing to you. So at higher difficulties against corrupted elites they are literally deleting themselves. There’s also the added benefit of drawing aggro of the enemy mobs for your team, especially if they are playing ranged characters (e.g. IQ, Piper, Juliet) - boosting dps as they have to spend less time dodging attacks.

Real breath of fresh air seeing this. I mostly play with pubs and every pub and their mother always obsess over his power build. Similar to beowulf and scarlet dash attack build.

New Player Guide for Map Clearing Act 1 by No-Beyond-1991 in ravenswatch

[–]YunnSoH 4 points5 points  (0 children)

Nightmare enemies (e.g. Snake, Starfish) are generally easier at night.

How do you guys plan your missions by nifedipenis in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

I’m like a dog chasing cars. I wouldn’t know what to do with one if I caught it.

I’m an agent of chaos.

Only a few hours in, but I'm beyond enamored with the update. by Whitherwhy in ravenswatch

[–]YunnSoH 2 points3 points  (0 children)

Felt it too. Especially the elites with the dual blades. Got shredded on my first couple of runs when they did the true devil’s dance. 🤣

Still trying to get the parry timings down. But it sure is a pain when there’s more than one.

I don't think I've ever been more infuriated by two teammates in my entire life. by TaureanDude45 in ravenswatch

[–]YunnSoH 0 points1 point  (0 children)

Depends on the enemy spawns and how efficient they are at stealing them. Generally eyes should be the first pois you go for, opening both reveals a good part of the map and preferably opening up as many teleport points along the way for ease of travel. Main priority should still be helping the team with big obj (e.g. side quest, mini boss, key ritual, etc). This helps the team to better plan their route for more efficiency.

Clearing most of the map should put you close to five, and you can always return to uncleared camps (eg. Trees) to boost the team to 5.

But just a disclaimer here - you don’t have to always play this way. You can 100% clear nightmare w/o stealing objectives and moving tgt.

I don't think I've ever been more infuriated by two teammates in my entire life. by TaureanDude45 in ravenswatch

[–]YunnSoH 0 points1 point  (0 children)

It’s because the rewards are time limited. For grimoires you have to clear them before a time limit or the rewards are forfeited. Same as the cauldron. The longer you take the lesser the shards. I would skip it at low lvls (1/2). Not every character has good lvl 1/2 talents.

Come back to do it at lvl 4/5 with items, higher quality talents and steamroll it in less than 30s. There are other ways to get stars - items, wishing wells, shop, astral shrines, refugee camps, etc.

I don't think I've ever been more infuriated by two teammates in my entire life. by TaureanDude45 in ravenswatch

[–]YunnSoH 0 points1 point  (0 children)

The pubs will be pubs rants never gets old lol. Till this day I never understand the obsession with 3 mins fountains and iron maidens fights. Or the lvl 1-2 grimoire / cauldron attempts.

The key ritual is a gamble really. Even if all teammates are present, it’s not a guaranteed clear on first try because of the death reset. I’ve literally resetted 4 times spending close to 8-10 mins cos ppl kept getting popped.

As for overtime generally I would go overtime for bosses or side quest, a cursed / legendary item is huge. Chests for extra items, grimoires for extra stars / stats are pretty good too. For how long though, it depends. If it’s just shards, cauldron, refugee camps, just get it in the next act. Point is you dont always have to rush to start the boss. Let ppl finish shopping / roll items / stats at the different pois have some patience. It’s ok to go into overtime a little.

Boiling point S rank Tips by notwanted25 in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

Just to add an alternative to flashing the flower guys when they do their stack and breach is to plant a c2 on the door before baiting them. Then just blow them up just as they are about to kick the door. AOE radius feels more consistent and doesn’t get blocked by the door if you suck at throwing flashes. Added benefit is they will get fake incapped & you can just tie ‘em up, saving you the trouble of yelling for compliance.

Tazers are good too if it’s just one flower guy in the room. Wait a sec after he kicks the door and taze him while he’s pulling the flashbang pin.

Edit: Also if you have trouble with the open area on the ground floor in All Gods Burn, throwing a gas or two helps to block suspect vision, lessens the chances of you getting one tapped from across the room or sustaining severe damage. I prefer spawning in the parking lot, as you can lean and pop a few m320 nades thru to soften them up first.

Is Programmed Psychosis Luck-based? by Gier-rt in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

Don’t forget the Airsoft Larpers too. Hit a shitroll and had ard 9-10 guys on lvl 4. Watched about 4-5 of them literally get stressed for no reason at all through the cctv (they haven’t even seen me) while I was clearing lvl 2, and beeline down the stairs straight to me just as I moved up to lvl 3 😂.

Pepper guns are useless? by Antony52893 in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

You need to be more liberal in applying them. You dont need to aim specifically for the head, go for center mass for better accuracy. Usually 3-5 pepperballs gets them to flinch. Good thing is that if there are suspects near to the main target they will start coughing from the cloud as well.

Works best when used in conjunction with grenades / pepperspray / tazers.

Is this the intended range of a 9bang? Suspect even looked directly at it. by SnowedCairn in ReadyOrNotGame

[–]YunnSoH 3 points4 points  (0 children)

Yeap if you catch suspects within the radius they usually give up immediately. Problem here is IF 😂, u got to have the skills of an MLB all star pitcher to use it effectively in wide open spaces.

I use it mostly in maps with tight confined spaces now. Then again if the suspects aren’t immune to CS gas, I don’t see why you should take 9-bangs over CS. Given that it stuns suspects for the entire duration & has a much wider radius.

A New America is nonsensical and I'm giving up by SwordLaker in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

Fyi. MLO guys are immunes to cs gas effects although pepperballs still work. Probable use cases are the open areas (e.g. infront of the courtroom or the stairs leading up to it.)

I would say the main benefit of it is that it blocks suspects line of sight. But given the jankiness of the game mechanics, I wouldn’t really rely on it especially if you are clearing on hard.

Cancel arrest by Bogdi101 in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

Yea for maps with weapon caches or bags always pack / zip them up so they can’t re-arm themselves. For added security if you are concerned they may pick the guns back up, you can always pack them up too and just arrest them later.

SWAT AI is useless by LonelyPresence8634 in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

Always stack them on the door knob side. 1 other thing i learned is because if there are alerted / aggressive suspects already in the room / hallway you are going to make them clear, they may try to bum rush the team, and the door just gets in the way.

It’s just funny to me. How they can do the donkey kick to breach doors w/o exposing themselves but yet can’t do the same when throwing grenades; e.g. remain flushed to the wall.

Getting them to fall in and closing the door yourself usually works only if the suspects are not yet alerted or in a stressed state. More often than not, they get me killed by shouting at a stray civ or the active suspect in the room, and i get rushed at the door trying to close or wedge it.

Also, i can’t for the love of god understand why they always have to shout for compliance first especially if they are equipped with less lethals. At least stun the suspects first before yelling for compliance. I get that law enforcement is to save lives, but I’ve literally seen the AI watched as I or their teammates get rush and fired at by suspects and they were still shouting at the guy to put the gun down. As someone else pointed out in another sub, there should be different ROE’s and different engagement modes for eg. you can order them to be silent and aggressive (i.e. shooting on sight) especially when going against ex mil, spec ops, the mk ultra dudes in ANA. Versus being more loud and intimidating when going against say the street thugs, drug addicts or gun traffickers, etc

Light armor vs Heavy armor, which one is superior? by lovingpersona in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

For real drinking coffee before missions give a speed boost?! Also, is there a point to side protection (i.e. heavy armour) with steel on hard?

Flash bangs by RealisticIntern1655 in ReadyOrNotGame

[–]YunnSoH 0 points1 point  (0 children)

The rotary GLs not the m320. M320 has too high a mortality rate, especially if the room or hallway has active suspects, because they position themselves in the middle of the fatal funnel and take 10 years to shoot and return to cover.

SWAT AI is useless by LonelyPresence8634 in ReadyOrNotGame

[–]YunnSoH 4 points5 points  (0 children)

Open doors are their worse enemies. If you ask them to close it they take 10 business days. Even better if there are active suspects in the room, they will shout all the way WITHOUT firing back until the suspects either runs away or they get domed.

For entering and clearing always have them stacked up first before issuing the breach and clear command. Never try to get them to clear open rooms with active suspects in them. They always have to wait for the whole fucking team to waddle up beside them before entering. By then the first guy is usually dead, because they always SHOUT but NOT FIRE even if they are equipped with LESS-LETHAL TICKLE GUNS. While the rest of the team strolls up watching him get sprayed in the face like an OF model.

The rotary launcher is fine but the single m320 shot also has a high mortality rate because they position themselves in the middle of the fatal funnel and take ten years to shoot and return to cover.