Mod list has been added to the description! To answer the question, yes these are vanilla AI (As of 12/6/23) however they are the exception and not the case. For the video I used encounters that were relatively calm and helped explain the points I was making in the video. For those of you who have played the game know the AI currently is NOT this calm a majority of the time, that's why it appears off or non-vanilla. Trust me while recording for this video I died A LOOOTT to the John Wick AI, I just chose the footage that would help demonstrate IRL methodologies of Positive Threat Identification. Hope that helps!
I think the best part about RoN animations (when the AI isn't being completely scuffed of course) is that they actually force you to properly read body language when trying to identify when someone is being compliant or hostile. Because of SWAT 4's engine limitations back in the day, you could easily tell at just a glance of a silhouette if someone's a suspect or civilian. No thinking required. Now, you actually need to do proper procedure and it is simply amazing.
I installed a “no god mode AI” mod and the game is 1000x better now! No more peeking a corner and then all of a sudden meeting god, they even actually miss shots sometimes like a guy tweaked out his mind on drugs would do in real life😂
@@creamyballs it was a combination of suspects almost always carrying firearms PLUS canned animations specific to suspects and civilian PLUS almost every mission having character models specific only to suspects and civilians. Because of these factors combined, it was rarely required to second-glance wether someone was a hostile or civilian in vanilla SWAT 4. Fanmade missions and other mod enhancements "improved" this somewhat by usually adding some sort of homogeneity between suspects and civilians much like how RoN does it now which forced players to really drill down proper procedure when dealing with an unkown contact.
@@clericneokun Those are good points. I've played both games and RoN certainly keeps me second-guessing more than SWAT 4. I asked about the engine specifically because it's a term that gets thrown around a lot when issues often have less to do with engine and more to do with design, time and resource management. Addative content like more animation- and model variety are usually simple technology-wise.
Demeanor: determine what it is, how it is aggressively/passively present towards your direction, give a callout to teammates (gun, knifes) and take action "Gun, gun, gun!" "Tango down" "Uh, that's a phone ..." This game has the most aggressive phone stance than the shooting stance. If a civie quickdrawing a phone for a Tiktok reel, at least 3 officers would put a burst of 5.56 into the chest before the phone leaves back pocket. No A+ rank for us.
the most realistic part :P wasn't there that one riot about some black guy with brown as a last name where he did the same thing in his grandma's backyard? though he probably wasn't going to try for pics.
@@AttacMage I'm not in the field of LE so I wouldn't say I know the department procedures and training. But cases like this happen often, last time I popped up Twitter, a guy got shot just answering the door with hands up, visible, complying.
The concept of ‘identifying hostile or friendly’ in this game is amazing. However, it gets ruined by poor AI design. When suspects are alerted, they have 360 degree vision and almost instant reaction. It’s like you’re fighting against super sentry turrets. I just really hope devs can fix this and if they do, this game will be epic.
It's not gonna get fixed, apparently this is exactly how the devs want it to not make the game too easy. If they wanted to fix it they would've done it, it doesn't take that long to adjust the AI's reaction time.
I died in Ides of March about 20 times, because most of the times they were shooting me before seeing me, not even having fired a shot. Downloaded it. Boom, pass with A.
@@SP_- i got the zombie mod that gives all the suspects knives only. Dude some maps are so scary now, because all they gotta do is get in melee range and it's over. The meth house map is a nightmare because they can bust out of any room suddenly while you're locked in a mag check animation or something. Highly recommended mod
very good info Whiskey! One thing that vanilla RoN kinda bores me is how small the optics appear onscreen, preventing us to see the whole target and immediate surroudings when ADS, certainly a game-only limitation if you take a big screen, like an Eotech, as a reference. That is the biggest reason why we should be able to decide where on the rails we want the optics. keep the hype up bro!
in some maps the civis do have body armor, i assume because theyre high value targets for the suspects and their security detail threw it on em so they wouldnt die to one shot
Thank You for making a clear, concise, non hyperactive video with specific information regarding Ready or Not Gameplay. Like, from the bottom of my heart thank you.
100% ! Especially the non hyperactive part. I despise the fake wonderment and obnoxious over reaction every college bro has on their face when they upload something.
It's nice to get tips like this good tips to have when I occasionally play with mates, my only issue is the SWAT AI, I have had a few experiences where I would ask the suspect to drop the gun only for #2 to enter the room and put 3 into the guys chest.
Its because in a sense the devs realize the suspect AI is kinda cracked. If you look at AI values the SWAT AI has almost double the aim, reaction time, and peripheral vision than the suspect AI does. I imagine this was done because if they were even, you would lose like half or more of your squad every mission, which is not only unrealistic, but would completely break commander mode as squad members would become functionally worthless and just cannon fodder to block bullets for you. This makes wonder why nobody balancing the game thought that if you need to buff your AI team mates so much in order to stand a fair chance in single player, maybe the AI isn't really balanced for actual people.
Sometimes the visibility can be unclear in game, and they also have mixed voice lines. I think this toughness is a good detail, to somewhat simulate randomness even when you try your best. Still, great advice for new players!
I learned this from playing Watch Dogs 1 (if you haven't tagged the targets while in a public area, they blend in very well with civies) and helped a lot in the Piccadilly mission in MW 2019. Speaking of MW 2019, do you think armed suspects in RoN should gain the ability to fire from underneath furniture (like in Clean House) or would that be too much for balancing reasons?
Nah, i'd say its an OK thing to add in ready or not. Aside from minimal weapon balancing and other related things, this game isn't another R6 siege. "Balance" isn't exactly the main defining point of this game but its "Realism". They are aiming to be as realistic as possible, even if some stuff are unfair.
@@96kami31good comment dynamic entry and clearing is not fair in general. You need to remove their tools as much as possible. One of my buddies lost some one on the team that got shot in the face immediately on entry. A lot of units towards the end of the war would also utilize call out procedures followed by precision strikes on a building before an attempt to enter was even done. What would be realistic and OP for this game would be enabling window entries or scenarios where you could make your own entry 😂.
@@96kami31 I’d argue that their AI is pretty far from “realism”. Most criminals are not going to rush a heavily armed swat team to go cqc with them, nor do they have superhuman reaction times or the ability to accurately target people through any obstacle, regardless of how powerful their weapon. SWAT 3 and 4 suspects are a lot more realistic, and those came out decades ago
Really hope they tweak the enemy AI, maybe adding more animations so it's less obvious that they're gonna pull a gun out when they're fake surrendering
Since 1.0 I have been a lot more careful and a lot more patient before I shoot, yes I get a lot more arrests but also die a lot more too because of 'John Wicks' (unrealistic reaction times with insane lethality even with pistols vs Heavy steel and ballistic mask) which is incredibly frustrating because I could shoot first ask questions later.
hold your gun Low Ready in front of a suspect will kill you in some situation, because the in this game the target can turn faster the gun in your direction then then you get the gun up again. My suggestion, hold your weapon ready but lower the gun that you can see the hands of the suspect. Suspect under the Bed, simply not true! you can control the target and see what he is doing! if you use crouch or if you use free leaning alone, you only can see something under the bed if you are far enough away! But if you crouch and then also use free lean you are able to get much lower and so you can check the beds etc. in closer range
My first check is always hands first, I'm always aiming at hip level anytime I'm clearing If nothing in hands, I look the rest of their person over to see if it's a suspect model or civilian (usually don't even really need to look at more than what they're wearing) If something in hands but its still down by their hips, I issue commands If their arms are already in a shooting stance then they get shot without hesitation
Tbf I’ve found using canted sights allows me to do the body and hands check while holding the gun on target which reduces the amount of deaths that happen because the AI lock on to the head
The AI after 1.0 pretty much never give up without some form of force. Yelling doesn't work anymore at all. You have to flash, beanbag, etc. They also don't hesitate to shoot when they see any part of your body. Very hard.
"Sometimes the AI will turn John Wick" All I want is the AI to not have a fcking paper heart by being stressed out for every round that they themselves shell out
I don´t get it. Most of the situations you show are unreal in my game. In my game most of the bad guys respond like daredevil, shooting point blank, without seeing you, lightning response and hard as a rock... I dont know if they improved or not the AI..but for me it needs a lot of work
Or you could just follow the general rule i do. Basically it goes like this Does the suspect have a weapon? Yes? What weapon? a knife?, try to get them to comply otherwise shoot, a gun? First degree murder Unarmed? Spam F or some good ol fashioned police brutality While yes you won't get an S rank because some maps require arresting armed suspects, but i went from 7 attempts and dying on each one and almost making another hole in my wall to leaving with more than 50% hp on about 2-3 attempts
I watched my friend play this game in discord and i love it already. im gonna buy it next month thank you for the nice tips im sure i could use them one day when i need it!
Ive been banging my head against a wall after 1.0. The suspect AI is absolutely fucking ridiculous. I have tried meticulously bang clearing every room with all of my SWAT ai using beanbags and pepperball guns and for some reason the suspects dont care when they get flashed or hit with a million pepperballs and still insta headshot me ruining my run.
After trying out 1.0, Brisa cove is virtually impossible with just the AI. My final strat for that map was everyone with shields and to essentially wedge every single door that connected to the hallways. Still even if you’re careful, you can easily get wall banged by the AI so… looks like VOID has some patches to implement after their break.
Most of my deaths have been from me calling for compliance, then getting domed within .2 seconds. They're so damn fast! I just uploaded a clip today of it happening to me.
How I theoretically approach this issue: I see a gun in hand and it's not one of my team mates, he's going down. How it actually goes down: I hide behind my shield in fetus position while the AI on both sides dukes it out and someone is left standing.
what are all your mods? the ai seems fair and it looked like he actually surrendered in the meth house, the gun offset is really nice and not distracting.
Damn! I thought everybody did this. Minus the waistline, these are my subconscious cues to look for. I'll have to start being more attentive to the waistline.
I only got good at threat identification because I put in 300 hours into Ready or Not lol. It appears I've only been checking for the Whole Body, Hands, and Demeanor part though. Never the waistline, unfortunately. However, funnily enough, I do still accidentally shoot unarmed civilians that I see when they are at point blank range and sprinting at me. (Totally did not happen on the school shooting map, tooootally did not.)
Tried to use this. but the AI just shot me in the head through a solid cement wall. glad I was a supporter since before this hit steam. and the devs haven't fixed one damn thing.
9 out of 10 times it is very hard to even begin trying to use verbal methods in the game. Most of the AI's I've encounter would start shooting immediately on contact leaving no room to either react or even to get a surrender. This of course does not include civilians however getting a surrender for me is flashing, gassing, non lethal or not going for the kill sure to ensure I can get a surrender. Of course the video is not about getting enemies to surrender, I am just pointing out the fact that it is difficult to utilize verbal tactics without getting shot at right out the gate. Also not the mention the AI's in 1.0 update are like literal aimbots, faster than I can even react and 10 times more accurate.
I check if theyre good instead of if theyre bad. I assume everyone is bad and check if theyre friendly instead of checking if theyre bad. if that makes sense
They do but they don't lean on walls as much, they'll often run much farther away now or to a new room after being shot. They can be pretty unpredictable they still seem to like pushing a lot too.
The recent fix made it a bit better but if you yell for compliance or hear you, suspects will definitely flank a lot and aggressively, they also hold corners perfectly which is not unrealistic but... They can remain in red alert for the entirety of the mission which is very unrealistic. The human brain can only remain in red alert for two minutes at most, you can't focus more than that.
How does this help with S rank? If you kill them anyway like in the video its not S rank and if you play non lethal weapons like you need to for S rank then you can kinda just blast everyone thats not already surrendering anyway
Genuine question: Are you using a mod that lowers the aggro of hostile NPCs? I dont want to call you a cheater, if you did, I would understand completely using one for educational purposes while recording this video or if you personally found the game better that way. I ask because the NPCs shown in the video seem very slow compared to my usual RoN matches. They always shoot at me after opening a door, while crossing a hallway, insane 180 shots, etc. While you did acknowledge "John Wick NPCs", I dont think Ive ever seen their behaviour as shown in this video. Anyways, great tips. Thank you for sharing your knowledge.
No worries! Check the description for the mods I use! I don’t think any of them affect the NPC behavior but if they do, I in no way meant for it to. The footage you see here is the result of nine attempts at playing through the maps. ultimately the footage is selected was the ones in which I could use for teaching which correlates with the ones that also look like the NPC’s are much more calm. After 360+ hrs of playing the game sometimes I just get lucky haha.
@@SixtyAteWhiskey AHAHAHA yeah, sometimes you can do the best in a match, and it all may fall down to luck. It is what it is. I did figured you cherry picked the most usefull takes, but I was still frustrated a bit with my very own personal John Wicks that im always up against. Thank you again! Cheers.
If you mean the low ready or the high FOV those are just in the settings 😁 otherwise the only other thing that’d do that is the gunfighter improvement mod
I’m using the vanilla AI! I think someone else commented about the AI acting weird too. I have a few mods installed, which are listed in the description, but I don’t know if any of them affect the NPC‘s behavior. I’ll have to see lol
@@SixtyAteWhiskey I mean, the Vanilla AI, is usually more aggressively, than what you show on the video, but like you explained, you choose the best clips to demonstrate what you're talking (like a good editor should do 👌🏻). If you have the AI that comes with the maps, that could change, but I think you don't, since you use Nexus, and can choose only the map. ✌🏻 But I'm loving this approach to simulate IRL tactics and mindset, which, in my opinion, it's one of the best ways to play the game, since it's a SWAT simulator. 🖖🏻
Mod list has been added to the description! To answer the question, yes these are vanilla AI (As of 12/6/23) however they are the exception and not the case. For the video I used encounters that were relatively calm and helped explain the points I was making in the video.
For those of you who have played the game know the AI currently is NOT this calm a majority of the time, that's why it appears off or non-vanilla. Trust me while recording for this video I died A LOOOTT to the John Wick AI, I just chose the footage that would help demonstrate IRL methodologies of Positive Threat Identification. Hope that helps!
I think the best part about RoN animations (when the AI isn't being completely scuffed of course) is that they actually force you to properly read body language when trying to identify when someone is being compliant or hostile. Because of SWAT 4's engine limitations back in the day, you could easily tell at just a glance of a silhouette if someone's a suspect or civilian. No thinking required. Now, you actually need to do proper procedure and it is simply amazing.
I installed a “no god mode AI” mod and the game is 1000x better now! No more peeking a corner and then all of a sudden meeting god, they even actually miss shots sometimes like a guy tweaked out his mind on drugs would do in real life😂
Do you know how the engine limited NPC readability?
@@creamyballs it was a combination of suspects almost always carrying firearms PLUS canned animations specific to suspects and civilian PLUS almost every mission having character models specific only to suspects and civilians. Because of these factors combined, it was rarely required to second-glance wether someone was a hostile or civilian in vanilla SWAT 4. Fanmade missions and other mod enhancements "improved" this somewhat by usually adding some sort of homogeneity between suspects and civilians much like how RoN does it now which forced players to really drill down proper procedure when dealing with an unkown contact.
@@clericneokun Those are good points. I've played both games and RoN certainly keeps me second-guessing more than SWAT 4.
I asked about the engine specifically because it's a term that gets thrown around a lot when issues often have less to do with engine and more to do with design, time and resource management. Addative content like more animation- and model variety are usually simple technology-wise.
This is one of the best things about the gameplay unless you’re that guy who just shoots them immediately
lmao@@death8136
bruh who asked you
@@mark9237 Who tf are u?
@@death8136 uh oh big boy did i cross your boundary line?
@@mark9237 lol u autolike ur comments, thats sad.
Demeanor: determine what it is, how it is aggressively/passively present towards your direction, give a callout to teammates (gun, knifes) and take action
"Gun, gun, gun!"
"Tango down"
"Uh, that's a phone ..."
This game has the most aggressive phone stance than the shooting stance. If a civie quickdrawing a phone for a Tiktok reel, at least 3 officers would put a burst of 5.56 into the chest before the phone leaves back pocket. No A+ rank for us.
the most realistic part :P
wasn't there that one riot about some black guy with brown as a last name where he did the same thing in his grandma's backyard? though he probably wasn't going to try for pics.
@@AttacMage I'm not in the field of LE so I wouldn't say I know the department procedures and training. But cases like this happen often, last time I popped up Twitter, a guy got shot just answering the door with hands up, visible, complying.
@@heybimo that's a screwed one.
but yeah, you do hear a lot about "sewerslide" by cops where people use a phone to go out.
@@AttacMage Yeah I think I remember seeing that. I think he ran from the police and purposefully held his phone in a similar stance to a gun.
2:01 "in the police world we call this.. a CLUE!" cracked me up :)
The concept of ‘identifying hostile or friendly’ in this game is amazing. However, it gets ruined by poor AI design. When suspects are alerted, they have 360 degree vision and almost instant reaction. It’s like you’re fighting against super sentry turrets. I just really hope devs can fix this and if they do, this game will be epic.
It's not gonna get fixed, apparently this is exactly how the devs want it to not make the game too easy. If they wanted to fix it they would've done it, it doesn't take that long to adjust the AI's reaction time.
mods. just use mods
I like the 'No Crack for A.I.' mod available in-game. I think it tweaks the suspects just about right to make it fair-ish
I died in Ides of March about 20 times, because most of the times they were shooting me before seeing me, not even having fired a shot.
Downloaded it.
Boom, pass with A.
@@SP_- i got the zombie mod that gives all the suspects knives only. Dude some maps are so scary now, because all they gotta do is get in melee range and it's over. The meth house map is a nightmare because they can bust out of any room suddenly while you're locked in a mag check animation or something.
Highly recommended mod
@@SpruceCampbell Oh 100%
Just wish your AI teammates would do something instead of watching you get repeatedly stabbed
very good info Whiskey! One thing that vanilla RoN kinda bores me is how small the optics appear onscreen, preventing us to see the whole target and immediate surroudings when ADS, certainly a game-only limitation if you take a big screen, like an Eotech, as a reference.
That is the biggest reason why we should be able to decide where on the rails we want the optics.
keep the hype up bro!
What fov u using?
Me when I find out that infact the man running away with a chest rig and balaclava is indeed a civilian.
in some maps the civis do have body armor, i assume because theyre high value targets for the suspects and their security detail threw it on em so they wouldnt die to one shot
Thank You for making a clear, concise, non hyperactive video with specific information regarding Ready or Not Gameplay. Like, from the bottom of my heart thank you.
100% ! Especially the non hyperactive part. I despise the fake wonderment and obnoxious over reaction every college bro has on their face when they upload something.
I really hope friendly but armed cops will be on scene in 1.0.
Pretty sure we are getting an undercover + armed agent in the dealership map
Aren't trailers going to be added? They might be what you're looking for
@@ASqdrnDA Yeah, but that's different. They come after the mission ends.
@@N_-pp2cfhow do we know if someone is undercover?
@@Im_oofman232 should be by a badge they’ll try to pull out and show you or by voicelines
I feel like this has the potential to be super helpful. I just hope I can do this before the enemies navy seal training kicks in.
People be like "You mean DEVGRU?"
It's nice to get tips like this good tips to have when I occasionally play with mates, my only issue is the SWAT AI, I have had a few experiences where I would ask the suspect to drop the gun only for #2 to enter the room and put 3 into the guys chest.
Its because in a sense the devs realize the suspect AI is kinda cracked. If you look at AI values the SWAT AI has almost double the aim, reaction time, and peripheral vision than the suspect AI does. I imagine this was done because if they were even, you would lose like half or more of your squad every mission, which is not only unrealistic, but would completely break commander mode as squad members would become functionally worthless and just cannon fodder to block bullets for you.
This makes wonder why nobody balancing the game thought that if you need to buff your AI team mates so much in order to stand a fair chance in single player, maybe the AI isn't really balanced for actual people.
After 100-200 hours in game you just remember how suspects and civils models look like
Sometimes the visibility can be unclear in game, and they also have mixed voice lines. I think this toughness is a good detail, to somewhat simulate randomness even when you try your best. Still, great advice for new players!
I learned this from playing Watch Dogs 1 (if you haven't tagged the targets while in a public area, they blend in very well with civies) and helped a lot in the Piccadilly mission in MW 2019.
Speaking of MW 2019, do you think armed suspects in RoN should gain the ability to fire from underneath furniture (like in Clean House) or would that be too much for balancing reasons?
Nah, i'd say its an OK thing to add in ready or not. Aside from minimal weapon balancing and other related things, this game isn't another R6 siege. "Balance" isn't exactly the main defining point of this game but its "Realism". They are aiming to be as realistic as possible, even if some stuff are unfair.
@@96kami31good comment dynamic entry and clearing is not fair in general. You need to remove their tools as much as possible. One of my buddies lost some one on the team that got shot in the face immediately on entry. A lot of units towards the end of the war would also utilize call out procedures followed by precision strikes on a building before an attempt to enter was even done.
What would be realistic and OP for this game would be enabling window entries or scenarios where you could make your own entry 😂.
@@96kami31 I’d argue that their AI is pretty far from “realism”. Most criminals are not going to rush a heavily armed swat team to go cqc with them, nor do they have superhuman reaction times or the ability to accurately target people through any obstacle, regardless of how powerful their weapon. SWAT 3 and 4 suspects are a lot more realistic, and those came out decades ago
Really hope they tweak the enemy AI, maybe adding more animations so it's less obvious that they're gonna pull a gun out when they're fake surrendering
Since 1.0 I have been a lot more careful and a lot more patient before I shoot, yes I get a lot more arrests but also die a lot more too because of 'John Wicks' (unrealistic reaction times with insane lethality even with pistols vs Heavy steel and ballistic mask) which is incredibly frustrating because I could shoot first ask questions later.
hold your gun Low Ready in front of a suspect will kill you in some situation, because the in this game the target can turn faster the gun in your direction then then you get the gun up again. My suggestion, hold your weapon ready but lower the gun that you can see the hands of the suspect.
Suspect under the Bed, simply not true! you can control the target and see what he is doing!
if you use crouch or if you use free leaning alone, you only can see something under the bed if you are far enough away! But if you crouch and then also use free lean you are able to get much lower and so you can check the beds etc. in closer range
Everything that moves in a map is a threat, as a mercenary playstyle I always get the job done!
My first check is always hands first, I'm always aiming at hip level anytime I'm clearing
If nothing in hands, I look the rest of their person over to see if it's a suspect model or civilian (usually don't even really need to look at more than what they're wearing)
If something in hands but its still down by their hips, I issue commands
If their arms are already in a shooting stance then they get shot without hesitation
Tbf I’ve found using canted sights allows me to do the body and hands check while holding the gun on target which reduces the amount of deaths that happen because the AI lock on to the head
The AI after 1.0 pretty much never give up without some form of force. Yelling doesn't work anymore at all. You have to flash, beanbag, etc. They also don't hesitate to shoot when they see any part of your body. Very hard.
I always ads and look at the waste, because my scope is too big and I can't see shit even though it's a 1 x
So hyped for 1.0 💯
@ 1:27 I swear I heard 'look at their waistline, identify if they have a weapon or a vaj' 😮 changed the whole narrative from that point on.
time to go in to try it and immideatly panic at the first shot thrown at me
"Sometimes the AI will turn John Wick"
All I want is the AI to not have a fcking paper heart by being stressed out for every round that they themselves shell out
Definitely useful. Sort of like reading the field as a QB, sometimes you don't have time to check everything!
I don´t get it. Most of the situations you show are unreal in my game. In my game most of the bad guys respond like daredevil, shooting point blank, without seeing you, lightning response and hard as a rock... I dont know if they improved or not the AI..but for me it needs a lot of work
This is pre-1.0. They really borked the AI on release
Or you could just follow the general rule i do. Basically it goes like this
Does the suspect have a weapon? Yes? What weapon? a knife?, try to get them to comply otherwise shoot, a gun? First degree murder
Unarmed? Spam F or some good ol fashioned police brutality
While yes you won't get an S rank because some maps require arresting armed suspects, but i went from 7 attempts and dying on each one and almost making another hole in my wall to leaving with more than 50% hp on about 2-3 attempts
Swat officers have every right to smoke hostiles when they are holding a gun
"In the police world, we call this....a CLUE"
**flashbacks to academy instructors saying this 1000x**
Me "Sharing" mozambiques with every suspect not complying within 0.01 seconds: "Cowabunga it is"
imagine tearing off a guy's hand with 6 bullets and the guy still shoots 10 bullets on your face like nothing happened
I watched my friend play this game in discord and i love it already. im gonna buy it next month thank you for the nice tips im sure i could use them one day when i need it!
tomorrow is the announcement right? I really hope they deliver... I truly miss playing
Ive been banging my head against a wall after 1.0. The suspect AI is absolutely fucking ridiculous. I have tried meticulously bang clearing every room with all of my SWAT ai using beanbags and pepperball guns and for some reason the suspects dont care when they get flashed or hit with a million pepperballs and still insta headshot me ruining my run.
After trying out 1.0, Brisa cove is virtually impossible with just the AI. My final strat for that map was everyone with shields and to essentially wedge every single door that connected to the hallways. Still even if you’re careful, you can easily get wall banged by the AI so… looks like VOID has some patches to implement after their break.
Dude your humor is on point. I like ya, have a like and a subscribe
0:56 made me like instantly you read my mind😂
I miss this type of video from you. Hopefully with the update coming out soon. You will be able to teach us more stuff.
Most of my deaths have been from me calling for compliance, then getting domed within .2 seconds. They're so damn fast! I just uploaded a clip today of it happening to me.
Me, who just sends my squad out there: Oh, that guy is already dead?
Homie at 2:00 saw two of his bros get absolutely smoked and thought "Nah, I'd win" the fucking balls on that tweaker lmao
How I theoretically approach this issue: I see a gun in hand and it's not one of my team mates, he's going down.
How it actually goes down: I hide behind my shield in fetus position while the AI on both sides dukes it out and someone is left standing.
id love to try out those things in the game seems like a new way to play it
Me who just shoots if they have a weapon:
gun goes brrrrrr clearing is just fine but ty for the OPTIONAL advice
what are all your mods? the ai seems fair and it looked like he actually surrendered in the meth house, the gun offset is really nice and not distracting.
I am currently trying to play but i seems every bad guy is ready to die for the cause, and shoots at everything that moves, ill try again.
I have an easier way of threat identification (For S rank runs that is); if you ain't carrying an orange gun, you're fair game for beanbag rounds.
Damn! I thought everybody did this. Minus the waistline, these are my subconscious cues to look for. I'll have to start being more attentive to the waistline.
I only got good at threat identification because I put in 300 hours into Ready or Not lol. It appears I've only been checking for the Whole Body, Hands, and Demeanor part though. Never the waistline, unfortunately.
However, funnily enough, I do still accidentally shoot unarmed civilians that I see when they are at point blank range and sprinting at me. (Totally did not happen on the school shooting map, tooootally did not.)
You can bash when deploying taser btw
Bro the enemies in my game just clapped me before I realized what’s going on
Great breakdown!
Bro every time I meet AI. I don't have time to check if they have a gun or not. As soon AI sees me my brain get evicted
Tried to use this. but the AI just shot me in the head through a solid cement wall. glad I was a supporter since before this hit steam. and the devs haven't fixed one damn thing.
9 out of 10 times it is very hard to even begin trying to use verbal methods in the game. Most of the AI's I've encounter would start shooting immediately on contact leaving no room to either react or even to get a surrender. This of course does not include civilians however getting a surrender for me is flashing, gassing, non lethal or not going for the kill sure to ensure I can get a surrender. Of course the video is not about getting enemies to surrender, I am just pointing out the fact that it is difficult to utilize verbal tactics without getting shot at right out the gate.
Also not the mention the AI's in 1.0 update are like literal aimbots, faster than I can even react and 10 times more accurate.
It’s a pain, I installed the Just Say No mod and it’s worked wonders.
hi, what is the map in 0:55? is it a kind of killhouse?
0:56 ohh yeee Merle moment
I feel like waistband part isn't helpful enough to be considered because of the way I have my team operating at all times.
you said you were such an angel who never swore in the long dark stream and then i hear you say 0:36 ???
Identifying a threat is great. So is being aimbotted through a wall 2 rooms over by INSANE ai mechanics
Meanwhile, I'm like "He no tan, have helmet and mask? He enemy!" *bang bang*"
And, I mean, hey it works, its peak caveman but it works.
if you don't get walled, aim botted or face an ai with god mode this new update these tips will work lol
love your editing
Unrelated, but am I stupid or can I not find a balaclava in the base game
How did you spawn A.I in the killhouse?
Example - 0:45
Thanks for the great insight!
Except in this game all that matters is if they have a weapon or they don’t.
Aint no way you shot him with a taser and he didn't even react, then pulls an mf gun
you telling me people don't PID the first pinto-second they enter a room :D
john wicky
Grate video man I have a friend who shoud watch it😅
I think we all do😂
I check if theyre good instead of if theyre bad. I assume everyone is bad and check if theyre friendly instead of checking if theyre bad. if that makes sense
Still usefull a year later👍
whats the weapon ur using and the suppressor at 1:58 ?
"to get you ready for 1.0"
"i know the npcs can be john wick-y at times"
since 1.0 i havent seen a suspect take cover ever, unfortunately.
They do but they don't lean on walls as much, they'll often run much farther away now or to a new room after being shot. They can be pretty unpredictable they still seem to like pushing a lot too.
The recent fix made it a bit better but if you yell for compliance or hear you, suspects will definitely flank a lot and aggressively, they also hold corners perfectly which is not unrealistic but... They can remain in red alert for the entirety of the mission which is very unrealistic. The human brain can only remain in red alert for two minutes at most, you can't focus more than that.
How does this help with S rank? If you kill them anyway like in the video its not S rank and if you play non lethal weapons like you need to for S rank then you can kinda just blast everyone thats not already surrendering anyway
Give them the occular pat down!
Is this is a video for people who can't indentify fellow swat officer? Or there are actual police officers roaming the area in the missions?
The suspect AI? Yeah it's bullshit. The teammate AI is great though.
Commenting for algorithm, good vid! 👍
What Gun is he using?
How do you move around so fast? Is that a mod?
has to be, he's moving around at low ready speed with the weapon up
What was that holographic scope and magnifier called?
How do you get the gas mask in this game?
The gyatt virus has finally infect Whiskey 😭😭😭
Here after 1.0 TGA announcement
what is that scope you have on your gun? i haven't seen that in game yet
Blood for the Blood god!
Genuine question: Are you using a mod that lowers the aggro of hostile NPCs?
I dont want to call you a cheater, if you did, I would understand completely using one for educational purposes while recording this video or if you personally found the game better that way.
I ask because the NPCs shown in the video seem very slow compared to my usual RoN matches. They always shoot at me after opening a door, while crossing a hallway, insane 180 shots, etc. While you did acknowledge "John Wick NPCs", I dont think Ive ever seen their behaviour as shown in this video.
Anyways, great tips. Thank you for sharing your knowledge.
No worries! Check the description for the mods I use! I don’t think any of them affect the NPC behavior but if they do, I in no way meant for it to.
The footage you see here is the result of nine attempts at playing through the maps. ultimately the footage is selected was the ones in which I could use for teaching which correlates with the ones that also look like the NPC’s are much more calm. After 360+ hrs of playing the game sometimes I just get lucky haha.
@@SixtyAteWhiskey AHAHAHA yeah, sometimes you can do the best in a match, and it all may fall down to luck. It is what it is.
I did figured you cherry picked the most usefull takes, but I was still frustrated a bit with my very own personal John Wicks that im always up against.
Thank you again! Cheers.
wait, you're telling me most people accidentally shoot non-threat target?
0:56 lmao I was thinking the exact same thing
What red dot sight are you using in the video?
great video. keep it up!
Hey, i know u added a mod list, but i cant find out which mod is used to get the realistic POV with the gun. Can u pls tell me? ^^
If you mean the low ready or the high FOV those are just in the settings 😁 otherwise the only other thing that’d do that is the gunfighter improvement mod
Great vid🤟
Awesome video, as usual! :D
Are you using Vanilla AI for this video? Or modded one?
Keep the GOOD WORK! :)
I’m using the vanilla AI! I think someone else commented about the AI acting weird too. I have a few mods installed, which are listed in the description, but I don’t know if any of them affect the NPC‘s behavior. I’ll have to see lol
@@SixtyAteWhiskey
I mean, the Vanilla AI, is usually more aggressively, than what you show on the video, but like you explained, you choose the best clips to demonstrate what you're talking (like a good editor should do 👌🏻). If you have the AI that comes with the maps, that could change, but I think you don't, since you use Nexus, and can choose only the map. ✌🏻
But I'm loving this approach to simulate IRL tactics and mindset, which, in my opinion, it's one of the best ways to play the game, since it's a SWAT simulator. 🖖🏻