Under the command function: AI can also deploy grenades at the players desired location. Aim where you want them to throw the grenade and they will do their best to throw the grenade towards your desired location. You can also apparently equip AI SWAT officers with shields and use the command deploy menu for them to pull the shield out and utilize it (this was implemented recently, and I didn't check the patch notes).
You can but you can't really determine where in the stack they go, and since you can only peek with a shield, you can't get the shield to open the door and go in first. HOpefully it's fixed but right now it's not a great tool for AI.
@@K3ntucky123 You say "too aggressive" as if it's an objective thing. I agree, the aimbotting may need to be turned down but that's not being aggressive, it's not like the enemies are charging into every situation pushing your squad back constantly. I'm sure they designed the AI to be difficult to deal with to discourage a full guns blazing run into every room instantly approach and encourage checking doors and tactical decision-making.
4:10 as a vet that did a ton of urban ops/CQC drills with SF shoving your barrel that close to a corner is bad practice anyways because you don’t initially know what is around that corner and if the combatant is smart and/or prepared they can simply hide up against the wall and grab the muzzle of your weapon as soon as you stick it around the corner to either attempt to steal your weapon, stab/shoot you at point blank while they have control of your muzzle, or simply prevent you from aiming at them as they fight with you. Generally you’ve got a couple options in that situation. You can either fight the person for control over the weapon which will be difficult at best, or if you’re quick you can simply let go, and draw your sidearm to shoot them before they aim your weapon at you (any trained person should be fast enough to do this before they can flip the weapon around) Would be really cool if they implement situations like this eventually
Yeah but realistically if someone grabs your rifle from you its pretty much done there. Its possible and likely theres someone else in that room ready to kill you once youre yanked in drawing your sidearm. In real scenarios and especially in this game😂
The points on gun compression are nice to be aware of, but in my opinion you really shouldn't be hugging walls, door frames and corners to the point it'd even be an issue. think of it this way, real life police and military do not put their bodies directly against the wall because they can't get their gun up/down before they expose themselves. when you peek you give a way easier profile to shoot, but if you hang back you don't need to silhouette as much.
I don’t think you know what police and military personnel are taught to do in these situations bc they are taught to hug the walls. It means you have somewhere to put your back and not worry about what is behind you
The first loadout I made was with a pretty big AR and a huge suppressor. Most of this game is close quarters and it was very difficult to even peak a door. Now I use a very short SMG with no suppressor and I'm able to pie a room from behind a peaked door. Haven't had a situation yet where I was under powered or out ranged. Flashlight is a must.
Also if I remember correctly, Stinger grenades can actually kill suspects and civilians if you use them too often and have a high radius of where the rubber balls go, so its rather risky using them
Would like to see a breakdown of the various weapons, and attachments. I'm still not sure the various forward grips actually do anything or are just cosmetics . - I hope they expand the AI further. As someone that played a bunch of Swat 3 back in the day, I'm glad to to see some new things like the false surrender. I'd like to also see the AI pull out non-weapon items like phones or wallets. Sadly that's something that happens often which in high stress, low light situations really tests trigger discipline.
I've only quickly tested the underbarrel attachments and muzzles for differences and what I've noticed is that the VFG provides the most recoil control while the angled grip I THINK lets you move faster when aiming down sights. Combat grip doesn't provide as much recoil reduction as the VFG. For muzzle attachments I've found that the ASR Brake provdes the most recoil reduction while the SFMB provides slightly less but apart from that I don't know what other bonuses/changes they provide. My usual goto guns are the MP5 and the HK416.
@@HellKnightX88 Yeah that's pretty much what I've been finding as well. Right now the MP5 and MPX are my goto guns because they have the best iron sights I've found so far. Pretty much all of the optics suffer from red-dot wash out if you pair them with a flashlight so I experimented with using irons. Hopefully they implement the ability to adjust the brightness of the optics like in Ground Branch. Some irons are better than others, and so far my favorites are the MP5 and MPX which have very unobtrusive irons which can be reduced even further if you disable ADS zoom. Sadly the HK416's irons have been modeled with the small peep flipped up for long range shooting... which makes them far from ideal for a game primarily about clearing rooms. Right now, I haven't come across any enemies that are able to tank through a 9mm burst so apart from the greater wall penetration and "cool" factor I've not found much use for the assault rifles. The shotguns are pretty decent, but if the in game gun range bullet impacts are to be believed it might be because the shotguns are bugged. Go look at the spread patterns in the kill house - to me they look enormous even with the various muzzle attachments. I suspect that there's a decimal place out of sorts, or that some attribute of the saw-off shotguns are being referenced for the full size models. Ironically SWAT 3 had a similar bug for shotguns where you could exploit the "expanding cross hairs" of shot probability that were affected by movement. If you pulled the trigger just as you started moving forward you could get your shotgun to pattern like a claymore and cover half the screen with buck.
1:20 I thought so too, until I noticed that the flashbangs are inconsistent af right now. Sometimes suspects dont get flashed properly and if the room is too big, enemies dont get flashed if they are in a far corner (but still in direct line of sight). Also, I feel like they recover way faster than from stingers.
@@fernandoferraz2057 Mate, in reallife a flashbang's flash doesn't just get dimmer after 5 meters. You look into that fucker from CQC distances and you are blind af, that's how it works in reallife.
Something that contributes to the feeling of inconsistency is the fact that some of the enemies wear welding masks or goggles, according to the devs that actually does affect their resistance to being flashed
Actually the AI can use shields. If you press deploy, you will have the option to command the ai to deploy their shields. But if they need to open a door, throw a flash, etc., they unequip their shield so you'll need to command them again. Other than that, great video!
The Ai with the shield also doesn't go through the door first all the time like I thought. I got a lot of hope for this game so I'm sure they'll fix that.
I will try to tell the element that has the shield to stack or enter first, then tell the other element to follow. Helps but still no guarantee shield enters first. Would be nice if the shield was in the breach menu,
Gas Grenade is the most useful grenade because it lasts longer, has a wider radius and works instantly, even before the animation spreads. The radius is also larger than the gas cloud. Give your guys gas masks and you can throw them in before combat
The animation doesn't sync with the plume of the smoke radius, some suspects will not be effected because they are wearing gas masks, it creates a smoke screen that the suspects can easily see through and causes target ID issues for SWAT (especially in co-op because the AI see through it).
Hey bro I found your beginner guide and now this one, content is limited as of yet so I greatly appreciate it. This has helped me quite a bit, love this game.
Also, pistols are a very useful weapon in thighs spaces. They take less time to aim and provide a little more flexibility. I noticed that the FN five Seven has very low recoil!
In my experience, AI will use shields upon entry as long as you give them one. I sometimes equip Alpha with a shield and bravo with a breaching shotgun, and when they open/breach and clear, the shield guy will automatically take point with his shield equipped.
At about 14:00 you're talking about checking if they got hurt @Invictus. U can see that in the bottom right corner. No need to cycle the cams. Also with that in mind. If u have the AI mirror the door. Watch that persons info down in the bottom right. It will say no traps spotted/trap spotted/enemy spotted etc. Makes them alil more useful on the mirroring. Although, I like you still mirror myself lol. None the less great vids. I've picked up some great tips from ya
i hope they also add more less lethal options and put more self awerness to the AI because they sometimes runing into room like there is no tommorow and enemy shooting from the opened bathroom to either kill them or injure and they really took few moment to realize there is danger and still reacting too slow.... I equipped them with the tasers and shields but thoose are prety much useless.... in conclusion what will make AI better is better less lethal guns and faster reactions to situation. I am so happy this game came out already i was waiting for it since swat 4 and i had so much hours on that. RoN is ealry access so i am really excited for updates i hope it will turn into best swat or police themed game and will lead to more games made to this style
I just realized that I don't think I've ever seen a door in real life that can be opened both ways. The doorframe obviously prevents that usually and the hinge wouldn't allow it either since the hinge is on one side of the wall Might be a regional thing though, similarly I can't think of a single front door that opens inwards where I live. Maybe something to do with harsh winters and much more insulated doors and houses in general
If you're using default keyboard binds, how are you effectively peeking left and strafing left at the same time? Holding Q+A makes me feel like I'm going to break my fingers
instead of throwing flashbang and quickly let your team breach and clear on the command menu, you can hold shift while you select "Breach and clear", they will not doing anything unless you execute your command.
Something else to note always always always cuff dead suspects they like to play dead and hop up and stab you from behind but if you cuff them they can’t do that
One thing i kinda dont like and hopefully gets fixed is the a.i one shotting me 1 or tracking through walls they shouldnt be able to see through but this game is is still 🔥 Edit: btw does anyone else have to give the game permission every time you start the game after turning on/restarting your pc?
Yes, the game keeps giving a permission window for first time installs. Do you have the game on a drive other than C? I think that might be the problem, since I noticed the window mentioned a file path to drive C despite being installed on D.
Believe it or not the shooting-through-walls thing is more accurate than you think it is. You’d be surprised how well a decent ear can tell where someone is on the other side of a wall based on sound alone. In high pressure environments like the ones this game is simulating, hostiles also often spam through walls because it’s more effective than film makes it out to look.
5:02 I mean the easiest way to get around weapon compression is just to not get so close to walls. Given the AIs tendency to shoot through walls anyways, you shouldn't have to or need to get close enough to a wall for weapon to compress.
There are many door ways or corridors that are extremely compressed. Not sure what weapons you normally bring in, but it's definitely something to look out for.
You do if you want to peek tight corners with doors like at that mark. It's kinda bugged tho, sometimes your gun goes up if you have complete clearance.
When you open the tablet and show the map, there is a star icon in the bottom right corner. It opens a menu with all kinds of icons with waypoints, manuevers, landmarks, etc... Anyone tried that yet?
Great tips video that's still relevant a year later. The key to queue commands is not bound in my game, and I cannot find the option in the control settings. Can someone help me out? :/
Having them toss through the crack is so helpful and I could never get them to do it. Guess I know what I'll be doing now. Is there a command to make the AI peek a door?
11:12 - I'd actually recommend standing right up against the door, since this prevents someone on the other side from opening it. AI enemies cannot "pull" doors open, so you're safer to bodyblock it and it's unlikely you'll get targeted through it. I've only been fired at through walls, windows, and sandbags. Oddly enough, doors seem to be the most reliable barrier in the game right now, as long as you aren't already being fired upon.
hahah, you dont need to tell your mate 2 Meters away that you just fired multiple shots..... - here´s a secret: He could hear it. - Police does that thru Radio to inform other Police Men far away...
People aren’t gonna like it, but I’m really gonna recommend the gunfighter mod here. I don’t feel like its cheating. Incorrectly compressing your rifle is a dev issue not a skill issue
Game looks great. I have been pondering purchase. The last shooter I bought was Escape from tarkov, but it was just a bit too much. The vets wipe you out before you can really get a grip on all the mechanics. It is great fun until you get sick of having your head blown off and losing everything in the first 45 sec...😁. This looks a bit more mild. I hope. Thanks for the vid.
Under the command function: AI can also deploy grenades at the players desired location. Aim where you want them to throw the grenade and they will do their best to throw the grenade towards your desired location.
You can also apparently equip AI SWAT officers with shields and use the command deploy menu for them to pull the shield out and utilize it (this was implemented recently, and I didn't check the patch notes).
You can but you can't really determine where in the stack they go, and since you can only peek with a shield, you can't get the shield to open the door and go in first. HOpefully it's fixed but right now it's not a great tool for AI.
I was literally just about to say shields are in the deploy menu 😂
Was that a shadow systems glock?
i do that and it always bounces off the doorframe into my face and fucks us all up
To be a real tacticool operator, do I always have to yell "shots fired" and "reloading" even when I'm in an empty lobby with AI?
You should yell more when in ai lobbys, command them in voice chat
If you have someone cover you, you can equip the mirror wand and use it to see around corners for rooms without doors
Fun fact: If you played SWAT 4 in the good ol days, no need to watch this video, you have all the knowledge you need, my friend.
dont think so, this game is harder than SWAT 4. Because the enemy A.I are too aggressive
@@K3ntucky123 You say "too aggressive" as if it's an objective thing. I agree, the aimbotting may need to be turned down but that's not being aggressive, it's not like the enemies are charging into every situation pushing your squad back constantly. I'm sure they designed the AI to be difficult to deal with to discourage a full guns blazing run into every room instantly approach and encourage checking doors and tactical decision-making.
"You're in my spot."
4:10 as a vet that did a ton of urban ops/CQC drills with SF shoving your barrel that close to a corner is bad practice anyways because you don’t initially know what is around that corner and if the combatant is smart and/or prepared they can simply hide up against the wall and grab the muzzle of your weapon as soon as you stick it around the corner to either attempt to steal your weapon, stab/shoot you at point blank while they have control of your muzzle, or simply prevent you from aiming at them as they fight with you. Generally you’ve got a couple options in that situation. You can either fight the person for control over the weapon which will be difficult at best, or if you’re quick you can simply let go, and draw your sidearm to shoot them before they aim your weapon at you (any trained person should be fast enough to do this before they can flip the weapon around) Would be really cool if they implement situations like this eventually
Yeah but realistically if someone grabs your rifle from you its pretty much done there. Its possible and likely theres someone else in that room ready to kill you once youre yanked in drawing your sidearm. In real scenarios and especially in this game😂
The points on gun compression are nice to be aware of, but in my opinion you really shouldn't be hugging walls, door frames and corners to the point it'd even be an issue. think of it this way, real life police and military do not put their bodies directly against the wall because they can't get their gun up/down before they expose themselves. when you peek you give a way easier profile to shoot, but if you hang back you don't need to silhouette as much.
absolutely correct. further back from the corner also gives you better/larger angles and view
I don’t think you know what police and military personnel are taught to do in these situations bc they are taught to hug the walls. It means you have somewhere to put your back and not worry about what is behind you
There is also the issue of bullets ricocheting along walls and traveling up them
The first loadout I made was with a pretty big AR and a huge suppressor. Most of this game is close quarters and it was very difficult to even peak a door.
Now I use a very short SMG with no suppressor and I'm able to pie a room from behind a peaked door.
Haven't had a situation yet where I was under powered or out ranged.
Flashlight is a must.
Also if I remember correctly, Stinger grenades can actually kill suspects and civilians if you use them too often and have a high radius of where the rubber balls go, so its rather risky using them
Would like to see a breakdown of the various weapons, and attachments. I'm still not sure the various forward grips actually do anything or are just cosmetics .
- I hope they expand the AI further. As someone that played a bunch of Swat 3 back in the day, I'm glad to to see some new things like the false surrender. I'd like to also see the AI pull out non-weapon items like phones or wallets. Sadly that's something that happens often which in high stress, low light situations really tests trigger discipline.
I've only quickly tested the underbarrel attachments and muzzles for differences and what I've noticed is that the VFG provides the most recoil control while the angled grip I THINK lets you move faster when aiming down sights. Combat grip doesn't provide as much recoil reduction as the VFG.
For muzzle attachments I've found that the ASR Brake provdes the most recoil reduction while the SFMB provides slightly less but apart from that I don't know what other bonuses/changes they provide.
My usual goto guns are the MP5 and the HK416.
@@HellKnightX88 Yeah that's pretty much what I've been finding as well. Right now the MP5 and MPX are my goto guns because they have the best iron sights I've found so far. Pretty much all of the optics suffer from red-dot wash out if you pair them with a flashlight so I experimented with using irons. Hopefully they implement the ability to adjust the brightness of the optics like in Ground Branch.
Some irons are better than others, and so far my favorites are the MP5 and MPX which have very unobtrusive irons which can be reduced even further if you disable ADS zoom. Sadly the HK416's irons have been modeled with the small peep flipped up for long range shooting... which makes them far from ideal for a game primarily about clearing rooms. Right now, I haven't come across any enemies that are able to tank through a 9mm burst so apart from the greater wall penetration and "cool" factor I've not found much use for the assault rifles.
The shotguns are pretty decent, but if the in game gun range bullet impacts are to be believed it might be because the shotguns are bugged. Go look at the spread patterns in the kill house - to me they look enormous even with the various muzzle attachments. I suspect that there's a decimal place out of sorts, or that some attribute of the saw-off shotguns are being referenced for the full size models.
Ironically SWAT 3 had a similar bug for shotguns where you could exploit the "expanding cross hairs" of shot probability that were affected by movement. If you pulled the trigger just as you started moving forward you could get your shotgun to pattern like a claymore and cover half the screen with buck.
Comment aged well
@@jabeanbo8191 Well the AI is expanded alright, they're now T-800's with wallhack aimbots LMAO
1:20 I thought so too, until I noticed that the flashbangs are inconsistent af right now. Sometimes suspects dont get flashed properly and if the room is too big, enemies dont get flashed if they are in a far corner (but still in direct line of sight). Also, I feel like they recover way faster than from stingers.
The bigger the room the bigger the chance of not getting flashed, like in real life.
@@fernandoferraz2057 with clear line of sight? light doesn't work like that.
@@fernandoferraz2057 Mate, in reallife a flashbang's flash doesn't just get dimmer after 5 meters. You look into that fucker from CQC distances and you are blind af, that's how it works in reallife.
CS gas and gas mask gang all day
Something that contributes to the feeling of inconsistency is the fact that some of the enemies wear welding masks or goggles, according to the devs that actually does affect their resistance to being flashed
Actually the AI can use shields. If you press deploy, you will have the option to command the ai to deploy their shields. But if they need to open a door, throw a flash, etc., they unequip their shield so you'll need to command them again. Other than that, great video!
Thanks!
The Ai with the shield also doesn't go through the door first all the time like I thought. I got a lot of hope for this game so I'm sure they'll fix that.
I will try to tell the element that has the shield to stack or enter first, then tell the other element to follow. Helps but still no guarantee shield enters first. Would be nice if the shield was in the breach menu,
@@LucidDreamexe nice tip this was annoying me. lolol.
Gas Grenade is the most useful grenade because it lasts longer, has a wider radius and works instantly, even before the animation spreads. The radius is also larger than the gas cloud. Give your guys gas masks and you can throw them in before combat
The animation doesn't sync with the plume of the smoke radius, some suspects will not be effected because they are wearing gas masks, it creates a smoke screen that the suspects can easily see through and causes target ID issues for SWAT (especially in co-op because the AI see through it).
Take a shot every time says viable, great video, a lot of useful tips
"stack up" "did he say shot up?"
Much appreciated, I definitely needed this guide. I might be able to complete a mission now!
Hey bro I found your beginner guide and now this one, content is limited as of yet so I greatly appreciate it. This has helped me quite a bit, love this game.
Also, pistols are a very useful weapon in thighs spaces. They take less time to aim and provide a little more flexibility. I noticed that the FN five Seven has very low recoil!
In my experience, AI will use shields upon entry as long as you give them one. I sometimes equip Alpha with a shield and bravo with a breaching shotgun, and when they open/breach and clear, the shield guy will automatically take point with his shield equipped.
Dude I'm addicted to this game!! Great video thanks!!
Thanks for the guide, needed this, makes me so excited to play more
Great guide, although in a future video, it would be nice to cover how Coop teams setup a stack and the way the environment affects positions.
At about 14:00 you're talking about checking if they got hurt @Invictus. U can see that in the bottom right corner. No need to cycle the cams. Also with that in mind. If u have the AI mirror the door. Watch that persons info down in the bottom right. It will say no traps spotted/trap spotted/enemy spotted etc. Makes them alil more useful on the mirroring. Although, I like you still mirror myself lol. None the less great vids. I've picked up some great tips from ya
I don't like having a bunch of UI elements on all the time. You're right though.
Flashbang have some minor disadvantage. sometimes the suspect doesnt take affect the flash effect.
thanks for the video. i needed to see how the different commands worked and how to get them to go at the same time.
thanks
That clear that opened the dealership was perfect. Really clean stuff. Long time SWAT 4 player but am a little rusty, thanks so much.
Thank you for the Advanced guide
If u didn’t know, if an ai has a shield u can get him to use it by going to deploy in the menu. Sadly there is no option to breach with shield
I would like to see a video covering co-op team call-outs
Keep making videos. Very helpful. Hope this game BLOWS UP more people need to play this game.
i hope they also add more less lethal options and put more self awerness to the AI because they sometimes runing into room like there is no tommorow and enemy shooting from the opened bathroom to either kill them or injure and they really took few moment to realize there is danger and still reacting too slow.... I equipped them with the tasers and shields but thoose are prety much useless.... in conclusion what will make AI better is better less lethal guns and faster reactions to situation. I am so happy this game came out already i was waiting for it since swat 4 and i had so much hours on that. RoN is ealry access so i am really excited for updates i hope it will turn into best swat or police themed game and will lead to more games made to this style
I knew there was a way to queue up commands. Apparently I missed it. Thank you so much for this video.
I just realized that I don't think I've ever seen a door in real life that can be opened both ways. The doorframe obviously prevents that usually and the hinge wouldn't allow it either since the hinge is on one side of the wall
Might be a regional thing though, similarly I can't think of a single front door that opens inwards where I live. Maybe something to do with harsh winters and much more insulated doors and houses in general
Bruh… I have 8 hours in this game and never knew about QUEUEING COMMANDS. That’s like me finding out a month into Tarkov ALT steadies your aim.
Best feeling is when u execute a sick ass breach and clear at the same time
i know about the queue command but not the centralised execute command, thanks a lot
If you're using default keyboard binds, how are you effectively peeking left and strafing left at the same time? Holding Q+A makes me feel like I'm going to break my fingers
Switch it to toggle
Videos are awesome man. Entertaining and informative. Keep it up
finally i can use my SWAT 4 chemical warfare tactics
instead of throwing flashbang and quickly let your team breach and clear on the command menu, you can hold shift while you select "Breach and clear", they will not doing anything unless you execute your command.
That feature doesn't always work with the guns. Thanks for the tips. I learned a couple of things watching you.
Thanks for the guide it's really helpful before I started downloading the game
Thanks for the tips man
Something else to note always always always cuff dead suspects they like to play dead and hop up and stab you from behind but if you cuff them they can’t do that
Great video thank you
Thx bro after your tutorial I can play this game more realistic. Yeah👏🏻👏🏻
One thing i kinda dont like and hopefully gets fixed is the a.i one shotting me 1 or tracking through walls they shouldnt be able to see through but this game is is still 🔥
Edit: btw does anyone else have to give the game permission every time you start the game after turning on/restarting your pc?
Yes, the game keeps giving a permission window for first time installs. Do you have the game on a drive other than C? I think that might be the problem, since I noticed the window mentioned a file path to drive C despite being installed on D.
@@Blaze_Shadowflame yea i actaully have it on my d drive with the rest of my games but its the only one that does that its so weird
Believe it or not the shooting-through-walls thing is more accurate than you think it is. You’d be surprised how well a decent ear can tell where someone is on the other side of a wall based on sound alone. In high pressure environments like the ones this game is simulating, hostiles also often spam through walls because it’s more effective than film makes it out to look.
I have it on Steam on my H: no permissions required...
stinger grenades are great for large open areas
The flash bangs seem bugged, they don't effect the AI sometimes
What if red/blue team had armbands or something so you can tell which team is which without looking through their cams?
The Ai actually have tape on the back of their helmets with names written on it. Iirc red has orange tape and blue team has white tape.
their nametags above their heads are highlighted in their color
"I don't know if any of my teammates got hurt"
Meanwhile bottom right corner shows all of your teammates status as healthy (Advanced Tips Guide KEKW)
5:02 I mean the easiest way to get around weapon compression is just to not get so close to walls. Given the AIs tendency to shoot through walls anyways, you shouldn't have to or need to get close enough to a wall for weapon to compress.
There are many door ways or corridors that are extremely compressed. Not sure what weapons you normally bring in, but it's definitely something to look out for.
Easier said than done. Especially if you carry a larger gun with a silencer.
You do if you want to peek tight corners with doors like at that mark. It's kinda bugged tho, sometimes your gun goes up if you have complete clearance.
I enjoyed this video, nice work
Great video - thank you :D
Loved the video keep it up!
In the settings there is an option that will show where the bots officers are going
How did you customize your AI teammate appearance and get them to wear masks under their helmets?
there’s a mirror in the locker room when you spawn in. Use that
@@Justin_Ports ah I thought that only works for changing your own characters appearance? I only wanna change the AI teammates’s, not mine
He's using a mod
@@MintyLime703 ..okay, which one?
What is the gun you used in the cover image, don’t recognize it and haven’t seen it in any other ready or not video
The door direction HAS to get fixed. doors dont swing both ways
Did they add new weapons
Mods
@@OfficialInvictus already hahaha
When you open the tablet and show the map, there is a star icon in the bottom right corner. It opens a menu with all kinds of icons with waypoints, manuevers, landmarks, etc...
Anyone tried that yet?
This video was made years ago before this was added in.
in your opinion do you think they should add a mount feature like mw 2019?
for those of us not super gifted with mouse and keyboard, Yes!
The context menu is almost EXACTCY like swat 4
Great tips video that's still relevant a year later. The key to queue commands is not bound in my game, and I cannot find the option in the control settings. Can someone help me out? :/
Having them toss through the crack is so helpful and I could never get them to do it. Guess I know what I'll be doing now. Is there a command to make the AI peek a door?
As far as I’m aware no, you will have to peek for them
It's not possible to queue different orders on BLUE and RED and let them execute them and the same time? was possible on SWAT 4
How do you select blue team and red team separately?
Mouse scroll wheel
They should add the ability to optiwand around corners as well
It's already there. Just equip it and stick it through a doorway, it works
@@supermeuhmeuh not doorways..i said around the corners....
There is not currently a prompt to wand corners, but you are able to walk to the appropriate distance yourself and wand it effectively.
@@rolladice8739 i said doorway as an example but it works with any corner. Just stick your optiwand out and click
@@supermeuhmeuh okkkk never knew. Thanks. Btw is there a way to run the killhouse timed run? It feels a little dead sort of killhouse
How do I access the A.I populated shoothouse trainer?
cool shit yo, thanks!
what gun are you using in the thumbnail of this video?
edit
i found the name of the gun but i cant find any type 20 mods for RoN
Do you think you could add timestamps again? I've subbed!(:
How do i equip weapon attachments for my swat bots?
They use what attachments you have.
How do you get all your guys into Balaclavas?
Mod
@@OfficialInvictus which one, though
Seems like mostly basics.
How are you so accurate with your movements? I'm coming from console and trying to play this on pc without a controller is nuts lol
How do you switch between the teams you want to command in solo?
You should do a remake of this video now that 1.0 has dropped.
What gun is in the thumbnail? I haven't seen it in game yet
Probably a mod
Do you need players for the group you're starting?
Hope for part3
why is your lighting better?
11:12 - I'd actually recommend standing right up against the door, since this prevents someone on the other side from opening it. AI enemies cannot "pull" doors open, so you're safer to bodyblock it and it's unlikely you'll get targeted through it. I've only been fired at through walls, windows, and sandbags. Oddly enough, doors seem to be the most reliable barrier in the game right now, as long as you aren't already being fired upon.
ive been shot at thru doors and walls plenty. they always miss tho, cuz they mostly only target loud noises
hahah, you dont need to tell your mate 2 Meters away that you just fired multiple shots..... -
here´s a secret: He could hear it.
-
Police does that thru Radio to inform other Police Men far away...
People aren’t gonna like it, but I’m really gonna recommend the gunfighter mod here. I don’t feel like its cheating. Incorrectly compressing your rifle is a dev issue not a skill issue
Can u do kill house with AI
How come your glock is different? Mines got white sights ect
What guns are those in the beginning of the video? Are those just weapon skins that come with supporter edition?
How do you turn on the light I'm desperate, I've tried everything
found out. I think I didn't have the key that was configured
@@LucasOliveira-Q for me it defaulted to a mouse button
How do u have a scar?
why are you saying shots fired?
It’s a milsim
I absolutely love this game and want to really get into it! Does anyone wanna play? I’m new to milsims but really love the tactical aspect
Game looks great. I have been pondering purchase. The last shooter I bought was Escape from tarkov, but it was just a bit too much. The vets wipe you out before you can really get a grip on all the mechanics. It is great fun until you get sick of having your head blown off and losing everything in the first 45 sec...😁.
This looks a bit more mild. I hope. Thanks for the vid.
It's a great game, especially if you can find friends to play with you.
This is out?
Yes sir
Ping system or ping mechanic is a must this 2022 c’mon now gaming community talk about it
3:39
???
@@OfficialInvictus oh apologies, i'm just expounding things regarding this to discord. It's too long to clip lol