I have long wished that the Rainbow Six, Ghost Recon and Splinter Cell brand would be out of Ubisoft's hands and into another's. Ubisoft has made some okay games in years past but they have exponentially gone down hill in my opinion. I hate their writing and production style in most of their games and they are always pushing some sort of agenda or social engineering propaganda.
Judging by these videos these folks with "Ready or Not" have the right idea. I'm still a bit confused with the story line and world as to what is going on.
Very annoyed that it will come out in 2020. Was thinking it would be this year. Was following the reddit frequently but the low quality of it made me stop after the trailer and supposed release date came out. Their reddit is an utter trash hole.
Aside from that it looks good so far. But the trailer didn't show much gameplay. Still have high hopes but will be waiting until more substantial stuff comes out. Wish they had a good forum though.
I'm pretty confident this will be great, especially after reading that at least one prominent SWAT3 modder is on board. The various trailers show quite a bit of gameplay, albeit in little snippets, and it already looks really good to me.
2020 is indeed a long way off, but the alpha is slated for August 2019 and I'm so starved for a SWAT3 successor I might go for the supporter pack. I spend a lot more on other games I never end up playing much.
I honestly don't miss a forum. I feel way too many devs end up ruining their creative vision by listening to a vocal minority that ends up dominating their forums. The game looks solid, the last thing they need is a paid moderator trying to calm down the kids flooding them with requests of "DRUM MAGS PLZ!!", "THIS GAME NEEDS SAIGA WTF!?" or "WHY NO FULL AUTO GLOCK?!". I remember when Tarkov was a promising shooter and not a gun porn circle jerk.
Looks like they had an alpha release which you can buy into for 120 dollars. But there is a NDA so no one can talk about it. Im not going to buy in until I hear more about how good it is. I'd really love a new swat game but im not going to waste money on a closed alpha.
Looks like they had an alpha release which you can buy into for 120 dollars. But there is a NDA so no one can talk about it. Im not going to buy in until I hear more about how good it is. I'd really love a new swat game but im not going to waste money on a closed alpha.
Didn't see those videos. Wish they had a proper place to post updated. Reddit doesn't cut it, and they don't even post these updates there. Twitter is absolutely worthless for finding information which is where they seem to release updates.
Picked it up and messed with it a bit this weekend. It's basically SWAT 5 and I'm happy about that. One complaint I did have is there's no briefing, map or planning before the missions. You just go into a map blind with no idea of the layout or anything. I may be missing something, but it didn't seem to have any of that.
Picked it up and messed with it a bit this weekend. It's basically SWAT 5 and I'm happy about that. One complaint I did have is there's no briefing, map or planning before the missions. You just go into a map blind with no idea of the layout or anything. I may be missing something, but it didn't seem to have any of that.
Yeah It´s pretty cool, It´s as you stated Swat 5. Let me correct myself, It´s a 17GB Install. There will be planning and briefing, and a editor too! See below FAQ... RoN FAQ
Bought it tonight. I look forward to giving it a go tomorrow. Over 12,000 playing on Steam. Overwhelmingly Positive reviews (over 9000 reviews). Promising for a new early access release.
So I played 'Ready or Not" for a while last night and there's not much at all right now for training. There's that obstacle room at the Police HQ but there is no guided training at all. You just go in there and open doors and practice moving quickly and peeking around corners. I then loaded up one of the missions and all of the tangos that I encountered immediately fired on me so it just turned into another Siege match instead of resembling anything remotely SWAT 4. I noticed both my friendly AI squad mates and the enemy AI were constantly bumping into each other and getting stuck on different things. I also noticed missing textures in a few areas of the map that I played on.
I will add the caveat that I have zero interest in PvP and am only interested in COOP MP. Anyway, I fully realize of course that the game is in Alpha so I'll wait for a couple of more updates before I play it again.
One complaint I did have is there's no briefing, map or planning before the missions. You just go into a map blind with no idea of the layout or anything. I may be missing something, but it didn't seem to have any of that.
The game is in Alpha so I'm sure that will be added later.
PM you do know that you have to shout out to the hostiles to comply your asking right? If they don´t comply then you go offensive just like Swat 4 and Zero Hour.
Your welcome. Remember though that they might fake a compliment like surrender or dropping there guns, so keep an eye on that and make sure they don´t draw there gun again and fire on you for example.
Your welcome. Remember though that they might fake a compliment like surrender or dropping there guns, so keep an eye on that and make sure the don´t draw there gun again and fire on you for example.
had that happen one time, almost caught me off guard. The pepper spray, pepperball gun and less than leathal shotgun don't seem very effective right now. C4 and flashbangs though, they're the way to go.
Despite the lack of any pre mission planning or map I'm having some fun in coop with this. Even if the enemy AI acts a bit wonky.
Ah so "supporters" as in people who pitched in money in addition to buying the game?
Isn't that everybody that purchased it at this point?
I meant people who paid money in addition to the money paid for a copy of the game.
No, before It hit Steam there were 2 purchase options on there website. One being the core game In alpha with a Steam key once it got on Steam, IIRC it was about 60 bucks, and then there´s the supporter pack which was (or is) +100 bucks. The supporter pack Is only available via there official site.
Ah so "supporters" as in people who pitched in money in addition to buying the game?
Isn't that everybody that purchased it at this point?
I meant people who paid money in addition to the money paid for a copy of the game.
No, before It hit Steam there were 2 purchase options on there website. One being the core game In alpha with a Steam key once it got on Steam, IIRC it was about 60 bucks, and then there´s the supporter pack which was (or is) +100 bucks. The supporter pack Is only available via there official site.
Wow, the game is in Alpha and mods are already being made by the gaming community? LOL
I did a 3 player coop session on Tuesday and I certainly see the potential is there. I'll play it again once a couple more updates are released.
Yes, although I see it as a positive because that means folks are liking it (to spend time modding it) and In a way promises longevity as with ArmA . It´s not the only mod out there for It but I though this one would be the most appealing for oldschool FPS fans.
The hotel map is much, much larger now. They also close off different sections of it depending on which game mode you're playing on. Hostage rescue will be on the streets outside, lobby, bar, parking ramps and maintenance hallways. Active shooter was the lobby, giftshop, bar some maintenance hallways and some areas under renovation. The meth house map seems to have some of the same, where a small section of the map is added or removed depending on the game mode. Gives a bit more of an incentive to try the same maps in different modes.
I still wish there was some kind of map or something for preplanning before the mission starts though.
I've been playing this every week with some friends online.
This game has massive potential and of course it's still in alpha so the developers have a lot more to do. Right now my #1 complaint is the enemy AI. They move unrealistically fast and their reflexes border on Matrix-style levels.
3 more maps were added this weekend. One is a 3 story cabin in the woods. It's very small.
Another is a production company with the street around it and the next door warehouse. It's a small map also, but much larger than the previous one. It's about the same size as the fast food map. This one has some textures and props missing or in an incomplete state
Next is a hospital, this one is a work in progress with most textures and objects in only a whitebox. It's huge, the barricaded suspect mode has two wings of the hospital with 3 floors each. What makes this one really difficult is the opponents are wearing body armor and pack some serious firepower.
Other fixes include wounded enemies getting back up and knifing or shooting you when you're not looking, so you have to check and zip tie everyone. They also added more kit customization including armor types, number of plates worn (front, front and back, and front, back & sides) and you can change the number of magazines and grenades you carry. Need more flashbangs, easy, just drop a magazine or two from your primary or secondary weapon. You can also change most weapons from between hollow point and standard, or in the case of shotguns, slug and buckshot.
I'd still like to have some kind of map or briefing before going in, but this game is getting better and better very slowly.
For me the huge problem with this game continues to be the enemy AI. They move way too fast (almost Quake like) and their accuracy doesn't seem to be affected at all when they fire from the hip.
For me the huge problem with this game continues to be the enemy AI. They move way too fast (almost Quake like) and their accuracy doesn't seem to be affected at all when they fire from the hip.
Or when they're being shot. Today I started hitting someone in the shoulder, with a shotgun. They still were able to react within a second and kill me. We were at point blank range but the moment my first shot hit their shoulder they where holding their weapon at their chest. The hostage NPCs need work too. They casually walk around among terrorists that just killed dozens of people.
Overall the game is good and it is exactly what I needed for a SWAT 4 successor. It is just not finished yet, and the fine tuning may take a while.
Overall the game is good and it is exactly what I needed for a SWAT 4 successor. It is just not finished yet, and the fine tuning may take a while.
Agreed. As it is already, this game has been in Alpha mode for several months since it was made available on Steam.
If I had to identify my biggest complaints:
- Enemy NPC reaction time. - Civilian NPC logic. - Some weapon tweaking when it comes to damage and recoil. Most weapons recoil just too much, and hitting an enemy doesn't cause a stunning affect nearly often enough. I can put a few shots onto target but they enemies can still aim and hit with perfect accuracy despite being shot first. I'm talking shotguns to the shoulder. - Enemy damage and limping. Right now they are either dead, or get up after being hit and again have perfect accuracy and speed. - Door kicking can be a bit more fluid.
Lot and lots of other tweaks but I would say those are the most annoying things for me.
Big update. New maps included, although the hospital, export, and maybe broadcast were previously released in a rough state awhile back. Looks like lots of AI improvements as well as a few new weapons.
Here's the AI notes:
Quote
AI General New
Completely rebuilt Civilian and Suspect AI. They now use a mathematical system to weigh and make continuous decisions they deem are best for their current situation and objective, instead of randomly choosing actions to take “Factions” system. Each AI in every level now can have unique behavior specific to that level, and each individual NPC can act differently than the other Some AI can have a “faction leader.” Arresting or killing the leader may cause a morale drop for the rest of its faction
“Rathole” system allowing AI to evade the player through vents and spaces through/between walls. Only some levels have this behavior Hostage Taking for suspects on certain levels when specific conditions are met AI suspects now have a limited ammo capacity. They can run out of ammunition after a set amount of reloads, what they do next depends on the situation
Improved
Suspect AI now use animations to aim and lower their weapons, instead of a simple blend between the two poses. This locks their raise-to-aim behavior causing fewer issues related to snap-shooting AI will play appropriate reaction animations when encountering players. Suspects no longer immediately raise their weapons to shoot if they don’t expect your arrival, and depending on their personality they might be more easily scared than others! AI now use a movement blend system. They will have to accelerate first from walking before moving at their maximum speed. This prevents erratic and unreadable AI movement suddenly moving at full speed in close quarters AI reactions to being stunned by grenades have been improved, playing fullbody animations appropriate to the stun type
Fixed
Fixed grenades not lowering suspect morale enough. They should cause surrendering much faster
Suspects New
Hostage taking. Some suspects can take hostages by using them as a human shields. Use grenades to break them up, or risk an accurate shot to take them down Rat holes. Some suspects can shimmy and crawl through gaps in the wall or ventilation systems, evading the player and gaining an upper hand Reworked AI player detection and sensing. Will essentially stop them from “sensing” players through objects, lessening chances of them shooting through walls Editor’s note: This was a necessary feature in the past to prevent them from losing track of the player if they move past small gaps and objects, but has been replaced with better and more accurate detection
Reworked reaction time. A larger amount of their actions when unaware will be buffered by a determined amount of milliseconds instead of making decisions at the very first frame of detection. Should improve readability Tweaked suspect focal point blends, slowing them down to prevent them from making flick shots
Improved
Suspect reaction times have been lowered, but they will also be much more aware of their surroundings, and will appropriately hold angles and corners where they expect players to come from if there has been a lot of noise. The same level of deadliness, but now with a higher level of awareness They will wander around the level and investigate gunshots, and their reaction times will be heightened if they think danger is incoming They will take cover much more strategically and use it to conceal themselves, ambushing the player from behind objects. Be careful!
Civilians Updated
Civilians will react to combat more appropriately by seeking hiding places when hearing gunfights and other aggressive noises, and flee when they are in the midst of a firefight Multiple civilian profiles and behavior for each level depending on the level’s situation and circumstances
Only available to people with the more expensive Supporter edition. Kind of annoying, so I suppose I will need to wait more. But sounds like a big update with a lot of good improvements.
I don't know about the friendly AI, but the enemies always seem to know where we are and come speeding around the corners prefiring us. Not sure what's going on, but it's way harder than it used to be.
There are maps, many of which are redone SWAT4 maps in the mods section of the game. They're fun and add a bit more variety to the same maps.
Be careful though, I added all the maps in the mods list and it crashed my game and would allow it to launch. Not sure if it was too many mods, or if particular ones worked. I've only tried the ones listed as SWAT or NOT.
If you go to Nexus mods, there's several more there. Some original and some more from SWAT 4. Fairfax alone is worth another go, what a creepy and atmospheric mission that was.
Looks like mostly AI and command improvements. They claim those improvements will work on custom maps as well. I'm a bit disappointed there's still doesn't seem to be much of a briefing or planning before the map starts.
I'll be reinstalling it. It's really great that 1.0 is finally coming out but it took MUCH longer than I was anticipating. I guess those are the risks you take when you buy a game in alpha state.
It is okay. AI got some improvements but the main issues are still present. Suspect AI has insane tracking and detection. Friendly officers often fail to execute commands, sometimes they start clearing a room before one of the officers throws a grenade in, sometimes they throw the grenade at their own feet, or toss it at an obvious map object and it lands at their feet.
As far as I am concerned, it is still beta. Maybe even alpha, with feature incomplete AI. That is a huge problem because it is perhaps the most important thing with this genre of games.
Here is an example of an AI unit that I flash banged 4 times, and shot at, and yelled at, and shot, to get them to surrender.
That all occurred before I started recording. Essentially my officers all had less lethal weapons because you need to arrest this character, not kill them. They would stun him with pepperball guns. He would heal, and then before the officers react shoot and kill them. He did this until he killed all 4 of them. The suspects heal too quickly to advance and subdue them. I could only move maybe 15 feet before he healed. And that is how I ran out of grenades, and they would still not surrender.
There is an AI mod that helps, but it is more or less a band aid. Game still needs a lot of work.