The fact that the suspect after being shot at 3:22 is sitting there choking on his own blood trying to say help just highlights this games attention to detail! I can’t wait to see this game grow. This is the type of shooters we need!
@@Grionlam Sad, people are so fucking lazy that they put more value into a Games rank or playing a game cause it's trendy than actually playing it cause they enjoy it it is what it is I guess lol that makes sense though when this game blows up and succeeds which it will as all games with good community's do
Would be dope if they set up a system to let you know you have someone hand on your shoulder. So people don't have to turn around to know people are stacked on them
They have it in Zero Hour, you just press a buttong when near a team mate and he hears a "taptap" on his shoulder (with the sound panned on the shoulder that was tapped) it's really simple and it works even in the clunky zero hou so they could easily add it here.
Has anyone encountered enemy prefiring at doors yet? In marine corps, we'd always have combative targets shoot through door ways once opened. In prac app runs, when we used sim rounds, if we got flash banged or tear gased, we'd just fire at the door we we're posted up at. Normally targets would hunker down and light up the door the moment it was opened without hesitation. Enemies aren't dumb, they can hear you clear room from room. If you'd creek a room even the slightest, I'd fucking smoke that door in a heart beat. If they had that, that would be a unique addition giving realism to hostile Encounters.
Yeah it'd be really interesting if they reacted to things like gunshots, the inevitable sound of flashbangs going off in each and every room leading up to them, or even footprints.
So most SOP in LE is that WE can't pre-fire doors. Ready or Not has alot of civilians/hostages, so the ROE is very important to follow. As others have mentioned though the enemy will definitely light up a closed door if they hear you on the other side, Bang timing gets super important as the map develops.
There's something chilling about the part at 6 minutes where you just boot the door open, other SWAT guy just drills someone with silenced, and you just hear the thump of the body.
maybe an operations leader would be interesting, with a view of all headcams and blueprints of the buildings together with the current position of the players in order to improve the coordination of two troops in big areas. hope my english is understandable.
Yeah, but that is more like Navy SEALS operations. I don't think that SWAT have that level of equipment and preparation. I want a game like Ready or not but with Navy SEALS hehe
@@Grionlam Yes! I hope that. But they have to change and enlarge some maps, or add maps with zones in Afghanistan, Irak... And more people to play coop, maybe 8. More guns, like MP7, and better equipment. It would be amazing!
hope they add hostage takers on this game. You know, like the bad guy holding the hostage and you have to take that headshot or stay minutes trying to make him comply. And since the round always hits low because the round comes of the barrel, it would be really awesome
Idk how long I would’ve had but this is actually in the game it happened last night and it made me so excited haha. It was during an active shooter he grabbed someone and I took the shot idk how often this happens but it’s only happened 1 time in about 40 hours
@@actinganimal885 Slow is smooth smooth is fast. 2+2=4 don’t go rushing into the door/hallway low ready don’t go rushing towards any threats get good angles on doors 45 degrees 90 all the important angles
It's odd, but I found it really immersive and interesting how that suspect behaved at 8:12 He had a shot on an officer and missed, so as more started pouring through the door, he kinda panics, and as he's in the open, starts running, spraying wildly, as he tries to get somewhere safe Feels like you see it happen in real shootings a lot, where individuals just unload as many rounds as they can in a general direction, while moving
Fun fact: When working underground your secondary form of communication is with your hardhat's headlamps (too loud with double hearing protection and large vehicles in tunnels unless you are right next to them). If you want somebody to stop you shake left to right. If you want somebody to go away / approve that they are clear to keep going you nod up and down. If you want somebody to move towards a specific spot (the way you were using the strobe) you move the light in small cirlces at that spot - or if you want them to come to you, you do circles around them.
a bit? i Think the Ai needs the most work right now.. it sucks in my opinion and it makes the game just average for me.. ki does not act natural at the moment.. they just stand still in corners..
A silent CQC clearing team has a higher shock demoralizing and effect on enemy morale than going in guns blazing. The enemy knows you are there but not knowing when or where you are coming keeps them guessing and thus creating more tension; rattling their nerves.
Not gonna lie Karma, nearly 2 years after you dropped this video and I still come back to it occasionally. You guys were really rollin in the gameplay (which I still watch), but your "Noooooooo" when they tripped the trap... as I gamer I felt that in my heart but still LMFAO 😂
@@extremeheat9283 quite a few english natives would use quiet over quietly there. it's contextually unneccessary to add the 'ly' & as it's at the end of the sentence it does get dropped. as ever the 'rules' of english amount to rough guidelines in vernacular usage ^^
Quick recommendation, try turning music off if that is an available option. I feel as if in these videos, especially non-verbal ones, it would benefit viewing experience. Even if it's just to test things out one video, it would be cool to see you giving it a go.
Join our discord and find other like minded players: discord.gg/karmakut Gamer CQB SOPs: - Breacher always on handle side (unless corner fed) - 1-man on hinge side (unless corner fed) - Breacher peaks, 1-man trap checks, 1-man calls no trap, Breacher throws the door - Do not zipper entry, empty 1 side first - Cross open and closed doors as little as possible - LP/Bang EVERY room after contact - Strongwall large open areas Non-Verbal SOPs (Laser or Light): - Laser/lights discipline (off when not needed) - 1-man laser/light on door = bang - 2-man laser/light on door (or in front of 1-man) = squeeze - Strobe = look here, danger, go this direction
door wedges are OP, dont know if you are opposed to use them, but they make up for having fewer members than any actual SWAT team for one/just simply help cordon off the suspects so you can take them down methodically.
Ahh soo close. This was absolutely amazing, creative and immersive. Could see how much years of practice and play accumulates to moments like this. This made me wish that a new Ghost Recon could be made with its older/classic base and combined with this game and its elememts.
Is that the ingame music? Super cool that it kicks up a notch when guns are fired. Such a simple yet effective measure to enhance the gaming experience!
I accidentally did this challenge with 2 random person found in session for the gas station map, we just spread out and clear rooms by ourself, since we all were using none lethal weapon so no one died not even the terrorist. Complete with an s within 8 min.
You have trained them, explaining the base of the movement and how to enter in a room, where to go, to check the traps, the importance to flash the room, avoiding a maximum the risk to be killed when you invade those rooms, and where to place themselves or to go forward when the ways splits, among many others things i've not cited. That's really nice, and i imagine you've trained them some more hours, not just those few videos, before to does that mission, and your light usage for the information without using the micro is well simple and efficient enough. After the firsts video, we (at least me), in this video, remark their progression in autonomy. :) Small sound problem, around 13:05, I think it's your pc that is spinning hard, that we can hear slightly: P ( i've almost post that sentence in french per mistake :D )
Zero hour pve is just a much lesser version of this game IMO. I had fun in zero hour for a little while. But it got stale after about 10 hours. This game just gets better and better the more you play.
I wish they added preplanning like in old rainbow six and swat games. Also add larger team and maybe afew more difficult enemy types. Imagine how intense clearing out larger maps like an entire sky scraper or apartment block or even a mall or even an air port. You would need to coordinate like in Arma 3 lol. That would be suck and I hope this game is heading in that direction (I think it is). So far I’m loving the devs and might consider ordering the special edition in light of what happened recently that bigfry covered in a video earlier today about game/devs.
@@Joshmo1234 I am a bit of a peasant. I'll usually buy when games I'm keen on go £25-30 or less. 🙂 That's part of the fun of pc games, we don't have to pay console premium prices.
A big problem I see in y’all game play y’all will be in the front of the stack at low ready that gun needs to be up so if a target presents itself you can adjust your aim and fire. I notice that suspects have their guns low ready so if you keep your gun low ready you are basically doing a Wild West duel with suspects. Someone in the back of the stack can be at low ready but as soon as they go towards a threat area they need to have that gun up on high ready.
What a coincidence just finished watching his clearing mansion video of this game and early on they did as you said but in the middle of the game someone made the comment “wow, you really do move faster at low ready” so it may be to them the cost/ benefit analysis of moving faster is a better trade off. Of course, I don’t what that analysis would look like; I don t know that much about tactics as they would. I wouldn’t even know where to start on figuring out how they would think about these things.
@@kxn5163 - That only applies to certain things. The Marine Corps taught me “Slow is smooth, smooth is fast”. The State Department taught me “Slow is slow, fast is fast”. I think combining these two methods of room entry is optimal. Getting inside the room quickly is very important. In the drills we ran, most mistakes happened at the doorway or in hallways, especially when people hesitated or took too long. Get inside the room and establish dominance. Surprise and aggressive action are your friends.
Their publisher just split with them because they added the school shooting level which makes no sense they happen, theyre tragic but you play the guys that stop it not the shooters and I can't believe Team 17 would just abandon an indie developer with such potential. This developer needs support from the community
Much better than other vids. That every door needs a command and recommendation. 😂 If that was in real scenario, the suspects will much more aggressive if they commanding every fookin door. This situation is much more stealth than the others. 👌🏼
I love this without voice coms. I hope in the future, they make it so that an opposing team in PVP can hear proximity voice communications to encourage teams to speak infrequently and to make use of these tactics.
I enjoy this game and having IRL experience in room clearing helps as well. But the people I find in matches make the game non emmersive because everyone thinks they know what there doing and just run around and kind of ruins it IMO
@@purpahazzee6019 - Yeah, I'm not asking about the Devs or the AI. I wast sure if you were commenting on your play experience or the way that Karma and his team operates, and whether you were denigrating on them or not.
It looks cool but the first enemy you encounter at 2:55 gets the drop on you because of the no flashlights thing. I don't know what the damage model in this game is but in reality that could have been the end of your run right there.
Quite honestly, it seems that on every breach the guy recording gets shot at least once. In the scope of the game itself all of this is still probably fairly impressive and what not. Under "real" circumstances, this thing ends upon entering every single room. Even as soon as you pointed out.
been thinking of using the battering ram but then i think whats the point cause what if it has a trap on the door. like 0:54 you just busted that door open without knowing? and if youre not mirroring under the door then you gotta peak the door to check for wire right? and if you do that then at that point you might as well just kick or open the door