Re: Ready or Not (S.W.A.T)
Posted: 13 Dec 2022, 21:19
So check out what I was seeing tonight.... any ideas?
And we did pretty good....PanzerMeyer wrote: ↑28 Dec 2022, 05:15That was a fun session last night even though only three of us showed up!
PanzerMeyer wrote: ↑04 Jan 2023, 04:38It was nice having a 5 man team for a little while last night. We need to do that more often!
To what Trichome said, I would like to comment on it. These comments are below, based on some experiences I had that I will explain afterwards:Trichome wrote: ↑04 Jan 2023, 10:55PanzerMeyer wrote: ↑04 Jan 2023, 04:38It was nice having a 5 man team for a little while last night. We need to do that more often!
100%.... I would only say that maybe someone take lead and give "orders" or suggestions. Whoever is comfortable or we cant rotate..... We were standing around a bit and we got bit a few times because of that.
Just a thought but either way I'm liking RorN more now than before and the extra guns are more than welcome.
Yes it is just a game, but we also, in this group, strive for realism. Ready or Not, like Arma 3, is not like Call of Duty. It's a tactical simulator rather than an FPS. Now granted, there are some thing that would not be possible to do in the sim as you would in real life, and sure, that's waiveable, but some of the obvious things such as rushing into a room and shooting without discretion or going off lone wolf etc is not realistic in the sense that we try to adhere to. And yes, Murphy shows up, but this happens in real life too. The difference being is that you are more prepared for it when you are of sound tactics rather than running and gunning.Trichome wrote: ↑06 Jan 2023, 21:40I like the idea of having a set role or a role we can rotate.
There is a lot of info above to unpack but we do need to keep in mind its a game and just like anything else Mr. Murphy is going to show up. So I think practicing some of the above (1. and 2.) will certainly be beneficial, some of it may be out of the scope of the game in my opinion.
Perhaps, but again, remember SWAT is a life-saving organization, even for the suspects. Just because the suspects brandish a weapon does not clear anyone to shoot them, dead or otherwise. You have to order them to comply. Now, of course, if they raise their weapon to you and even fire off a shot, then all deals are off. But remember, based on the ROE, there is also less lethal that can be employed (rubber bullets, stingers, etc).The 2 in the chest and 1 in the head is perfect in theory but I'm no tier 1 operator or SWAT officer so I need to be realistic. My goal is to drop the suspect before they can shoot me or anyone on my team. Not of full auto though. Single or burst (weapon dependent). AI has improved but they are
Well, you should be sure that they are dead if they truly were a threat to warrant that. Aside from SWAT being a life saving organization, you are supposed to arrest and apprehend so that they can stand trial. one should not make sure they are dead as much as make sure that they are NEUTRALIZED. I like that you lose points for excessive force. That in itself shows the game was designed with realistic tactics/doctrine in mind not a shoot 'em up.still a bit "quick". I like to be sure they are dead. You do lose point for excessive force so I/we need to find that balance.
You are correct about ricochets since the last update so knowing your surroundings is important.
Exactly, refer to the aboveWe do need to USE OUR TOOLS.... to often we dont use our flash/stingers or other non lethal devices.
Yes, everything should be systematic but fluid to facilitate changes on the fly. Pre plan not just the loadouts but the course of action and ROE. That's why there is a briefing room in the game.1 room at a time. Stick together. Pre plan our loadouts. Dont block the doorways - move into the room
We also need to make sure no one is standing RIGHT in front of the door we are about to open. (Sorry Panzer - last one was my fault)