Calling this an underfunded swat team is crazy. I’ve never seen a swat team with an independent mesh network ISR system that uses the ATAK system, streaming helmet cam, and MPU-5s. That set up for a 5 man team is easily over $700,000.
I agree there is a disconnect between the gear you have vs how they're meant to be portrayed- however, devs have stated they intended for the SWAT team in this game to appear underfunded
It’s more under funded In that most missions in the game would never be given to just 5 dudes. Postal service and sinuous for example would require 2 or 3 elements irl
@@callummcgovan8963agreed, the meth house for example or even the hotel, they would never realistically send in just 1 team. But after you bring order to chaos NPC’s from another swat team will come to the scene and pick up the detained suspects and put them outside so that then kinda contradicts itselr with the fact there’s another team on scene
SR-16 is solid honestly. My biggest gripe with this game is the non-lethal stuff is very underpowered. I have had enemies take a flashbang *directly* to the face and still manage to turn around and one tap me.
I've noticed that especially on the Talent Agency. I end up strictly running CS now as it always stuns with a large aoe, and then stingers since you only have to step out of the way but even those have been iffy like flashbangs
Yup thats why i almost never take them alive only when they survive the shots. Its honestly annoying how the ai behaves and i was thinking that they would have fixed it in 1.0. But they havent so i still resort to just shooting on sight
@@sHoRtBuSseR c2 knocks them down and it appears they are dead (like, it says "dead"), but when you restrain them they get up into kneeling and give the full amount of points. I use c2 a lot and have never seen it actually kill someone, even when they are standing directly behind the door.
You aren't exaggerating when you say wedges are one of the most important pieces of equipment. If you wedge the right doors, you're funneling the enemy into the areas you choose and denying them access to others, and now you're dictating when and where the engagement will happen - or at least where it won't. Of course there are some maps (Dealership, for example) that are just too open for them to be useful, or others (Modeling Agency) where engagements happen so close that you might not get a door wedged before someone comes through it.
It's too good in pre 1.0 that sometimes we ran "no wedges" challenge. In 1.0, yeah .... I'd rather carry one less main gun mag so I could pack enough wedges along with other gears.
Postal Facility: Wedge all the doors so the only way out of the sorting are is through the garage door, retrace steps, clear outside, and lure every other enemy on the map through the garage doors. Ez A
How I beat Brisa cove. Just went along the outside, and told blue team to jam all 4 exterior doors into the rooms. Cleared laundry and center and then I got to choose how I cleared every room
As a retro chad, I run the SWAT 99' gear with an MP5A2 flashlight only, paired with a 1911 and the PVS-7 night vision. I also run the balaclava mod for full immersion. There's just something about using inferior equipment that is so rewarding when tackling the tougher missions like Port.
MP5/10 (FMJ) and semi auto shotgun (buckshot) are the best primaries in the game because they have so much damage that even high armored targets are destroyed within half a second And not insane recoil SA58 is a honorable mention but you actually do need to kinda try to deal with the recoil
@@whyareusobad3528 Yeah, I like running the 1301 with slugs a lot, 90% of the time it 1-shots even armored guys out to medium distance. As far as the SA58, I love it, but it's seems a little inferior to the SLR47 in terms of follow up shots vs damage. For automatic fire I usually run MP5, G36, ARN-18, and a few others.
@@CertifiedSunset never used the SLR(if that’s the AK ) because it looks so goofy in the game being such a tiny little guy But yea SA58 shreds just a lot of recoil and slow ROF But I’ve looked through every comment on this video NOBODY is giving any love to the 10mm MP5 unless it goes by a different name But it’s SO GOOD (haven’t played in a bit)
@@whyareusobad3528 The 10mm MP5A3 is really good, back in the Adam Update (before 1.0) the 10mm MP5A3 had less recoil too from my recollection. Though I've had no issue using the 9mm version even for armored guys if I'm using AP rounds. But the recoil is so minor that it's easy to put 2-3 rounds on a head before recoil throws you off.
Honestly everything feels amazing the only thing is that it feels like sometimes I just lose some missions by some ai that headshot me for like 20 miles away no matter how many or what armor I put on
You aren’t just feeling it, that’s literally what’s happening, they messed up and over tuned the AI to near first release alpha, which if you don’t know, would aimbot headshot you 3x as worse as they do now. The AI also will shoot you through walls with their X-ray aimbot. If you wanna do your Ironman run, wait till they patch and nerf their ai
Yeah they somehow fucked up the enemy AI accidently it seems. Their reaction times are literally back to 100ms when alerted and they will kill you and rush you with accuracy across the entire map
It shouldn't be needed, it should just be tuned down, but quickly after the 1.0 release there are some mods that make the suspect AI more manageable. "No crack for AI" combined with "Gunfighter Gameplay Improvement" makes for a much more enjoyable experience, seems by the number of downloads between the two that a lot of people agree. The AI is absolutely insane at the moment.
C2 charges are directional; you can stay stacked up on a door and still use C2, affecting those on the other side. It's important to note that C2 is distinct from C4.
The G36-C surprised me when I first used it, I loved how small it was and how effective it is at controlling short full-auto bursts. Its super easy for me to throw on as much armor as I can and pack a bunch of hollow point mags and just hold W with that gun.
I personally really like the new LVAR and the G36. Though slugged shotguns are also really strong now. The upside for me for the LVAR is that it's both short and surpressed, which allows me to tell apart shots from enemies and those from teammates. Which may sound strange but it has come in useful for me in certain situations. As for AI teammates, I have discovered that they really love to magdump once they see an enemy at medium or longer range. So for Hide and Seek I would advise giving them a little extra ammo.
I typically run the LVAR as well. It's really well rounded and has the benefit of being CQB sized while being suppressed. I was running the MCX suppressed but it added too much length to be as efective as i would have liked. Sometimes, however, a shotgun is the way to go. I found that during Ides of March (the penthouse level), a shotgun with buckshot was highly effective since there were overall fewer civilians and some tight spaces that benefited from a little shot spread.
Shotguns are insane and I don't use anything else. It 1 taps everything at any range with buckshot. With AI being so cracked, that 1 shot vs 3-5 rifle shots can make all the difference. Also stab vest with 4 'mags' and like 10 CS grenades+CS launcher is all you need to S rank every map. Just listen for noise and start gassing. Way better than flash bangs because it works through cover and doors and keeps them from drawing handguns/knives when cuffing.
to save anyone time with what weapons to use, the 2 best feeling ARs are the F90 and MK18, if your looking for something different with good pen that also feels amazing to shoot, MP7 is nice. The best attachments are the SFMB muzzle brake and vert grip, suppressors can help differentiate your team vs the baddies if you wanna do that instead. (:
Weapon to use depends on map tbh In postal and port levels, SA58 is GOAT because you can one shot kill at range. And for the tougher maps with a lot of close combat (which is actually quite a lot of them), you actually want something like the M1014. And the Mk 18 is nice, but the G36C has lower recoil. Lower fire rate on full auto though, so the Mk 18 is the better room broom.
You missed one thing about ceramic. It blocks ALL damage, but once it breaks you might as well be wearing no armor at all, but you still take the movement speed penalty. It's best for short engagements, with relatively few suspects that are heavily armed like Brisa Cove and Clemente Hotel. For longer maps like Cherryessa Farm, Hospital, or Port Hokan you should probably take steel even though you're going to take more damage when shot. It stays active for the whole mission.
I just got off a coop game on Coyote map, couldn't have brought worse gun (SR16 modded as Daniels Defense rifle) into the tunnel because I wanted to pretend to be Josh Brolin in Sicario in the tunnel and Alejandro's gear got called dib by someone else already. And I couldn't believe I didn't have my gun stuck once the entire firefight. Informative as usual, but I will have to thank you especially for making this one in particular. I bought my da who's a fan of Rainbow Six Raven Shield since RON 1.0 finally came out which I figured he could fiddle around in free time as there's "capable AIs" now. He told me he's been trying to learn how to play the game but got kinda overwhelmed. This will sum up the basics for him nicely. Also he likes your MP5 video when I was showing off the game to him 👍 PS: I haven't rigorously tested the game yet since I just got back into it for a few days. I felt they made the weapon recoils more and especially on the move by a bit. AP rounds against unarmored targets seems less effective by a margin just stopping-power wise, gonna give JHP a shot when playing on predominantly unarmored target maps. It's just a feeling, not fact.
@@civilianuseonly I quite enjoy pre-planned and elements' agency aspect of the game since for me, Ready or Not either renders me too active or passive in a moment with all the handholding you have to do with AIs on site and in your line of sight, either you lead them to do something or have them follow your lead. Raven Shield could be set up with 3 elements: set 2 elements of AIs to execute the mission while you can have one AI tag along you to do your own thing from pre-planning. RON seems unlikely suitable for that kind of design since the maps and gameplay are different enough and too dynamic. I might give it a go after I'm done with RON campaign if by that time modders haven't remade all the maps from Raven Shield.
I just want to make a precision on the material and weight you were talking about. The heaviest your are doesn’t slow your maximum speed it just increase the time you take to get to that speed ^^
I had a feeling you'd need to do that for maximum score when I first played Ides of March! I can totally imagine that clearing the suspects out and not having the traps disarmed will prove a huge risk to civilians or clean up crews after the mission end, so I went around once more, opening every door to make sure the traps were defused. I had no idea that was an actual thing with the score, I just made the assumption and never checked it for myself. I love this game!
Fun fact: You can actually kick open tripwired doors so long as you do so from the side where the bomb is. Because technically, since the door swings the other way, you won't trip the wire with the door, nor will the kick be registered by the wire unless you step into it. Source: I was trying to disarm a bomb from the side it was on, and accidentally full-sent kicked the door open, and didn't trip it 😆
Something I'd love to see is an actual stat menu for the different guns. When you're looking in the armory, every gun just feels the same, just looking different, but it'd be nice to actually see the damage/recoil/accuracy/etc. of each weapon, instead of having to choose a gun, walk to the gun range, and test each one out.
Seeing stats like that would make it more arcade-y I mean in real life a 5.56 round is a 5.56 round, it's gonna suck getting hit by it regardless of what barrel it comes out of
@@VoodooActual Yea, but it still sucks that it can be so inconsistent. My friend and I spent hours testing different armor and weapons by shooting at each other in different places (front, back, sides) to see how many shots it takes to kill you. We found out that Light and Heavy are exactly the same, the only difference being Heavy also protects your sides (so Light + Full coverage is literally useless as it does nothing but the game still lets you pick it, as well as some other useless combinations...). We then switched to ARs and noticed that the rifle I had takes 1 less shot to kill compared to the one my friend had. They seemingly had the same caliber (even that isn't stated anywhere tbh) so it's frustrating to not know why some weapons perform better.
Bro after I watched this video I saw how surprised you were because of the views. Believe it or not I was exactly searching for the best loadout video and found yours first. Guess perfect timing at the perfect moment huh
@@17MrLeon.300BLK has better stopping power than 5.56 and is subsonic, hence the LVAR being able to be so short and have stopping power. Size of an SMG with the power of a battle rifle is huge.
@@17MrLeon Why wouldn’t you? Ya aren’t acquainted with the round I see. So I’m about to give ya a whole long rundown ya either won’t read at all or you’ll thank me for. I’m not trying to talk down here just purely to educate ya on my favorite cartridge. It’s absolutely one of, if not THE, most important small arms developments so far in the 21st century. Sig might disagree with their new 6.8/.277 Fury round with its hybrid steel brass high pressure case. But anyways, ask yourself this, why is 5.56 hindered in a short barrel? Well the 10.3 mk 18 length is as short as anyone should take the 5.56, with its rifle powder, carbine length gas system, extra flash at the muzzle, and loss of velocity from short setups you can only get an AR like setup so short. Now suppressed short barreled pistol calibers setups like the MP5 and others have been a mainstay of SWAT/Special Forces around the globe for a few decades now, and they still work. But .300blk changed the game. It’s essentially a 5.56 cartridge shortened and widened to accept both 7.62 long heavy subsonic rounds up to 200ish grn as well as light supersonic rounds like the 110gr Vmax. Very important to note the .300blk uses pistol powder. If you don’t yet know there’s a big difference in the burn rate as well as pressure buildup when comparing certain rifle and pistol powders, the way rifle powder burns means you get good velocity and maximum burn/pressure from well using long rifle length barrels around 20in. The gas hole on a barrel is made at a certain length to tap gasses depending on how long you’ll have it and what you’ll use it for. If you were to set up an AR to be a .300blk build vs a 5.56 one you’d set it up with a pistol length gas rod and a barrel preferably no longer than 10in because you get peak burn of the powder at 9in, however from 5-10in it’s still in its preferred range of barrel lengths for performance. You absolutely could not run a suppressed 5.56 at under 10in and get good ballistic performance. However a weakened 5.56 would hit harder than a 9mm right? Sure but the flash at the muzzle would make it impossible to use under night vision, subsonic 5.56 just doesn’t have enough mass either. So having zero flash is a huge reason to switch to a short barreled .300blk over 5.56, you can’t get a 5.56 as compact, you don’t have nearly the subsonic options that .300blk does, you’ll hit over twice as hard compared to say 9mm or even 10mm. The joint Sig/Dod program first called the LVAW (Low Visibility Assault Weapon) was what conceived the Rattler as we know it, it then became known as the RSAR (Reduced Signatyre Assault Rifle) but it’s still the same thing. They took the standard MCX which with its bufferless setup a short stroke piston system which was already a step above the standard DI AR and gave it a 5.5in .300blk barrel and a widened handguard that would house their laser sintered SL series of flowthrough suppressors inside. The main point of the program was to reduce gas blowback when suppressed to the shooter’s face by over 80% and to ensure there’s no flash that would interfere with night vision. So the .300blk MCX LVAW is just absolutely superior to everything else on the planet when it comes to CQB work, the mk18, mp5, etc just doesn’t come close to its effectiveness. I’ve put together my own MCX Rattler LVAW type build and it’s my favorite setup by far, I went with the SL-X Inconel version of the “3D printed” laser sintered can and I absolutely love it.
You know I bought this game coming from COD fps games and I have come to love the fact that I actually have to pay attention to the missions and maps. Especially when equipping your AI companions. Something about seeing them KIA is genuinely daunting on your mental so you have to make them an extension of yourself. I love this game and I’m glad there’s a community for it.
I've always used the Brownells AR-18 (AR-180) and it has always been the solid .300BLK rifle in-game. But ever since the MCX Rattler LVAW and the MCX Gen1 released in the 1.0 update, I've been using the MCX Gen1 with a vis laser, BCM Gunfighter VFG, EOTech EXPS 3-2, and one of the muzzle breaks. Seemed better than the AR-18 on firerate and snappy follow up shots on singlefire.
I've been loving this game. My only grip is that you can't get S tier without using non-lethal weapons or CS gassing every single room. It seems unrealistic; I can't imagine SWAT going into an active shooter scenario with bean bag guns. Getting all the objectives with no civilian casualties and getting the main suspect alive should be sufficient. I don't enjoy clearing rooms and lighting dudes up with bean bags.
It’s even worse that every enemy npc is like a Muslim extremist, they simply won’t surrender. I remember on the gas station map, we had one last dude in a room, and we all threw 3 flash bangs, 2 gas grenades, 2 dudes with a taser, and the other two with beanbag shotgun. He ignored it all until we accidentally killed him with a beanbag headshot.
It's hilarious that you showed STALKER GAMMA footage when saying "the goal is to shoot people" although I feel like that is not the main goal in STALKER, really. :D
From Rogue Spear I remember that the first map required HP ammo on hard difficulty as AP penetrated body and made sound when impacted the wall. Also here - AP can kill civilians behind if suspect is not wearing armor or you're hitting parts that have no armor.
After extensive testing, i found the mp7 to be the best gun as of now, kills brutally fast, has almost rifle tier penetration, quick reload, great handling with no recoil, absolute king of CQB
Do one of the harder missions where the AI is heavily armed and wears body armor some of the ai will tak 6-7 rounds of 4.6 to the chest and still walk away
I absolutely LOVE the MP7 (in other games as well, not just in RoN), the low recoil, fast firerate, and decent penetration is incredible. the P90, Kriss Vector, MP5, and Uzi are all incredible guns in about any game i've seen them in.
They really should’ve focused on suspect ai they’re way too predictable Swat 4: They can run and/or hide They can surrender for real without stunning them first They can fake surrender They might take a hostage They may try killing you You never know Ready or not: They will try to kill you They will fake surrender and try to kill you When you stun them and they surrender for real they’ll get up and try to kill you if they’re not cuffed despite you aiming directly at them When a hostage is nearby they’ll take them and try to kill you It’s just not fun when you always know what they’re going to do
Even that is being generous with Ready or Not's AI, the way their morale system works is severely fucked. In SWAT 4 its relatively easy to get a suspect to surrender, they're human after all. In Ready or Not you can hit someone with a flash, spam them with pepper balls, fire one or two pistol rounds into their chest and they will just keep walking away basically forcing you to shoot them because if you don't as soon as their "stunned" timer is over they are instantly going to 180 snap back to you and aimbot you.
@@CecilioSprayetti Exactly! and them being so hostile means your ai teammates will blast them to space regardless if they’re stunned or not which ruins arrest objectives
@@Pepps- and also locks you from getting an S rank in a missions. Devs should seriously rework the ai to be less deathwishing, it's also pretty much impossible to make suspect surrender without non lethal guns or deployables when realistically, most thugs would just piss themselves the second they see swat.
I had to resort to installing the No Crack mod which tames the ai. It makes the first few missions trivial but after that it remains consistent with suspects like in brista cove where they will shoot first if given the chance, but surrender if you C2 breach + gas your way into a room.
SA-58 has been one of my favorites for a while. I'm a big fan of the shotguns, too. Body armor will stop the buckshot now, but it stuns them like hitting them with a beanbag. Or just aim for the legs. Or practice one COM shot and then moving to the head.
Another thing about using steel plates in your armor, if you get shot theres a fairly large chance it will ricochet off your armor and possibly hit teammates if they are nearby. If you see your teammates get shot, sparks come off their armor, and you get injured or even die that's why
the benelli m4 with a shield is one of the best loadouts. i usually use buckshot to shoot the suspect's armor to stun them and make them surrender while the shield protecting your back. sometimes i use the shield to come running near the suspects then bashing them while spamming f to make them surrender instead of using the pistol on with the shield.
Going with subs' and using AP lets you arm / shoulder shoot hostiles and most of the time make them surrender. Same with JHP rounds and body armor. You can hit them center mass and they sometimes will surrender. Neat mechanic.
The non suppressed *MP7* is an underrated gun. Its short af and melts fullarmored and unarmored targets in CQB. Super fun time. The rest of the SMGs are very underwhelming, Used to love the 10mm Mp5, but feels like they nerfed it against armored targets☹️
Another thing with the MP7 is that it shoots the 5.7 cartridge which is already an armor-piercing bullet. So if you shoot AP only, you get insane overpenetration with it, meaning that you can incapacitate more than you end up killing. If the target is armored, it takes a bit more to take them down. But soft targets always get incapacitated, unless you full-auto them which I never do.
@@darkySp Brother, i hate to break it too you, but the MP7, does not run the 5.7 x 28mm cartridge. It is chambered in 4.6 x 30mm nato. *bro really did his research before putting down a comment* 💀
Because Hotline Miami..., Ready or Not? got me the same feeling. A Deep-Melancolic-War-Vibe. It's like the W A R W A V E music genre, the original with the dark-violett colours and etc. ofc. 🍌
i got this game couple of days ago and i love it... for those who dont want to get entangle with the command system just play multiplayer with randoms ... is a blast!
You forgot to say that ceramic armor breaks VERY fast, while kevlar and steel almost never break. Ceramic might be the "perfect" middle ground, after one, maybe two shootouts, you don't have any armor left :)
@@sigma_frenchie4075 most of the time the suspects shoot anywhere but the armor tho Lol sure you can avoid getting hit but the way the ai is rn its funneling into a rather lame ass playstyle
i´ve been contemplating on doing so but wanted to S rank the more annoying missions as a challenge but with this Ai i dont know if i want to anymore@@sigma_frenchie4075
Really good video man! However, I was hoping you'd touch on the beanbag shotgun vs the paintball guns. Having wrestled with the AI in order to secure S ranks, I was wondering about the strengths and weaknesses of these options, and which one to bring to the operation. So yeah, if you'd ever want to expand or use this idea and make a video about it, I'll be grateful!
I plan on covering these, but they're so different I think they deserve their own video. Additionally, it seems the pepperball is potentially bugged right now
@@civilianuseonly _if_ they _are_ bugged, it would explain why I'm struggling so much to complete missions non-lethally. But yeah, I'd for one really appreciate a video on those!✊🏻
Lately I’ve been using the bean bag shotgun and gas of thrown and launched variety. Fun and seems pretty effective if trying to go for S. For clarification, Tasers and OC spray are often on the same tier in a use of force continuum. Depends on policy and department. ✌🏿
It took me 20+ tries to finish brisa's cove. Wedges were the key. I made every officer have 3 of them., then just went around the main round hallway blocking ALL DOORS. Then cleared the rooms one by one.
I've used the MP7 with HP ammo on every mission and never once felt like my gun was under powered. I also run a visible laser and hip fire on full auto 80% of the time. It doesn't matter if they're wearing armor when they get 6 rounds their face in a 1/4 second. I aim center mass and let the recoil guide into their face. I can usually get 2, maybe 3 people per mag that way.
"Underfunded" - Has access to top of the line SWAT gear with bottomless inventory, including every type of weapon imaginable, and can burn through new recruits like there is no tomorrow.
I prefer to use the BCM or GA416. The AWCR is a great support gun to use aswell. USP as my standard offhand because of the more stronger caliber. The G19 only when against light armored or no armored suspects, as the G19 isn't the strongest pistol in the game. I used to run the M4 back in the early days because it was just a laser. Plus it had +5 extra bullets, which was really great to have. I had it mod to the L119A2. The SR-16 is one of the most less recoil rifle in the game. It's really unique, so that's why I had it mod to the more smaller SR-15 M-LOK version. It worked beautifully.
You are so wrong, the sr16 is has the second highest amount of recoil after the ga416. I didn't bother trying the "new" guns but they didn't change anything about how those 2 handle.
I'm squad lead, I'm always leading my team, going first on hallways etc. only when entering the room shield is going in first. I play with light vest, kevlar plates, nvg and MK18 most of the time, this is why I always avoid exposing myself as much as I can. I like option to move pretty fast and have more equipment on myself. We are doing pretty fine, I just have to use alot of alt to look out slightly and light loadout goes pretty well then
I definitely wouldn’t say its style is unique, it’s just not normal. The SWAT series in the late 90’s and early 2000’s definitely had this element. And definitely not underfunded 😂
I’ve just recently got the game and tried out some different guns and I really find that the G36 or MP9 and for secondary the five seven. I haven’t progressed too far yet but I often find it nice when playing with the AI to use the breach shotgun and CS gas. So I might try some other stuff out but I’ve really really enjoyed playing with those guns so far and maybe I’ll change it up if some friends get the game
Yep usually rock the P90 or bullpup and always FN 5.7 pistol (The P90 and FN are both great at armor penetration due to their standard rounds. The bullpup is just so compact and easy to move around with)
that game is so génius. i cant wait multiplayer PvP. Rainbow six siege promised us this kind of game, a little more "arcade", but it was a real SWAT game according to the very first trailers. and I remember we were all waiting for this! but we quickly saw from the first gameplay that they were going for a completely different game.
I just wanna say that enemy AI's reaction time is too fast and sometime hostage try to run away from us. Its not logical that hostages try to run away from us.
@@fbisbrother5863so? Why are the police trying to arrest me I haven’t seen a warrant and I literally know people IRL that used to impersonate police officers and mug people 😂
@@fbisbrother5863 Human psychology doesn’t work like this. Seeing a bunch of armed people busting in a door and shouting triggers a fear response. The amygdala is ancient and gives absolutely no fucks about our social conventions about how wearing blue means you’re part of an institution that is supposed to help. It cares about running and climbing trees.
@@GuyWithAHat no they do both bud Also I went to the police academy for a while I know how most of the stuff works … Also just updated the game last week and have been playing it i understand both in game features and most things IRL
I didn't realize just how much range the shotgun had, I never used it (as i usually go with the shield or optiwand), but I never thought about using it at a distance, incase the doors were trapped.
Wedges are so important to me that I literally have 1 of my squad mates as a dedicated "Wedge Guy." Ammo for his primary and 5-6 Wedges in his loadout, that's it.
actually an important tip, 1 wedge count = 2 per tick. so you're making him carry around 10-12 in reality. if you don't reaaallly need that many it helps to have him carry an extra nade or secondary mags so he doesn't drop from low ammo
As i am playing campaign i minimalized secondary ammo, changed to P90 (i have 50-rounders - it allows me to take less mags into mission) and prioritized grenades - i can take 9 gas grenades. My team's equipment is grenades + other equipment based on map.
F90B seems to have the least recoil and visual recoil but its a bit long with a supressor, G36C was the best before full release its still fairly good now
Im a pointman with sa58, five seven, breaching shotgun, light ceramic, and flashgoggles. Drop bodies faster and with higher speed worry less with my team throwing things in.
Hey, great video I've found while planning to do a similar guide for YT, but Yours great! One thing I didnt know till now is the only difference between light/heavy vests are eq slots. I assumed heavy slows ya down too. I will definietly use it more now. Subbed, see You in the next one!
AK47 and SA58 are great but the ARN-180 with AP rounds is the most adaptable. Because ARN-180 is basically an AR-15 but with the. 300 Blackout that offers sufficient stopping power but with less recoil.
Use the sr16 for most situations and ap Dont find the weapon length to be an issue stand a bit further back from walls and obstacles. Also always use full auto in bursts and compensate for the recoil csgo style and works very well
From what I can tell, steel only affects your starting movement speed, you appear to actually move at the same top speed as all the other armors, but the armor seems to only affect your initial movement. From my observations, kevlar allows you to move and change direction pretty much instantly, ceramic still allows you to move and change direction pretty fast but you can tell that there is a slight delay, and steel has a very obvious delay in movement and changing direction, other than that, they all seem to have to same top speed once you actually get up to speed.
Calling this an underfunded swat team is crazy. I’ve never seen a swat team with an independent mesh network ISR system that uses the ATAK system, streaming helmet cam, and MPU-5s. That set up for a 5 man team is easily over $700,000.
I agree there is a disconnect between the gear you have vs how they're meant to be portrayed- however, devs have stated they intended for the SWAT team in this game to appear underfunded
i mean, you are right, but most swat teams would have access to a shit ton of snipers and not have to plan out their assault on their own.
Quad nods for 5 guys is $200,000…
It’s more under funded In that most missions in the game would never be given to just 5 dudes. Postal service and sinuous for example would require 2 or 3 elements irl
@@callummcgovan8963agreed, the meth house for example or even the hotel, they would never realistically send in just 1 team. But after you bring order to chaos NPC’s from another swat team will come to the scene and pick up the detained suspects and put them outside so that then kinda contradicts itselr with the fact there’s another team on scene
SR-16 is solid honestly.
My biggest gripe with this game is the non-lethal stuff is very underpowered. I have had enemies take a flashbang *directly* to the face and still manage to turn around and one tap me.
I've noticed that especially on the Talent Agency. I end up strictly running CS now as it always stuns with a large aoe, and then stingers since you only have to step out of the way but even those have been iffy like flashbangs
Yup thats why i almost never take them alive only when they survive the shots. Its honestly annoying how the ai behaves and i was thinking that they would have fixed it in 1.0. But they havent so i still resort to just shooting on sight
Try c2 than a flashbang, workks for me 😊
@@Lowlander-ci7is sometimes the c2 kills them, I've been trying to use it less.
But it's certainly the most fun way to enter.
@@sHoRtBuSseR c2 knocks them down and it appears they are dead (like, it says "dead"), but when you restrain them they get up into kneeling and give the full amount of points. I use c2 a lot and have never seen it actually kill someone, even when they are standing directly behind the door.
It should also be noted that bullets can also bounce off and hit things near you when your steel armor is shot, which can hit your teammates.
Spalling is a real danger. It's also incredibly funny with friends
Imagine playing hardcore and you lose a teammate to that. You took the hit and they died lol.
I've killed myself from shooting certain things too close to me, where the bullet comes right back and kills me somehow
You aren't exaggerating when you say wedges are one of the most important pieces of equipment. If you wedge the right doors, you're funneling the enemy into the areas you choose and denying them access to others, and now you're dictating when and where the engagement will happen - or at least where it won't.
Of course there are some maps (Dealership, for example) that are just too open for them to be useful, or others (Modeling Agency) where engagements happen so close that you might not get a door wedged before someone comes through it.
I keep it in every loadout. I don't think there's been a map where I haven't used them yet.
It's too good in pre 1.0 that sometimes we ran "no wedges" challenge. In 1.0, yeah .... I'd rather carry one less main gun mag so I could pack enough wedges along with other gears.
SWAT 4 taught me that if you wanna win, you do it by using wedges. No question.
Postal Facility: Wedge all the doors so the only way out of the sorting are is through the garage door, retrace steps, clear outside, and lure every other enemy on the map through the garage doors. Ez A
How I beat Brisa cove. Just went along the outside, and told blue team to jam all 4 exterior doors into the rooms. Cleared laundry and center and then I got to choose how I cleared every room
As a retro chad, I run the SWAT 99' gear with an MP5A2 flashlight only, paired with a 1911 and the PVS-7 night vision. I also run the balaclava mod for full immersion. There's just something about using inferior equipment that is so rewarding when tackling the tougher missions like Port.
MP5/10 (FMJ) and semi auto shotgun (buckshot) are the best primaries in the game because they have so much damage that even high armored targets are destroyed within half a second
And not insane recoil
SA58 is a honorable mention but you actually do need to kinda try to deal with the recoil
@@whyareusobad3528 Yeah, I like running the 1301 with slugs a lot, 90% of the time it 1-shots even armored guys out to medium distance. As far as the SA58, I love it, but it's seems a little inferior to the SLR47 in terms of follow up shots vs damage. For automatic fire I usually run MP5, G36, ARN-18, and a few others.
@@CertifiedSunset never used the SLR(if that’s the AK ) because it looks so goofy in the game being such a tiny little guy
But yea SA58 shreds just a lot of recoil and slow ROF
But I’ve looked through every comment on this video NOBODY is giving any love to the 10mm MP5 unless it goes by a different name
But it’s SO GOOD (haven’t played in a bit)
@@whyareusobad3528 The 10mm MP5A3 is really good, back in the Adam Update (before 1.0) the 10mm MP5A3 had less recoil too from my recollection. Though I've had no issue using the 9mm version even for armored guys if I'm using AP rounds. But the recoil is so minor that it's easy to put 2-3 rounds on a head before recoil throws you off.
@@CertifiedSunset makes sense I haven’t played for a long time way before 1.0 existed and is there now AP? Or just FMJ And hollow
The gun that looks the coolest, EVERY FLASH POSSIBLE, and a battering ram.
Honestly everything feels amazing the only thing is that it feels like sometimes I just lose some missions by some ai that headshot me for like 20 miles away no matter how many or what armor I put on
You aren’t just feeling it, that’s literally what’s happening, they messed up and over tuned the AI to near first release alpha, which if you don’t know, would aimbot headshot you 3x as worse as they do now.
The AI also will shoot you through walls with their X-ray aimbot. If you wanna do your Ironman run, wait till they patch and nerf their ai
Yeah they somehow fucked up the enemy AI accidently it seems. Their reaction times are literally back to 100ms when alerted and they will kill you and rush you with accuracy across the entire map
It shouldn't be needed, it should just be tuned down, but quickly after the 1.0 release there are some mods that make the suspect AI more manageable. "No crack for AI" combined with "Gunfighter Gameplay Improvement" makes for a much more enjoyable experience, seems by the number of downloads between the two that a lot of people agree. The AI is absolutely insane at the moment.
They have a mod on nexus that helps with the unrealistic AI if you wanna check that out.
They've said a hotfix is coming, hopefully it's soon
C2 charges are directional; you can stay stacked up on a door and still use C2, affecting those on the other side. It's important to note that C2 is distinct from C4.
And you can kill civilians without point deduction
well, kinda, C2 is the just a slightly modified version of the same explosive, C4 is just a more powerful (and more stable) version of it
Ready or Not loadout metas was not a type of content i ever expected to see
The G36-C surprised me when I first used it, I loved how small it was and how effective it is at controlling short full-auto bursts. Its super easy for me to throw on as much armor as I can and pack a bunch of hollow point mags and just hold W with that gun.
I personally really like the new LVAR and the G36. Though slugged shotguns are also really strong now. The upside for me for the LVAR is that it's both short and surpressed, which allows me to tell apart shots from enemies and those from teammates. Which may sound strange but it has come in useful for me in certain situations. As for AI teammates, I have discovered that they really love to magdump once they see an enemy at medium or longer range. So for Hide and Seek I would advise giving them a little extra ammo.
That’s the biggest plus for the suppressed weapons for me, you can tell who’s shooting, mostly.
Yeah I use the LVAR
One of the biggest advantages to using a suppressor
I typically run the LVAR as well. It's really well rounded and has the benefit of being CQB sized while being suppressed. I was running the MCX suppressed but it added too much length to be as efective as i would have liked. Sometimes, however, a shotgun is the way to go. I found that during Ides of March (the penthouse level), a shotgun with buckshot was highly effective since there were overall fewer civilians and some tight spaces that benefited from a little shot spread.
Shotguns are insane and I don't use anything else. It 1 taps everything at any range with buckshot. With AI being so cracked, that 1 shot vs 3-5 rifle shots can make all the difference. Also stab vest with 4 'mags' and like 10 CS grenades+CS launcher is all you need to S rank every map. Just listen for noise and start gassing. Way better than flash bangs because it works through cover and doors and keeps them from drawing handguns/knives when cuffing.
Bro sometimes when I'm clearing and there's a suspect that I wasn't expecting it scares me so hard that my aim goes to the sky
to save anyone time with what weapons to use, the 2 best feeling ARs are the F90 and MK18, if your looking for something different with good pen that also feels amazing to shoot, MP7 is nice. The best attachments are the SFMB muzzle brake and vert grip, suppressors can help differentiate your team vs the baddies if you wanna do that instead. (:
AK every day AK all the day
Weapon to use depends on map tbh
In postal and port levels, SA58 is GOAT because you can one shot kill at range. And for the tougher maps with a lot of close combat (which is actually quite a lot of them), you actually want something like the M1014.
And the Mk 18 is nice, but the G36C has lower recoil. Lower fire rate on full auto though, so the Mk 18 is the better room broom.
I disagree about the F90 - too much horizontal bounce.
I‘d rather take the HK416 or G36, well actually most other assault rifles.
You missed one thing about ceramic. It blocks ALL damage, but once it breaks you might as well be wearing no armor at all, but you still take the movement speed penalty. It's best for short engagements, with relatively few suspects that are heavily armed like Brisa Cove and Clemente Hotel.
For longer maps like Cherryessa Farm, Hospital, or Port Hokan you should probably take steel even though you're going to take more damage when shot. It stays active for the whole mission.
It can still cause bleed, every armor plate will always get bleed atleast once
@@Cronaxy Yeah bleed as a mechanic seems to work on a different damage threshold than health does. It's weird.
I just got off a coop game on Coyote map, couldn't have brought worse gun (SR16 modded as Daniels Defense rifle) into the tunnel because I wanted to pretend to be Josh Brolin in Sicario in the tunnel and Alejandro's gear got called dib by someone else already. And I couldn't believe I didn't have my gun stuck once the entire firefight.
Informative as usual, but I will have to thank you especially for making this one in particular. I bought my da who's a fan of Rainbow Six Raven Shield since RON 1.0 finally came out which I figured he could fiddle around in free time as there's "capable AIs" now. He told me he's been trying to learn how to play the game but got kinda overwhelmed. This will sum up the basics for him nicely. Also he likes your MP5 video when I was showing off the game to him 👍
PS: I haven't rigorously tested the game yet since I just got back into it for a few days. I felt they made the weapon recoils more and especially on the move by a bit. AP rounds against unarmored targets seems less effective by a margin just stopping-power wise, gonna give JHP a shot when playing on predominantly unarmored target maps. It's just a feeling, not fact.
Awesome, I hope he enjoys! I need to play Raven Shield again sometime
@@civilianuseonly I quite enjoy pre-planned and elements' agency aspect of the game since for me, Ready or Not either renders me too active or passive in a moment with all the handholding you have to do with AIs on site and in your line of sight, either you lead them to do something or have them follow your lead. Raven Shield could be set up with 3 elements: set 2 elements of AIs to execute the mission while you can have one AI tag along you to do your own thing from pre-planning.
RON seems unlikely suitable for that kind of design since the maps and gameplay are different enough and too dynamic. I might give it a go after I'm done with RON campaign if by that time modders haven't remade all the maps from Raven Shield.
I just want to make a precision on the material and weight you were talking about.
The heaviest your are doesn’t slow your maximum speed it just increase the time you take to get to that speed ^^
Correct, should have specified
It's worth noting that detonating traps in any way negates some points you get at the end because you didn't disarm them
I had a feeling you'd need to do that for maximum score when I first played Ides of March!
I can totally imagine that clearing the suspects out and not having the traps disarmed will prove a huge risk to civilians or clean up crews after the mission end, so I went around once more, opening every door to make sure the traps were defused. I had no idea that was an actual thing with the score, I just made the assumption and never checked it for myself.
I love this game!
Fun fact: You can actually kick open tripwired doors so long as you do so from the side where the bomb is. Because technically, since the door swings the other way, you won't trip the wire with the door, nor will the kick be registered by the wire unless you step into it.
Source: I was trying to disarm a bomb from the side it was on, and accidentally full-sent kicked the door open, and didn't trip it 😆
Learned that the hard way lmao. I accidentally told my squad to open and clear without checking with my mirror gun and got them all killed 😂
Something I'd love to see is an actual stat menu for the different guns. When you're looking in the armory, every gun just feels the same, just looking different, but it'd be nice to actually see the damage/recoil/accuracy/etc. of each weapon, instead of having to choose a gun, walk to the gun range, and test each one out.
I'd like to see that too. So far, we haven't had any of those numbers available
I disagree. Without it is more realistic, since we wouldn’t have anything like stats in real life
Seeing stats like that would make it more arcade-y
I mean in real life a 5.56 round is a 5.56 round, it's gonna suck getting hit by it regardless of what barrel it comes out of
@@VoodooActual Yea, but it still sucks that it can be so inconsistent. My friend and I spent hours testing different armor and weapons by shooting at each other in different places (front, back, sides) to see how many shots it takes to kill you. We found out that Light and Heavy are exactly the same, the only difference being Heavy also protects your sides (so Light + Full coverage is literally useless as it does nothing but the game still lets you pick it, as well as some other useless combinations...). We then switched to ARs and noticed that the rifle I had takes 1 less shot to kill compared to the one my friend had. They seemingly had the same caliber (even that isn't stated anywhere tbh) so it's frustrating to not know why some weapons perform better.
@@sTeadFasT96 Makes 0 sense. Wikipedia any major weapon or common caliber and you have a literal stat card.
AK for every problem. Because it's an AK.
Bro after I watched this video I saw how surprised you were because of the views. Believe it or not I was exactly searching for the best loadout video and found yours first. Guess perfect timing at the perfect moment huh
0:30 I don’t know about “underfunded” like every member has access to NVGS
Me casually catching 3 civilians behind a wall in the crossfire using the SA-58 because bigger round means better obviously.
"underfunded"
10 seconds later,
"Seemingly endless equipment choices" ahhh the realism hits
Just a note, all officers move the same max speed no matter the armor, it only affects the acceleration of the officer
The MCX assault rifle is what I've been using, feels so good to use, it's a beast
I would rather have the MCX Virtus, but It'll do
LVAR is literally the MCX but integrated suppresor. You get the same benefits of the MCX, but in 300 Blackout and almost identical barrel lengths.
@@jooper5944 why would you want 300blackout?
@@17MrLeon.300BLK has better stopping power than 5.56 and is subsonic, hence the LVAR being able to be so short and have stopping power. Size of an SMG with the power of a battle rifle is huge.
@@17MrLeon Why wouldn’t you? Ya aren’t acquainted with the round I see. So I’m about to give ya a whole long rundown ya either won’t read at all or you’ll thank me for. I’m not trying to talk down here just purely to educate ya on my favorite cartridge. It’s absolutely one of, if not THE, most important small arms developments so far in the 21st century. Sig might disagree with their new 6.8/.277 Fury round with its hybrid steel brass high pressure case. But anyways, ask yourself this, why is 5.56 hindered in a short barrel? Well the 10.3 mk 18 length is as short as anyone should take the 5.56, with its rifle powder, carbine length gas system, extra flash at the muzzle, and loss of velocity from short setups you can only get an AR like setup so short. Now suppressed short barreled pistol calibers setups like the MP5 and others have been a mainstay of SWAT/Special Forces around the globe for a few decades now, and they still work. But .300blk changed the game. It’s essentially a 5.56 cartridge shortened and widened to accept both 7.62 long heavy subsonic rounds up to 200ish grn as well as light supersonic rounds like the 110gr Vmax. Very important to note the .300blk uses pistol powder.
If you don’t yet know there’s a big difference in the burn rate as well as pressure buildup when comparing certain rifle and pistol powders, the way rifle powder burns means you get good velocity and maximum burn/pressure from well using long rifle length barrels around 20in. The gas hole on a barrel is made at a certain length to tap gasses depending on how long you’ll have it and what you’ll use it for.
If you were to set up an AR to be a .300blk build vs a 5.56 one you’d set it up with a pistol length gas rod and a barrel preferably no longer than 10in because you get peak burn of the powder at 9in, however from 5-10in it’s still in its preferred range of barrel lengths for performance. You absolutely could not run a suppressed 5.56 at under 10in and get good ballistic performance. However a weakened 5.56 would hit harder than a 9mm right? Sure but the flash at the muzzle would make it impossible to use under night vision, subsonic 5.56 just doesn’t have enough mass either.
So having zero flash is a huge reason to switch to a short barreled .300blk over 5.56, you can’t get a 5.56 as compact, you don’t have nearly the subsonic options that .300blk does, you’ll hit over twice as hard compared to say 9mm or even 10mm.
The joint Sig/Dod program first called the LVAW (Low Visibility Assault Weapon) was what conceived the Rattler as we know it, it then became known as the RSAR (Reduced Signatyre Assault Rifle) but it’s still the same thing.
They took the standard MCX which with its bufferless setup a short stroke piston system which was already a step above the standard DI AR and gave it a 5.5in .300blk barrel and a widened handguard that would house their laser sintered SL series of flowthrough suppressors inside. The main point of the program was to reduce gas blowback when suppressed to the shooter’s face by over 80% and to ensure there’s no flash that would interfere with night vision.
So the .300blk MCX LVAW is just absolutely superior to everything else on the planet when it comes to CQB work, the mk18, mp5, etc just doesn’t come close to its effectiveness.
I’ve put together my own MCX Rattler LVAW type build and it’s my favorite setup by far, I went with the SL-X Inconel version of the “3D printed” laser sintered can and I absolutely love it.
G36 my beloved, this game alone made me love it
@@Corioli There is a mod that restores the carry handle for the G36 :)
You know I bought this game coming from COD fps games and I have come to love the fact that I actually have to pay attention to the missions and maps. Especially when equipping your AI companions. Something about seeing them KIA is genuinely daunting on your mental so you have to make them an extension of yourself. I love this game and I’m glad there’s a community for it.
SA-58 is my favorite gun by far. They drop in one shot to the chest sometimes.
I like to use a G36C or wtv its called with the obvious attatchments, so far its the best loadout ive found through testing.
G36 remains one of my favorites
Indeed, a very satisfying option for sure!@@civilianuseonly
I've always used the Brownells AR-18 (AR-180) and it has always been the solid .300BLK rifle in-game. But ever since the MCX Rattler LVAW and the MCX Gen1 released in the 1.0 update, I've been using the MCX Gen1 with a vis laser, BCM Gunfighter VFG, EOTech EXPS 3-2, and one of the muzzle breaks. Seemed better than the AR-18 on firerate and snappy follow up shots on singlefire.
I've been loving this game. My only grip is that you can't get S tier without using non-lethal weapons or CS gassing every single room. It seems unrealistic; I can't imagine SWAT going into an active shooter scenario with bean bag guns. Getting all the objectives with no civilian casualties and getting the main suspect alive should be sufficient. I don't enjoy clearing rooms and lighting dudes up with bean bags.
It’s even worse that every enemy npc is like a Muslim extremist, they simply won’t surrender. I remember on the gas station map, we had one last dude in a room, and we all threw 3 flash bangs, 2 gas grenades, 2 dudes with a taser, and the other two with beanbag shotgun. He ignored it all until we accidentally killed him with a beanbag headshot.
It's hilarious that you showed STALKER GAMMA footage when saying "the goal is to shoot people" although I feel like that is not the main goal in STALKER, really. :D
It is if you play Monolith
My go to loadout is
•MCX (EOTECH, SOCOM SUP, COMBAT GRIP, WM LIGHT)
•USP 45 (RMR, LASER)
• Heavy Armor (Ceramic, Full)
•AP ammo, 2 flash, 1 breach charge and 1 taser
•rescue shield
•ballistic mask
thats a good loadout
From Rogue Spear I remember that the first map required HP ammo on hard difficulty as AP penetrated body and made sound when impacted the wall. Also here - AP can kill civilians behind if suspect is not wearing armor or you're hitting parts that have no armor.
i like the SA-58 One taps to the body almost every time
After extensive testing, i found the mp7 to be the best gun as of now, kills brutally fast, has almost rifle tier penetration, quick reload, great handling with no recoil, absolute king of CQB
Do one of the harder missions where the AI is heavily armed and wears body armor some of the ai will tak 6-7 rounds of 4.6 to the chest and still walk away
I absolutely LOVE the MP7 (in other games as well, not just in RoN), the low recoil, fast firerate, and decent penetration is incredible.
the P90, Kriss Vector, MP5, and Uzi are all incredible guns in about any game i've seen them in.
Already encountered them, it just shreds, high penetration paired with very high ROF seems to defeat any armor
@@R3dShiftthe mp5 10mm is better then the MP7 for what I’ve seen your getting more recoil but it’s worth it IMO
They really should’ve focused on suspect ai they’re way too predictable
Swat 4:
They can run and/or hide
They can surrender for real without stunning them first
They can fake surrender
They might take a hostage
They may try killing you
You never know
Ready or not:
They will try to kill you
They will fake surrender and try to kill you
When you stun them and they surrender for real they’ll get up and try to kill you if they’re not cuffed despite you aiming directly at them
When a hostage is nearby they’ll take them and try to kill you
It’s just not fun when you always know what they’re going to do
Even that is being generous with Ready or Not's AI, the way their morale system works is severely fucked. In SWAT 4 its relatively easy to get a suspect to surrender, they're human after all. In Ready or Not you can hit someone with a flash, spam them with pepper balls, fire one or two pistol rounds into their chest and they will just keep walking away basically forcing you to shoot them because if you don't as soon as their "stunned" timer is over they are instantly going to 180 snap back to you and aimbot you.
@@CecilioSprayetti Exactly! and them being so hostile means your ai teammates will blast them to space regardless if they’re stunned or not which ruins arrest objectives
@@Pepps- and also locks you from getting an S rank in a missions. Devs should seriously rework the ai to be less deathwishing, it's also pretty much impossible to make suspect surrender without non lethal guns or deployables when realistically, most thugs would just piss themselves the second they see swat.
I had to resort to installing the No Crack mod which tames the ai. It makes the first few missions trivial but after that it remains consistent with suspects like in brista cove where they will shoot first if given the chance, but surrender if you C2 breach + gas your way into a room.
I've had suspects surrender in ready or not only to pull out a knife and stab me...
be me: *sees revolver.* *proceeds to use nothing else*
SA-58 has been one of my favorites for a while.
I'm a big fan of the shotguns, too. Body armor will stop the buckshot now, but it stuns them like hitting them with a beanbag. Or just aim for the legs. Or practice one COM shot and then moving to the head.
I just bought this game when patch 1.0 came out, this is a very helpful video. Thank you
Hope you enjoy!
@@civilianuseonly If you have any other tips, please make more videos. I share it to other RoN players
As a German i uses the HK416 and the USP 45. Best loadout. Holo, Combat grip, laser and silencer and good to go
Throw in the hk m320 gas grenade launcher as the long tactical and you are true German
Still love the ARN18, so glad they made it .300blk again
Another thing about using steel plates in your armor, if you get shot theres a fairly large chance it will ricochet off your armor and possibly hit teammates if they are nearby. If you see your teammates get shot, sparks come off their armor, and you get injured or even die that's why
Your team shouldn't be that close, they are blocking your escape route when doing so. Therefore it is not a issue.
the benelli m4 with a shield is one of the best loadouts. i usually use buckshot to shoot the suspect's armor to stun them and make them surrender while the shield protecting your back. sometimes i use the shield to come running near the suspects then bashing them while spamming f to make them surrender instead of using the pistol on with the shield.
Underated content creator
Going with subs' and using AP lets you arm / shoulder shoot hostiles and most of the time make them surrender. Same with JHP rounds and body armor. You can hit them center mass and they sometimes will surrender. Neat mechanic.
The post office mission is brutal.. i use to killl that mission before 1.0. now the suspects are expert shots woth pistols.. lol
True. Took me like 15 tries to get it done right. Also mindjot
The non suppressed *MP7* is an underrated gun.
Its short af and melts fullarmored and unarmored targets in CQB.
Super fun time.
The rest of the SMGs are very underwhelming, Used to love the 10mm Mp5, but feels like they nerfed it against armored targets☹️
P90 go brrrrrrrrrr
@@nukesRus123 p90 is my shield backup
Yeah i also use the MP7 on one of my presets it really is an underrated gun has no recoil and kills Suspects pretty fast.
Another thing with the MP7 is that it shoots the 5.7 cartridge which is already an armor-piercing bullet. So if you shoot AP only, you get insane overpenetration with it, meaning that you can incapacitate more than you end up killing. If the target is armored, it takes a bit more to take them down. But soft targets always get incapacitated, unless you full-auto them which I never do.
@@darkySp Brother, i hate to break it too you, but the MP7, does not run the 5.7 x 28mm cartridge.
It is chambered in 4.6 x 30mm nato.
*bro really did his research before putting down a comment*
💀
Because Hotline Miami..., Ready or Not? got me the same feeling.
A Deep-Melancolic-War-Vibe.
It's like the W A R W A V E music genre, the original with the dark-violett colours and etc. ofc. 🍌
"So find some friends, and start playing the game" well... at least I can start playing the game
i got this game couple of days ago and i love it... for those who dont want to get entangle with the command system just play multiplayer with randoms ... is a blast!
ARWC for a general purpose, standard issue rifle you can default to. MP7 if you want extremely short but still able to punch out armored targets.
I love the F90, short and powerful...
You forgot to say that ceramic armor breaks VERY fast, while kevlar and steel almost never break. Ceramic might be the "perfect" middle ground, after one, maybe two shootouts, you don't have any armor left :)
Irl steel takes way more hits and also transfers energy over the chest more evenly lessing the effect of the hit on your mostly liquid body.
Sorry to be that guy but if your armor breaks it means you've been playing like a fool
@@sigma_frenchie4075 most of the time the suspects shoot anywhere but the armor tho Lol sure you can avoid getting hit but the way the ai is rn its funneling into a rather lame ass playstyle
@@satorumayokohama1133 honestly yeah, you should grab yourself a mod that fixes the AI
i´ve been contemplating on doing so but wanted to S rank the more annoying missions as a challenge but with this Ai i dont know if i want to anymore@@sigma_frenchie4075
The Mp5a3 is mental can spray down corridors with that thing
Really good video man! However, I was hoping you'd touch on the beanbag shotgun vs the paintball guns.
Having wrestled with the AI in order to secure S ranks, I was wondering about the strengths and weaknesses of these options, and which one to bring to the operation. So yeah, if you'd ever want to expand or use this idea and make a video about it, I'll be grateful!
I plan on covering these, but they're so different I think they deserve their own video. Additionally, it seems the pepperball is potentially bugged right now
@@civilianuseonly _if_ they _are_ bugged, it would explain why I'm struggling so much to complete missions non-lethally. But yeah, I'd for one really appreciate a video on those!✊🏻
you should use the beanbag shotgun, it seems to do a lot better than the peppergun@@msaeedazizi
@@msaeedazizi What does "non-lethal" mean?
@@ChongiFishing that you don't kill anyone
As Equipment, I use Night vision, 1C4 per men and Flashbangs. 2 Officers with a wand, 2 with the breaching ram.
11:30 you forget that Suspect get stunned by the Explosion just like by flashbangs
Lately I’ve been using the bean bag shotgun and gas of thrown and launched variety. Fun and seems pretty effective if trying to go for S.
For clarification, Tasers and OC spray are often on the same tier in a use of force continuum. Depends on policy and department. ✌🏿
The legend is back!
It took me 20+ tries to finish brisa's cove. Wedges were the key. I made every officer have 3 of them., then just went around the main round hallway blocking ALL DOORS. Then cleared the rooms one by one.
For some reason I like to play kevlar stab vest. It just feels right.
I've used the MP7 with HP ammo on every mission and never once felt like my gun was under powered. I also run a visible laser and hip fire on full auto 80% of the time. It doesn't matter if they're wearing armor when they get 6 rounds their face in a 1/4 second. I aim center mass and let the recoil guide into their face. I can usually get 2, maybe 3 people per mag that way.
The MP7 is very much OP in this game. Easy handling, almost non-existing recoil, excellent stopping power and 40 rounds per mag for an SMG is insane.
"Underfunded" - Has access to top of the line SWAT gear with bottomless inventory, including every type of weapon imaginable, and can burn through new recruits like there is no tomorrow.
I prefer to use the BCM or GA416. The AWCR is a great support gun to use aswell. USP as my standard offhand because of the more stronger caliber. The G19 only when against light armored or no armored suspects, as the G19 isn't the strongest pistol in the game.
I used to run the M4 back in the early days because it was just a laser. Plus it had +5 extra bullets, which was really great to have. I had it mod to the L119A2.
The SR-16 is one of the most less recoil rifle in the game. It's really unique, so that's why I had it mod to the more smaller SR-15 M-LOK version. It worked beautifully.
You are so wrong, the sr16 is has the second highest amount of recoil after the ga416. I didn't bother trying the "new" guns but they didn't change anything about how those 2 handle.
I'm squad lead, I'm always leading my team, going first on hallways etc. only when entering the room shield is going in first.
I play with light vest, kevlar plates, nvg and MK18 most of the time, this is why I always avoid exposing myself as much as I can. I like option to move pretty fast and have more equipment on myself. We are doing pretty fine, I just have to use alot of alt to look out slightly and light loadout goes pretty well then
I definitely wouldn’t say its style is unique, it’s just not normal. The SWAT series in the late 90’s and early 2000’s definitely had this element. And definitely not underfunded 😂
I’ve just recently got the game and tried out some different guns and I really find that the G36 or MP9 and for secondary the five seven. I haven’t progressed too far yet but I often find it nice when playing with the AI to use the breach shotgun and CS gas. So I might try some other stuff out but I’ve really really enjoyed playing with those guns so far and maybe I’ll change it up if some friends get the game
"The most realistic" I hope you mean the most broken AI you'll ever seen.
Playing against a hacker seems balanced compared to those bots
Yep usually rock the P90 or bullpup and always FN 5.7 pistol (The P90 and FN are both great at armor penetration due to their standard rounds. The bullpup is just so compact and easy to move around with)
I like using the MCX without a suppressor, it sounds so nice and powerful
Great video dude
that game is so génius. i cant wait multiplayer PvP. Rainbow six siege promised us this kind of game, a little more "arcade", but it was a real SWAT game according to the very first trailers. and I remember we were all waiting for this! but we quickly saw from the first gameplay that they were going for a completely different game.
The AK in 7,62 is just good for every set up, big round, 30rd, small.
The AK hasn't failed me yet
@@civilianuseonly with a little cia team with jeans and flannel shirt its great. no helmet, small vest.
I use the MP5 with irons and flashlight only along with the SWAT 99 gear cuz fashion 😼
The best tactic is just setting your Gun to full Auto and shoot everything that Looks dangerous
I just wanna say that enemy AI's reaction time is too fast and sometime hostage try to run away from us. Its not logical that hostages try to run away from us.
It is highly logical. People panic.
@@enough_b we literally shout "Police!!"
@@fbisbrother5863so?
Why are the police trying to arrest me I haven’t seen a warrant and I literally know people IRL that used to impersonate police officers and mug people 😂
@@fbisbrother5863 Human psychology doesn’t work like this. Seeing a bunch of armed people busting in a door and shouting triggers a fear response. The amygdala is ancient and gives absolutely no fucks about our social conventions about how wearing blue means you’re part of an institution that is supposed to help. It cares about running and climbing trees.
@@GuyWithAHat no they do both bud
Also I went to the police academy for a while I know how most of the stuff works …
Also just updated the game last week and have been playing it i understand both in game features and most things IRL
As a professional troller, i just run with no armor, no helmet and a pistol
Honestly I'd say just choose what feels best for you.
For me it's the MK18 or GA416, I don't feel comfortable with any other rifles.
10:22 I burst out laughing in this part. It was such a curveball because of how serious I was taking this game
I didn't realize just how much range the shotgun had, I never used it (as i usually go with the shield or optiwand), but I never thought about using it at a distance, incase the doors were trapped.
@@compromisedreality8827 I meant the door no clipping
Wedges are so important to me that I literally have 1 of my squad mates as a dedicated "Wedge Guy." Ammo for his primary and 5-6 Wedges in his loadout, that's it.
actually an important tip, 1 wedge count = 2 per tick. so you're making him carry around 10-12 in reality. if you don't reaaallly need that many it helps to have him carry an extra nade or secondary mags so he doesn't drop from low ammo
What do you do if he gets beefed in an unfortunate encounter though? Something triggered someone behind the door and he was shot dead or some such
I'm just sayin' if you want someone to go down and stay down, the SA58 is always a solid option.
The MPX is a really underrated gun but it can even kill armored Suspects with 1-2 shots and has not much recoil its my personal favorite.
Amazing video and great information, time to subscribe.
As i am playing campaign i minimalized secondary ammo, changed to P90 (i have 50-rounders - it allows me to take less mags into mission) and prioritized grenades - i can take 9 gas grenades. My team's equipment is grenades + other equipment based on map.
My team, SA-58 rifles, 57 pistols, heavy steel plate armor with gas masks and tear gas grenades with various breaching equipment as needed per mission
F90B seems to have the least recoil and visual recoil but its a bit long with a supressor, G36C was the best before full release its still fairly good now
The F90 has become one of my favorite guns in the game
Im a pointman with sa58, five seven, breaching shotgun, light ceramic, and flashgoggles. Drop bodies faster and with higher speed worry less with my team throwing things in.
The MCX and HK416 are my favorite weapons
make sure to get good loadouts the enemys are johnwick level pain
I just got excited when I saw a USP 45. I don't think I've seen the pistol in a game since Rainbow Six Rogue Spear.
Hey, great video I've found while planning to do a similar guide for YT, but Yours great!
One thing I didnt know till now is the only difference between light/heavy vests are eq slots. I assumed heavy slows ya down too. I will definietly use it more now. Subbed, see You in the next one!
My go-to loadout: Remington 870 and Magnum 357
As a noob, I choose the gun that deals the most damage, and exterminate on sight
Came for loadout advice, got told to go make friends and be a TeAm player
AK47 and SA58 are great but the ARN-180 with AP rounds is the most adaptable. Because ARN-180 is basically an AR-15 but with the. 300 Blackout that offers sufficient stopping power but with less recoil.
I'm wondering how's the damage difference between each of .300blk guns (ARN-180, LVAR, MCX). After 1.0 300.blk used to get a nerf as hell.
Use the sr16 for most situations and ap
Dont find the weapon length to be an issue stand a bit further back from walls and obstacles.
Also always use full auto in bursts and compensate for the recoil csgo style and works very well
Great video 👍🏼
Can't forget the most important aspect when selecting gear
D R I P
From what I can tell, steel only affects your starting movement speed, you appear to actually move at the same top speed as all the other armors, but the armor seems to only affect your initial movement. From my observations, kevlar allows you to move and change direction pretty much instantly, ceramic still allows you to move and change direction pretty fast but you can tell that there is a slight delay, and steel has a very obvious delay in movement and changing direction, other than that, they all seem to have to same top speed once you actually get up to speed.