Ready Or Not
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Neon
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Posts: 18935
Location: Poland
PostPosted: Wed, 13th Dec 2023 20:10    Post subject:
It's out, downloading Very Happy
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Mas3ter




Posts: 1941

PostPosted: Wed, 13th Dec 2023 20:17    Post subject:
Ready.or.Not-RUNE
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garus
VIP Member



Posts: 34200

PostPosted: Wed, 13th Dec 2023 22:31    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:14; edited 1 time in total
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Interinactive
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Posts: 29446

PostPosted: Wed, 13th Dec 2023 22:33    Post subject:
Yeah, a few issues

I also have 240FPS and it stutters a lot

Feels good to see a lot of the changes though
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Immunity




Posts: 5626

PostPosted: Wed, 13th Dec 2023 23:20    Post subject:
Honestly, the AI are still kind of dumb. While they ARE better in some regards, it's in no way anywhere close to what they have been showing in the videos the past couple of days (which, let's be honest, I feel like they paid off a lot of Youtubers for that media blitz pre-release).

As an example, the very first mission, the gas station, they will stand in front of the see through double doors, not realizing they are see through. Then, after the default breach and clear command is issued and they're finished clearing that room out, instead of having one guy each covering one of the two exits from it, they'll all cover one side, ignoring any hands up suspects between the aisles who can still pull a weapon.

Whole thing feels like they really overstated their improved capabilities.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Interinactive
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Posts: 29446

PostPosted: Wed, 13th Dec 2023 23:33    Post subject:
The only AI issue I noticed so far was when the whole team was walking past a window, they were being sprayed by someone in the gas station standing right at it, but they just kept walking

Getting invisible team mates back at the precinct too
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HubU
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Posts: 11357

PostPosted: Thu, 14th Dec 2023 02:09    Post subject:
Hadn't had the time to try it yet, but I had the experience of "evidence/weapons" clipping into the world, and being thus irretrievable.

Fixed?


"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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OrignalSpaceJockey




Posts: 2384
Location: Sweden
PostPosted: Thu, 14th Dec 2023 12:28    Post subject:
Got a free code for this yesteray. I haven't paid much attention to this because I thought it was mostly multiplayer.. Very Happy
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garus
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Posts: 34200

PostPosted: Thu, 14th Dec 2023 12:44    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:14; edited 1 time in total
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Thu, 14th Dec 2023 17:32    Post subject:
The game feels like it's the true tactical heir to all good ol' veterans of the golden era both in terms of atmosphere and actual gunplay/planning mechanics, with the remarkable attention to detail, typical mix of gun porn, multilayered level design and (mostly) functioning AI - all the core elements that make the magic happen. Its controlling scheme is also designed with the PC in mind which is an absolute rarity in today's couchworld, big kudos to the devs for not compromising.

However, it isn't quite Ready™ yet in my opinion when it comes to polish and how the single-player commander mode is structured, as there are currently too many bizarre behaviours and unreliable situations AI-wise to warrant a relatively consistent experience. There are basic bugs affecting load-outs, commands or even settings that don't get properly registered, as well as the signature UE DX12 shader compilation stutter (not present when using DX11, though at the cost of experiencing several random framerate drops). The game could also use a better presentation for missions and narrative-related dialogues to make the current system feel less sterile. It's great stuff fellow SWATmen (at last!), but some patching 'n adjusting is required.



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Fri, 15th Dec 2023 04:05; edited 1 time in total
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DXWarlock
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Posts: 11422
Location: Florida, USA
PostPosted: Thu, 14th Dec 2023 18:21    Post subject:
it's fun, but I think its balanced heavily for AI vs you and AI.
Now me and my friends are not e-sport level of FPS gods or anything. But we are pretty decent.

But a team of all humans it's an uphill battle to finish some of the maps without losing some teammates. the AI sees you nearly instantly without your own AI to see them/tag them first also.

I have poked my head around a corner to INSTANTLY get shot at by and AI behind some bushes and a railing when doing all human team, literally all I could see was the top of his head for a split second. Without an AI team to help you, some of the enemies are godlike heightened senses and reactions times.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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Immunity




Posts: 5626

PostPosted: Thu, 14th Dec 2023 19:28    Post subject:
DXWarlock wrote:

I have poked my head around a corner to INSTANTLY get shot at by and AI behind some bushes and a railing when doing all human team, literally all I could see was the top of his head for a split second. Without an AI team to help you, some of the enemies are godlike heightened senses and reactions times.


That was a problem in early access as well. For armed mercenaries it was kind of forgivable - for crackheads in a meth house not so much, lol.

My runs usually went one of two ways - either perfect, or I died within the first 2 minutes. Seems this is still the case. Laughing


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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DXWarlock
VIP Member



Posts: 11422
Location: Florida, USA
PostPosted: Thu, 14th Dec 2023 20:04    Post subject:
Hopefully it gets ironed out when its a team of all human members, maybe a 'curve' for AI awareness or something.
I don't think it's a lack of me or us, having skill to play it. As with AI teammates in single player it's much easier to do the same maps. I think it's the disparity of you rushing/sneaking in with AI team that is as nearly 'omni-aware' of them as they are of you.

Good example was we (human team) was sneaking into a room with the door already open, I hear "Cops are here!"...motherfucker, I had 1 toe past the door sill and you are BEHIND a couch (that I didn't know) how did you see/hear me?...and got surprise popup and shot in the face.
Same situation with AI teammates: He said something about the same as we went in, but AI could pinpoint 'where' he was by his voice (when I just knew it was over there somewhere) and they ran right to the couch and shot him as he got up.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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Immunity




Posts: 5626

PostPosted: Fri, 15th Dec 2023 06:14    Post subject:
So, and this is just a guess but I'm fairly sure it hits the mark.....

Apparently the reason for the game size being reduced from 100 GB in Early Access to just 50 GB in 1.0 is in large part due to there no longer being multiple mission types for each map.

In Early Access each mission had up to 4 different modes you could play on that map - Barricaded Suspect, Hostage Rescue, Bomb, Raid - and depending on which mode you picked, it would change up the map (seal off some parts, open up others), as well as change things like suspect aggressiveness, number, how apt they were to run away etc. Effectively, each map was 4 different maps.

Now, each map only has ONE mode associated with it, which would, I believe, explain the size discrepancy.

Poor fucking showing on VOID's part IMO - they kinda killed the replayability with this one move.

Also, the whole "trailer" units is just a visual gimmick - they don't show half the time, and when they do they're just visual fluff, they don't actually secure the area or do anything of importance.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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garus
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Posts: 34200

PostPosted: Fri, 15th Dec 2023 11:50    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:14; edited 1 time in total
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TheZor
VIP Member



Posts: 5991

PostPosted: Fri, 15th Dec 2023 12:33    Post subject:
Yeah that sounds really retarded, but since those alternative modes are gone.. Either way, whether it explains the shrinking size or not.. Lame !


R5 5600X - 3070FE - 16GB DDR4 3600 - Asus B550 TUF Gaming Plus - BeQuiet Straight Power 11 750W - Pure Base 500DX
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FireMaster




Posts: 13482
Location: I do not belong
PostPosted: Wed, 20th Dec 2023 17:05    Post subject:
Just tried the yarr single player experience and as a SWAT successor the game FUCKS. I didn't play the Early Access but I'm guessing they went with a single mission for each map to have more fleshed out story context for each mission.

It's fucking awesome, dying from an angle I could never see coming 10/10. The game definitely scratches the tacticool itch. Reacts logically to how much of a ruckus you're causing or if you failed to see the enemies have surveillance and will ambush you.
Suspects sometimes fake surrender then unholster at the last minute, some really fucked up shit happens etc.

Game is good men. Play it.
If you are not a forever alone and somehow manage to get a few other friends to play with you I'm pretty sure it'll be a breaching blast.
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Asgarion




Posts: 338
Location: Norway
PostPosted: Wed, 20th Dec 2023 23:16    Post subject:
I felt they went a bit overboard with the amount of shooters on some levels, mission 2 had what-12 shooters? Felt like the entire apartment building where gunning for me .
Felt more like a military shooter than a SWAT.

Edit:
It was 10, but still.
And running around looking for the last piece of evidence when you have a soft complete Smile
"Ah, your'e bleeding out. Just wait here for a bit while I search the map again, please" Very Happy
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monk3ybusin3ss




Posts: 11155

PostPosted: Tue, 26th Dec 2023 17:24    Post subject:


Nothing to see here.


Last edited by monk3ybusin3ss on Tue, 26th Dec 2023 23:21; edited 2 times in total
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FireMaster




Posts: 13482
Location: I do not belong
PostPosted: Tue, 26th Dec 2023 18:24    Post subject:
bruh that's a totally different game Laughing
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monk3ybusin3ss




Posts: 11155

PostPosted: Tue, 26th Dec 2023 23:07    Post subject:
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Nodrim




Posts: 9586
Location: Romania
PostPosted: Fri, 5th Jan 2024 23:48    Post subject:
I had high hopes for this game in Early Access, but I'm not happy at all with the final product.

The AI is abysmal. Early 2000s level of ridiculous. The enemies see and shoot through walls, smokes, you name it. They never lose aim even when they are shot at and have pinpoint accuracy.

The points system is stupidly implemented. Looks like it's proximity based (amateurish?). You get penalized for shooting armed enemies that refuse to surrender for a dangerous period of time.

The grenades are still clunky as fuck.

The performance ain't that great either, but the visuals have already aged a bit.

Clipping everywhere, unfinished models, weird animations, etc.


Last edited by Nodrim on Sat, 6th Jan 2024 01:11; edited 1 time in total
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Interinactive
VIP Member



Posts: 29446

PostPosted: Sat, 6th Jan 2024 00:38    Post subject:
Gotta agree for the AI, it's pretty bad. Didn't play it enough to notice much else. I enjoyed the early beta much more, I don't understand why they changed so many things.

Being shot through items from the other side of the map made me lay it to rest for a while (1.5 or 2.0 miracle patch)
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FireMaster




Posts: 13482
Location: I do not belong
PostPosted: Sat, 6th Jan 2024 04:42    Post subject:
Teammate AI is pretty good. But you have to mod enemy AI unless you feel like getting sniped by one with their back turned to you, that's 300 meters away and through layers of windows and walls somehow noticed u and shot within 0.∞1% of a second.

Check the in game mods menu, there's some sweet SWAT4 map remakes and what I would call a must few overhauls to AI and scoring system, there is one where u don't get penalized for shooting armed suspects which is closer to IRL.
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bart5986




Posts: 662

PostPosted: Sat, 6th Jan 2024 06:03    Post subject:
The enemy AI is fine for the most part.

My only issue with the game is the pixel spotting/shooting they do, as well as your own teammates.

If you reveal one pixel of yourself to the enemy, or through a hole in something, they will shoot and kill you.
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Nodrim




Posts: 9586
Location: Romania
PostPosted: Sun, 7th Jan 2024 13:41    Post subject:
I downloaded the most popular AI overhaul mod from mod.io. The game is much better with it.
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Immunity




Posts: 5626

PostPosted: Sun, 7th Jan 2024 17:49    Post subject:
bart5986 wrote:
The enemy AI is fine for the most part.


The fuck it is. I literally watched a crackhead empty an Uzi through the wall following my teammate for about 15 feet as he ran along it. It's aimbot level 1000 - on both the AI as well as your teammates.

The optimal way of clearing rooms is just to get your squad to do it as you wait outside the door. They'll engage and drop 5 different enemies, from 5 different angles, through the thick haze of CS gas, all within about 0.5 seconds.

I don't know what went wrong, but it wasn't this fucking ludicrous for the majority of early access.

Nodrim wrote:
I downloaded the most popular AI overhaul mod from mod.io. The game is much better with it.


Did they ever address the issue with in-game MOD.IO integration where people were packing malware into the mods? Seems like a bit of an oversight. Might wanna be careful if you're using the built-in system rather than manually installing.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Nodrim




Posts: 9586
Location: Romania
PostPosted: Mon, 8th Jan 2024 18:42    Post subject:
Adding tot he list of problems:
- Unlicensed guns
- Vanishing evidence
- The achievements don't work in multiplayer

@Immunity To be honest, I had no idea this was a problem before.
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monk3ybusin3ss




Posts: 11155

PostPosted: Fri, 12th Jan 2024 16:05    Post subject:
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Interinactive
VIP Member



Posts: 29446

PostPosted: Fri, 19th Jan 2024 23:37    Post subject:
https://steamcommunity.com/games/1144200/announcements/detail/3970553140547184115

Quote:
Are Suspect AI intended to be able to shoot through walls?

To a degree yes, partly to prevent players from too easily shooting suspects through walls and to give Suspect AI further tactical flexibility, they are indeed intended to be able to fire through walls. However, we are seeing instances where their estimation player tracking appears too precise or their proclivity for engaging through walls is perceived as too much.


It's intended, guys Laughing
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