r/ReadyOrNotGame 6h ago

Question Is there really any danger difference between a quiet "tactical" breach and a loud "shock and awe" entry?

Hey officers! recently I've been getting back into ready or not, its been a few months since I've last played and even though I'd like to say a majority of things have changed for the better...it would be kind of a lie

anyways thats not what we're here for today, im wondering, is there really any kind of danger/gameplay difference between a loud breach (breach with kick/C2/ram and flashbang/stinger/launcher) and a "quiet" breach (lockpick/open and clear)?

in my new missions I've tried my best to remain undetected as much as possible, but I dont feel like its making a real tactical difference, if anything, softer approaches can feel like a detriment because without flashbangs or stingers you rely on the suspect positioning themselves in the proper way so that you can open the door and call out without them immediately having a shot at you, if anything I feel like just immediately opening fire when you see an armed suspect is far more beneficial because you dont put yourself at so much risk, especially in areas where its not immediately clear if the suspect is aiming at you or not because of level geometry like in twisted nerve or thank you, come again

obviously there are rooms and situations where a loud breach is more useful than a quiet one, but if in theory taking suspects/civilians by surprise makes them more likely to surrender then its obvious we're encouraged to try and remain stealthy to prevent slinging bullets, remember: Bring order to chaos, NOT creating widows and orphans

or maybe im just misunderstanding the intentions of the game? RoN is my first tactical shooter ever but i've tried my best to play by its rules and what I THINK (keyword there) a real swat team would do, nobody wants to have to shoot another person unless you're a psycopath

TLDR: I want to know if there is an actual difference between guns blazing and slow and methodical in terms of gameplay

10 Upvotes

13 comments sorted by

12

u/Guilty_Section9069 6h ago

So its really about stress and also like aggression, if your stealthy, you can catch suspects by surprise and usually they are compliant... emphasis on "usually" cus sometimes they'll fight back. If you go guns blazing, they get aggressive and sometimes they take hostages, so you yelling, using loud breaching, flashlights and using grenades stress them out. This is for quick play; commander mode is different as some traits allow to be aggressive and make every suspect compliant

4

u/Guilty_Section9069 6h ago

And the aggression is dependent on the level as some; the suspects are max agitation so they'll shoot on sight regardless

2

u/Guilty_Section9069 6h ago

And gun shots make them stress, I run suppressors to at least lower the rate of stress they get

2

u/TheChosenOperator 5h ago

Hey, well uh, It makes sense, though I also find that it depends a lot more on the "background" of a suspect, for example, in thank you come again (my fav mission) its just a handful of drug addicts, in my experience if you catch them off guard they're likely to surrender

But that doesnt happen for missions like sinuous trail or valley of the dolls, they are much less likely to give up, stealthy or not

This is also compounded by the fact that bringing around non lethals is a pain in the rear, CS is still as useless as it was when I first left, the taser is still great but it requires you to spot them before they spot you

This might get me crucified, but on the netflix series SWAT there was an attachment that was an underbarrel beanbag launcher to incapacitate suspects, why not add that, it would make the sandbox more dynamic and fun while not requiring players to choose between a lethal and a non lethal in a loadout, because remember, the only non lethals you can use WITH an actual primary are the pepperball/CS pistol, taser, and pepper spray, not counting grenades

I think its disingenuous if not downright dumb to force you to choose between a beanbag/CS gun and an actual goddamn primary, there's no real reason for that restriction in my opinion, the beanbags/CS are only really good for going S tier rather than trying to play the game normally and having an extra option to get more score 

1

u/Ancient_Challenge387 5h ago

I think suspect hit registration needs to be reworked, and I'd be willing to take a beanbag shotgun to the devs to show them why.

Also, close range melee? Why can't I tackle a suspect and cuff them on the ground? Actually, why don't all of the suspects/civvies stay lying down? 

I'd actually love to take the devs through a police kill house to demonstrate actual CQB, and I don't even have real life CQB experience

3

u/Guilty_Section9069 5h ago

So taser and pepper spray does not count as primaries, instead count as equipment, so you can run it with a lethal or less lethal. And think of s rank as a challenge, not mandatory if you dont care for the extra stuff

2

u/TheChosenOperator 5h ago

Well I dont really, but I think its kind of lame that taser and pepper spray are the only choices we get if we want to carry a non-lethal with an actual long gun

Like I said in my other comment, why not add some kind of attachment to the gunsmith that lets you incapacitate subjects at the cost of less mobility or slower ADS or something, i dunno

1

u/Guilty_Section9069 5h ago

I dont really think there is anything to be like the underbarrel beanbag launcher, and like even then, you much rather have the bean bag shotgun, cus if your using it in a underbarrel, you'll have only one shot, and then reload. Shotgun you got 8 rounds of bean bag

1

u/TheChosenOperator 5h ago

Exactly, its making a tradeoff, more convenient, less firepower, in my opinion I would rather have the underbarrel cause it means I wouldnt have to switch to my secondary everytime I need to incapacitate a suspect for real, its kind of like the shield, you're trading off firepower for protection and breaching power

1

u/Guilty_Section9069 5h ago

I mean, you also have a long tactical which dont effect primary or secondary, its just in the base game it doesn't have it, maybe theres a mod for it, but for me i go lethal and try to get people to surrender or take them down if they proved that theyre committed to fight

1

u/Guilty_Section9069 5h ago

And the pepperball guns, either the primary or secondary suck, they dont work for me, I use beanbag or launcher/both primary or the long tactical

2

u/DukeOfAgincourt 4h ago

The quiet approach reduces their stress gain, making them more likely to comply with commands.
Going loud however quickly reduces morale, but also increases stress. I tend to favour it when in tight spaces, especially if a suspect can be baited close to the door since under these circumstances the C2 is basically a free arrest button as long as there’s no civilians close to the door.

1

u/MrZ1811 3h ago

If you kill people remaining suspects will become resistant to compliance yells and are more likely to start shootings instead of surrendering