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Tazers are practically useless
I don't know if this is a bug, or if I'm just not using them correctly, but I've noticed how tazers just do not work. You'll get within a foot of them, taze them accurately, but then the tazer just does nothing. Is there some magic strategy or should I just drivestun them in the neck?
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Showing 16-30 of 32 comments
godshed91 Feb 18, 2022 @ 2:04am 
@Hyperion Biga Tasers are fine, you just have to understand what your target is wearing. Also, for a proper taser exposure, it's recommended to engage at around 10 to 12 feet to allow the probes to properly disperse. Wider the probe strike is, the better the Neuro-muscular incapacitation is.
Originally posted by Hyperion Biga:
Tasers are not reliable IRL
Tazers don't fail 75% of the time on someone wearing a normal shirt IRL. This is a server/networking/♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ issue. Anyone here who claims to not have experienced it seems to have used it in singleplayer, so it's a multiplayer client thing.
Bastila Shan Feb 18, 2022 @ 3:53am 
Originally posted by K1mchiii92:
Originally posted by C-118 A. Davids:
I don't know if this is a bug, or if I'm just not using them correctly, but I've noticed how tazers just do not work. You'll get within a foot of them, taze them accurately, but then the tazer just does nothing. Is there some magic strategy or should I just drivestun them in the neck?

Works for me all the time. You just need to be close enough.



Originally posted by Hoboslayer:
Half the time it doesn’t work, so yes it is bugged currently.

IF it does not work for you sometimes, it just adds up to the realism, tasers are indeed very unreliable in real life. :steamhappy:
I’ve never seen one fail to work in all the police videos ive seen
aruvin Feb 18, 2022 @ 6:05am 
Originally posted by Hyperion Biga:
Tasers are not reliable IRL
For the love of god, why is this even coming into this subject.

We are all discussing about READY OR NOT, A PRODUCT which you may not/may have paid and supported it. Can we focus on the product? because if you are going to bring in all sort of IRL, i can bring in other IRL about the grenades and weapons and (wtf is a mirrorgun?)

There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both.

Do you even realize what happens if RON gets shipped out in this state? I am very afraid now
Enforcer Feb 18, 2022 @ 9:14am 
Originally posted by aruvin:
Originally posted by Hyperion Biga:
Tasers are not reliable IRL
For the love of god, why is this even coming into this subject.

We are all discussing about READY OR NOT, A PRODUCT which you may not/may have paid and supported it. Can we focus on the product? because if you are going to bring in all sort of IRL, i can bring in other IRL about the grenades and weapons and (wtf is a mirrorgun?)

There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both.

Do you even realize what happens if RON gets shipped out in this state? I am very afraid now
This game focuses on realism doesn't it? Targets also don't always drop on the first shot.....fall over dead after a leg shot or take a headshot and still keep going.
Norton Feb 18, 2022 @ 2:01pm 
tasers dont always work irl too
Tav Yen Feb 18, 2022 @ 2:42pm 
Originally posted by Hoboslayer:
I’ve never seen one fail to work in all the police videos ive seen
https://www.youtube.com/watch?v=X2xbLV_NSbk

Originally posted by Rick James Bish:
##### FOR ANYONE READING THIS THREAD ######

This is a bug or sync issue between the host and client, it is not a game feature.

Yep. Don't get it mixed up, we're talking about sync issues, not reliability in real practice. The issues present in game DO NOT represent IRL tasers, even if they are unreliable. The issue in game is usually (in my experience) that the taser is actually aimed far to the left or right of wherever the client is seeing their laser. Where the client sees their laser is far off from where the host will see it. It has nothing to do with some "unreliability" factor.
Last edited by Tav Yen; Feb 18, 2022 @ 2:42pm
Alexander Feb 18, 2022 @ 5:19pm 
I use tazer as my secondary if someone doesent wanna comply,
90% of the time it works every time
Tav Yen Feb 18, 2022 @ 8:18pm 
Originally posted by Rexali_:
Tazer and spray made if hostage or civ resists for surrounding , you shot them to surround . . . These items were useful for Swat 4 but in Ready or Not it happens rarely if someone resist , Or if they do you can melee attack them which there wasn't any melee attack for swat 4 back in the day . .

They're actually quite useful. Here's some stats-
MinMorale = 0.34 ; A value from 0.0 to 1.0
MaxMorale = 1.0 ; A value from 0.0 to 1.0
KickDoorMorale = 0.25
KillEnemyMorale = -0.2
GrenadeDetonateMorale = -0.25
BeanbagShotgunMorale = -0.2
PepperballMorale = -0.05
TaserMorale = -1.0
BashMorale = -0.5
C2Morale = -0.25

It only takes 5 pepperballs to have an effect on enemy morale equivalent to that of C2 or a grenade. The entire time you're firing pepperballs, you also have a decent chance to disorient the target. Meanwhile, bashing has a morale reduction of .5, which is half of the maximum morale a target can have. A taser on the other hand has a reduction of 1, which is the max morale.

Less-Lethals are extremely effective when they're used properly.

Also, when you say "surround", I believe you mean "surrender". Not trying to be condescending or anything, just letting you know, for future reference.
aruvin Feb 18, 2022 @ 9:56pm 
Originally posted by Exi Eni Eli:
Originally posted by Hoboslayer:
I’ve never seen one fail to work in all the police videos ive seen
https://www.youtube.com/watch?v=X2xbLV_NSbk

Originally posted by Rick James Bish:
##### FOR ANYONE READING THIS THREAD ######

This is a bug or sync issue between the host and client, it is not a game feature.

Yep. Don't get it mixed up, we're talking about sync issues, not reliability in real practice. The issues present in game DO NOT represent IRL tasers, even if they are unreliable. The issue in game is usually (in my experience) that the taser is actually aimed far to the left or right of wherever the client is seeing their laser. Where the client sees their laser is far off from where the host will see it. It has nothing to do with some "unreliability" factor.


Bingo! "It is not a game FEATURE" Thank you.

So here's my question:
I'll just stick with tazers because this is OP's topic. IF this is a network/de-sync issue... WHY is it happening to tazers and not other weapons? HMMM?

(i mean arent you all curious? logic thinking, right?)
How sure are you all that this is a network issue?
If it was a network issue shouldn't it affect the other weapons as well? Hmmm?

which brings back to my earlier reply.

Originally posted by aruvin:
-snip-
There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both.

Do you even realize what happens if RON gets shipped out in this state? I am very afraid now

Edit: or maybe? just a little maybe? a bug? who knows?!
Last edited by aruvin; Feb 18, 2022 @ 10:01pm
Tav Yen Feb 19, 2022 @ 3:19am 
Originally posted by aruvin:
...IF this is a network/de-sync issue... WHY is it happening to tazers and not other weapons? HMMM?

(i mean arent you all curious? logic thinking, right?)
How sure are you all that this is a network issue?
We aren't 100% sure it's solely a network issue, as the person stated that they experience this in Solo as well I believe. However, my findings have only shown problems when I've been the client. It is never problematic when I'm running off my own connection in solo or MP. From what I've been seeing, 95% of others experience the same.
Originally posted by aruvin:
If it was a network issue shouldn't it affect the other weapons as well? Hmmm?
Well....no...Just because a bug exists for one thing does not mean it will exist for other things. It is a network issue pertaining to one item. It's like this: It's a network problem, but more specifically, it is a problem with how one object performs within the network.
If you want, I can give examples of similar situations-
1) In Vermintide 2, one of the careers is literally less useful if you are a Host. If you are a client, your shots register better. This is a sync issue that, to my understanding, does not exist in such a way for anything else in the game.
2) In Killing Floor 2, there was a time when a Husk that was in the animation for self-detonating would end up in a different spot for the hosts than it did the client. Other enemy's animations were fine.
3) In GTFO, Scouts always go into a hunched over animation for the host, but remain upright for clients. Other enemy's animations are fine.

Just because a problem exists within the network doesn't mean it applies to every item or action taken within the network.

Originally posted by aruvin:
-snip-
There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both. Do you even realize what happens if RON gets shipped out in this state? I am very afraid now

I always host my own games so I can't say that I've noticed any desync issues. Additionally, the only friend I play with on a daily basis has bad internet. Whatever issues she has that can be accredited to desync could also be accredited to bad internet.

But yes, this is most likely a "both" issue. It does not happen with other weapons, which means it is a taser problem. It does not happen as host or single player, from what most people are saying, so it's a network problem. A Taser-within-the-client-connection problem. Aside from that, idk why you're talking about RoN being shipped out in this state. We're still in Early Access, on the Alpha stage of the build. RoN launched into EA December, 2021, planning to release after 12 months of testing and updating. It's a minor sync issue that should be fixed shortly, these things don't take much time.
Last edited by Tav Yen; Feb 19, 2022 @ 3:21am
✠UK_SPAWN✠ Feb 19, 2022 @ 6:20am 
it doesnt have much velocity so you have to get it dead on, use the laser sight , dont strafe when using it, and only use it on a target that ISNT moving!
Originally posted by ✠UK_SPAWN✠:
it doesnt have much velocity so you have to get it dead on, use the laser sight , dont strafe when using it, and only use it on a target that ISNT moving!
Nah the tazer's just broken if you're not the host. It doesn't matter how close or accurate you are
aruvin Feb 19, 2022 @ 8:29am 
Originally posted by Exi Eni Eli:
Originally posted by aruvin:
...IF this is a network/de-sync issue... WHY is it happening to tazers and not other weapons? HMMM?

(i mean arent you all curious? logic thinking, right?)
How sure are you all that this is a network issue?
We aren't 100% sure it's solely a network issue, as the person stated that they experience this in Solo as well I believe. However, my findings have only shown problems when I've been the client. It is never problematic when I'm running off my own connection in solo or MP. From what I've been seeing, 95% of others experience the same.
Originally posted by aruvin:
If it was a network issue shouldn't it affect the other weapons as well? Hmmm?
Well....no...Just because a bug exists for one thing does not mean it will exist for other things. It is a network issue pertaining to one item. It's like this: It's a network problem, but more specifically, it is a problem with how one object performs within the network.
If you want, I can give examples of similar situations-
1) In Vermintide 2, one of the careers is literally less useful if you are a Host. If you are a client, your shots register better. This is a sync issue that, to my understanding, does not exist in such a way for anything else in the game.
2) In Killing Floor 2, there was a time when a Husk that was in the animation for self-detonating would end up in a different spot for the hosts than it did the client. Other enemy's animations were fine.
3) In GTFO, Scouts always go into a hunched over animation for the host, but remain upright for clients. Other enemy's animations are fine.

Just because a problem exists within the network doesn't mean it applies to every item or action taken within the network.

Originally posted by aruvin:
-snip-
There are a lot of inconsistency in the game/a lot of things which we dont understand.. and recently i've started to notice "de-sync" issues while playing in MP. That's just my observation unless i start to record each and every game that i encounter - would you believe us then? even if you do, can you determine if this is tazers issue? or a network? or both. Do you even realize what happens if RON gets shipped out in this state? I am very afraid now

I always host my own games so I can't say that I've noticed any desync issues. Additionally, the only friend I play with on a daily basis has bad internet. Whatever issues she has that can be accredited to desync could also be accredited to bad internet.

But yes, this is most likely a "both" issue. It does not happen with other weapons, which means it is a taser problem. It does not happen as host or single player, from what most people are saying, so it's a network problem. A Taser-within-the-client-connection problem. Aside from that, idk why you're talking about RoN being shipped out in this state. We're still in Early Access, on the Alpha stage of the build. RoN launched into EA December, 2021, planning to release after 12 months of testing and updating. It's a minor sync issue that should be fixed shortly, these things don't take much time.

Fair points. What you've observe as host/client is what i have experienced it myself with my friends/public.

but my concern..as you can see from other replies - aside from op, they are either stuborn/ignorant/trying to derail the topic. That's my biggest concern. Yes i am aware that RON has till the end of this year to be "final" - but because there have been so many inconsistencies between me and the people i play with (experience with grenades/ai behaviour/bugs/glitches) i am sorry, i dont have the confidence that the dev will be able to sort out everything including this network issue? bug? - on time. i am sorry, i just cant. if they are still going to support it after dec 2022, then i feel more comfortable.

I hope OP have some rough idea on whats going on with the TAZER in RON. because i dont. even if i do record the game and show it to the whole world..nobody can answer what is going on with the tazer (or grenades). Once some of you encounter that situation, dont say we didn't try to bring this to your attention.
scarecrow Feb 19, 2022 @ 9:46am 
i can confirm, some taser shots do not register, whether you are ADS or using the laser, 2 ft and up close in front of your target. you'd have to immediately reload a 2nd shot in order for things to be resolved.
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Date Posted: Feb 17, 2022 @ 4:32am
Posts: 32