Ready or Not

Ready or Not

View Stats:
Gasp Feb 15, 2024 @ 9:41am
when body armor stops a slug
it just plinks off him and he continues full blast automatic shooting you in the face
I think he should keel over like a beanbag hit if his armor stops the slug.
< >
Showing 1-7 of 7 comments
AspidZEUS Feb 15, 2024 @ 10:05am 
Slugs effectively incap in 1 shot only up to L3A armor. Against level 4 armor you need 4 slug or 2 any AP rifle bullet.
Gasp Feb 15, 2024 @ 10:44am 
yeah but a slug not beating armor hurts like hell and would stop you from shooting the guy who just hit your plate with a slug, even if only for a second
Zaeld Feb 15, 2024 @ 10:52am 
There's a lot of stuff in this game that isn't realistic. Everyone always wants to complain about the Suspect AI but never complain about how you can shrug off hails of bullets and than press F to heal and keep walking like nothing happened. It's always about the suspect AI only.
AspidZEUS Feb 15, 2024 @ 10:54am 
Originally posted by Great American Shorthair Paladin:
yeah but a slug not beating armor hurts like hell and would stop you from shooting the guy who just hit your plate with a slug, even if only for a second
It's still does damage, but only 20% of 250 and it's does stun, like beanbag, for more than 1 sec, unless you hit arms instead torso.
Last edited by AspidZEUS; Feb 15, 2024 @ 10:54am
Originally posted by Zaeldˣˢ:
There's a lot of stuff in this game that isn't realistic. Everyone always wants to complain about the Suspect AI but never complain about how you can shrug off hails of bullets and than press F to heal and keep walking like nothing happened. It's always about the suspect AI only.

It does kinda boil down to this. Whatever happens to the suspects should happen to the player if it's about "realism." Players can take a lot of hits, especially considering suspects will go down in about 2-3 shots with most weapons, some as little as one. I wouldn't say it's F to heal though, it's more of F to stop the bleeding.

I think it's fine how it is, if you shoot and only hit limbs it's gonna take more hits than if you had hit them center mass and penetrated armor (if any.) The player however has the downside of penalties like no kicking, harder to control aim, suppression, etc.
Meow Feb 15, 2024 @ 11:22am 
Originally posted by 𝒞𝒶𝓈𝓊𝒶𝓁 Sinner:
It does kinda boil down to this. Whatever happens to the suspects should happen to the player if it's about "realism."

So its time to remove suspect wallhacks and 100ms reaction time?
In a complex environment such as our scenario, the officer’s response time can range from .7 to 1.5 seconds.
https://www.lexipol.com/resources/blog/reasonableness-and-reaction-time-in-police-use-of-force-incidents/
Average human reaction time is ~250ms.

See SuspectRequiredTimeSpentOnTarget property.
Last edited by Meow; Feb 15, 2024 @ 11:24am
Originally posted by Meow:
So its time to remove suspect wallhacks and 100ms reaction time?

I am entirely fine with those numbers and actions. There are only two scenarios in my play where I have been shot at through walls. The first being that the suspect saw me hide behind it, and the second being me kicking doors with suspects behind them.

The reaction time is also tied to awareness state. It is not walking into a map and instantly being domed. It is walking into a map, having an engagement with the first suspects that are hesitating and/or moving away, before getting into the engagement and alerting the map. Afterwards is where you start to see the AI be ready for you, because they should be.

Especially after the latest nerf where the AI struggle to aim, I think it is entirely fine, if not on the easier side on the later maps.
Last edited by 𝒞𝒶𝓈𝓊𝒶𝓁 Sinner; Feb 15, 2024 @ 11:42am
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Feb 15, 2024 @ 9:41am
Posts: 7