Ready or Not

Ready or Not

28 ratings
How To Get Better At Ready Or Not
By Angel Of DC
A simple guide from someone who's been playing games like Ready Or Not for years.
2
   
Award
Favorite
Favorited
Unfavorite
Contents of this guide include:
Which armors are best

Which weapons are best for certain situations

How to overcome armored opponents

How to best clear a room, even without grenades

How to identify if someone is a civilian or an opponent

How to ensure compliance from even the most stalwart opponent

How to best command your team in the field

And much more!
Part 1: Loadout Reccomendations (Weapons,armor,and other necessities)
Weapon Recommendations: My weapon recommendations are the LVAR and the TLE 1911. I recommend these guns as they are pretty high calibers and can reliably drop suspects in only a couple of shots. The LVAR fires a .300 Blackout round which has great stopping power against anyone,even armored opponents,but this high caliber round also has great penetration power which is both a blessing and a curse. More penetration means the ability to shoot through even metal doors,but it also means that if you have a suspect standing in front of a civilian it will go straight through the enemy and into the civvie behind,likely injuring or killing them,so watch your shots closely. The TLE 1911 fires a .45 ACP, which has decent penetrating power against armored opponents,and amazing stopping power against unarmored opponents,usually dropping an unarmored opponent in a couple of shots, depending on shot placement, yet again though, the unarmored penetration ability is a double edged sword, as it means you need to be careful of any civvies standing behind the opponents you fire at.

General weapons information: SMG's are pretty good for unarmored or low-armor enemies with their high fire rate and lower calibers, but on the other end of the power spectrum is rifles, their higher calibers and lower fire rate make them perfect for armor penetration and stopping anyone in your way. Even higher up on the power spectrum is shotguns, with their shells boasting high caliber slugs or even multiple small pellets for peppering opponents with deadly buckshot.

Armor Recommendations: When it comes to the selection of helmets it generally doesn't matter which you choose, as they all protect your head equally, that's their job after all! For body armor I recommend a heavy armor set for the ability to carry more equipment, and the Mandible bulletproof face mask, although the face mask should be switched for NVG's for nighttime missions. After you equip the heavy armor you should be able to find the option for multiple plate inserts for your plate carrier, they include Ceramic, Kevlar, Stab Vest, and Steel. Steel offers the most protection but the slowest movement speed, and cannot break like Ceramic, offering full protection for the entire mission,Steel is best for any mission,but especially ones where suspects are known to carry Rifles or Shotguns. Ceramic is the second strongest and second slowest, and can break if shot enough times, meaning that you may lose a substantial amount of your protection after taking a few hits,Ceramic is pretty good for missions with rifles and shotguns,but works best against SMG's and pistols. Kevlar is the second lightest armor with the second highest movement speed, it cannot break like Ceramic but also cannot stand up to higher calibers or shotguns like Steel or Ceramic can, Kevlar is best for missions where suspects are known to carry low calibers such as pistols or SMG's. The Stab Vest offers the least ballistic protection but the highest movement speed of any armor, as the name suggests it's made for stopping suspects with knives, Stab Vest is best for missions with knife-wielding suspects. Another aspect of armor that should be mentioned is coverage, the options of which include Front, Front/Back, and Full. Front coverage will only cover your front side,which includes chest, stomach, and groin. Front/Back will cover....your front and back. Full coverage will cover your front, back, and sides, offering the best overall coverage with any armor type.

Other Equipment Recommendations: I heavily recommend bringing the Mirrorgun, which allows you to see under doors or even around corners of walls without peeking and exposing yourself to your enemies, although the door ram, breaching shotgun, ballistic shield, and the grenade launchers each have their appropriate uses for full multiplayer squads, I recommend the Mrrorgun for solo play or with an AI squad. When it comes to grenades I recommend bringing Flashbangs and Stingers, CS Gas grenades are good when you wanna clear a room for an extended period of time without moving in immediately. Flashbangs are what i personally find to be the best,as even if the enemy is not super close to the explosion it will still stun them with the loud sound, but those closer will be both blinded and deafened, leading to a longer stun duration and a higher likelihood of compliance from suspects. Stinger grenades are also quite useful, exploding and releasing small rubber balls all around the room at a high velocity, impacting anyone nearby and hurting them, all but ensuring immediate compliance from even the most stalwart of opponents. For tactical equipment I highly recommend the Lock-pick Gun for speedy and silent lock-picking of any door in your way, I also highly recommend the Taser or Pepper Spray for ensuring compliance from belligerent civilians. I don't tend to use the Wedge or C2 as I don't find them useful for my play style,but experiment a little,and see what you like best!
Part 2: Proper shot placement.
Disclaimer: This part will be substantially shorter than the others, but that's because despite its importance shot placement is a rather simple thing to grasp.



Rifles: Shot placement for rifles is fairly simple, aim for the body on the first two shots,and if that doesn't drop them, go for the head for an easy kill.













Pistols: Shot placement on pistols is a bit more difficult, as on lower caliber pistols it will take multiple body shots for an armored opponent to go down, the diamond pattern shown here is of course an exaggeration of what you should do in an actual situation against an opponent,but it works as a demonstration.
Part 3: Proper threat analysis
Proper threat analysis begins with knowing the threat analysis methods of real-world police forces, which is typically called MAPS which stands for Mental state, Appearance, Physical actions, and Speech. The article below,written by Steve "Pappy" Papenfuhs which was taken from Police1.com tells exactly what each part of the acronym entails.


(Some parts of the article relating to testifying in court have been removed,as they are not relevant to the game)




Mental State:
Just a few of the mental states of those with whom we become involved in force encounters include anger, depression, fear, disorientation or confusion, subjects may be defensive, argumentative or evasive, paranoid, or delusional. As in all force documentation, it is important to go beyond a simple characterization of an individual’s demeanor. While most of us understand what it means when we describe an individual as agitated or about to lose control.



Appearance:
Appearance is a detailed suspect description that assists in depicting the threat and justifying the use of force. What is the suspect’s height and weight, and how does that compare to the officer? If the suspect is muscular be sure to document that fact. Does the subject have any prison or other tattoos associated with gang, supremacist, or separatist groups? Does he have the tell-tale “cauliflower” ears of an experienced grappler? What is the ratio of subjects to officers? Describe the suspect’s clothing and its potential to conceal weapons. Include weapons or items in his possession that could be used as weapons such as bags, books, pens, umbrellas, bottles, cans, newspapers, or magazines, and matches or cigarettes. Homeless individuals often wear multiple layers of clothing and carry makeshift weapons to protect themselves against street robberies.

Appearance includes sympathetic nervous system responses such as profuse sweating, or perhaps the suspect had a red and flushed face. Looking closely we may see the suspect’s veins bulging, and perhaps we can actually see a pulse in his forehead or neck. Describe the suspect’s eyes. Are they dilated or constricted? Is he looking around rapidly, or perhaps “target glancing” towards the tools on your belt? Does he have that “1000 yard” stare? Are his eyebrows up (fright) or down (anger)? Pay attention to his blink rate. Generally, the more anxious an individual is, the more he blinks. How about the jaw? Is he clenching his teeth? If his chin is raised above a normal position he may be challenging you. If it is lowered, he may be about to attack. Pay close attention to the muscles around the mouth. How about the throat? He may be swallowing excessively or stretching his neck. Finally, yawning can be a signal of anxiety and anticipation.

Physical Actions:
While there is no prescribed linear method of describing the actions of a suspect, a simple way to think about this for documentation purposes is to start at one end of the body and move towards the other (of course, you could also start with what you saw first- just remember to include everything you perceived.)

A suspect rolling his shoulders or stretching in some manner is a serious danger. He may be warming up to attack or run, and he might also be trying to look nonchalant in order to get the officer to drop his guard. We obviously need to monitor the suspect’s hands. Does he continually put them in his pockets even after told to keep them in view? Is he touching some part of his clothing as if to check a weapon? It is rare — but not unheard of — for a suspect to test an officer by putting his hands on the officer. An obvious giveaway is the clenching of the fists, but also watch for a suspect who excessively rubs or scratches his head, face, or arms.

Describe the gross actions the suspect is taking with his feet and legs. He may bend over and reach towards his feet stretching out his hamstrings. Likewise, he may grab a foot pulling it up towards his butt stretching out his quadriceps. People who are nervous have a very difficult time standing still, so a suspect preparing to attack or run might be moving excessively. If the suspect continues to try to close the distance between the officer and himself, he may be trying to better hear or be polite, but his action must be stopped immediately since he might be setting up an attack. A suspect who squares off and puffs out his chest is demonstrating his contempt of an officer’s authority, but an offender who blades his stance (especially if he raises his hands to chin level) is a certain danger consideration. Watch for the offender who looks at an area of his body and then turns that part away from the officer. He is trying to conceal something.

Speech:
Extremely rapid or very slow speech may indicate controlled substance influence. While mentally disturbed individuals may not be legally capable of forming intent to do harm to an officer, those who are paranoid or delusional have the capacity to injure or kill us. Any language that indicates a subject’s loss of reality needs to be documented. Actively listen to what he is saying, pay attention, and take it seriously. Document if an offender is slurring his words, speaking loudly or quietly, stuttering, has a “cracking” or high-pitched voice. Since a suspect (like everyone) can only pay attention to one thing at a time, if he is repeating what the officer is saying to him it may indicate that his mind is busy with thoughts of attack or escape. Put an end to this mimicking immediately.
Indirect threats such as, “I’m not going back to jail” can usually be easily qualified.
Part 4: Clearing a room.
Now that you know how to identify threats using the MAPS method used by real officers we can talk about room clearing. There are many ways to clear rooms, both by using your grenades or with just pure grit and gunpowder.


No Mirrorgun Clearing: If you haven't brought a mirror gun with you, your options for pre-entry confirmation of threats are limited, but your best bet will be peeking the door, but this has a limited range of vision of what you can see in the room, meaning you may not be able to tell the actual number of threats present, but any info is good info in a tactical situation. After opening the door you should check your corners, even those behind the door you've opened.










Mirrorgun Clearing: Clearing a room with a mirrorgun gives you the maximum possible amount of information of who is in the room, and if they're a threat or not. In the example images from the training area of the LSPD basement, you can see that in the door-peeking image there appears to be nobody in the room, but by backing up and using the mirrorgun we can find that there is someone standing behind the door, who would've been an unknown element if not for the mirrorgun. After finding anyone hiding with your mirrorgun you should enter and eliminate any confirmed threats in the room, and detain any civilians.







Peeking and flashing/gassing/stinging a room: Back up again to our door-peeking example image, if you have not brought a mirrorgun but do have flashbangs, gas grenades, or stingers you can back up a step or two and prepare a grenade before throwing through the open door. If the grenade was a flash-bang it would blind and deafen the opponent behind the door, stunning them long enough to eliminate or arrest them. In this situation if you are using a gas grenade it is best to throw it and then close the door before it begins spraying, or if you're using a gas mask you can enter after it starts spraying, eliminating or arresting anyone inside while they're busy coughing their lungs out of their throat. Finally, if you're using stingers in this situation you should throw it in and close the door before it goes off, as the rubber balls will hit you if you do not close the door, causing disorientation and ruining your ability to aim reliably. After using your grenades to assist in your clearing of the room you should move in and use the same tactics as the door-peeking example, clearing all corners including those behind the door.
Part 5: Commanding your team.
There are many commands you can give your AI teammates and even enemies and civilians in Ready Or Not, this part goes over all of them. To bring up the command menu you click down the middle mouse button, or scroll wheel.



General Team Commands: You can use the scroll wheel to switch between Gold, which is all AI, Blue,which is only two AI, and Red, which is the other two AI not covered by Blue for giving commands. You can apply this switch for command giving to all commands. These commands consist of Move To, Fall In, Cover, Deploy, and Search Area, the commands Fall In and Deploy have sub-commands for specificity,as seen in the screenshots below.




















Door Commands:There are many commands to do with breaching or entering doors, such as Stack Up, Open, Breach, Scan, Mirror Under Door, Wedge Door, Cover, and Open Door. Stack Up, Open, Breach, and Scan all have sub-commands for more specificity,as seen in the screenshots.
[/previewimg]
















Commands For Civilians And Suspects: You can also give Civilians and Suspects simple commands to help you detain them after bringing up the command menu. These commands consist of Restrain (For AI teammates), Move, Deploy (For AI Teammates), Turn Around, and Move To Exit.












Commands For AI Teammates: You can also give commands similar to the Civilian commands to your AI teammates by pointing at them after bringing up the command menu. These commands consist of Move, Focus, Swap With, and Search Room.
Part 6: Miscellaneous
This last bit covers some small miscellaneous things not covered in the other parts.




Weapon Highlights: You can access this option through the Accessibility settings, this option will highlight weapons dropped by suspects with a yellow outline, making the weapons easier to find and secure.












Score Screen: This screen appears after completing a mission and shows every objective you completed, all evidence you collected, and how many points you earned for doing those things,it also shows on the right side everything you did wrong, like killing civilians or excessive force, and subtracting points for each thing done wrong. Once it does the calculations and reveals your final score it will give a letter rating from S down to F.
5 Comments
no.no12 Jun 13, 2024 @ 4:54am 
That is one of the Best guides on steam.
𝓧𝓠𝓚𝓔𝓚 Apr 23, 2024 @ 8:15am 
bro just use the Lalt lean feature with taser :aushrug:
kozonex5 Apr 7, 2024 @ 10:18am 
TY
Sybreeds Apr 4, 2024 @ 11:46pm 
helpful ty!
After zavod Apr 4, 2024 @ 5:13am 
NICE