12 months
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VOID Interactive
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Transcript (by Youtube)
0s | [Music] |
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21s | all right everybody grab some coffee |
23s | pull up a chair and sit down it's been a |
26s | while so listen up this this is the big |
29s | one while you've been out in the fields |
31s | keeping the streets of Lo suenos safe |
34s | we've been hearing from some of you that |
35s | the training your SWAT companions have |
37s | had isn't exactly up to Snuff so we've |
40s | been more than proactive with the |
41s | solution in the |
43s | meantime back at the station some of the |
46s | best and brightest have given us ample |
48s | insight to bring you the most remarkable |
50s | tactical maneuvering this city or any |
53s | city has ever |
55s | seen I want to welcome you to the next |
57s | generation of SWAT unit starting right |
60s | right here at the |
69s | LSPD it all starts from the top moving |
72s | from point A to B movement has been |
75s | overhauled to give you full control over |
77s | how your team Maneuvers through each |
79s | level the Fallen command now allows you |
82s | to choose how each member is grouped |
84s | together whether it's single file double |
88s | file in a diamond or in a wedge |
94s | formation you can decide on the Fly what |
97s | formation you want on me move within |
99s | these groupings threats at any angle are |
102s | accounted for based on what you've |
106s | chosen proper order detection is in |
109s | place as well so formation is maintained |
111s | at all times regardless of where you are |
114s | even if you're moving towards them or |
117s | aiming in their general direction your |
119s | team detects this and repositions |
121s | accordingly stairs and ramps might slow |
123s | you down but everyone is fully aware of |
126s | the risks at the top and bottom and will |
128s | act as such keeping their weapons |
130s | trained where they need to |
132s | be incapacitated suspects and civilians |
135s | will need plenty of room for medical so |
137s | your team will no longer trample over |
139s | them in fact great care has been taken |
142s | across all levels to ensure that no one |
144s | will be stepping where they shouldn't be |
146s | environmental objects |
149s | included honor the days of hanging out |
151s | in the Fatal funnel your team will |
153s | promptly reposition if caught within |
155s | that threshold and move to the safest |
157s | position |
161s | possible now it's great being able to |
163s | command an element but what about an |
164s | individual we've also now opened up |
167s | opportunities for more granular |
168s | individual control per member you tell |
171s | them where to move or Focus who they |
174s | swap positions with during a team |
176s | activity or whether or not they search a |
178s | room on their own start search it's |
180s | completely up to |
186s | you the stackup is one of the most |
188s | effective tools in the SWAT tactics |
190s | Arsenal and getting this right is the |
192s | bread and butter of the Ready or Not |
193s | experience stackup Point placement has |
196s | been significantly improved meaning that |
198s | only the safest stackup points are |
201s | considered certain room layouts allow |
203s | for certain Stacks While others prevent |
205s | them like Corner fed Thors but that |
207s | being said there are situations where an |
209s | unsa stack is necessary like a tight |
212s | hallway as it's the only option |
214s | available your team can stack all left |
217s | up on the left that's |
218s | affirmative or all right up on the right |
221s | got |
222s | it or split split the stack on this door |
227s | position and shift around if need be for |
229s | better |
233s | positioning Delta has your back when |
235s | possible so you can stay focused on |
237s | clearing what's in front of you it any |
240s | point you want to fall into the stack |
242s | just move in and the element will adjust |
244s | around you if you want to order a more |
246s | veteran team member to the front and |
248s | move the new guy to the back you can do |
250s | that |
251s | too if no stack is specified the most |
254s | naturally safe side per member will be |
257s | the side they stack on without Crossing |
259s | that fatal funnel threshold in the |
262s | process this new system has been |
264s | rigorously tested on all levels to |
266s | ensure stability and |
269s | consistency |
271s | [Music] |
278s | right after a stack typically Comes The |
280s | Next Step of bringing order to chaos |
282s | breaching and clearing both which have |
285s | received a significant logic |
289s | overhaul for breaching you've got some |
291s | new commands at your disposal ram ram |
294s | Flash and clear launcher open and launch |
295s | a grenade through the door and leader me |
297s | kick and clear for the uninitiated let's |
300s | go over each type with the ram command |
302s | an officer will move with a battering |
304s | ram to Ram the door and once breached |
307s | immediately swap with the officer behind |
309s | him for cover with the Launcher command |
312s | an officer will move just outside of |
313s | their position and lean to fire their |
315s | launcher within the center of the target |
317s | room while staying out of that fatal |
319s | funnel in the process the leader command |
322s | is unique and that you'll be the ice |
323s | breaker to initiate that first action |
325s | when breaching swap will follow after |
328s | leader throwing is initi ated by tossing |
330s | a throwable or launching a 40 mm into a |
333s | room or yourself if you're feeling |
337s | frisky go go go leader breaching is |
341s | anything that gets that door open either |
343s | by kicking or just by plain opening |
346s | it if your team is breaching with |
348s | throwables it's much safer now the |
351s | target door remains covered while an |
353s | officer further up the stack handles the |
356s | throw they'll be leaning a lot more now |
358s | covering as much area as they |
370s | can now that your team's gone through |
372s | more rigorous clearing training they'll |
375s | be faster and smoother than ever before |
377s | Swat now have a comprehensive |
379s | understanding of rooms as they navigate |
381s | Maps meaning improved navigation and no |
384s | more overextending into other |
386s | [Music] |
387s | rooms they'll follow the left right Left |
390s | Right principle using the button hook or |
393s | Flo in Maneuvers were applicable for a |
396s | single stack on a doorway for example |
398s | the first man will button hook as it's a |
400s | lot faster for the second man to flow in |
403s | acting as |
404s | cover split Stacks will always use the |
406s | flow maneuver since it's faster than |
408s | button hook in this |
410s | scenario Corner fed doors don't allow |
412s | for button hooking so SWAT will |
414s | naturally flow in first SWAT have also |
417s | received muzzle discipline training as |
420s | each one breaches through the threshold |
422s | officers will lower their weapon so they |
423s | don't flag their teammates in the |
426s | process just like the real thing they'll |
428s | be sticking to walls for optimal cover |
430s | and positioning no more plain musical |
433s | chairs in the middle of a room as they |
435s | proceed they'll make call outs on |
437s | openings while looking out for |
439s | threats officers that have the |
441s | appropriate trait will be able to check |
443s | hiding spots to confirm without a shadow |
445s | of a doubt that a room is secure all |
447s | while leaning for a better view of their |
449s | immediat |
450s | surroundings we've now introduced |
453s | threshold scanning your fellow officers |
455s | will Center check or pie the door before |
457s | entry during that P maneuver the team |
460s | will collapse the stack close to the |
462s | door as the P continues threshold |
465s | scanning is skipped altogether if a |
467s | throwball is used since anyone in the |
469s | room is going to be |
470s | disoriented if a Target happens to be |
472s | within this threshold your team will |
474s | wait for compliance before moving in |
477s | alternatively if a suspect is blocking |
479s | their clearing path they'll wait for the |
481s | threat to be clear to |
483s | proceed officers equipped with shields |
486s | always go first and remain in front of |
488s | the formation as the first man in to |
490s | provide maximum |
492s | protection things could get a bit |
494s | crowded before so now some officers will |
497s | stay back and keep watch over the |
498s | smaller rooms while the rest enter and |
502s | clear we'll touch on autonomy in a |
504s | moment but your team will breach and |
506s | clear into smaller simpler connected |
509s | rooms automatically this maintains a |
511s | good flow while |
513s | clearing don't worry for larger spaces |
516s | they'll still stand by for your |
525s | order there's also been focus on the |
527s | finer details as well as improving |
530s | existing behaviors to provide more depth |
532s | to your experience while out in the call |
533s | got multiple openings here threat |
535s | awareness training has been provided so |
537s | all threats are appropriately accounted |
539s | for |
540s | and not just the ones in the walls an |
543s | Open Door is considered more of a threat |
545s | than a closed one so in this situation |
547s | the open door is weighted more heavily |
549s | is |
550s | dangerous during combat conserving |
553s | ammunition and accuracy is important and |
555s | your team knows that they'll be able to |
558s | select semi-auto fire with these things |
560s | in mind in the event that they do run |
562s | out of ammo they'll switch to their |
564s | sidearm because as the old Mantra goes |
567s | switching to your sidearm is faster than |
570s | loading after all relevant threats are |
572s | dealt with they'll switch back to their |
575s | primary specific orders for deploying |
577s | less lethals are now available you can |
580s | have them tase pepper bean bag or melee |
585s | non-com |
586s | individuals you'll be able to tell your |
588s | team to secure a room or at the end of a |
590s | mission have them secure the entire |
592s | level search andure killing passive |
595s | individuals or your fellow SWAT |
597s | intentionally that's not going to fly |
600s | while they'll give you a glance and a |
601s | warning if you shoot them further |
604s | intentional shooting will be met with |
605s | Force to prevent further loss of |
609s | life for more immersive player-to-player |
611s | communication with or without a mic |
614s | you'll also now be able to issue orders |
616s | to your online teammates using the |
618s | built-in command |
620s | [Music] |
628s | menu you aren't trolling a team of |
630s | robots so giving the team a stronger |
632s | sense of Independence was an important |
634s | next step your element will now feel |
637s | more intelligent and proficient than |
639s | ever they'll be able to collect evidence |
641s | as well as report and secure suspects |
643s | and civilians all on their own and all |
646s | with an earshot of you so they don't |
648s | wander too far if you become |
650s | incapacitated during a mission the next |
652s | in command will take over his lead and |
655s | you'll be able to monitor the progress |
657s | through our improved team cam all the |
659s | tactics they use during missions leaning |
663s | pieing doors breaches all of those will |
666s | be on full display until the mission is |
668s | complete now keep in mind even if they |
671s | complete all objectives this won't be |
673s | considered a mission |
675s | success now just cuz we're talking |
677s | tactical here doesn't mean everyone's |
679s | getting their personalities from those |
680s | '90s training videos with 12 distinct |
683s | new voices for your SWAT team alone and |
685s | over 18,000 lines of dialogue they'll be |
688s | livelier than ever quiet and Loud |
690s | variations new call outs more emotion as |
693s | you're moving through the many locals of |
695s | Lo suenos they might have some Choice |
697s | words for what they see both good and |
700s | bad so weird seeing these old school |
703s | diners my parents used to take me to one |
705s | all the time nothing like a cheeseburger |
708s | from a |
710s | diner bck |
717s | [ __ ] is this supposed to be |
728s | me you hear all this talk of trailers |
731s | but never see them notifying trailers |
733s | well now once the mission is Complete |
736s | Trailers are going to do a sweep of the |
737s | area and begin bagging evidence as well |
740s | as move arrested suspects and civilians |
742s | back to the Bearcat they'll stay out of |
744s | your way and won't have a significant |
746s | impact on your |
748s | mission |
754s | for The Adventurous team leads out there |
756s | who go beyond what Los suenos has to |
758s | offer all of the swap features mentioned |
761s | will work on user created Maps as well |
764s | when you fire up a custom level we |
766s | generate all required data the first |
768s | time so subsequent playthroughs won't |
770s | require as much of a |
778s | wait |
782s | we know it's taking some time we know |
784s | you've been waiting but now you know why |
786s | the weight was worth it falling in |
789s | stacking up breaching clearing smart |
793s | autonomy human |
795s | emotion your new SWAT element is going |
797s | to be faster and more intelligent than |
800s | ever and all of that is at your |
802s | fingertips the next order that's |
805s | entirely up to you kick it down bang the |
807s | room huge shout out to to our senior |
809s | adviser for the incredible tactical |
813s | Insight ah and one last thing word |
816s | around the station is that some of you |
818s | are looking to bring your campaign Squad |
820s | into call outs with friends while |
822s | bringing SWAT AI into the Ready or Not |
824s | Co-op experience currently isn't planned |
827s | we're looking to explore it as a |
828s | possibility for the |
830s | future all right folks this one's a wrap |
833s | put them on safe and let them hang we'll |
835s | see you back at the station |
838s | soon |