Ready or Not: AI Tweaks for Realistic Play

This is a modification of settings based on the RoN AI mod. (Version 1.2.0)

This config below aims to keep the intensity of the game, but reduce the ai’s inhuman snap speed, reduce the ai’s aimhack accuracy to promote more firefights and suppression, and lower the ai’s health values so you don’t have to shoot them several times when they aren’t even wearing armor.

I tried to stay as close to the original game’s vision as I could, all while making it more realistically fair.

It does not make it easier by any means, but makes it a lot more fair and realistic. It also slightly lowers the minimum and maximum morale values to be more varied but also not so overpowered.

Important values that were changed: RequiredTimeSpentOnTarget (time they must be looking at a target before firing), SuspectAccuracy went from 1.5 to 2.5 (so they are less like hacking snipers), and SuspectTimeWithWeaponUpBeforeFiring (to make sure they actually hold the weapon up before firing).

ONLY THE HOST NEEDS TO MAKE THESE CHANGES.

 

Brief Intro

Though we’ve been playing for a few days, my friend and I dialed this all in tonight after playing for 6 straight hours. These values are what we felt were best. The game feels much more free-flowing to us, all while retaining the tactical aspect, intensity, and overall feel for the game.

The default speed and accuracy of the AI in game was far from “realistic” or even being really fair. If you check some slow-mo replays online, you’ll see exactly what I mean. The Devs even acknowledged the AI is “BS” sometimes – their own words.

We strive for as close to realism as possible in games. We’ve been playing a wide selection of milsims for years including the entire Arma series, Insurgency 1 & 2, Ground Branch, Zero Hour, Red Orchestra 2, Squad, Hell Let Loose, Post Scriptum, the SWAT series, the old Rainbow Six games, and many more that I can’t currently think of.

The only aspect of RoN that we could not stand was the insanely fast and miracle-like snapshooting of the AI.

I’m no expert by any means, but I do hold a Bachelor’s in Computer Programming and Software Development with a focus in Game Design and I’ve also been a huge history/military buff for my entire life since a very young age. I also grew up with firearms and learning how to properly/responsibly handle and maintain them.

Get Mod Files

http://kronzky.info/ron/aimod.html (I did not make the mod itself, I only changed the config values to be what I thought was better – the mod as it comes makes the game much too easy for my taste)

Follow the instructions in the provided readme file to get it all set up.

IT DOES NOT HAVE A VIRUS. PEOPLE WHO SAY IT DOES ARE JUST UNEDUCATED.

YES, IT WORKS. I HAVE BEEN PLAYING WITH IT ON FOR HOURS.

My Custom Config (Realistic/Intense/Fair)
[Global]
ASTimeBetweenTargetingCivilians = 3.0
ASTimeBeforeTargetingFirstCivilian = 35.0
BTTimeUntilBombExplodes = 720
BTMaxBombs = 2
BTMaxDistanceFromSelectedBombs = 2500.0
HRMaxDistanceFromSelectedSpawner = 1500.0
HRMaxRoamers=2
PolicePresenceDecayTime = 45.0
SuspectHealth=100.0
SwatHealth=250.0
CivilianHealth=80.0
UnalertedSightRange=3000
AlertedSightRange=6000
UnalertedPerceptionHalfAngle=90
AlertedPerceptionHalfAngle=160
MaxCivilians=12
MaxSuspects=12
MaxRoamers=3
SuspectAccuracy=2.5
SuspectDefaultFireRate=1.0
SuspectRifleFireRate=0.175
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.1
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.2
SuspectPistolFireRateDeviation=(X=0.0,Y=2.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.0,Y=0.5)
SuspectAccuracyLostPerMeter=0.075
SuspectAccuracyLostPerMeterSecond = 0.3
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectCoverEvaluationCooldown=10.0
SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0
SuspectMoraleMediumReload=0.5 ;If morale goes below this use the medium reload speed
SuspectMoraleLowReload=0.3 ;If morale goes below this use te slow reload speed
AIStunDuration = 16.0
BeanbagStunDuration = 3.0

MinMorale=0.15 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; 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 = -0.3
C2Morale = -0.25

StunHealth = 100
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 100
PepperballStunDamage = 25
TaserStunDamage = 100

MinFlees=-1
MaxFlees=2

MaxTraps=3
TrapType=Explosive
TrapType=Flashbang

MaxLockedDoorsPercentage = 0.225
MaxOpenDoorsPercentage = 0.075

NoExitChanceToSurrender=0.15
NoExitChanceToFakeSurrender=0.15
NoExitChanceToGoArmedAndDangerous=1.0

NoExitTimeToHesitateSuspectArmed=0.0
NoExitTimeToHesitateSuspectUnarmed=5.0
NoExitTimeToHesitateUnarmed=60.0

SuspectChanceToSpawnWithNoWeapon=0.2

TimeToFireAtDoorAfterKick=5.0

SwatAccuracy=1.0
SwatTimeWithWeaponUpBeforeFiring=1.0 ; A value in seconds

SwatRifleFireRate=0.175
SwatRifleFireRateDeviation=(X=-0.25,Y=0.5)
SwatSMGFireRate=0.1
SwatSMGFireRateDeviation=(X=0.0,Y=0.5)
SwatPistolFireRate=0.2
SwatPistolFireRateDeviation=(X=0.0,Y=2.0)
SwatShotgunFireRate=0.5
SwatShotgunFireRateDeviation=(X=0.0,Y=0.5)
SwatLessLethalFireRate=1.0
SwatLessLethalFireRateDeviation=(X=0.0,Y=0.5)
SwatAccuracyLostPerMeter=0.0

SwatCoverEvaluationCooldown=2.0
SwatTrackLastKnownPositionTime = 5.0

SwatDoorLockpickDistance=70.0
SwatDoorKickDistance=50.0
SwatDoorShotgunDistance=50.0
SwatDoorC2PlaceDistance=80.0
SwatDoorTrapDisarmDistance=70.0
SwatDoorMirrorDistance=70.0
SwatDoorWedgeDistance=50.0
SwatDoorOpenDistance=25.0 ; For Open/Close Door command

MaxDoorInteractionDistance=1000.0

[ron_wb_combat_01a_BarricadedSuspects]
MinMorale=0.3

[Lobby_V2]
NoExitChanceToSurrender=0.0
NoExitChanceToFakeSurrender=0.0
NoExitChanceToGoArmedAndDangerous=0.0
MaxMorale=0.0

[RoN_Farm_Core_BarricadedSuspects]
SuspectHealth=100.0

MaxCivilians=5
MaxSuspects=12

ASTimeBetweenTargetingCivilians = 6.0
ASTimeBeforeTargetingFirstCivilian = 35.0

SuspectDefaultFireRate=0.2

SuspectRifleFireRate=0.4
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.15
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.2
SuspectPistolFireRateDeviation=(X=-1.0,Y=1.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.2,Y=0.5)

SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds

SuspectCoverEvaluationCooldown=5.0

AIStunDuration = 16.0

MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

KickDoorMorale=0.25
KillEnemyMorale=-0.5
GrenadeDetonateMorale=-0.5

MinFlees=-1
MaxFlees=2

MaxTraps=3
TrapType=Explosive
TrapType=Flashbang

SuspectChanceToSpawnWithNoWeapon=0.3

TimeToFireAtDoorAfterKick=2.0

[RoN_Gas_Core_BombThreat]
SuspectHealth=120.0

MaxCivilians=10
MaxSuspects=3

BTTimeUntilBombExplodes = 300
BTMaxBombs = 2

SuspectDefaultFireRate=0.7

SuspectRifleFireRate=0.4
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.15
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.5
SuspectPistolFireRateDeviation=(X=-1.0,Y=1.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.2,Y=0.5)

SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds

SuspectCoverEvaluationCooldown=10.0

AIStunDuration = 16.0

MinMorale=0.4 ; A value from 0.0 to 1.0
MaxMorale=0.8 ; A value from 0.0 to 1.0

KickDoorMorale=0.25
KillEnemyMorale=-0.7
GrenadeDetonateMorale=-0.4

MinFlees=-1
MaxFlees=2

MaxTraps=0
TrapType=Explosive

NoExitChanceToSurrender=0.2
NoExitChanceToFakeSurrender=0.4
NoExitChanceToGoArmedAndDangerous=1.0

SuspectChanceToSpawnWithNoWeapon=0.0

TimeToFireAtDoorAfterKick=5.0

[RoN_Gas_Core_ActiveShooter]
MaxCivilians=12
MaxSuspects=2

MaxTraps=0

MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

MinFlees=0
MaxFlees=0

SuspectChanceToSpawnWithNoWeapon=0.0

[RoN_Gas_Core_HostageRescue]
SuspectHealth=100.0

MaxCivilians=3
MaxSuspects=10

MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

MinFlees=0
MaxFlees=1

MaxTraps=0
TrapType=Explosive

SuspectChanceToSpawnWithNoWeapon=0.0

[RoN_Gas_Core_BarricadedSuspects]
SuspectHealth=100.0

MaxCivilians=10
MaxSuspects=3

MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

MinFlees=0
MaxFlees=1

MaxTraps=1
TrapType=Explosive
TrapType=Flashbang

NoExitChanceToSurrender=0.2
NoExitChanceToFakeSurrender=0.4
NoExitChanceToGoArmedAndDangerous=1.0

[RoN_Gas_Core_Raid]
SuspectHealth=120.0

MaxCivilians=10
MaxSuspects=7

MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

MinFlees=0
MaxFlees=0

MaxTraps=0
TrapType=Explosive

SuspectChanceToSpawnWithNoWeapon=0.0

[RoN_Port_Core_HostageRescue]
HRMaxDistanceFromSelectedSpawner = 1500.0
HRMaxRoamers=3

SuspectHealth=100.0
CivilianHealth=50.0

MaxCivilians=3
MaxSuspects=10

UnalertedSightRange=1000
AlertedSightRange=2500
UnalertedPerceptionHalfAngle=45
AlertedPerceptionHalfAngle=160

SuspectAccuracy=2.1

SuspectDefaultFireRate=0.75

SuspectAccuracyLostPerMeter=0.05

SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds

SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0

AIStunDuration = 6.0

MinMorale=0.20 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0

KickDoorMorale=0.25
KillEnemyMorale=-0.2
GrenadeDetonateMorale=-0.4
BeanbagShotgunMorale=-0.5
PepperballMorale=-0.1
TaserMorale =-1.0
BashMorale = -0.3

StunHealth = 100
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 50
PepperballStunDamage = 25
TaserStunDamage = 100

MinFlees=0
MaxFlees=1

MaxTraps=2
TrapType=Explosive
TrapType=Flashbang

NoExitChanceToSurrender=0.0
NoExitChanceToFakeSurrender=0.1
NoExitChanceToGoArmedAndDangerous=1.0

SuspectChanceToSpawnWithNoWeapon=0.0

TimeToFireAtDoorAfterKick=1.0

SwatAccuracy=1.5
SwatTimeWithWeaponUpBeforeFiring=0.1 ; A value in seconds

[RoN_Dealer_Core_BarricadedSuspects]
SuspectHealth=100.0
CivilianHealth=80.0

UnalertedSightRange=1300
AlertedSightRange=3500
UnalertedPerceptionHalfAngle=90
AlertedPerceptionHalfAngle=160

MaxCivilians=7
MaxSuspects=17
MaxRoamers=4

SuspectAccuracy=2.0

SuspectDefaultFireRate=1.0

SuspectRifleFireRate=0.3
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.2
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.4
SuspectPistolFireRateDeviation=(X=0.0,Y=2.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.0,Y=0.5)
SuspectAccuracyLostPerMeter=0.02
SuspectAccuracyLostPerMeterSecond = 0.3

SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds

SuspectCoverEvaluationCooldown=10.0

SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0

SuspectMoraleMediumReload=0.5

If morale goes below this use the medium reload sp

By Corrosion

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