After years on PC,Ready or Nothas finally landed on consoles, bringing its punishing tactical realism to a whole new audience. While the tutorials and mission briefings cover the surface-level mechanics, the game’s challenge lies in how players interpret risk and execute under pressure. Success, whether measured in survival, high ratings, or smooth clears, isn’t just about reflexes, however. It’s about adapting to strategies refined by those who’ve already survived the trial by fire, and learning the rulesReady or Notdoesn’t explain.

Ready or Notis not a standard FPS, and players who treat it like one will struggle. The game rewards those who think like real SWAT, and managing angles, checking corners, and making decisions based on incomplete information is the norm. In the pursuit of success, there’s a lot to consider: AI behavior, how munitions and tools shape engagements, and knowing when to walk away from a bad breach. Whether players are stepping in for the first time or returning to see what’s new, these are the unwritten rules ofReady or Notthat separate a completed mission from a chaotic one.

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Unwritten Rules for SWAT Success in Ready or Not

AI Teammates Are Moving Cover With Trigger Discipline, Not Operators

TheAI teammates inReady or Not’s Commander Modeare genuinely competent: they stack up, mirror doors, even clear rooms pretty efficiently. However, they’re not tactical partners; they’re tools. In Commander mode,Ready or Notis a lot like an RTS game, and treating the AI like independent thinkers can end a run. They excel at the simple stuff, like holding angles and reacting to threats in a cone of fire. In general, the AI won’t disappoint as long as players only expect it to meet their commands at face value.Ready or Notplayers shooting for success should understand that the AI squadmates should be considered as extensions of the player’s positioning. They can plug holes in coverage, hold flanks, and act as anchor points, but can’t be treated as if they’re adapting, because they aren’t.

Compliance is Negotiation Through Fear

Many players expect suspects to comply instantly or never, but theAI inReady or Notreacts dynamicallyto dominance, numbers, and timing. A suspect might hesitate if confronted alone, or comply faster when multiple officers shout in succession. Conversely, throw a flashbang too early, and they’ll run instead of freeze. Players should treat compliance as a psychological mini-game, and whenever possible, get as many officers as possible in view of suspects, layer commands, and pause before using less-lethal force.

InReady or Not, even if the target is surrendering, that doesn’t mean it’s safe to approach and restrain. Suspects might still go for their sidearm, but if they do, they’ll aim at the player’s positionat the start of their animation. To stay safe, simply step to the side and the suspect will miss their shots.

The Mirrorgun is Useful, but it Doesn’t Stop the Clock

Ready or Notplayers should always use the mirrorgun, but while the player is peeking under the door, the world keeps turning. Suspects don’t sit still, and the longer a squad is stuck on recon, the more likely a suspect’s position will change, rendering intel useless and the team exposed. The Mirrorgun is a reference image, not a surveillance feed. Use it fast, and act even faster. It’ll be difficult to keep pace if the team spends more time watching than moving.

CS Gas Isn’t Flashy, but it’s an S Rating Staple

If flashbangs create chaos, CS gas creates control.Ready or Notplayers looking for S ratingscan rest assured knowing that CS gas is a clear key to success. It silently incapacitates suspects, denies space without alerting the entire map, and, unlike stingers or frags, CS gas dramatically increases compliance odds without putting civilians at risk. Pairing these throwables with a squad equipped with gas masks allows for clean room entries while suspects are coughing, disoriented, and far more likely to surrender. They are also extremely powerful because the suspect AI struggles to react to CS gas. They rarely flee or relocate effectively, often freezing in place. A player who builds around gas can end a mission with more arrests and fewer casualties.

In Commander Mode, Let the AI Handle Cleanup

Once the last suspect is down, manyReady or Notplayers go into checklist mode, backtracking through rooms looking for dropped weapons and forgotten evidence. It’s a slow, meticulous process that can drag down momentum, especially in larger maps. Issue a single “Search and Secure” order at the end of a run, however, and AI teammates will sweep the entire map for anything players might’ve missed in the first clear. In commander mode, the AI can do the legwork after the weapons go cold. They may not be perfect during the fight, but they do make excellent post-engagement Roombas.

The Player Who Free Leans Lives Longer

Free leaning seems like a novelty compared to the smaller quick lean counterpart, but mastering the mechanic unlocks a level of awareness and control that can make or break entiremissions inReady or Not. The feature allows players to maintain cover while scanning strange angles, and bait enemy reactions without overcommitting. It even allows players to get on their tippy-toes to look over obstacles. When used correctly, free leaning minimizes risk and maximizes control, and it can mean the difference between spotting a suspect early or walking into a stray round.

Nobody’s Faster Than a Suspect Aiming at A Door

It’s an age-old story: a player mirrors under a door, spots an armed suspect holding tight on the entryway, then tries to “out-peek” them. Unfortunately, that story always ends the same way, because the suspect AI reacts faster than any human can when they’re in that alerted state. In cases like this, the mirrorgun provides a warning, not an opportunity for players with something to prove. Reposition and breach from a different angle, or force movement with gas or a flashbang. Or, in the case ofplayers inReady or Notwho aren’t chasing high ratings, just shoot through the door.