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Ready Or Not: Complete Officer Trait Stats Guide

Know all the traits!

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Officer traits are useful in Ready or Not because a good combination of traits allows you to have an optimal team of AI officers that you can go on missions.

So, if you want to know all of the officer traits and what they do, here is what you need to know.

Complete Officer Trait Stats Guide

All Officer Traits & Stats

Ready Or Not: All Officer Trait Stats
  • Kicker: Allows The Player and SWAT AI to kick down doors in one go. Works only once.
  • Paramedic: Changes SWAT AI’s “Killed In Action” to “Hospitalized.” Can save up to 4 officers per mission, but it’s sometimes buggy.
  • Breacher: Deals more morale damage to civilians and suspects when using Door Kick, Battering Ram, Breaching Shotgun, and C2. The more you use it, the stronger it gets (+25%, +50%, +65%, +75% more Morale Damage).
  • Intimidator: The presence of The Player and SWAT AI damages civilian and suspect morale. It works better if they are seen. Effect stacks twice (+50%, +100% more Morale Damage).
  • Morale Officer: Arresting Civilians and Suspects alive heals more stress for SWAT AI. The more you arrest, the better it gets (+50%, +100%, +130%, +150% Stress Healed).
  • Negotiator: Increases the chance of civilians and suspects surrendering when using Compliance Yells. The more you use it, the better it gets (+25%, +50%, +55%, +60% Surrender Chance).
  • Pacifier: Increases Morale Damage of certain tools for The Player and SWAT AI. No effect on Breaching Methods. The more you use it, the better it gets (+25%, +50%, +55%, +60% Less-Than-Lethal Morale Damage).
  • Riot Control: Increases Stun Duration from grenades and less-lethal ammo. The more you use it, the better it gets (+33%, +66%, +75%, +80% Stun Duration).
  • SBAGS: Reduces stress gained by SWAT AI from casualties. No effect on Watt Community College. The more you use it, the better it gets (-20%, -35%, -40%, -50% Stress Gained).
  • Veteran: Reduces bullet spread and improves reaction time for SWAT AI. The more you use it, the better it gets (+15%, +30%, +35%, +40% Tighter Bullet Spread & Faster Reaction Time).

Armorer & Nutritionist

The Armorer and Nutritionist traits are some of the most complicated traits in the game. Their effects were difficult to understand at first, but we were able to expand on what these traits can do in the game.

Armorer

Doubles the durability of Ceramic Armor, Ballistic Mask, and Helmet for both The Player and SWAT AI. Not effective on Steel or Kevlar. This bonus is a one-time application.

Additional information:

  • Ceramic Plates, Ballistic Masks, and Helmets offer complete damage block until they break.
  • Even after breaking, Ceramic Plates maintain a 40% Damage Reduction.
  • Helmets have a 25% chance to deflect bullets, causing no harm to the player or diminishing Durability.
  • Ballistic Visors hold a 33% chance of deflecting bullets.

The amount of durability damage is as follows:

  • In order from least damage to most damage:
    • .45 ACP rounds inflict 0.3 Damage.
    • 9mm & 10mm rounds deliver 0.5 Damage.
    • 12 Gauge Buckshot deals 0.125 x 8 for each pellet (1 Total).
    • All other calibers cause 1 Durability Damage per bullet.
  • With Armorer, your armor can endure:
    • Helmets withstand at least 6 .45 ACP Rounds, 4 9/10mm Rounds, and 2 Rifle Rounds.
    • Ballistic Masks endure at least 12 .45 ACP Rounds, 8 9/10mm Rounds, and 4 Rifle Rounds.
    • Ceramic Plates (Each Plate) survive 26 .45 ACP Rounds, 16 9/10mm Rounds, and 8 Rifle Rounds. That’s substantial protection against damage before facing any significant threat.

Nutritionist

Increases Health for The Player and SWAT AI.

  • Effect accumulates. (+25%, +30%, +33%, +35% more Health.)
  • The Player and SWAT AI fall unconscious at or below 50% health.
  • Effective Health Pool: 80, 100, 104, 106.4, and 107.5. Note: “Bleeding” persists, and mission screen considers you dead.

Weapon Damage and Armor Effects:

Kevlar (Reduces Damage by 50%, Headshot Values x3):

  • 12 Gauge Buckshot: 40 – 35 damage per pellet (Point Blank – Far Range).
  • Makarov and AK102/103: 50 – 40 Damage.
  • 9mm Rounds: 80 – 35 Damage.
  • .45 ACP & 10mm Rounds: 100 – 60 Damage.

Steel (Reduces Damage by 70%, Spalling Adds 1 Damage Ignoring Reduction):

  • P250 and FiveSeveN: 80 – 45 Damage.
  • 5.56x39mm Rounds: 132.5 – 107.5 Damage.
  • .300BLK Rounds & SLR47: 145 – 112.5 Damage.
  • M14 Rifle and .357 Magnum: 175 – 105 Damage.
  • SA58 & FAL: 180 – 135 Damage.

That’s all you need to know about all of the traits and what they do in Ready Or Not. The Armorer and Nutritionist traits are a bit more difficult to understand but they are also great traits that have their uses in real-game scenarios.

ALSO READ: Ready Or Not: How To Complete Soft Objectives in Update 1.0

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