RICO
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How 2 RICO
By augh
RICO is a fast-paced and often unforgiving game. This guide will hopefully give you enough information as to not be at the mercy of the game so much.
   
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The Basics
The game can be split up into two basic parts: fast and dirty, and slow and steady.

The fast and dirty part is the moment you enter slo-mo or the moment after you throw a flashbang. The goal here is to kill as many enemies as possible before slo-mo/stun ends to minimize damage. Outside of this, the game is played slow and steady.

Slow and steady is admittedly a slight misnomer. Compared to the previous category, it is slower but not at a snail's pace. You will be utilizing cover, playing defensively for the most part, and be keenly aware of your surroundings.
Fast and Dirty
The first thing to remember is Always Be Headshotting. There are naturally some exceptions like they have a facemask or your gun is very strong, but for the most part headshots are needed.

The second thing to remember is prioritization. All enemies are not created equal, some are markedly stronger and more resilient than their fellows. Out of all the enemies to kill focus on these first:

The knockoff Agent-47s with AKs.




















(seen here foregoing their AKs to kill me with ESP)

And some airsofters the dudes looking tacticool.






























They come in all sorts of flavors, use the tiptop weapons, and aren't resistant to headshots.

The third thing to remember is that you gotta be fast. The moment you leave slo-mo/enemies aren't stunned, you will go from taking 0-5 points of damage to taking 20 if you're not in cover.

The fourth thing to remember is that sliding will throw off aim. Some enemies wont be facing towards you and will be slow to face you. Others will be dialed in on you and start shooting you almost immediately. Sliding helps keep the damage done to you to a minimum (unless you're sliding towards them) and will kill anyone in the way.

In short:
1: (Almost) Always Be Headshoting
2: Kill the roleplayers first
3: Gotta go fast
4: People are literally incapable of aiming downwards
5: Break shins
Slow and Steady
After fast and dirty comes slow and steady. Here, how you play really matters because every mistake you make will be punished. Slow and steady is basically 3 scenarios: 1: No more slo-mo/stun 2: The door bursts open before you can get slo-mo. 3: Enemy reinforcements are coming. Here is a handy table for what to do.

No more slo-mo/stun
Surprise Attack
Enemy Reinforcements
If <2 enemies, kill them. If more, get cover and/or flashbang them
Flashbang or wait behind the doorframe
Wait behind cover and suss out where they spawned from
If more enemies are in an adjacent room flashbang them/wait behind the doorframe
<- Ditto
If in the clear, just killed the last wave of reinforcements and more spawn, be prepared to fight them at the stairwell; or near the door spawn depending on floor
Sliding still works but you'd better be careful about it and kill them quick
<- Ditto
Reinforcements spawn in groups of 2-8, and when objectives are completed

Keep in mind enemies become worse shots at a distance, some require more space between them than others. If trying to kill enemies near a stairwell be it above or below, be wary of enemies shooting you through railing.
Weapons
This isn't gonna be an in detail guide and I can't really be bothered to go in depth so take it for what it is. Assume the perks I will be using will include Hollow Point Ammo and assume the tactical rail attachment will always be Flashlight unless stated otherwise.

Weapon
Summary of Thoughts
SA .40
Says 9MM on the slide and does worse damage than a Silex. Would call it a rip off but it handles like a mini Silex.
G18
Handheld automatic flashbang but only blinds you. Pretty much hipfire only, consider using laser sight and/or Hipster.
Viper
Like my love life, its fantastic for about 1 second and then it's over before you expect it. You will definitely be reloading and fast swapping with this gun quite a bit.
Desert Eagle
My personal go to. I still headshot with it because I don't like shooting twice, but even if it hits the torso it will kill most of the time.
MPS
Nice ROF keeps it from needing Itchy Trigger Finger. Burst fire leaves hipfire headshots coming out sloppy and can technically take longer to kill someone but it's not too much of a problem. More suited for ADS.
Silex
Poised as the ultimate pistol but I find it to be underwhelming. The reload is fast though and it can still 1 tap alot of enemies.
Reed 570
Like a fat chick on prom night this thing puts out for a low bar of entry. And also like a fat chick it's slow, at least in terms of followup shots. Use Itchy Trigger Finger and maybe Beady Eyes if using the duckbill.
PD12
Same as the Reed but with a tighter spread, tactical rail, and 3x the cost. I personally avoid it. Ditto situation with the duckbill
SK12
The only shotgun that instead of being slow to fire is instead slow to reload. Extended mags is very recommended, along with Smooth Operator. Same as before in regards to using duckbill.
Model 10
Fast firing with low ammo, prone to firing two shots when tap-firing. For 4 points I find myself liking it. Avoid using it with Itchy Trigger Finger unless you like having no ammo.
PDW 7
Model 10's hotter, younger cousin. 30 rounds, 40 with extended mags, and a nice reload to boot and you have a headshot machine on your hands. Be wary of hardier foes.
UMP45
Slower ROF than any non-automatic but makes up for it in raw damage. Itchy Trigger Finger is worth considering.
G36C
Slowest firing assault rifle but has two tactical rail slots. This is my go to primary weapon. Itchy Trigger Finger can make the recoil somewhat meh so prepare to burst fire if using that.
Karachev
Fires fast enough to not need Itchy Trigger Finger, and the recoil is nicer than the G36C. I personally don't use it but it's a nice choice regardless.
AER
Rifle version of the MPS. I don't think it's bad but it shares the same problems as the MPS. Has a pretty good reload speed for an assault rifle.
Flashbang
Never kills, but has a wide AOE and you have bullets anyways (hopefully). My go to.
Stinger Grenades
Very small AOE comparatively. Good if there's a cluster of enemies, but I find flashbangs to be the safer and more effective choice.

This is more or less just opinion so feel free to form your own by using these weapons and their varied attachments. Besides the more you unlock things, the more you get to use in the other modes.
Summary
Hopefully this gives you a good frame of reference on how to play RICO. If you can nail it down, you will find yourself chaining slo-mos and finishing cases in no time. In any case, have git gud and have fun.