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  1. #81
    Originally Posted by ThePollie Go to original post
    I am not asking for absolute control. All I want is a simple lean mechanic to peek corners with, and not to have to rely on a pre-scripted snap-to-cover animation.

    And just because something has worked for 10 years doesn't mean it's the best or even good. There was a time where the "best" games were 2D and entire characters consisted of only a handful of pixels.

    And, again, yes, I can deny it. It is not elegant. Having several commands attached to the same key based on contextual information is just bad. You are asking for issues when commands conflict. X performs a Takedown, Enters/Exits vehicles, and mantles objects. Now what happens if I'm beside a car, behind a man, and next to a box? Does X mantle the box, attack the man, or enter the car? Do I really have to fight with camera angles and positioning to get it to toggle the right one? Because that wasn't fun in other games, it won't be fun here either.
    I don't get why consoles aren't capable of a lean mechanic? Wolfenstein New Order did it, the best "cover system" I've ever seen in a FIRST PERSON shooter.
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  2. #82
    Originally Posted by Sp--pyBrown Go to original post
    If we can have QE- manual lean on PC, sure.

    I'm having a hard time understanding some of you when you say anything beside TPV snap-to-cover shooters are arcade crap. Inconceivable.
    It's not arcade but it's dated and looks horrible. Every game makes concessions for the sake of aesthetics and playability, a slick cover system is in order for every new game. Have a problem with past cover systems? Then find ways to improve it, not remove it. Also as mentioned, moving from cover to cover in games like The Division and Splinter Cell Blacklist FEELS good and looks good. So far the only thing "realistic" Wildlands has to offer is the alleged non-cover system. But the animations are horrendous and worse than last gen. GTA V has better animations and it's a last gen game.
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  3. #83
    ThePollie's Avatar Senior Member
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    For one, I have yet to see a gameplay video that involved the Gunsmith. So I have absolutely no idea how it works. Can I just open it mid-firefight or do I have to be out-of-combat? If so, what defines out-of-combat? Not being shot at? Proximity to hostiles? Is there a cost or can I swap acquired modifications freely?

    How does cover work? Can we lean, is it snap-to, or do I just pop in and out like Quake? If it's snap-to, can we use vehicles as cover? If we can lean, can we lean in both perspectives or is it first-person only? Can we lean while crouched or prone?

    How is Bullet penetration, if there is any at all, being handled? Can I shoot through a thin shack with an appropriately powerful gun or will my shotgun be stopped by cardboard because the game said so?

    How accurately can I control the AI? Can I specifically draw them a path to follow or do I just say "Go there" and hope they aren't going to bee-line through an enemy camp to get there the fastest? Can I modify the AI loadouts, or are they just using specific per-character equipment or just catch-all-do-all loadouts?

    Grenades? I suspect, yes, very likely. But what kind? Timed, impact, flashbangs, smoke or gas grenades? Can they be grabbed and thrown back?

    What about difficulty settings? Is it the standard Easy-Normal-Hard-Insane progression or can I fine tune settings such as enemy awareness, player health, etc?

    If a player just beginning the game jumped into a game with someone who has beaten nearly everything, what happens? Do previous missions reset for the guy with less done or does he effectively "skip" areas?

    Does camo matter? If I'm wearing bright red on a flat white snow bank, am I more visible than if I'd wore white instead? Does armour matter? If I go into a fight without a vest will I take more damage?

    How does sound work for the AI? If there is a massive storm overhead will I be more difficult to hear, potentially being able to run at closer distances without being detected?

    And so on and so forth.
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  4. #84
    Originally Posted by FighterForJC Go to original post
    I don't get why consoles aren't capable of a lean mechanic? Wolfenstein New Order did it, the best "cover system" I've ever seen in a FIRST PERSON shooter.
    Ghost Recon and Rainbow Six used to have it on consoles, Odd why anyone would think it's not possible.
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  5. #85
    Back to the original topic, any more footage of actual 3rd person aiming/shooting?
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  6. #86
    ThePollie's Avatar Senior Member
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    If there is any, I haven't seen it.
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  7. #87
    Originally Posted by FighterForJC Go to original post
    Back to the original topic, any more footage of actual 3rd person aiming/shooting?
    i cant link you to footage but there was a convention when a lot of ppl got to try the game and got footage of it and they posted on YT. in many of those videos you see there is "ADS" aiming and there is "over shoulder slightly zoomed" aim mode as well. i have seen plenty of proof it's there. also i read that the right stick switches between over shoulder zoomed mode to ADS, so not only i know it's there, i also know how it works.

    so dont worry, if that was what you were feeling.

    ThePollie - all proper concerns. i can't see any chance that the difficulty settings will be deeper (like tweaking AI behavior) simply because i cant remember any game that had such deep settings. i'd love those but any tweak of such sort was usually a result of a mod. not official dev settings. The rest of the concerns are valid and intriguing but i doubt we will get answers. i really hope for smoke grenades that work as well as in MGSV. bare any games make use of this handy tool.
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  8. #88
    AI BLUEFOX's Avatar Senior Member
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    Both of the previous two games (Future Soldier and GRAW) used smoke grenades; also used in R6 of course. Yes they are a great feature!
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  9. #89
    Lolssi's Avatar Senior Member
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    Originally Posted by ThePollie Go to original post
    On that we can agree. As much as I hate snap-to-cover, it will be better than having neither it nor the lean function. We might as well be playing Quake.
    Oh come on! Quake (actually Quake 2)taught me to use cover

    Originally Posted by FighterForJC Go to original post
    It's not arcade but it's dated and looks horrible. Every game makes concessions for the sake of aesthetics and playability, a slick cover system is in order for every new game. Have a problem with past cover systems? Then find ways to improve it, not remove it. Also as mentioned, moving from cover to cover in games like The Division and Splinter Cell Blacklist FEELS good and looks good. So far the only thing "realistic" Wildlands has to offer is the alleged non-cover system. But the animations are horrendous and worse than last gen. GTA V has better animations and it's a last gen game.
    Yet leaning is how we do it in real life no matter how it looks.
    Also moving from cover to cover... I'd rather do it myself and play the game than have game do it for me.
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  10. #90
    Originally Posted by FighterForJC Go to original post
    It's not arcade but it's dated and looks horrible. Every game makes concessions for the sake of aesthetics and playability, a slick cover system is in order for every new game. Have a problem with past cover systems? Then find ways to improve it, not remove it. Also as mentioned, moving from cover to cover in games like The Division and Splinter Cell Blacklist FEELS good and looks good. So far the only thing "realistic" Wildlands has to offer is the alleged non-cover system. But the animations are horrendous and worse than last gen. GTA V has better animations and it's a last gen game.
    how a game feels is immensely important. not just whether something is practical or not. we all know this. the most effective way to handle a FPS is no gun model at all - just a crosshair. but it doesnt FEEL good. i know those who are against the cover system will be against the cover to cover movement, which i also like, but that feature can also be ignored if someone doesnt like it. but what i really like, and only possible in watch dogs, is to tap a button for a cover-to-cover movement, and then be free to use that time of the sprint to look around, reload or understand my surroundings. it's a waste it isnt possible (or too cumbersome to do) in the division because you have to hold the button. at least with the controller.
    i could imagine redying a grenade, then tapping at a cover 10 meters away, and during the sprint there to be able to throw that nade or fire around without aiming on the way and to know that in a second or two i will end up in a smooth slide into a cover. sure, this can be done manually, but not as effectively (because you dont know exactly where you're going when you are looking elsewhere) and what im imagining hasnt been done yet and can feel great to multitask like a pro during a cover to cover movement. i would love to use such a feature
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