🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1
    shobhit7777777's Avatar Senior Member
    Join Date
    Nov 2010
    Location
    Mumbai, India
    Posts
    8,356

    Wildlands Gunplay: A Positive Element

    I wanted to comment on some of the more positive elements of the game, since I've been hammering on the negatives for a while.

    I've seen a LOT of gameplay videos, and I must say that I am rather impressed with the gunplay mechanics.

    A video for reference:



    Bullet Drop:

    The Bullet drop is clearly evident and this adds a tremendous amount to the act of taking a shot. Sniping becomes more engaging and weapon choices that much more meaningful. I'm glad that for the first time, Bullet drop is actually part of a Ghost Recon game. Wildlands seems to have some crazy engagement distances and I'm looking forward to the long range shots

    Bullet Travel Time:

    I'm stoked that the game has bullet travel time. Coupled with bullet drop and dispersion, I feel this'll make for great long range engagements. It also feels great when you fire and by the time your sights settle, you see the round impact on the target. It'll make targeting and syncing up in coop far more engaging.

    Tracers:

    I was concerned that the tracers and impacts would be ****ed up - like in GRFS - but I'm happy to see that the tracers are relatively well portrayed. The way they zip around makes for spectacular firefights. Now, they aren't 100% realistic in terms of fequency and colour...they are a major step up. I love watching the Ghosts open fire and watching tracers and the slight vapor trail.

    Recoil:

    Round dispersion and recoil, IMO seem well modelled and require player control. I was extremely concerned about weightless gunplay, but from the recent videos...I feel that the weapons feel great when fired. It isn't over the top, but modelled well enough to actually play a role during firefights.

    Sound:


    I am liking the sounds of the suppressed weapons and the tiny details like the bolt being worked or the shell casing falling down. It adds a lot to the immersion. The unsupressed gunfire seems loud enough and hangs in the air. Distant firefights have a subdued roar and an echo.

    Impacts:

    Rounds on target have a satisfying impact, the high lethality coupled with the "red mist" looks great. I'm not too sure about the hitmarkers or the COD "tch" sound...but it always feels good at a visceral level

    Lethality:

    Bullets kill. I'm so glad that the game retains it's high lethality pedigree. Most guys don't take more than a couple of shots to kill and this makes the guns feel powerful and the firefights sharp. High lethality is key in a tactial game....both ways. On Ghost difficulty I really expect to enjoy the firefights.

    Ricochets:

    I noticed that sometimes (all night footage) a round may ricochet off...especially if its a minigun being fired. I'm so glad that this is part of the game as it adds weight to the rounds being fired and looks great.

    Overall, I'm pleased with the Gunplay of Wildlands...it looks much better than expected. Hope it plays great when I get hands on.
     3 people found this helpful
    Share this post

  2. #2
    SuperBiscotCOT's Avatar Senior Member
    Join Date
    Nov 2015
    Location
    France
    Posts
    1,165
    I think they had a lot of fun designing all the shooting elements. We may have not even see all of it !
    There is also bullet penetration depending on caliber

    For me it's one of the biggest positive thing about the game. GRW being a shooter it's essential to have good shooting mechanics at his core ... so it's awesome !
    Share this post

  3. #3
    no doubt that the weapons...guns...will be a central part of this especially load outs on mission types and objective. I do like how COD III Black ops has various load outs you can assemble and ready to us depending on your preference and mission. Also upgrades to weapons which was extensive to every part...scopes, laser, grips, magazine, stocks, reload, silencers, etc....all which gave you a lot of customization.
    Share this post

  4. #4
    Yeah, I totally agree. Sniping actually looks like a lot of fun especially when you are coordinating your shots with other people.
    Share this post

  5. #5
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    Most definite a Co-Op game.
    Share this post

  6. #6
    Have to agree. The gunplay seems very satisfying and well done
    Share this post

  7. #7
    V.M.R_JaRuTo's Avatar Senior Member
    Join Date
    May 2010
    Location
    Poland
    Posts
    1,259
    That's one of the good aspect of this game, but there's one thing that's missing. It would be nice to have a feature to correct a wind while you shooting but that's probably too much for such reviving this genre.
    Anyway, with those shooting mechanics that's a huge step to the right direction.
    Share this post

  8. #8
    shobhit7777777's Avatar Senior Member
    Join Date
    Nov 2010
    Location
    Mumbai, India
    Posts
    8,356
    Originally Posted by SuperBiscotCOT Go to original post
    I think they had a lot of fun designing all the shooting elements. We may have not even see all of it !
    There is also bullet penetration depending on caliber

    For me it's one of the biggest positive thing about the game. GRW being a shooter it's essential to have good shooting mechanics at his core ... so it's awesome !
    I forgot about bullet penetration. I'm so glad that they got the shooting right, it makes a huge difference.

    Originally Posted by DanHibikiFanXM Go to original post
    Yeah, I totally agree. Sniping actually looks like a lot of fun especially when you are coordinating your shots with other people.
    It indeed...it feels like you'd have to be a good shot and communicative in order to pull off long distance sync shots
    Share this post