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  1. #1

    GRW looks good but this would make it better

    Hey guys, my first post here. I've only been reading the forums as I really am hyped for GRW and want to know as much as possible. I've played all the games in GR series and still have some great memories from the first games.
    I am somewhat a casual hardcore gamer when it comes to tactical shooters, meaning I love games like ArmA, Flashpoint, original R6 games, even Dayz. But I could never get into PC gaming as I feel more at home with casual consoles, where I can simply pick up & play, drop in & out of coop with buddies.
    And on consoles, GRW is one of the few promising games that might quench my thirst for tactical, hi speed lo drag, operator wannabe needs. And I am not in military or LE service, just a gamer here that likes tactical.

    By now, we all realised that GRW is not about hardcore and that we should take it for what it is. I want this game to be good, Still, for a tactical shooter, I think they left out too many things or could do them better.

    Animations - after fluid, smooth and nice looking animations in Division, GRW feels a bit cartoonish, arcadey. I think better animations would be essential for the immersion in the game. And reducing the speed of all movements by 20% would make combat much more subtle and immersive. I KNOW that this is almost a final build and they won't change anims for release, but certainly do hope that they can update them with future patches and balance the speed out. I don't want this to be Escape From Tarkov, but that game show how powerful and immersive animations can be.

    Inventory - I did not play the Division that much, but I loved how gear would affect certain aspects, like your ammo capacity etc. I think GRW would be great with a soft version of such inventory. With certain chest pieces, you'd have different armour coverage, more ammo capacity, but bulkier they get, you'd also sprint&move slower due to fatigue. One chest type could have more grenades or 40mm grenades and so on, which would create a very soft form of classes & roles in GRW. And I really mean a soft implementation of this into the game, as we know it's not a hardcore RPG game. I'd be fine with clothing system as it is right now, but adding (subtle) bonuses for various armour pieces - this wouldn't affect the gameplay of all those playing on lowest difficulties/gunghoo/fun playstyles, but could bring a bit of consideration on specializations for a team of 4 players playing coop on highest difficulty. I would also absolutely lock the inventory/gun/clothing management only to resupply crates (which seem often and spread out densely anyway), but keep the customisation of guns equipped to be possible anywhere.

    Supports - I've seen you can call in Rebel help and call in helicopter & vehicle drops, which seems okay. But I'd update this and have the vehicle or equipment drops with at least a 15 or 30 second timer and at least few hundred meters/yards away. You want a helicopter to drop in in the middle of firefight? Sure, but you'll have to fight or retreat your way to it. I think it would add an additional element in gameplay and would require a bit more (just a bit) thought on where and when to call it in and actually making your way there.

    Support weapons - It's kinda funny to see huge sniper rifles with silencers attached to the backpack, where the rifle is longer than the player. But I guess this system is already locked in firmly. If there was a chance to change it, I'd love to have the machineguns, LMGs and high caliber sniper rifles to take 2 slots instead of one. You could still have a AR such as ACR and run it with a DMR such as SR25, but bigger sniper rifles (sorry, don't know which ones are in the game) would be limited only to your tertiary sidearm as backup (pistols, sawed off, whatever is in the game).

    Small details - NVGs not visible is a big let down for me. I know it's only cosmetic but still adds a lot to immersion. Seeing how they advertised and wrote blog posts about having real operators advise them on gear, it really feels like bs that they haven't added this feature in. I know they didn't include it because probably it interferes with some clothing options or faces & features at player creation. But they could have at least added them raised & lowered when in use on helmets (MICH, Ops) or when player doesn't have any hats.
    Another thing I absolutely think it's a must have and still am not sure why they haven't implemented it, is the IR lasers at night on player weapons that have ANPEQ or other laser devices. The lasers visible only via NV that is. I think this is a must have and would add so much immersion and actually help when understanding where your team mates are and who are they engaging.

    Anyway, sorry for the long post, I have been watching all this preview videos and really missed these things. There are other problems, I know, or lacking features but have been mentioned already so many times. I want GRW to be a good game and probably will enjoy it also in the current form, but just wanted to scream to the world what bothers me. Sorry guys.
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  2. #2
    Sp--pyBrown's Avatar Senior Member
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    I agree, but there's no way any of this will be added this close to release.
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