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  1. #1

    Character Skills and Unique Builds

    I played through the beta, and I'm pretty sure I unlocked everything there was to unlock.

    It seemed to me, that the skill trees will basically unlock identically essentially for every player. So every player will end up with basically the same identical character, with possibly a few small differences.

    One thing, thinking more and more about it, is I really wish they had more specialized character classes and skills.

    The Drone is essentially OP in the way it really scouts everything so easily for you, and lets you know exactly where most of the enemies will be, at least during the beta missions. *That should be an unlockable skill entirely, with regular binoculars being the primary recon skill everyone has. *That way if your running a 4 man team, you would need to designate someone to be the "Recon" class to do the pre mission*scouting.

    It'd make the game so much deeper in my opinion to be able to build different classes, that once you go towards a specialization, you are that type of character. *Sniper classes with better stability, longer breaths, better accuracy, whatever. *Vehicle class that has better control of vehicles, maybe can add weapons/repair, ect. *

    I think everyone gets the point. It doens't have to be super deep, but just a specialized skill tree that really sets each character of the team apart, and makes them all necessasry, and can greatly change how each mission is handeled based on build.

    The building the 4 man team would be more fun, rather than everyone being identical in skill sets and everyone being able to do everything*the same.

    Also can allow respecing at bases, or whatever, so you don't have to run multiple characters.

    Obv prob too late to add this in now, but man, would I have loved to see that kind of depth in the character builds.
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  2. #2
    As we don't know if there is a limit on points and spending them this is a little premature, that being said I goto level 18 in the beta and could unlock loads, I don't know what the level cap is but I would think they have thought about it. But I guess we'll have to wait and see. If they did have the above as you stated then there would have to be a way to reset them too.
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  3. #3
    From the things i have seen and if you go for a 100%completion you end up having everything unlocked by the end.
    The beta had 8 "skill" points to collect i believe. so you could level up a 8 skills in theorie if they would cost 1 each but each rank costs more and higher level skills also costs more.
    Until you start to reach that end game you need to have a certain skill priority.
    So yea the differences are small but they are still there.
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  4. #4
    D-from-Oxford's Avatar Senior Member
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    You can still do this. but you have to do it by choice. much like playing tactical stealth. No, it's not forced, but it is still possible with the cooperation of your team.

    Thoughts on possible skillsets...

    Assault:
    WEAPON: Hip Fire / Ammo Cap / Adv Suppressor
    ITEM: Parachute / Diversion Nade / C4 / Thermal / Flashbang
    PHYSICAL: Stamina / Quiet Running / Detection?
    SQUAD: Revive Speed / Trained Rebels / Bleed Out

    Sniper:
    WEAPON: Stable Aim / Ammo Cap / Adv Suppressor / Time To Aim
    ITEM: Parachute / Binoc Zoom / Binoc Recon / Thermal / Flare Gun
    PHYSICAL: Stamina
    SQUAD: Revive Speed / Bleed Out

    Drone Operator:
    ITEM: Parachute / Thermal
    DRONE: Battery / NV / Range / Speed / Mark / Stealth / Cooldown / Noisemaker / Thermal
    PHYSICAL: Stamina
    SQUAD: Revive Speed / Bleed Out

    Support:
    WEAPON: Hip Fire / Ammo Cap / Nade Launcher / VHC Destruction
    ITEM: Parachute / Mine / Frag Nade / Thermal
    PHYSICAL: Stamina / Quiet Running / Detection?
    SQUAD: Revive Speed / Trained Rebels / Bleed Out

    Transport: (side role, preferably sniper)
    PHYSICAL: Car Shield / Aircraft Shield

    Optional:
    SQUAD: No Pain? / Bullet Resistance? / Explosion Resistance?
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  5. #5
    Originally Posted by D-from-Oxford Go to original post
    You can still do this. but you have to do it by choice. much like playing tactical stealth. No, it's not forced, but it is still possible with the cooperation of your team.

    Thoughts on possible skillsets...

    Assault:
    WEAPON: Hip Fire / Ammo Cap / Adv Suppressor
    ITEM: Parachute / Diversion Nade / C4 / Thermal / Flashbang
    PHYSICAL: Stamina / Quiet Running / Detection?
    SQUAD: Revive Speed / Trained Rebels / Bleed Out

    Sniper:
    WEAPON: Stable Aim / Ammo Cap / Adv Suppressor / Time To Aim
    ITEM: Parachute / Binoc Zoom / Binoc Recon / Thermal / Flare Gun
    PHYSICAL: Stamina
    SQUAD: Revive Speed / Bleed Out

    Drone Operator:
    ITEM: Parachute / Thermal
    DRONE: Battery / NV / Range / Speed / Mark / Stealth / Cooldown / Noisemaker / Thermal
    PHYSICAL: Stamina
    SQUAD: Revive Speed / Bleed Out

    Support:
    WEAPON: Hip Fire / Ammo Cap / Nade Launcher / VHC Destruction
    ITEM: Parachute / Mine / Frag Nade / Thermal
    PHYSICAL: Stamina / Quiet Running / Detection?
    SQUAD: Revive Speed / Trained Rebels / Bleed Out

    Transport: (side role, preferably sniper)
    PHYSICAL: Car Shield / Aircraft Shield

    Optional:
    SQUAD: No Pain? / Bullet Resistance? / Explosion Resistance?

    Personally I found myself in more of the Assault role and Flash Bangs worked great (really noticed on the Hunting Lodge). Bottom line I would start my Assault build with Flash Bangs, but I’m sure as time and leveling continues you could reach a point of unlocking most everything. Ultimately, I like your ideas for an Assault build.

    Assault:
    WEAPON: Hip Fire / Ammo Cap / Adv Suppressor
    ITEM: Parachute / Flash Bangs / C4 / Thermal / Diversion Nade
    PHYSICAL: Stamina / Quiet Running / Detection?
    SQUAD: Revive Speed / Trained Rebels / Bleed Out
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  6. #6
    Totally agree. I said the same things in my feedback post.
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  7. #7
    D-from-Oxford's Avatar Senior Member
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    The skills listed were not in any specific order, just a rough outline of what I think could work. What you want/need will still further depend on how difficult the game actually is when released (from a no-HUD Ghost perspective) and how tough the team wants it to be, you could well forego anything that buffs health if you are disgusted by health regen (lol).
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  8. #8
    D-from-Oxford's Avatar Senior Member
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    Originally Posted by Joker-P13 Go to original post
    Personally I found myself in more of the Assault role and Flash Bangs worked great (really noticed on the Hunting Lodge). Bottom line I would start my Assault build with Flash Bangs, but I’m sure as time and leveling continues you could reach a point of unlocking most everything. Ultimately, I like your ideas for an Assault build.
    Yeah, my only concern is the varying amount of skill investment needed for the different roles, something I was unable to check as I don't know the value for every skill's level (most I only took to level 2). I'm sure spending a bit longer in the first area of the game (like we did in the beta) will allow all roles to get a fair few skills started before moving on though. You'll be able to consistently hit convoys since they won't be able to disappear out of bounds
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  9. #9
    I understand you could hypothetically create your own subclasses yourselves, but that's not nearly as good as it actually being built in the game.

    Without any of the sniper unlocks, it was still pretty easy to snipe with a beginner level sniper rifle. So realistically, you hardly even need to invest in those skill points, unless later larger scopes/rifles increase sway. I'd rather they have it so it's rather difficult to snipe unless you make investments into that skill tree, so not everyone can just throw on a sniper and be perfect with it, I'd imagine on PC it's even easier than it was on console.

    Same goes for a few of the other skill trees. While making the drone better obviously helps, that beignning area made it feel like even the most starter drone is still far and away effective enough tod o most recon. Now later in the game maybe some enemy bases have emp type protection, or other ways to prevent drones from being as effective, just that was my initial impression.

    I'm still very much looking forward to the game, just hoped to see more customization and build diversity than it seems we are getting.
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  10. #10
    Originally Posted by D-from-Oxford Go to original post
    Yeah, my only concern is the varying amount of skill investment needed for the different roles, something I was unable to check as I don't know the value for every skill's level (most I only took to level 2). I'm sure spending a bit longer in the first area of the game (like we did in the beta) will allow all roles to get a fair few skills started before moving on though. You'll be able to consistently hit convoys since they won't be able to disappear out of bounds
    Such a true statement.

    I ended up leveling to 15 and got enough points to get all the way up Advanced Suppressor. I really couldn't tell a real difference by that point in killing targets easier or not. Although, I was playing Co-op majority of the time, so as a test my teammates focused their points in other areas. One had applied points toward anything to better his overwatch skills as our sniper, and another who trained to be the Demo dude (ie. C4). Which ultimately helped us be a better-rounded/equipped team out of the gate with the little skill points available in this beta.

    Toward the end of the weekend I realized if I was able to jump in a new area and continue gaining XP, collecting skill pts., and hitting convoys, a player could easily train as one particular build in the beginning hours of game play.
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