Ghost Recon Wildlands is really a great game! A tactical game that was missing on the next-generation console, very realistic (a kind of simulator! 1 shot to the head or an average of 2-3 shots on the body to take down the enemy, is perfect! (Please always continue on this road, you're doing a great job, I've been waiting for this game for a long time! it is fantastic!)All very nice, huge map, beautiful customization system!
But considering that this game tends to be realistic, there is one thing I have not liked, and I hope that will change soon:
Why weapons with the same type of ammunition do different damage?
For example: Why the P416 does less damage than M4A1? On the description of P416 it says that is an improved version of the M4A1 .... They have the same ammunition (5:56 × 45mm NATO) so they should do the same kind of damage ... (The P416 is too low damage! does less damage than a SMG!) I understand that the P416 is the first weapon available in the game ... but it does not change anything ... because the enemies still die after 2 shots .... the same thing for the M4A1 ... Why the M4A1 does less damage than ACR? both have a STANAG magazine ... so they should have the same type of ammunition .... why the ACR does more damage? it is right that there are differences between the weapons, but considering that this game tends to reality, should be differences about the range, the recoil, ergonomics and also the damage if it is a weapon with more powerful ammunition (so differences between bullpup weapons, which have a longer barrel but a different recoil, or things related to weight / material of a weapon).
So my final proposal is:
can you put the same kind of damage to weapons with the same type of ammunition? without having to weaken the weapons but by strengthening those too weak? (for not affect the gameplay), (for example, that I should not shoot too many shots for kill an high-level armored enemy)---> the damage of P416 = more or less ACR.
(obviously the same for all types of weapons: Assault rifle, SMG, Sniper rifle, LMG, pistols, Shotguns ..............)
Thank you for your attention! (sorry for my bad english)
Great job with this game!
I agree with the guns doing the same damage that have the same type of ammunition. But it doesn't matter in stealth because it is always a 1 shot kill with any weapon as long as it is in the chest or head.
I did notice that ALL sniper rifles have the same bullet drop pretty much and do the same initial damage when undetected.. but suddenly change damage when detected? kinda un-realistic. As long as I'm undetected I will jsut use a fast shooting semi auto rifle over a MSR any day.
Maybe if all ammunition is the same damage based on type, the accuracy and the rang/ bullet drop will actually change and be accurate with the stats involved?
Of course, in fact I was not referring only to the stealth mode, but under all circumstances ... I have not noticed this thing (more damage in stealth mode) but if it is really like you say ... yeah, it's something that It must be changed .. in general i think in all circumstances 1-2 shots (not headshots) to take down the enemy ... and in fact i think that between the weapon's information should not be "damage" because the bullets are deadly from every weapon, this game should be tactical and realistic, not an arcade, so the difficulty should not be linked to "how much bullets i need for kill the enemy"! but the tactics, the approach to the battle, the difficulty of killing the enemy at the right moment without being find out!
So the only difficulty in firing should be closely linked to the recoil and weapon handling! in this way the player must be careful to not miss the target, and will prefer to use the single-shot mode! And this is what make the difference between the weapons in this game! as I said before, the difference is: in the barrel of the weapon, in the ergonomics and weight (for example: the ACR should have a better handling because it is partly in polymers, so it is lighter, but it can not do more damage just because it is more cool!!!).
"Damages" are things for MMORPG game like the division, not for this kind of realistic game ....
1) Barrel not change damage, maybe can change how much time the bullet keep the damage
2) Of course "gas transfer efficency"can make some difference... but if i shoot you with an ACR or an M4A1 you will die with the same number of bullets!
3) Its agame! Sure its a game, but some little things make games better than other games! Make games different! Give to the game a real position between the other game!
Agree, it doesn't make much sense having such different damages for same caliber weapons (see P416). I don't like concept of starter weapons because it leaves them useless instead of making them an option.
Weapon balance right now is... Not great. Sniper rifles have the same (rather harsh!) bullet drop as other weapons yet lack proper zeroing for long distances. SMGs are borderline useless, beaten in almost every way by assault rifles since size of the weapon never plays a role in the game. LMGs beat both SMGs and assault rifles in direct encounters thanks to huge damage and ammo capacity. So yeah, there's definitely room for improvement!
Exactly, in this game weak starter weapon have no sense!!
Also because if you think about this game, there is a lot of freedom to customize, and is a very interesting aspect of the game, because it gives you a chance to misrepresent you in the role of your choice (for example: use camouflage depending of the scenario) because the clothes are almost all already unlocked, are all aesthetic objects, do not affect the defense of the character, (a simple hat gives you the same protection of an helmet, does not affect the gameplay, so even in the most dangerous mission is indifferent how you are dressed,, so there are not things that at some point of the game are discarded because they are too weak, you can always use everything and when you want) the same thing should be more or less for weapons, or more precisely, like i have already sayd, between weapons with the same type of ammunition, the choice should be almost indifferent, maybe a weapon has an higher rate of fire, one a little more precise,one with more recoil, but more or less equal, in this way none of weapon will be never discarded, but remains strictly a choice of shooting style and aesthetic!