Hello, Ubi.
As I've progressed through the game I've realized something was missing; tactical movement. We have casual walking, jogging, sprinting, crouched movement and prone. What we don't have is movement where our ghost is holding their rifle at the ready as displayed in this picture.
Now, in this picture, I'm leaned against cover which activates this posture, but there's no other way to move like this unless against a wall. That aside, the posture animation is there, so all that needs to be added is a walking animation of the legs (easier said than done, I'm sure). What I'm proposing is a third movement speed option. When ruling out sprinting, we have the walking and jogging speeds. How about a "Tactical Speed" where the posture of hour character changes to the above picture and his movement speed is in between the walk and jog?
Also, another idea that I propose is a command to "Stack Up" that causes your AI to regroup on you and form a train-like formation that will follow you where you go and as soon as you take contact, they immediately disperse and return fire. Here's a clip that, in the first 13 seconds, provides an idea as to what I'm suggesting.
Still loving the game.
Of course! Please keep the ideas coming!Originally Posted by MrBibbIes Go to original post
There actualy is a tatical moviment in the game, but it only works as a glitch, i had it happen to me during beta and before the first patch, it happens when you go prone in someplace where it doesnt actually reconigze you as prone, when you stand up,you are with the weapon at ready . here.
https://imgur.com/a/3OhdV
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I see what you're getting at and it's awesome that you've pointed this glitch out. The posture that I was suggesting is being at the "Low - Ready." You're rifle is shouldered and ready, because you're expecting contact, but you're not aiming down your sights/optics. That glitch shows that the ingredients are there to design this. Hopefully it's something they consider.
A few Examples:
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OP is referring to the high-ready position. It would be cool if the in-game character utilized it. Overall, I wish the friendly AI behaved tactically in general, rather than just going in a straight line from place to place. Bounding movement, cover to cover, stacking up when breaching...all of these would be nice.
That would be awesome if a lot of the accessible structures had closed doors that could either be lock-picked or dynamically breached. We've already seen both mechanics do exist.Originally Posted by SoonerOX Go to original post