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  1. #1

    Has anyone else noticed

    That weapon stats seem to be off?
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  2. #2
    Yea, I'm not sure how they calculate it. I was was wondering if you shoot an enemy truck with one bullet against five occupants, does it count as one kill or five?

    While playing the main part of the game, I was so concerned about accuracy stats that I left my weapon on single fire. Now that the game is complete, I use any weapon and it's more relaxed.
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  3. #3
    Being a game it is to be expected to an extent. Even with the insulting stats of the p416 it still seems to function stronger than it shows in stats which I'm happy with, but doesn't make much sense. I'm more irritated with the fact that semi auto snipers are regulated to the bolt gun ammo capacity. MK14 is awesome and can be setup as great Designated Marksman Rifle or battle rifle, but that ammo cap makes it almost useless to run it as a dedicated primary. Don't even bother using full auto with it either(yes it is capable of such). Same caliber as the MK17 assault rifle and yet only carry 3 topped off mags at 68 rounds total compared to the MK17 200+ rounds. At this point the marketed Play as YOU want goes out the window for me as the ammo cap alone makes playstyle restrictive.
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  4. #4

    I'm all about that

    Originally Posted by Scoe141 Go to original post
    Yea, I'm not sure how they calculate it. I was was wondering if you shoot an enemy truck with one bullet against five occupants, does it count as one kill or five?

    While playing the main part of the game, I was so concerned about accuracy stats that I left my weapon on single fire. Now that the game is complete, I use any weapon and it's more relaxed.
    Repetition shot. However i've switched to full auto mode. I found it has more control on the fly allowing you smoother reaction times. I still do single shot, however if things go south and a heavy surprises me from 6 feet away, it's much easier to dispatch them.
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  5. #5

    What is your play style?

    Originally Posted by Rufus37 Go to original post
    Being a game it is to be expected to an extent. Even with the insulting stats of the p416 it still seems to function stronger than it shows in stats which I'm happy with, but doesn't make much sense. I'm more irritated with the fact that semi auto snipers are regulated to the bolt gun ammo capacity. MK14 is awesome and can be setup as great Designated Marksman Rifle or battle rifle, but that ammo cap makes it almost useless to run it as a dedicated primary. Don't even bother using full auto with it either(yes it is capable of such). Same caliber as the MK17 assault rifle and yet only carry 3 topped off mags at 68 rounds total compared to the MK17 200+ rounds. At this point the marketed Play as YOU want goes out the window for me as the ammo cap alone makes playstyle restrictive.
    If you can move without detection, then add in that any single bullet will drop a dude plus the ammo crates littered about, how many rounds do you actually need, 30? Unless you like to take bases by storm, then I see your plight.

    I've taken the ammo cap and just added it to one of my many valuable challenges that makes the game playable. The more thinking I'm pushed to do, the better.
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  6. #6
    This game was marketed heavily on the idea that you play how you want, that alone is reason enough to adjust the ammo count for the semi auto snipers as the ammo cap alone strongly influences how you would utilize those weapons and is directly opposed to the play as you want narrative. While I do enjoy, and play stealthy more often than not, I also run with friends who like to just storm the castle so to speak, which makes any semi auto sniper pretty much useless unless you are happy with sitting up on a hill out of the action and playing the dictated roll of sniper and not changing things up to run as a designated marksman in the actual fight.

    In regards to the MK14, and other semi auto snipers, I mostly try to be stealthy by necessity, but take the rebel mortar side missions for example where it is going to be a direct confrontation. I played one of the missions with one other friend running a modded the MK14 to run iron sights, 20rnd mag(the actual standard), Forgrip V4, Laser 3Dot, Standard Barrel, and Compensator V2. Gun runs great, but unless I want to handicap myself to the ammo box, it is not sustainable. You take any assault rifle in the game and that is not an issue because you have the ammo count to sustain yourself. But again, it is the exact same 7.62X51 round that the MK 17 utilizes and yet you can carry only three topped off mags with 8 spare rounds which is ridiculous. Who in their right mind would carry three full mags and then a fourth with only 8 out of the potential 20 rounds you could load up. It is pure nonsense. Then you take into account you are only carrying 3 actual mags with one being slapped in the gun and it becomes even more mind bogglingly, irrationally stupid. In actuality, even with a second primary, there is no reason whatsoever to not carry at minimum, 5 mags including the one in the rifle. Throughout the series, minus Future Soldier(I don't know the ammo count there, played the beta and decided to pass on it) the standard capacity for M14, whether it was the M14 DMR(GR2 and GR2 Summit Strike) or the M14 EBR GRAW2. If the weapon was a 7.62 rifle the ammo count was 200 rounds. It would make more sense that the ammo cap be more around 120-140 with max skill and medal for these weapons due to all of that, than a measly 68.

    While the same cannot be said about the other semi auto sniper rifles, the M14 started out and is a battle rifle. To turn it into the EBR, you essentially just swap out the wooden/composite stock for a SAGE EBR stock and done. Sure, there are other gun components that can be swapped out to further upgrade the rifle, but you get the point. The SAGE EBR stock essentially does the equivalent of glass bedding a rifle which increases its accuracy and makes it easier to attach lasers, rangefinders, optics, anything that goes to a rail. But it still does not negate the rifle's ability to function as a battle rifle. And seeing as they gave the option to run iron sights it would at the very least indicate that Ubisoft recognized this, but failed to follow through with the ammo cap being what it is.

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  7. #7
    Originally Posted by Awp-so-1337 Go to original post
    If you can move without detection, then add in that any single bullet will drop a dude plus the ammo crates littered about, how many rounds do you actually need, 30? Unless you like to take bases by storm, then I see your plight.

    I've taken the ammo cap and just added it to one of my many valuable challenges that makes the game playable. The more thinking I'm pushed to do, the better.
    As someone who always prefer semi-automatic fire, I have to say there is a certain satisfaction in being able to take an entire base on a single mag.
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  8. #8

    I feel you,

    Originally Posted by araos1 Go to original post
    As someone who always prefer semi-automatic fire, I have to say there is a certain satisfaction in being able to take an entire base on a single mag.
    What's even more satisfying, the first time you take a base without a bullet fired or item used. If you're on ps4 and want a challenge, hit me up. I have the perfect challenge.
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  9. #9
    I'll keep that in mind for the future.
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  10. #10
    No but I have noticed that none of them suck and are all good, to me that stats dont seem to really exist at all. I mean I can one shot soft targets with the starting guns which are good just like everything else.
     1 people found this helpful
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