🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    Play as YOU want, but not really, one example.

    "When playing solo, you'll always have a team of 3 Ghosts providing you with backup. Give them orders and they'll help you accomplish your missions in whichever way you choose."

    "As an elite squad with access to the latest military tech, the Ghosts decide what weapons or tools to bring to the field. Choosing what guns to add to your loadout will let you engage with your targets any way you like. Whether you prefer to go unseen with long-range rifles and silenced handguns, or break down the front door with assault rifles and shotguns, the Ghosts’ true-to-life arsenal will give you the tools you’ll need for the job."

    In short, PLAY THE GAME AS YOU WANT. Whether that is playing in high action or stealth, you decide.... but not entirely. Here is just one instance that does more to dictate playstyle than give you the freedom of choice, or Play as YOU Want.


    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.



    Kinda looks like an awesome battle rifle to use, well it is, you know.. other than being limited to only 68 rounds and being unable to sustain a direct confrontation without attaching an umbilical cord to the ammo crate.
     5 people found this helpful
    Share this post

  2. #2
    Yeah, I Was Just Playing With The MK14 Yesterday and It Did Seem to Taper Off Quickly.
    For CQ It's Alright, It's No Field Operation Weapon in Wildlands Though. It Seems Effective For Quick, Small Jobs.
    I Think What You're Getting at is that there is no Versatility here.
    Also What seems like proper Implementation to the untrained eye has gun roles swapped A Bit.
    This Wouldn't be an issue if the Gunsmith wasn't restricted, but I also think about the other things the team had to accomplish.
    I Can Forgive it, but it shouldn't be ignored. +1
     1 people found this helpful
    Share this post

  3. #3

    What are you trying to achieve?

    Originally Posted by Rufus37 Go to original post
    "When playing solo, you'll always have a team of 3 Ghosts providing you with backup. Give them orders and they'll help you accomplish your missions in whichever way you choose."

    "As an elite squad with access to the latest military tech, the Ghosts decide what weapons or tools to bring to the field. Choosing what guns to add to your loadout will let you engage with your targets any way you like. Whether you prefer to go unseen with long-range rifles and silenced handguns, or break down the front door with assault rifles and shotguns, the Ghosts’ true-to-life arsenal will give you the tools you’ll need for the job."

    In short, PLAY THE GAME AS YOU WANT. Whether that is playing in high action or stealth, you decide.... but not entirely. Here is just one instance that does more to dictate playstyle than give you the freedom of choice, or Play as YOU Want.


    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.



    Kinda looks like an awesome battle rifle to use, well it is, you know.. other than being limited to only 68 rounds and being unable to sustain a direct confrontation without attaching an umbilical cord to the ammo crate.
    Stealth or full combat. I'm sure you could run stealth through Jaguar MOB without a suppressor just fine with the amount of rounds given. Sustained combat, well you're on your own on that. The developers clearly wanted to keep any one weapon from being OP, and to give you some challenges to overcome.

    Logically what you said makes sense, we just have to trust and accept their challenges.
    Share this post

  4. #4
    The M14 is a very versatile weapon, EBR stock or not. It has been the standard issue rifle as well as used as a designated marksman rifle across all branches of the military. In the end the thing that is a complete oversight is the fact that they dictated the ammo cap of a bolt action rifle to semi auto weapons more commonly used as designated marksman rifles. 68 rounds, 3 full mags, is pure nonsense compared to what the ammo cap should be. But like you, I can forgive this oversight as long as it is addressed, which to my knowledge it has not been, and fixed. GRW is a great game, even with errors and bugs that it has, but it is still no reason for them to not address glaring issues of inaccuracy and illogical decisions that have been implemented such as this.

    "Stealth or full combat. I'm sure you could run stealth through Jaguar MOB without a suppressor just fine with the amount of rounds given. Sustained combat, well you're on your own on that. The developers clearly wanted to keep any one weapon from being OP, and to give you some challenges to overcome.

    Logically what you said makes sense, we just have to trust and accept their challenges."

    That is the point though, the gun should not be limited to just being utilized as a stealth play weapon. I also fail to see how an increase in ammo capacity would make this or any weapon overpowered. It is limited to a twenty round mag and it does not have the option of attaching a grenade launcher. While the image I provided does not show a suppressor attached, I more often then not do run suppressed. From how the game has been marketed, I should have the choice to play stealthy or not and still be able to utilize this or any other semi auto sniper in that fight without attaching myself to an ammo crate.

    I would rather give continuous constructive feedback of where they fall short or are in complete error than to accept something that is illogical. By just accepting anything thrown out, right or wrong, you are not going to give any influence to how or what the game can become.
     2 people found this helpful
    Share this post

  5. #5
    MK14 & SR25 both need more ammo. They should also be able to use Red Dots and Red Dots with magnifiers.
     2 people found this helpful
    Share this post

  6. #6
    Honestly the PLAY HOW YOU WANT is mostly true ..however it is a utter lie when fighting Unidad, I literally sigh when I see purple haze on my map. I do love this game but man they piss me off.
     2 people found this helpful
    Share this post

  7. #7
    Originally Posted by Varakharne Go to original post
    Honestly the PLAY HOW YOU WANT is mostly true ..however it is a utter lie when fighting Unidad, I literally sigh when I see purple haze on my map. I do love this game but man they piss me off.
    You're right, they have done quite a bit to give the player the freedom to play how they want, but this is an area that should be reevaluated and changes implemented. In my opinion, perfection would be a new category of weapons, Designated Marksman Rifles, but realistically the easy fix is to just change the ammo cap for the semi auto rifles under the Sniper Rifle category.
     1 people found this helpful
    Share this post

  8. #8
    For me, the biggest problem it is the ammo being shared with all SRs. I would've like to run a DSR-1 primary with a suppressed G28 secondary but the ammo count kills that play option, I have never really ran out of ammo but shared ammo definitely limit play options
     3 people found this helpful
    Share this post

  9. #9
    I remember when I ran with a M40A5 paired with a SR-25. I don't ever remember running out of ammo, but I think there were a few times when I had around 20 rounds left. Both were suppressed with T5xi Tactical on the M40A5 and a G28 scope on the SR-25. I also forgot to hit the ammo boxes.. I still forget to do that...but then I cannot say ammo has been much of an issue for me.
    Share this post

  10. #10
    Originally Posted by AlexTM44 Go to original post
    For me, the biggest problem it is the ammo being shared with all SRs. I would've like to run a DSR-1 primary with a suppressed G28 secondary but the ammo count kills that play option, I have never really ran out of ammo but shared ammo definitely limit play options
    I equipped a SR-1 and MK14 to see if ammo would be doubled, seeing as you carry ammo for each rifle in their respective magazines and nope. Really love how a shot from one rifle magically takes a bullet out of the other rifle's magazine as well.
    Share this post