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  1. #11
    "You've never heard of these things called wires and buttons?"

    Where are these wires and buttons? I want to cut them / press the button.

    "This is a flat out lie. People keep exaggerating this nonsense and I have the video to prove it doesn't happen that way."

    My longest kill is 1121m - after killing a hostile I had a helicopter in my spot 15s later.


    "Go ask some actual military people about their training they receive to be able to quickly and accurately locate where a shot came from."

    Find me a man who can quickly locate a shooter using a supressed sniper rifle during a storm at night (because AI can do that).


    "Uh, yeah, they can."

    They often don't hear the bodies falling 5m away! Don't make me to waste my time on recording that.
    I've stolen a dozen of supply helicopters alone this way - AI is complety DEEF.

    "It matters whether you disabled the alarm BEFORE they set it off or not. Also, they do have radio and other methods of communcation besides an audible alarm. It's 2017, yknow...I have this crazy little thing in my pocket that allows me to press a few buttons and talk to almost anyone anywhere in the world."

    I'm okay with that IF the issues concerning the reinforcements that I've mentioned in my previous post will be adressed.

    "Some bases have more than one generator. On the tacmap put your cursor on the main icon for the location and it'll tell you what they have. I've seen bases with half a dozen alarms and more than one generator."

    Which combined with a poorly designed reinforcement mechanic, undestroyable wired fences & anti-drone devices makes the game annyoing and often luck based on the highest difficulties/No HUD and turns it into "shoot, catch the objective and quickly run 100m away to lose the chase" boring kind of gameplay on lower difficulties.
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  2. #12
    Cons72's Avatar Senior Member
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    OP has some good points about how quickly alerts can go out, even when alarms are disabled.

    I think the game could use with a bit slower response time by reinforcements. Nothing drastic, but they show up almost as soon as the alert goes out.

    Instead of zeroing in on your location, send out more patrols to sweep the area.

    Nothing drastic, just some minor adjustments, as even with the way it is, the game isn't all that hard. I don't want it to be any easier, just the mechanics to work a bit different.
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  3. #13
    Yeah but the only thing an alarm does is prevent enemy helicopters from coming. It should prevent helicopters, immediate ground reinforcements, and the whole base from going on alert immediately if only one or two people get alerted. Just my opinion though. And then when reinforcements come it should be a nightmare. You should also have to get to safety before you actually get the mission complete to prevent one person from being able to run in, charge the objective, complete it, die, and then the whole team get a mission complete.
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  4. #14
    Originally Posted by Cons72 Go to original post
    OP has some good points about how quickly alerts can go out, even when alarms are disabled.

    I think the game could use with a bit slower response time by reinforcements. Nothing drastic, but they show up almost as soon as the alert goes out.

    Instead of zeroing in on your location, send out more patrols to sweep the area.

    Nothing drastic, just some minor adjustments, as even with the way it is, the game isn't all that hard. I don't want it to be any easier, just the mechanics to work a bit different.
    +1 That's exactly my point of view. I don't expect nobody to re-write a whole game and I don't want it to be EASY- I just want some mechanics to be diffrent, more balanced or immersive than what it is now, because clearly IT DIDN'T WORKED OUT according to reviews and my own opinion.
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  5. #15
    Cons72's Avatar Senior Member
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    I think one of the mistakes they made with helos was making them too easy to kill. So, you have this never ending wave of helos coming, rather than dealing with a couple more difficult ones and getting a longer break between when more show up.

    Dealing with helos should be a big deal, like it was in GR2. More rare and more difficult.
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  6. #16
    Why don´t you use the EMP drone and disarm the alarm or the generator by a emp-puls. No alarm go off, and the first shoot should kill the "sergant"
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  7. #17
    Cons72's Avatar Senior Member
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    Originally Posted by Limhill Go to original post
    Why don´t you use the EMP drone and disarm the alarm or the generator by a emp-puls. No alarm go off, and the first shoot should kill the "sergant"
    Because the first guy I shoot is always the one singing the Santa Blanca "song."
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  8. #18
    Originally Posted by Cons72 Go to original post
    Because the first guy I shoot is always the one singing the Santa Blanca "song."
    Love that song lol
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  9. #19
    There's always a gameplay and tactical incentive to go stealth, even "if" you get caught after a while. If you use stealth at the onset, you can

    1 - Reduce Enemy Numbers of a Base.
    Even if you get caught in the end, reducing the enemies will make the final engagement easier.

    2 - Get to a more tactical position.
    Sometimes you want want to willingly break the stealth and start the engagement. Stealth can be used to get inside a watchtower, or higher/elevated ground, and then when you're in position, engage the enemy with a tactical advantage.

    3- Surgical Strike.
    Sometimes you have to go in stealth, but exfil out won't be easy. Some missions you definitely can sneak in, but the objective will sometimes trigger enemy alert status regardless. Stealth in, Loud Out.

    Me and my buddy are Splinter Cell/Metal Gear Solid fanatics and we love stealth gameplay. You have to acknowledge that things don't always go as planned, and that you have to react to a changing situation. We love completing missions stealthily if we can help it, but what we enjoy most about this game is that when things go bad, we have the ability to fight our way out. I get even more satisfaction when completing a mission when stealth breaks, because I was able to achieve victory despite changing conditions, whereas a 100% stealth mission everything was planned and calculated.

    Basically, as a fellow veteran stealth player, the plateau you want to aim for is NOT 100% stealth. What you want to aim for is stealth as much as possible, and able to still win when it breaks. 100% stealth is a bonus side effect after lots of experience playing that way.
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