🛈 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. #111
    I think it has to do with the controller . Being stuck on a pad sucks , imagine playing Rome Total war or Warhammer on a Xbox .... cringe. Ever wonder why there is like 3 total RTS games on console ?
    Share this post

  2. #112
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    Nope, not really... after knowing that OGR was also for PC that was all I needed to know and ever since then, I don't play anything on consoles. I only Play shooters and on PC.
    Share this post

  3. #113




    Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

    Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

    Current features include:

    - Incremental lean system

    Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

    - Incremental Door control system

    This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

    - Modular speed control

    Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

    - Simulated and detailed third person inventory

    In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

    - Convex collision armour, allowing for precise protection

    Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

    - Projectile dynamics, bullets penetrate, ricochet, and deteriorate

    Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

    - Responsive damage system and effects

    If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

    - Visceral gore

    Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

    - Highly detailed weapons, characters and environments

    As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

    - Massive selection of items

    As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

    - Fully supported competitive servers based on Amazon Gamelift API

    Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

    - Plans to support squad competitive play

    Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

    - Tactical Analysis

    All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.
     2 people found this helpful
    Share this post

  4. #114
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    I must admit that the Name is not what I would call "Catchy" or even synonymous with Special Weapons & Tactics but the trailer looks good.
    Share this post

  5. #115
    Originally Posted by zoog.tangodown Go to original post



    Great, so now we have Ground Branch, Squad, and Ready or Not among other games to look forward. This revival of the true tactical shooter genre is the best thing to happen in the gaming community in a long time. It will put mega corporations like Ubi Soft on notice that selling bull **** with the name Tom Clancy or Ghost Recon will not longer suffice.
     1 people found this helpful
    Share this post

  6. #116
    Originally Posted by CC-Paramedic Go to original post
    Yes thankfully I preordered Sniper Ghost Warrior 3 and Season Pass edition that includes Season Pass at NO additional charge!! It releases April 25 (imagine why Narco Road is set for 25th too) in anxiously awaiting this. It's a much more serious game plot for adults and geared for adults and seems to have aspect of GRW but much more thought out ranking and leveling system as far as getting gear and other things.
    Interesting that their adding in the season pass at no extra cost for SGW3, any idea how many dlc's will be released for SGW3?

    Stacking this against UBI with on Avg a AU$70 season pass for each game and really haven't delivered any meaning full content in their last few titles I have played such as The Division, For Honour and now GRW, I can understand they are a business and need to make a profit but they seem more focussed on turning a profit through micro transactions than delivering quality content in the DLC's people have already paid for, it's becoming more of a risk these days to purchase Season passes, particularly from UBI, I don't understand how they continue to hold a AAA rating, as far as I can tell a lot of gamers feel this way about many of UBI's latest offerings. I played For Honour for about 20 hours before giving up in disgust, the game practically forces a pay to win situation as you just cant get decent gear scores to be competitive without buying resources and the current networking issues with matchmaking killed it for me pretty quickly, particularly when they blame your connection, funnily enough I was still playing two other UBI titles and having no connection issues or getting disconnects.

    Likewise, I like the game play in GRW but its getting old rather quickly, with the only thing left is resource collection...for what ???? I have about 25 skill points left over but a skill tree fully fleshed out, so is there going to be a new level cap and addition skills added otherwise its a waste time just randomly collecting resources more or less cause that's all that left to do because the weeklies only take a couple of hours todo.... for what a few patches and wpn skins, and to make it worse Narco road took about 6 hours to complete and was stand alone so nothing carried across into the main game no new weapons or mods etc, (Season pass wasted on this one im guessing) I really hope there is more to this. For it seems a bit Like the Division where the DLC content was added in the reverse order, realistically PvP should have been released either with the game on release or as the first update, then Fallen Ghost then the whimsical ( should never have been released Narco Road)

    Personally a better option I believe would have to have kept a few areas of the map locked for the DLC content and story line to be progressed with other back stories or side stories which added new skills and weapons and accessories to unlock in game rather than the stand alone approach of Narco Road

    To me it really feels like they have lost site of their focus on delivering fun and enjoyable games, putting their bottom line 1st. unfortunately it seems to be a bi product of share holder involvement in the wake of a few legal proceedings were shareholders have launched legal proceedings against developers who fail to deliver on estimated profits. News flash you cant make a profit if you don't keep your player base happy, and you don't keep them happy buy telling your player what they want, you keep them happy by engaging with them and listening to what the majority want
    Share this post

  7. #117
    Originally Posted by zoog.tangodown Go to original post



    What GRW should have included....bring it on
     1 people found this helpful
    Share this post

  8. #118
    You should google "Ready or Not"

    Edit: Ooops, just one post above me ****, the side didn't load fast enough, I am sorry xD
    Share this post

  9. #119
    Originally Posted by zoog.tangodown Go to original post



    The big question is does the game have doors
    Share this post

  10. #120
    GiveMeTactical's Avatar Banned
    Join Date
    Sep 2013
    Posts
    4,501
    Originally Posted by Flaw3dGenius23 Go to original post
    The big question is does the game have doors
    Oh God Nooooo... they probably don't want the player micromanaging them doors.
    Share this post