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  1. #1

    GR:W Patch Suggestions - Including Bugs and Priority Gameplay Design Fixes

    Hi all,

    Please see a concise-ish list of all the bugs and gameplay wrecking design issues I've found thus far. Great game - would love for it to be better.

    Aerial Vehicles:
    DESIGN FIX
    - Helicopter flying is an unintuitive 2 stage process where its controls mean the heli wants to trim out constantly until you move forward enough that the control scheme changes entirely. Once this happens the shift key no longer controls ascent but rather keeps you moving forward. Why not implement a GTA V style control scheme - without their patented constant wobble. It was responsive, intuitive and allowed for some seriously impressive agility eg. strafing, using terrain for cover etc. PLEASE GIVE US A TAIL ROTOR YAW FUNCTION independent of heli roll...please.

    DESIGN FIX
    - No gunsights - why do you have aircraft with an impressive array of weapons when you don't even have gunsights? The current control scheme would make gun runs almost impossible anyway but without a sight reticle any small percentage of scoring hits is lost. Maybe add one?

    DESIGN FIX
    - Passenger limited FOV - In a heli you cannot look very far down, why? If i'm hitting a convoy you should be able to aim all the way down to between your legs pretty much. Lateral aiming is also hindered, why isn't there a full 180 degree range on aiming?

    DESIGN FIX
    - Passenger takes the stick - if the pilot bails can you code it so that the passenger immediately moves to the cockpit to take the stick? Would make pilot's choice to bail less rigid and impossible to do

    DESIGN FIX
    - AI aimbot helicopters - I could not believe the incredible accuracy of a Unidad chopper keeping me under consistent accurate fire as I pushed my Little Bird to its aerodynamic limits. Why can they hit me perfectly - especially from most of 1km away? Evasive maneovers make no difference - the only recourse is to stop under fire and have your side gunner take them out ASAP.

    DESIGN FIX
    - Add first person piloting maybe? Another opportunity for immersion here.

    Ground vehicles
    DESIGN FIX
    - Steering feels slow sluggish and over corrects on many vehicles. To condense it way down might I suggest seeing GTA V to see how its done in such a balanced and perfected way already?

    DESIGN FIX
    - Why does aiming keep you hanging out of the vehicle? Why not simply have the vehicle aim pop out action be linked to right click only? Having to press X to get back inside seems to unnecessarily slow down an element that needs to remain fast paced. Simply holding right click to pop out and aim and then come back in when right click is released?

    DESIGN FIX
    - Shooting out tires - another missed opportunity for good marksmanship. Why can't we 'mobility kill' vehicles by shooting their tires? Again GTA V did this well and it adds a new tactical element to the gameplay. Maybe implement it like they did? Currently shooting out tires has almost zero effect.

    DESIGN FIX
    - Duck mechanic for vehicle gunners? Would be great if someone's getting chewed up to duck into the vehicle/get down to regen and take cover.

    DESIGN FIX
    - First person driving? Again - more opportunity for immersion.

    Stealth mechanics - just want to preface this is one of the best AI Stealth mechanics I've seen used in a game to date and I'm a fan of Stealth Em Up games (MGS, Splinter Cell)
    BUG
    - Sometimes getting seen by one enemy sets the whole base into hunted mode, especially if he's next to another person. If you manage to take them down before they get a single shot off you're still punished with an entire alert sequence. Why? This makes me sad when it happens.

    DESIGN FIX
    - Patrol Vehicles seem to have a full 360 degree pinpoint awareness, even to their rear. I would think that they'd have a 200 degree view range oriented forwards given that people sit forwards in cars. Unless you have a gunner actively oriented backwards why are they super aware of their rear 100% of the time? I understand rear view mirrors but its like they have a guy dedicated to checking that mirror constantly while in motion. Vehicle patrols just seem to have laser sight to me, even if you're partially obscured.

    Combat
    DESIGN FIX
    - COVER P1 - OMG (my biggest bugbear of the game) - for some reason the Operator favours turning away from the gap or door that they're facing rather than towards it in readiness for a popout shot etc. This means fiddling with the middle mouse button to orient them correctly only for them to turn way again if you look or move the wrong way.

    BUG
    - COVER P2 - Pop out shots don't work at least 50% of the time. The UI suggests it will use cover and pop out and then fail to do so leaving me to inspect the textures of the wall I'm hugging down my sights. I have to then manually peek the corner which is less finessed and less stealthy (ie core gameplay mechanic).

    BUG
    - Launched grenades in many cases clip through cars and explode behind them. I'll aim directly at a patrol vehicle in motion and it will sail through and explode behind

    BUG
    - Bullet drop on HTI and larger calibre weapons - it's excessive on large weapon ranged for 800m plus. There was an awesome link that was perfect explaining this but it's since been deleted for some reason. But the anti materiel rifle-esque large calibre guns shoot like pea shooters with huge bullet drop at 250m? These thinks should shoot like lasers at that range given they're ranged for way higher.

    BUG
    - Bullet speed - It feels spot on except in close combat. Why do bullets have a quarter second travel time at distances within 25m? It should be instant but I'm missing shots because a moving target is running and dodging shots which should be instantaneous at that range. Same applies for within 5m, it seems to be the same and noticeably ridiculous when gunfighting at that point blank range. This is even moreso on Sniper/DMR weapons.

    BUG
    - Multiplayer Weapons Emptying mags - when playing in multiplayer, if I switch out a gun in loadout screen, my other weapons empty their mags (bullets disappear as if shot, don't go to pool) and I have to reload. I've been caught in combat with no bullets in the clip due to this multiple times.

    BUG
    - Enemy Spawns P1 - when attacking a stronghold, especially at range and if is Unidad, enemies can spawn from within the base - particularly when you know they didn't exist initially, after you get spotted in an alert phase. This leads to getting locked in a perpetual state of holding the line while the call reinforcements rather than being rewarded for taking down the bulk of them and pushing the base to neutralize the last remaining to stop further reinforcements. You can't - you push forward only to be rewarded with further spawns at medium/close range at all sides when you know they didn't exist a few seconds ago.

    BUG
    - Enemy Spawns P2 - mission based wave spawns or patrol backups occur way too close to the objective/player location. Enemies spawn almost effectively on the defense target (eg radio rebel ops) making adaptive combat and repositioning all but impossible on hard difficulties. Sometimes I've had backup spawn in and be on their way before the guy on the radio has even officially called them in. By the time you know what direction the enemy is advancing from, you're already under fire and half way dead. This leads to those missions becoming a learning experience through death and re-running which is of course, a terrible gameplay experience.

    DESIGN FIX/BUGS
    - No HUD issues - obviously many have raised all the functionality issues of No HUD gameplay like the lack of throwable items showing leading to the fun game of Frag or Diversion.
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  2. #2
    Link for "Bullet drop on HTI and larger calibre weapons" is broken.
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  3. #3
    No HUD: If you are using no HUD, shouldn't you be using 5-0 for your items (and not 4 - in fact, you should have unbound 4)? How hard is it to memorize 6 buttons?
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  4. #4
    I cant even start the game. since i got it it just crashes everytime
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  5. #5
    Thanks d-man. It seems the thread has been deleted for some reason...it's sad because it was really in depth.

    As for the no HUD counter point, I do see that however you have to factor in the gulf between gameplay and real life. IRL you'd look down see it and grab it. Gameplay wise it makes sense to briefly show the item in the lower hud but maybe make it disappear once it's selected. Currently there's no indicator - yes they could remember it but personally I don't find anything beyond 5 comfortable to reference in the heat of battle. Especially when defending a rush.
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