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  1. #11
    Always wondered why there are no tac reloads in this game.
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  2. #12
    Originally Posted by MaginusJames Go to original post
    . Talking and interrogating people we should still be able to shoot.
    you can shoot the pistol whilst holding a prisoner and stowing them in a vehicle
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  3. #13
    Originally Posted by izzyeckerslike Go to original post
    you can shoot the pistol whilst holding a prisoner and stowing them in a vehicle
    Grabbing them and interrogating them are not the same thing. The animation time between the interrogation and going back to being able to fire is much too long. In fact the time it takes to grab them and being able to move and/or fire a weapon is too long as well. I don't know how it is on the consoles but on the PC it's too slow.
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  4. #14
    da stealth's Avatar Member
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    With the parachute part the real point is how is the game going to determine that you need to fire straight away and detriment your handling and movement due to the fact you have a parachute on your back. Then you need some way of letting the game know that you want to remove the parachute.
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  5. #15
    Originally Posted by da stealth Go to original post
    With the parachute part the real point is how is the game going to determine that you need to fire straight away and detriment your handling and movement due to the fact you have a parachute on your back. Then you need some way of letting the game know that you want to remove the parachute.
    This can't be a real question lol sorry I don't mean to be disrespectful but come on. Stop the animation on upon the landing you can fire right away and perhaps even while parachuting (they do it in real life) then you have to hit a button to begin the animation of removing the harness. Heck they even have an animation of releasing from the chute early when you land in water. That can be brought over to any situation and have it under the control of the player. This is not hard at all for any experienced programmer.

    I don't understand why people think doing things like this is impossible. It's all a matter of programming and when it comes to computer programs anything is possible if you do the work...
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  6. #16
    da stealth's Avatar Member
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    Originally Posted by MaginusJames Go to original post
    This can't be a real question lol sorry I don't mean to be disrespectful but come on. Stop the animation on upon the landing you can fire right away and perhaps even while parachuting (they do it in real life) then you have to hit a button to begin the animation of removing the harness. Heck they even have an animation of releasing from the chute early when you land in water. That can be brought over to any situation and have it under the control of the player. This is not hard at all for any experienced programmer.

    I don't understand why people think doing things like this is impossible. It's all a matter of programming and when it comes to computer programs anything is possible if you do the work...
    I don't mean to be disrespectful but you still haven't really determined anything. (a) How is the game going to know that when you land you want to fire straight away? Is is based on ADS, threat indicators, etc... or will it be manual taking off of the parachute in all circumstances. (b) If the parachute is left on, what disadvantages are going to be placed on the player? Movement speed hampered, Accuracy down, etc... (c) How will you tell the game that you want to take the parachute off? I know you suggested pressing a button but for consoles in particular there really isn't much input left over for this. (d) I never said things like this aren't impossible but you haven't really got much depth to it. A lot of things are possible in programming but when it comes to programming and things of this nature which have logic functions involved you need to plan out how scenarios will work in a number of ways. A good programmer will program not only for what they expect will happen but also for what could happen because gamers are likely to play (break) the game in ways that they do not anticipate.
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  7. #17
    Originally Posted by da stealth Go to original post
    I don't mean to be disrespectful but you still haven't really determined anything. (a) How is the game going to know that when you land you want to fire straight away? Is is based on ADS, threat indicators, etc... or will it be manual taking off of the parachute in all circumstances. (b) If the parachute is left on, what disadvantages are going to be placed on the player? Movement speed hampered, Accuracy down, etc... (c) How will you tell the game that you want to take the parachute off? I know you suggested pressing a button but for consoles in particular there really isn't much input left over for this. (d) I never said things like this aren't impossible but you haven't really got much depth to it. A lot of things are possible in programming but when it comes to programming and things of this nature which have logic functions involved you need to plan out how scenarios will work in a number of ways. A good programmer will program not only for what they expect will happen but also for what could happen because gamers are likely to play (break) the game in ways that they do not anticipate.
    You are making this way harder than it is. Considering you can't shoot with the chute on, the shoot button is left without functionallity, so you could simply remove the chute with the shoot-key. And yes, there should a huge penalty from shooting while taking off the chute, like you can't ADS, and the spread is higher. Do you have any real arguments?
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  8. #18
    As much as i agree. I wouldn't worry about it any longer. The new dlc will have Knife melee for quicker take down kills

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  9. #19
    Originally Posted by da stealth Go to original post
    I don't mean to be disrespectful but you still haven't really determined anything. (a) How is the game going to know that when you land you want to fire straight away? Is is based on ADS, threat indicators, etc... or will it be manual taking off of the parachute in all circumstances. (b) If the parachute is left on, what disadvantages are going to be placed on the player? Movement speed hampered, Accuracy down, etc... (c) How will you tell the game that you want to take the parachute off? I know you suggested pressing a button but for consoles in particular there really isn't much input left over for this. (d) I never said things like this aren't impossible but you haven't really got much depth to it. A lot of things are possible in programming but when it comes to programming and things of this nature which have logic functions involved you need to plan out how scenarios will work in a number of ways. A good programmer will program not only for what they expect will happen but also for what could happen because gamers are likely to play (break) the game in ways that they do not anticipate.
    Like ehaugw said, you are making this way harder than it needs to be. I did determine a lot in fact you just didn't seem to comprehend what I was trying to say apparently. Since I am on a PC and do not know what the controls of a console are for this game I can not say indeffinately what an option would be, but off the top of my head I would go with a button combo if all the buttons are allocated for things in such a situation.
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  10. #20
    I'm frickin shootin. I perform a tactical reload: there's a round in the freakin chamber. I swap the half magazine for a frickin full magazine... Why the hell did I just eject my damn round and rack the weapon?

    I'm killin. I'm shot. My buddy revives me... Why do I stand all the way the f*** up?

    I'm stealing a piece of sh!t vehicle that ain't mine. An explosion goes off from the rear totaling the piece of sh!t. I survive and exit the piece of sh!t... Why am I shutting the freakin door like I give a damn?

    I'm conducting operations. I'm seen. The frickin enemy starts shooting at me... Why would killers not kill?
    I'm on a mission. I'm spotted. The enemies attack with automatic gunfire at me... Why's the fire team waiting for a frickin fire command?
    I'm patrolling. The enemy sees me and opens up with lethal force... Why do I need to remind Holt, Weaver, and Midas to fire when fired upon every single time?
    Why aren't they more aware of the rules of engagement? Why aren't they much more protective of each other? This is the worst one out of everyone's comments about animations. Forget about a parachute landing being too slow; they're not using it right. Forget about their mid-combat interrogation; they should be transporting the informant to a secure location.
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