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  1. #21
    Originally Posted by SIR Phist Go to original post
    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.
    I actually have the opposite problem with my AI team mates, they engage when I don't want them too, they don't follow orders and they wonder off. I take over a 3 story building set mines on the stairs and retreat to the top. I tell my guys where to go and they do but then go back down stairs to kill the enemy, I tell them to hold and they do for all of 1 second and they go back down after the enemy. In fact there have been several cases where my AI team mates end up doing almost all the work for me when I don't want them too.
    In most cases I have to send them to day care far out side the objective area in order to get anything done the way I want to do it. Oh and you know how when your sneaking around and your team doesn't get discovered....until you give them a command to go some where and they decide to walk right through the middle of the enemy.
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  2. #22
    da stealth's Avatar Member
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    Originally Posted by ehaugw Go to original post
    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?
    If I am making it harder than it is let me explain how your "explanation" would work out.

    Scenario A - Player is parachuting down and want to fire, presses the fire weapon button to remove parachute (the animation completes before hitting the ground) thereby putting the character into a freefall allowing all other standard controls.

    Scenarion B - Player is parachuting down and want to fire, presses the fire weapon button to remove parachute (the animation does not complete before hitting the ground). (I am going to take a section of MagniumJames' post and say that you can remove the parachute using a button combo) Player still has parachute attached but wants to fire so has to either (A) fire with consequences to ADS, spread, etc... or (B) take the parachute off with a button combo before firing.

    Scenario C - Player is parachuting down and lands on the ground. Player still has parachute attached but wants to fire so has to either (A) fire with consequences to ADS, spread, etc... or (B) take the parachute off with a button combo before firing.

    Scenario D - Player is parachuting down and lands on the ground. Player still has parachute attached but needs to press button combo to remove parachute.

    Scenario E - Player is parachuting down and lands on the ground. Player still has parachute attached but has forgotten to take it off. The player is confused as to why their movement, aiming, etc is so awful.

    Scenario F - Player is parachuting and accidentally presses the fire weapon button, thereby removing the parachute and putting the character into a freefall to their probable death.

    There are more but these are probably the most common ones that would occur.
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  3. #23
    Originally Posted by da stealth Go to original post
    If I am making it harder than it is let me explain how your "explanation" would work out.

    Scenario A - Player is parachuting down and want to fire, presses the fire weapon button to remove parachute (the animation completes before hitting the ground) thereby putting the character into a freefall allowing all other standard controls.

    Scenarion B - Player is parachuting down and want to fire, presses the fire weapon button to remove parachute (the animation does not complete before hitting the ground). (I am going to take a section of MagniumJames' post and say that you can remove the parachute using a button combo) Player still has parachute attached but wants to fire so has to either (A) fire with consequences to ADS, spread, etc... or (B) take the parachute off with a button combo before firing.

    Scenario C - Player is parachuting down and lands on the ground. Player still has parachute attached but wants to fire so has to either (A) fire with consequences to ADS, spread, etc... or (B) take the parachute off with a button combo before firing.

    Scenario D - Player is parachuting down and lands on the ground. Player still has parachute attached but needs to press button combo to remove parachute.

    Scenario E - Player is parachuting down and lands on the ground. Player still has parachute attached but has forgotten to take it off. The player is confused as to why their movement, aiming, etc is so awful.

    Scenario F - Player is parachuting and accidentally presses the fire weapon button, thereby removing the parachute and putting the character into a freefall to their probable death.

    There are more but these are probably the most common ones that would occur.
    Wow this entire post wreaks of you trying your hardest to make it sound horrible when it's not. It is so simple I am confused as to why your not getting it seriously. 2 or 3 of those so called scenarios are pretty much the same scenario like B, C and D are pretty much the same thing so not sure what your trying to convey there. The scenario is simple, Button or button combo releases the chute. If you want to release be smart about it and do it at a time of the best convenience and less likely to kill your self. So if you want to release it before you hit the ground...make sure your not too high up before you do it. This is so obvious a grade schooler could grasp it. As for consequences to being harnessed still, it is so obvious....same as in real life man limited range of movement period. So if you want to go take cover behind that building over there 30m away your gonna have to release first cause your tied down.
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  4. #24
    Originally Posted by MaginusJames Go to original post
    Wow this entire post wreaks of you trying your hardest to make it sound horrible when it's not.
    +1.
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  5. #25
    da stealth's Avatar Member
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    Originally Posted by MaginusJames Go to original post
    Wow this entire post wreaks of you trying your hardest to make it sound horrible when it's not. It is so simple I am confused as to why your not getting it seriously. 2 or 3 of those so called scenarios are pretty much the same scenario like B, C and D are pretty much the same thing so not sure what your trying to convey there. The scenario is simple, Button or button combo releases the chute. If you want to release be smart about it and do it at a time of the best convenience and less likely to kill your self. So if you want to release it before you hit the ground...make sure your not too high up before you do it. This is so obvious a grade schooler could grasp it. As for consequences to being harnessed still, it is so obvious....same as in real life man limited range of movement period. So if you want to go take cover behind that building over there 30m away your gonna have to release first cause your tied down.
    No you are not getting it. Although scenarios B, C & D are similar they are different in the way they play out in-game. You are not getting that you are taking an already automated system and trying to change it into a manual one. At the moment the way the game handles parachute drops and landings is very simply. The player is freefalling and can choose when to deploy their chute at which point they only have movement controls. Once they land the chute is automatically taken off and once the action had completed, normal controls resume.
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  6. #26
    Originally Posted by da stealth Go to original post
    No you are not getting it. Although scenarios B, C & D are similar they are different in the way they play out in-game. You are not getting that you are taking an already automated system and trying to change it into a manual one. At the moment the way the game handles parachute drops and landings is very simply. The player is freefalling and can choose when to deploy their chute at which point they only have movement controls. Once they land the chute is automatically taken off and once the action had completed, normal controls resume.
    Oh I get it, and that is what I am saying and I know I am saying it and the rest of the people who agree with me here know what I am saying. You on the other hand seem to be under the impression I don't know what I am saying. I assure you I know exactly what I am suggesting and I know it can be done if they do the work. It seem's like to me you don't want the extra work of another button to press and prefer it remain automated. If that's what you prefer that's fine however I for one disagree that it should remain automated.

    According to the next update coming soon it says they "stream lined some animations" so let's all hope it is a good update
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  7. #27
    da stealth's Avatar Member
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    I never said it couldn't be done. In fact I know it can be done but my original statement was to point out as the system is already automated, how would the game determine that you wanted to change it to a manual state to which the reply seemed to be just change it to a manual system at all times. Manual systems are fine but as we are 2 months in and we have a fully automated system currently, changing a minor aspect if the game to a manual system and also educating the entire active playerbase properly (via in game tutorial I would assume) would be a massive change for a system that required almost no thought at current.

    Also if you are going to plan a system change like this you NEED to know how it is going to work. Yes it is ultimately up to the devs but if you want a system a specific way you are better to plan those specifics so they know what you want.
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  8. #28
    At this point you just have to be arguing just to argue. Either that or you will never be satisfied until I do all the programming myself and publish a demo as well as write the tutorial myself and even then you still wont be satisfied. Which by the way if someone needs tutorial for something like this that's just sad. You do realize noe one else is agreeing with you right? your the ONLY one making a fuss over this. That should tell you something. Anyways I'm done, at this point my message has gotten to the intelligent people at Ubisoft it's all up to them now.

    https://youtu.be/0RJ027edvvU
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  9. #29
    UbiPhobos's Avatar Community Manager
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    Originally Posted by MaginusJames Go to original post
    I like animations don't get me wrong but a lot of them take too long. For instance when a guy parachutes in and lands he can be ready to shoot very quickly. The animation for our guy takes so long I have died because of it. Getting shot while waiting to regain control of my guy and that's not the only animation that takes far too long. Talking and interrogating people we should still be able to shoot. There are others. Most of them need to be speed up and cut the time in half at least.
    Hey Maginus,

    Thank you bringing this topic up as it seems there are different opinions and suggestions for us to pass along as feedback. Appreciated!
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