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  1. #21
    LaMOi's Avatar Senior Member
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    You should of stuck with OF: Cold War Crisis brother...

    Freakin awesome game, one of my all time favourite games. Controlling a squad of men was finicky at first but once you learn the basic commands, you're fine. One of the most immersive games I ever played in my life. It just felt like you were there. And because the missions were largely unscripted, you were never completely sure how it was gonna play out.

    Ps. So you want to diss my video??
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  2. #22
    Originally Posted by LaMOi Go to original post
    You should of stuck with OF: Cold War Crisis brother...

    Freakin awesome game, one of my all time favourite games. Controlling a squad of men was finicky at first but once you learn the basic commands, you're fine. One of the most immersive games I ever played in my life. It just felt like you were there. And because the missions were largely unscripted, you were never completely sure how it was gonna play out.

    Ps. So you want to diss my video??
    Oh crap, sorry... I think the one I played was OF: Dragon Rising

    Are you saying that Cold War Crisis is better because it uses better ai or because it doesn't use all the buttons on the KB+M ? Care to expand? at this point, I am willing to give ARMA a chance again, even though with that small bit, I am already in full purchase mode

    No, not at all, hence, why I said I DID NOT want to come off as dissing your video.

    Perhaps on the weekend I can expand on it, even if only for craps and giggles since we all know that regardless of all the good feedback in the world, at the end of the day UBI will never go full hardcore mode on the next GR game and only do what's necessary to sell it to the masses. Remember, no matter what, you (most forum members here) and I don't matter to them, what they are looking for are those that will buy everything they sell in the game.
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  3. #23
    LaMOi's Avatar Senior Member
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    Oh man - Dragon Rising was, well, it was ok.... but basically $hite compared to Operation Flashpoint: Cold War Crisis.

    It was made by Codemasters. Where as OF:CWC was made by Bohemia.

    The original was a proper military sim. It simulated war like no other game.

    Dynamic AI, weather, day and night cycle.... way ahead of its time.
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  4. #24
    Alrightee then... I'll check it out.

    Thanks
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  5. #25
    LaMOi's Avatar Senior Member
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    https://youtu.be/5OqaOEpzfaM


    Just a quick vid - showing how by positioning your squad carefully you can catch the enemy in a crossfire...
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  6. #26

    The Squad

    Hey
    Thanks for this I have tried so many different things to work the AI .. stop them wandering around and causing havoc.

    The early Ghost Recon Games where you could actually jump from each individual team member and get them set up covering etc were awesome .

    Its a shame this hasn't happened with these guys ..

    Thanks again ..
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  7. #27
    LaMOi's Avatar Senior Member
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    Yeah it's a real shame they're so limited.

    But I've done a few vid to demonstrate they're not completely redundant tactically.

    If you understand how the Ai works and how to activate them, they can prove useful, beyond sync shotting and reviving....
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  8. #28
    OFP was the tits.

    That was almost open world in how you could do the missions. One I remember being a UDT/SEAL and having to remove 2 FOBs with MI24s. Snuck into the area, blew up the ZSU-23/4 Shilkas then stole the MI24s and blew the ever loving crap out of the enemy bases.

    The problem with it was the world was mostly only populated in the mission area. There was nothing if you went too far away.

    And the AI command was fairly clunky but you could set up decent ambushes. Once you got into the swing it was easier. And the AI had specific roles. "AT hit the BMP. Grenadier, UAZ 200m, fire for effect. Riflemen engage!".

    In Ghost Recon? "SHOOT!"
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  9. #29
    Frag_Maniac's Avatar Banned
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    While I appreciate your attempt to refute the many claims the squad AI is useless, I would hardly call this gameplay tactical. At best it looked like you were going in with no real plan. When you have base level equipment, the method that's 90% successful in this game is taking out groups with sync shots from a good vantage point. That is the way I played this mission the first time. That hill you put your team on is a good starting point for the whole squad. There are generally no more than 4 enemies grouped together, in this mission, and many out in the open. That means it's easy to clear most of the camp, with little mopping up. First you need to shoot the alarms to ensure no helis are called if you ARE spotted though. It's kind of a basic tactic.

    Of course once I found where to scavenge the long range scope, I just shot the sniper in the tower you looked at in mark 1:27 of the vid, and took out two of the instructors from there. They are shots that take a little patience, but plenty doable. The last one on the other side of the camp requires taking out at least 2 nearby guards before you can get in a position to kill him without being seen, but it's not much trouble. I know some approach every mission as a kill em all, then loot the place thing, but I prefer not to for a couple reasons. I prefer to get all the skill points, weapons, parts, etc, in a given region before I do the missions. Reasons being, I'm better prepared, and it feels more realistic like ghosts would do it. It allows me to do many missions without killing very many enemies.

    As to the squad AI, I think if more people would set themselves up with the collectibles first, then do the missions with as little force as necessary, they'd be less dependent on the squad AI and realize the game can be played with a fair level of realism. Sure there are going to be unpredictable times when an enemy or two manages to get to you while your squad is not able to stop them. They might not even notice them if focusing on other enemies, but that just means all the more need to be careful how you approach a camp. With the tougher camps, the ones where it is literally impossible to not raise attention, I use fall back a lot. It doesn't even have to be fall back to be effective either. You can often times traverse to another adjacent high ground with cover and engage with another 3-4 kill sync shot. Often times what I do too is lay a few mines near the vehicle I came in on, and when they come to investigate, it takes out some more enemies.
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  10. #30
    LaMOi's Avatar Senior Member
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    I think I've made it clear in previous posts I'm certainly not trying refute the limitations of the AI.

    But I find there's some sloppy workarounds.

    This vid was about positioning them at the rear, player at the front to catch the enemy in a cross fire.
    Around 2:25 I activate the Ai to go 'Weapons Free', which is achieved by deliberately getting spotted. Once you are spotted by the enemy the Team Ai open fire.

    Like I said 'sloppy' workarounds. As alas there is no RoE toggle option!

    The Team AI are still useful for,

    Diversions
    Cross fires / Ambushes
    Hit and run tactics - luring the enemy away from a position.
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