At least they don't stop working after a mission or two like in MGSV and Sniper Ghost Warrior 3. Got so sick of repairing them in those games.Originally Posted by GiveMeTactical Go to original post
As for the unlockable skill OP is referring to, go by the results in use, not the graphs. The Tier One damage graph is confusing too.
I'll make note of this so the team can take a look, thank you!Originally Posted by Gameseek3r Go to original post
While that is true and for the most part I am going to hate doing so in SGW3, at the very least, you don't have to be a meter away from the enemy to hit him in the head w/o expecting the bullet to land on the floor... yes it was hugely exaggerated but I am trying to make a pointOriginally Posted by Frag_Maniac Go to original post
One of my favorite things to do in a shooter game is to snipe, followed by sniping with a suppressor to make the fantasy that I am a bad *** operator making the world a better place and I can not do this here because the weapon looses more than a quarter damage or the bullet drops drastically with it... a total pisser!
Yeah I know the bullet drop is very exaggerated. I just got used to using like 3 different heights to my aim to get results. After a while you know by how far you are where to position the crosshairs. That said, I never attempt very long range snipe shots anymore, I let my squad do that. THAT is the biggest immersion breaker in sync shots IMO. In 4 man syncs, I always pick the closest target.
When I DO take Med to semi Long range snipe shots, it's usually because the target is a sniper walking in and out of a tower, and I don't trust any of my squad to stay locked onto him. On occasion I'll get too upset and lazy to re-position, and just re sync tag such enemies. Often times that causes my squad mate to relocate just enough to lock on well.
Originally Posted by Frag_Maniac Go to original post
See... that right there is why I can't give them a pass... it is the little things that bring me down about the mediocre effort put forth into the actual gameplay... all they care about is milking that eyecandy money. I said it before, part of why I play and pay for a game is because "I" want to do most of the shooting.
I must admit that I am not a very patience man but I do like to take my time to place a fine sniper shot, it makes my couple of hours playing more enjoyable... if I have to leave it to one of my blob bots then what the hell am I playing for.
Yeah, well, there are just as many if not more when talking squad AI that are of the "player has to do too much because of the squad AI" mindset. Through all this Ubi has to decipher whether to make it so the player has to do even more, or attempt to refine what the squad AI does.
The problem with opening up tactical stealth shooters to more CoD-like players, as they've done with all these non suppressible "signature" weapons, movie themed Narco Road DLC, and forced open combat when the rebels ruin your stealth, is you invariably get a lot of players that don't WANT to have to do a lot of the work.
We probably won't know until the next GR if they've chosen to stay true to the Ghost theme, or have totally sold out to Rambo play style. Their affinity toward non suppressible signature weapons and movie themed arcade DLC (including Predator), doesn't give me a whole lot of confidence. I get the feeling they just see it as dollar signs, regardless whether it destroys the integrity of the franchise.