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  1. #1
    Hunenmensch's Avatar Banned
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    [SUGGESTION] Small changes for a big improvement.

    *Karambit - More of it. All CQC would be better with the Karambit. Especially if we had Karambit kill animations for sleeping and sitting hostiles. If "knock out" still needs to be kept, perhaps have it as a separate option that can be bound to a separate key (?).

    *Disband - "Guns for hire" can be a life saving support at times, but it'd be great to have the option to disband any rebels left alive when we're done needing their support. Many times I find that once I no longer need them and I still have another part of the mission to move on to, they're more of a problem/burden than a help. Since they shoot on sight, have no stealth, and follow no orders (hold, go there, regroup, etc), moving to another area, mission checkpoint/stage, or just moving on means that stealth and operational control of the situation is nonexistent while rebels are still following me around. Killing them has negative consequences, and getting in a vehicle is (a) not always an option, and (b) doesn't always guarantee they will disband. A simple disband option ("thanks for the help guys now plss off") would be great.

    *Windows - I'm guessing this will be the least likely to be possible, but it'd be nice to be able to open windows for a stealthy breach. Shooting the window means making noise, therefore no stealth. If we could approach and interact with the window so that it opens (slides, swings, whatever) that would be great.

    EDIT: *Environmental sound suppression - It would be nice if trains and other NPCs' gunfire could mask quieter sounds. Shooting a hostile while a train is going by shouldn't be heard by a hostile on the other side of the train tracks. Also, when there are hostiles firing their weapons unsuppressed (at targets or anything else) they shouldn't be able to hear and track my suppressed shot.

    That's all for now.
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  2. #2
    Originally Posted by Hunenmensch Go to original post
    *Karambit - More of it. All CQC would be better with the Karambit. Especially if we had Karambit kill animations for sleeping and sitting hostiles. If "knock out" still needs to be kept, perhaps have it as a separate option that can be bound to a separate key (?).

    *Disband - "Guns for hire" can be a life saving support at times, but it'd be great to have the option to disband any rebels left alive when we're done needing their support. Many times I find that once I no longer need them and I still have another part of the mission to move on to, they're more of a problem/burden than a help. Since they shoot on sight, have no stealth, and follow no orders (hold, go there, regroup, etc), moving to another area, mission checkpoint/stage, or just moving on means that stealth and operational control of the situation is nonexistent while rebels are still following me around. Killing them has negative consequences, and getting in a vehicle is (a) not always an option, and (b) doesn't always guarantee they will disband. A simple disband option ("thanks for the help guys now plss off") would be great.

    *Windows - I'm guessing this will be the least likely to be possible, but it'd be nice to be able to open windows for a stealthy breach. Shooting the window means making noise, therefore no stealth. If we could approach and interact with the window so that it opens (slides, swings, whatever) that would be great.

    EDIT: *Environmental sound suppression - It would be nice if trains and other NPCs' gunfire could mask quieter sounds. Shooting a hostile while a train is going by shouldn't be heard by a hostile on the other side of the train tracks. Also, when there are hostiles firing their weapons unsuppressed (at targets or anything else) they shouldn't be able to hear and track my suppressed shot.

    That's all for now.
    As for disband, if you get in a vehicle, they will disband.

    I'd be happy if we could just break windows with our elbow, or butt of a gun. I would think that would be easier to make happen than all new window animations.

    EDIT: Oh yeah and yes we definitely need better takedowns for sitting and sleeping enemies. That knockout thing is lame, and just needs to be done away with. No use even keeping it around.
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  3. #3
    Ryo_Hazaki's Avatar Senior Member
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    Originally Posted by Hunenmensch Go to original post
    *Karambit - More of it. All CQC would be better with the Karambit. Especially if we had Karambit kill animations for sleeping and sitting hostiles. If "knock out" still needs to be kept, perhaps have it as a separate option that can be bound to a separate key (?).

    *Disband - "Guns for hire" can be a life saving support at times, but it'd be great to have the option to disband any rebels left alive when we're done needing their support. Many times I find that once I no longer need them and I still have another part of the mission to move on to, they're more of a problem/burden than a help. Since they shoot on sight, have no stealth, and follow no orders (hold, go there, regroup, etc), moving to another area, mission checkpoint/stage, or just moving on means that stealth and operational control of the situation is nonexistent while rebels are still following me around. Killing them has negative consequences, and getting in a vehicle is (a) not always an option, and (b) doesn't always guarantee they will disband. A simple disband option ("thanks for the help guys now plss off") would be great.

    *Windows - I'm guessing this will be the least likely to be possible, but it'd be nice to be able to open windows for a stealthy breach. Shooting the window means making noise, therefore no stealth. If we could approach and interact with the window so that it opens (slides, swings, whatever) that would be great.

    EDIT: *Environmental sound suppression - It would be nice if trains and other NPCs' gunfire could mask quieter sounds. Shooting a hostile while a train is going by shouldn't be heard by a hostile on the other side of the train tracks. Also, when there are hostiles firing their weapons unsuppressed (at targets or anything else) they shouldn't be able to hear and track my suppressed shot.

    That's all for now.
    Great suggestions. More Karambit/Blacklist animations are sorely needed, as well as more thorough Caveira takedowns.

    The window interactions would be a welcome addition as well.
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  4. #4
    Hunenmensch's Avatar Banned
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    Originally Posted by TexasRocks2 Go to original post
    As for disband, if you get in a vehicle, they will disband.

    I'd be happy if we could just break windows with our elbow, or butt of a gun. I would think that would be easier to make happen than all new window animations.

    EDIT: Oh yeah and yes we definitely need better takedowns for sitting and sleeping enemies. That knockout thing is lame, and just needs to be done away with. No use even keeping it around.
    I'd be fine breaking the window with an elbow or butt of a gun, as long as it was stealthy, otherwise I might as well shoot it out.
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  5. #5
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Hunenmensch Go to original post
    I'd be fine breaking the window with an elbow or butt of a gun, as long as it was stealthy, otherwise I might as well shoot it out.
    Does a pistol work?
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  6. #6
    Hunenmensch's Avatar Banned
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    Sure, but the break is loud enough to alert hostiles inside.
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  7. #7
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Hunenmensch Go to original post
    Sure, but the break is loud enough to alert hostiles inside.
    Okay, if inside. If that's the situation then in goes a flash bang if they're not asleep.
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  8. #8
    GiveMeTactical's Avatar Banned
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    Flashbangs sometimes are hit or miss, even if the enemy is inside but the script has not kicked in, if the enemy happened to spawn right after the flashbang went, well bang... you are still dead. This has happened to me quiet a few times, more so with Lt. I am supposed to scare or grab... hell, sometimes I knock the hell out of them because I the scripted "Press E to grab" did not show on time, some other times, he shoots me dead because the flashbang was meant for someone else and not him apparently.

    This are my little pet peeves

    So I got a Santa Blanca helo in one of the crates and I have been using that because it has rocket/missile pods (my apologies if I insult a weapons pundit!) but I'll be God dammed if twice in a row in Remanzo (after completing the doctors mission) it was delivered closed to something that immediately after getting into it blew up.

    Another thing I am under no illusion it will ever get fixed but if this is not some lazy *** coding/programming, I really don't know what is. Oh yeah, I could give a rats *** how hard this is, you put it in the game, make it happen or scrap it but don't half *** it.
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  9. #9
    Hunenmensch's Avatar Banned
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    I've had inconsistent results with flashbangs as well, but most of the failures have been with mission target NPCs. For example, I just replayed Yuri and Polito. I push the button, the door opens, I flash the first group and kill them. She moves to the minigun, he goes downstairs. I crawl closer, flash her, and she's all like



    So I threw a grenade instead.



    Then I go downstairs and flash him, but it didn't affect him either.

    Conversely, I was replaying El Cerebro and I had to clear two guys sitting on a porch in front of a room with three guys, one by the window, and two eating a meal at a table just a couple of meters away. I kill the porch guys, flash the room directly between the window guy and the eating guys, I enter to CQC window guy, and when I turn to shoot eating guys they're still eating completely unaware a flashbang had gone off and a ghost had slit their friend's throat.
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  10. #10
    MikeWeeks's Avatar Senior Member
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    That there are glitches, inconsistencies in the game isn't really news. Yuri is undoubtedly scripted to not leave the MG. For Polito I wouldn't be thinking a flash is the best solution in any event.

    Last night in re-doing the village prison mission, flashbangs worked just fine.in clearing two rooms in two different buildings. Arranging oneself to insure it went thru the appropriate opening was the major challenge.

    That flash bangs were designed to be basically silent is what I find odd.
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