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  1. #11
    Bone_Frog's Avatar Senior Member
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    Originally Posted by LaMOi Go to original post
    So I get it if you’re playing MP... it forces you to work as a team. I get that.


    But if I’m playing solo — do I have to pick a class?


    Say I go for Panther... So then I’m forced to play the entire game with a small set selection of weapons that that class can use? Like no shotguns, no sniper rifles - just silenced SMG’s???

    No don’t do that — that sounds like a stupid idea.

    I like to chop and change when I play Wildlands. I don’t want to be locked into one playstyle the entire game!


    Ubisoft? Clarification?
    They covered this. Yes you have to pick a class. At anytime you can switch classes at a bivouac(safe house). Some of your progression is linked to character. Some is linked to class. Whether class based progression is saved when you move switch classes is unclear.

    Your class will restrict your access to weapons. Panther seems to have ARs as well as PDWs.

    Yes I have an issue with this. Ghosts were supposed to be Tier 1 guys. Since like the 90's SF/SEALs ect that were at command for any period of time went through sniper school, and other like schools(doesn't make them snipers, that is a specialization, but gives them ability to pick up an SPR and down targets out to 800m easy peasy). Published in open source TCS for DevGru and CAG was for every operator to be able effectively get kill shots out to 1000m. Snipers in those units, well they were spooky. TCS for them was to be able to one shot head shot a guy at 800m on a cold bore without accouterments such as calculator, range finder or wind meter under any conditions(that is open source from battle of Mogadishu days btw, things have advanced since then). So this class thing kinda rubs me wrong, but it is a game.
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  2. #12
    LaMOi's Avatar Senior Member
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    Like I’ve said, if it just makes a particular class better at using certain weapons and has unique perks — I’m fine with that.

    But if it actually restrict the weapons you can use, then thats awful design.
    That limits your ability to adapt and change tactics in the field...

    This is even more concerning for those that play Single-Player...

    So if I’m the panther class — and I see a sniper rifle lying on the ground and see a place of elevation that will give me a tactical advantage in that particular moment, only the game won’t allow me to pick it up and use it? And I have to go all the way back to the bivouac leaving the mission...? That’s ridiculous.

    I can’t chop and change in the fly?

    Like If I am a sniper class, I then in the heat of battle have enemies closing in on my position and I can’t then switch to a shot gun? Because snipers can’t use shotguns?

    You see it all starts getting a bit ridiculous, limiting my options once in the field...
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  3. #13
    Bone_Frog's Avatar Senior Member
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    Originally Posted by ManticButton Go to original post
    they said you can change classes whenever at the new rally points called bivouacs

    that's where you'll rest to heal change equipment and choose time of day and weather conditions

    I'm interested in the class system

    there will be 3 more post launch
    Well we are going the MMO route with raids so long as we can put together 1Tank 2Dps 1Heal we'll be ok.
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  4. #14
    Bone_Frog's Avatar Senior Member
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    Originally Posted by LaMOi Go to original post
    Like I’ve said, if it just makes a particular class better at using certain weapons and has unique perks — I’m fine with that.

    But if it actually restrict the weapons you can use that awful design.
    That limits your ability to adapt and change tactics in the field...
    They specifically said that it would limit your weapon options. Each class is restricted to certain weapons. Like your heavy weapons guy(judging by the footage) gets to use the LMGs and Rockets. Sharpshooter gets to use Precision rifles, SPRs, and ARs. Panther ARs, PDWs and Smoke Grenades(unique to that class).
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  5. #15
    LaMOi's Avatar Senior Member
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    I don’t think they’ve confirmed that your weapons WILL BE limited as yet... When did they say that?

    If so — they need to change that, because not only is that plain stupid (and this is not the division!), it’s not realistic, but it really limits Singleplayer.

    If this is the case, Single-player needs to have a Custom class — where you can use any weapons.
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  6. #16
    I would advocate for an inventory management and skill-based system instead of classes. Best case scenario would be no unlocks, no restrictions and an immersive system for acquiring weapons, gear, vehicles etc. Class restrictions are too RPG-esque for a tactical shooter.


    Originally Posted by Bone_Frog Go to original post
    Yes I have an issue with this. Ghosts were supposed to be Tier 1 guys. Since like the 90's SF/SEALs ect that were at command for any period of time went through sniper school, and other like schools(doesn't make them snipers, that is a specialization, but gives them ability to pick up an SPR and down targets out to 800m easy peasy). Published in open source TCS for DevGru and CAG was for every operator to be able effectively get kill shots out to 1000m. Snipers in those units, well they were spooky. TCS for them was to be able to one shot head shot a guy at 800m on a cold bore without accouterments such as calculator, range finder or wind meter under any conditions(that is open source from battle of Mogadishu days btw, things have advanced since then). So this class thing kinda rubs me wrong, but it is a game.

    Holy hell. That IS spooky.
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  7. #17
    Virtual-Chris's Avatar Senior Member
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    This aspect is one that actually doesn't bother me too much. I pretty much play this way in Wildlands already... sometimes I'll equip and play a sniper or an assaulter, or a stealth CQC specialist. I'm not the kind of guy that's swapping out weapons in the field much anyway. I tend to work with what I brought, which you are forced to do in Ghost Mode anyway.

    I think advancing skills in specialist roles like sniping or CQC is ok, but they should let you choose one class at the start that you are maxed out - you are a Tier 1 operator, not some noob.
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  8. #18
    Bone_Frog's Avatar Senior Member
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    Originally Posted by B_616e6f6e Go to original post
    I would advocate for an inventory management and skill-based system instead of classes. Best case scenario would be no unlocks, no restrictions and an immersive system for acquiring weapons, gear, vehicles etc. Class restrictions are too RPG-esque for a tactical shooter.





    Holy hell. That IS spooky.
    Hence their unofficial motto, which Chris Kyle eventually made a T-Shirt out of, "From a place you will not see, comes a sound you will not hear."
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  9. #19
    Bone_Frog's Avatar Senior Member
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    Originally Posted by VirtualRain. Go to original post
    This aspect is one that actually doesn't bother me too much. I pretty much play this way in Wildlands already... sometimes I'll equip and play a sniper or an assaulter, or a stealth CQC specialist. I'm not the kind of guy that's swapping out weapons in the field much anyway. I tend to work with what I brought, which you are forced to do in Ghost Mode anyway.

    I think advancing skills in specialist roles like sniping or CQC is ok, but they should let you choose one class at the start that you are maxed out - you are a Tier 1 operator, not some noob.
    The problem is that things like smoke grenades, the ability to move stealthily ect are also tied to classes. Oh look Nomad gears up with a 416, a couple of M18's and a pistol and suddenly he knows how to stalk.

    The ability to pop smoke is a very very basic infantry skill. Carrying an LMG shouldn't make you forget how to pop smoke at an effective distance and use said concealment to break contact.
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  10. #20
    Virtual-Chris's Avatar Senior Member
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    Originally Posted by Bone_Frog Go to original post
    The problem is that things like smoke grenades, the ability to move stealthily ect are also tied to classes. Oh look Nomad gears up with a 416, a couple of M18's and a pistol and suddenly he knows how to stalk.

    The ability to pop smoke is a very very basic infantry skill. Carrying an LMG shouldn't make you forget how to pop smoke at an effective distance and use said concealment to break contact.
    Yeah, no disagreement on that. As usual, the Devil is in the details, and while they probably could have made a realistic class-based skill development system, they've made it completely unrealistic and arbitrary. Dumb.
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