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  1. #21
    LaMOi'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.
    I think a key point is certain weapons you like using might be stuck with a class that you don’t like!!

    SO .....


    I like shotguns. I like to have them as a secondary weapon. But I’m a stealthy player predominantly. What if shotguns are locked into the Heavy Class..?
    I would never play as a Heavy Class, it’s not my playstyle!
    I also hardly ever play with SMG’s, I use assault rifles.

    Or you wanna be a Sniper but carry a shotgun, or assault rifle as a secondary weapon. We all do this in Wildlands.

    I see real problems with this design. I don’t get why people aren't seeing it!

    If you like to choose and customise your loadout — this is a huge problem.

    I get classes for MP purposes, it forces you to work as a team, so I get that.

    But classes in a singleplayer game makes no sense. Neither is it realistic. It just limits the player.....
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  2. #22
    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.

    This!^
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  3. #23
    LaMOi'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.
    Exactly... that’s yet another reason why it’s really problematic.

    What if you like setting traps, mines etc... what if again they’re lock behind a class you don’t like to use...?!!


    This is such a massive problem — people need to wake up to this.
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  4. #24
    Bone_Frog's Avatar Senior Member
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    Originally Posted by LaMOi Go to original post
    Exactly... that’s yet another reason why it’s really problematic.

    What if you like setting traps, mines etc... what if again they’re lock behind a class you don’t like to use...?!!


    This is such a massive problem — people need to wake up to this.
    Here's one. You are solo playing the rescue mission that you saw in the game play trailer as a stealth class, so you can't use heavy weapons. On your way in you knifed a rocket guy in the neck. You encounter that big tank drone. So you are left with two options 1) pinging PDW rounds off it until you do sufficient damage to take it out, 2) Picking up that rocket guy's rocket launcher and murking the thing.

    So you pop smoke and sprint back to the knifed rocket guy. You go to grab his launcher, and find out, nope you can't pick that up to kill the tank trying to kill you because you are restricted from using heavy weapons. Instead you really only have one choice, to try to engage said tank from cover, and burn through your bandages and health stims until you finally kill it.
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  5. #25
    Originally Posted by Bone_Frog Go to original post
    1) pinging PDW rounds off it until you do sufficient damage to take it out

    This shouldn't even be an option. If you can make armored vehicles explode in a fireball with a subsonic 9mm, I'll be really disappointed.
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  6. #26
    Bone_Frog's Avatar Senior Member
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    Originally Posted by B_616e6f6e Go to original post
    This shouldn't even be an option. If you can make armored vehicles explode in a fireball with a subsonic 9mm, I'll be really disappointed.
    Oooh, I have an idea. Let us have an AI team where we can assign them their classes. So if I want to go on that mission with 3 assaulter and a heavy weapons guy I can. Then I can tell my heavy weapons guy to shoot it. He depolys his rocket launcher, and when it explodes, it is somewhat realistic.
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  7. #27
    Originally Posted by Bone_Frog Go to original post
    Oooh, I have an idea. Let us have an AI team where we can assign them their classes. So if I want to go on that mission with 3 assaulter and a heavy weapons guy I can. Then I can tell my heavy weapons guy to shoot it. He depolys his rocket launcher, and when it explodes, it is somewhat realistic.

    Only if the vehicles don't explode with the 9mm subs. If they do, it doesn't make a difference whether you have AI or not.
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  8. #28
    Bone_Frog's Avatar Senior Member
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    Originally Posted by B_616e6f6e Go to original post
    Only if the vehicles don't explode with the 9mm subs. If they do, it doesn't make a difference whether you have AI or not.
    Short of the involvement of an explosive, things shouldn't explode. I mean if I shoot a rocket guy's back pack full of apparently unstable rockets, I'm ok if there is an ensuing explosion. PDWs(IMO) should be able to knock out the optics ect and other soft targets on a tank drone and thus disable it, not blow it up. Even a BFG with incendiary rounds should only cause an explosion with two shots into the fuel tank, and even then it would be pretty minor.
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  9. #29
    Hugo-FOU'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, then thats awful design.
    That limits your ability to adapt and change tactics in the field...
    I think you can use other weapons. When talking about the sniper class they said ’....he’s also faster on the reload of all long range weapons.’

    That does imply that you can pick up and use anything but just won’t be as proficient. Which I suppose isn’t so bad.
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  10. #30
    Bone_Frog's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    I think you can use other weapons. When talking about the sniper class they said ’....he’s also faster on the reload of all long range weapons.’

    That does imply that you can pick up and use anything but just won’t be as proficient. Which I suppose isn’t so bad.
    They stated pretty clearly that classes will restrict your weapon selection.
    So Panthers, I have to admit, they don't have access to loud or heavy weapons. But it compensates by them being harder to detect. They are faster to move. They have no damage reduction when using suppressors
    52:41 mark


    So let's see. That quote gives us definite weapon restriction based on class. As well as confirmation of that silly damage reduction due to suppressors again. Also other base abilities, such as stealth, being linked to class.
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