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  1. #11
    Originally Posted by Bone_Frog Go to original post
    OMG... Why is Nomad squinting when he is aiming his rifle? Don't close an eye, that cuts out your depth perception and your periphery vision. It also causes eyestrain and leads to migraines. People have even moved away from this in long range magnified optics.
    But they worked with real spec ops /s
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  2. #12
    Oh my goodness, I knew it. I knew they were adding variant in the game to inflate the loot pool. Both Divisions have the same thing, there's like 3-ish variants of the weapons each (give or take a few exceptions) that inflate the pool and necessitate you hunt for the one you want. They even vary in attachment space and options, sometimes even weapon class (Police M4 is full auto, but the Lightweight and LVOA are semi-auto).

    Are we sure the Division comparisons are unwarranted here...?
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  3. #13
    Originally Posted by AFOXCOM Go to original post
    Oh my goodness, I knew it. I knew they were adding variant in the game to inflate the loot pool. Both Divisions have the same thing, there's like 3-ish variants of the weapons each (give or take a few exceptions) that inflate the pool and necessitate you hunt for the one you want. They even vary in attachment space and options, sometimes even weapon class (Police M4 is full auto, but the Lightweight and LVOA are semi-auto).

    Are we sure the Division comparisons are unwarranted here...?
    Sadly, The Division was the first thing that came to my mind. And that's not good.
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  4. #14
    Bone_Frog's Avatar Senior Member
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    Originally Posted by JohnnyTest91 Go to original post
    But they worked with real spec ops /s
    They also admittedly chose to use animations that they thought were cool, as opposed to real. For example the "prone camo" feature. They took that from Predator, because they thought it looked cool. My guess is, that they didn't check how spec ops guys aimed.
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  5. #15
    You have to be able to attach the ATPIAL laser to the top rail of the weapon and not only to the side.
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  6. #16
    Originally Posted by Bone_Frog Go to original post
    They also admittedly chose to use animations that they thought were cool, as opposed to real. For example the "prone camo" feature. They took that from Predator, because they thought it looked cool. My guess is, that they didn't check how spec ops guys aimed.
    It's still a game. If you have to do something not realistic to improve your game, I am fine with it. There was a video by a CoD animator on that topic. Really great dude.
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  7. #17
    premiumart's Avatar Member
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    If there are more different looking variants of weapons and not just barrel lenght like in wildlands it is objectively more in depth. You dont have to condone the implementation though.
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  8. #18
    "Real Operators" my ***. They better bring back the old gunsmith or be some stupid division lite
    they cannot have it both ways. Have your vision, stick to it.

    If we wanted a loot pool we would have played the division. The COD game is going to take away the portion of this community that stuck with it waiting for it to go back to its roots.
    Did I mention COD is going back to its roots?
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  9. #19
    Hugo-FOU's Avatar Senior Member
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    I don’t think it’s as doom and gloom as people think. I personally think there is a lot that is good in this. Aside from Nomad squinting an eye, the reloads look good. I hope they’re reflected in ammo count.
    The detail in the weapons looks good and it sounds like a lot of effort has been put into making each weapon have a unique feel. I don’t have an issue with needing to collect the specific variant of a weapon I want. How is that different from collecting the weapon variant parts in Wildlands? Of course I know it’s RNG, but we don’t enough about how that’s going to feature yet.

    Although I would like more customisation options from the start, my feeling after reading the article is that it’s still somewhat of a work in progress.

    “Q: Are there plans to add more attachments post-launch to offer additional variety?

    Yes! We will add new attachments with unique behaviors, and we’ll also try to add more attachment variety per weapon category. All of this content will be unlockable through gameplay.”


    Ultimately we need to play the beta, (for those that can), and leave honest constructive feedback.
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  10. #20
    ManticButton's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    I don’t think it’s as doom and gloom as people think. I personally think there is a lot that is good in this. Aside from Nomad squinting an eye, the reloads look good. I hope they’re reflected in ammo count.
    The detail in the weapons looks good and it sounds like a lot of effort has been put into making each weapon have a unique feel. I don’t have an issue with needing to collect the specific variant of a weapon I want. How is that different from collecting the weapon variant parts in Wildlands? Of course I know it’s RNG, but we don’t enough about how that’s going to feature yet.

    Although I would like more customisation options from the start, my feeling after reading the article is that it’s still somewhat of a work in progress.

    “Q: Are there plans to add more attachments post-launch to offer additional variety?

    Yes! We will add new attachments with unique behaviors, and we’ll also try to add more attachment variety per weapon category. All of this content will be unlockable through gameplay.”


    Ultimately we need to play the beta, (for those that can), and leave honest constructive feedback.
    each weapon has less attachments in total then every other ghost recon game with gunsmith

    proof the official video
    why are they limiting what sights go on what guns
    why can't I put a t1 on the 416!
    or an angled grip on it they're in the game why can't I use them

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