I keep seeing people say that breakpoint is not tactical but act like Wildlands was.
What? How is that so? I don't understand this at all so please explain if you don't mind because I don't see it. The looter shooter portion of the game does not make the gameplay less tactical.
So what exactly is it we are talking about here?
The fact that enemies will take less/more damage based on what "gear score" you have is what makes it less tactical. It makes the game more reliant on what your pants score is over how you plan out a mission. Yes head shots will kill someone in one hit, but if I have to worry about having to put different number of rounds into similarly armed guards is an issue.
Laser robots and autonomous tank cyborgs aside, I actually found it more tactical. I liked how the whole base didn't know exactly where I was the moment I was detected.
As much as I despise the decision to not have AI squad mates in a squad shooter franchise, that also made the gameplay more tactical.
For me, tactics are about how many different options you have to confront an objective and then selecting one as your "tactic". With no AI team, it definitely offers less tactical options. But being open world, still offers plenty of other tactics to choose from. Had they limited weapons by class, they would have limited your tactics even further. Fortunately they back-tracked on this.
I found Breakpoint forced me to be more tactical than Wildlands, but I do believe the AI team would enhance that further.
I understand the issue of the gear levelling, but I found that this acted more like a gate to which areas and camps you can reasonably take on, as opposed to a gunfight moderator. During an actual mission, the enemy AI's improved response and lack of a hive-mind location awareness opened up more options to lure and ambush guards. The drones were not as significant as I feared and the Behemoth was just a specialised area that you could ignore if you wanted, and even then it provided an interesting tactical challenge to the 2 groups of 4 that I took it on with.
What made the most difference was the map topography, providing a bigger variety of vertical as well as horizontal tactical decisions.
Originally Posted by Megalodon26 Go to original post
And that's the problem - they didn't know it. If not alerted to your presence, like Wildlands they'd take less bullets than being alerted. Next time try it by alerting them and then see how many more bullets they need especially being 120 levels lower. Has to be some effect otherwise what's the point of the scoring and levelling in this game? Don't get brain washed by the Ubi bull***t!
don't know about small calibers, the HTI .50 cal (marked as a .338 in game) was a single shot alerted or notOriginally Posted by martbloke88 Go to original post
And i assume it was a headshot???Originally Posted by GAP_Computer Go to original post
Though there are many things I dislike about Breakpoint, I can honestly say I tread more carefully in it than I do in Wildlands. That lessened with the closed Beta, things felt more accessible and straightforward to approach, but it was still there.
I'm hoping the changes they've made for the open beta will take this back more towards that sense of having to be careful you had in the OTTs (don't want to say sense of danger, because I didn't quite feel that fully).
Taking that slow approach made the game feel more tactical, and yet... Loot and levels... The moment that started getting all in my face, the tactical was lost somewhere far beneath it.