🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    What do gamers expect from a military shooter?

    Tom Clancy’s
    GHOST RECON BREAKPOINT

    What do gamers expect from a military shooter?

    TIERED LOOT
    "You can have my weapon when you pry it from my cold, dead fingers." — Cole D. Walker
    The loot system should’ve been a survival element in the game for your character to diligently and tactically in an effort to accomplish or acquired something, not dropped in the middle of combat for instant gratifications. Players spend more time managing cluttering inventories than playing the game and don’t value weapons and outfits because of the ‘loot-drop’ system of disposable duplicates which the player must dismantle to upgrade. Tiered loot-drop during a direct engagement with the enemy sidetrack players from the tactical gameplay aspect of the game (imagine if PVP matches had a loot-drop). At lease, implement a ‘Scavenger-Loot’ system available on the highest difficulty (realistic difficulty) with unique rewards for Tier One operators.

    Instead of a tired ‘loot-droop’ from enemies, developers could implement a scavenger hunt for loot where players get to keep weapons found but scavenge for different nonduplicate levels of weapon's parts & outfits to upgrade their gears. Contrary to a ‘loot-drop’ system, in a ‘scavenger-loot’ system, players associate the loot with their own decisions not those of the game. Also, of course, they’ll associate successful scavenger missions with overcoming challenges and something they achieved for themselves, instead of instant gratifications that come with loot-drops out of nowhere.
    Developers could scatter all weapons, gun’s parts, blueprints & outfits all over the island in ammo boxes, shelves, lockers, bunkers, crash sites, camps, abandoned sites, and on top of that Ghost Recon Breakpoint have 793 hidden places for players to find. Only items such as ammo, explosives, grenades, syringes, SKELL credits, and water should be ‘loot dropped’ from enemies, and especially when players physically grab enemies, during melee takedown, and for disposing of enemies’ bodies in a stealthy cover way. “You keep what you kill, that is the wolf’s way.” — Cole D. Walker

    THE BIVOUAC
    Trapped behind enemy lines, the Bivouac supposed to be a temporary camp where you and your fellow Ghosts will rest and prepare for the next mission. Upgrade and clean weapons, change outfits, change classes, craft items, and equipment. Having a weapon and outfit loot drop in the middle of a combat to upgrade on the fly defeat the purpose of having the Bivouacs.

    Weapons & outfits should be upgraded only at the Bivouac as part of preparations, tactics, and crafting or at least make it available to the most severe difficulty (realistic difficulty). The Wolves should have the capability to track players around the Bivouacs. For example, if you keep following the same pattern of staying at the same Bivouacs the Wolves will eventually catch up with you, spawning within hundreds meters away of campfire sites to pick up on your tracks when you break camp during "a dusk-to-dawn curfew" forcing you to be more evasive when selecting Bivouacs and desired time before breaking camp. Taking shelter in the same area from your most recent activities should not be a good idea.

    RAPPELLING FEATURE
    Every major character in the Clancy verse knows how to rappel (Rainbow Six, Splinter Cell, the Division), while your Ghost Recon, top tier operators and quiet professionals cannot. Developers could implement the third person view RAPPELING feature from Rainbow six Vegas series, where the player as the ability to rappel up and down buildings while shooting. At least give the Ghosts the ability to rappel down cliffs as real special ops would've. Look at R6 Vegas Rappelling Demo: https://www.youtube.com/watch?v=eP0LFnzDnMM

    THE SOCIAL HUB
    Erewhon should’ve been a DYNAMIC SOCIAL HUB. Like real Special Forces, the surviving Ghosts should’ve acted like a Special Forces "Bravo-Team," a multi-purpose C2 element to act as command and control in remote areas and hostile environments. The surviving Ghosts would’ve established and operates a Special Forces’ Advanced Operational Base (AOB) at Erewhon for extended periods with no external direction or support from outside the island. The Ghost’ C2 element would plan, train, and prepare the Ghost-Team (for infiltration and exfiltration from areas by air, land, or sea; Develop, organize, equip, train, and advise or direct indigenous forces in the island.
    The whole GHOST RECON concept is around a team of Special Forces being given operational control and autonomy over their own Rules of Engagement (ROE) in the field. The SOCIAL HUB could’ve included a single multiplayer lobby where you can plan your approach, see your teammates' load-outs, test weapon configurations at a shooting range and jointly select insertion and extraction points. Single-player would have access to A.I. teammates' load-outs, customization, settings, dialogues, and social interactions. Method of Entry (MOE) could be planned, such as parachuting, helicopter insertion, RAPPELING, or breach using blowtorch into an area. A close-quarters battle (CQB) room with an electronic shooting range for Moving Target Engagement and force-on-force training scenarios, low-lights or even total darkness fire training could also be implemented with a platform or wall for RAPPELING to prep and ready the Ghosts for worst-case scenarios. An AFTER-ACTION REVIEW (AAR) from the Bravo-Team could follow each mission and training scenario where the Ghosts debrief each other on TACTICS, TECHNIQUES, & PROCEDURES (TTP). Command & Control (C2) planning, training, and practicing game mode would give a more tactical gameplay characteristic to the SOCIAL HUB thus giving players new gameplay details of how it's like to be Special Forces behind enemy lines.
    Developers could introduce the A.I. teammates in that HUB, then implement a FIELD TREATMENT SITE (FTS) for injured Ghosts and a CASUALTY COLLECTION POINT (CCP) for no men left behind side quest missions where you recover the remains of the fallen Ghosts like Walker did for his men in Bolivia.

    ADAPTIVE COVER SYSTEM
    The cover system is the very heart of creating tactical gameplay. Developers could implement and synergize the revolutionary cover system from Ghost Recon Phantoms to the adaptive cover system in Ghost Recon Breakpoint to execute more tactics behind cover then the simple leaning to aim around corners. While most titles will only give you the option of crouch and prone, GR Phantoms cover system provide many features such as improve accuracy and aiming behind cover, two variants of each stance, for example crouch and lateral semi-sitting, prone and lateral-prone positions, and barrel roll into and out of cover, learn to aim from top and around corners, the system also provides a soft combat sliding and diving into cover. Look at [GR Phantoms] Good example of one of the most exceptional cover system for Third Person Shooter: https://www.youtube.com/watch?v=4q9Ik8y2MeY
    It's quite mind-boggling why the developers did not just re-use or add the valuable cover tactics of Ghost Recon Phantoms to Breakpoint. I mean, they're theirs. Why not just re-use them, and improve upon them? I can see they have made a lot of improvements in GR Breakpoint with character executing tactics behind cover, but the cover system in GR Phantoms remains far superior design.


    ENEMY INJURIES
    The current injury animations in Ghost Recon Breakpoint only affects the player. Developers could share some of those animations with the enemy NPC. For example, instead of making the enemy unreceptive to nonlethal gunshots when alerted, they should’ve been stumbling and limping and try to get to cover instead of attacking the player. Instead of making the enemy impervious to gunshot injuries introduce a medic character archetype who can stabilize only injured enemies, death should always be permanent, no need for bullet sponges and respawning dead enemies.

    CIVILIAN A.I. BEHAVIOR & INJURIES
    Civilians' reactions to the player during shootouts are unrealistic and contradictory to intuition or rational expectation of noncombatants in high-stress combat scenarios.
    During a shootout, all civilians should've been acted more like noncombatants in GR Future Soldier. GRFS -- Nigeria's mission is the perfect example of how civilians should've performed in the game. In Ghost Recon Breakpoint it should've been your character initiating interactions with noncombatants, telling them to take cover, get down, get out of the way, go it's no safe. During stealth takedowns, your Ghost in Future Soldier even tells Civilians to shush, be quiet. In Ghost Recon Breakpoint civilians should’ve initiate interaction with each other as colleagues, associates, and assistants when they are in danger, telling each other you’re in my space! You're making me nervous! They’ll Kill us! Watch it, buddy! I have a child! Please Don't Kill me! Not to the player’s character who’s holding a gun, which they don’t know who’s neither friends nor foe during a shootout.
    In Ghost Recon Breakpoint, noncombatants are too frail and vulnerable to gunshots compare to enemies not wearing body armor, developers could share some of the injury animations with the civilian NPC and reward players who prevent collateral damage, they should’ve been stumbling and limping and try to get to cover, panicking and running for their lives like civilians supposed to do. Look at GR Future Soldier. https://youtu.be/Ow00-gKDJ-8.

    ENEMY SPECIALIZE TACTICS
    I’m not asking developers and level designers to change enemy behavior archetype, but to work more closely with the programmers to create subsystems of external behaviors that are event-driven to trigger a dynamic, intuitive, and compelling enemy characters. Be it your average Sentinel guard or Wolves each enemy need specializes archetypes. Developers could create particular character archetypes behaviors which will make use of SPECIAL WEAPONS AND TACTICS (SWAT) to takedown facilities, buildings, rooms occupied by the Ghost Team. Doorways, stairways, & chokepoints are called the ‘Fatal Funnel’ for good reason, there are the channels by which enemy A.I. will run through, and also the classic focal point players in most shooter games choose to lay down and wait to cheat and exploit the A.I. limited pathing algorithm and claim the A.I. is stupid. Therefore, developers could make the enemy use tactics such as Dynamic Entry, RAPPELING, Threshold Clearing, Angled Clearing, Leaning & Stepping Out, Free-Look (head movement independent from aim), Sweep & Clear. Equipped with specialized firearms and equipment including SENTINEL MK. 2 heavy outfits body armor, ballistic shields, entry tools, armored vehicles, night vision devices, and throwing motion detectors to determining the position of the Ghosts. “A room with only one door is called a trap” — Cole D. Walker

    K9 SECURITY TEAM
    Developers could create character archetype who will make use of tracking methods such as a K-9 security team. You always see them hunting down fugitives in movies because tracking dogs barking in the background gives significant cinematic suspense effects that are natural and keep the audience on their toes; the same result will be in a higher degree in video games because of immersive interactions.
    The TRACKING MECHANISMS of a bloodhound can give players a phycological run for their money. Dogs have a highly sensitive olfactory system superior to humans, and nonexistent in drones, dogs’ keen sense of smell, hearing, and visual could be added as indicators, to follow, find, and fix on the player's location. Moreover, dogs are also able to use their senses to follow the track of the player's paths, footmarks, blood trails, and objects the player interacts with such as trees, rocks, ammo boxes, shelves, lockers, bunkers, crash sites, camps, abandoned sites, vehicles, bivouacs, and caves. Imagine how players will feel like when hunted by a trained animal barking hundreds of meters away fixing on their location.
    K-9 behavior could include tracking the player hundreds of meters away, searching for explosives placed by the Ghost Team, locating missing enemy NPCs whose been takedown during stealth operations, hunting and fixing civilian braking "a dusk-to-dawn curfew" and closing on Ghost Team locations. For example, the K-9 Patrol teams would be able to track, find, and fix on the position of a Ghost team much accurately than any drones, and players will be less inclined to accuse the game A.I. of cheating. Adding tactical K-9 units to supplement the drones will improve tactical dimensions and dynamic engagement.

    VEHICLES & AIRCRAFTS DAMAGE SYSTEM
    If developers are concerned about players are not using all the weapon categories, then some weapons should come with a specific attribute to that category to make it valuable, relevant, or applicable to an appropriate matter. For example, players will be less likely to use high-rate-fire support weapons or explosive weapons if they can takeout vehicles & aircrafts using small arms. At lease, INCREASE DAMAGE RESILIENCE on the highest difficulty (realistic difficulty) with unique rewards for Tier One operators.
    Vehicles & Aircraft are too Frail and Vulnerable to small arms fire and defeat the purpose of having explosive projectile and high rate fire support weapons such as enemy Rocket gunner, Heavy gunner, enemy vehicle & helicopter guns platforms in the game. Small arms fire should only be able to disable a vehicle rendering it immobile with heavy smoke coming out of it, forcing occupants to exit promptly, but shouldn’t cause spontaneous combustion unless driving off a cliff or crashed from a high-speed chase.
    If military Vehicles & Aircraft are abided to intuitive damage systems like Ghost Recon Future Soldier, it will allow more dynamic and tactical gameplay. In an open-world game, developers should’ve been able to take advantage and create tactical scenarios. For example, developers would be able to give enemy NPCs capabilities to Helicopter fast-roping and Rappelling into your position. And, when taking considerable damages, helicopters should be able to withdraw and land for recovery and repair while deploying the crew on the ground to secure the area and call for a tactical recovery unit. Unfortunately, it will be impossible with the current damage system.
    “You cannot finish a character wearing a helmet with a single sniper shot, but you can use the same weapon to destroy vehicles & aircraft in three shots is contrary to intuition and rational expectation. Vehicles & Aircraft shouldn't be susceptible to small arms fire to cause destructions, but the combined arms of high rate fire support and explosives weapons should cause fire & destructions like Ghost Recon Future Soldier.”
    Developers also underestimated Armor Personnel Carriers (APC) and other armor vehicles by making them too susceptible to small arms fire just like GR Wildlands and defeat the purpose of having explosive weapons and high rate fire support weapons, and just like Wildlands APCs are still unusable by the enemy.
    Armor vehicles should’ve been impervious to small arms fire in the game. When TAKING DOWN, the weapons in question should either be combined arms of high rate fire support weapons, explosive weapons, or a swarm of drones. It should be challenging, and it should take a considerable amount of time for armor to be severely damaged by small arms fire including Anti-Material Rifles (AMR) without combing explosive weapons. At the very least, developers could’ve made them more impervious to small arms fire in the most severe difficulty (realistic difficulty) in the game.
    Military Helicopters & Armor Vehicles should be robust, reliable air/ground support in most situations and shouldn’t be easy to takedown without explosive weapons; they should’ve had battlefield capability and delivering enemies on the ground while maintaining a high sustained rate of fire support.

    USE OF OPTICS
    Developers, if you want players to use all weapon categories, then each weapons category should come with a specific accessory pertinent to that weapon category to make it valuable, unique optics to one particular type of weapons are the best choice to make it possible.
    For example, SpecterOS3.4x also known as M145 Machine Gun Optic (only for LMGs). A Custom Sniper Optic 12x magnifications with BORS rangefinder fitted on top with advanced augmented reality visor like Future Soldier (only for .50 caliber sniper rifles). Also, incorporate the NVT scope that combines both night vision and thermal view.

    WEAPONS & EXPLOSION SOUND FX
    Weapons & explosive sound effects need some work because realistic representations of special sound effects are critical in military shooters, especially the open world. Audio designers & sound engineers need to create a layered playback system which allows altering any number of those individual weapon layers in real-time, in response to in-game events such as distance, occlusion, location, direction, space, etc..., This means that firing an assault rifle indoors should sound very different to firing the same weapon outdoors. It seems all sound effects have been prerecorded in the same area, like a shooting range.

    LMG SUPPRESSION
    If developers are concerned about players are not using all the weapon categories, then some weapons should come with a specific attribute to that category to make it valuable, relevant, or applicable to an appropriate matter. “Suppressive fire!” mechanics using LMGs need to be implemented in Ghost Recon Breakpoint to include PVP matches, while the Drones will be impervious, it will bring new tactical aspects and unseen difficulties in the game. Imagine the ability to pinned down the Wolves using an LMG high rate Suppressive fire or be suppressed by them behind cover to outflank your maneuver. Which means having vision blurred and not be able to see around cover and will have horrible accuracy when returning fire. The suppressed target will still be able to throw a Grenade blindly, but it will not be an accurate throw. Look at Ghost Recon Future Soldier’ Suppressive fire mechanics using LMGs or https://www.youtube.com/watch?time_c...&v=9g65rYvQw4Y

    STEALTH SHOT
    Stealth Shot!” action from Future Soldier needs to be in Ghost Recon Breakpoint because of emphasizing headshots in the game. Imagine your character as the ability to sneak up behind an enemy, and would automatically be aiming at his head once you got close enough you pressed the action button to shoot using a suppressed firearm; your Ghost would catch the body as it fell. Look at Ghost Recon Future Soldier: https://www.youtube.com/watch?v=q-WIQ6UdEYk

    AIRSPACE RESPONSE SYSTEM
    Developers could’ve implemented enemy AIR TRAFFIC CONTROL (ATC) and RADAR TRACKING that will give the player perception of being in a hostile airspace environment like a real special operations pilot behind enemy lines. For example, when the player overuse and abuse air transportations, as a response, the airspace would become very restricted with the AIR DEFENSE IDENTIFICATION ZONE (ADIZ). At lease, implement the AIRSPACE RESPONSE system on the highest difficulty (realistic difficulty) with unique rewards for Tier One operators.
    Consequently, the player would have two choices, flight below the radar using new flight mechanics or find flight plans and information for routes over the Air Defense Zone on the map as a side quest mission. The flight routes would be in the HUD for the player to follow, and any route deviations would be suspicious, and drones would dispatch if you fail to respond to warnings, the ATC would send ground troops in non-landing zones the player decides to land. Crashlanding aircraft will cause a large explosion that should attract Wolves in the area from hundreds of meters away and closing in.

    TACTICAL MARITIME ENVIRONMENT
    Enemy NPCs don’t have any ability as a team to operates Small unit riverine craft(SURC) and Combat Rubber Raiding Craft (CRRC). Ghost Recon Breakpoint needs maritime support activities in other to implement and create tactical gameplay elements in that climate such as Visit, board, search, and seizure (VBSS) to make the player feel how it’s like to conduct special maritime operations behind enemy lines.
    Therefore, developers could implement maritime RADAR TRACKING MECHANISMS which will give the player a phycological feeling of been stalked in a hostile climate. Create a Sentinel Patrol Vessel to board, marine Alerting System , a Coast Radio Station, unfriendly Villagers Fishing Boat narcotic activities that will warn Sentinel of your presence, a Coastal Radar Surveillance Traffic, a Ship Security Alerting System and Sentinel Seaport Security elements that will react to players coastal and riverine activities, a harbor and inshore patrol of security elements that includes an underwater shockwave emitter that can force players to surface, stun or kill them. Above water & underwater net barriers could be implemented for the player to use a blowtorch to infiltrate secure maritime facilities.
    One of the worst things about Ghost Recon Wildlands was no NPCs were using any of the boats, no patrol boats, no drug-smuggling boats, and not even fishing boats, no riverine traffic.

    THE AZRAEL DRONE
    The Azrael is designed to scan the world from the sky, so it can send a patrol of Wolves to a location if it spots any threats. Instead of spawning the Wolves on top of the player they should've appeared within the maximum distance of their visual and hearing senses, hundreds of meters away from the player to make them seem they are tracking and analyzing the terrain, patiently using the four F's of combat; Find the player, Fix on his position, flank the player and Follow-through like Brothers in Arms.
    The Azrael drone should have the sensory capability to spot any massive explosions causing by the Behemoth, aircraft, and vehicles anywhere on the island and should be closing at the explosion sites to investigate. The Azrael should also be able to use of tracking system like the Heatmap photo imagery tracking to track the player most visited areas such as the Bivouacs and would spawn Wolves within hundreds meters away of campfire sites to pick up on your tracks when you break camp or "a dusk-to-dawn curfew" forcing you to be more evasive when selecting Bivouacs and desired time before breaking camp.
    The Azrael drone should also have a gunshot detection system that triangulates and conveys the location of gunfire or other weapons fire system using acoustic, optical, or potentially different types of sensors, as well as a combination of such sensors, consequently shooting at the Azrael should always give your position to the Wolves not too far away.

    ADVANCED A.I. TEAMMATES
    BLENDING A.I. AUTONOMY & CONTROL
    Aside from the original Ghost Recon and Future Soldier, players but too often use the A.I. team-members as glorified bullet fodder, shoving them into open spaces ahead of them to test the enemy response and blame the A.I. when it fails.
    The open-world gaming environment is exceptionally complicated and unpredictable with too many variables, there’s no amount of A.I. programming capable of foreseen difficulties, then adapt, overcome, and improvise on any situations like a real human would, not even when the A.I. bend the rules and cheats which seems to be the workaround for the autonomy of most A.I. companion given the limitations to their pathing ability, but it doesn't have to be that way, it should’ve been players' lack of control and of decision making that is exposed rather than A.I. teammates limitations and behavior pathing ability. The genius of the original Ghost Recon in making the A.I. seem believable and real was that they took on the intelligence of the player when the player uses buddy-swap to override shortcomings by taking control of the A.I. characters. Your A.I. teammates are not as intelligent as we like to think they are. Of course, they aren’t, they couldn’t be as artificial, and although they do an excellent job of creating a believable scenario and dealing with a lot of situations. Because their intelligence is fake, they don’t understand their failings nor can they learn from them, but the player can.
    Blending A.I. autonomy from Future Soldier with the control of the Original Ghost Recon, the player will associate the A.I. mistakes with their own decisions not those of the A.I. and learn to do better. Also, of course, they will associate success and overcoming challenges as something they achieved for themselves. Look at: Ghost Recon Special Operations Manual page 38. "Even the most advanced sophisticated automated systems in the world have an override system. Why your A.I. teammates should be any different?”
    The original Ghost Recon had a reliable and straightforward Command Interface and ROE system optimized for lager open-terrain (semi open-world) by giving the player hot-swap capability and set pathways and waypoints for the fireteam to follow and carry out specific actions, it was adequate in providing a considerable amount of tactical variation and depth in tactical gameplay, and if the A.I. was failing players would buddy-swap to override their shortcomings. In Future Soldier, the A.I. had full autonomy with a minor command; if developers implement both systems to synergize with each other, it will resolve must A.I. behavior issues and pathing abilities.
    I have never understood why both features and mechanics are absent from the franchise. ROE is practically synonymous with any game that has “Ghost” and “Recon” in the title; the whole GHOST RECON concept is around a team of Special Forces being given operational control and autonomy over their own ROE in the field. Those tactical features don't affect players who don't want to use them but are sorely missed by those who do. Look at Ghost Recon Breakpoint, https://youtu.be/XvHGqvV0qRg In the alpha gameplay footage, the swapping between player's perspectives look like Ghost Recon Breakpoint was going back to the original game when you could buddy-swap with your A.I. teammates if you wanted it... Imagine if developers implement the hot-swap and waypoints features from the original with the autonomy from Future Soldier.

    DRIVING & PILOTING
    BLENDING AUTONOMY & CONTROL WITH DRIVING/PILOTING SKILLS

    When it comes to driving & piloting, perhaps the most apparent difference between the single-player and co-op experience is missing out on operating a gun turret or leaning out of the window and shooting from a passenger view. Just about every other A.I. character in Wildlands and Breakpoint can drive vehicles and fly helicopters, but your Special Ops Ghost-Team cannot.

    Developers know that due to the A.I. limited algorithm or pathing abilities, they will never be able to drive or piloting the way we want. Instead, developers could implement new driving/ piloting mechanics that will give the illusion they are operating vehicles/aircraft by giving single players the option to drive or piloting from the gun turret or passenger seat in the third person over the shoulder view. Here’s a good example: https://www.youtube.com/watch?v=KtPO...&index=35&t=0s https://www.youtube.com/watch?v=lHTz...-W17J&index=35 https://www.youtube.com/watch?v=zOO-...-W17J&index=38

    ROCKET LAUNCHER
    The RAT4 rocket launcher or Rocket-Assisted Targeting 4 should be a Multirole Weapon System capable of firing four distinctive ammunitions the player has to equip. The RAT4 should be able to fire four distinct ammunitions as the name implies:
    • A high-explosive anti-tank (HEAT) round use against main battle tanks. The HEAT is less effective against Behemoth Drone tanks due to the use of composite armor, explosive-reactive armor, and active protection systems developed by SKELL TECH.
    • Illumination round for night ops. The illumination round is an illuminating star shell, suspended by a tiny parachute; the star shell burns for 30 seconds while producing daylight brightness providing a 100-meter diameter area of illumination in the game.
    • Smoke round delivered thick clouds. Upon bursting, these produce dense clouds of smoke that linger for a considerable period and provide excellent concealment.
    • And Electromagnetic Pulse (EMP) rounds.

    INTEGRATION OF SMOKE
    I can’t stretch this enough to the developers how much players desperately need combination and application of tactical smoke for all Ghost Recon Operators. The proper combination of smoke into battle is critical to both in the offensive and defensive roles. Smoke is on-demand concealment that allows our operators to be ghosts in mist and mask their movements, deceive the enemy, mask the enemy's observation.

    SMOKE VARIETIES: In addition to smoke bomb-carrying by the panther class. Smoke should come in more varieties in Ghost Recon Breakpoint:
    Handheld smoke grenades. These can provide the right amount of smoke for a minute or so and thrown several dozen meters. Ghost lead should get an extra amount, as do the team medic.
    Grenade launcher smoke rounds. Often referred to as 'ground markers,' these are not strictly intended to be used for concealment but can do the job nicely in a pinch. Ground markers, launched from the grenade launcher, can be used to mask the enemy's observation from a distance.
    RAT4 Rocket Launcher smoke rounds. The smoke should come in the form of dense clouds that linger for a considerable period and provide excellent concealment against drones, snipers, and a group of enemies, or small blind camps.
     7 people found this helpful
    Share this post

  2. #2
    ArgimonEd's Avatar Senior Member
    Join Date
    Dec 2017
    Posts
    4,031
    Really loved all of your suggestions.
    We share a common opinion.
    +1
     1 people found this helpful
    Share this post

  3. #3
    +1

    The only thing I'm iffy about is the dedicated weapon attachments. We already have that to an extent, and it's one of my larger complaints about the game.
     1 people found this helpful
    Share this post

  4. #4
    Another great thread although it is highly unlikely they will implement it, what a great game this could have been if they had done more brainstorming.
     1 people found this helpful
    Share this post

  5. #5
    DASWEETDUDE's Avatar Junior Member
    Join Date
    May 2012
    Location
    Australia
    Posts
    13
    Some really good points and ideas made for this game. When l look at GR and even R6 the foundation in which thoae games were built on were tactics,stealth,teamwork,co-op operations that required thought into how the situation will be approached by your team. When l played GR wildlands it was a fun game but lacked alot of what was mentioned in this thread like the cover system. It was better implemented in the Division 2 than it was in GR Wildlands but alot.of divisions game play become very repetitive .Rainbow was always a first person shooter when Tom Clancey made it only time it changed that style was in cover in vegas but gping back from the early rainbows they required alot more tactical based game play as did Ghost Recon. There are alot of good features implemented into Breakpoint and l hope it turns out the game we all hope it to be the closed beta was decent it still had alot of the wildlands features but it added some good ones like covering and blending in with the mud and scenery to stealth away from enemies if a fall back was needed and a different aproach. I like some of the ideas that were posted by Repman as they are thought through with some good solutions and ideas to improve GR Breakpoint as it has the potential to be a game of the year but where it's at for now we will see when the beta servers open today.l know GR Wildlands felt alittle more tactical on PC then when l bought it for my xbox one x so hopefully that gap is bridged also giving a more fluid game play experience from controls of your operator to vehicles.Look forward to seeing yas in game and hearing and seeing what people feel as well as hunting down some wolves.
    Share this post

  6. #6
    +1

    A lot of real good ideas and concepts!
    Share this post

  7. #7
    What dedication,

    and after some hours in the beta, I could no more agree to all that suggestions ...

    For god sake, a little bit "more" ARMA and less loot shooter feelings.
    __________________________________________________ _______
    Share this post

  8. #8
    Excellent post and very good ideas which actually make sense. These are the posts Ubisoft need to pay attention too and benefit from.
    Share this post