Feedback:
AI is horrendously bad. Why remove the ability enemies had to be suspicious from catching a glance of your character? Nevermind the fact that I can sit at the top of a guard tower and kill enemies with a suppressed weapon until the base is cleared so long as no enemy fully detects me. It doesn't matter if an enemy gets dropped just three feet from a buddy of his, there is still no threat of being detected, because climbing a ladder in a tower 10ft from where the enemy is located is apparently impossible unless they actually detect you. Range of detection is also a problem, the enemy's ability to detect you needs to be extended past whatever it is currently at because it is too easy to move around without even the threat of being detected. Human enemies need to retain the ability to investigate an area upon catching a glimpse of your character. Bases need a point where it will go on lockdown and an investigative team or teams will be sent out to clear the compound building by building until it has been checked over. Or they could respond with requesting for drone surveillance over the base to make certain that whomever is killing off their guys is not in fact just sitting at the top of a guard tower wondering how and why stealth is now so easy. There is no reason for the enemy force to go back into a state of “all is normal” after 5+ have been killed off on their base and their bodies have been discovered. I’d even be alright if some enemies did constant radio checks and if the guy you just eliminated has his last known investigated when he fails to check in. This is an area where you can go more in depth to differentiate your standard grunt from the wolves to mix up the game experience. As for the drones and other robotics, I would still keep them at requiring full detection before responding. Reasoning for this is that I am biased and believe the robotics are overly used, personal preference really. It also further creates the danger of dealing with human enemies who can reason as upposed to a machine that is programmed.
The ability to modify your appearance is fairly clunky as well in how you can not modify the color just by simply pressing a button on the items currently appearing under your gear, accessories, and appearance tabs. Instead you have to go into each individual item classification and then have access to further modify the appearance of your ghost. But I have to say that I am impressed with the amount of items for customization, could be a few more, definitely wanted to see more gear actually slapped on to your battle belt and plate carrier, but still, well done. Now if only I could actually change the color of the “Fixit Pants”, not sure why there is no option for different colors on that said item, or any others that have an unchangeable color. That said, it is infuriating with the limited starter options of changing the gear and its colors. Why are the only camouflage patterns readily available for use the ABU digital tiger and M05 woodland? Yet we have 4 options of plaid of all things. Multicam, the most universally used camouflage that I can think of currently in one variation or another could very well be locked in the first raid and be withheld unless smiled upon by RNG. Again, how do you come up with the decision of locking away something so commonly in use and making it a lootable item and possibly further tucking it away behind a raid? Then there is how you start the game off. Being part of the ghosts and going to an island with the most advanced tech in the world, it makes no sense that your character as well as other ghosts are going in looking like a group of kids heading to a paintball park. I guess this goes towards embracing the RPG aspect of the game where your character, who is a member of the most elite special forces in the world, should look like a bum until you earn a few ranks. You should have full access to deck out your character in the gear (weapon, clothing, camo, etc...) exactly from the start, but be limited to that gear until other stuff is discovered on the island.
It also makes no sense to not be able to pick up the weapon an enemy was just shooting at you with. Instead, we now have the loot and gear score. A game that is supposed to be a tense survival tactical shooter requires you to constantly inventory swap gear to the latest greatest random object joe enemy just dropped. But it’s not like the new gun that is higher ranked does more damage than the same gun at a lower level, thankfully.. I guess. Nevermind, definitely thankful for this, but it begs the question of why. The constant lootfest contradicts and persistently interrupts the player, the attempt of creating an atmosphere of feeling hunted, the entire premise of the game. Nothing brings you out of the mentality of sneaking about and survival like a flashy green icon from an enemy you just eliminated that you should immediately go to your load-out and swap gear on the fly. Everything from the glowing light from an enemy to the immediate access to a plethora of weapons and need to upgrade does not belong. It clashes with the entire idea of survival and the tension that the game should bring while playing. It does not belong, the only thing I can come up with as reasons for such a system is its popular so player retention or maybe monetization seeing how awful Wildlands store was, but that’s just my speculation. Loot has played a major part in leaving Breakpoint without its own identity as it copies a feature from other games (in game online hub *cough*) instead of refining and enriching its own playstyle.
Another thing not commonly criticized but I feel worth mentioning is the limit of four players. The trend that started among games to limit co-op to four players which Ghost Recon followed and has maintained has limited its appeal as a co-op game. Why not bring back the ability to at least run six player co-op and design missions or even raids that would require teams to split up for separate objectives that must be done simultaneously. People could kit out and embrace certain jobs among their team without being limited in number where say if someone who is sniping gets shot it doesn’t result in a “oh well… I’ll just respawn” moment. Especially given with more people there could have been at least one other person to pair up with said sniper to revive without limiting the people infiltrating a given base. I’m not asking for classes, as that is one of the last things I want implemented. I’d rather see people actively engage and communicate amongst the other people they game with in an effort to accomplish difficult objectives requiring coordination.
I’ve lost count how often authenticity or some other word conveying the same thing has been used in order to describe a Ghost Recon game, and nearly every single time from Future Soldier forward there has been some decision in game development that is so blatantly incorrect for no apparent reason that it boggles my mind. Ammo capacity for the standard magazine in the marksman rifles such as the HK G28 and the MK14 is 20 rounds, wouldn't be surprised if other rifles have incorrect mag capacity as well. I’m not even going to bother with going into caliber listings for the weapons or the ballistics which were proved to be incorrect by others. Then you have the different optics and their magnification settings, most of them set at such a low magnification that it is ridiculous. The gunsmith was a nice feature when introduced, or so I’m told, never bothered with Future Soldier. However, I was pleased with how it functioned in Wildlands and expected it to be further built upon for Breakpoint. Have the option for different stocks, handguards, barrels, type and color of upper/lower receiver, ability to mount any optic on a weapon that actually would be doable. But no, instead we now have weapon variants that dictate barrel and stock options. For whatever reason, I can’t place an ACOG on an M4 or a number of other assault rifles, what were you thinking? The ACOG is only one of the most commonly used optics for such rifles. However, I can equip an ACOG on the SASG 12 shotgun… seriously, what were you thinking? Did I miss something, I’d love for someone to prove me wrong on this, maybe it’s a loot thing and I just haven’t found the right rarity of an assault rifle to equip the ACOG. Which if that is the case then I really am lost on the logic and decision making process that went in to this game when it is readily available for a shotgun.
Movement is still not all that fine tuned either. I’ve read how others liked the delayed and more weighted movements in the prior beta and online tests, but I’d have to say that the changes made, while not looking the best perform better for myself and some others. However, I’m still disappointed in how movement is when prone. I can’t scoot sideways while maintaining my weapon hold on a given point as I could in wildlands. When climbing down ladders I typically have to mash the button to slide down the ladder multiple times before the game registers the fact that I want to go down. It is as if the initial animation of getting on the ladder negates any further input until that animation is complete. The angle at which your Ghost can slip in fall downhill is also laughable and the same can be said for how your Ghost reacts when going up some incredibly minor inclines.
Honestly this game is an illogical mess of ideas that do not mix and support or even reinforce what was previously advertised and what historically Ghost Recon has been. Removing the entire gear score aspect of this game would improve it tremendously, something I have hopes would not be too difficult due to gear score being ignored in pvp. There are things that I think would honestly be great features in a ghost recon game, but there is so much in Breakpoint that I strongly believe does not belong. Bugs are still an issue, but that is not much of a surprise given the state of Wildlands as well as the scale of such a project. I hope for some much desired changes in this game, but am not expecting anything drastic. As it is, it’s not really the game for me, though I could see myself picking it up if some of my friends do eventually, but if you enjoy what was made then that is great for you.
Questions:
What is the plan for this game when support ends? Will a final patch be made so that offline play is finally available, or will the product people played and spent money on no longer be available to them? Is it possible to implement offline game mode after the game launches? Is the roadmap for this game set in stone to where you are legally obligated to continue support and at least fulfill everything currently on the existing roadmap or can you abandon plans that have already been mentioned and in the works? Is there any timeframe for when AI teammates will be introduced?
If you read this mess then I have to say thank you for your time.
I don't think suppressors should be more difficult to obtain, but instead they should better balance the effectiveness of how quiet a suppressor makes a given weapon. Take any assault rifle that is suppressed and fire it within 15-20ft of an enemy should still provide a detected noise that would at the very least cause the enemy to come investigate the area of the shot. The only exception to this in my idea would be a rifle in 300blk. Make the same shot with a suppressed SMG or pistol, should remain absolutely silent in the given example. Give more reason to equip and utilize close quarter weapons in a close quarter environment.