That's disappointing. If there's one tactic that should not reveal your position, it's the use of a remotely detonated explosive.Originally Posted by MikeWeeks Go to original post
That's good to know... thank you!Originally Posted by Rivverrabbit Go to original post
I really don't see what difference an M4 would make over the 416. I Ubisoft isn't telling us barrel lengths. The standard M4 is 14.5" and so is the standard 416.Originally Posted by MGX593 Go to original post
1/8 speed is as slow as the player will play it. Though I can, and did manually move the video ahead one millisecond at a time to find the precise(as possible with frame rate) point of shot and impact.
I also used the published M4 speed, 922m/s not the published HK416 speed 945m/s as a baseline.
If the ballistic speeds were off by just a little bit, I wouldn't even bother to be honest. However, when we are looking at 1/3 speed(on average) they are so far off, I really don't see the point of testing it again.
I did my best to find the precise point of shot and impact to within a millisecond. The velocities weren't off by milliseconds or even centiseconds, they were off deciseconds. When a bullet should traverse a distance in 5 100ths of a second takes 2 tenths something is seriously off.
Another bad design IMO from the open beta was:
Advancing in a mission by dying. This took place when attempting to access the secret underground lab. After discovering that there were two ways in, I got careless and ended up dying; the re-spawn placed me just past one of the entry points (no spoiler for anyone reading who didn't play the beta and plans on acquiring this game).
The game should have spawned the character just outside the location with the two options available (and showing on the map depending on your HUD options).
I agree with the majority of what was listed. Just a few things to add...
I badly want to make a statement about alerted enemy bullet sponging, but I won't because the fault is on me for deciding to play the game without managing gear scores, gun upgrades, and RPG perks on clothing.
Aside from that...
Camera vs character = With the current setting, my character cannot walk or crawl backwards unless aiming is applied.
Movement speed while aiming = Needs to have full range of character motion/speed. I don't know what the obsession is about keeping character movement at slow speed when aiming in Wildlands & Breakpoint.
Area of effect from grenades and mortars = Tone down the opacity of the red highlighted areas on the ground. Have an option in the HUD to turn it completely off.
Improve Dynamic Responses = I noticed as the player progresses, some civilians and enemies will have discussions in response to the player's progression, but enemy security levels remains the same. Make me feel like I'm actually being hunted. Increase enemy troop numbers in provinces that a player puts too much focus on. Put troops on foot, on 4 wheelers, in boats, etc and actually have them patrolling the wilderness rather than sitting stationary.
Enemy air superiority = Why is it when I'm flying a helicopter, I'm the only one in the air all of the time, but when I'm trekking through the woods, helicopter patrols and UAV fly overs are always a threat?
I could go on, but I need sleep
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Ha. That’s such a good point. It’s hardly a quiet encounterOriginally Posted by NeroeBlue Go to original post. LOL. Where are the Wolves when someone is pummelling their tanks?!
It looks like the day 1 patch addressed a few items on this list...
- Gun sounds
- AI detection
- Stability and optimization
https://ghost-recon.ubisoft.com/game...01-patch-notes
Still a long ways to go. Hopefully patches come fast and furious.