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  1. #31
    Originally Posted by NeroeBlue Go to original post
    If you attack a behemoth and after 10 minutes you are still shooting at them ... in a hyper-technological island nobody comes to investigate? At least one check to see what happens, is it possible that no alarm is triggered?
    Originally Posted by Virtual-Chris Go to original post
    Ha. That’s such a good point. It’s hardly a quiet encounter . LOL. Where are the Wolves when someone is pummelling their tanks?!
    Actually that isn't strictly true.
    Most of the behemoths in the OTTs and Closed beta were in relatively secluded or remote places, but one of the Behemoths in a new province (New Argyll i think) available in the Open beta was somewhat close to a road.
    On one occasion I engaged it with a full team of four. I was on long-range support and saw patrols passing on the road getting alerted and move towards the fight. While the rest of the team were fighting the Behemoth, another team mate and I were keeping the patrols off of their backs and right flank.
    Now the patrols weren't Wolves specifically sent to reinforce the Behemoth in trouble, but I'd say this is working just fine. Adding QRF reinforcements might be too punishing for solo players who just aren't able to maintain a secure perimeter and engage the threat at the same time.
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  2. #32
    Virtual-Chris's Avatar Senior Member
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    Originally Posted by mesh_actual Go to original post
    Actually that isn't strictly true.
    Most of the behemoths in the OTTs and Closed beta were in relatively secluded or remote places, but one of the Behemoths in a new province (New Argyll i think) available in the Open beta was somewhat close to a road.
    On one occasion I engaged it with a full team of four. I was on long-range support and saw patrols passing on the road getting alerted and move towards the fight. While the rest of the team were fighting the Behemoth, another team mate and I were keeping the patrols off of their backs and right flank.
    Now the patrols weren't Wolves specifically sent to reinforce the Behemoth in trouble, but I'd say this is working just fine. Adding QRF reinforcements might be too punishing for solo players who just aren't able to maintain a secure perimeter and engage the threat at the same time.
    Yeah that’s fine, but wouldn’t some central alarm trigger at the command center signal a Behemoth is under attack and get some attention?

    I mean they have these incredible autonomous tanks, but no Comms, or surveillance? It makes my brain hurt.
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  3. #33
    If this weren't a game, I'm 100% it would and all the nearby forces would immediately converge on your location, set up checkpoints, cordon you off, hunt, corner and kill you.
    But then this wouldn't be a very long or a very fun game
    Hence a healthy balance between realism, fun and suspension of disbelief is required.
    I think they nailed that for this particular instance, much like the Azrael (Reaper) drone not simply dropping a Hellfire on your head and bringing your adventure to a very quick and realistic end.
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  4. #34
    I had almost every single one of these bugs/glitches also...
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  5. #35
    Flanker1Six's Avatar Senior Member
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    @Virtual Chris & Bone-Frog----great posts! +1

    My BIG peeve is the lack of rel world muzzle velocities and ballistic drop they promised in their PR Campaign! Oh yea; and the goofy stuff like not getting per weapon calibers right in the store or in the game world, and the totally bleeped up weapon balance; both within weapon type (same cartridge, same barrel length--different penetration and damage factors), and not getting the caliber barrel specific damage and penetration right either (7.62 x 51 Mk 17 does the same damage and penetration as the 5.56 x 45 FN 2000). Jeezo Pete!!!!!!!

    Maybe it will get fixed, or at least improved.
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  6. #36
    Flanker1Six's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    A specific test which I classify as bad design:

    Turned off a generator at night; got the warning of power outage and thus NPC re-action. Had laid a mine right in front of the entry to the generator. Investigating NPCs arrive and start to search, one triggers the mine; surviving NPCs immediately take cover. At this point everything is fine. THEN after a short period the remaining NPCs make a beeline towards my hidden position. Observing how this would play out via the drone, I displace to another location prior to any contact. Only upon reaching my former position do the NPCs start a search pattern.

    So it appears when it comes to an explosive device the NPCs are coded to know where the player happens to be at the time of the explosion.
    The Sentinal AI is coded for an especially good sense of smell; allowing them to unerringly locate us when we're upwind of them!

    I hear as an Ubi Store micro transaction; we'll be able to purchase PMC scent neutralization spray (like deer hunters use to hide their scent) though. It's a variation of the hide from the drone aerosol the Panther class gets.
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