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  1. #1

    Ghost War and More

    I played as much PvP as I could during this round of the beta. Here are some of my thoughts and experiences.

    Bugs
    Snap to Cover
    There was a lot of inconsistencies in now Snap to Cover behaved. Sometimes it worked. Sometimes it didn't. One thing that I really liked when it worked was when I aimed around a corner, there was a tilt to the view. That was a good improvement over wildlands. Sometimes, while snapped to cover, I would try to use switch which shoulder I was facing over to look around the other direction, and it would not switch viewpoints.

    Toxic Gas Drone
    Often, I would have a drone in the air, and I would see 1 Gas Canister available, but have no idea how to activate it. Eventually, I did figure it out, but there were several times where I would see an indication that I had a gas canister available, but I couldn't activate it. It seemed like I always had to have at least 2 drones before it would actually work. It would be nice if we had an option for a smoke canister instead of just toxic gas. So, either the indicator suggesting I had a gas canister available was giving me a false positive, or else the activation button was not correctly activating.

    Field Medic Technique Issues
    1) As soon as I deliver my payload of health to a downed ally, my drone exits, even if I've got enough battery left to use it for more scouting.
    2) If a downed ally was in any sort of grass or bushes, I was unable to target them with my healing drone. Even if the body was partially exposed, it still didn't work. In one instance, both legs of the body were clearly visible, but I couldn't activate the technique on the target. In the worst instance, there wasn't even any grass. The body's head was phasing through some concrete slab, and that was enough to stop me from using my medic drone to revive my teammate. I'd be ok with solid objects like walls and such block the drone from targeting a body, but grass should not, and neither should the position of a body next to a concrete wall.
    3) I wasn't able to target a live ally to restore health with my medic drone. I was able to do this in PvE in a prior version of the beta, and I was hoping to see it in PvP as well.

    Lobby Assembly/Matchmaking
    1) I only saw this once, but it looked like there was an issue where if you tried to join someone who was already in a match, it would disconnect them. Sadly, I forgot to test this again.
    2) Connection issues were abundant during the Open Beta. I'm going to credit them to just working out the system overall during the beta, but hopefully, it won't be as bad when the game goes live for real.
    3) The method to leave a match was a little confusing. I and several of my friends had to close the game entirely multiple times to leave a lobby, because we were trying to leave a match with the squad intact, and I just didn't have enough time to go through the entire button sequence.

    Suggestions
    Finding Consumable Gear
    I like the idea of finding consumable gear throughout the map, but I think it needs one little tweak. I would suggest that when you first load in, you have 1 of each consumable item you selected during loadout. After that, we have to find additional gear throughout the map.

    Class Technique
    It takes too long for the Class Technique to become available. About half of the time, the match was done and over before it ever became available, and this is even with maxed out skills and perks towards technique cooldown. Either we need to have our technique available at the start, or else the cooldown needs to happen faster. What is the point of being a Field Medic, if I don't ever get to use my medic drone?

    Shrinking Maps
    I'd rather we did away with that. There are enough games that use this mechanic. Ghost War doesn't need to follow the pack in that respect. The point of the shrinking maps is to stop each round from ending in a draw. We have a different mechanic to deal with that, in the form of the surveillance system. The only time a match should end in a draw is if both teams are playing so passively, that they both allow it to end that way. If they want to avoid ending in a draw, all it takes is more aggressive attempts at activating the surveillance system. Shrinking maps solves a problem that we don't really need solved.
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