What happened to the guy who did the NVG effects in Wildlands? Did you sack him? Using NV in Breakpoint actually confers no tactical advantage, just makes everything blurry and green. NVG's also work by amplifying light sources, although you wouldn't have thought so from playing this title; looking at a light source at night doesn't wreck my vision, absolutely nothing happens at all in fact - looking at a light source should be uncomfortable, putting them on in the day should be downright unplayable.
Another thing, this is a tactical, survival shooter right? Shot down behind enemy lines, scavenging for supplies etc. Why wouldn't you tie NV to actually physical goggles instead of it being a skill upgrade. Is Nomad a cyborg?
F*ck.

I also like how the benefits of attacking an enemy base at night are completely stripped away compared with Wildlands. Sneaking in at night conferred a real tactical advantage because the AI had a day/night cycle. Wait till the sun sets, some of them go to sleep, others congregate in the mess halls or play cards or whatever leaving a skeleton crew on guard duty and increasing your chances of stealthily completing objectives.
In Breakpoint, apparently Nomad isn't the only cyborg because nobody from Sentinel ever sleeps. Or sits down. Or relaxes for 5 f*cking minutes. It really would be helpful in a game where the single player experience consists of sneaking into bases with 30 odd enemies milling about, if at least half of them actually went to sleep at night so it actually felt like there was a point to the day/night cycle.

Also, I really feel as if the ranges at which the AI detects firefights should be drastically improved. I got into a blazing gunfight with a Sentinel patrol and a squad of Wolves with their drone were camped out on a small hill overlooking it, well within visual range, and they just vacantly stared off into space as their colleagues were wiped out. Doesn't make sense.
In Wildlands, if you got stuck in too long of a gunfight, the AI would call for reinforcements via radio and suddenly you're dealing with a map wide alert status and quickly start to become overwhelmed by enemies.
Despite there being a Sentinel motorbike patrol every 200 paces, apparently nobody's radios work in Breakpoint. Why isn't there at least a local alert status effect during firefights? Get stuck in one, all enemies within x range get alerted and start to head to your location. The longer the firefight/more enemies you kill, the wider the alert status. Get stuck running and gunning for too long and have to contend with half the population of the island flying in to kick your head in.

There should be a risk/reward feeling with choosing to engage in gunfights, not whatever's going on now. Why bother sneaking past enemies when f*ck all happens if I don't?

The more of this title I play, the more disappointed I am at the lazy, lazy design. What's baffling to me is that it seems a lot of the issues being reported by players were fixed in Wildlands. The issues above certainly were. All you had to have done was take the systems you'd already designed and created from Wildlands, BUILD ON THEM, throw them into a shiny new engine and tadaaaaa - you've already got a game which will please the more tactically minded fans.
I just don't get what happened with this title.