I enjoy the stealthy approach to the game. However, I feel like it's still missing some key components. Take note: this is my first take in the Ghost Recon franchise and I usually play solo.
I believe they should implement a way to do MULTIPLE CQC takedowns instead of waiting for the animation to end in order to move on to the next enemy. At times, enemies walk close together. When you initiate the first takedown, the second enemy has been alerted and starts to shoot at you while you're taking down the first. I feel the transition can be a lot smoother.
Suggestions:
- Maybe implement an order system (ex. enemy 1, enemy 2) takedown.
- Shorten/change the animation takedown when multiple enemies are close.
Anyways, despite the numerous bugs I've encountered, I've become a fan of the game. Looking forward to what this game has to offer.
Yes.... Action see in the trailer with nomad engaging multiple target is impossible in game.....
The only way for cqc multiple engaging is walk cose to the last enemy, grab the enemy, engage with silenced pistol the other enemy and than knok out grabbed enemy.
If u move and fire fast they dont have time to allarm the other
I feel happy for you if you like the game, but this is no "Ghost Recon". The sole reason for it to bear the name is for sales apparently. Go back to Advanced Warfighter or the original GR. Way more tactical, no GearScore nonsense, better weapon feeling (my oppinion) and better AI (again, my oppinion), also AI more fitting for the maps and no open world but actually elaborated levels. The story is also not that disconnected. And most importantly: First person view.Originally Posted by I_H0TR0D_I Go to original post
Just a suggestion ^^.
That aside, the "order system" you suggest is basically the mark & execute system from Splinter Cell conviction and Blacklist. Could work, but would make the game even more easy.
As for the shorter animations, I totally second that. The animations take way too long, especially when taking out surprised enemies.
Farcry does chain take-downs beautifully. I've died more in Breakpoint from long-winded animations than any other game I've ever played.
Turning off the Power: From crouch, I suddenly stand bolt-upright and switch it off like I'm taking something out of the oven, then a pause for no reason at all and I crouch again, get detected and die.
Climbing a ladder: Pause at the ladder while I press the button, I grab the ladder and another pause, get detected and die
CQC: get detected and die during that one so much it isn't funny anymore.
Prone camo: once you start it there is no backing out if the enemy is too close, get detected and die.
Breach a fence: Stands up from crouch and looks at the fence for a while before starting the breach, breach finishes with a pause and my guy eventually crouches again. Too late, detected and die.
All the animations in this game can be so much better if they stopped the standing, the pausing and just added fluidity. Division 2 does its own animations brilliantly and they're fast and fluid with perfect precision. How can Breakpoint be so off point when every second matters.
Yes, I'm exaggerating a little but you see my point I'm sure.
Totes agreed. As it is now, if I'm following a 4-man patrol and want to take them out with melee, I'll just noisily stab the first one, be detected and have to rush the other 3 one by one to execute them, and probably die. Instead I should be able to either silently knife them one by one without being detected or engage the enemy squad in CQC and kill them all with some sort of chain-kill system. Or ideally be able to choose between both.
Takes down 2 targets silently wouldn't be that bad, but chain killing as in FarCry would be too much for this game. IF they still want to pursue realism in this game, which is kind of hard to find right now, it should be 2 takedowns max. Shorter animations would be better, swift knife to the throat with a finish is more than enough to immobilize a target. Not going all stabby stabby because it looks cool.
Even though you (Nomad) are the best of the best, multiple opponents is tricky if you go for realism. I personally like the aproach of pistol headshot of the first guy, melee takedown on the second, that's how I always do it.
Multi-CQQ? No thanks. However, it would be nice if the game didn't always force you into some long drawn-out stabbing animation. I mean it makes sense if an enemy has detected you (thus naturally struggling).. but if you stealth-stab an enemy? Stealth Stabs should be much faster.