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  1. #1

    My findings! Bugs, feedback and suggestions.

    Heyo anyone and everyone,

    I've been playing this game since the early stages (Alpha) and I've seen this game grow slowly but steadily when it comes to feedback. I know a lot of you have reservations and strong opinions about this game, but when it comes to complaining I found the best way is to put that frustration into constructive criticism. Since day one I've written down all my thoughts, all my feelings, my concerns, and my findings on this game. The result is listed below. Keep in mind that a lot of it is regarding my perspective on what this game should and could be and I hope it can be appreciated. Most of all, I hope that the devs will read this and understand that I've spent a lot of time and effort into this.

    P.S. forgive me for not removing all the typo's and correcting the incorrect grammar. I was exhausted after typing this. xD


    I hope everyone can appreciate it!


    Kind regards,

    Kermit Rope



    BUGS & GAMEPLAY (PvE and PvP will be mentioned seperately)

    Player VERSUS Enviroment
    - Certain areas (unspecified) still give random FPS drops.
    - Main mission “The enemy of my enemy” clue is missing, but shown on the map.
    - Some female npc’s have male voices (grace maddox) when aiming at them of driving by closely.
    - When playing a female character, often referred to as HE in conversations.
    - Subtitles often show different words than used in the actual conversations.
    - Talking to Haruhi Ito about project Deus does not give you the clue to resolve the investigation.
    - Some destroyed (non-combat drones do not explode instantly when destroyed, you have to wait 20 seconds before you can loot them.
    - Mines trigger when enemies are in proximity but behind a wall.
    - Climbing a ladder is slow. It only works when already moving forward and holding space.
    - P45T keep appearing randomly in the inventory and cannot be sold, only dismantled.
    - Some weapons turn red at the vendor when a similar item is being sold.
    - Vehicles “pushes” corpses instead of running over them.
    - When you “dodge roll” towards and edge of a building or cliff you seem to be hitting an invisible wall.
    - When a person stands on a car instead of being actually seated in the vehicle, it doesn’t register them being on the car, it just moves out from under them (same with any vehicle) often killing the player (or sometimes mission npc’s) in the process.
    - The half mask apparel cannot be used in combination with glasses or goggles when I assume it should be.
    - Biometric doors can be opened when carrying a corpse. Not sure if it’s intentional but I’m pretty sure that’s not how biometric doors work.
    - Part of the “bra” visible on the right side of the chest when the female character is wearing a tanktop.
    - Lootable gear and weapons appear on map when already looted when using drone or M for map.
    - Standard vehicles spawned from the bivouac often spawn with random colors which defeats the purpose of them having the standard color.
    - EMP grenades are referred to as jammers when looting. It’s incoherent.
    - Some visual looks not appearing in cutscenes (facemask/glasses for example).
    - View distance of npc/enemies too low.
    - When aiming at +400m it often gets very blurry and almost impossible to hit or even see a target.
    - Collect stash info in Sinking Country says “do not translate” 3 times.
    - Killed npc’s (while driving) often step out of the car and them drop dead.
    - Rewards for many (not all) side missions feel very underwhelming considering the effort that has been put in.
    - Backpacks and vests have “floating” components when they should be more slim fitting.
    - The waistband that comes with (most) vests looks weird. Mostly because it looks like it’s floating as there is a lot of space between it and the body. I would suggest to make it slim fitting AND give the option to hide or display it.
    - In addition, the vests from the elite wolves display the same belt, when they should be displaying a different one that mathes their vest (like Walker’s).
    - Would be nice to see some more wolf related apparel like the long coats, skull faceguard etc.
    - Backpack not working properly with weapons sheathed (Tac Tailor Hydration Pack), for female characters. They are displayed straight when they should be angled. Only works with properly with Silverback Armored Vest apparel.
    - Improved Weapon Parts are rare due to no greens dropping after a certain item level.
    - Weapon calibers are incorrect for the high caliber weapons as they should be .50 and not .338 grain.
    - Players easily killed inside vehicles, even the ones that should offer protection like the incursion.
    - Lack of metal parts obtained from high end and elite weapons (still only 1?!).
    - When spotted by an Azraël drone, wolves run straight for you even when not yet spotted and not in the location of the dropped smoke. They should actually be searching for you, not rush killing.
    - C-FSP Blueprint, it says lake country, but the description says FEN BOG, airship air station.
    - Multiple collectables which say the location name where it mentions the province and vice versa. They are inverted. Too many to write down all of them.
    - Cannot ping further than 151 in PvE, but you can in PvP?
    - Sometimes civilians are spawned at objectives that are supposed to be destroyed. It often forces the player to shoot rather than use explosives (what’s the point?) to prevent civilian casualties. Either give an option to “lead” them, scare them into running away, or just don’t spawn them too close to objectives anymore.

    Player VERSUS Player
    - Sometimes the medic drone ability bugs. The drone doesn’t spawn but it prevents the player from doing any other action. When the medic drone does spawn, it says it holds two syringes, but despawns after using the first.
    - Sometimes shots are not registered. Blood spatters come off the player, but doesn’t take any damage. It probably has to do with the next “bug” that I wish to adress which is lag switching. Often players shoot around the map and are impossible to target because of it. Wether it is done intentional or simply caused by a bad connection does not remove the fact that is almost impossible to play against and should be handled accordingly.
    - Going back to PvE after having played PvP, the drone often bugs and it cannot be deployed. Relogging and rebooting doesn’t help. In addition, at times it’s the other way around and you deploy your drone when you want to switch fire modes with [X] when aiming. Another is that you are unable to use nightvision, only thermal vision.


    FEEDBACK & SUGGESTIONS (PvE and PvP will be mentioned seperately)

    Player VERSUS Enviroment
    - Starting off with character customisation. It is severely lacking when you look at the character itself. This counts for both male and female. Very few hairstyles for example and impossible to change hair color when your character is already created. To improve realism (because not every character is physically a clone of one another), perhaps add 3 or 4 different bodytypes to choose from to create a more realistic diversity. I’m not suggesting a full freedom of customisation, but a little more to choose from wouldn’t hurt.

    - Next up is the survival aspect. It is completely irrelevant to the gameplay. The canteens have no purpose because you can remove the loss of maximum stamina by simply resting in a bivouac. Also, during the actual gameplay the penalty for running out of stamina is very small, even in extreme and without any buffs to affect it. I suggest making the penalty significantly higher so that the impact of exhaustion resistance would be a valid option to choose from in the preparations. You can improve the impact by not just decreasing the maximum stamina, but also impact your weapon sway (or stability) when aiming and the recoil when shooting. In addition, I suggest a threshhold that, when crossed, causes your character to faint temporarily and leave you defenseless for a short period of time. Also, I would suggest removing the canteen as a consumable as it takes up space in the itemwheel and isn’t used often enough to make it a priority. Switching between items to use it once is just inconvenient and time consuming, but more on that later. My suggestion for the canteen is simple. Remove it as a consumable but make it a usable item (with it’s own hotkey perhaps). As soon as it’s used you’ll have to refill it before it can be used again. Remove them from the world as a lootable item to make the impact more significant.

    - Another survival aspect is the injury system. The impact of injuries is negligable as I’ve noticed I rarely sustain any injuries, even without any bonusses applied to it through gear or otherwise. This makes the bandages, which are pinned to the item wheel, basically useless since you can use syringes to remove the injuries. I have a few suggestions on the matter starting with the amount of injuries sustained. Make it so injuries are sustained much faster. When you get shot you should already sustain injuries, this will force people to play more tactical instead of going in guns blazing. Regarding syringes I suggest the following. Right now they heal to full and remove any injuries. I suggest keeping the heal to full aspect, but remove the fact that they remove injuries. Instead, treat them like an adrenaline shot (not like in PvP, but as an example). You get all your health back, but you keep the injury. The syringe gives a buff that ignores the physical pentalies you sustain from injuries for 1 minute to get to cover or safety. Once this buff has passed you’ll still have to treat your injuries with the bandages in order to remove the penalty completely. I also suggest adding more injuries than just the gunshot wounds to the arm and legs. I suggest broken arms/hands from rolling off a hill to broken legs from jumping off a building or coming in too hard for a parachute landing. Another suggestion is leeches from swimming through a swamp which, over time, reduce your maximum life (or stamina, your choice) if not removed. Shrapnel and burns from explosions are also a very realistic option, but I think you catch my drift. Also, there seems to be little difference between minor and major injuries. It is possible to make the impact greater by having trouble to walk and shoot with minor injuries to having to crawl with major ones. This also adds to the dragging/carrying of teammates which I will adress later.

    - The last survival aspect is enviroment. Right now, the enviroment such as heat or cold do not affect anything even though they should. Staying proned in the snow for too long should make a person start to shiver which should also affect how your weapon responds. When it’s hot you should be out of breath faster when sprinting and thus decreasing your stamina more rapidly. There are many different ways the enviroment can affect the way a human body responds and I think this could be a great addition tot he survival aspect of the game. Another part of the enviroment is wildlife. There are many animals walking around in the world, which I absolutely love. However, there could also be predators lurking about. There are many different biomes which could house a great deal of predators like bears, wolves, lynxs, leopards, lions, hippos, crocodiles and more.

    - Considering you’re on an island there could also be aquatic predators like sharks, and this would be a very viable option if the swimming was more immersive (pun intended). Right now it’s just surface and stealth swimming, but it would be way more interesting to be able to dive yourself and control where you go, like in Assassins Creed: Odyssey. This could be a valid addition and give more use to the breath control perk. Also, swimming should cost stamina as it would do a normal person, operator or not. It would also make the game more immersive as the player would have to make a choice of approach. In addition, there are options of aquatic drones and sentinel/wolf patrols on the water. Right now the water is just that, water. I can be used to give much more depth into the game. Even research riggs that can only be accessed by boat and helicopter would be a great addition to gameplay diversity.

    - Another enviromental problem is the climbing/scaling. It often bugs when the game thinks you hit invisible walls. In order for this to work more realistically perhaps add a harpoon launcher (to kill aquatic creatures too), which can also shoot grappling hooks to scale cliffs, walls and buildings (when going up only). This also nullifies the issue where you somestimes cannot get to loot due to a drone crashing onto a cliff, or snipers on top of a roof otherwise inaccessable if you don’t have a helicopter closeby. In addition, helicopters should be given the option to hover, even when not flying it yourself, so you can use a rope to drop down. Ofcourse it shouldn’t hover indefinitely but long enough for you to drop down. Players playing coop should always have this option when flying with a squad. In addition, when not in a vehicle it would be nice to see an indicator button of when it is possible to jump off a cliff or building when using the parachute. Right now it takes a lot effort to find a spot which actually allows you to basejump which breaks the gameflow. Another addition to the parachute would be to add a wingsuit perk. It gives players more tactical diversity and a faster way of travelling through air, similar to that in Far Cry 5. Both the wingsuit and the parachute should be available when you accidentally fall off a cliff or a building due to the clumsy movement. This ofcourse, taking height and animation to deploy into consideration.

    - It’s not rewarding or easy to be stealthy. Starting with a lot of cqc animations which take too long. When you approach someone from the front I can understand that it takes a struggle to overpower a target. However, when you cqc someone from behind it should be done in a split second and not stabbing a guy in the chest 4 times or doing a little dance before you manage to grab a person. In addition to cqc or grabbing, when you kill them you shouldn’t instantly let go of the body. I suggest holding it to give the option to drag him away and then letting go at the place of your choosing to add to the stealth aspect because it makes no sense to let them go, only to take a whole 4 seconds to pick up a body to drag him away.

    - To build on the carrying of both enemy npc’s and injured (downed) friendly players, it is too inconvenient. When a player is downed and you want to revive them, but they are too much in the open, it is basically suicide to run in, only to have a 4 second animation to pick him/her up and drag your teammate safely. Halfway through the animation you’ll be dead yourself. To make great use of the surpressing fire (which works great on enemy npc’s), it should be possible to drag instead of carry. A great example is one of the first cutscenes with Walker where he drags Nomad to cover while both shooting. This way you can surpress the enemy and drag your buddy to safety to patch them up later. The same works for previously adressed downed enemies. When you cqc someone you should hold onto them to drag them out of sight. When you shoot an enemy from a distance you still don’t want to take too long to get them out of sight so dragging them instead of carrying them would be much more practical. In order to make carrying still viable you could give a player the choice to do either, with carrying being a valid option when there are no enemies close, or dragging when you’re in a tough spot and need quick extraction of a teammate or dead enemy npc. The latter costing a significant amount of stamina to force the player to make a choice (as I’m suggesting to make the penatly for exhaustion having a much larger impact in combat).

    - Suggestions on certain items. In this case, regarding the binoculars and the breaching torch. Much like the canteen, the binoculars shouldn’t have to be equipped in the item wheel. It should have it’s own hotkey like the drone as it’s not even a consumable and it’s not going to be used much (if at all), if you have to take up a slot in your item wheel. It’s just inconvenient having to open your inventory and equip the binoculars only to switch back to another, more usefull, item in the item wheel. The same goes for the breaching torch. It’s not used often enough to be a viable option in your item wheel as there is a lack of fences on which they can be used. However, when such a situation does occur where you can breach a fence, it feels stupid to having to go to a menu to select a breaching torch in your item wheel only to switch it out for another more usefull item. This does not only break the flow of gameplay, but can also be quite killing when playing in coop. Instead, I suggest making the interaction with the fence possible whenever you have enough breaching torches and not having to equip it in the item wheel. I also would suggest adding more slots to the item wheel because of the lack of combat diversity. It’s hard to adapt to situations when you do not have your full arsenal at your disposal.

    - In addition to items I would suggest having the possibility assinging different hotkeys to nightvision and thermal vision. The fact that you have to cycle through them is more annoying than functional.

    - I would suggest a more sophisticated map with more options. Options like removing completed markers, displaying not just the geography, but the recources obtainable in (explored) regions as well. In addition, perhaps the ability to make a limited amount of map markers for favorite locations regarding loot, recources or any other reason a person could think of. Also, the minimap should have the option to zoom in. Yes, you have the option to hide markers on the minimap, but it would be much easier to zoom the minimap for people who play in close quarters and want to see their marked targets and not just all the loot that is available a 100m away.

    - Regarding the hud, there are some other suggestions. It isn’t always clear when you have which buffs. It shows you the bivouac preperations buff (not clear wether it’s gone, or not, when you’ve died) and the buff you get from rations. It does not display the buffs you get from perks (or passives) like the revivalist perk, weapon Mk1 to 3 upgrades or items used like the cloaking spray and it is unclear as to how long they will last. Examples are the buffs you get “after a kill” or “after switching weapon”. It is impossible to apply this to your own tactical advantage if you are unaware when it happens and for how long it is active. Also, it is unclear what each stat does exactly as there are no tooltips for the large variety of stats that can be obtained. Some speak for themselves, but others are unclear of what they do. A detailed tooltip of what each of the stats influences regarding movement, or combat would be appreciated. This does not have to be shown everywhere stats are shown, but at least in the page where all your bonusses are listed.

    - Regarding convoys, they do not feel very rewarding and often spawn closeby when you’re doing something completely different. It’s not always possible to track as you might not have a vehicle closeby, or it is on the opposite side of a mountain for example. First of all I would suggest making convoys more rewarding regarding loot. Especially weapon convoys, considering 1 High End weapon is worthless when you can easily craft them if you have the credits. Secondly I would suggest making them visible on the map at all times, like in Wildlands. This way, players would have an extra and tangible objective to hunt for if they choose to do so.

    - Suggestion for quality of life regarding inventory management. Starting off by displaying your inventory the same everywhere like in the shop. When scrolling through your own inventory it’s often hard to find a weapon when you have multiple weapons of the same type. Also, considering there are 4 classes (and more to come) which each a numer of 3 presets, I would suggest a stash where you can drop items that you want to keep for your presets so you will maintain inventory space for newly obtained loot. Another suggestion for inventory management would be like the one used in The Division 2, which is the option to mark items as junk or favorite. In addition, a dismantle junk button in your inventory and a sell junk button in the shop. It would also be nice to have a buy all button for consumables and a sell all button for all (or selected quantity of) items in your inventory such as gold nuggets. For example, right now I have 970 gold nuggets, but I’d rather spend my time playing a tactical shooter than selling stuff. It’s way too time consuming

    - Another suggestion for the vendor is displaying the possible stats you can obtain on a weapon or gear item. For example, I’ve noticed that handling only comes on gloves and movement speed only comes on boots, but it can be quite confusing, especially for new players. A filter option for the “weapons on demand” tab would be of great use as well. With the amount of blueprints there are, it becomes harder to find your desired weapon the more blueprints you obtain.

    - This also counts for vehicles that can be purchased from the shop. They display multiple useful stats when deployed from the bivouac, but they are not displayed in the shop. It can grealy help people to determine and prioritise the vehicles they want to buy. Other suggestions for vehicles would be to add amphibious vehicles as it is impossible to spawn boats, yet it is often more practical than a helicopter. Regarding boats, it would be nice to be able to stand on a boat without actually having to take a seat. When playing solo and driving a boat, it is impossible to shoot down a chasing helicopter (yes, I’m referring to the faction mission). For RPG (but primarily realism) purposes, it would be nice to be able to “honk the horn” of a vehicle. For the same purpose, and as mentioned in the “bugs” section, standard vehicles should have one color and not spawn some random color that you can also buy from the shop. If I want to ride a black motorcycle I want to ride a black motorcycle. In regard of motorcycles, it is impractical to spawn when playing in coop. It only spawns one, when it would be much more practical to spawn the amount of motorcycles as there are players in the game (only motorcycles!).

    - This brings us to coop and the bivouac. I love the fact that you can go into a bivouac as a group, when spawning the motorcycles we’ve noticed that even when you’re 50-70m away from it you still get dragged back in when someone else enters the bivouac. I suggest giving us the option to accept [F2] or decline [F3] as it would ask with any other group activity. In addition, when playing coop it would sometimes be a preference to spawn at the closest (discovered) bivouac instead of spawning on one of your teammates. It is an open world and people can do different things in one and the same session but are forced to go through two loading screens because you can only spawn on players. Another option would be to “give up”rather than wait or a teammate to revive you. It is often impossible (as mentioned earlier) to reach a member of your team without being killed yourself. A played should have the option to respawn faster instead of waiting a whole minute (which feels like a lot more).

    - Regarding weapons I have some feedback and suggestions. I’d like to start with the feedback regarding weapon mods. I find the amount of mods appropriate and well designed. I wouldn’t mind seeing a flashlight attachment that could blind enemies (like they do to players) when turned on. However, I find them severely lacking for handguns and shotguns. There are special perks for those among us who enjoy playing close quarters, but not enough diversity to make it enjoyable. For example, there are no extended mags, scopes or firemodes for handguns even though they most definitely exists. Also, there are shotguns that can actually use silencers (even the Benelli M4), yet they do not exist in the game. Regarding the bipod, it’s nice and all, but a bipod should be deployed actually get the benefits. Perhaps in addition to the existing bipod, it can give extra bonusses to weapon stability and recoil when deployed, but you cannot move at all unless you stand up. It should also remove your mobility to nil when having it deployed when standing up. The bipod should also be available for the Zastava and the M82 in my honest opinion. Regarding silencers, yes they reduce stopping power, but they should also greatly increase accuracy at short range due to a longer barrel, and reduce overall range (dropoff) due to loss of bullet velocity. However, the only thing that has been applied is the damage reduction. Another thing that I do not understand is how the “scout versions” (for example the AK and the 416) are considered DMR’s, but the 416 Shorty is still considered an AR instead of an SMG. Some general suggestions for weapons are the use of weapon mod presets. Allow the ability to set presets for aquired mods for specific weapons in the gunsmith section of the objectives board. It’s very annoying to have to apply your preferred weapon modifications over and overwhen looting or crafting. Also, (and you’ve probably heard/read this a lot) an option to holster weapons would be preferable. It should actually add to agility and FOV as well as you’re not running around with your weapon in hands. Perhaps it can also stop civies from complaining a lot (they do complain, A LOT!). Another suggestion is the option to toggle display (or use) just one primary weapon. It’s more realistic. Regarding the weapon colors, I suggest moving those from the gunsmith tot he visual palette. For RPG and PvP purposes, this would be way more practical. Last but not least, the claymore directional mine. For those who wish to cut off chokepoints. It can be a great addition to the arsenal and fits perfectly into the game.

    - Some personal suggestions regarding weapons are a silver weapon skin (which I’m sure you guys will implement at one time or another since I’ve already seen gold). The possibility to wield 2 handguns instead of two primary weapons (dual wield) and a weapon suggestion (much like the FiveSeven Blacklist from Wildlands) would bet he HK USP MATCH variant (you see where I’m going with this right?!).

    Player VERSUS Player
    - First of all I would like to suggest one primary weapon in pvp. This creates diversity and forces a person to play a certain role. Right now everyone runs around with a sniper and and AR/SMG and it’s simply no fun at all.
    - More close quarters maps and perhaps even vertical maps (like Arrow Testing Zone) to force a diversity in playstyle and not just snipe-to-win.
    - Disable automatic matchmaking. After a match, people should be able to take their time to look at their stats, the stuff they’ve earned, perhaps modify presets. Also, disabling automatic matchmaking will also decrease server stress and matchmaking errors.
    - It would be nice to be able to access the vendor and battle rewards from the Ghost War Menu.
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  2. #2

    In addition

    In addition to Kermit's post:
    All the time i got theTutorial Completion Announcement's even though i'm lvl 30 for an extended time.

    It would be very nico to compare the weapon in the store not also with you're primary weapon but also with you're secondary weapon.

    The character animation when you're talking is poor designed.

    With Kind Regards,

    Tharelian.[FONT=Arial Black]
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  3. #3

    Frustrating

    Climbing ladders, walking on any slope and BASE jumping is complete BS in that Fing game
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  4. #4
    In addition to my first post, here is some more feedback.

    - Running animation changed when running with a primary weapon. The animation for running with a pistol is unchanged and looks super silly.
    - The screw of boats is not moving and water splashes through the bottom of the boat.
    - The same goes for when helicopters when flying close to buildings. The dust that flies up goes straight through the buildings.
    - NPC's with flashlight have their light shining though buildings and objects.

    I will keep adding new things as I continue playing.
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  5. #5
    direwolf2496's Avatar Senior Member
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    As another alpha and i assume ott1 player i think that there are certain aspects and one piece of apparel in particular that should be brought back, the class weapon restrictions and the walker strike body armour. That should be given as a reward for killing Walker.
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  6. #6
    Absolutely agree. Walker's gear is similar to that of Silverback but it's not the same.
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  7. #7
    direwolf2496's Avatar Senior Member
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    It actually looked good with the duster style coat underneath the armour
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  8. #8
    Like the background of this website exactly! In any case. I wanted to focus my feedback primarily on gameplay, not apparel. They wanted this game to have a survival aspect and that is what I based my feedback and suggestions on. They could do so much with many aspects like enviroment and human physiology, but they didn't. Don't get me wrong, I love the game, but at times it feels very static and the survival aspect has no impact on gameplay whatsoever.
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  9. #9
    direwolf2496's Avatar Senior Member
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    I agree with you, i strongly believe that the class based weapon restrictions were a step forward and removing it was a huge mistake by the devs, and the death slide mechanics are a joke albeit a really bad one.
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  10. #10
    In addition to my previous posts, some more feedback:

    PvE:
    - When unlocked a specific weapon blueprint, add it to the loot pool. Examples are 416 Shorty, M4 Assault etc.
    - Make AI more difficult. Using different types of grenades, climbing up ladders etc.
    - NPC's that go to sleep at night and rotate shifts. More drones, less humans patrolling.
    - Injuries that not only apply to player but to NPC's as well. When you shoot them in the arm they should switch to sidearm. When you shoot them in the legs they shouldn't be able to run.
    - In addition to sheathing weapon, center FoV (so from the middle and not left or right shoulder) and zoom out more.
    - Add the adrenaline shot (from PvP) to PvE as a craftable consumable.
    - Trigger mods to enhance weapon modification.
    - Add more interactive stuff to the map to do other than daily faction missions. Perhaps priority targets, more convoys, etc.
    - Add more depth to missions. I'm missing a lot of stealth missions, remaining undetected, gathering intel, tailing targets to find your objective.
    - Add teammates to cutscenes (as you want people to play coop).


    PvP
    - In addition to the suggestion of close quarters maps, Skell Dam, Howard Airfield and Maunga Nui Port are great options.
    - A new pvp mode (large scale) where there are different nodes across the map. Each with their own type of drone (aamon, daemon, murmur, behemoth etc.). After capturing and defending it, the drone will become active and support that team that captured it. The bigger the drone, the longer it takes to be activated.
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