As far as Breakpoint goes, I think it's fair to say it's fallen short of the mark. I don't know what went wrong in development, but I can't help thinking you're trying to please everyone from 12 year old Call of Duty fans that don't really go in for realism or immersion, to die hard fans of the series that above all want a somewhat realistic tactical shooter.

Myself, I slot firmly into the latter, and looking at the reviews so do alot of the player base.

If you actually care about your fans, and not just making money, you have to realise you can't please everyone. If you want to go towards an arcade direction, that's fine, but I think at heart Ghost Recon should be a SF tactical shooter. I remember the grit of the first Ghost Recon game, where realism and stealth was key.

Below are a few tweaks for future games that could really help bring it back to its roots. This is just my opinion, but I do think it's shared by the majority of people on this forum who give sensible and valuable feedback.

1. Weapons. Whilst it is feasible to carry 2 primary weapons, having them slung either side of a daysack and still being able to sprint about, vaulting objects and rolling in and out of cover is not. This comes from a certain amount of personal experience, as a former Royal Marine. As a sniper, you are sometimes required to carry another long arm in addition to a sniper rifle. If this is the case you are issued with a rifle bag for the sniper rifle which sits against the back, under a daysack or bergan. Whilst massively uncomfortable in real life, I could serve as a carry position in game. Maybe a movement penalty could be introduced when carrying 2 long arms, and more time changing primaries, with an option to ditch either one in case things get intense.

As for carry positions, it's time to move on from the clunky sides of the backpack thing. There are idle animations already in game where the weapon sits across the front of the body, as if utilising a 2 point sling. When transitioning to the secondary, why not have the primary permanently in that position? I'm sure you've seen your military advisors on the range. To be fair, they've probably told you the same thing I have and been ignored.

As for thigh holsters, they're massively uncomfortable and a thing of the past. We had them briefly on Ops, we'd patrol a few clicks before having to topflap them in daysacks because they were pissing people off. I don't understand why midride or belt holsters haven't been introduced to the game. I suspect it's laziness, in not wanting to create more animations.

2. Movement. Whilst I think you've done a good job with the injury system and some elements of movement in Aurowa, it needs some tweaking. The sliding thing is good, a penalty for recklessness, but it's too aggressive. You're not going to slide on anything less than a 60-70 degree slope. Just cut movement speed as it gets steeper.

As for being shot, it hurts and is usually a show stopper. Adrenaline the only thing keeping you on your feet in most circumstances. To show this, I think some weapon penalties need to be introduced, aim time, accuracy, mobility, longer reloads, that sort of thing.

We have basejumping as a thing, so why not use the other string to a good operators bow which is rope work. Maybe a auto belay device, as a consumable that allows you to rappell down steep/vertical cliffs? Could be difficult to animate, but it's definitely needed in a terrain as diverse as Aurowa, and is a vital skill for any operator in real life.

3. Set up and Aesthetics. As we all know, what really matters is looking cool. It's the driving force behind micro transactions after all, as most of the stuff in the store is purely cosmetic. If you know this and already capitalise on it, why not spend the time to put far more customisation options in game? The ability to position where we want weapon attachments on rails ourselves, pouches on kit, holster positions, weapon slings, the possibilities are endless, and so is the money making opportunity for you guys. It will also give a sense of true individuality to the player.

I think I've been smashing my phone's keyboard for too long now, so I'll finish with this. Remember where Ghost Recon started, and remember you can't please everyone. Just listen to the people to care enough about the franchise to write overly detailed and long winded messages on feedback forums.

Though I know it's far to late it implement everything I've said into breakpoint, hopefully I will give you something to think about for the next Ghost Recon game.

Thanks for your hard work Unisoft. We love to hate on you, we all have an idea of how we want things, but in the end we still have fun playing your games.