🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    Camera / Movement

    There are some parts of ghost War PVP that I find as an issue.

    1. Movement / Gunfights - The movement mechanics on BreakPoint causes players not to be tactical. Players usually run out of cover to contest their opponent. Although we understand that this is more engaging and baiting your enemy into a mistake is strategy but the movement mech makes it unfair for both sides. Here's a scenario: I spot an enemy out in the open running in circles. It should be an easy kill because I saw him first and we're both out of cover. I began to shoot at him because he has no where to go. I'm missing a few shots because he's run in circles he's doing this because if I shoot at him first then I am at a disadvantage because I will then be a still target. All the opponent bets on is on the hope that I don't kill him before he starts shooting because it's much easier to kill a still target. Players now rely less on cover because they can't just do that.

    2. Movement / Stance - Crouching and going prone on BreakPoint is too slow. As much as we appreciate the naturalisim, it gets annoying. characters are usually sluggish to get back into cover. Characters are usually very slow to get up when fully prone. We'd appreciate if the stance changing speed was a little faster. Switching from crouching, Standing and fully Prone is very important in PvP and needs to be sharp.

    3. Movement / Slide Control - Players tend to loose their balance at crucial times due to sliding and it happens ever so often. We like if the slide control passive was increased or if they was a make to make sliding and falling less we would appreciate that.

    The solution I'd suggest to stop players from running in circles is to introduce 2 things.

    1. A change in the camera orientation: If players could only see about 180 in the direction their facing while in motion It means they cannot see behind themselves while they are running forward.
    For example, the motion of a helicopter while flying on GR: BreakPoint. If the right stick is moved in any direction while the helicopter is flying forward, it adjusts it's directional focus depending on the direction it is toggled toward.
    Naturally, the pilot will have to turn the helicopter completely to see what is behind him or press a button to look behind the aircraft. If characters camera orientation were fix to 180 degrees in any direction while in motion it would stop them from running in circles.

    How would it play?

    It would work because a similar if not the same mechanic was used on Wildlands. This will create a more natural turn when trying to counter an opponent behind them. It would make players watch their backs and play more tactically instead of run out in the open and doing all that I stated above.

    2. Sidestepping: adding side stepping will complement the camera mechanic that I've explained above in number 1.

    How does it complement?

    Sometimes players don't want to turn away from their opponents. Sidestepping will allow plays to move from the left to the right and vice versa without having to turn.
    Share this post

  2. #2
    lesh-1's Avatar Senior Member
    Join Date
    Sep 2019
    Posts
    769
    They need to enter the combat position function. Animations for this are already registered in the game. Now this can only be done with a single shot weapon. https://www.youtube.com/watch?v=sJmoKZKa9YM
    Share this post

  3. #3
    Did you play wildlands ?
    Share this post

  4. #4
    lesh-1's Avatar Senior Member
    Join Date
    Sep 2019
    Posts
    769
    Yes 650 hours. I didn't like the way the movement was implemented there.It looks very unnatural and stupid. I think so. I liked the function of moving to the prone position. That's really not enough in Breakpoint.
    Share this post