https://ghost-recon.ubisoft.com/game...econ-breakpoin
According to the above the inclusion of tiered gear and weapons along with loot drops were added bc the devs wanted players to use different weapons bc in WL the ayers were sticking with 1 weapon. So these out of place systems were added to discourage players from playing the way they wanted. With all due respect Im not buying this. The fact you can use a lvel 1 weapon to kill the end game boss is proof that these systems are superficial. They lok to have been added to promote MTX sales.
That said, if you want players to try different weapons/builds then provide scenarios where it makes sense to use different builds/weapons. In Wildlands there was very little variation in locations you infiltrate but GRBP has the ability to do this.
EXAMPLES
If we need to infil a submarine base hidden in a cave then provide gear for that type of mission and weapons. Provide diving gear for submersive approach and weapond designed for in water use. Make it so normal weapons like the favorite MMR and AR are damaged wgen you go submersive so you have to gear up differently.
For an infiltratiom of a mountain base with no way to ingress without going loud provide sky diving specialized gear and weapons you can shoot while your chute is open like in far cry. Make it so you can get/use rhese specialized gear amd weapon items only after completing some mission.
This isnt rocker science. All you need to do is review the different mission type real spec ops do and build missions in the game like those and provide gear and weapons that are situationally appropriate and make sure they arent in others. For example give SMGs strict short range by making accuracy and dmg values REALLY BAD outside of close quarters. Make it so MMRs are terrible at close range.
Instead of trying to shoe horn in an out of place tier system make it so the wespons and gear are situationally appropriate. You can still have a general purpose set of weapons and gear to start . Provide gear that is nest in certain situations. The reason for all the magic and Hary Potter references is because the current syatem is magic like with how stats work and that kills the immersion.
Imho they should have used gear like backpack and vest to mean something.
Not to create class and skills.
Instead make gear with slots so you could carry various things, but the more weight you carry the slower you move...
Basically you would recon area of operation go to some hideout / bivuvac therr you would perform your gear selection based on your needs to make you efficient but not to carry useless stuff you would not need...
I would like ability to place backpack and hide it to gain extra speed for recon etc...
This game could be the best 3rd person tac shooter but I am afraid they wont go full in even witg that new mode
Make all the sense.
Is similar to Ground branch mechanic.
You only carry what you attach to your vest.
And to hide the backpack.
Is similar to what actual SF units do.
Sometimes dudes parachute with 70kg worth of gear...someone really think he will enter a firefight with that s h I t on his back?
I agree with you...would be lovely to see.
Your confusing builds with how I'm suggesting with how they work in DIVISION and similar games with loot and builds.Originally Posted by TreFacTor Go to original post
My suggestion is one for how to remove the current out of place tiered loot system with something that is more real world applicable where you can equip items that provide a benefit that makes sense versus being magical in nature. Its silly that a baseball cap grants me some magical reload bonus. It's not silly or out of place (especially with Ghost Recon) to "optionally" choose something that provides a real bonus, or do you believe that real world spec ops forces use the same gear for every possible mission, that what they opt to use in every mission is the same?
Never said in my post "shoot underwater". I did say "designed for in water use" and that was not as clear a wording as it could have been however I thought my followup where I specifically said "Make it so normal weapons like the favorite MMR and AR are damaged when you go submersible so you have to gear up differently" clarified what I meant; weapons that are treated so you can do in water actions without the weapons being impacted in a way.Originally Posted by ArgimonEd Go to original post
I concede it was not the best of wording but I was mobile at the time so I'm lucky there weren't far more grammatical issues. My goal was to get the idea posted and not wait till I was no longer mobile and risk forgetting about it.
What I want to see in Ghost Recon is move closer to what these men and women do in the field sans the boring stuff that would make a game like this not-fun such as the 24 hour long recon portions.
I understood.
But the only way a gun might be damaged by being submerged is if you shoot it underwater.
Or you don't let the water scape a bit before shooting it.
FAL rifles don't have special design for being able to survive being submerged.
My country military defends the largest jungle in the world which have one of the largest rivers in the world and said jungle has several rivers.
During BCT we jump on river from helicopters and have to shoot the rifles short after (into nothing or paper targets) to rehearse how to do invasions and raids.
Some of these guns have been taking part on these trainings for over 20 years.