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  1. #41
    Steven527's Avatar Senior Member
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    Oct 2013
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    I was taking on the abandoned barracks Wolf base tonight. At one point I am camped out in a warehouse hiding while the place calmed down after finding a body or 3. They have this little bulletin board with string and I am thinking it is their intel on outcasts or something. Turns out it is mostly a bunch of random notes but one says "FIX ALL BUGS" ….. Irony. Maybe a pissed off developer expressing frustration.

    Originally Posted by Scruffpuff Go to original post
    Actually I had a few hours and I thought of something - I liked the introduction of class specialties. Assault, panther, medic, etc. Although the class strengths/weaknesses could probably be realized better, they are different enough that I have a preference (Panther.) I liked the idea of climbing up the ranks for each class by performing certain tasks, and unlocking class perks along the way. I'm looking forward to the new Engineer. The time I enjoyed most in this game was ranking up all the different classes.
    Classes may make more sense in PVP, I see folks chat about that a bit. I don't PVP and as a spec ops unit, I might see one guy with superior training in first aid and a Sniper, but beyond that they should generally be a team where anyone can step in. I would ignore but I have to choose one and I prefer the CQC of panther. Still seems goofy, but hey. it is not the goofiest thing in this game by a long shot.
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  2. #42
    quinch1199's Avatar Senior Member
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    Nov 2016
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    Positives that could be built on and added to a future title, for me, pretty much match alot of what you placed already.

    - Crafting.

    If we remove the more "exotic/magical potion" items and narrow crafting down to essentials such as FFD's (First Field Dressings), Disinfecting Salves, DIY suture kits, maybe "stimm" drugs, for example then we remain fully in the more believable side of a "Survival" element.

    - Scavenging

    Picking up electronic parts, materials, Food items etc is good but again, needed to be firmly attached to a believable Survival element. Parts that are scavenged from destroyed drones for example can't be used by you BUT can be traded with locals for information/food/medical supplies/equipment.

    - Prone camo

    Goes without saying this is a highlight. Good idea, pretty well implimented.

    - Sliding

    Yes, sliding mechanism "was" a good idea...implimented REALLY BADLY! lol

    - Bivvy

    Good idea, I realise its limited due to technical reasons (i.e. you can't Bivvy "anywhere"), but the ability to Sleep perhaps, heal wounds etc would be good...loose the abilty to call vehicles for sure and all those magical crafting and buff items though.

    For me though one thing lacking from this game that seems to have been toyed with but not implimented fully in the end was more interaction with locals. In Wldlands there were a few missions where you needed to talk to locals, there are more in Breakpoint it seems but I really think they needed to build on this...impress on the player that there was a more convert, underground network that would help your character but only quietly...with information, offering hiding places, limited gear, supplies etc.
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