Not really sure where to post this. Here are a few small changes Ubisoft can maybe add during an upcoming update. Firstly, outside Erwon is a default helicopter but no option to change it. Maybe we can have the option to make on of the helicopter we purchased or unlock as the default helicopter. Continuing with helicopters, please get rid of line when flying and make the helicopters more durable because you land once and they are damaged.
It would be great to have some silenced shotguns, like ksg12. What about big lmg mag on mk48 compact? range finder on silver stake (not the tactical one) ? Short barrels for lmgs and some new gun stocks would be also a great idea. Just add more attachments to some weapons which aren't that much customizable.
Now that immersive mode is out and we have a taste of a more realistic open world experience in GRBP the way that it should be I would like to have more freedom in the gunsmith customization to branch out and have more in depth choices to be able to do more things like in real life.
For example:
The first Division game featured the AK74 Black Market, which had picatinny railing on all four sides of the long barrel and made it look more tactical like an AR15. On GRBP we have the AK74 but it looks anything but tactical like Divisions AK74. It looks just like a painted black AK47 that we already have in game with the same stock, and one picatinny rail on the left base side of the gun. I would like to be able to choose and customize my AK74 with different compatible parts which allows me to choose the type of railing system I want on my gun and how many rails I have on either sides of my gun, if that makes sense? Also, we should be able to use all four sides of the picatinny rails on any of our guns that have them at our own desire and be able to move and adjust our rail accessories where we want to have them placed on our guns and not be forced to just have every accessory we set on our guns to be placed in the same default position that the game developers set it to be. WE SHOULD HAVE THAT FREEDOM!!!!
The weapon variant blueprint system is dull now to me with immersive mode. It pretty much reminds me of the Division, how in that game there were base guns and then tiered variants of that gun that you could loot or get as a drops from random activities, which is too easy and just feels like a copy and paste just to put that content out there and be done with it. There is no creativity with that in immersive mode. This system in GRBP should be changed as I feel having separate variant blueprints of one gun limits the possibilities for something more fun and detailed that we gamers can have for a more true immersive gun crafting experience, along with what I said in my above paragraph. The base model M4A1 for example has a tactical and assault variant. Instead of having separate variant blueprint for that one gun, why not have just one base blueprint where then you can build different variants from that, tear it down, and make a different variant, tear that one down and make a different variant, depending on what you need for whatever mission you are setting up to do?
Hey there!
I wanted to leave my suggestions about some weapon related stuff here.
1) Inconsistencies between weapons and attachments. For instance: Why can't the PP-19-01 (I dunno the ingame name right now) mount the Russian cobra sight, although the weapon is obviously Russian, or why can't the Russian MG mount the Russian counterpart to the ACOG, the PK-AS?
2) Underbarrel Grenade Launcher: I can remember that there was a UGL in Wildlands and there it did change the type, based on the weapon you attach it to. On Western style weapons it was a M203, on the SCAR it was the FN MK13 GL and on AK's it was the GP30. I was very surprised that Wildlands put that much attention to details regarding this, so I'm very disappointed because the successor of Wildlands doesn't.
3) I do welcome the change from "assault rifle ammo" and "pistol ammo" to the actual calibers for the corresponding weapons, but if you do that change, then do it properly and give the TAC-50 the name giving .50BMG and not .338. Same goes for the M82.
4) I already mentioned that in a seperate thread, but I mention it here too for every weapon and not only the MP7: Fire Modes. I didn't check every weapon, but I noticed it on the MP7. It has a fire burst mode, instead of semi auto, which isn't correct.
5) One in the chamber. You already have the correct reload animations in game. Simple magazine change when the weapon is not empty and releasing the bolt when the magazine is empty, so why isn't the correct display of the remaining cartridge in the chamber in the game. It's just a small detail, but you paied attention to it on the reload animations, why not on that too?
- WHEN HUD IS DEACTIVATED, we should be able to see at least the reticule sight of the gatling gun (vehicles)/missile launcher (helicopter)/grenade launcher(weapon attachment)
- we should be able see friends laser sight (when equipped with NVG)
- nights should be darker and shadows (and only shadows) should prevent more of being spotted. This would make a better experience when equipping NVG. The way it is right now, nights are too bright
- when using telemeter and the HUD is off, we should be able to see enemy distance, like a temporary enemy marker
ACR and MSR from Wildlands.
Also the universal weapon attachments. Like some foregrips are avaliable for some weapons while not for others despite they are at the same class.
PEQ-15 laser. Would be nice to see it mounted on the top rail of the weapon for every assault rifles instead of only some.
Remove the M4A1's tactical foregrip from behind Raid lock. or at least give us the option to buy them with real money.
When you turn off the crosshairs for third person shooting so that you can utilize your laser as intended, you then have no way to aim your rocket launcher or any mounted guns. Is there any way that those could be equipped with some sort of standard laser aiming device. Maybe it can be turned on and off just like headlights on vehicles or helicopters?
The UGL has a immersive breaking animation. When loading it, it loads thru the front of the tube rather than sliding the tube open. Although I understand why it was done this way, it is not an accurate representation of the real life weapon system. If you had the a AK version of it in game it would be a different story. But since there is only one version of the UGL, I think fixing the animation of it would a good idea. Not only that but it would also be a better idea that we had different versions of the UGL with different shell types like an incendiary shell or smoke shell or even an EMP shell. Just an idea.