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  1. #431
    - Please replace the G36 we currently have in the game with the G36 from Wildlands or with the real world G36k A4. The G36 we currently have is like a downgrade from the Wildlands G36. And also add the IdZ Stock as a selectable stock to the G36. We also had that stock in wildlands. Also, add a handguard option for the slime line handguard from the real world G36k A4




    - Now to the EXPS3 scope. Please retexture the laser sight inside the EXPS3 scope to be more visible. In many scenarios, you can't even see much of the sight and it's hard to aim. At least when you play on low to mid graphic settings. Same for the EXPS3 with G33 multiplier.

    - Please add the following weapons from wildlands back to Breakpoint:
    - Mk 18
    - SR-25
    - LVOA-C

    -Also let us put the Micro-T1 scope on some more assault rifles like for example on the 516 rifles!
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  2. #432
    Could Ubisoft add the FN-HP pistol / the Browning High-Powered pistol in Ghost Recon-Breakpoint? That would be awesome. Thank's.
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  3. #433
    Tonka1964's Avatar Junior Member
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    UK
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    Can you please change the gunsmith setting so that you can put any attachment on ASR's or their variants.
    In gear score you can put GL on the M41A1 Tac but not when playing Immersive mode ?.
    also the Assault variants are limited to accessories .
    Take the MK14 Assault : This has a limited option when you want a sniper scope like the Duel Range or the T5xi.
    great that you can have a GL.
    The MK14 is an EBR, it is a cross between a DMR & assault rifle to give a better better squad weapon in the field, it has a mag size of 20 rounds but can take more.
    It would not take much to remove all the restrictions in the gunsmith .
    As we are supposed to be spec ops , we would have a better variety of attachments to our disposal.
    Is that too much to ask for ??????
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  4. #434
    There is a bug with long weapons when player uses left shoulder camera. ARX looks "just bad", but longer weapons looks terrible. Look at that:

    https://www.youtube.com/watch?v=8exr...channel=Tobias
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  5. #435
    Tat be cool also bring back the m40A1 as dmr since the caliber won't match in the sniper class
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  6. #436
    That b awesome
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  7. #437
    I got wish list as well like to have the Winchester model 94, M16 ACR list,M40a5, the Remington model 700 in the .556 CAL,Springfield M1903,M110, SR25 as the DMR list M60E4, MK249 SAW LMG list and the last one im not sure on the brand but it a LEVER ACTION model 1887 SHOTGUN
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  8. #438
    Tonka1964's Avatar Junior Member
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    Location
    UK
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    This tread has been going for ages.

    They listen to their star players ( Delta Co ) who don't
    rock the boat & get all the free bee's

    It would not take much to remove the limitations on the gun smith
    .
    They don't understand how weapons handle or what damage the various ammo does.
    you just have to look at the different levels of damage of the 5.56 ASR's in
    the game.

    Bullet drop is a nightmare , not consistent at all ,,, just luck of the draw at that particular
    moment in time.
    Sight's are off too, 1 moment you aim for 200m the next you have to aim nearly 300m or more.

    Problem is that the game is more towards gear scoring & forcing you to find better weapons, when you are in immersive this becomes
    a problem.

    All the need is a Jayne's book on weaponry or at least talk to ex military to get a better understanding

    we can bang on all we like about what would be great to have .
    . Bottom line is they don't care
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  9. #439
    I would like to see an m16 added with both the standard handguard as seen below in the picture and a picatinny rail option for lasers. It would be a nice addition to the game and would provide greater range than the m4. Plus the m16 is just a sweet assault rifle. I would also like to see an MP5 variant with the integral suppressor and a full stock. Since the MP5 is already in the game I can't imagine that would be difficult. I attached in image below for reference.


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  10. #440

    Guns, equipment, stats and functions missing

    Greetings devs!

    I say these things below as a certified gunsmith. (Proffession aquired in 2018.)

    About the guns that are missing:
    I think you guys missed a chance with the latest episode to bring in some "new" russian weapons.
    And by that i mean:
    - VSS Vintorez (also the assault rifle version) pretty famous stuff
    - Yarygin pistol (russian service pistol)
    - Makarov pistol, and the integrally suppressed variant
    - TT-33 (in either the 7.62 or the 9mm variant) also pretty famous (can penetrate bulletproof vests IRL)
    - SVCh (the new descendant of the SVD)

    Equipment functionalities that are missing:
    - the ability to zero in scopes
    I can't even imagine a situation where a TRAINED, VETERAN, SPEC OPS SOLDIER can't use the scope's functions...
    - the ability to use the bipod as intended. Setting the gun and the player in a stationary position on ground, in windows and other flat surfaces,
    They are now just like the scopes... currently it's just pointless added weight on the gun, nothing more.
    - To use the grenade launchers own sights. Both the M104 and the VoG 25 has that. (More precise aiming, less wasted shots.)
    - The laser rangefinder to be useful. Instead of giving the gun some +stats, it should display the distance to the point of impact or the target. Because that's how it works.
    - Magazines that can be attached to each other, for faster reloading. (longer reload after the second reload)

    Equipments that are missing:
    - PSO-1 russian basic scope that is compatible with any AK variants that has infra-mount rail on the side (the reticle is the most suited to the SVD series)
    - NPSU-1 scope - The PSO-1's night variant
    - underbarrel shotgun (there are quite a few manufacturers that produces them, so i won't name it)

    Stats that are wrong or missing:
    - If some weapons have the same barrel lenght and the same calibre, both should have the same or similar effective range and ballistics!
    - The ballistic trajectory of most DMR rifles in the game should be a bit flatter. (...so they should NOT have a drop of 20-25m's on 500m range)
    - Penetration... this one is a bit more complicated. 7.62x39, 5.45x39 and 7.62x54R rounds usually contain a steel core, therefore have better mass, range and penetration.
    ...and there are also some "obstructions" that could be shot through. You know what i mean...
    ...so when 2 "targets" are standing by each other, the first one should'nt stop the bullet. Specially when it is a .50 cal round or a 7.62x54R round!
    Even a 9x19 round would go through 3 unarmored person.
    - Stopping power... the more penetration you have with the same calibre, the less stopping power you have, bullets with great stopping power usually doesn't have that much
    penetration, but can and will stop the target with less shots. (Can still go through a civilian car with ease.)
    - Muzzle velocity... pistols usually do between 350m/s and 550m/s depending on the ammo used, and the lenght of the barrel.
    rifles have about 800 and 1100m/s (with the same story)
    - Silencers... They do NOT completely eliminate the sound of the shots! Weapon fire will still be heard from about 70m.
    For in-game purposes i would change the effect of silencers, so in buildings in the same room the gunshot will be heard, but outside NPC's would not react if they are further
    than 25m.
    - Time difference between tactical and technical reloading, also the last round should remain chambered while tactical reloading, adding +1 to the next mag.

    I would be glad to work with you guys, just to correct these things and make the "immersive" mode a bit more realistic. (In other titles too...)
    I hope this reply will have a positive effect on the game (and the developers).
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