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  1. #141
    Placing sharpshooter/marksmen camps at critical geographic locations (overlooking roadways and patrols in the jungle) would be fun to deal with.
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  2. #142
    Originally Posted by Bob.Ross666 Go to original post
    Placing sharpshooter/marksmen camps at critical geographic locations (overlooking roadways and patrols in the jungle) would be fun to deal with.
    That is a great idea.

    Someone previously said that camouflage needs to be implemented. Going prone with a ghillie suit in a lush jungle environment easily gets me spotted by drones. Just pressing spacebar to put mud on me is a nice addition but op as the enemy can just stand beside me and not even see me. With mud on the player should be spotted when they get too close. The same should count for hiding in a bush as this grants total immunity to being seen (also looking at you assassins creed). And putting mud on can be done almost everywhere, like in dry sand and pebbles.

    The enemy should be able to react more on player movement as this is way easier to be seen than holding still.

    The most important part remains counter-sniper tactics as this is used mostly on extreme. We could say that drones and bigger installations might have built-in gunfire locators, but the ghosts and sentinel look like trained soldiers or mercs with a military past and should behave accordingly. Like using spotters, going prone or whatever tactics the military applies.

    Snipe and relocate is too easy to abuse in this game.
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  3. #143
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    3D thinking - floors

    Hi,

    Sentinels should think in 3D, I've just shoot down a drone and alarmed everyone in the base. I was hiding in the corner of the room (2nd floor), while every Sentinel in the base was standing around me on ground level like if they knew exactly where I am, but no one came after me. They go after Ghost all the time in the forest/out in the fields, but in buildings it seems like they don't know sometime what to do. Or is it a simulation of they to be afraid of what's happening and where is the enemy, so they stick to the position and wait what would happened?
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  4. #144
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    Sentinels and Wolves more sensitive to noise.

    Sentinels and Wolves could be more sensitive to noises. Ghost could fall of rocks with avalanche and no one hears even when close. Moving in the forest with rucksack, weapon isn't easy to be done very quiet, so there should be a chance they recon us coming from behind for an example (or any direction by hearing suspicious noise every now and then maybe). Now, playing on extreme, they still feel so many times like dummies set on shooting range.
    In the night we see less, but hear more, that could be implemented too when it comes to spotting Ghost while sneaking by noise they made every now and then.
    Like imagine: two Sentinels next to their motorbikes, just standing and one of them saying: "Hey, did you hear it?.. Let's look around".

    I know you have a lot of work out there guys! Thank you for all job you do to make us happy!
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  5. #145
    Yeah they run around in circles, yelling those annoying phrases over and over again, while constantly giving themselves away. But they never change floors or try to sneak up on the player.
    They should use military breaching methods or something and surround the building in a decent way.

    I recently sniped (silencer) a guy on top of a tower in the middle of the night from a huge distance away. Everyone ran to my position.

    Air patrols start to get annoying. It is always the same pattern with the same time interval. Drone -> helicopter -> Bigger drone -> ... And always in a straight line over me. That looks very cheap.
    The speed at which they spot me is not a problem, since they can have people sniffers onboard.

    If you get spotted by a drone, a wolve unit spawns out of nowhere right beside you. That is far from immersive. Instead all patrols in the region should go on an alert state with heightened senses, while the closest go the specified location.

    Ubisoft should raise a skilled team from the ground up just with AI in mind. Since they use the same engine (a great one nonetheless) for their games, most of their work could be done with scalability in mind so their other games can use it as well. This team could reduce the workload of other teams so the latter can focus more on improving their specific game. Bad AI has always been a big thorn in their side and it hurts their games and reviews. Then you have big budget titles like this that probably costs them more in the end than originally intended due to bugfixes and mixing too much stuff up. There is still hope and lots of future potential for this title. Immersive mode was a big step in the right direction.

    Sometimes it leaves me wondering if this is what the team really wanted or if it is just middle management that decided for them of what they hope would show greener numbers to their superiors.
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  6. #146
    Marcin79W's Avatar Member
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    Originally Posted by AlfaSnowman Go to original post

    If you get spotted by a drone, a wolve unit spawns out of nowhere right beside you. That is far from immersive. Instead all patrols in the region should go on an alert state with heightened senses, while the closest go the specified location.

    I agree. Why patrols don't interact? Many times I hit the squad in the forest and didn't get all Sentinels in time, so some of them called an incident, but no one ever responded while all around were other patrols. Like no one heard radio or shots fired. Everyone knows about Ghosts on the island, any shots fired would rise an alarm and bring intervention of other patrols around - at least some of those. Instead it's drone or helicopter only but everybody around is just staying and doing nothing.
    How many drones and helicopters they have since it takes like 5-10 seconds to appear over my head. It feels very arcade.

    It seems like forest patrols are missing what base have and other way around.

    In the forest they have no communication with other patrols and don't react to shots fired around. A single patrol unit seems to exist in the void, but attacked knows where and how to find enemy.

    In the base they have communication and hear shots fired no matter how big base is. They can't effectively look for threat and respond to it.

    I feel sorry for you UBI, I know how much work it is and how much feedback you get. Thanks for looking into it and trying to make it best.
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  7. #147
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    More speech sentences to Sentinels and Civilians

    It's just to take a few actors and record like hundred of sentences. Don't have to be actors, could be UBI workers and members.
    To often we hear the same sentences. This is cheap and easy to do. Please
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  8. #148
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  9. #149
    Here is an extract of a thread I opened a whole while ago in the suggestions forum. I was hoping for this feature on release, since the shooting feedback in Wildlands and according NPC behavior was pretty weak for a shooter.
    That would be a game seller for me (especially in a tactical shooter):

    Problem:
    Enemies dont react properly to being shot. They stagger for a second, then continue what they have been doing (e.g. I shoot an enemy in the legs, a second later he is sprinting for cover). The hit zones are also very poorly implemented - how rewarding is a headshot, if I can also kill an enemy with 3 leg shots? (much less aiming necessary, but the time to get the enemy down is not that much more)

    Suggested (quick) solution:
    There is already a "wounded state" in which enemies lie on the ground, squirming. The problem is, that it is completely inconsistent (it triggers randomly) - make it so that if an enemy is hit in both legs, he lies down and waits for help (=wounded state), if he's hit in one leg, make the chance 50/50 for him to lie down.
    As for the hit zones, make headshots kill instantly, the torso shoud need 3 to 5 shots, the legs and arms 5 to 8 shots and the hands and feet 8 to 10 shots. This way, headshots would be that much more satisfying and if an enemy is down (with the "wounded state" triggering as described before), you cant just take him out with one shot, if its not precisely aimed to the head.
    These two simple additions would make gunplay and tactics much more dynamic and challenging, and headshots or precise execution of tactical moves much more rewarding (e.g. shooting a guy in the leg from under a car and then headshotting him, when he trips to the ground).

    Suggested (proper) solution:
    Make the same injury system which applies to players, also apply to NPCs. Make them limp if shot in the leg, aim worse if shot in the arm, lie on the ground if not being able to walk anymore (due to wounding of both legs or severe injury). Make them take more bullets when wounded in non-lethal body zones, dont just let them die by 3 leg shots. Headshots should be the proper way to take out enemies quickly - if you cant do that, you need to come up with a good plan.


    Link to the thread (which has received 23 upvotes yet): https://forums.ubisoft.com/showthrea...ting-feedback)
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  10. #150
    IMO.
    They should be more aware about noise around them. Also they should work together like the intro ( between the helicopter crash and Erewhon).
    What would be really or f**king nice would be that they got the same injuries system as we select it would be great to see sentinels or wolf that have to use there hdg after 2 hits or to use bandage as well.
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