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  1. #161
    Marcin79W's Avatar Member
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    Originally Posted by Agent_Ares Go to original post
    I think Enemy Ai has improved a lot recently...
    I must agree a lot of things feels like being improved on the go, even if UbiSoft doesn't state that aloud. I've been reading forum and seeing things implemented already by developers.
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  2. #162

    Grbp ai multi player coop cohesion

    Idk how to get this out there. All good suggestion. I think they should allow our ai online. I feel making it optional to play with our offline squads online while playing with a buddy. Would be sweet. Both commading squads to help deliver and assault or something
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  3. #163

    Just a suggestion

    Add ai teammates to consoles, and make people not afraid of ghosts.
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  4. #164
    Marcin79W's Avatar Member
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    Frozen enemies... Get rid of them, please.

    Please, do something about frozen enemies. Many times it happens that some enemies stand still not talking and not doing anything. It would be quite understandable if they were in yellow/red alert mode and watching around (better option would be kneeing or lying down), but if they are not alarmed but just standing and doing noting it feels just like a bug.

    There is a situation in prologue, when Ghost encounter for a first time the Wolves - I was playing this in immersive/extreme mode which suppose to be realistic and Wolves were standing still like a snow man for as long until they spotted me, then it started to be quite realistic very much - dynamic and hard to fight back. But before they spotted me, it was just like going into dummy shooting range.

    Please make:

    - enemies not freeze anymore;
    - bring more life to enemies;
    - bring more dialogue to enemies - there is very little of sentences they say and those repeat too often (there is like 10000 Sentinels on the island and it seems they all have the same friend lost in bombing or shoot by Ghosts.

    - quit animations where Sentinels are standing still and not seeing movement around (like many times they stands near vehicle/ motorcycles and don't see Ghost moving like up to 50 yards away). If they talk to each other, they should have limited vision/senses. If they repair a vehicle they should have limited senses. If they are absorbed with anything but looking for a danger, they should have limited senses. But if they stands still while guarding or on the patrol, they should have increased awareness of movement around. Maybe swap standing still Sentinels/Wolves for "bored animation" like we have for Ghosts while they are in the Erewhon - it would be much better, since people can get bored if nothing's happening for long.

    Thank you!
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  5. #165
    Marcin79W's Avatar Member
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    Please, get Sentinels and Wolves laying down sometimes during the fight. Crawling too. Get them suddenly to run away or laying on the ground if they are under unexpected fire from unknown direction. This seems to be a first response to a trained military person - not being freeze and looking around standing still like a duck on a shooting range
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  6. #166
    Marcin79W's Avatar Member
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    Enemies now climb roofs to find threat. Thank you Ubisoft! Makes gaming much more fun
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  7. #167
    Agent_Ares's Avatar Senior Member
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    Blind \ Suppressive Fire.

    One feature I would like to see is enemy responding to "Suppressive fire by doing Blind Fire"
    So if they are "Pinned Down" in cover they stick out their gun and shoot in the general direction.

    As well as Using Smart Ai tactics such as other enemies using suppressive fire ( shooting the Cover and around the player - to prevent "Aimbot Behaviour" ) so the player can hear bullets "Whizzing past them" and the longer they "Poke out" of cover the enemy will "Hone into" the target and then will reset to generic fire pattern after a period of time. As well as shooting the "Last Known Cover Position" of the player while other players try to "Flank last known cover position of player"

    Imagine the system of aiming accuracy similar to Player Detection. It starts off poor but gets better, then has a "Hard Limit on accuracy " if the player is running but can get fairly accurate if the player is staying still. The enemy Accuracy Also drops if they are being shot at or being in a "Suppressed" state.
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  8. #168
    Keys To A More Satisfying Ghost Recon Experience

    1. Use of rag-doll physics - Enemy hit-detection should be rag-doll - no more canned-animations, ever.

    2. More blood - Game is about shooting guns, and killing many enemies - Users need to see more blood splatter.

    3. Severed-limbs - Users should be able to enjoy witnessing limbs shot-off, or via grenades, explosions, etc.

    4. More weighted-feel [ while walking, running, moving in any capacity ] of user's character - Too 'arcade-y' presently, as was the case in Ghost Recon Wildlands as well.
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  9. #169
    Marcin79W's Avatar Member
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    Could be noise detection range increased maybe?

    Hi!

    Enemies don't hear vehicles, choppers, motorbikes until we really get under their nose.

    Recently I've noticed that I can fly with chopper very close to the base and I'm not heard - like being 100m away from enemies.
    The same with vehicles.

    Most of the bases if not all are in the open field. Noise should be much more noticeable especially during night time.

    I don't mean enemies should spot as right away, but rather go into yellow alarm if let's say chopper gets like 500m from the base or vehicle 100-150m.

    Numbers could be doubled during night time.

    I can't wait for next month release - curious of what ideas were implemented
    Cheers!
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  10. #170
    What about enemies reloading their weapons?
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