This still need improvement.Originally Posted by Icetyger4 Go to original post
Yes, that behavior was really "natural" from enemies in WL. In BP it just seems dumb.Originally Posted by NoVa_Erk Go to original post
I've been enjoying Breakpoint for quite a while now.
While I would like to see bigger changes like new enemy types or AI improvements, I can understand if this is outside the scope of what's viable right now. However that said I do think there could be a simple way to make Sentinel enemies feel a little more serious as an adversary.
Right now Sentinel's mercenaries from a cosmetic perspective seem to lack in believability and variation. I've noticed that almost all these guys seem to wear a Sentinel Armored Shirt or Jacket, mixed with jeans, the heavy gunner vest or some similar cheap vest or LBE.
My understanding is that Sentinel is supposed to be an enemy that feels threatening to the player and honestly if you slip up they can make you regret it but even when that happens I still can't take them seriously, simply cause these guys do not look serious.
It would also provide an excellent means to advertise your in-game cosmetics from the shop. Give these guys some of that Sentinel Camo on the store, proper vests and helmets. Given that these guys have been taking a beating from Ghosts for nearly two years now I think they deserve a bit of an upgrade.
After playing the game several hours, even with HUD off, one can know if a location is "cleared" when the enemies stop shouting, specially regular sentinel soldiers. Even if there's only one remaining, they won't cease shouting the same lines until the player take them off. It not only gives their location away, making them an easy target but it tells the player that there's hostiles in the location.
I't would be more challenging - and more realistic - if they would go loud to announce everyone that there's a thread, and then go quiet and go minimum radio. Even if the last hostile(s) is afraid, he'd either find a safe position and wait for the right moment to engage the threat until he could be sure that the location is safe or just run away from there.
After there's no more "shouting", specially in small bases, we can walk carelessly because we know that there are no random hostiles in a 200m radius around the base. Real operators wouldn't have this kind of security until they were sure the whole base was clear.
Yeah, I never understood why the enemy constantly give up their positions when they know who they are up against. Especially for the Wolves. Not only do they talk loudly instead of whisper, you hear their armor and loin clothes clunking around. Not to mention, no enemies suppress their weapons, but often the guns they drop have suppressors attached.Originally Posted by Rafi-KtC Go to original post
Please add option for "gear on sight" and to limit ammo capacity. By "gear on sight" I mean: an option to mostly use a pistol and easily pick up and drop other weapons picked up from enemies, but so tge only we gave is what's found in the magazine and maybe up to 2 more magazines looted from enemies. This would add a dynamic improvising survival element, where we are in a firefight, use random found weapons until they run out of ammo and have to switch and manage however we can.
Thank you