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  1. #301
    Rafi-KtC's Avatar Senior Member
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    Originally Posted by Icetyger4 Go to original post
    Enemy soldiers should never return to a normal state after getting suspicious. Currently if they find a dead body, after searching for the Ghosts unsuccessfully, they act like nothing is wrong. This doesn't make sense.
    .
    This still need improvement.
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  2. #302
    Rafi-KtC's Avatar Senior Member
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    Originally Posted by NoVa_Erk Go to original post
    Enemy AI tend to forget what they saw. For example:

    In wildlands if enemies See us for a momen really Short time they Dont mind it. So far so good BUT IF they See you for a little longer (indicator is AT 1/3 filled and enemy löst sight again), they are worried and going to investigate the seen Position.

    In BREAKPOINT, It is no matter how the seeking indicator raises up. If they Loose the sight to the Player, EVEN though if the indicator is almost AT 80% without full detection, they never investigate. They forget it immediately.

    Its a big backstep in the enemy AI section.

    If you can, please ubisoft, add the pilot or driver for the APCs from fallen ghosts to breakpoint. They STILL never use the APCs in the game! Please for the Sake of god why you take this Feature for fallen ghosts and Dont take it to the sequel breakpoint?

    Now These are my thoughts about the AI ATM. Hope you can make a good AI rework.

    Many thx for your efforts ubisoft! And a happy New year to you and the community!
    Yes, that behavior was really "natural" from enemies in WL. In BP it just seems dumb.
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  3. #303
    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.
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  4. #304
    How Sentinel currently looks on the left, and an example of what they can look like on the right. I've used Sentinel gear primarily, along with some of their camo from the store, boots from the store, vest from the store, etc. Just to demonstrate how it can be used to showcase shop items.

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  5. #305
    Rafi-KtC's Avatar Senior Member
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    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.
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  6. #306
    Keltimus's Avatar Senior Member
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    Originally Posted by Rafi-KtC Go to original post
    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.
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  7. #307

    [enemy/ai]

    Please add option to increase enemy sight range and hearing range. It's too easy to sneak and ambush even solo.
    Thank you
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  8. #308

    [suggestion]

    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
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  9. #309
    Is there any way we could have the AI teammates be able to carry/move dead bodies for us? It's bad enough that it takes about 10 seconds to lift the corpse, let alone having to run across out in the open just to make sure it's not seen by enemy AI.
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  10. #310
    Please bring back the Unidad mechanics... Fighting off endless waves of Sentinel soldiers, wolves, choppers, and APC's would be a blast.
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