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  1. #51
    Appreciate that OppositeCoast94.

    I really like the emp/ skill idea to stealth take down flying drones/ aamons in bases.

    I read in another thread that maybe these drones only activate if you get spotted/ body found in a base.

    If at least we could deactivate them in some way it adds that extra level of skill and immersion for those that relish a challenge.

    I also like the idea of being rewarded more for stealth. I remember splinter cell blacklist would reward you more for non lethal stealth takedowns than lethal/ loud takedowns.

    In GRB somehow rewarding you with either skill creds/ currency used for supplies or something that could be implemented into the game. Perhaps certain guns/ skins/ cosmetics based on certain challenges.

    For example, rewards based on hardest skill to achieve down to easiest on a hostage rescue.

    Max reward- Rescuing a hostage undetected, zero kills/ takedowns. Ghost.

    Medium reward- rescuing hostage undetected, killed enemies stealthily.

    Low reward- rescue hostage undetected but dead body found so base on alert.

    Lowest reward- hostage rescued, but carnage happened after being detected.

    Also

    One thing I find fun to do is to clear out base to base. It’s one of the biggest strengths of this game for me. Variety in the structure of the bases and enemy layout.

    It would be awesome if there was a tangible reward for doing this with skell creds, cosmetics, weapon attachments or a new form of currency used to purchase materials for crafting/ gunsmith etc. Any other ideas for rewards welcome.

    This would give us reason to explore the map, take down different bases both coop and solo.

    Also stops people burning out on faction missions, which add some variety but get stale after a while. I think they have potential but the complexity of them is rather low so no real challenge. It doesn’t ask much of the player.

    I’m certainly not looking for a milsim , but there is so much potential in the tactical shooter gameplay loop of this game.

    It’s probably a 5/10 in comparison to today’s gaming standards yet I’ve put 250 hours in, so there is something working here despite its critical reception.

    Devs Add challenge and a higher skill ceiling. That’s why seige has done so well. I know it’s a different genre however despite its hardcore nature it’s wildly popular.

    If players have to “git good” in order to get the most out of a tactical shooter like GRB because it’s hard then follow that path. There are more than enough crazy hardcore players of all ages that will relish that challenge.
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  2. #52
    ArgimonEd's Avatar Senior Member
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    I have realized that, the enemy get's more spongier during critical moments on missions (Campaign)...When I was defending the tower on the mission to infiltrate Herzog crisis shelter, The enemies that were climbing to shoot the tower, were taking far more than 10 shots to the torso to kill.
    As soon as I finished the mission, the remaining enemies were taking like 4 to 6 shots.
    And another thing, once I finished the mission, Shooting the enemy made them flinch, sometimes stop shooting.
    But during the mission, this never happened once.
    Why?
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  3. #53
    Originally Posted by UbiBard Go to original post
    As we move forward with Ghost Recon Breakpoint, we want to hear your thoughts and suggestions on several topics. When it comes to things like Enemy and AI feedback, we are happy to take in your requests and recommendations across the forums, but we also want to encourage sharing them collectively here.

    Mega Threads like this will help us with keeping all the different information and conversations in one place. Please keep any suggestions and ensuing discussion respectful and in accordance with our forum rules, as we want to keep this thread populated and productive. For more information on how to structure your posts in the forums, see here.

    Thanks!
    Enemies are blind, increase their visual angle and the distance
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  4. #54
    Need to either give a faction or bring in a new enemy faction that has the ability to do what Unidad did with continuous reinforcements. I have not experienced a single firefight that matched the level of chaotic madness that could occur in Wildlands and that is a feature that could help bring back some life into the game.

    I would also like to see enemies start firing in your general direction (not actually directly at you as they have always done in past games) once it has become clear that an attacker (the player) is in a general area, but not visually detected or known their exact location. The entire reaction where enemies will continue to run towards your location without firing at all while you continuously kill them remaining undetected is ridiculous.

    Give the human AI the ability to inspect an area upon catching a glimpse, but not fully detecting, as they did in Wildlands.
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  5. #55
    noxentin's Avatar Member
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    I think that the game would be much more enjoyable to play if the drones didn't get buffed when they are alerted. It makes sense, maybe, in the "human" AIs, but not in the drones, in my opinion. Really, it doesn't make sense to use 3 or 4 rockets to crack a ground drone. I think it doesn't make sense at all.
    Actually, I suspect that it might even be a bug in the game.
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  6. #56
    This game needs more units in base, more cars witrh soldiers when enemy call reinforcemens- some transporter helicopters with soldiers shoul be nice. Enemy should cover and do covering fire when they call shoot, no runing to you like ducks at the hunting
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  7. #57
    Snow_7c's Avatar Member
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    AI does not improve on its own, it needs a suitable environment for it.
    Think only of this a group of 12 men with advanced technology and directed by a boss can not against a single man. Something fails.
    In the Raid they have put mines. why not in the rest?
    Take advantage of the technology.
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  8. #58

    AI Dialogue

    The AI are supposed to be trained soldiers so they should use more military jargon and less cliche American cowboy one liners. I hate the script "drop those hostiles!" They are shooting at us. We know they are trying to "drop" us. They should be calling out locations of players, coordinating to each other plans of attack, asking questions to each other for more information on the ghosts (whereabouts, direction of fire, while suspicious, they should issue each other commands to investigate areas, and tactical communications, etc) this would put players in the mindset that they are fighting special trained militia.
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  9. #59
    First I want to say I enjoy Wildlands and Breakpoint, but GRAW was my favorite ghosts. It is out of love for this franchise that I am giving this feedback, so that Ubi remembers where Ghosts comes from as they move forward.

    Before talking about AI, the game needs to land on its identity. What is Ubi going for in this game. If it is to grow into a traditional Ghost Recon game, then it is a tactical shooter that requires the player to plan a mission before entering to be successful and the AI has to be honed to promote that.

    The premise of US Army Ranger Ghost teams is primarily reconnaissance and highly specialized spec ops missions behind enemy lines. For this reason the previous games before Wildlands and Breakpoint placed considerable emphasis on having intelligence and mission planning and preparation before infiltration. The enemy AI was equally prepared to hand you your *** if that planning was not right or execution was flawed. This is one of the key elements that separated this franchise and other shooters.

    To support the tactical shooter, clandestine operations of Ghost Recon, the enemy AI needs to be jacked up. Their alert levels need to be more sensitive, but the players ability to evade and stay hidden tweaked as well. The use of light such as shadows or taking out generators should be more of an advantage for the player. The other aspect is how enemy react to contact, which needs to be more intelligence. Trained soldiers do not rush across an open area right into your gun sights. Even the most basic defensive tactics would be to take cover, suppress the player, while teammates try to flank.

    Another aspect is how enemy,particularly high tier enemy like wolves, deploy. Though they should be search and destroy, they should always have supports to suppress you as they advance. Either machine-guns, drone attacks, etc. But the most feared enemy of the Ghost is the sniper team and there needs to be more of them in this game and their detection and hit skills advanced. The enemy sniper class should be the most feared in a game like this and much more than drones that you hear coming. Sniper combat forces the player to choose a path wisely to provide cover from high ground, as any real ghost would. You would not run across an open field deep in enemy territory and expect to live.

    The other aspect of sniper combat is that smart enemy will deploy to create natural defiles in the players path in trying to avoid them, that leads them into ambush or traps. Ambush evasion in high level areas would be an excellent addition to the game that would add excitement, given the element of surprise.

    Some other AI tweaks would be the player permitted to drive enemy vehicles to infiltrate, providing the player drives in a way that would not draw attention. This would end when the player entered in zones of higher alerts, where enemy would naturally scrutiny movement more carefully. Today you are automatically detected when driving ground vehicles, regardless of the circumstances, which is not realistic.
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  10. #60
    ArgimonEd's Avatar Senior Member
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    Just to correct you in one thing, GHOST's are GST part of 1 Battalion 5th SFG Green Beret's, not rangers.

    Ghost is an unofficial name derived from the GST which was a name given to them by the DOD, stands for Group for Specialized Tactics

    https://ghostrecon.fandom.com/wiki/Ghost_Recon
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