🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #71

    Tactic Shooter - Spawning Enemys behind

    I will keep it short - loved the first part and there is a lot I can see from different angels and so ok in break point,
    but having enemies spawn behind you in an emptied building or complex exceeds what I can tolerate in a tactic shooter - how could you ever decide to do that? Never happened like that in wildlands – why now???
    I will not play 1 minute until this is changed.
    Share this post

  2. #72
    Speed up the animation for getting onto/climbing up ladders etc.
     1 people found this helpful
    Share this post

  3. #73
    The T800 dudes are awesome! Love how hard they are! like when you get all 3 on you that really makes you have to do some crazy things to live! love it! wish we had some bosses that will could pay to get in to kill for hour so we could get skell and things.
    Share this post

  4. #74

    Just an idea

    Just to echo what others have said but bring back the "wanted" levels from Wildlands with perhaps a behemoth being deployed at the extreme level. That would certainly change things up a notch

    Small point this but make the AI mount the vehicle weapons when bases are attacked. It's so strange seeing AI duck behind an APC and them not deciding it would be a good idea to get inside and use it's weapons

    On that note I think that the ghosts should be able to train, equip and direct rebels in battle. Think this would lend itself well in the absence of the original ghost AI teammates. The fact they would have to be trained and given equipment that the ghosts do not use anymore would allow for a lot of customisation. This could lead to scenarios where rebels are providing ground and aerial support to ghosts on missions. Imagine ghosts taking out SAM sites for example whilst rebel snipers cover their approach before a rebel assault team attacks a base. That would be awesome

    Adding to this element should be the ability to capture bases or areas away from sentinel in order to control the whole island as the endgame. This will probably end up with a lot of micro management with the rebels but it would be an idea that could be added in to extend the life of the game. Then add in that the captured bases have to defended as well would make these improvements a game changer like for example the taken king dlc was to destiny.

    Also maybe design some sort of mission designer where an area of operation could be pulled up around a mission objective where it could dictated where troops can be deployed from and plan of attack be decided. This could mean different type of missions like hostage rescue etc with maybe certain conditions having to be met eg minimal causalities or only reach certain threat level etc

    Could even be an excuse to add in a new faction like some other world power who would be interested in the island and the USA having to disavow the ghosts for some reason etc etc.
    Perhaps I'm dreaming too much here but that's the game I would like to see.
     1 people found this helpful
    Share this post

  5. #75
    After the update, the enemy AI got better and I thank you, Ubi, for doing this, but she still needs improvement. On some bases that I invaded, enemies who were on alert state just stood stoped on their positions waiting for us to shoot them and don't even got cover on something. When they do get cover, they show to us the tip of their heads or some other part of the body and the only thing we need to do is shoot on that part exposed. It's too easy. We don't take cover like this, showing parts of my body. The enemies still need to be more tactical, dangerous, agressive. I play solo and with friends on EXTREME difficulty with NO HUD and NO DRONES! And I don't feel that I'm playing on extreme difficulty. When I play solo, I do feel the game get's harder (but still, to me I don't feel it's a extreme difficulty) but when playing with friends, the game become just too easy, sorry.
    I really miss the attempt of the enemies on flanking me. This happens on the game, but infrequently. This needs to happen ALL the time, they need to try flank ALL the time. Enemies need to be smarter, intelligent. When they get cover, they need to try move to another cover without being seen, already trying to flank us or shoot us showing them selves on another location. When They get cover, I only need to wait them move the Head of the cover and shoot. All the time that I'm on a gun fight with the enemies, I try to move to different covers to surprise the enemie. The enemies NEED to do this to us, they have to do this. They need to put more pressure on us. Maybe what a I'm asking is to much, but the enemie AI still needs a lot of improvement. At least more attempt to flank can be done, I think. I know that a lot of people here don't like the aimbot system, I don't even know if this game use this, but I really like this almost perfect acurracy that enemies have when shotting on us and I think this need to continue on this game because is the only time that I feel difficulty when playing. To me, this almost perfect accuracy is very good.
    Share this post

  6. #76
    Make the AI climb ladders.

    Make the AI react getting shot and make them have injuries like nomad has.

    Enemy AI should not leave the gunner place in cars unless absolutely necessary.

    Make the AI tumble down hills like nomad does.

    Make wolves act like spec ops (they are suppose to be ex ghosts...)
     1 people found this helpful
    Share this post

  7. #77
    purdie78's Avatar Member
    Join Date
    Dec 2013
    Location
    Lancashire UK
    Posts
    35
    I agree with pretty much what everyone is saying about the AI however I’d like to see things from wildlands also when some would go off to get some sleep it is supposed to be a living world after all!
     1 people found this helpful
    Share this post

  8. #78
    Firstly thanks for enabling 1 primary weapon as an option. In my opinion this really makes me think more before engaging in any action, makes the game much more interesting.

    Still hoping an effective tactic is introduced to take out drones silently(emp skill/ attachment). I don’t particularly find murmur drones are enjoyable to fight, even less when I’m attempting to clear a base silently. I’m happy for consequences if I stuff up, even more would be welcomed (increased reinforcement numbers and reinforcement callers in larger bases). I don’t find going loud against drones to be much fun and would especially appreciate an alternative when engaging flying drones.

    Also I’ve notice on multiple occasions the heavy mini gun enemy wandering the wilderness by himself? Seems to have happened since the latest patch.
    Share this post

  9. #79
    igrvks's Avatar Senior Member
    Join Date
    Jan 2015
    Posts
    856
    I'm cross posting this here since this is the "official" feedback thread.

    Originally Posted by igrvks Go to original post
    There should be optional sabotage missions to key Skell infrastructure and manufacturing plants that would disable the drones for each region. Player would have the option to reset them kind of like the outposts in Far Cry 3 should they want to fight drones again. While checklist gameplay like this is far from ideal it would mean that these missions would be far less challenging for the team to implement than completely bespoke missions. This would allow the players to choose if they want to have drones in their game or not, ultimately giving every preference something as a compromise.

    I have said it before and will keep repeating it, this kind of game should be all about options for the players.

    For example, Region A:
    - Gain intel on manufacturing process
    - Take out power plant/wind turbines to cut power in manufacturing plant and to gain access there
    - Infiltrate the manufacturing plant and sabotage key components and manufacturing lines
    - Finally take out their warehouse to get rid of their backlog of complete drones
    Result: Sentinel and Wolves cannot deploy ANY additional drones for Region A. This makes "boss" drones like Behemoth have permadeath too, you take it out and it will never respawn unless the player chooses the option to reset all drones from the options menu.

    Write some variation and repeat for every region, suddenly you have a ton of optional side content that is something other than Faction missions, with ability to restart the process, allowing players to test different approaches and tactics.
    Share this post

  10. #80
    Can we up the enemy count when wolves come after you once spotted by a drone? In both co-op and single player there is no sense of fear or urgency because the response can be quickly dealt with and ended. I would also like to see enemies with radios thrown in the mix in an effort to continuously spawn a hunting party and actually have some sense of being pursued. Even a follow up team should the first individuals be killed and not have any contact to those who sent them out after nomad after a certain amount of time passes would be welcomed. Anything to actually breathe some sense of life/hatred/fear into the game world, because it severely lacks a lethal and overwhelming enemy response as it currently plays.
    Share this post