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.
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.
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.
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...)
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.
I'm cross posting this here since this is the "official" feedback thread.
Originally Posted by igrvks Go to original post
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.