🛈 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. #1
    UbiBard's Avatar Community Manager
    Join Date
    Nov 2019
    Posts
    192

    Enemy/AI Feedback

    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!
     8 people found this helpful
    Share this post

  2. #2
    TrickShady's Avatar Senior Member
    Join Date
    Jun 2019
    Posts
    2,801
    Enemies are reverting back into the shut down loop regularly since last week.
     3 people found this helpful
    Share this post

  3. #3
    Edcrophilia's Avatar Member
    Join Date
    Mar 2019
    Location
    Earth
    Posts
    399
    I've said this before:

    If I'm hidden (Stealthed for the purposes of this game) and kill 1,2, or 3 enemies with Sync shot drones and haven't been spotted, enemies shouldn't be running to search the area I'm hiding in. How exactly would they know the area I'm in?
     25 people found this helpful
    Share this post

  4. #4
    1. They tend to all use the same path of approach even when there is a pile of dead bodies in the direction they are headed

    2. They lack any tactical assault even when set to extreme difficulty. Things like flanking the players, using grenades to flash out flash out players in cover should be second nature to them since they are supposed to be trained soldiers.

    3. The enemies seem to just aggressively rush straight to you instead of using as much cover as they can and closing the distance between you and them.This is especially true for the wolves.

    4. The wolves are supposed to be former ghosts just like the players. This reminds me of the hunters in the division, only that the hunters actually move and attack like actual players. The hunters, if more than one, spread out and attack players at multiple points making them a very serious challenge to overcome. They use all the gadgets the players have and more. Just the presence of a single hunter would often bring fear to players and all of a sudden you see all your teammates start playing in a serious way to over come the deadly opponent that has just arrived.
    As for the wolves they are the polar opposite. When many, they come stacked up together like kittens looking for warmth moving straight towards the player even when he/she has a gun pointing at them. Example would be the mission of protecting doctor cromwell as she hacks the servers. All I used was a grenade launcher to eliminate all the waves of wolves and I still had grenades to spare. There was no challenge, no sense of fear, no panic, no thrill. Just one grenade per wave was enough simply because they came running straight to me with no plan or tactics. They just all came cocooned together.
    Basically, I have completely lost all fear of the wolves and this happened on the very first encounter.

    5. In most cases the enemies that are supposed to be watching a compound are facing a wall or something. Its like there objective is to look away so that the player can kill them more easily. I really do hope this is a bug. If we were to review the mgsv, the patrols moved realistically and faced the right direction based on the area they are supposed to watch giving the players a more immersive game while making it a pleasant challenge to overcome.
     33 people found this helpful
    Share this post

  5. #5
    TrickShady's Avatar Senior Member
    Join Date
    Jun 2019
    Posts
    2,801
    There is no difference in behaviour from one type of enemy to another they all act the same way there is no variation to them.
     12 people found this helpful
    Share this post

  6. #6
    Wolves should use Division Hunter AI.
    Sentinel should have Wildlands Unidad Chevron rating mechanics.

    After all, we're supposed to be hunted.
     20 people found this helpful
    Share this post

  7. #7
    I'm going to seperate my feedback into an individual unit rework, with a small list of general changes later, starting with the Caller Unit:

    "Caller Unit" Rework:

    -Current problem with Callers: Overall in the open world these units aren't very impactful or punishing to keep alive and unvaried in the units they spawn in, as they only call in either one small buggy with 5 units, or a small Overseer helicopter.

    Part 1: What I would change:

    - Allow the "Caller" unit in the open world to call a larger variety of different units other than either one vehicle or unarmed helicopter, such as Murmur Packs, APCs, Deinos Helicopters, Gyps Helicopters, etc.(same as the Golem Island Caller Unit)

    -Allow the Caller to continuously call for reinforcements on a time interval until killed (Maybe every 45 or so seconds in a similar manner to the Unidad alert from wildlands)

    -Make the Sentinel Caller a more "defensive" style of enemy, where they will prioritize their own life by sticking back and consistently calling for reinforcements.

    Part 2: A new Unit: Wolf Regiment Caller

    Location: Exclusively in Wolf camps.

    Unit Write Up: What sets unit apart from his normal counterpart is he can call in for Azreal sweeps, along with any units he calls in will be Wolves as opposed to Sentinel. His weaponry, armor, and aggression will be the same as normal Wolf soldiers. Another change is in stealth, if the Wolf Caller comes upon a dead body, he'll immediately call for either a sweep by a helicopter or an Azreal drone.

    Why to pick these changes: These changes would make the Caller a much more threatening enemy, and would make them the priority target to take out, also it would be a good way to test out returning the Unidad alert system from Wildlands or a similar system like that.
     18 people found this helpful
    Share this post

  8. #8
    Icetyger4's Avatar Senior Member
    Join Date
    Aug 2019
    Posts
    1,124
    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.

    Also, we need a way to eliminate the flying drones silently. I suggest if you hit them with an EMP grenade, they will simply drop out of the sky permanently disabled. If an enemy finds a disabled drone, they could investigate, assume it was malfunctioning and continue on their way.
     27 people found this helpful
    Share this post

  9. #9
    Add more enemy types, strengthen all attributes of the Wolf Soldier, can be equivalent to Agent Hunter. Reduce the speed of all drones. Enemy gunships frequently appear.

    添加更多的敌人类型,强化狼士兵的所有属性,可以相当于特工猎人。 降低所有无人机的速度。 敌人武装直升机经常出现。
     5 people found this helpful
    Share this post

  10. #10
    I think enemies AI need to be smarter. If I'm shooting from a rooftop they won't climb a ladder to get me...and if they get in the water they died suddenly. They were supposed to be trained soldiers. I need to see enemies AI patrolling on boat and on bikes and wolves driving some vehicles. Whenever they call for reenforcement I'd like to see more than one vehicles coming for backup...
     9 people found this helpful
    Share this post

Page 1 of 36 12311 ... Last ►►