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  1. #221
    there a problem with the honey badger you implented into the game the weapon use ammunition, The .300 AAC Blackout also known as 7.62×35mm but when you equip it ... the mags on your vest change into 9mm magazine because you made the weapon a smg can you fix that pleaaaaaase
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  2. #222

    Adjust Some Weapon Camo To Look Less Like Plastic

    Some of the US woodland camos are far too bright, and look nothing like the preview panel shows. One in particular is nearly neon green, whereas the square to select the camo is a cool dark green.
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  3. #223

    Add flashlight attachments, and other rail attachments & allow use of multiple

    A lot of the success in gunsmith in games like Escape From Tarkov comes from the complete freedom in use of attachments. Much like the Green Berets and other special ops teams, I would really like to use multiple rail attachments, flashlights, and other awesome gear for my guns. Thanks so much!
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  4. #224
    Please add a micro sight for all AK variations
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  5. #225
    Make grenade launcher optional for the DMRs like MK17scount,G36Cscount, that will make them useful.
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  6. #226

    Gunsmith

    Instead of scrounging for bits and pieces and having then the ability to upgrade or to even have blue prints, period. My idea would be to allow the player to harvest receivers, barrels, scopes, other attachments, and ammo from dead enemies or even dead allies. Back-pack carrying capacity considered beyond the essentials, or what the player might discard and then go without. AND the player has to give the collected parts to an actual gunsmith, and wait a period of time before getting the new weapon. Also have the ability to trade-in parts at Maria's shop and at the outcasts HQ [they'd need a Maria plus a gunsmith]. The point is that we could build literal 'ghost guns' with all the tricks onboard that we wanted provided we could harvest the actual part. Not screws and bits of metal.

    Get rid of the military crates in civilian environments and have them only in military bases. The bigger the base, the more top tier weapon available.

    Keep Skell currency part of the reward system and something that can be taken off the dead, or off tables or dressers in civilian and military quarters.

    Make cans of gasoline, oil, and food packets, especially MRE's consumables, have trade value, and player recuperative values. The water packets already found in the environment should have a consumable vale other than simply filling up the players canteen. It should be a carried item and take up back-pack space.

    Everything we scrounge should be able to be used to make life better at Erehwon or at the Outcasts HQ.

    Sorry I went beyond simple gunsmithing.

    Sam.SamFisher, out.
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  7. #227
    vm4M9Tz4pB's Avatar Senior Member
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    Sep 2018
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    making a patch for crafting weapon corresponding to current score. it is useless completely when u play raid and get a weapon over 250, but the crafting only allowed it at max 250? what the point of it, u dont think it is reasonable that the output should be consistent witht the current level, so if u get a weapon at 280, it should be allowed the output from crafting at 280 or btw 252-280. otherwse the crafting is useless after a player who reach 250 in campaign mode
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  8. #228

    Gun info overlay

    Hey,

    Most of the time when I am looking at my list of guns, the info overlay for the weapons covers the list of weapons and I cannot see the list.

    Can the info overlay be made to be static to the right instead of seeing my character? I can see my current weapon to the left with its info, so why not show the same on the right for the weapon the mouse is over in the list?

    Thank you very much.
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  9. #229
    Ubisoft would have to look up the difference between a Daniel Defense MK18 and a Military issue MK18 / CQBR Block II / MK18 Mod 1. They made the one in game now by taking a SIG 516 and putting a RIS II rail on it. I wouldn't expect much on this. They also took the garbage tier stats of the 516 for it as well.
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