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 Character Customization, 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!
As stated in the companion book "we chose to focus our production efforts on character model variants to give as many options as possible in terms of appearance" fine but.. they all look terrible coming from Wildlands. Especially the female. Too tall, moves like a guy who's ***** himself.. plus the gear doesn't fit and again the hair and faces are very poor for a video game in 2019. Seriously, the standard character design in Wildlands was, in hindsight great.
Bring back Kryptek Camo.
A couple more "Rolled up Sleeves" options would be good. Or you could make all long sleeve shirts with a rolled sleeve option the way they did "Blouse Boots".
Hoodie with a working ((up/down) hood.
Night vision mount without helmet.
A/N PVS 14.
Different (selectable) color modes for night vision (yellow, Black/White, Red)
Ghillie hood/hat and backpack.
Bring back the Echelon Mask from Wildlands.
Gamer Insignia as Patches.
Better/more tattoos.
More face options for both genders, more hair styles.
Customizable Parachutes (from Wildlands)
Real world Unit Patches ( SFG, SEALS, SAS, SAYERET MATKAL, MARSOC, DELTA, 82D, 1ST RANGER BN, FOREIGN LEGION)
Backpacks that appear class specific i.e.
Assault Class- Grenades, Demo and extra ammo.
Panther- Chemlights, Bolt Cutters/breach torch, Tactical Tomahawk, flashbangs
Medic- Tourniquet, Field Dressings, flares, syringes. Gps
Marksman- Spotting Scope/Binos, Roll of netting, Handheld Ballistic Computer.
Edited for additional Request
Also the headwrap Shemagh sould be available in every color and pattern.
The gear needs a vast overhaul. We were asking since Wildlands to have military authentic Loadouts. We are supposed to be this elite unit an yet, we look grossly under equipped? The only new implementation was the Molle Combat belt however that is also sorely lacking in realistic items. No IFAC no Dump Pouch? Below is an image of what a loaded out vest should look like. The gear weight in real life is roughly an average of 80 pounds dispersed around the person. However in Wildlands and what continued through to Breakpoint is maybe 45 pounds being generous assuming you would have ballistic plates within the Plate carrier.
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Quick write up of problems that I found with current gear and various reworks to cosmetics, with a second post later coming for suggestions:
Silverback Icon: The Balaclava under his helmet needs to be black colored(currently its tan), also currently needs to have a new shirt made for him(New Shirt should be them same as the Lieutenant Shirt, but without the pad on the right arm), to compensate for the lack of touchpad the actual character has, he's also missing a cloak, and needs the camouflage facepaint added which the actual model has, but the figure lacks. How it should look(fanart taken from reddit by lonewolfghost88):
Yellowleg Icon: Currently Wrong gender(Should be female), Cloak is missing (Not sure if intentional), Mask and Shemagh combo are the wrong color (Mask should be a metal tint with white stripes, Shemagh should be blue), Vest is the wrong pouch combination (Should be a grenade round bandolier.) Current Photo:How it should look:
Rosebud Icon: Vest is the wrong one(Currently the Yellowleg vest, should be the Rosebud Vest) How it should look:
Fixit Icon: Currently missing various items like the Headset around the neck, Radio on his vest, and his Shemagh, his boonie hat is an OD green in game (It should be an Chocolate Chip camo) How it should look:
Nomad Icon: Missing various items such as Watch, Fanny pack, bandages, various vest accessories from E3 Counterpart, the boots shouldn't be bloused, and the Beard is currently too dark of a brown(Should be slightly lighter in color) How it currently looks in game:and how it should look:
Neck shemagh(Non MTX): Currently lacking a the proper texturing as an option, as seen here
All Wolf Cloaks (Golem Island Medic, Golem Island Sharpshooter, and Walker Vest): All Standalone Cloaks currently are missing sleeves to them, and that takes away a good bit of the coolness from them, I'm guessing this is intentional due to Clipping errors, but would it be possible to revert this, so it looks like the cloak that the Walker Icon has?(Also bolded and underlined since this one was important to me) In game example:
and How it should look:
All Jeans: Currently missing a proper blue denim texturing to it, How it currently looks:
Customization Suggestions/Fixes:
-Add a "Roll Sleeves" option to all shirts in a similar manner to bloused boots, with 1/4 and 1/2 rolled options.
-Allow for more preset variations for vests and battlebelts (or let us customize the pouches on them.)
-Move the Wolf Mask A, B, and C into Headwear so we can attach shemaghs, NVGs, or headsets individually.
-Allow players to change the camos of all figure pieces such as "Fury's Pants, Vasily's pants, Fixit's pants, and "Yellowleg's Mask" or add colorable versions of these items.
-Allow us to individually color battlebelts, or remove them if we so choose.
-Add a "Hood Up" or "Hood down" toggle for certain jackets and shirts similar to the "bloused boots" toggle.
-Add a "Neckwear" Section, and move the Shemagh, Kevlar Neck Protection, and Walker's Dogtags(Present on the Walker's Vest gear piece), as options there, and add more later down the line.
That's all I have for now, but I'll update the list as I go.
Also PS: Thanks Bard for adding the Megathreads!
My suggestions focus on dramatically expanding Charactersmith in the direction of upgrading gear and replacing the magical stats with upgrades. This ties in heavily with my
mission suggestions so i suggest reading that first. There's a link to it at the bottom of this post.
- Provide a means of upgrading all gear using supplies, scientists and engineers. Players acquire blueprints for gear upgrades, get scientists to research them if needed and get engineers to build it. This requires supplies.
- Weight system: just like my Gunsmith suggestion, add a weight system to govern gear to balance out upgrades.
- Lower weight means higher mobility, faster movement in general and faster turning. Stamina lasts longer.
- Higher weight means lower mobility, slower movement in general and slowing turning. Stamina runs out faster.
- Material system: just like my Gunsmith suggestion, add a material system.
- Lightweight: lighter weight but reduced carrying capacity. Fewer items and ammo, but higher mobility.
- Medium weight: basically +0 on all stats.
- Heavyweight: heavier weight but increased carrying capacity due to stronger material. More items and ammo, but lower mobility.
- Fully separate stats from visual appearance to resolve many potential conflicts and issues
- Upgrades:
- MOLLE upgrades for all gear.
- Battle belt: extra items, represented by additional item slots in the item wheel
- Backpack: extra items, represented by a second item wheel unlocking. Multiple upgrades to add more slots
- Helmet:
- Optical device with up to 2 vision modes (default NVG and thermal, can be swapped for magnetic vision, enhanced NVG (both from Future Soldier), alternate NVG options (older, less capable NVG which players could start with to provide an upgrade path for that tech), white hot/black hot thermal, etc).
- Players will need to acquire all vision modes by acquiring the tech in the game world. See mission suggestions for how that can work.
- Don't forget batteries
- Shirt:
- Optimized tailoring (stealth+ by reducing noise, stupid but it can replace stealth perks)
- Vest:
- More ammo pouches (max ammo+, weight+)
- add plates (damage resistance+, replaces gear score based damage stat, weight+)
- Add equipment slots
- Replaces perk slots
- Can equip for instance a heatbeat sensor (replaces sixth sense perk), weight+
- Optimized tailoring (stealth+ by reducing noise, stupid but it can replace stealth perks)
- Gloves:
- Improved grip (grip+, weapon handling+, reload speed+, weight+, weapon swap time+ (meaning it takes longer to swap since you're got more grip and can't just move it away and quickly move your hands))
- Pants:
- More ammo pouches, weight+
- Armor upgrades (same as add plates from vest), weight+
- Optimized tailoring (stealth+ by reducing noise, stupid but it can replace stealth perks)
- Boots:
- Metal grip addon (grip+, reduces chance to slip and slide), weight+, use the exoskeleton boots model from Wildlands
- Optimized tailoring (stealth+ by reducing noise, stupid but it can replace stealth perks)
- Armor upgrades (same as add plates from vest), weight+
- Weapons general:
- Add option to holster weapons
- Sidearm holster:
- Option to dequip sidearm
- Primary weapon carrying:
- Add option to carry 2, 1 or no primary weapons
- Knife:
- Option to dequip knife and use weapon or hands for melee (depends on player state)
- Visual appearance:
- Helmet:
- Helmet mounted flashlight
- Multiple patch options, independent
- Helmet cover with independent camo option
- Shirt:
- Option to roll sleeves up on all long sleeve shirts
- Elbow pads:
- Mix and match elbow pads, or even have only one elbow pad
- Gloves:
- Mix and match gloves, or even have only one glove
- Pants:
- Kneepads option for all pants (kilt too probably, if that works)
- Mix and match, or even have only one kneepad
- Sidearm holster:
- Option to move holster to battle belt
- Option to move holster to vest
- Option to have no holster (dequips sidearm automatically)
- Primary weapon carrying:
- Add realistic slings for carrying weapons
Link to mission suggestions: https://forums.ubisoft.com/showthrea...1#post14700774
Link to Gunsmith suggestions: https://forums.ubisoft.com/showthrea...1#post14700585
To summarize: players can finetune their character's abilities and movement speed, you could be a scout carrying only a DMR, a few mags and lightweight gear, or a heavy gunner that can take some punishment, while bringing tons of explosive ammo to the fight, or anything in-between.
My advice is to actually research gear that is currently in common use in American special operations units, and the PROPER wear and configurations of said gear. Look up images of CAG or DEVGRU operators, Green Berets, etc, and get it right for once.
Put MBITR or Harris radios on the plate carriers, as well as IFAKs, admin pouches, etc. Or make the plate carriers customizable as well. You also need to do some serious research on the holsters in the game. No one serious has worn holsters that low in 20 years, because it ain't that great in a gunfight when you have to rapidly transition from your long gun to your sidearm. The holsters should either be on the battle belt, or worn mid-hip with one strap going to the battle belt, and a single strap around the upper thigh.
These are things every single operator on those helicopters should have had on when they were shot down, in addition to a FULL Crye G3 combat uniform, modular plate carriers, and either an OPSCORE FAST helmet, Crye Airframe, or Team Wendy Exfil helmet. They'd also all have had Peltor headsets, binocular or quad tube NODs, a good watch, and decent hiking boots. And no restrictions on camos that are literally issued by the Army at CIF.
If you're going to call a game about American special operators "authentic," then it had better be. Right down to the gear, weapons, and how it is worn and utilized. There are several American combat vets of the GWOT in these forums. I'm one of them. We've served in various eras of the GWOT, some of us in Iraq, some in Afghanistan. Maybe even a few other places. Most of us aren't special operations vets, but several of us served in combat arms units in direct combat. We know the gear, we know how it's supposed to be worn, how it works, and we know what proper, combat effective weapon set-up and weapon-handling looks like. We're a hell of a resource to let go untapped.