1. #1
    UbiBard's Avatar Community Manager
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    Ghost War 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 Ghost War and PvP 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!
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  2. #2
    The Weapons also desperately need a Balance for PVP. The VHS D2 and Bullpup PDR are the commonly most used guns in the game due to the fire rate and damage and great handling. How can a Bullpup PDR (5.56) have 43 damage where a 516 Shorty (5.56) has 23? ( Both have the same firerate, the PDR also has better handling and accuracy). If you want to balance the weapons add the damage value to the caliber not the gun and make sure that the caliber matches the correct firearm. For example the 5.56 does 38 damage where the 7.62 does 43 damage. The 5.56 would have a faster fire rate and lower recoil as compared to the 7.62 but have less range. SMG's should have less range than Assualt rifles, - Barrel length should have an effect on range. If Suppressors are going to be in PVP there should be no minimap marker as they already reduce the damage and effectiveness of the weapon * exact opposite of how there perform in real life. Also the 50 cal snipers should be one shot to the upper torso like how the MSR performed in Wildlands. The slow fire rate of the Tac 50 compared to the Scorpio with it having to be a 2 shot makes it a no brainer as by the time that you shoot your first round with the Tac 50 the Scorpio has fired 2. In PVP the weapon values should be the same. The tiered loot should not have any effect in PVP. A PDR should have the same values as every PDR, MK17 should be the same across the board, etc. They added the Tiered loot to entice players to try new weapons. If you want people to try new things balance them out, think thoroughly about the benefits of each weapon and how they affect gameplay, and only allow one weapon for PVP to make people make a tactical decision. If they are going to be a sniper then thats all they get. Everyone runs an assault and a sniper and the vast majority will try and snipe in the bushes and then melt someone when they get close. There is no risk in you weapon choices. * Just noticed that you created a thread of PVP. Placed it here instead.
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  3. #3
    The camera system needs to behave like it did in Wildlands. A 45 degree camera pan restriction during movement. The free 360 camera allows all these circle sprinters to out maneuver the bullets. The camera restriction should effectively suppress the circle running and enforce tactical gameplay.
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  4. #4
    There is still the sprinting glitch which overrides all other controls - you are unable to ADS unless you take you thumb off the left joystick and stop moving then you can proceed to ADS. The ADS should effectively override all other controls and stop sprinting immediately. This is a common problem on the Xbox can't speak for PS4 or the PC. (This was an issue in Wildlands)
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  5. #5
    My quick list for Ghost War feedback(Highest priority from top to bottom):

    -Fix the Netcode and Latency.

    -Crackdown on known cheaters and lag-switchers (especially when video evidence is provided.)

    -Remove the ability to carry two primaries and a sidearm and limit to one primary and a sidearm.

    -Add maps that incentivize Close Quarters Combat and Objective Gameplay such as large towns, bases or outposts.

    -Add a mode similar to Conflict Mode from Ghost Recon Future Soldier. (Remove Elimination completely, and shift towards Conflict mode as the main PvP mode)

    -Take away the ability of gear rolls such as "Technique Cooldown" having an effect in PvP.

    -Remove Grenade Launchers in PvP, make them a “power” item like the gas drone, or make them a utility item similar to Ash’s gadget in Siege.

    -Revert stamina changes for PvP that were made in 1.01.

    -Map Suggestions: Camp Tiger, Camp Kodiac, Deadwood Isle testing site, Helicopter Crash site from the first mission (I think the name is Cold War Airbase), Auroa Intranet Site, Agronomy Center, Auroa Survival Shelter, and Arrow Testing Site.

    -Dedicated Servers, or setting a ping limit.

    -Remove Kills and K/D Ratio completely from viewing and Stat tracking, and shift towards Stat tracking that tracks objective/teamplay.
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  6. #6
    Bring back class specific weapons. Panther has smg and pistol, assault shotgun or assault rifle etc etc. Wildlands ghost war is far superior because it made you be tactical with you team, playing to each others class strengths, breakpoint ghost war is just the same over and over. Everyone uses a sniper and an assault rifle that’s it not change. It’s all run and gun. I loved ghost war in wildlands. I am bored and tired of breakpoint ghost war. PVP and PVE are separate game modes keep it that way. Rewards should carry over but that’s it. You are no longer a master of an ability you are just jack of all trades master at none.
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  7. #7
    The Ultimates should build up overtime not just from marking and downing an enemy.

    Medic Class - drone needs to move faster and eliminate the dumb noise for the revive. The revive should also be instantanious as one people can clearly hear the revive and then there is about a 5 second delay before your character does a weird convulsion before getting up. Making it easy for you to tell when they are being revive and when to shoot and down the enemy again.

    Panther Class - the smoke animation needs to go. Have the character pull a pin on their vest to deploy the smoke. The slide takes way to long pulls you out of combat causing you get downed as you can't do anything for the long animation to take place. The Smoke should also not flash bang teamates as it is supposed to unmark them.

    Each class should have class specific items I.E. Smoke grenades for the Panther, Recon Sensor available to the Sharpshooter only, Medic has health syringe, Assault has flashbangs.

    Remove all Syringes and items on the map all together and only allow the medic to drop the health syringe - Limited number. Put multiple health and ammo boxes throughout the map like in Wildlands.

    Drones need a health nerf and be class specific - Scout class from Wildlands - The community asked for less drone classes not allow any class pick up drones.

    Class restiction needs to be implemented when more classes become available. I.E. Can't have Four Medics or Assaults, ONE class for each team.
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  8. #8
    ArgimonEd's Avatar Senior Member
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    Originally Posted by ItsCouchPotato Go to original post
    The Weapons also desperately need a Balance for PVP. The VHS D2 and Bullpup PDR are the commonly most used guns in the game due to the fire rate and damage and great handling. How can a Bullpup PDR (5.56) have 43 damage where a 516 Shorty (5.56) has 23? ( Both have the same firerate, the PDR also has better handling and accuracy). If you want to balance the weapons add the damage value to the caliber not the gun and make sure that the caliber matches the correct firearm. For example the 5.56 does 38 damage where the 7.62 does 43 damage. The 5.56 would have a faster fire rate and lower recoil as compared to the 7.62 but have less range. SMG's should have less range than Assualt rifles, - Barrel length should have an effect on range. If Suppressors are going to be in PVP there should be no minimap marker as they already reduce the damage and effectiveness of the weapon * exact opposite of how there perform in real life. Also the 50 cal snipers should be one shot to the upper torso like how the MSR performed in Wildlands. The slow fire rate of the Tac 50 compared to the Scorpio with it having to be a 2 shot makes it a no brainer as by the time that you shoot your first round with the Tac 50 the Scorpio has fired 2. In PVP the weapon values should be the same. The tiered loot should not have any effect in PVP. A PDR should have the same values as every PDR, MK17 should be the same across the board, etc. They added the Tiered loot to entice players to try new weapons. If you want people to try new things balance them out, think thoroughly about the benefits of each weapon and how they affect gameplay, and only allow one weapon for PVP to make people make a tactical decision. If they are going to be a sniper then thats all they get. Everyone runs an assault and a sniper and the vast majority will try and snipe in the bushes and then melt someone when they get close. There is no risk in you weapon choices. * Just noticed that you created a thread of PVP. Placed it here instead.
    Said the same thing about damage in both my threads, and on their weapon and attachment thread....See ubi...This makes more sense, other "Realistic military shooters with pvp modes are like this too"
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  9. #9
    Scrap the seperate game modes and Battle Royal Elements

    Future Soldier had one game mode: Conflict. 8v8 - 2 squads

    It had varying objectives during the match. There were re-spawn points and back up points should your team get pinned down or you could respawn on teammates not in a firefight. The objectives are CONFLICT, HVT, SABOTAGE, AND SIEGE. All of these modes occur during the same match and each is timed. A match will run about 20 minutes, giving each mode a five minute run.

    Conflict (team death match - timed and points awarded to team with most kills),

    HVT (Players have to locate and escort an NPC across the map to an extraction point - defenders have to kill the NPC or stop them from reaching the extraction point before time expires),

    Sabotage (Place the bomb on the radio tower)

    Siege (a location is designated on the map for either team to hold, once a team captures the point they have to hold it limited respawns and the other team has to over take the location)

    This one game mode would allow for dynamic gameplay and encourage moving around the map instead of camping (No need for the Battle royal circle) This would also encourage teamwork and keep players engaged.

    Players constantly leave after being killed because they either have to wait for a revive or the next round. This would help keep players in the game (no need for a left match penalty)

    Allow for people to join mid match as people sometimes experience issues. i.e. power outage, internet disconnection, personal responsibilities.
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  10. #10
    AI BLUEFOX's Avatar Senior Member
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    Not sure I follow @itscouchpotato. Future Soldier had siege, decoy and saboteur as different modes, plus they added stockade as DLC. Conflict had various objectives and respawns.
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