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  1. #1

    Good feedback?

    Thousands of complaints. What do y'all believe the devs got Right? I have just under 600hrs in game and most of my initial "problems" with the features are gone. Except sliding down the stairs, and render distance of enemies. Enemies should render out to at Least 800m, and Nomad shouldn't ride the lightning down any stairs. The rest, I like.

    What features do you enjoy in Breakpoint that weren't in past GR games? Or updated features that Breakpoint did better
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  2. #2
    Having just gone back to wildlands to see and feel what is different in BP. (And trying to keep it positive).

    The movement and animations are far superior in breakpoint.

    Shooting feels a little bit better and short to medium distance. Agree with you about render distance. Should be at least 600-800m. Seems it’s only about 200m or so in breakpoint which makes sniping not much fun. Some weird bullet drop in breakpoint too.

    I like the bases and their design. I like moving base to base and taking them down as stealthily as I can.

    I enjoy HUD off and travelling by land place to place. I feel like this was how it was meant to be played. Using the chopper all the time means you miss out on the emergent gameplay on the journey. It is a bit empty and the repeated enemies by the bikes gets old fast, but the landscape really is quite spectacular.

    I like the injury system, but have to limit myself to not using syringes to experience it properly. Makes me much more conservative when taking on enemies in big groups. (As you would be, trapped solo behind enemy lines).

    I like the ability to move bodies, although the current animation is too slow and the ability to drag bodies would be very welcome. (Maybe it would be louder but faster)

    I don’t mind the sliding but it does need to be toned down a bit. Maybe anything more than a 45 degree angle if you are not crouched.

    The takedown animations are good, but again a touch too slow. I would like non lethal options too.

    I like the ability to choose what time of day at the bivouac. Although night time needs to be a lot darker. It was so much darker in wildlands and night vision was actually useful. Speaking of which, the transition effect of moving in and out of buildings needs to be adjusted. It’s still pitch black looking through a door with night vision on during the day.

    I like the idea of the bivouac. But having a shop and vehicle spawn takes the immersion out for me. Things like choppers should be like rare gold dust that you have to look after when you get one. I’d like to see things like crafting, reloading ammo, changing load out, healing play a bigger role here.

    The enemy variety is good, although I reckon the enemies need a few more abilities, AI adjustments to make the game more immersive/ challenging. Things like gas grenades, smoke grenades in addition to the flash and frags. Shield and drone jammer enemies.

    The drones are ok, but we need a way to take them out stealthily or something that is activated in a base if we raise the alarm.

    Our recon drone is good but having an infinite amount of them is silly. I reckon we should have 1 and have to bring it back/ place it down so we care for it more. Something we have to craft if we lose it/ it gets destroyed.

    I like the idea of the raid, but unfortunately the tiered loot/ gear score/ and spongey enemy drone bosses feel like the wrong genre being squeezed into ghost recon.

    The island itself it excellent, with some awesome bases, enemies everywhere, mines etc. I’d like to see the “raid” be more stealth focused, and require strategy in terms of timing. Sync shots, trying to remain undetected, taking out heavily guarded HVT’s, rescues multiple hostages, blow up certain parts of a base. If detected, loads of reinforcements come making it hard to survive if you stay or don’t bug out immediately to try again once you lose them.

    It’s clear to me after going back to wildlands that BP needed at least another year in the development before it was released. Fingers crossed the devs can bring it closer to what their original vision was before what I guess was the “management” forcing the tiered loot/ microtransaction heavy elements into the game.

    It’s going to take time (at least 6 months) and hopefully the devs can make this a major comeback.
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  3. #3
    I had the same thoughts on the raid. It should not be a bullet sponge boss or six. Theres no cover, no concealment. Just dosen't fit in the game. If it were changed to something like you suggested, I'd be all over it.
    Dragging a person is louder than carrying them, however, it's more of a fluid transition to drag the guy you just killed cqb, than it is to let them drop and then pick them up for a "fireman's carry". The body carry style I see in Breakpoint must have been designed for getting a Buddy off of the battlefield.
    I have no problem playing this game as it is. The gripes I have are very few, but I can Easily play through carefully without issue.
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  4. #4
    The movement animations. They are really amazing and keep me immersed in the game. The decision to go free flowing camera and not the camera locked on the back is a step in the right direction. All of the animations that were done for the character are really good. Sure there is room for improvement but overall it's the best part of the game probably. Other than MGS5 I don't think there's another 3rd person shooter like this that has such great character movements.

    The attempt to put terrain mud/snow etc on the character depending on where you are was a good job too. A little overdone for the weapon as you realize your weapon can turn colors without crawling on the floor but it was a good job overall at creating that mechanic for more immersion.

    Enemies outside of bases. This was something we complained about in Wildlands. Again, it's not perfect, and the doodads repeat themselves too much. There are too many guys with broken down bikes instead of large patrols of 10-20 men which would have been waaaaay more awesome but they had the right idea. More enemies outside of the bases patrolling the woods etc.

    Wolves hunting you. Another example of an idea they got right but the execution was wrong. Still though, a bounty hunter system like in Red Dead is a step in the right direction with wanting to be hunted in this game. They just executed it wrong tying it into the azreal drone and making them pop up out of no where.

    Taking off backpacks. Good job.We wanted this and they gave it to us.

    I'm sure there's more but that's what's in my head right now.
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  5. #5
    ArgimonEd's Avatar Senior Member
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    Dec 2017
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    One thing that me as someone who messed with guns a fair bit, have to take my hat off to the devs.
    Is that guns now can shoot as fast as you press the trigger.
    This was something already possible in wildlands with the rifles and SMG, but pistols didn't respond well and usually shot really slow.
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  6. #6
    Ryo_Hazaki's Avatar Senior Member
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    Aug 2017
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    Originally Posted by homecius Go to original post
    Having just gone back to wildlands to see and feel what is different in BP. (And trying to keep it positive).

    The movement and animations are far superior in breakpoint.

    Shooting feels a little bit better and short to medium distance. I agree with you about render distance. It should be at least 600-800m. Seems it’s only about 200m or so in breakpoint which makes sniping not much fun. Some weird bullet drops in breakpoint too.

    I like the bases and their design. I like moving base to base and taking them down as stealthily as I can.

    I enjoy HUD off and traveling by land place to place. I feel like this was how it was meant to be played. Using the chopper all the time means you miss out on the emergent gameplay on the journey. It is a bit empty and the repeated enemies by the bikes get old fast, but the landscape really is quite spectacular.

    I like the injury system, but have to limit myself to not using syringes to experience it properly. It makes me much more conservative when taking on enemies in big groups. (As you would be, trapped solo behind enemy lines).

    I like the ability to move bodies, although the current animation is too slow and the ability to drag bodies would be very welcome. (Maybe it would be louder but faster)

    I don’t mind the sliding but it does need to be toned down a bit. Maybe anything more than a 45-degree angle if you are not crouched.

    The takedown animations are good, but again a touch too slow. I would like non-lethal options too.

    I like the ability to choose what time of day at the bivouac. Although night time needs to be a lot darker. It was so much darker in wildlands and night vision was actually useful. Speaking of which, the transition effect of moving in and out of buildings needs to be adjusted. It’s still pitch black looking through a door with night vision on during the day.

    I like the idea of the bivouac. But having a shop and vehicle spawn takes the immersion out for me. Things like choppers should be like rare gold dust that you have to look after when you get one. I’d like to see things like crafting, reloading ammo, changing loadout, healing play a bigger role here.

    The enemy variety is good, although I reckon the enemies need a few more abilities, AI adjustments to make the game more immersive/ challenging. Things like gas grenades, smoke grenades in addition to the flash and frags. Shield and drone jammer enemies.

    The drones are ok, but we need a way to take them out stealthily or something that is activated in a base if we raise the alarm.
    Great post!
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