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  1. #1

    Fix it!!! Ghost recon Fixit!!!



    Suggested on fix for the controls
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  2. #2
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  3. #3

    What I think would make Ghost Recon better.

    My ideas would be based off of what was said originally about Breakpoint;Knitty Gritty survivor side of the ghost as advertised

    I'll start with the inventory system.
    ▪︎WEIGHT and REAL TIME DISPLAY of EQUIPMENT in the inventory on your person. Weight limiting actions such as hoping over objects and descending down from platforms.
    ▪︎tTeamwork movments,and actions to get over and down obstacles Like Metal gear online(PS3)This would capture the immersive feel that of knowing what you have and managing it, which will lead into my next point of
    ▪︎PICKING UP AND DROPPING CONTEXTUAL action and not auto pickup. I would make key points for bivouacs throughout the map to be place for crafting, equipment management,and rest.
    ▪︎Survival system that would be sharpened with a -STAMINA gauge that display temperature effects,grip strength,how long you can hold your breath, hunger, and mental(if you dont sleep). this would also be affect by weight as well.
    ▪︎BIVOUACS AND CHECKPOINTS would be were the you can manage your equipment,craft,rest, use gunsmith and to go further dismantle guns and create new parts from blueprints acquired. ▪︎Drone smith model after gunsmith would be to fit your drone for the situation and have it able to deploy, hack, survey, provide medical ad,sabotage,fast ropes and be combat ready.but your parts you acquire would be what determines your drone capability and those capabilities would be good only for a limited use. So that would tell you to pa k wisely with extra parts. Also bivouac would only be where the ghost could rest at and do fast travel to and from Erewon and not from bivouac to bivouac or bivouac to bivouac checkpoints. Also Erewon would be the place where you would aquire the blueprints and smuggle(manage) equipment resources for
    crafting via gunsmith, drone Smith.
    ▪︎Effects from not resting such will cause the player to go into his or her BREAKPOINT such as
    -delusional episodes ,fatigued , decline of social interactions, judgement on placement of objectives when analyzing intel and more.
    ▪︎SOCIAL INTERACTION EMOTES and indications. This would be how the player interacts with the world around him or her.
    -Shoulder tap which would turn into "auto follow" and can be controlled
    -Tactical hand gestures, with indicators that what with players who play alone or with teammates can still interact socially,silently and tactically
    -hush Gesture ,interacting with NPC
    and other features like
    -move out the way, get down, come here
    ▪︎Other features I would add to this experience and sharpen would be
    Check magazine
    -time check emote that display time and a compass with bearings
    -Auto reload is turned off
    -Player Collision (Moving too fast with sprinting run into object or your teammates but can push against teammate and do contextual base actions like taping shoulder or pushing)
    -trading supplies
    -Vehicles run out of fuel(Checkpoints can refuel)
    -Custom controls and Triggers(All buttons can have 3 options to be mapped to TAP, 2xTAP, HOLD)
    -Ping can be remapped
    - Emotes can play while in motion and sends the team a ping notification of what emote is playing
    -Custom emote messages
    -Improve Driving and flight mechanics
    -increased aiming and maneuverability while aiming in vehicles
    -Grenade explosion turned off
    -Local resistance A.i would interact with ghost(plural) and the world and fight alongside ghost and against opposition
    -Wolves will constantly, consistently hunt you upon discovery over a lead and learn patterns to hunt you.
    -Ghost Recon future soldier gunsmith
    -More thought out and creative classes(Rainbow 6 seige has all that)
    -Smoke Grenades
    - Flares
    -Whistle emote and the removal of lures
    A.i Teamates
    •Move squad
    •Regroup formation
    •Hold position
    •Designate task (cutting fence, stealthing in, assaulting,flying, driving, staying with you, and overwatch)
    Emotes should be able to be played in
    • All stances
    • In vehicles
    • While free falling
    • While swimming
    • While in motion or moving
    • Npc's should be able to interact with you from emotes.
    • Voice command

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  4. #4
    ArgimonEd's Avatar Senior Member
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    In regard to sliding in stairs and hills, this only happens if you run.
    I already slipped and tripped down stairs and hills because I was running down, you won't see military folks running down a hill all speed, he might speed up a bit, but only to a point he can still maintain control.
    As to the scene from the movie Act of valor.
    Where the soldier walks faster while aiming down his sights and shooting the enemy, yeah you can walk even faster on real life but the gun going to sway a lot.
    As to the system you advocate, why have a separate system in which you'll have to aim (go to that slow *** speed again) to shoot.
    Why not increase the speed in which we can walk in ADS, just increase the sway in FPS ADS, and the separation from the crosshairs in the OTS ADS.
    As for the sway and your sights bouncing around.
    If you can sync your finger with your sight passing in front of the target, you'll hit.
    That is what an instructor means when he tells you to focus on your sights when you are training walking and shooting.
    I haven't seen the other videos you just posted, but I agree with the rest on the first ones.
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  5. #5
    So with the sliding ,I speak on balance for most the things i suggest, and no one will not like sliding if they had a way to scale. like the perfect example is The Skell Campus relay station on Sugarloaf mountain in Cape North.It is only accessible by an aircraft and if you die then you respawn on the side somewhere on the mountain then you have to get back up by fast travel(which takes away the challenge) get another helicopter and do it again or you can a rope which could a core game element that literally grants freedom of approach. Climbing mountains,building and fast roping or sliding down.No one would complain if they could gain higher ground with the risk of losing ground vs just losing ground. The mobility and shooting goes with the concept of true control and balance. if you make just the ads faster then what will people with snipers do? People will complain that the snipers and are powerful and they move quick. This will also affect the loot drops and stats of the weapons you pick and that will be a major imbalance, which would take away from there idea making the devs look incompetent or even more incompetent or add to what they already have with just control to move faster with less precision.
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  6. #6
    ArgimonEd's Avatar Senior Member
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    I agree on climbing.
    And on the snipers being more mobile with more precision.
    I said for the sway to be added.
    As the game currently is you can hit a target at 500m with a sniper rifle while walking.
    This is impossible on real life.
    Because at each step you take, not only your body will go up and down (depending on how long is your stride) to each time your feet hits the floor your gun twitches (sway) a bit which takes your aim a little bit off.
    The bigger the distance the more it will affect your accuracy.
    The faster you move, your gun will move around more with the bigger impact.
    Making distant shots really really hard.
    Passing 30 yards it becomes down right impossible.
    So yeah snipers being highly mobile would be impossible.
    And if you take a look at my suggestions on my own thread Ghost recon mechanic's.
    You'd see that I advocate for only certain types of gun to be highly mobile.
    Assault and battle rifles, DMR, SMG and pistols.
    In real life you can pretty much walk as fast with them as you want.
    LMG's gets a bit difficult because they tend to sway more due to weight.
    Sniper rifles well yeah...
    They aren't made to be shot while walking.
    So the speed with them can be the same, but now with impact sway or trepidation
    And if you are using scopes like the G28 scope on a ASR, BR (battle rifle) or DMR the restricted FOV would only accentuate the sway of the gun, making harder to hit anything over 20 yards while moving.
    They'd have to control their thumbs to make the character walk more slowly.
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  7. #7
    Ohhhh I see that would be a nice addition with the sway. Would need alot of balancing with the enemies though because they shoot in burst and hit you with every 6 shots and they dont reload. The enemies ned to have actual rounds coming out and that sway would have to apply to them as well while on foot and in vehicles. especially vehicles.
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  8. #8
    ArgimonEd's Avatar Senior Member
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    The last competition I was in I managed to hit a target while jogging (wasn't running at full speed, was around 10 to 12 yards from it, was torso size and wasn't a precision target (just needed to drop)
    Wasn't hard. But my aim was bouncing a little, you need a lot of attention on your sight and to contract your upper body a bit more to stabilize it, also lowering your center of gravity (bending the knees), having shorter steps and having a good shoe also help a lot.
    PS: if you extend your arm completely the shock will be bigger, if you extend too little will be the same you need to find the sweet spot.
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  9. #9
    ArgimonEd's Avatar Senior Member
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    Originally Posted by th3-Major Go to original post
    Ohhhh I see that would be a nice addition with the sway. Would need alot of balancing with the enemies though because they shoot in burst and hit you with every 6 shots and they dont reload. The enemies ned to have actual rounds coming out and that sway would have to apply to them as well while on foot and in vehicles. especially vehicles.
    By the way I agree that the enemy AI is too OP.
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  10. #10
    ArgimonEd's Avatar Senior Member
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    By the way I forgot shotgun as a highly mobile gun, since is also used as an assault weapon in a CQB environment.
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