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  1. #51
    ArgimonEd's Avatar Senior Member
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    Originally Posted by Virtual-Chris Go to original post
    There was reports of a possible zombie plot coming to this game... maybe you hit on a stub.
    I hope the zombies only die from headshots, and that they can only walk...
    But if they add a couple of tyrants and lickers would make it more interesting.
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  2. #52
    PLAYER_77422's Avatar Banned
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    please god no to zombies.
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  3. #53
    ArgimonEd's Avatar Senior Member
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    I'm being ironic...
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  4. #54
    Steven527's Avatar Senior Member
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    Originally Posted by CrockfordCK Go to original post
    Did yours do this when you got out?
    https://gameclips.io/The%20Crockford...62a99ed4/embed
    that is freakin hysterical. Mine didn't to the best of my knowledge. I was headed to the Auroa Data farm on a faction mission and just drove with him straight into the garage (where a spawning car had just blown up). Things were a bit frantic for a few minutes so I didn't catch what happened with him.
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  5. #55
    Steven527's Avatar Senior Member
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    Originally Posted by ArgimonEd Go to original post
    That is a good point.
    But the bases on wildlands were better structured.
    At least a little bit.
    The thing is, to invade a military base IRL you either do in a noise discipline manner...
    Or with intense firepower.
    But bases could be improved in a compromise kind of way.
    There are so many open places on the fences which are unguarded.
    There is no H-barriers to protect the soldiers, just fences (I get that they are expecting almost zero resistance, but you still don't f around taking risks).
    Have a couple of dudes in all of these places on the fences that look more like a security breach...
    That is part of the disconnect in this game. On the one hand you have a PMC military takeover with Martial law and a Spec Ops force to back them up and then you have the actual practice which is more like serious mall security. I don't feel like I am fighting a military trained force.
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  6. #56
    ArgimonEd's Avatar Senior Member
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    I agree.
    I think that they would need to change a few things to get the game better.
    Some people are complaining that the enemy just sit idly looking at the dead body of a team mate.
    For me they come and start looking around the last known position where I shot.
    They even send the reinforcements exactly there.
    And after that, the ones remaining on the base take cover to avoid being hit.
    But the problem is.
    The reinforcements system ingame is a joke.
    Only 2 guys in a car and that's it.
    What should be done is:
    The same thing that happened in wildlands.
    2 cars full of combatants.
    I like how they spread out and search for you and don't instantly know where you are (BP) this could be kept since they only know the general bearing of where they heard the shot come from.
    One thing I realized during beta was, that instantly after going loud and alerting a base an Azreal drone would fly over my pos.
    Even if I was within the 15 minutes window.
    Now with exception of a few days I played (Where they passed over a few times).
    I think I counted 2 azreal drones in 4 hours playing.
    One other thing I think that should be done is, to have the enemies inside the base to take cover behind something, instead of sometimes just be slightly behind something but still exposing 80% of their bodies.
    Bases should have more then 1 turret and mortar.
    And the QRF's should keep coming until they receive word that you are dead or that you fled the area.
    But the interval between them should be like 10 minutes from each wave.
    Otherwise for solo players s h I t would become impossible.
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  7. #57
    Flanker1Six's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    But ... if they did that in-game, how would it play? The game could be tougher, I agree, but real-life tough I'm not so sure about that.
    Oh, I'm not arguing Ubi should make the camps real world tough-------for all my fire arms puritanism----I don't want a Sim. My point was they didn't put much effort into modeling either physical or dynamic security at the bases. I'd guess they either didn't consult with anyone who knows base security, or if they did---they discounted the advice. I didn't get into it in my other post, but Chris did though in the one right after mine. Physical plant security. Microwave/laser detectors, fence vibrations and magnetic field sensors, CCTV systems that auto slew to alarm spots, computerization of all systems allowing fine tuning of trip thresholds, etc.

    The Support Facilities that are Sentinal Patrolled aren't done too bad. They'd be problematic as they were originally constructed by Skell as World 2.0 infrastructure (logistics, comms, power, whathaveyou) and wouldn't put much, if any, consideration into security. Sentinal takes over and has the very large task of retrofitting security into a significant number of poorly designed (from a security perspective) facilities. OK, so the physical security is a compromise, retrofitted into the facility, but the dynamic security (enemy AI guards) is weak in it's placement, and in it's implementation (e.g. number of guards, actual static and mobile security techniques used, POOR AI visual and auditory horizons, and their multi alert stage reactive behavior). Again---I don't want a sim, and if they're having difficulty coding a sophisticated enough AI behavior set---the physical security short comings would have been a snap to have made better.

    Much of the same could be said for the cast off Cold War era facilities; Sentinal has moved into. They've had to retrofit security into decayed/derelict physical plant--and there was a lot of it to cover all over the archipelago. And those facilities are afflicted with the same AI issues as above.

    The Wolf Bases were purpose built though (presumably to current security standards). Rather than stack their difficulty with gear score, it would have been more immersive to have crafted their physical and dynamic security more realistically---though not to real world standards.

    Professional tip for the next GR, Ubi! Double chain link fences; no non barred culverts under them, and with only guarded personnel and vehicle portals. Outside fence is coated bottom to top with concertina wire; fence fabric have multiple intrusion sensors; dead space between the fences contains massive pack of starving hamsters!
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  8. #58
    Virtual-Chris's Avatar Senior Member
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    I find it comical that in every game from Far Cry to Wildlands to Breakpoint, Ubisoft has snipers in towers, yet despite their height, they can’t see very far, they are always the first to die, and no one ever notices they’re dead (because they’re usually out of line of site from others on the ground). Someone should tell these bad guys how foolish it is to put visually impaired snipers on platforms that are visible for hundreds of meters in all directions, except by their buddies. LOL.
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  9. #59
    Virtual-Chris's Avatar Senior Member
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    Here’s an idea... when I’m seriously out gunned and under fire, I break contact and move... away if I don’t want to re-engage, or circle around to re-engage from another angle. I try to use the terrain or buildings to break line of sight to avoid being shot, but also create doubt as to where I went.

    Why doesn’t the AI do that? If I see a group of Sentinel, I will kill a few (at least) and the others will run for cover. But they stop there and will invariable poke their head out, or run closer, and I’ll whack them like a mole. Why not actually take cover, and run AWAY using the terrain and buildings to their advantage so I lose them? Then they should circle around to my flank. Why do we need to play whack-a-mole all the time.
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  10. #60
    TrickShady's Avatar Senior Member
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    Originally Posted by Virtual-Chris Go to original post
    Here’s an idea... when I’m seriously out gunned and under fire, I break contact and move... away if I don’t want to re-engage, or circle around to re-engage from another angle. I try to use the terrain or buildings to break line of sight to avoid being shot, but also create doubt as to where I went.

    Why doesn’t the AI do that? If I see a group of Sentinel, I will kill a few (at least) and the others will run for cover. But they stop there and will invariable poke their head out, or run closer, and I’ll whack them like a mole. Why not actually take cover, and run AWAY using the terrain and buildings to their advantage so I lose them? Then they should circle around to my flank. Why do we need to play whack-a-mole all the time.
    I had it the other night where the ai took cover behind a rock that wasn't even big enough to cover behind which made me laugh to start with, I started taking shots around him on the floor and the rock itself from multiple angels until i was behind him and he just staying there frozen. It stayed that way until the alert stage went back to normal and then he walked off as if the whole thing was a dream. I am now at a point where i just don't play until the next patch drops and see if that makes any improvement because they last 2 patches royally screwed things for the ai (not that they were any good to start with). I think this the worst i have ever seen them since the ott.
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