Hello,
TLDR; Killing is easy, but we need to think about it. Approach, strategy, recon and planning should be critical elements of the game, not how much you can shoot and kill. It is not a shooting gallery.
First of all, I don't know if you would have this apply to all difficulties, but I think it should apply to various degrees.
Rather than thinking about what I believe would engage me in Breakpoint, I have been thinking about what has had me engage with earlier Ghost Recon titles, and other games similar to that type of gameplay with stealth etc. One thing stood out to me, and it is about killing the enemy,
In Ghost Recon, killing should be easy. It should happen within one or two shots when your character pulls the trigger. However, every kill should come with a potential consequence. I should be left thinking about whether or not I should take the shot, because the consequences of taking the shot could be alerting the base or something similar which I don't want. It makes me plan on how to approach the situation, not take all shots at the start, stopping me from just rushing through the base shooting everything with a silencer so fast that they don't have time to react.
Drones are an issue for many people, but I think drones could be designed after this principle as well. Instead of having them as bullet sponges (now, I don't honestly believe most of the Drones are sponges. They die pretty quickly, but yeah), have them as something that FORCES loud engagements. So you have to plan, strategize etc. the drone in itself should die quickly. Or maybe we would need to observe the drone patrol and work relatively fast to clear out one area of the base stealthily until it comes back, again, making it a strategy.
However, the key is that we should not survive without a plan. We shouldn't be able to be mindless killers. When we play, we play as special forces operators. A SpecOps doesn't go in guns blazing, he/she plans his engagements, thinks about his approach, and preferably not fire his weapon unless necessary, because firing and making himself known is usually a death sentence, or a mission failed. We need to be challenged with approach and thought within the game's environment because the mechanical skills are limited beyond that.
Thank you for reading!
I think the gameplay is already like what you're describing. If you want to take down a base without being detected, you have to recon the base, prioritise your targets and choose your shots wisely. I've been playing this way since day one.
I agree with you somewhat about the drones not being over the top bullet sponges. The Aamon drones seem to be balanced just right for what they are. Behemoths are perhaps a tad overpowered, with how easily they can track you, but it's not too bad. The flying drones are the problem. In my opinion, they move too quickly for the amount of armour they have.
Finally, the drones do force you into loud engagements, if you decide to attack or destroy them.
Thanks for responding,
I think you are right that there are elements of this in the gameplay, but I still believe there is a lack of consequence or maybe something wrong with the pacing (perhaps I am wrong). We can hide/move bodies, but usually, it is more efficient to run through and stealthily kill everything without thinking about it before they finish their patrol pattern. It is rarely any point in using this mechanic, even when moving a teammate since the revive happens pretty fast, and both animations are long. I find that if I plan out a route to run and kill everything on the way, I can kill a base within a minute solo. and if I get spotted, it is at the bitter end. (And I play on extreme and have also played since day one and through all otts etc etc etc, but it's beside the point).
I have been watching a lot of gameplay footage on youtube etc., and it's easier to spot in others gameplay than in your own. It is quite simple to just rush everything, even on higher difficulties. Maybe what should be changed is just space out enemies instead of grouping them. In Splinter Cell, for instance, I remember situations where 3 or 4 enemies is a threat. You have to think about how to take them out, if you shoot one, then the others kill you, but it is easily dealt with if you position correctly, maybe use sleeping gas and takedowns or something. You have to execute a plan. In Ghost recon, if I come across 3-4 people, I quickly pop them all in the head, and they are dead before they can react. In older ghost recon games, I have died to a group of 2 or 3 enemies.
I was also thinking (which I forgot to mention in this post), that it could be an idea to have some of the enemies position themselves defensively inside buildings instead of having all of them hunt you when alarms go off. This way, the game also creates situations where you clear buildings.
The problem is that really isn't the case.Originally Posted by Icetyger4 Go to original post
I have gone through multiple bases and just shot everyone on sight.
If you kill fast enough no one is alerted.
The only few rare exceptions being something like the police drone.
Metal Gear Phantom Pain, on the other hand, is actually a game that honors the system.
Unlike Breakpoint which patrol points rarely overlap - Phantom pain not only has overlapping patrol routes - but also units are alerted to suspicious behavior
( Broken Cameras \ Turned off lights \ etc )
Breakpoint Ai is extremely lacking.
I strongly recommend you play Phantom Pain and come back - and you will see the Massive difference.
It is like comparing a Foam Edged Knife to an Obsidian Edged knife in terms of sharpness. .