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  1. #1

    Bad Reactiontime for enter Vehicles, use ladders, climb over walls

    Hi,

    To enter Vehicles, climb ladders and many simple things more, are sometimes not that easy.
    Here some examples:


    Examples:

    1 Enter Vehicles:
    You want enter fast a Vehicle like a car or helicopter, it realy needs time to find the doorspot, also it may happens that the character just jerk.
    and you have to change your position to get it work.

    2 Use Ladders:
    You running to a Ladder and want to climb up, you are still on the ladder, and pressed the button, but nothing happens, then you have to press it again to get it work,
    So for the engine i pressed to early, but ingame im still on it.
    Climb down works fine

    3: Small walls & fences:
    you see a small wall or a small fence, yeah run to it and fast climp over it right?, nope you have to find the right spot to make the symbol appering for climb over,
    during the fight, often not that easy to do a simple thing, like jump over it.


    4 Climb for one step high?
    You are on many places in Breakpoints, and the Charakter is not able to walk over a small one step high stair, or a small rock, or a small tube on a roof.
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  2. #2
    Icetyger4's Avatar Senior Member
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    I hope Ubisoft improves the controls in all these areas.

    Being able to hold the button early for these interactions, so they happen as soon as you are in the right position, would be a big help in smoothing out the gameplay.
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  3. #3
    Absolutely! I find it frustrating that I'm holding a button for the next movement action after the animation completes, only for the game to ignore me completely. Please allow the keys to register, and allow movement/action as soon as it's permissable.
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  4. #4
    Originally Posted by Lightwolf. Go to original post
    Hi,

    To enter Vehicles, climb ladders and many simple things more, are sometimes not that easy.
    Here some examples:


    Examples:

    1 Enter Vehicles:
    You want enter fast a Vehicle like a car or helicopter, it realy needs time to find the doorspot, also it may happens that the character just jerk.
    and you have to change your position to get it work.

    2 Use Ladders:
    You running to a Ladder and want to climb up, you are still on the ladder, and pressed the button, but nothing happens, then you have to press it again to get it work,
    So for the engine i pressed to early, but ingame im still on it.
    Climb down works fine

    3: Small walls & fences:
    you see a small wall or a small fence, yeah run to it and fast climp over it right?, nope you have to find the right spot to make the symbol appering for climb over,
    during the fight, often not that easy to do a simple thing, like jump over it.


    4 Climb for one step high?
    You are on many places in Breakpoints, and the Charakter is not able to walk over a small one step high stair, or a small rock, or a small tube on a roof.
    I second everything you said. The reaction times are extremely game breaking at times and need to be a lot more trigger sensitive.
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  5. #5
    Auron1_TLM's Avatar Member
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    I totally agree about ladders, the Ghost movements appear as limited. The quick descent doesn't even activate unless you wait ~1 second. A huge amount of time when you are inside an enemy base.

    I would also add when carrying bodies / injured team mates. It takes way too much time. I can understand a nerf for PVP game, but in the campaign you wait way too much time!
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  6. #6
    Since I do not want to create an additional Thread about this, I will add my feedback about these and some 1 or 2 more.

    Ladders: As already said, "slide down" does not work when it is shown as an option onscreen but only until the animation for getting on the ladder is finished up + wait time like 1 second. The climbing ladder up has the same problem. But the wait time between getting on the ladder and actually moving upwards is lower. Still noticeable, but lower.

    Grabbing an enemy: Grabbing an enemy for interrogation has also the same wait time after finishing the grabbing animation. Which means you cannot do anything for 1 second after grabbing him. Neither moving, nor using the interrogation button.

    Picking up a body: Same as above.

    Doors of helicopters: The entry animation for opening the door is too fast. The door opens up like in 1 frame. The exit animation is still very fast, but the door opening still fits and does not look jerky.

    The animations of the helicopter rotors also feel jerky. They lost the nice fluidly of GR: WIldlands.

    Conditional inputs like grabbing stuff, vaulting, etc.: The range in which you are able to use the appropriate key/command should be increased. Especially raiding a convoy makes this noticeable. Before I am able to grab the loot from the truck, I will always have to go into cover before it is available and useable. Same with entry of vehicles (not all but most).

    Healing up a teammate should get him into kneeing position not standing. Since this also have a wait time after he stands up, it may mean instant death. Two issues in one package

    The getting stuck a 20cm high object without be able to climb over them should be also improved. I mean, it is not more than a step on stairs.

    I Summary: A lot of the animations has some kind of cooldown (like a global ability cooldown in MMOs) before anything else happens and sometimes you are not even allowed to queue the next command. Strict moving incl. stances doesn't have this issue, but almost anything else in which some kind of object is interacted with. Be it ladders, vaulting, entry vehicles, picking up a body and so on.

    Also, it would be great if we are able to edit the hold timer for keys and change from hold to single press. Some feel hugely too high (picking up a body for instance...)
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  7. #7
    Icetyger4's Avatar Senior Member
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    Well said Shakzee.
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  8. #8
    UbiBlush's Avatar Community Manager
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    Thank you Lightwolf. and shakzee for the very detailed descriptions of the issues you have found with the reaction times. I can absolutely understand how frustrating they can be in certain situations. I will make sure to pass both messages on to the team.
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