GRW TIER MODE: This was fun to the point before enemies started to be bullet sponges with spider senses. I played with extreme with no HUD. So tier mode difficulty was same about to tier level 30-25. Can't recall exact level when enemies started to be harder than in extreme.
The best part was that it kept somekind of progression up and gave rewards every level and every fifth level something better.
GRW GHOSTS MODE: This gave some great additions to the game. Never played the normal mode since. One gun, gear change restrictions, friendly fire etc. But when wanted to finish the game I just used drone, sync shot and AI team to clear missions. Very easy way and every missions same way.
I had still another character for coop. Just for immersion and having fun with friends. This gave some fun and exiting moments. No sync shot or drones. There was moments when only one ghost of four survived from missions.
GRB IMMERSIVE MODE/GHOST EXPERIENCE :
This is the right way. My settings: no HUD, enemy level: normal, tactical:elite (partial health generation)
I started a new game with this mode. I have two rules to myself: no fast travel, no gear change outside biouvac.
I have had some epic moments with this game.
I Have to choose what gear to use. I plan missions. I really have to use biouvac boosts also. And because I started a new game I am low on medical items also. I cannot craft them unlimited amount. Also weapons upgrading is more fun. So having low on parts I really have to think what to upgrade.
Because enemies are just normal I can get little more damage from enemies. So I can survive more from fire fights and they give more action movie feeling to them. But injuries keep fighting interesting and not run and gunning.
I do not mind that I cannot play raid or PvP with immersion mode.
Only thing I would like to see that XP level should be more like 300 than 30 and giving rewards etc.
So here’s an update...
After completing the story in immersive mode, I took a break and played some RDR2.
This week I fired up Breakpoint again to try playing my own campaign... no Ubisoft missions... essentially just taking bases on my own.
Interestingly, I found I was going all night without really getting shot, nevermind killed. So I amped up the Immersion mode settings to the level I was despising while playing the story. Interestingly, they seem just right for adhoc play. So before, I was running with enemies on Advanced, Regen on normal, no syringes, and Injuries often with no HUD. This was barely passable as fun while playing the campaign. Now I’m on Extreme, no regen, no syringes, injuries often, and no HUD. It’s perfect. It’s hard and requires care, but I can still get in fire fights and not die if I’m not totally exposed. It works.
So something is very different between playing the campaign missions and taking bases adhoc. I’m not sure what it is... maybe the number of enemies, the lack of checkpoints in progression, or maybes there’s much more uncertainty and more surprise elements playing the missions, or maybe it’s all in my head.
Anyone else think the story missions (and I don’t mean the ridiculous boss fights) are more difficult to survive than regular base assaults? What’s the difference?
Aye. Too many story missions end in a huge firefight that you can't avoid. Notably in EP2. Missions would usually start with a bit of investigation followed by some stealthing then boom you'd be stuck in some wave attack madness which doesn't work with GRB high difficulty and you're basically forced to rambo it.
Now the story missions are finished I'm actually enjoying the game a lot more but I've said often this game would work so much better as a pure sandbox.
Yeah, I think that's it. Thanks... glad I'm not just imagining itOriginally Posted by vahndaar Go to original post![]()
I had that exact experience Chris, as soon as I was done with the campaign, Advanced was didn't really offer the challenge. And I'd agree with Van, it's the "Hollywood" styling of the missions. I would still love to see detection time be separated from enemy damage, and a drastic increase in detection range.
Yeah, the detection range is almost comically bad... and what's worse, is the enemy field of view is stupid and tied to their facing... they don't turn their heads to look around as we've seen so many times.Originally Posted by CrockfordCK Go to original post
Here's an alerted enemy that's staring (unmoving) in the wrong direction as I walk up behind... He's staring into the bunker which has no way in or out except the main entrance in front of him. How can he think there's a threat in there?
Tom Clancy's Ghost Recon® Breakpoint2020-4-23-19-35-36 by Virtual-Chris (Junk Photos), on Flickr
... it's an NPC, they are coded, they don't "think" ....Originally Posted by Virtual-Chris Go to original post
However seriously, why indeed is this an example of the "finished" product for this game?
Anyone from Ubisoft care to speak to the issue?
Mike, this behavior is not only from a "finished" AI, but a "finished" AI that has also been "improved" with every patch since release.
You really did yourself a favor by jumping in late. Lots of us have had the satisfaction of playing $100+ tactical military shooter where the AI would literally shut down in the middle of a mission and it would turn the game-play into something akin to walking through a mall and shooting all the mannequins.
I play immersive mode advance and extreme,I get into firefights close range,but I engage in and break contact this is vital in this game for survival,unlike in wildlands you could shoot your way out from a distance on tier mode,in immersive mode difficult settings if you stop in one spot they will swarm you,you will die...