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  1. #31
    DoomsDayFisher's Avatar Member
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    Originally Posted by Steven527 Go to original post
    That would make sense except thinking and planning don’t matter so much in fakepoint. The AI team coming may alter that but generally in fakepoint you just do something, alert base, back off till cooldown, repeat. Mostly that is driven by drone presence.
    SPOT ON! All the tactical planning and patience practiced by the player is dashed the moment a drone is dispatched, crashes to the ground, explodes, and alerts everyone. Then it's run, hide, run, hide, etc..
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  2. #32
    Originally Posted by TrickShady Go to original post
    Breakpoint wasn't made to be played slowly though. Before immersive mode, they even ramped up your stamina so you could run around the base for longer collecting loot. It was ramped up so you could chicken dance and run circles around big mythical robots bullet sponges. IMO.
    Even if you jump online the speed of the game is insane!!! Way faster than COD ffs. Ubi Paris have no clue what to do with the series!!!!

    Get them sat down playing GR, GR2/Summit Strike and Graw for 2 or 3 weeks and then let them make a new GR game. Make Ghost Recon great again.
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  3. #33
    El_Cuervacho's Avatar Senior Member
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  4. #34
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by Flaw3dGenius23 Go to original post
    Even if you jump online the speed of the game is insane!!! Way faster than COD ffs. Ubi Paris have no clue what to do with the series!!!!

    Get them sat down playing GR, GR2/Summit Strike and Graw for 2 or 3 weeks and then let them make a new GR game. Make Ghost Recon great again.
    The speed of the PvP movement is a major problem. Mix it with the 360 camera and auto aim and it's unplayable when players use those mechanics.
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  5. #35
    TrickShady's Avatar Senior Member
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    Originally Posted by Flaw3dGenius23 Go to original post
    Even if you jump online the speed of the game is insane!!! Way faster than COD ffs. Ubi Paris have no clue what to do with the series!!!!

    Get them sat down playing GR, GR2/Summit Strike and Graw for 2 or 3 weeks and then let them make a new GR game. Make Ghost Recon great again.
    It's mind-boggling how and why they came to the decision to go the direction they did. Never played PVP and don't ever intend on it either. The more you watch and see, the more it is highlighted they just haven't got a clue. Breakpoint is dead and no amount of things added will fix this mess unless they rewrite the whole thing and start over.
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  6. #36
    Steven527's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    The main issue for me is the mission structure in Breakpoint with the travelling around needed to compete the mission. It prevents picking the gear you need, hence is at odds with the ghost experience and as Chris says, it forces you to fast travel about the map. There are also too many in-game triggers that force a battle in the missions.
    I'm not sure I'd say that is my main issue, but I totally agree that the design is more of a treasure hunt experience than a mission.
    Start mission, get info 13 km away. That person somehow has intel that has you go another 13 km in another direction and just to rub salt in the wound let's make traversing long distances in the game a god awful chore of constantly repetitive random encounters over and over and over to the point you are pushed to use faster transport that is totally immersion killing. And just in case you got used to that let's add a mechanic that has you mud dive every 7 1/2 minutes so you can appreciate the way we decided to ruin your camo look.

    I prefer to move slow. Hell in Bolivia I just had my one team traverse to their new AO with the intent of not even having the civvies see them. So off into the jungle I go. Climb a few mountains avoid Unidad outposts and cartel activities to set up and start observing activity before deciding on an OP. I had one random encounter which I skirted in that move. Helo flyovers weren't an issue as I was in cover and I didn't jog.

    I wish they had slowed down BP more. I start out with just a sidearm and within 100 meters I find a loot box with an Assault rifle. I can without ever feeling pursued end up at a location of the biggest arms dealer in the pacific who runs their shop out of a little counter in a mountain. BP should have forced me to have to scrounge for a weapon. Ammo should be something I have to steal or kill for. Nope go to bivouac, build a campfire and poof - full ammo. WTF. I didn't like the premise of BP - too much like Far Cry but if you are gonna go there- go all in. Instead you set the stage and then abandon the entire concept in 5 minutes of game play.
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  7. #37
    Ryo_Hazaki's Avatar Senior Member
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    @ AI BLUEFOX: Thank you for posting the article.

    @ UbiBlush: Yes, that's true about the moods during the gameplay
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  8. #38
    I thought the point of bivouacs behind enemy lines is to remain undetected as well (while we are on the topic).

    What’s with the massive plume of smoke!
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  9. #39
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by Steven527 Go to original post
    I'm not sure I'd say that is my main issue, but I totally agree that the design is more of a treasure hunt experience than a mission.
    Start mission, get info 13 km away. That person somehow has intel that has you go another 13 km in another direction and just to rub salt in the wound let's make traversing long distances in the game a god awful chore of constantly repetitive random encounters over and over and over to the point you are pushed to use faster transport that is totally immersion killing. And just in case you got used to that let's add a mechanic that has you mud dive every 7 1/2 minutes so you can appreciate the way we decided to ruin your camo look.

    I prefer to move slow. Hell in Bolivia I just had my one team traverse to their new AO with the intent of not even having the civvies see them. So off into the jungle I go. Climb a few mountains avoid Unidad outposts and cartel activities to set up and start observing activity before deciding on an OP. I had one random encounter which I skirted in that move. Helo flyovers weren't an issue as I was in cover and I didn't jog.

    I wish they had slowed down BP more. I start out with just a sidearm and within 100 meters I find a loot box with an Assault rifle. I can without ever feeling pursued end up at a location of the biggest arms dealer in the pacific who runs their shop out of a little counter in a mountain. BP should have forced me to have to scrounge for a weapon. Ammo should be something I have to steal or kill for. Nope go to bivouac, build a campfire and poof - full ammo. WTF. I didn't like the premise of BP - too much like Far Cry but if you are gonna go there- go all in. Instead you set the stage and then abandon the entire concept in 5 minutes of game play.
    I couldn’t agree more. The shot down behind enemy line premise of BP could actually have been pretty good if they’d done it right.

    Act 1, injured, without kit, behind enemy lines, escape and evade.
    Act 2, Recon, gather intel and kit up by stealing from the enemy. (Find and rescue team mates)
    Act 3, Fight back.
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  10. #40
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Hugo-FOU Go to original post
    I couldn’t agree more. The shot down behind enemy line premise of BP could actually have been pretty good if they’d done it right.

    Act 1, injured, without kit, behind enemy lines, escape and evade.
    Act 2, Recon, gather intel and kit up by stealing from the enemy. (Find and rescue team mates)
    Act 3, Fight back.
    Yeah, that sounds great for an arc.
    The thing's they themselves don't believe their own premise, and that's why I've always thought said premise was an excuse to cover for an unfinished game: "alone behind enemy lines" to me sounds like "we didn't have enough time to develop team AIs"
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