Hang gliders, 2 wheeled bikes, the buzzer, grappling/harpoon gun all need to come back. A grappling hook system to move across buildings to escape from airborne enemies landing on rooftops would be sick.
What they could do for the harpoon gun is allow the player to customize how it works. One option would be to make the harpoon explosive, another option could allow for the harpoon to tether to an enemy and allow the player to pull the enemy towards the player quickly to maintain stealth, and another would be its plain old FC4 function.
They should also bring back the portable mortar and IED from Far Cry 2 with different levels of firepower.
I'd love for them to more fully integrate the grappling hook. Un-tether it from the anchor point system it's on now and make it something that can quickly be deployed at any time if you look at where you want to latch it to. With FC6 featuring the series' first significant urban location, that'd open up all kinds of mobility options, especially in combination with the jetpack...
A refined grappling hook would be really cool, I feel like the harpoon gun would be abit too unrealistic as a grappling tool.. unless used like a mounted gun on vehicles- for nasty road chaos, hijacking choppers or pulling them from the sky(Could make for a new brutal feature of 'Transport Hijacking'). As for the grappling hook, I love the idea of replacing that anchor point system since fc4. For Fc6 the grappling hook could be used like a throwable- you'd have to really aim it and lob it ontop of (any)ledges, (any)branches and into (any)windows for it to stick. A little techy feature could be a remote button on the grab end that lets the claw fall back down the way it came.
The return of the Buzzer would make a credible feature in that revolutionary slum environment the game is centered in- but not a necessity if the jet pack is indeed coming. Government choppers will likely be in abundance- and so might black market ones.
I thought of another thing more closer to what I meant for the thread title- how to manage throwables; there are like 9 throwables(or ten with FC6 grappling hook)assigned to three keys. Would be nice if the throwables could have their own equip wheel for consoles- and might be assigned to keys 6-9 for PC. Allso, the cycling feature with the 6-9 keys should be replaced by semi or double tapping; semi tap will ONLY give one certain throwable a key, same as double tapping. Cycling three throwables on each key I found confusing in fire fights.
The weapon / item wheel could definitely use some work. I think RDR2 has a great one for consoles, I do think they should go back to having the 4 weapon slots on the 4 main directions, Having all the weapons in the top half and the rest of the throwables / melee in the bottom made it a little weird sometimes. I want to quickly & precisely be able to go from my current weapon to a different one on the fly, not have to keep the weapon wheel open long enough to ensure I picked the gun from up/right corner. I think they should scale down the throwables honestly, we have SOOO many all the time. I mean 9 different throwables? 9?!? Maybe not scale it back, I never want to advocate for giving us fewer options, but a better way to navigate the selections for sure.Originally Posted by Borkaman87 Go to original post
On the subject of the items wheel though, I hope they do something more interesting with the boosts if they bring them back. The strength boost was funny, the speed boost was kinda good but didn't boost you enough, but they need to come up with some better more interesting ones. How about boosts that temporarily disable fall damage, or, my dream boost, a slow time one, but that'd be hard to work in coop....
Right, I guess there are like eight directions in total. Since you're not really moving when using the wheel, perhaps combining the main directions with perhaps 'attack' and 'aim/block' keys could allow both navigation and variation. As for PC, I feel like keys 1 and 2 could be enough for four weapons- with that semi-/dual tapping system I mentioned for throwables above. Would be so slick.
We could have at least 14 throwables in fc6 with this system :P
Melee combat improvement to easier avoid that annoying Knock Down effect that has killed combat immersion since FC3.
While carrying any weapon, you should allways be able to parry/block incoming melee attacks- with specific animations depending on whether you're carrying a rifle, rpg, bow, melee weapon etc. With FCND managing squeezing FC5's TWO utility wheels into one- there should be a button slot left for a universal 'dodge' or 'parry' key- even for console ports.(ALT for pc, perhaps)
I'm allso thinking that this "parry/block" maneuvre should allow you to grab enemies by holding the key down while allso pressing attack- so you can punch them(with gun knob or fist) and grab them just like before knife throw or gun takedowns. You'd then be able to quickly twist their necks and drop them- or use them as shields for more manual takedowns.
idea worth polishing?
Not so sure a block and parry system really fits in a FPS game. For us console players we really don't have the remaining buttons for it. I agree that melee combat could be improved, and maybe a deeper system would make sense when holding a melee weapon, but when holding a firearm, having multiple buttons for melee oriented actions just isn't very feasible imo. I do wish they'd implement melee where if you're just performing a melee attack and not actually able to initiate a takedown, I wish those would be performed with the currently held weapon rather than an abrupt slash of your melee weapon as it doesn't really make sense and the switch is near instantaneous that it's a little absurd tbh. The knockdown attacks from enemies do get frustrating, maybe it'd be cool if we timed a melee strike of our own properly, it would initiate a counter attack that stuns the enemy leaving them susceptible to a takedown, that would be a cool way to turn the tables...
Your idea of a timed melee strike to counter Knock Down is great. I allso agree that takedown animations should depend on what weapon you currently wield.
As for remaining buttons for new moves though- looking at the default gamepad maping(xbox), it looks like 'Y' could be used for something new. Wheel+Y can remain for switching Ammo type, but for 'Previous weapon' and 'Heal', the new key could be 'Down'(currently for 'Throw/cook rock/can'). For 'throw/cook rock/can" RB might (instead of 'Throw') feature a Throwable Wheel that lets you instantly equip any throwable(to a realistic animation) for throwing or cooking with Attack key(RT). Retaining 'Switch to Previous Weapon' with 'Down' key should let you swap between throwable and weapons rather seemlessly during combat.
Seems there's room for yet more mapings if keys are combined. But I'm pretty impressed by what they've managed to squeeze in there allready- quite impressed that some can play FPS on consoles at all
We need 60 > FPS.
Not less!
< 60 is unacсeptable today.
When it"s lower than 60 I start feeling strong discomfort.
Never understood people who insisted that 30 is o.k.
Even 50 fps is discomfort for me.
60 - is minimum.
Better 2-4k, 144hz. At least 1080p. But it should be > 60 fps.
That's why optimization is so important.
Far Cry 5 was optimized rather good. Let's hope Far Cry 6 will have the same optimization.
Odyssey, Horizon, Crysis Remastered have poor optimization.
People with top pc, using rtx 3080, have troubles with Crysis.
That's not good.
That shouldn't happen with Far Cry 6!