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  1. #1

    The new update brought numerous new bugs and still left many without fixes

    First of all, I would like to thank you for creating the forums to report the problems or give suggestions about the games that we like so much, but the new update brought countless new bugs, let's go to them:

    * (NOTE: I am playing on PS4 with PORTUGUESE language from Brazil, so some names may look different due to translations made into my language, as well as typos) *

    * Enemies talking to themselves, but someone replies:
    - countless times I saw enemies apparently talking to an ally, but there was no one with him, this hinders anyone who plays without the HUD because we lost a strategic point or the time to slaughter to look for an enemy that does not exist believing that the NPC was accompanied;

    * At night the light of the enemies' lanterns goes through the walls and other solid objects:
    - Imagine the following situation: I am preparing to shoot down an enemy in a certain place when suddenly I see the light of another enemy's lantern, believing that killing the first one would witness the slaughter, I have to make a new recognition, but to my surprise the second was inside a facility, I could have eliminated the first, go inside the building and kill the second without problems, but due to this error I waste time redoing my positioning, it's always happening, I even thought it was a game mechanic kkkk , this is very bizzaro;

    * Enemy NPCs are more blind, deaf and dumb than ever:
    - After this update the enemies that were already made fun of in the AI ​​got worse, the list is long:
    - They're not listening properly.
    - They don't see well.
    - They are circulating among the corpses of the allies themselves as if nothing had happened after they left alert.
    - When entering combat, they are not taking adequate cover, and when they seek, they are static in the cover.
    - They are rotating on the axis itself in the same place.
    - They do not have the minimum of strategy and perception of the environment around (I can stay on top of a roof on a base in a state of alert killing them, that they do not climb a mere ladder to reach me).
    - It is still possible to plunder bodies in front of a place that they continue to advance;

    * Many points on the map are not being possible to climb:
    - Some places where our character can visibly climb do not appear the command to perform the action, sometimes the location can be at the height of the chest, a little above the head or even at the height of the shin, which he cannot climb, making it unpredictable which locations it is possible to carry out the action;

    * ALLYED BOTS still do the same stupid things they did in Wildland:
    - The addition of the allied bots did not bring any effective changes in relation to the previous game, the AI ​​of the game is no longer those things, even so they brought the bots without reviewing the whole line of actions of the NPCS with their presence, with respect , but this was the most copy and paste that the company has made recently, I’ll list some here:
    - Countless times they give their positions to enemies in the most foolish ways possible, and this very often;
    - They get stuck or running against walls frequently;
    - They do not seek cover correctly if they are exposed even when we play in the stealth constantly;
    - Still perform synchronized shots from the most impossible locations, this needs to be reviewed.
    - They exchange shots with enemies less than 4 meters away without killing any of them, it looks like a scene from one of the Police Academy films that is so funny (not to say bizarre).
    - Enemy NPCs take them down easily, there may be 3 friendly bots against a single enemy that most of the time they come out at a disadvantage.
    Once, when asking them to go near the entrance to a base, I saw them moving in front of an enemy with a rifle in their face, that enemy dropped one of them, left the position, went around behind the pile 50 cm of garbage and still managed to kill the other 2 who were shooting face to face with this enemy, I saw all this action while watching with the drone;

    * Bot order wheel darkens the screen around it:
    - When opening the order wheel it creates a dark screen that covers the rest of the screen, it had to be like in Wildland where this wheel only appeared keeping the visual of the environment in the background, this is very unfavorable because it makes the visual of enemy movement impossible. among other things, making us rethink our command;

    * The animals in this game when they appear, do it just to be ashamed:
    - They are running against the wall constantly.
    - They run in a circle.
    - They get stuck between stones.
    - They get scared and run away when they see us, then they forget what they were doing and stop suddenly.
    - Static grazing in nature.
    - They are sliding instead of walking.
    I wanted them to add hunter animals, like in Far Cry where they are really hunting and even we attack, it doesn't have to be very often, but it is really interesting since the world in the game is already lifeless, using the system present in the series it would add more immersion (if implemented well, of course);

    * The steering in vehicles in general is still very bad:
    - The vehicles seem to be made of paper, as if they have no weight, mainly on motorcycles, the physics used does not keep land vehicles stuck to the ground, they simply take off when climbing any relief, while aerial ones touch mere branches of trees and break as if they were made of steel;

    * The audio of the enemies' speeches is very buggy:
    - In addition to the lines of dialogue between the NPCS being extremely repetitive and uninspired, when making a recognition with the drone I listen to their conversation or speeches close when in fact they are far away, this confuses a lot, especially for those who play without the hud and do not have their exact positions and markings (this occurs in the PORTUGUESE-BRAZILIAN language to which I play);

    * Numerous walls invisible in the environment:
    - I tried to eliminate an enemy by firing between the spaces in the upper bar and the central bar of a handrail but my shot was retained by it, as if invisible walls were there, it also happened in guardrails, wooden or metal fences, I can do it seeing between these spaces, but not shooting between them, is not at all, but in a very large amount it occurred to me;

    * Access and navigation to the game menus or the tactical map is slow:
    - Playing solo until it's not a problem because the world pauses when accessing them (I wanted to take advantage and leave the suggestion to the world within the game not to stop when accessing them, at least include this option), but playing cooperatively this slowness only gets in the way , when trying to create an item for example, just entering the tab, selecting the ingredients takes a precious time, imagine if in combat you need to create something quickly, this delay when entering the menus can be fatal, optimize this;

    * Creating items does not memorize my features:
    - When creating items in the creation tab, I have to keep selecting the ingredients manually every time, I can have 200x of a certain resource, 50x of another, but, every time I will create a new one (whatever it is) when I enter the tab after leave, I have to do the manual selection, sometimes it happens, sometimes not, but it is an inconvenience;

    * Weapon editor does not keep my settings and formats to start position:
    - I don't know if it's a bug, but when I enter the gunsmith and open the list of weapons and make a modification, when I press go back, I'm directed to the equipment tab instead of going back to the list and continuing to modify other weapons, that is , if I'm going to edit another one I have to open the list again, making the process boring and slow.
    Also when organizing them by NAME, TYPE, ETC, I have to keep changing when I re-enter the list, whoever wants to use a specific mode (in my case I use only by type) has to change every time they enter the list of weapons;

    * Animation of lifting a corpse fails a lot:
    - Although very useful, by far this is the most funny animation in the game, it has to be revised
    and corrected soon;

    * Animation when running with pistols presents bugs:
    - I don't know if this is a failure or it is intentional, but when we run with the character with a pistol, it is made in a strange way, it seems that **** is kkk;

    * Animation of the character when crouched slides;
    - Playing in squad, I noticed that the animation of the character is sliding when he turns when using a binocular when he is crouching, instead of appearing an animation of him turning, he actually slides when moving;

    * The game hitbox is very bad:
    - When he hits shots in different parts of an enemy's body he reacts the same way, shooting a sniper Rifle NPC in the foot gives Hit kill !!! is it serious ???

    * Marking an objective on the tactical map does not show it there:
    - Even playing without the hud, I could open the map and mark a place and orient myself by it, but after the update I can't make markings on the tactical map;

    Below are some suggestions that I think would make it more interesting:

    * Ability to change the skin of the secondary weapon of the BOTS:
    - Since it is not possible to change or edit the weapon, at least the color would have to be possible;

    * It could include an intensity option for synchronized shooting, as well, those who like the current way with the almost impossible shots that already exist, keep them, or who prefer a more realistic mode, will have to wait for the manual movement of the bots up to a line effective firing. This option could be adjusted to the player's taste;

    * Customization palettes don't save weapon skins:
    - When creating a slot in the customization palettes tab, the skin of the weapon used is not saved with the set, even using the same weapon in all the slots, I have to change it manually, the right thing would be to keep the skin selected for that palette, even if I changed the weapon used;

    * They could include animations of the enemies crawling when they are knocked down without suffering fatal damage, shooting even when they are on the ground, limping when injured, allies dragging or lifting them to another place when they fall, trying to heal them, etc.

    * Enemies when caught by flash grenades could fire randomly from time to time, this would keep us more cautious even though they are in this condition;

    Many of these mechanics mentioned exist in Far Cry 2 as in The Division 2 too,
    just adapt to Breakpoint), that would be very interesting in addition to giving more life to the game;

    * Transport companions on motorcycle rumps:
    - It would be interesting that addition, even more he could shoot the ride, but only after improving the vehicle's steering;

    * Shoot while parachuting;

    * More customization options:
    - Compared to Wildland this Breakpoint is very weak in relation to its predecessor in this regard, where are the soldiers' identification plates, country faciai paintings, country uniforms, etc.
    Everything is already in the other, just include that one too;

    * The use of the drone could be as in Watch Dogs 2:
    - When enabling the drone on the WD2, it remains where we left it when we returned to controlling the character, when we returned to the control of the drone, we started from the same position where it was, this could happen here too, with the option to fully return by pressing and hold the same button that we enabled it;

    * Enemy bases and facilities could enter confinement mode by locking doors and accesses when entering alert and in combat, and not even returning to normal in a short time;

    * Enemies remove the bodies of allies killed in the bases:
    - This could create an agglomeration with doctors or other NPCS doing the removal while others more efficiently patrolling the site;

    * Many bases have unprotected access:
    - In addition to not making sense, this makes infiltration much easier, it is not difficult to find a point crossing the fences or walls with wide openings or without a single door to prevent our entry;

    * Improve infiltration options:
    - Entrances only through sewers, air ducts, parachuting and landing on the roofs of buildings, etc.
    I believe that this will only be possible in another game in the franchise, because doing it here would have to rework the entire level designe of most bases;

    * Option to change / assign functions to the buttons to our liking:
    - This is already a more personal suggestion, for those who play in squad and do not use the drone (in my squad only those who recognize can use it), it would be interesting to assign other commands to the button that triggers it, such as an item for example ;

    * The button to enable / disable information on the HUD becomes obsolete for those who play without it, it could be assigned another function for it as I quote in the next suggestion below;

    * Both the binocular and the invasion kit are obsolete:
    - Initially the invasion kit seemed very useful, but I realized that in all enemy bases and installations there is always an unprotected access, facilitating our entry, already in the case of binoculars, as the drone is much more used by players, to equip it it becomes a waste of space in the item wheel that is already small in my view.
    These 2 items could be passive, that is, without the need to equip the wheel, for binoculars just pressing down like it was in Wildland, for the invasion kit, it is only just close to the areas where it is possible to use them;

    * Increase the item wheel and order wheel for allied bots:
    - The item wheel is very small, it could be bigger, because if an unforeseen event happens, I would have a lot more resources to deal with the situation.
    For bots it could include individual commands, send only one or two to a specific location, another in a position further on, another for the francs, etc;

    One of the reasons that made me embark on Breakpoint is that I believed in this new proposal as the definitive experience of a tactical shooting game, but it is still far from what it promised, in short, keep working hard and improve even more.
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  2. #2
    Alekero's Avatar Member
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    Nov 2013
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    Fully agree, AI teammates are darn joke (on any difficulty, just checked). And im not expectin ubi to fix em.
    But they were quite useful in Wildlands tho...with some clumsy stuff and sometimes they pissed me off but they were aaaa way better than in Breakpoint. Why they couldnt even copy\paste (since breakpoint its just same old wildlands but bigger) them...
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  3. #3
    Marcin79W's Avatar Member
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    It just feels like Ubisoft have gave up on Breakpoint long time ago. It feels like they have set a small group of people to make some bug fixing and updates and told them to not care too much.
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