I wonder if an ex KGB spy means that he will be able to smuggle weapons to Yara from Russia. If they are gonna bring back the guns for hire, then they should make it where each member has a unique characteristic that can affect different game mechanics and benefits on how the player can fight in the revolution instead of them just being some NPC with a different voice, model and weapon.
I guess that it will be like we saw in Primal/5/New Dawn. Special character with backstory and dialogues, a preferred weapon and set of skills. We ll probably get the silent one, guns blazing one, driver one etc. Same for animals with silent hunter, tank etc. I d love to be able to "customize" those but only in terms of skills that would upgrade.
I mostly played solo in 5 and New Dawn. Tried all partners and had fun but ended up playing only with animals (dogs/boar/puma) and the sniper because others weren't fitting my gameplay style.
It won't bother me in the slightest if none of these characters turn up, they're all annoying in their own way. Hurk was kinda funny in 3 & 4, but by the time Urki was making you gather feathers & turtle shells he'd over-stayed his welcome, and in 5 he had lost most of his charm. Willis was ok in FC3, bit of a tool in FC4 and just lame in 5. Longinus was always a bore... If none of them make an appearance in FC6, all the better.
Well, I liked AI teammates, so I hope developers make that you can run with two AIs like in FC5 or even three like in Ghost Recon. Of course, they should be optional because some people like playing solo.Originally Posted by HorTyS Go to original post
Knife takedowns, maybe axe takedowns... That would have been great! I can understand that in FC5 we was plice officer who trained to knock out people, but in FC6 we really should kill enemies. when preforming takedownsOriginally Posted by HorTyS Go to original post
YOriginally Posted by Wild-Recon Go to original post
Yeah, I know a lot of players actually liked the companions system. I didn't care for it and would prefer they dropped it, but I knew they weren't going to with how well received it was. As for takedowns, your assessment is sort of similar to the justification they tried to use when questioned on why there were no knives or machetes etc and it's just full of holes. You play as a deputy sheriff in rural Montana, they (nor any cop really) are not trained to perform stealthy, non-lethal takedowns (not that that's even what you're doing in the game, you legit snap necks and smash in skulls). Ubi tried to brush it off saying they didn't feel like a cop would do that, and yet you can literally mulch peggies in a combine harvester or blow them to bits with a rocket launcher, I don't think those are part of the ROE in the Hope County deputy's field guide either.
Exactly, knives and stabbing weapons may not have ever been planned, but at one point they were going to also include pitchforks and sledgehammers. I assume they ran out of time and/ or budget to do them, because all those weapons would require different animations. All the melee weapons in the game draw from the same takedown animation pool, and then you have the unarmed ones, they either didn't have the time, money or desire to make more for other weapons even though in some of the original promotional material they showed the sledge hammer in action...Originally Posted by KrayZee_ Go to original post
Do you ever get that feeling of absolute agreement with a comment? I just didOriginally Posted by WildCassowary Go to original post
All the melee weapons in the game were reskins of the same weapon. There is no difference in using a paddle, pipe, bat or stick. The shovel is the only melee weapon that has unique animations because of how it's thrown. Pitchforks would have necessitated new takedown animations, as would have sledge hammers. And we know they were beyond experimenting as they were shown in early press demos before the game was publicly unveiled.Originally Posted by KrayZee_ Go to original post