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  1. #21
    With so much pandering going on in the world we'll be shooting water guns in the next game so enjoy what you have
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  2. #22
    Steven527's Avatar Senior Member
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    Originally Posted by AvengerGR35 Go to original post
    This. F1 is definitely a good example on freedom of tuning. I also like the management of engine components. Even though its a completely different genre Ubi could learn a thing or two from it. Especially in the updates part. Codies release updates for the game every 20 days while Ubi takes 3-4 months.
    be glad it is 3-4 months. Can you imagine how we'd feel if they broke the game every 20 days with the kinds of TUs they do?
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  3. #23
    AvengerGR35's Avatar Senior Member
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    Originally Posted by Steven527 Go to original post
    be glad it is 3-4 months. Can you imagine how we'd feel if they broke the game every 20 days with the kinds of TUs they do?
    Good point
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  4. #24
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by Megalodon26 Go to original post
    I don't play racing games either, but that comment was actually from Mantic.
    Sorry both! Can I use my Friday night beers as an excuse?
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  5. #25
    Here's Golden Rule #4:
    * Do not lock any weapon parts behind Raid.

    Like what TF, you take a grip that was freely, easily available in Wildland and you lock it within Raid with requirement to defeat "any" titan.
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  6. #26
    ManticButton's Avatar Senior Member
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    Originally Posted by Megalodon26 Go to original post
    Mantic, I often agree with what you post, but reducing the amount of attachments to just a handful, is just absurd. I would rather that they add as many attachments as possible, but just make them cosmetic only. . I also think they should just ditch the weapon stats, other than maybe effective range. That way, once you're no longer worrying about getting some higher BS number and min/maxing the weapon, you can focus more just on how the weapon looks, feels and performs. .Just like in real life.

    But if they do that, they need to add a range in Erewhon, or at the Outcasts village, where we can test the various weapons, and setups.
    look right now modern warfare has this problem and ghost recon does too by balancing 10 different grips differently it leads to balance problems were 2 are good and the rest are garbage

    I'll give this solution that already exits in breakpoint with the stocks make all the vert grips have the same stats all the angled grips have the same stats etc than the vert grip that gets chosen is cosmetic

    I think people forget future soldiers attachment selection was pretty lean and mean 1 angled grip 1 vertical grip 1 grip pod the bi pod and then 3 ubgl (and a taser and shotgun)

    lets compare that to breakpoint with 12 grips with 2 that are good 10 that suck and then 1 bipod and ubgl

    9 fairly unique attachments compared to 14 garbage ones

    more ≠ better

    also ditching weapon stats and playing with whatever you wan't go play a milsim this is a tactical shooter at this point doom and resident evil make you think more about weapon selection

    the devs can't handle large amounts of guns they can't even handle the fundamentals of proper game balance and design let alone that of a tactical shooter and making what they have to deal with bigger and bigger is just gonna piss us off when they come back with broken guns with incorrect everything because theirs 200 guns in the game and tou just gotta hope they get around to fixing the one you like
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  7. #27
    Flanker1Six's Avatar Senior Member
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    Originally Posted by Megalodon26 Go to original post
    I would absolutely love a gunsmith that let you completely personalize your weapon, in a realistic manner.

    Stocks - not only the style, but you should be able to choose how extended collapsible stocks are. Most have 4 or 5 positions.

    Pistol Grips - different styles and wraps, using tape, rubberized grips, etc.

    Hand guard - Style and length.

    Gas system - changes rate of fire.

    proper Rail systems - Allow the player to place sights and other rail attachment anywhere on the rail system.



    Magazines - not only capacity, but the style (steel or plastic) magazines, as well as stuff like dual mags, or mag pulls
    Good post.

    Caliber and barrel length/weight would be good additions to your list.
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  8. #28
    Honestly screw having to balance weapons by adding some arbitrary stats, especially for PVE! It's not like the NPC's are complaining that your weapons are more powerful than theirs. Even in PVP, it should be about the skill of the player, NOT the weapon and attachments they chose, that should determine the outcome of any gunfight.
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  9. #29
    ArgimonEd's Avatar Senior Member
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    Like MW
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  10. #30
    ManticButton's Avatar Senior Member
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    Originally Posted by Megalodon26 Go to original post
    Honestly screw having to balance weapons by adding some arbitrary stats, especially for PVE! It's not like the NPC's are complaining that your weapons are more powerful than theirs. Even in PVP, it should be about the skill of the player, NOT the weapon and attachments they chose, that should determine the outcome of any gunfight.
    tactical shooters revolve around players making decisions before and after the fight if picking your gun doesn't matter than how do you even begin to teach players to use different tactics

    if weapon stats don't matter than the only gun in the game should be an m4a1 with acog and that's it that way only pure gun skill can determine success in pvp we'd pretty much just br playing halo ce magnum only at that point

    weapons need to matter and weapons need to have pros and cons that make the player think about what weapon to chose and how to use it
    If all the assault rifles are exactly the same than why have more than one cosmetics

    this is a videogame I wan't the game to offer me gameplay and by stripping away the things that make it a videogame it can't do that
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