I wrote a treatment of the first mission a while ago, as an introduction to an alert system similar to what @Capt. Dazzer was suggesting, if you haven't read it:Originally Posted by Sandilands85 Go to original post
https://forums.ubisoft.com/showthrea...reakpoint-Cut!
You definitely hit the nail on the head in that post, I will say that when I played either the the OTT or the Alpha there was originally a patrol of 5 soldiers about 100m from the first crash site out searching. But I believe that Ubi nerfed this early on as the game was apparently seen as too hard by some peopleOriginally Posted by El_Cuervacho Go to original post
I remember flashlight's comming my way.
and instructions telling me to run to the hill to my right.
When I restart to a new save I keep doing this, but there's no need, since now you can simply stroll down straight away and there will be no one to get you.
BTW night's were darker.
It did seem like in the OTT/Alpha that there were Definitely more enemy troops in your immediate location, one one of those first play throughs I remember having 5 very close to the crash, 2 in the building with the Flairs, 2 up that side path and about another 6 close to the second chopper There was another one sitting outside the air dome building with about 4 inside. Now it’s just maybe 6 altogether if your lucky.Originally Posted by ArgimonEd Go to original post
With regards to nights being darker, I did watch a video recently where the guy had played around with his light settings which darkened it up quite well and gave it a much more sinister oppressive feel
Here’s at least what I’d like to see in addition to many of the excellent ideas above:
* enemies who need to reload. This, in my opinion, is the biggest immersion breaker for this game. Enemy AI pausing to release introduces opportunities for Ghosts to reposition themselves to either advance or fall back without worrying about being mowed down by the limitless lead hose stream of fire from the enemy. This would go a long way toward removing the sense of unfairness in a one on one firefight with enemies who have likely far less experience and training than a Ghost operative would have.
* the option to transition to sidearm when a primary weapon runs dry instead of automatically reloading. Ideally, the options would be 1) reload, 2) transition and 3) do nothing (the clicky sound).
* the option to disable automatically standing up from behind low cover when holding down the aim button/trigger. This makes popouts from behind cover easier and more realistic when kneeling behind an object.
* the ability to put whatever we want in any slot on the wheel. Personally, I almost never use anything other than offensive items and a single red/green syringe, and I feel that at least one spot on the wheel is consistently wasted. I would also like to see eight slots on the wheel corresponding with the eight basic directions, with the topmost being the class item, and the bandages in their current lower position, giving us a total of six user selectable unrestricted items on the wheel.
All good suggestions but can I suggest one little change?Originally Posted by TyrantSlayer01 Go to original post
When you mention about your primary running dry, the order should be 1, transition, 2 reload rifle and 3 do nothing. I only say this because if you’ve ran empty your already in a gun fight and it’s quicker to transition To a pistol with full mag, then reload when there a lull in the gun fight.
I do think they need to change the weapon change priority though 1 push should be pistol, double push for secondary rifle