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  1. #11
    FCacGRdvWD's Avatar Senior Member
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    I am sorry, I know I have not played the game in a while but, why in all the hells of all different galaxies is there a Stealth passive perk while standing a 50m in front of them?

    Did I all of a sudden went into "The Division" forum?
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  2. #12
    Good point on the darker nights, it's only fair if enemy vision is restricted in the same way the players is. Hadn't thought about that actually!
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  3. #13
    Originally Posted by MikeWeeks Go to original post
    A good question- as the info provided states:

    "We have also rebalanced the detection time and radio communication time to allow you to react to enemy tactics."
    In the video at 54s - it states "reduced range"

    https://youtu.be/epqQYjBvf3k?t=54
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  4. #14
    Sandilands85's Avatar Senior Member
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    Actually looking at both of these again is it possible that when they’re speaking about Reduced Range that they may actually mean when sentinel/wolves move to suspicious or alerted on one side of a large base that instead of alerting the whole base it may only alert people within a certain radius, same with the reduced spread so it doesn’t alert everyone instantaneously

    Also I liked the animation on the second pic of the sentinel soldier trying to pull his pistol instead of just using a long gun
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  5. #15
    Sandilands85's Avatar Senior Member
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    Originally Posted by Capt.Dazzer Go to original post
    In the video at 54s - it states "reduced range"

    https://youtu.be/epqQYjBvf3k?t=54
    Looking again I don’t actually think it’s the detection distance that’s changed
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  6. #16
    Reduced range here I think might mean the alert range? Like you can alert part of a base rather than the whole area. Or it might mean that if there are three guys standing next to each other and once notices you then the three of them might become quickly alerted.

    But yeah I think this is to do with the spread and radius of the alert rather than detection itself. Which is a thumbs up in my book as if that feels more organic and less binary that's a good improvement.

    Also - enemy reloading! At last!
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  7. #17
    I think they need to work on set piece tactical plays after this. Possibly a morale system. That would bring the unpredictability we need. Being able to injure enemy troops as well rather than just plugging them until they drop.
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  8. #18
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Sandilands85 Go to original post
    Looking again I don’t actually think it’s the detection distance that’s changed
    Yeah, I see it as it means you have a better chance to remain in stealth; that the whole base isn't going to go on alert from the get-go as the default.

    Of course, until the YU drops and folks start to see the actual effects ...
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  9. #19
    Sandilands85's Avatar Senior Member
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    Originally Posted by vahndaar Go to original post
    I think they need to work on set piece tactical plays after this. Possibly a morale system. That would bring the unpredictability we need. Being able to injure enemy troops as well rather than just plugging them until they drop.
    When you said Morale system my first though was somehow linking The Enemy AI’s Morale Level directly with how professional and aggressive they ( this could be set to cover each region) for example in each region would start in a green state (highly Motivated, professional, Aggressive etc) As you inflict more casualties in the region you watch the morale level drop To yellow, red then eventually Black, which in turn makes them become less professional, with some even willing to surrender instead of fight)
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  10. #20
    MikeWeeks's Avatar Senior Member
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    Originally Posted by vahndaar Go to original post
    Also - enemy reloading! At last!
    However it's not universal; the charging breacher with shotgun is not included. Go figure ...
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