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  1. #21
    Steven527's Avatar Senior Member
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    Originally Posted by Sandilands85 Go to original post
    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
    They do that now. Surprise a sniper in a tower and he'll go for the sidearm.

    Originally Posted by MikeWeeks Go to original post
    However it's not universal; the charging breacher with shotgun is not included. Go figure ...
    That one doesn't phase me much. They aren't the stream of lead problem.

    Originally Posted by vahndaar Go to original post
    Being able to injure enemy troops as well rather than just plugging them until they drop.
    Absolutely, this would be nice
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  2. #22
    Sandilands85's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    However it's not universal; the charging breacher with shotgun is not included. Go figure ...
    Now I may be well of on this one but I’m sure there have been posts on here that stated the shotgunners have actually been reloading for a while in game, but they were the only enemy archetype that did. Hence why everyone was so pissed off that none of the other enemy reloaded in the first place
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  3. #23
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Sandilands85 Go to original post
    Now I may be well of on this one but I’m sure there have been posts on here that stated the shotgunners have actually been reloading for a while in game, but they were the only enemy archetype that did. Hence why everyone was so pissed off that none of the other enemy reloaded in the first place
    I haven't seen it; but again, they're my first priority when encountering those random patrols, as well as the ones who have most often killed my character.

    "You’ll also see enemies running out of ammo and reloading – this will apply to all enemies with ASRs"

    Given the assumption on my part that there was no NPC re-loading taking place and the wording above, is the basis for the comment.
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  4. #24
    Do the heavy gunners reload already? I seem to recall they do stop firing periodically, it's not constant.

    The rocket troops with infinite ammo bug me. They should only have 3 or 4 shots when switch to a secondary weapon.

    Would also be nice if snipers moved around more rather than being welded to the spot. Don't think I've ever seen them use ladders.
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  5. #25
    Originally Posted by Sandilands85 Go to original post
    Just had another message back from the guys at Bullet catcher gaming who’ve already had hands on the new update although he’s still cagey on what he can say atm, after I asked him if this was a downgrade or upgrade for the enemy AI, he reckons we should actually see an improvement in them
    Originally Posted by Sandilands85 Go to original post
    Looking again I don’t actually think it’s the detection distance that’s changed
    Thanks for checking Sandilands, I hope you're right...
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  6. #26
    Sandilands85's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    I haven't seen it; but again, they're my first priority when encountering those random patrols, as well as the ones who have most often killed my character.

    "You’ll also see enemies running out of ammo and reloading – this will apply to all enemies with ASRs"

    Given the assumption on my part that there was no NPC re-loading taking place and the wording above, is the basis for the comment.
    This was from a post back In May this year

    Originally Posted by Virtual-Chris
    What’s equally stupid is the rifleman never has to reload. The breachers do, but not the rifleman.
     1 people found this helpful
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  7. #27
    Sandilands85's Avatar Senior Member
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    Originally Posted by vahndaar Go to original post
    Do the heavy gunners reload already? I seem to recall they do stop firing periodically, it's not constant.

    The rocket troops with infinite ammo bug me. They should only have 3 or 4 shots when switch to a secondary weapon.

    Would also be nice if snipers moved around more rather than being welded to the spot. Don't think I've ever seen them use ladders.
    Reference the Heavy gunner, they don’t reload, the lull in firing is for the barrel to cool down after its overheated
    Although I really do desperately want them to change the Heavys weapon system from the mini gun to a more conventional LMG (purely due to the fact that the Minigun is simply not designed to be hand wielded and man portable IRL)
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  8. #28
    MikeWeeks's Avatar Senior Member
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    Originally Posted by Sandilands85 Go to original post
    This was from a post back In May this year

    Originally Posted by Virtual-Chris
    What’s equally stupid is the rifleman never has to reload. The breachers do, but not the rifleman.
    Alright then. Appreciate you taking the time to find that.
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  9. #29
    Steven527's Avatar Senior Member
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    Originally Posted by Sandilands85 Go to original post
    This was from a post back In May this year

    Originally Posted by Virtual-Chris
    What’s equally stupid is the rifleman never has to reload. The breachers do, but not the rifleman.
    The google fu is strong in this one
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  10. #30
    Originally Posted by Sandilands85 Go to original post
    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
    The first time reading the TU blog post, I interpreted it in this way above. However the more I rewatch the trailer, the more I have doubts about what's going to change. Hopefully it's the alert range.
    Guess we'll see on Monday.
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