🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #21
    Just a small things I'd love to see is them restore Sam Fishers gloves back to the figure
    Share this post

  2. #22
    1. Option to remove battle belt separately from all other equipment parts. Or fix 4th echelon pants and other splinter cell outfits, by removing ugly big belt from this costumes
    2. More character customization options. Hairstyles, faces.
    3. New big populated territory, with intresting BIG outposts, with alot of enemies.
    Share this post

  3. #23
    AI BLUEFOX's Avatar Senior Member
    Join Date
    Oct 2006
    Location
    Pacific
    Posts
    6,832
    1) Increased AI teammate control if I want it so I can position them in different places, give them RoE orders, add a strict LoS criteria to sync shots etc
    2) Immersive settings to have camo, equipment weight and ambient temperature effects on my character
    3) An ability to load vehicles with an amount of equipment, weapons and ammo so I don't have to go back to bivouacs.

    Bug fixes arent a request of course, they are an expectation. A bit like requesting a menu option at a restaurant, I don't expect one of the pizza toppings to be "no flies on the pizza".
     2 people found this helpful
    Share this post

  4. #24
    Untuwa's Avatar Junior Member
    Join Date
    Apr 2020
    Posts
    29
    - fixed Raid connectivity bugs. Allmost unplayable now because disconnection every 2 min.

    - fixed Raid loot drops. No point getting same weapons 3 times in one raid. Specially weapons with no real use. Normal world weapons more.

    - Raid with 6-8 people in team.
    Share this post

  5. #25
    Originally Posted by Sandilands85 Go to original post
    My 3 Main things would have to be

    1. Upgrades to the Enemy Ai as a whole including but not limited to:
    An Option to set the Enemy Outfits
    An Option to increase enemy detection Range between 50-300m
    An Option to Increase enemy engagement Ranges between 50-300m
    An Option to have enemy receive damage that affects movement (using a version of Nomads injury system)
    An Option to remove Static Patrols in the wild to increase Roaming Patrol Sizes but at with longer spacing inbetween
    An Option to remove Sentinel Troops from Civilian Bases to Re-a enforced main Sentinel and Wolf Bases

    2. The Opening of the MOA group of island group with but not limited to
    A new Large Urban Population Centre with Civilians ***** not under martial law but are initially hostile towards Your team.
    A full working Large Military Bases For Sentinel and Wolves.
    A working Airfield with New sentinel and Wolf Soldiers arriving and Azreäl Drones taking off and landing regularly
    A working Naval Port with a Container Ship docked that can be “raided” from land air or sea
    Some Type of Underground Cold War Bunker system unveiling more secrets to America’s original plans for the Islands

    3. Better weapon Customisation options and a much reduced UI menu.
    Replacing all of the AR variants with 2 main options M4 and 416
    From there new options including Front Rail and Pistol Grips for, the variants to better customise your weapon system
    The implementation of a Universal Scope system.
    The introduction of Long barrels
    The introduction of Suppressors for LMG’s
    The introduction of RDS for pistols
    Maybe for your #1 instead of mine, we could have for easy detection and open fire at 30 meter, normal at 70 m, advance 150m and extreme at 250m. Or something like that.
    Share this post

  6. #26
    3D models for both the moon and the sun with (real moon phases) Not the flat animated moon textures. Would be cool to have full or partial solar and lunar eclipses and the da vinci glow. "the darker nights" will be even better. Instead of it always being a full moon. Moonlit night.
    Share this post

  7. #27
    I’m hoping for a few small things that would make a big difference.

    Speed up transition to a pistol so it much quicker than reloading. Would give the pistol more use.

    Speed up close combat animation and picking up bodies. Makes using these way more viable option.

    Fix The parachute so you can jump over a barrier and do it rather than having to run off a flat surface . Seems over complicated at the moment.

    And the bigger thing. Give us a option to add more enemies to bases/ patrols / reinforcements. Best part of this Game is when big fire fights happen
    Share this post

  8. #28
    Originally Posted by Footman212020 Go to original post
    Speed up close combat animation and picking up bodies. Makes using these way more viable option.
    I played AC Valhalla a few days ago, and in there last update, they add a skill were you could assassined and drag the ennemis body in the same action. I m just hoping that Ubi works with Ubi...
    Share this post

  9. #29
    Originally Posted by Footman212020 Go to original post
    I’m hoping for a few small things that would make a big difference.
    Fix The parachute so you can jump over a barrier and do it rather than having to run off a flat surface . Seems over complicated at the moment.
    I see many people wanting something like that, I also believe it would be a nice addition. But for what I know, I don't believe they can make this one, without re-write a good portion of the game's engine behavior. This is not due to a bug, but instead, due to an engine programming: bodies (and several other objects) can't behavior on air. When you fall from a cliff, or some tall building you can see how awkward the body behavior is. The engine is not designed to handle this, and therefore we need to press a button before heading to a cliff (to "tell" the engine you will need to behavior different with Nomad's body, now), and why we can't parachute after falling from a cliff (without warning the engine to "prepare" Nomad's body animations and sources, first). This probably is also why we instant die, no matter how high we jump to parachute (and fall before opening the chute): the landing animation will not play (since it's made only for a successful landing), and Nomad's body is behaving to another physics in the engine; the easy way out is to kill Nomad, and reset the game, instead of creating entire new falling animations, and re-writing the engine.
    For jumping and then parachuting, they would need to create an entire new animation just for that, which will probably be accessed from another key press, once the game's engine will not be able to tell what you want to do and can't discriminate when a barrier is on a flat área or in a hill side. This case the player will need to "tell" the engine what to do, and, not only that, pressing the key to parachute after jumping a barrier in a flat area will render the player death in the other side of the barrier.
    Easiest way for correcting this: Leave it alone. This is what the programmers are doing since WL, and I doubt they will change anything.
    Share this post

  10. #30
    Yeh a few slick stealth gameplay mechanics would make this game really good. Fingers crossed they do it
    Share this post