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  1. #21
    *I'm sure I'm not the first to suggest this, seeing as the suggestion forums is 400+ pages*

    How sweet would it be if your loadout effected your movement speed and stamina.. even letting you decide how many bullets or explosives or med kits or recon drone batteries you want to carry, at the expense of slowing you down if you go full pack mule. Clothes/Armor too [which also effect the enemies ability to spot you?].

    Then make suppressors just hide your flash and make it harder for the enemy to triangulate your location. If you want it to be quieter, you need to equip subsonic ammo and use lower velocity weapons.

    Damage is a product of bullet size and velocity. This also effects drop. Less total guns, but more barrel/bullet/attachment options for customization.
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  2. #22
    ManticButton's Avatar Senior Member
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    I think an overhaul would be better
    so lets just scrap classes as we have them no recharging ability's etc

    so lets make it simple you can pick one specialisation and one piece of gear
    (equipment will be used to refer to grenades, flash bangs etc)

    so here's a few examples of a spec

    assaulter: more health
    grenadier: carry more equipment
    medic: revive teammates faster
    marksman: hold breath longer

    and your gear would be like drones, ammo bags, med bags, maybe some kind of high powered explosive but once you use them or if your drone gets shot down that's it until you re supply at a bivouac or something
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  3. #23
    TONY-NOVA's Avatar Senior Member
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    Originally Posted by ManticButton Go to original post
    I think an overhaul would be better
    so lets just scrap classes as we have them no recharging ability's etc

    so lets make it simple you can pick one specialisation and one piece of gear
    (equipment will be used to refer to grenades, flash bangs etc)

    so here's a few examples of a spec

    assaulter: more health
    grenadier: carry more equipment
    medic: revive teammates faster
    marksman: hold breath longer

    and your gear would be like drones, ammo bags, med bags, maybe some kind of high powered explosive but once you use them or if your drone gets shot down that's it until you re supply at a bivouac or something
    I rather we steer away from fantasy that grants super powers and more on realism with penalties on choices. No offense of course :P Selecting a perk that grants you the strength to carry more items. I rather we have something in the ends like putting on a larger rucksack allows you to carry more items with the penalty that you're slower, clumsier, louder, and run out of stamina faster.
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  4. #24
    Kean_1's Avatar Senior Member
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    Originally Posted by TONY-NOVA Go to original post
    I rather we steer away from fantasy that grants super powers and more on realism with penalties on choices. No offense of course :P Selecting a perk that grants you the strength to carry more items. I rather we have something in the ends like putting on a larger rucksack allows you to carry more items with the penalty that you're slower, clumsier, louder, and run out of stamina faster.
    I feel the same way. If something is going to drive what role people play on the team, I would much rather it be something like a weight system that has gameplay impact on things like stamina, sound signature, player speed, etc. Want to carry that big 50 cal sniper riffle into battle? ....good luck trying to carry a secondary rifle.

    Folks would have to decide whether they want to carry more ammo or more grenades. ....maybe they need mines or other special equipment. Folks would actually have to consider what they bring into the fight and in a coop situation, this makes the decisions more meaningful and promotes more team play.

    This also solves an issue Ubi apparently has with people not trying out other weapons / weapon classes. SMGs would be more useful as a light, secondary alternative for example. That was one of the problems in WL was that everyone outfitted their characters as a "jack of all trades". The single primary option was a crude but relatively effective approach to making gear selection more meaningful. The class system seems to be Ubi's answer but the way they approach it is all wrong IMO. .....let's also not forget that they initially were going to make classes way more restrictive than they are now before that caught flak for it.

    ...so yeah, I'm also against the magical abilities to carry more weight, buff your health, etc. I'd rather see a focus on gear and a more grounded system that actually has an effect on such things rather than more RPG mechanics.

    .
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  5. #25
    Jazz117Volkov's Avatar Senior Member
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    Originally Posted by TONY-NOVA Go to original post
    I rather we steer away from fantasy that grants super powers and more on realism with penalties on choices. No offense of course :P Selecting a perk that grants you the strength to carry more items. I rather we have something in the ends like putting on a larger rucksack allows you to carry more items with the penalty that you're slower, clumsier, louder, and run out of stamina faster.
    Death Stranding did that quite well...
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  6. #26
    Sandilands85's Avatar Senior Member
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    I personally agree that they should completely get rid of the class system altogether and have all the old class perks and abilities placed in the inventory wheel so that players have a better choice of making their own unique characters etc. The only one that i think they could get rid of is pure grit.

    i would also tie the different night and thermal vision sights to specific NVGs' in game, there are currently what maybe 8 different types of NVGs in game so tying, green, grey, thermal, white hot and sonar vision to specific ones would make much more sense and just having your equipped with one specific NV filter too.
    there should also be the additions of White/blue and black hot thermal vision in year 2
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  7. #27
    I completely agree they should get rid of classes, your load out should define your class. A weight based management system should be introduced whereby every piece of equipment and weaponry has a weight stat associated with it, you could then define your loadout to your role which would make it allot more realistic.
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  8. #28
    Keltimus's Avatar Senior Member
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    My immersive issue with classes in Breakpoint is that they break so much logic.

    Assault class, the player gets no protective gear against their own gas weapon. Also, as it's been debated long in the past about its illegal usage under US military laws. Special ability is just a touch of comic book super hero power

    Panther class, a little axe body spray to temporarily hide you from drones. Yet Erewhon has fabric that does a better job and its not temporary. You'd think the scientists could make some customizable character items out of that same fabric? Special ability, ninja smoke. Could have been a smoke grenade that any Ghost could equip themselves with. Strange part, this weapon is based on a power bar filling up.

    I can point out all the rest the classes breaking logic, but instead I'll just get to the meat of it... these are just arcade features the way they are implemented and also conflict with small details about the game's story.

    There could have been a better way to apply them without going the lazy arcade way about them.
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  9. #29
    Hugo-FOU's Avatar Senior Member
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    Originally Posted by SaviorBasedGod Go to original post
    There seems to be a general dislike for classes entirely and their “exclusive” items. Should a new mode be dawned from Year 2 addressing this let’s say a “Ghost Mode” with complete freedom of class Item selection and “Special Abilities” being chosen as perks and Class Symbols only addressing player “assigned roles”. What do you guys think about Year 2 bringing a new mode entirely or even opening up a more player friendly experience.
    I think this is a great idea. How about a maximum item slot number, to include class items and munitions. (Ideally it would be a full on weight management system, but I doubt that is even feasible).

    Players could carry a number of different class items but only at the expense of other regular items.
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  10. #30
    Originally Posted by vaessili_fr Go to original post
    So if classes abilities are almost useless or their effects, not very noticeable, why bother with them to begin with ?

    For the record, I haven't put a point into thermal vision because I didn't want to have to cycle it while putting NVG's ON or OFF. More than 700h of gameplay and I haven't use the thermal vision once. And because I like immersion, I don't use NVG's unless I carry them.

    As for the white thermal, why not, as I suggested, tied all the view modes to an equitable item ? You wear NVG, you can use NVG. You wear Sam Fisher googles, you can use Sonar view, and so on.

    So you keep the view, it introduces a more immersive way to use them, and we can get rid of the classes because, as you and HighlyTactical said, their effects barely affect gameplay.



    Hey, I think we agree !


    Regards.
    The class abilities are not useless. You guys use them less or not at all. The same logic applies to my last thread about using a drone. If you don't use something, you won't think it's essential to your playstyle. Abilities are temporary so, the core gameplay should be about managing without them. I'm not defending nor against them because of that.
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