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  1. 4 points
    Celebrating the new gymkhana 10 release in arma 3.
  2. 3 points
    TOM CLANCY’S GHOST RECON® WILDLANDS: UBISOFT REVEALS DETAILS OF SPECIAL OPERATION 4 TRAILER – (YOUTUBE) LONDON, UK — February 26th, 2019 — Ubisoft has fully revealed the details of Special Operation 4 for Tom Clancy’s Ghost Recon® Wildlands, the last free major update for the second year of post-launch content. Special Operation 4 will be released on February 27th, on the PlayStation®4 computer entertainment system and the Xbox One family of devices including Xbox One X and Windows PC. The update will contain a brand new PvE mode: Guerrilla, the new Sapper PvP class and several highly requested features from the community. Guerrilla Mode expands on the game’s PvE experience with a unique challenge testing players’ endurance, skills and tactics. The mode is available to play solo or co-operatively with up to four Ghosts. Players will need to defend key locations against increasingly deadly waves of Cartel and Unidad members. After each completed wave, players will have the opportunity to purchase and upgrade weapons, skills and attachments with resources gathered from dead enemies. Each choice will be impactful, meaning strategy will be essential to overcome the challenge. In addition to Guerrilla Mode, Special Operation 4 introduces a wealth of new Ghost War PvP–focused content, including: One New PvP Class: The Sapper is a new Support class option that deploys a specialized drone capable of shooting "concussion" mines. These mines drain stamina from players as well as suppressing them, slowing down their rush. Two New PvP Maps. Two New PvP Events: Arms Race: Players spawn with only their pistols and are forced explore the map for better weapons. Danger Zone: Players are periodically bombed with ultrasonic blasts, forcing them to always be on the move. In line with previous Year 2 updates, Tom Clancy’s Ghost Recon Wildlands will continue to receive community-requested features and improvements, including time of day setting for Solo Campaign Mode, a new bleeding notification in Ghost War, the addition of the compass HUD option to PvE, as well as the introduction of daily campaign challenges with increased rewards. Additionally, Special Operation 4 will add a new Heatmap view, where players will be able to see the most visited locations in the Wildlands and discover some they have never explored. The Ghost Recon Wildlands Year 2 Pass offers seven-day early access to the new Ghost War class, along with the exclusive Active Duty Pack starting tomorrow. All other players will be able to access on the new PvP class on March 6th. For further information, please visit ghostrecon.com. Developed by Ubisoft Paris,* Tom Clancy’s Ghost Recon Wildlands is a military shooter entirely playable in up to four-player co-op or single-player from beginning to end. Players have total freedom to accomplish their missions how they want and watch as the world reacts to their actions. Players can choose to move quietly in the night, go in hot at dawn or work together to execute a sync shot that takes out enemies in one fell swoop. Each choice has a consequence, and players must improvise or adapt their plans to ensure the completion and success of each mission. Tom Clancy’s Ghost Recon Wildlands Ghost War allows players to live the ultimate co-op experience in 4v4 modes. Featuring a growing roster of classes, maps and modes, Ghost War focuses on teamwork, strategy and tense tactical engagements.
  3. 3 points
  4. 3 points
    Hey Guys! Please head over to Steam, and check out Black Day, a very robust sandbox for TACTICAL infantry-based gameplay, and oh-so-much MORE! It's hard to elaborate how AMAZING it is, both in terms of depth and breadth. One can EASILY have Ghost Recon style type missions in it, or Splinter Cell or even Metal Gear Solid. Sniper-only endeavors too. It's crazy. As hard as it is to comprehend, it's all being developed by one man, Helios. Look for my DETAILED review of it. It was posted on Feb. 6, 2019. Sometimes my links to Steam work, and sometimes they don't. Here's my attempt to take you directly to it: 👉 Kyle's detailed review of BLACK DAY. 👍😄👍 👉 Steam's store page for it is HERE. The YouTube videos that are out for it, they do NOT do it justice. All of them that I've found are focused on creating lone-sniper scenarios, which is fine, but it can do far more than that. The AI has also improved a lot since the videos that I've seen have been released. Many times, I'm holding my breath, being barely able to take air in due to the tension. It's still in Early Access; is it worth $14.95...? Yes, it absolutely is. There's no question that Helios has worked HARD on this thing, and he has more than earned financial and morale support. Check it out (and have your wallets ready)! 😆
  5. 3 points
    Ace Combat 7: Skies Unknown
  6. 3 points
    Decided to revisit the models from @shakealeg1212's High Speed skin mod. Testing out how the model works with various components (some provided by @ApexMods, others from DTD No Easy Day and Project Novo). I like the low profile of the model but the lower torso shape means I have to fill up the torso with things so the sharp edges are less jarring. So I got the bottom belt where it needs to be to place some form of vest on it. Also nice that this model doesn't have much on it (the helmet is an attachment), so I can add things to get different aesthetics. Going to see if I can get a good low profile vest to use for basic armor since the model doesn't allow a bunch of things on the vest itself.
  7. 3 points
    Oh it must be Christmas time, here's BAH HUMBUG stopping by again. Never one to let the facts get in the way of you dogged determination to bring the hammer down on GRW or Siege I see your complaints still lack credibility but you just have to keep beating that dead horse. Get over it please - Siege is a massive success in spite of your disdain and unsubstantiated complaints and guess what, so is Wildlands! Ubisoft did a fantastic job with Wildlands and Siege, and if you for once put a level head on things and gave them a fair crack of the whip, you might even be big enough to admit it. Short of that - this is a FAN forum, if you want to complain with purpose - take it to the Ubisoft forum. Your negativity is not welcome here, trying to spoil our SO3 Christmas. Move on, have a great 2019 posting somewhere that you actually enjoy a game.
  8. 3 points
    Got back into it and messing with sounds more. Definitely a lot more impactful. Also pretty pictures.
  9. 3 points
    FPWV is nice. I figured out the crash. Just a kit trying to call a gun file that doesn't exist (mk17cqcap was supposed to be mk17cqc5xap, oof). Fixed. A couple screenshots. First one is new menu background showing off new artwork by Operator Grim and another one with SP character change to HU - Tertia Optio v2. I doubt I'll stick with those exact skins. I'll probably be updating them later, not sure how modern I want to get with camouflage patterns and such.
  10. 2 points
    Hey Guys! Long time no speak! Figured I'd make a thread to discuss anything related to the cool guy gear you have stowed away! I'll start with my woman cave packed with enough gear to literally equip a small team, you may recognise a few pieces too! so it started out with this tiny lot that you'll have seen before: And now I've got a few more additions to the collection The first purchase of a real deal plate carrier started with the MSA Paraclete SOHPC, ex SAS, complete with plates. (the stupid amount of carabiners everywhere is to hold an old gen non-MOLLE camelbak to the MOLLE) Next up, something some of you guys may know; The MSA Paraclete RAV (Coyote Brown) another ex SF carrier, but previously used for paintball as well, apparently: She's looking a little sad due to lack of soft armour. And a slightly more rare twist on the above, the Paraclete RAV in UCP, I've had to lay this one down as it's a fairly new addition and I've not been able to track down a suitable plate for it yet It was issued to someone in the US military, I've been unable to identify the specific unit though, i have been able to figure out that this particular RAV could've only been made in one specific year though (2005) as Paraclete was sold off to MSA the next year. The next RAV I intend to purchase is a woodland RAV... no particular reason... I swear! While not a plate carrier, I did find this lovely little gem, The Safariland ELCS, a complete package, including the chest load bearing kit and the H strap conversion (fitted in photo) oh, and the cutest little carry bag. I find the H-Strap conversion, where everything is loaded onto the belt much more comfortable than the chest straps. And the most recently accrued piece of kit, and probably one of the harder to find pieces, the CAGE... It's recently gone through a paint job courtesy of yours truly. yes... these actually existed... and to top it off, literally, there's my trusty old ACH, custom painted by moi!: I do have a bonus item in the works, however it's heavily customized and i'm waiting on one last part. All these are complete, of course with original issue RAID modded BDU's and combat gear, sat snugly in my wardrobe
  11. 2 points
    So figuring out how I want the Ghost to look. I'm going to go for a 2000-2007ish look and using several different camouflage patterns to get more of that special operations vibe. Camouflage Patterns M81 Woodland Desert Combat Uniform (3 color desert) Multicam Tiger Stripe Desert Tiger Stripe German Flecktarn German Tropentarn British DPM Woodland British DPM Desert Canadian CADPAT Temperate Woodland Canadian CADPAT Arid Regions The pattern selection is multinational and period-correct. It leans mostly on the US side of things, but the variety should make it work well for deniable operations since I'm going to limit US insignia and markings. 4 sets of Ghosts planned: SPEAR Fleece Jackets: these models are cool enough to get their own set, plus they also have a lighter feel than some of the other models. Boonie Hats Galore: going to fit in-between fully armored Direct Action guys and super lightweight setups. Will have a mix of armor and no armor. The armor will be in the form of a low profile plate carrier with a chest rig worn on top of it. Direct Action: plate carriers and ballistic helmets. VBSS: fit that maritime niche in, just using a single skin with Multicam, uses the SEAL VBSS Support model. Notice that the helmet is NOT a ballistic helmet. So pics are a thing. Things I want to do before releasing update: Finish the Ghosts (hopefully going to have a custom unit patch for these guys) Finish a couple personal skin requests (make the skins, put them on models, setup kits for models, insert into MP kit restrictions) Put in a ballistic sniper for sniper games. Going to use the M110 for this part.
  12. 2 points
    I just recently got back into it about a month ago on PS4 and then, while at a certain location, something popped into my mind. I was thinking of my one friend that I gamed with on PC all the time and I thought, I could see him locating there and then me going in to assault. And that's how I decided to start shopping for a new custom pc. He and I are finally gonna be gaming together after almost a decade apart. Game may be dying, but I've had some great times playing it and look forward to even more on PC with my friend.
  13. 2 points
    Yeah, Helios' hard work and commitment to quality abundantly shows. I told him that it blows my mind what he's achieved alone in comparison to what the Ground Branch team has accomplished, which I also own. At this point in time, Ground Branch's AI pales in comparison to what's encoded in Black Day now. A handful of the environments are still obviously under construction in Black Day. Please keep in mind that Helios' game is still in early access, and that those maps that are done/nearly done are captivating and convincing. There are a ton of maps, and the weather effects are overwhelming. The snow effects on the winter time maps - gah! If you haven't suffered from the real life polar vortex that's hitting North America, you'll FEEL it in Black Day! 😊 I've already posted in my Steam review that the AI needs some work when it comes to interior environments. That said, there are some maps where the AI does VERY well with interior spaces, and other maps where they struggle some. It forces me to conclude that his current build of the AI is already quite solid, and perhaps "all" that he really needs to keep doing is flagging windows and doors for the AI to recognize them better, etc. Whatever it is that still needs to be done on this front, most of the time, Black Day's AI is significantly superior to Arma III's infantrymen. At least Black Day's AI don't do the "stop, then slowly pivot on heels, step, stop again, slowly pivot on heels some more, and then shoot" maneuvers that the AI in Arma are constantly stuck doing. 😜 They'll call out to one another (when they're relaxed, they convincingly complain about The Suck of a soldier's life, and it's touches like that that always makes me smirk), they'll throw grenades (not as frequently as in Insurgency: Sandstorm, but I tend to think that Sandstorm's AI goes a wee bit crazy with the smoke grenade spamming that they constantly do), they'll call out where they've spotted enemies, send out an element in an effort to outflank, use crossing lanes of fire, try to keep you pinned down, they'll climb OVER OBSTRUCTIONS just as you can, and much more. Is the game's AI as astounding as SWAT 3's AI...? No, but what game's AI has even matched SWAT 3's grand AI achievements from 20 years (eep!) ago? Answer (very sadly): NONE. There hasn't been a single AAA title that's come out that can touch even half of what SWAT 3 did. That said, Black Day's AI's performance is still very admirable and challenging. And keep in mind that I'm judging all of this with the AI set to "Medium." Who knows what we'll get if we crank it up further? I'll bet that if that's done, one will need to reduce the number of AI that's randomly generated on the map. Bottom line: you will get your money's worth with the current release's build. Most of the time, you will be pressed hard once combat starts. Black Day's AI will frequently call for reinforcements. Things get hot and messy quit quickly. It's vital to dispatch the enemy VERY rapidly, before they can get The Word out. And I cannot emphasize this enough: as I stated in my review, MOBILITY is UNBELIEVABLY important. Unlike our beloved Ghost Recon, you will NOT get hung up on the edges of terrain, or be kept from an edge by an "invisible fence." The number of times that I've desperately climbed one boulder and rock after another with bullets shattering around me...! As a result of the game's design, my real heart's racing and it's hard for my lungs to do their thing. Yeah - GREAT immersion, and with tactical thinking that's so challenging that it makes my nose bleed. I love games that make my brain hurt, and this one does it very well indeed. Really - buy this game. It has a steep learning curve, but not in the sense that you'd expect. It has so many thoughtful variables, and the impact of adjusting just one is usually pretty profound, and that after getting your butt handed to you several times in a row, you'll likely conclude, "Hmm, I think it's time I dial that variable down a bit and maybe that one too..." It took me several hours to find a set of variables that I was really comfortable with, but the in-game combat and tactics will be very familiar to us (well, except all of the climbing that one can do if one isn't too encumbered). Which, by the way, reminds me... Go ahead, OVERBURDEN yourself with gear. As you use your gear, your character gets lighter, and one's physical capabilities and options rightfully increase. And one more point: the game's FUN. When I first bought it, I didn't know that it came with Science Fiction variables, ala Splinter Cell and Metal Gear Solid. Now, I do enjoy games like that (the STALKER series, once judiciously modded, is very dear to my heart), but for some reason, it strongly annoyed me at first to see Cyborgs, Robots, and Security Systems listed as variables; I thought that I was buying a HARDCORE tactical game, so why are these Sci-Fi elements there? 😄 Now without any of these elements added into one's sandbox, the game IS fun, but I guarantee that you're going to get a BIG KICK out of trying out the Sci-Fi stuff, and likely keep them in most of the experiences you design. Out of the three, the one that I used with the least reservation was the Security System; cameras then appear, as do laser barriers - folks, just adding these into a scenario REALLY adds MEANINGFUL complexity to the game. Believable too. The Cyborgs and Robots add a significant challenge, as they're tougher, and faster than normal humans. They don't look "dumb," and their aesthetics fit the "normal" units well, and thus they don't break immersion visually. Yeah, just get the game already! 😆 After playing it for a few days, let Helios know how you feel and what you think. Whenever he updates it, commit more time to it (trust me, playing it again won't be a chore), and give him more detailed feedback. It's to everyone's advantage to do this: we'll (finally!) get a game we've been waiting literally decades for, and with our input he'll make more money, and VERY DESERVEDLY so. Man, has he earned it in spades! Also, post a review on Steam. Black Day is a sincerely well made gem, and I have no doubts that with enough support from the game's fans, his final build will be an undoubtedly "classic" title. One for the history books. I already strongly think it's there. I love it. 👍😃👍
  14. 2 points
    Pure rock crawler..
  15. 2 points
    The new photo mode looks really good, seems to be a lot faster than Ansel (which is also still available in game). Activate photo mode with F10, capture the photo with F12. Photos are saved in the default Pictures folder in windows, in a Uplay folder. Just before Nomad faceplanted into a rock shelf below. Damn these base jump missions.
  16. 2 points
    The new way to play.. Rebel Ops style. AK style weapons, no silencer, drones, night vision or fancy gadgets, dress like a rebel and doing resupply missions. If you do a convoy steal mission, you have to drive the truck to the nearest rebel base. Helos you can still just fly to their destinations.
  17. 2 points
    Version 1.0.11b is out, link in OP. Pretty much got all of the various CENTCOM models being used since I've added a bunch more MP kit restrictions. I removed the Tertia Optio skins since they take up lots of space (600 MB) and the hand placement issue. SP now uses default CENTCOM guys with expanded kits. New maps added as well. I need to start making some missions at some point. Also got a test PvP kit restriction which is based on the following ideas: Magnified weapons banned No suppressors No grenade launchers It uses Army Infantry, Navy SEALs Classic, UK SAS, and Marines Infantry for the different groups. MP kit restriction list:
  18. 2 points
    Yes, talking about the change in appearance. I'll have to investigate further (thanks for pointing me in a direction to look at) or maybe just ignore the different LODs entirely and probably break the game. Also, a look at the standard AI backup setups for MP. Lots of options that should cover just about any mission. Let me know if there's any particular setup you want to see. And my current MP character roster.
  19. 2 points
    add to my list 😉
  20. 2 points
  21. 2 points
    4K screenshot test.. Arma 3
  22. 2 points
    Thanks Rocky! Currently in the process of kit pruning. For reference, here is the complete list of secondaries in standard kits in the order in which they appear in the folders and probably in-game as well: Extra Ammunition M136 AT4 Breaching Charges C4 (remote charge, can actually be blown up but not used for demo objectives) C4 (demolition) M18A1 Claymore Fakel-Stun Flare White FN 5-7 FN 5-7 suppressed FN Hi-Power FN Hi-Power suppressed Glock 17 Glock 17 suppressed Glock 18 Glock 18 suppressed Glock 19 Glock 19 suppressed HK45 suppressed HK69 IED (remote charge) IED (demolition) FGM-148 Javelin Kimber Tactical Law Enforcement Kimber Tactical Law Enforcement suppressed M3 MAAWS M9 M9 suppressed M32 MGL M67 fragmentation M68 fragmentation impact M72 LAW M79 Thumper M84 stun M590 M590 Breaching M870 M870 Short Breaching M870 Short M1014 M1014 Aimpoint M1911A1 M1911 Operator M1911 Operator suppressed Makarov Mk23 Mk23 suppressed OTs-33 Pernach Sig P226 PB6P9 PSS MP-443 Grach RGN fragmentation RGN fragmentation impact RGO fragmentation RGO fragmentation impact RPG-7 RPG-7 Taliban Sig Granite Series Rail Sig Granite Series Rail suppressed Sig SP2009 Spotting Scope USP Tactical USP Tactical suppressed For regular assault rifles and larger (M4s and larger), I'm limiting the secondaries to anything considered "small," so don't expect to be running around with an M4A1 and a M3 MAAWS. A Mk18 or a HK416 10" will have that as an option though. Also eliminating anything that doesn't make a lot of sense. M4A1 and Makarov doesn't make sense to me. Stuff like that. For basic weapons (M4A1 basic, M4A1 SOPMOD with irons, etc.), I'm limiting the selection to more basic secondaries. So no basic primary with super cool secondary. If a grenade launcher attachment is available for a weapon, none of the standalone grenade launchers will be an option. That's what I'm currently working with. Weapons are being reviewed on a case-by-case basis. I have a separate folder where the pre-pruned kits are in case I want to use them later. Keep in mind this is the STANDARD selection of kits, I am open to some more setups. Do plan on some MP7 secondaries for some (suggested by @SKIP on page 2). If you have ideas, suggestions, feedback, etc., let me know. Already got some ideas on how to adjust scoped weapons and magnified optic weapons in general (bolts long stabilization time, semi-auto snipers not as long, slight increase for magnified optic weapons).
  23. 2 points
    Awesome. For the first time, this beta mod is now available on the 64Gb USB Ghost Recon Mod Collection.
  24. 2 points
    Try Arma 3, I remade Castle Day, Prison and several others. Some new stuff on the way.
  25. 2 points
    https://www.mediafire.com/file/byqg9t4wh4m66qc/mousetrap_map.rar/file -The map is all in doors and is a bit of a maze craze of rooms all on one level. -The map authors are 9MS Tinker and 9MS MFisto. -Has a mission file but only for .gtf files. -I re-textured and re-lit the map. The original map version, t-t-03.map, had only ambient light. I added multiple point and spots lights. -Attempted to make the command map more legible. -Some texture tags were not editable.