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5timechamp

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5timechamp last won the day on October 19

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About 5timechamp

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  1. this at times feels like a mission Sam Fisher should be doing.. after a rough start the game has really won me over PROS (to me): -map is more dense and varied, it recycles building much less than Wildlands with many more buildings u can enter.. with some complex indoor environments -drones arent as overwhelmingly present as i feared -TONS of options as how to set up HUD and even as to how missions and map are discovered -QRF system is better -lots of improvements wanted for Wildlands are here -the loot and crafting systems are there, but in a way that allows u to bypass or ignore them completely..( u only want one specific weapon? find the blue print and buy a higher level every once in a while).... crafting is not needed because shop is cheap and easily accessible (for now) -side missions have enough narrative to push u to complete them -the map and information is organized and presented in very helpful ways to minimize confusion -the more up close camera better balances out the 3rd person situational awareness -the injury system is decently thought out and implemented -the challenge is there and the enemy “alarmed” state isnt all knowing like in Wildlands -Melee/knife kills implemented exactly as i always wanted... sneak attacks are quiet but not too quick, knife kills on aware enemies take longer thus exposing u to being spotted or keeping u in line of fire .. etc etc CONS: -lack of squad, though its coming.. the general amount of enemies u confront plus general geometry might need balancing -not as many weapons as wildlands -not as much “out of the box” gear available, though again requested stuff is there - micro transactions are there on cosmetic stuff.. though to its credit the game doesnt beat u over the head trying to sell it to u -resetting weapons when u want to level it up - whoever made this game watched Lone Survivor and Sicario too much and the Wolves Sicario-ish theme sucks -u cant dismantle multiple weapons at once overall a very pleasant surprise after the initial bad impressions at the start of the game... might prefer it to Wildlands if the momentum keeps up..
  2. 5timechamp

    Mercenaries

    the added damage players can take with armor on changes the rhythm of gunfights... plus a little more Unidad presence would help as well...maybe some Unidad gun trucks not my favorite thing..but im sure it adds good data for Ubi to analyze when the mode gets put in to the new game
  3. ...... Some see “dangerous/deadly” drones... I see bullet sponges that have speed and mobility advantages yet remain stationary cause gameplay.... so if the drones are that dumbed down and cant create the sense of “desperate survival” then whats the point? other than being bullet sponges..
  4. 5timechamp

    No friendly AI

    The reason the “cloaking” in FS didnt bother me that much is because it felt like a design choice which helped “justify” why the AI squadmates didnt get detected and why the player could get so near as well... the “detection” range in Wildlands was near the same as Future Soldier without the narrative justification. the tumbling down hills, injuries, and bivouac would only add to the experience if the enemy AI feels properly aggressive... can the game create the necessary pressure where the gamer resorts to taking the tumble? Id love to see that.... anything less and having to slow carry someone is just a gameplay nuisance... same goes if every function (healing, climbing, scavenging) is reduced to watching a dial like in red dead 2
  5. I agree 100% with the rant.. its as if the processing power available in later generations is focused more on graphics vs AI..... It is why I always insisted that I would take a less visually polished version of a game if it meant it could support greater number of characters onscreen with decent programming.....It is why I hated all the recent Clancy games programmed so that bad guys would "spawn" on to the maps mid-match in small groups (Recon 2, Summit Strike, Graw etc) thus effectively negating any tactical navigation or clearance done thus far (Vegas Terrorist Hunt stands out as guilty of this).... On the topic of doors...I remember how "excited" people would get with the throwback packs in the Graw console games because classic maps were being "upgraded"...I remember 2 things: -In OGR the maps were amazing because they had ambiance, atmosphere, and personality that combined with the excellent gameplay to create a sense of tension...the remakes with their bright simplistic geometry, pulled back camera and simplistic gameplay robbed the maps of their personality -As if the crap AI and gradually spawning enemies werent bad enough...somehow the increased horsepower wasnt enough to allow interiors/doors to be functional. How is it that Codemasters a company focused on racing was able to create Flashpoint Dragon Rising and on their first try have: Large Squads, ability to break into fireteams, ROE, Formations....including AI or player led door breaches...player and/or AI vehicle driving....Ironically the vehicle driving was ASS How is it that the racing company made a more logical progression of Recon than the house that built the market in the first place!!!! Sorry Im all over the place since the announcement of a game I admittedly dont have all facts about.
  6. MMO additions are “the natural steps” in the franchise’s evolution https://www.pcgamesn.com/ghost-recon-breakpoint/interview
  7. Specific in the sense that only the area bosses have the significant drone and tech backups (if area “buchones” is still a thing).. All the same... by claiming this is a rogue “ghost” element they are setting expectations for their enemy AI... if they do something amazing with enemy AI then im there regardless of how “ghost recon” it is or isnt
  8. I hate the increased focus on "futuristic tech" but im not trying to overreact.... the bots may be contained to very specific scenarios.... though it could be the opposite as well where as u get closer to the end the game becomes artificially tougher by introducing bullet sponge drone enemies... its wait and see for now Im not anti future tech or claim its not ghost recon ( I love future soldier)..but at the moment at least to me...in whatever little rat runs around in my head this feels a little too removed from what Ghost Recon is..
  9. Exactly...the "reveal" with Nomad being chased was interesting..then the gameplay was business as usual....hell for a few seconds I thought that not only did we have a squad still but that soul switching had returned too......majority of the gameplay footage emphasized co-op and working with others, so wheres the isolation and desperation?...why have all those available vehicles if nobody is there to man the guns? Its going to have to be a wait and see approach...maybe the NPCs become more important, more involved, and compensate for the missing squad? perhaps that explains the people waiting by the buggy?
  10. 5timechamp

    No friendly AI

    Excuse me "ranting" all over the place... Ubisoft says they took all the things people wanted and implemented them into the game (bloused boots, ugh).... -People asked for improved squad AI and found a word that rhymed with it...removed. -A game focused on the desperation and isolation of the scenario sounds interesting...but in the actual gameplay shown its basically business as usual...just more hi-tech Questions I came away with: -Is the game balanced for a SP campaign or for 4-player co-op? -If the synch shot is now done via drones and all characters are persistent does that mean each individual player in the co-op team gets drone synch shot too? -There is no way a game designed to be "accessible" to everyone and of this scale can maintain the illusion that the player is always overwhelmed and hunted.... hell youd hardly be able to move about anywhere if you were so overwhelmed by the environment that you cant seek cover or concealment and are forced to "hide in the open" ...I look forward to seeing more gameplay in how they plan to set the tone, see if they can make players feel like prey instead of predators....few games manage it for short scenarios (crysis when u first get ambushed by nanosuit enemies, a few of the bodark ambushes). After the Wildlands trailer I felt anticipation because of the great potential of the game...it is the opposite here, this will be a wait and see situation...it goes beyond the missing squad..its a combination of things to include the bad guys who look like rejects from Bungies Destiny game...
  11. No "Hunter" team...guess theres been a shift in the timeline... i could have sworn Future Soldier happened first...
  12. It almost feels like the majority of the team moved on.. After SO3, theres still one more content pack coming (doubt theres a seadon 3).. Sure would be nice if the last pack went big and closed out the content support in a big positive way..
  13. That new sniper class may be a nuisance..This will make those campers who sit on the extreme edges of maps more common, since they can accurately camp and snipe the comms station from greater distances.... "season 2 pass holders getting access to a pack" sure is a lot of work to not say Free content.... wonder what the scheme is there
  14. On 2 files i have collected everything... like Arkham Knight the fun is in finding the balance in not always doing one specific thing constantly.. It helps that I walk alot and refuse to fast travel.... if only theyd add random enemy patrols and encounters
  15. it is such a well designed mission.....it takes its sweet time to develop and escalate into action...the action itself does not disappoint (unlike the predator encounter). I also really enjoy the way the interactions between ghosts and rainbow concludes..
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