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nyleken

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Posts posted by nyleken


  1. Good to see their return but I wouldn't be surprised if there won't be a significant upgrade over Wildlands. They're a post launch addition after all. 

    Already seeing some people be upset over their return, though. Worst take I've seen is how making Breakpoint a solo experience would've been an "innovation" and ensure that Ghost Recon isn't "strictly just a tactical shooter." 


  2. I'm still blaming the people who desperately wanted the option to turn the AI off in Wildlands. Ubisoft should've stuck to their guns and never acquiesced.

    They probably figured that since "most" people hated the AI squad in Wildlands, the playerbase would be fine without having any in Breakpoint.

    As a bit of a silver lining I hear that the narrative reason for the coop Ghosts being present is that another group of operators came in to reinforce Nomad. If so, that means Ubisoft at least left the possibility of an AI squad being implemented later while still fitting the game's overall narrative. Maybe during the single player campaign you get the AI team back after the prologue, I dunno.


  3. 18 hours ago, Lightspeed said:

    It just shouldn't be called GR, I think that's the key point. 

    Agreed. I think Future Soldier was the most Ghost Recon game we've ever got since you could go invisible, like a ghost, and do some form of reconnaissance. 😋

    On a more serious note, features like the bivouac, the serious injuries, and buddy carry are things that would complement a squad AI extremely well. I'm still of the opinion that their reasoning behind removing them is complete BS.

    • Haha 1

  4. As I've said before, the whole "lone survivor" theme they've got going is directly at odds with everything else we've seen in Breakpoint and only applies to the solo campaign.

    Was the playerbase so harsh on the Wildlands squad AI that they've elected to get rid of them altogether? I remember how adamant they were about not giving players the option to disable them since that would go against the squad-based gameplay they were striving for. Jump forward to Year 2 and they give players the option to disable them.

    Looking back at some of the complaints, a lot of the instances that were noted are usually the result of player error. The squad AI literally cannot be seen by enemies unless you give them a move order or are engaged in combat, so I'm generally skeptical of cases where they ruined somehow stealth infiltrations.

    • Like 2

  5. I'm wondering whether the playerbase's reaction to the AI squadmates in Wildlands influenced their decision to axe them completely from Breakpoint.

    A Ghost Recon game where the Ghost Lead is a lone wolf due to circumstance is definitely an interesting concept. My biggest problem with this idea is that Ubisoft is still emphasizing the coop aspect of the game with the four-man Ghost team on the box cover and the gameplay reveal involving said team raiding a drone lab. The entire narrative is based on the premise that Nomad has lost his greatest weapon (the team), but everything else Ubisoft has shown serves to reinforce the usual GR concept of working as a team.

    My guess? They had experimented with squad AI during development but could never implement it in a way that plays nice with the new systems they developed for the game, like serious injuries. We also have to consider the fact that it's being developed for current-gen consoles, which are underpowered CPU-wise.


  6. Wildlands sold very well, which is a good thing. I want Ubisoft to know that freedom of choice in GR is paramount. Their greatest obstacle now is to figure out how to retain more players. Skyrim is an SP game that's still being played nearly 7 years after release, even on platforms that have no mod support. Might wanna take some cues there, eh?

    • Like 1

  7. I'm feeling like you might've had some disagreements with someone recently, eh?

    I agree with your assessment that adhering to TTPs too closely is detrimental. Tactical shooters aren't milsims and only simulate real-life combat to an extent that is enjoyable for the general audience. Focusing exclusively on real-life TTPs might be great for roleplaying but it also tends to diminish the value of creativity, which tactical shooters emphasize to a T.

    • Like 1

  8. I can already see the plot for the movie:

    Quote

    Rainbow is sent to raid a terrorist hideout in an undisclosed NATO-aligned European country that ends with the deaths of a handful of rookie operatives (can't kill off any named characters yet!) Realizing that their opponents are probably not your run of the mill European terrorists, Angela Basset's SIX requests the assistance of JSOC assets to provide some extra firepower. JSOC sends in the Ghosts to assist, and together with Rainbow learn that the terrorists plan an attack on US soil, presumably some random large midwestern city.
     

    The story shifts over to Sam Fisher and Fourth Echelon, who are tasked with using their SIGINT capabilities to figure out where the attack is going to take place. They manage to narrow it down to one city and Fisher helps mitigate the damage the terrorists would cause but is too late to actually prevent the attack itself. Insert convenient reason for the first responders being unable to retake the city and you have what is essentially a no man's zone. The DHS activates Division agents within the region and tasks them with assisting the National Guard and/or police with restoring law and order. Rainbow and the Ghosts are sent in to eliminate the leadership of the terrorists. There you'll have your big action setpiece for the movie.

    The terrorists are obviously defeated, law and order is restored, the Rainbow operators and the Ghosts make terrible quips at each other, blah blah blah. Angela Basset monologues about the power of teamwork and the movie ends. There is post-credits scene where she approaches Jack Ryan about the Clancy Initiative or something.

     


  9. 6 hours ago, Rocky said:

    The very first GR game millions of decades ago received the same "arrrrgh de enemy, he iz to super human with his one shot kills!".

    Ghost Recon: Hominid Warfare was a little strange and clunky but I've yet to see any other game capture that feeling of Homo Erectus small unit warfare in the African bushland.

     

    As for OGR's AI accuracy, I'm a little mixed. It makes sense considering the draw distance of the vanilla game and the fact that engagement distances aren't particularly large. On the other hand, I also think that AI aimbots are unacceptable in this day and age. Modern AI is fairly decent at being mobile, utilizing cover, and flanking so making them aimbots on top of that is a little unnecessary.

     

     


  10. Man, all these crossovers...

    Is Ubisoft going to have a Tom Clancy universe cinematic franchise, like Marvel? All the individual movies would lead up to a big movie featuring the Ghosts, the Division, Fourth Echelon, and Team Rainbow teaming up against a big terrorist organization threatening the entire world.


  11. They should consider readjusting the enemy accuracy tbh. It's not a big deal in Regular but having firefights in Extreme difficulty is Extremely tedious. IIRC Far Cry adjusts the enemy accuracy dynamically based on how many are rendered on screen which sounds like an ideal solution.

     

    Perhaps consider porting over the suppression mechanic from Ghost War over to PVE as well?

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