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Cons of Ghost Recon


nyleken

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While Ghost Recon is in my opinion one of the greatest tactical shooters ever made. But it is important to note that it isn't perfect and still has its flaws like every other game. Here's a list I've made of some of the flaws that I've noticed during gameplay:

-Leaning: I'll commend RSE for their implementation of a lean feature, but what sets it back is its lack of mobility and that the transition is a little bit slow. Honestly, I think SWAT 3 and Infiltration (a mod for UT99) had a better implementation of the leaning system.

-Teammate AI: This is one of the biggest complaints made by the Ghost Recon community and for good reason. Ghost Recon implements enemy AI pretty damn well, with opponents taking cover and suppressing your team. But for the squad AI under your control, one feels that they're not the special forces operatives they're made out to be. I'll start off by saying that it's not that bad. I mean, they can still take cover, and even lean at times to take potshots. But for the most part, it's somewhat lackluster. The squad AI doesn't always do a very good job of checking their corners. I was playing D02 and entered a building to clear it only to hear the screams of my teammates dying behind me. As I turned around to see what happened, a tango aimbots me just as I turn around the corner (I'll get to that later). What ###### me off was two things: 1. Overwatch didn't take out any enemies coming around from the back. 2. My teammates didn't clear their backs.

I hate to compare it to SWAT 3 again considering they're vastly different games but I just have to. SWAT 3's AI is a bit more... independent to say the least. For one example, I made the DUMB decision of leaving my teammates on a higher floor as I traversed down a set of stairways to check on a doorway. Sure enough, there was a suspect there blasting his pistol at me. He drops as I unload a clip of 9mm on him, but he left a few marks on me as well. I look up to see one of my teammates rushing down the stairs to check if I was okay. It's little things like that that amaze me.

-Aimbotting enemies: While highly accurate enemies serve to make the experience a bit more tense, I find them more frustrating. It doesn't help that one shot, one kill hits are very, VERY common experiences. Coming from OFP and SWAT 3, I find myself wanting to be a teeny-tiny bit more resilient when it comes to being shot. Mods like Droopy's Enemy Realism makes the dispersion on weapons higher and results in longer and more tense firefights, which is what I typically look for in a tactical shooter.

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As for the lean it is buttery smooth compared to most and we also have shuffle which I have never seen in other games.

I hear ya but as for Aim boting AI you never played serious OFP then because you could be sniped from 1000 meters by an AK. Same with ArmA 1. So it's not too bad also mods definitely helped in that area I have on many missions been shot at not knowing where from to dive and take cover being pelted by shots until I either figured out who was firing at me or I was hit and killed. I have also been hit more than once and survived it killing the Ai shooting me but limping for the rest of the round.

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As for the lean it is buttery smooth compared to most and we also have shuffle which I have never seen in other games.

I hear ya but as for Aim boting AI you never played serious OFP then because you could be sniped from 1000 meters by an AK. Same with ArmA 1. So it's not too bad also mods definitely helped in that area I have on many missions been shot at not knowing where from to dive and take cover being pelted by shots until I either figured out who was firing at me or I was hit and killed. I have also been hit more than once and survived it killing the Ai shooting me but limping for the rest of the round.

I never said OFP didn't have aimbotting enemies, I was just making a point about how you're a tad bit more resilient in that game.

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it depends on how you play both games.the mod WW4 2.5 changes how things are in OFP for the better and so does mods like Heroes Unleashed which is stellar in equalizing the field in GR so I would say if you look to fix those issues you can find mods that do exactly that.

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  • 4 weeks later...

They would probably be broken now. Arma updates etc.

So to get back on topic:

We all know the pros, injury system, movement, good AI, the stability to use stealth, one of the highlights for me and what I try to create now is replayability, missions with several objectives that you could complete in any order thereby changing the experience. No other hand ever achieved that until I started building it n the Arma series.

Cons: one shot kills, no bullet drop, limited kits, no medic, no insertions/extractions.

All minor things but is why I look at Arma series as being the true successor to GR because it has all the things that GR didn't.

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Another reason Why ArmA 2 isn't the replacement is the fact everytime it updates it tends to break missions and mods. Also updating servers is rough. Everytime they updated (don't meantion self hosting, headless clients yes i know and all way to much money to really enjoy the game) the game people couldn't get into your server because the service you used to host it, didn't update as frequent and sure weren't gonna go by the dev updates or betas. Also every tactical group I have tried to play with try to micro manage the mission so much they take the fun out of the game. I am married, I don't need someone else micro managing my life lol.

Dang I need to stop typing in the dark.. typo city there.....

Edited by twcrash
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I e actually had a light bulb moment today and I will talk to Rocky about it.

Thinking about setting up a permanent GR in A3 server? Forum? Community?

And I agree completely about the micro management, that's not how I roll either. Serious fun without being anal about it. Respect the Commander and FTLs decisions, don't block up the radio with stupid chatter and enjoy!

Rocky, let's talk!! GR in A3!

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