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Showing content with the highest reputation on 13/10/14 in all areas

  1. 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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