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HighGround

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Posts posted by HighGround

  1. Hey Bo,

    I had a few questions for you about the guns in GRAW. Like Christian Allen, I am a gun nut and avid gun collector. I noticed that Christian Allen is doing a LOT to make the models in GR3 for the 360 very realistic, even down to whether they use a flathead or philips assembly screw.

    Q1. I was wondering if GRIN is after the same level of detail in the weapons?

    I heard C. Allen mention the new M4 SOCOM aka M486-SD and that some specialist who used it suggested it be put in. I immediately thought, that gun sounds cool and was wondering if it would be in the PC version.

    Q2. So will the PC version have ALL the same guns as the 360 version and vice versa? or will there be some differences?

    One of the most dissappointing features of the [Ghost Recon] was the multitude of worthless guns in the game. Desert Seige and Island Thunder both added lots of new weapons, (most were junk) but the only weapons anyone ever used in multiplayer was either the OICW, SA80, M4 SOCOM, MM1, or their favorite Sniper rifle, and on rare occassion, the MP5-SD (for the 4 sensor kit back in the day). That's it. Any other weapon would set you at a severe disadvantage in the game and guarantee certain death. I'd like to be pitted with tough decisions concerning which weapon to take and would hate to see there be any weapon in GRAW that no one EVER uses. I know GRAW has a great selection of guns, but if the .gun (or whatever the extension is) files are junk, then no one will use them.

    Q3. I guess my question is, how much effort is being put in by GRIN to making sure the .gun files are as accurate as can be in mirroring the actual balistics data of the gun/caliber it's associated with?? In short, are you guys trying to ensure that every gun has a certain feature or strength that sets it apart from the others, including pistols, thus eliminating "junk guns"?

    Helmets and body armor. Riflemen and Demo had it, Support had a lot of it, and Snipers had none of it. We know Kevlar can stop a lot of ammo, but it's no match for high caliber weapons such as the .50 cal.

    Q4. How will body armor come into play in regards to weapon caliber?

    Q5. Will it matter whether or not a Head shot is to the protected helmet area vs the unprotected face/neck area? Like will the game overlook the helmet and just recognize "head" like GR or will the helmet portion of the head be armored and the face/neck be vulnerable?

    Lastly, in the original GR, hand/feet, leg/arm shots were often just as deadly as a heart/lung/gut shot. In real life, a hand/foot shot would rarely kill anyone even if you were shot 3 or 4 times in the same foot.

    Q6. Will GRAW be different? If so, in what ways?

    Thanks Bo for your time in reading my questions.

  2. Lots of good ideas, keep em coming.

    Head shots should kill you, unless they hit the helmet and the helmet has enough armor rating against that caliber to protect your head. (9mm won't penetrate the helmet)

    Arm shots should affect aim/accuracy.

    Leg shots should make you gimp.

    Body shots should depend on whether you are wearing armor and then whether or not that armor can protect you from the caliber of weapon you were hit with. We all know a chest shot from a .50 will penetrate no matter what kinda armor your wearing. But a 9mm at best will simply break a rib or stun you for 10-30 seconds.

    I also like the bleeding idea, I think all flesh wounds should make you bleed, and over time will cause incapacitation unless the wound is "patched up" by a buddy.

    I like the idea to be able to assist gimped teamates. At least that'd be cool, but it's a sure fire way to lose 2 guys if your matching on a most-kills-wins basis.

    I also think sniper rifles should all come with bipods that auto-drop when laying prone and decrease reticle closure time. :yes:

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