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Posts posted by Proximity_13
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Wow, over a year later.... but since I found it I might as well answer it
For magnified optics such as scopes you normally keep one eye closed. Red dot sights and similar magnified optics can be used this way. Companies such as Aimpoint actually bring this up as a selling point!
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The Kafee Soundpack mod has some pretty good bullet sounds. More along the lines of loud whizzing sounds than a supersonic crack, but it does the job well.
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Spot on. I'm playing through the game again after getting in the mood from the Wildlands mission. This time I turned off the music just to pay a bit more attention to the AI. There are a lot of small details in conversations and actions, like AI making the rounds making sure certain doors were still locked. You can tell a lot of hard work went into the AI working like it does, especially after the video shows you a bit of what to look for.
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I tried it again without a vehicle. Without giving away too much I was surprised to find that sneaking in through the front gate was the easier route. The firefight afterwards is always crazy. You need to take out the snipers right away to have a good chance. I always had to call mortars in directly on the building because I'd get gunned down trying to call accurate fire. Perhaps a LMG would make things go smoother.
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The firefight music would be worth an add-on mod I think. It would be cool if the "quick move" feature from the PS2 version was implemented, if its even possible that is. Also has anyone ever moved the Jungle Storm maps and missions to the PC?
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Yup that was part of the latest update! About time!
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It's kind of a cheap tactic but I ordered an Unidad vehicle and used that to slip through. It still took some care to stay undetected but it worked for me. If you don't want to completely cheat there is a small combat outpost nearby that you can clear out and use to nab a vehicle.
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Hi everyone, I came across a presentation given by the AI lead for Splinter Cell: Blacklist. Plenty of cool behind the scenes info. Here it is for you viewing pleasure!
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Be advised everything Ghost Recon is on sale until Feb 19th
Wildlands- 55% off, now at $26.99 (DLC and passes share a similar discount)
Future Soldier- 66% off, now at $6.79
Original Ghost Recon- 66% off, now at $3.39 (not including expansions)
Perfect time to get a friend in on the action if they still haven't. That is all
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Hi everyone, I have a bit of a strange request. Could one of you please take a screenshot with all of the game settings and resolution at their minimum? My brother and I were messing around in The Division when we got the idea. Two of the resulting screenshots are below. Since we only have Wildlands on the PS4, we can't do it ourselves but we're still curious.
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This is a simulator being made with intention for real world military training applications. Some MilSim fans are getting hyped up thinking it will be released to the public as a game, but at this time I doubt it. The scale and detail is still impressive though.
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So if there is one thing that bothers me the most about Wildlands, its the voice acting. Playing it for the first time I thought it was meh even though it had its moments (Like the jokes! Gotta admit they are on point for the military). But it was the first time I heard most of the dialogue and I wanted to catch the whole story, so I went along with it. Now that I'm hopping into the game again, I find it tarnishes the atmosphere of the game. The semi serious acting just doesn't meet the tone I was trying to get out of it.
After hearing "######balls" one time too many decided to experiment. I completely turned off the voices. When just roaming around it was fine, but once the shooting started without any yelling or radio chatter on either side, I found that wasn't a great experience either. So I changed the spoken language to Spanish.
And so far I'm really liking it!
It makes sense for the Ghosts to choose operators that are fluent in Spanish and to constantly use it to help reduce suspicion in public and in case of radio interception. Even though I don't speak the language I can still tell what's going on when approaching bases. And to me the voice actors present a more serious tone. It makes other things feel more realistic too, like when a rebel radio transmission is actually in Spanish.
If you haven't give it a try and see what you think!
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What makes immersion? The million dollar question, especially for tactical games.
We have all experienced this- getting so engrossed in a game (or other things like reading a good book) that is just feels like you are there. You become lost in it, and for gamers this can bring out the best moments in gaming. But for tactical shooters, what makes that awesome immersion?
Immersion takes a few general elements. Atmosphere, controls, and interaction/reaction within the world.
Atmosphere involves the world created and overall authenticity to that world. The world needs to follow the rules set by the time and place of the game. If the game is set in the not-too-distant future the world must match with not-too-distant technology. If in the past, you may have to exclude some more modern advancements. Authenticity is essentially being true to the world and the goals of the game, whatever it is. Various events that could reasonably happen in the world should happen. Atmosphere also includes music, character writing etc.
Controls are vital in any game, since it is how we interact. Controls need to be relatively easy to support the atmosphere in the world. Doing anything in game should be a nearly subconscious experience. This is where more complex games can get into trouble. When controls become too complicated, players may struggle to remember what controls what. While this can usually be corrected simply by playing, it makes much harder for immersion to take place. This is especially true during firefights and other high tension events which are core elements in tactical games.
Player interaction is how the player uses the world around them, and authentic world reaction to those actions. As stated before, if something can happen in the scope of the created world the option should be available for the player to use or experience if it does not adversely effect controls. Using light switches, driving or disabling vehicles, weather patterns etc. Reaction in games is vital as well. Enemy response should match their level of training if they spotted the player first etc. Civilians should respond much differently considering their general helplessness in most situations.
When properly balanced, all of these factors greatly increase the player's potential for that ever elusive feeling of immersion.
Sidenote: The more I've thought about it, the more I realized that graphics and extreme levels of realism don't directly lead to more immersion on their own, and that atmosphere and controls are the most important in my opinion. Games like Ghost Recon (2001) or Conflict Desert Storm are not photo realistic, and they don't boast vehicles or accurate ballistics, but they have been immersive to me though nostalgia plays more of a role with time. Meanwhile games like Arma have their moments, but it often gets in it's own way, especially in combat. Also, open world games have an interesting hurdle to cross when it comes to immersion. The worlds are massive, meaning that lots of small details have to be omitted or are repeated everywhere. Excessively repeated dialogue and empty/cloned buildings come to mind. In realistic games we pick up in these inconsistencies (or over-consistencies I guess) and the world becomes a bit less real. However with more closed off games, tiny and unique details can be placed everywhere. Place a nice backdrop where the playable area ends and in our mind's eye it becomes more realistic since our real experiences and expectations of what should happen there fill in the gap. This is much harder to achieve in a world where you can go absolutely anywhere. Deus Ex: Human Revolution is a great example of this though it isn't really a tactical shooter. In between missions, the game lets you explore a chunk of the city you are in. It provides open world style freedom without losing atmosphere.
https://www.youtube.com/watch?v=wf4ESnINq30
https://www.youtube.com/watch?v=CDdkKB10ouk
Thanks for reading!
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One of the most talked about online games as of late is Player Unknown's Battlegrounds. If you are unfamiliar it is a 100 player battle royale shooter. You leap out of a C-130 transport flying over a large but walkable island style map. You land and begin a hunt for weapons. If you land in a city full of other players (you do control where you jump and land) the first minutes can be a fierce scramble for gear, trying to avoid a machete to the back or a pistol round to the face. If you find a secluded area, you might be tight on supplies, but it gives you a second to breathe. Then the play zone circle appears. It is enforced by an ever shrinking "blue zone". Step into the blue zone and you take damage. From there you loot weapons, ammo, sights, clothes etc as you gradually move closer and closer together until you, your partner (in duo mode), or your team (in 4 man team mode) are dead or become the last ones standing. And with plenty of room for experimentation and insane stunts along the way, it is loads of fun.
"Hold up, that doesn't sound tactical at all!" I hear some of you think. And so far you are right, but there is an underlying layer of tactical gameplay in all of this. You are given a basic set of Arma style tools to work with, most notably a map that you can place markers on, and a compass with bearing numbers on the top of the screen. The game requires you to make important decisions. Where to go, when to fight, what to keep and what to leave. But it isn't really about what you have to work with, but how you use it. The game becomes tactical because of the lack of information and gear you are given. You don't have a fancy drone to see and mark all or hand picked camouflage. You don't have a real choice in weapons aside from deciding to replace a gun with one you found in a building or on a body (there is bullet drop by the way). Fear of the unknown can also play a role. And there are vehicles, C-130 airdrops and areas randomly marked for artillery barrages to throw a wrench your efforts or provide just what you need to make it.
You have to think, plan and adapt if you are to make it anywhere close to the last man. But don't take too long, because the blue zone will soon overwhelm all but a tiny portion of the map. You can sneak and snipe but your ideal hiding spot will go away eventually, keeping games from slowing to eternal camping sessions and upping the tension.
And there is tension. In one match I made it to the top 10 by sneaking alone. I only came across a shotgun and a pistol the entire time, so I decided to avoid fighting, especially at range. I was fortunate to find a suppressor to attach to the pistol. I found myself lying in a bush in a bowl-like valley. I would be completely exposed if I were to be discovered, and all around me were very well equipped players shooting it out from the ridgelines. As the numbers reduced to 3 including myself I picked one person off with several shots from my hiding spot 30 yards away, remaining undetected. The play area then reduced size again. I had to move. I was in a brief but exhilarating firefight halfway up a ridge. I was killed, but for me it is a shining example of the incredibly immersive and intense scenarios this game is capable of naturally producing.
There are both dedicated third and first person game mode options as well. I love both, but for the sake of tactical realism first person only is the way to go. As for whether to go solo, duo or team, I prefer team for a Wildlands-style setup and the greatest chance for teamwork.
In closing, I think that this game is a great mashup of genres and is worth a look, even if only on youtube. While it is not a hardcore tactical simulator it has the distilled systems found in Arma, the nice smooth controls of a modern shooter and the vehicle, weapon and gear options to allow for amazing creativity. The game is easy to learn and hard to master, and I feel that it has some of Ghost Recon's special sauce from both new and old titles. In terms of popularity alone this game will lead to more similar games to come. With millions of active players, and lots of online presence, I feel the game certainly has the attention of many developers who will want to expand the concepts PUBG brings. Or maybe someone will want to make the most of this momentum and expand an existing game. Perhaps a developer with an already successful franchise release known for small team based tactical gameplay, diverse maps and attention to authenticity where it matters.
Now who could that be?
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Hey I just got this a week ago. You're right, it does have a bit of Ghost Recon's special sauce in there. Both games are tactical (PUBG isn't always played that way of course but it gives an advantage if you do), have fluid controls, are easy to learn and hard to master, and can be brutal but lots of fun. Pretty much distilled and optimized Arma, which is what Ghost Recon has essentially been from the beginning. No high tech superpowers, no weapon unlocks. Just you (and maybe a buddy or three), the things you find and your wits. The ever shrinking area boundaries keeps matches from becoming eternal camping sessions and keeps up the pressure. And like you said, there are ton's of tactics to experiment with. I made it to the #2 spot without killing anyone, just by sneaking and looting as I went. In another round I ran over multiple players just rolling through a town in a vehicle, buddies shooting from the windows. I really enjoy it so far, and am looking forward to what the devs do next with it.
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Ready our Swat has potential, I'll keep an eye on this for sure!
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True Rocky, people sometimes forget that Ghost Recon simply isn't an Arma game, and isn't supposed to be. It is Arma lite. Heavy focus on complex yet fluid infantry combat and more on authenticity than by the numbers realism. Playing on console it amazes me how many of the little controls (reticles, rate of fire, and zoom on weapons alone) they managed to squeeze into the game and still keep it fluid and practical.
If Ubi provides one thing I've been waiting for in a newer Ghost Recon game, it is the tactical flexibility allowed by the map, the gear and the controls. And for that, I applaud them.
Paladin, I will absolutely give this a go!
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1. Soulswap. Even just for SP. If I go down, keep the action up and let me control someone else until I revive. Or go all out and let me control anyone.
2. SP team tweaking. More lethal team that is more responsive to AI commands. Let them drive while I plan or shoot it out?
3. Mod capablity (perhaps just for the PC version?). At the very least a FarCry 4 ish editor. That way everything that wasn't included here can be.
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It's gonna take me a day or so, but I'll put up real pics soon! I made one of my outfits match Bradley from Conflict: Desert Storm
It's a shame you can't customize your AI team or I'd get the whole band back together lol
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Cool, that was a big question mark for me. Thanks guys!
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Alright here's my situation.... I haven't bought Wildlands yet (waiting for lent to end
), and I'm going back and forth between getting it for PC or PS4.
My big issue is that I have zero internet at my home, and that isn't changing in the foreseeable future. My gaming laptop's portability lets me go to the internet, allowing coop capability and immediate access to any updates that come along. However, I would be using mouse and keyboard exclusively. I heard some vehicles are difficult to control with keyboard.
For PS4, the pros are bigger screen and (probably) smoother controls, but it leaves out any online play. Graphics aren't a huge concern, so I guess it all comes down to the game's fun playing solo compared to coop.
I've been going over it for a few days. It's driving me nuts! What do you guys think?
Ghost Recon: Heroes Unleashed
in GR - General Mod Topics
Posted · Edited by Proximity_13
Every time I played this level (Athlete Training) I always thought I should get a screenshot. Finally got around to it!