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chksix

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Posts posted by chksix

  1. Two squads are important and the wp system should be kept.

    Only thing that could be added is a command to set new ROE's at the wp's.

    Assault to wp2 then recon to wp3 etc...

    I'm using bravo team as scouts to spot enemies through the bush. Most often they have max stealth and SD weapons. Alpha team carry the loud guns some distance back :devil:

  2. The Ghost recon Community decides on the gameplay.

    MULTIPLAYER atleast...

    If the community wants to play Stealthy then they will do that

    If the community wants to play Quake style they will do that

    You fail to recognize that its how you play the game that makes the Multiplayer experience how it is. You guys are really tactical. I believe this game will provide everything and more than GR1 did.

    wake up...

    This is all advertisment, they have to make it sound like world war 10 !.

    They dont want to say that you will ecounter 1 enemy per 10 miles and u get to shoot 1 bullet at him.

    i believe ghost recon 2 is going to be amazing

    To a degree...

    If playing stealthy and sneaking around gets you killed everyone will have to go Quake to survive.

    The camouflage system in the game has to work for stealth tactics to work. If you move crouched, lie prone in bushes etc you have to be invisible to other players. If you can be spotted miles away it just doesn't pay off.

    I've tried GR on xbox Live and it's full of kiddies quaking it. No coop and no tactics. Run and Gun.

    They will not be disappointed with GR2.

    The fantastic box art :nono: isn't picturing any ghosts. It's normal infantry tactics with loud shouting and barking of orders on a battlefield. :(

    I saw tendencies of "misuse" of the ghosts already in GR1 (original campaign)...

    1. Running like infantry protecting tanks on the battlefield or in the city.

    2. Defending a NATO/UN post from being overrun by a massive armoured assault.

    GRIT final mission: Realistic if the ghosts had backup by airborne assets or paras.

    Dunno, maybe Ghost Recon is just a fidget of Tom Clancys imagination and any assumptions of realism should be dropped :wacko:

  3. I have FSW and have completed the scenario in two difficulty levels. Currently doing it in Authentic mode.

    FSW has to be seen as a tech demonstrator and it's followups have to be changed a lot to make the sim really good. Replayability value is low and MP is like SP mostly.

    The common whinge about "It's not a FPS and I can't kill things" is from people who haven't grasped the concept. If someone says "It's too easy" ask him at what difficulty he played it.

    A big error from THQ is the "Seargent" setting (easy) as most players complete the game on that level and then dump the game. Sgt Major or Authentic are the manly settings :o=

    I made a wishlist on http://forums.xbox.com :

    Many are implemented in Happyturtle (Army mode) mode but I put them here anyway

    My squad members:

    1. They should get more experienced and accurate after some time in the field.

    2. Casualties are allowed as it's unrealistic to expect no losses. (look at Iraq) See below before commenting here :)

    The enemy:

    1. Random OPFOR on maps

    2. OPFOR applying tactics (charging, moving under cover..)

    3. Large number of OPFOR

    4. Technicals (vehicles) more common

    5. Booby traps, mines

    Maps:

    1. A large open city where you can roam freely.

    2. No scripted sequences.

    The Simulation:

    1. A large ongoing campaign with the goal of removing the terrorist organisation from the city. The city is held 100% from the start by the enemy and must be cleared by the Allies block by block. Large numbers of forces work simultaneously and your squad is just a part of the ongoing war (Falcon 4 is the inspiration here). You get objectives from high command depending on where you are needed and if you can move to the location. A roster of available missions is always up. If you must skip one then other assets will be assigned instead. When you request airsupport you might have to wait if no aircraft are available. CASEVAC positions change during the campaign as the front is moved.

    The campaign in general becomes a failure if your squad keeps failing it's objectives. And goes better when the opposite is true. Casualties in the unit are replaced by rookies direct from training so it pays off to keep everyone alive. Orders that get 50% of the squad killed will land you in a court martial.

    Posted by Fission:

    "just started commanding the frontier with fsw, and it got me thinking. as far as i can tell, all the action takes place outdoors. i'd like to see the boys go on joint operations supporting the sas (best special forces in the world) (patriotic bias). you could do all the outdoor stuff with alpha and bravo, have them clear areas and provide fire support, them switch to the sas (or delta, gsg9, etc) and use them to assault interior locations, assassinate enemy leaders and the like, then have them exfiltrate with alpha and bravo providing cover. then you have to exfil with alpha and bravo. failing that, just some indoor stuff. what do you guys think?"

    IMO this game needs as many sales as possible. THQ (the developer) has to see that they have a winner here that they can keep developing for their fans. If this game dies, the FPS "rail" shooters will win the market and all alternatives die out. If you have tried the sim and like it you should buy it. If you can't afford it (for any reason) then at least post everywhere about how good this is as a concept. Spread the word! Don't let this tactical simulation go the way GR2 went :(

  4. Hi: (on X-box)

    Bravo team on Assault with SD weapons clearing the way to next WP while Alfa team (under player control) is on Recon as support 20 m behind with heavy weapons if something goes wrong. The AI don't even have to stop to fire and kill, silent tracers fly and tangos drop :D

    My AI can see through trees and bushes and kill enemies. :)

    Low: Most have been said already but..

    I open a door and my AI gets shot by the first tango inside the room as he is concentrating on finding his correct formation position (shuffling) instead of looking for enemies.

    About teamAI lobbing frags:

    I'd say it's a safety thing as the AI might kill the team more often than do harm to tangos.

  5. My view on this that the soldier you are commanding is an expert at what he does. (The skill points make him more or less expert).

    The aiming reticule (pipper) is showing where he will put the bullet when you pull the trigger all calculations already being done by him. So in short I like it as it is. Frags are different as it's up to the player to aim correctly and time the throw to make them accurate. Why it's that way is beyond me...

    Moving while zoomed is realistic as the pipper expands to show that the bullet pattern will spread while moving and that a shot at that point will go anywhere. The available speed while zoomed should be slower though.

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