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Okay, well after all the hootin and hollerin'- I gave this game a HUGE break and went and bought the full retail on my lunch hour. Ha ha! Let's see how it goes! The demo was good enough, albeit graphics are GREAT on one end but pure crap on another. Lots of those palm trees are just "swirls" on my computer and the cars everywhere look real bad. My poor computer will never forgive me for running this game on it I think! :P

I'll leave feed back once I've played the game! Bye!

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ALL, i just installed and played the fullgame and guess what it not all that.. in fact im sorry to say this but unless a mod comes out to save this game it will suck big time.. theres no blood which is not cool, also it seems that u cant switch from one team member to another which also sucks big time.. unless im wrong pls let me know.. i think the old gr had more functionality with what u could do this will probably be better for mutliplayer but we need mods and maps..

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Well went and got it after work today and had a few hours to play tonight. While still being open minded, I like it. It runs with highest options ok on my rig (ASUS SLI MOBO, 850XTPE 256, 4800+ dual core) I think it's complete crap that you have to have a 512 card for highest texture option, not many have that yet. Graphics are ok, nothing to get to excited about, but they convey the sense of being in a desert type city (WE NEED ANTIALIASING!!!). Still playing with the sound trying to get louder gun fire while the voice is lower. love the weapon recoil though. the movemnet of the guys is pretty believable, yet some of the death poses for the enemies is a little funky.

The extra detail of physics is pretty cool, shot a tango thru a van door window and the glass shattered and the door swung out, love it.

I do wish the city had some civilian life, would add to the immersion more.

After I get a few more hours with it, I'll see about finding a coop game and see how that goes.

I think it has potential with MODS, lets hope they will support us. :g_withgrin:

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Is anybody as crappy a player as me? It has taken me sometimes 20 attempts to get to a checkpoint! Good thing I'm playing on "EASY"! ...thought I knew my tactics!

You can get 2 guys with one shot of the sniper rifle if they are lined up behind each other. Hitting ANY part of the enemy's body...is a kill. The armored vehicles and riders are easily taken out with the sniper rifle. Anyone winning without Mitchell being able to get those long shots? Anyone notice if any of your team uses its secondary weapons? Why equip them if you can't use them as in GR?

Explosions and heat blur are excellent!

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First Impressions:

Well I knew 2006 would be the year my computer (an almost 4 year old Dell PC) would no longer be able to handle the newer (next gen games) and it has shown its ugly head with this ambitious but enigmatic game. The explosions are really first rate I have seen. The frags let off just the right explosion and great animation with smoke and debris flying out. Nice touch. Also, the Mexican Federal Army look great too as they take proper firing stances and hit the deck when fired upon. Other times they just walk right into your fire but ok whatever. :o No more Russian, Cuban, or Eritrean olympic marksmen anymore! LOL

NO but my comp runs this ok. Lots of missing surface details (like those dumb cans, palms trees, cars tires look bad) I can LIVE with that as long as the soldiers don't turn up all grey and polygon-ish. Obviously since I bought this game, it's not going anywhere and should do nicely with a bigger rig in the near future! (fingers crossed)

I still can't believe the crap I am hearing about all the other versions of this game! The PS2. and Xbox (this version -PC is just getting so-so reviews I guess) versions are rated mediocre and terrible by Game Spot too! What crap! Ubisoft is just....I don't know...just...bad.

:o= Fire!

UPDATE: Got the latest drivers for my card and the game looks badaas now, not THE game to beat but still mighty impressive! (TK34)

Edited by talib_killa34
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GR:AW Feedback

Full Game Version

For the most part I’m going to be talking about my GR:AW experience from the CO-OP side of MP. I haven’t completed the single player mission campaign yet. So far the missions are very challenging. I love the tactical attention that must be given to every mission. I feel that GR:AW is flawed and well it is in most ways, except not so much in the SP campaign area. Since I’m really a CO-OP player I’ve been playing the CO-OP mode (in its sad limited 4 player condition) mostly on Game Spy (that is also a mess)...

The Good:

GR:AW has one of the best feelings of immersion I’ve experienced in a long while. GR:AW feels very realistic, rather it gives a good impression of realism. A good impression of realism is what makes any game feel realistic to me. GR:AW obviously needs to be Patched and the engine or something needs a complete optimization overhaul. GR:AW is just too inefficient and taxes a machines resources more than you would think it should. With all that said, GR:AW still delivers the gut feeling of “this is rightâ€. Most people will sense right away the immense potential that GR:AW is holding back. Only the Mother of All Patches will truly unleash GR:AW and allow it to become the great title that it should be (on PC). Good thing GRIN is on job as I write this.

The sounds in the environment are top notch and really give a good sense of “being†in any given situation. That coupled with the superb effect of bullets hitting the source of cover you may be behind really makes you feel a good sense of urgency about your current predicament. Of Course, the very realistic environments go a long way here. The GR:AW engine seems to show a good ability to create different environments. GR:AW is not all urban like the Demo mission. The engine seems like it can do desert, city urban, shanty town suburban, and woodland environments. This really makes me wonder what the expansion packs will bring.

I love running for cover and utilizing that last ditch effort of desperation to make it into cover with a slide. I noticed that you can to some degree run in zig zag patterns when trying to cross a large open area, in an attempt to avoid enemy fire. The feeling of aiming is perfect. I love being able to peak out from around a corner or tree and take a well aimed shot at a tango. You get a good feeling that your cover is working for you because you can hear and sometimes see the bullet impacts on the wall, tree, car, etc. This really makes you again feel the sense of urgency involved in getting your shot off, because one of those rounds just may find your head. Hitting a tango is also very satisfying. They usually drop from one or two well placed rounds. Sometimes they fall doown then get right back up, I assume that is body armor working there. However body armor won’t save them forever. This is very believable.

The Tango AI:

The tango AI is the best I’ve seen in a long while. If you give them the chance they will attempt to flank and sometimes do quite effectively. The tango do everything the Ghost can do. They run for cover, slide, lean peak, reload. Depending on the situation, they will try to close the distance on you while engaging. Their shots are also very believable. They can hit you and they will, but they’re no longer the super marksmen that can nail you from 200+ meters out from the hip in one shot. The tangos give the impression that they also have to aim as well. When they are under heavy suppression fire, they don’t just stand there and fire back (like GR1). They react to the situation. Sure you may catch a few in suppressive fire, but not all. While they know the meaning of avoiding fire, they can turn it up on you. Don’t mess around with those machine gunners, attack from angles or create diversions. When they go to work on suppressing you, you are suppressed. The same goes for the other tangos, except they will reload after a short while. Don’t expect that luxury from the machine gunner.

Tango AI Vehicles:

The vehicles are also excellent and believable when they’re under attack. I’m a so-so shot with the GL, my rounds usually hit just in front of or very near by the moving tango vehicles. When this is happening, it really seems like the driver is trying to avoid the rounds while still taking damage. The vehicle gunners are deadly. Their limited cover actually works for them and you really need to do something about them quickly. Tanks are a completely different story. Your little GLs don’t do crap except give you away. The Zeus is the only choice here. Just hope that your target lock happens before the tank turns its turret on you. The Zeus also works on enemy helicopters (I hope they were enemy).

The Bad:

While all of the above make GR:AW sound great, now comes the flawed parts. I’m not an adversarial game type fan, so I don’t know first hand about the problems in Domination. As far as the CO-OP side of MP, I can talk about the short comings.

CO-OP should never be limited to 4 players. By now there have just been countless posts about this. The chat box should be optional. Sure it helps when you are playing on Game Spy with people who do not have TS, but it still sticks out and robs some of the sense of immersion. The tactical map should show the waypoint path given by the team leader. Following a floating green dot can get you killed. All of the floating markers and waypoints should be optional. The tactical map should be able to mark the drop zones, VIP locations, etc. The tactical map should have a coordinate marked grid system. This would allow CO-OP players (and other MP) to call out positions on the map. By now we all know just how much the Captain’s death ending the game is a real bummer. That should also be optional or a game type.

There should also be a mission Briefing screen at the start of every mission, like while the team is kitting up. This is where the team should be able to discuss a plan and see a map of the area of operation for their particular mission. Having mission objectives change in the field is a nice touch though.

We all love the inserts (helicopter and APC), this also should be optional (I however never get tied of it). Although I suspect that this will be optional once a modding tool is released for custom mission scripting. With the modding tool comes the optional increase in CO-OP player slots. It is the 4 player limit that ultimately kills CO-OP, obviously.

There needs to be a complete redo on the affects of being hit. The stamina as it stands now does nothing except take up space. The Ghosts can take hits and never even flinch. After having bullets tear into them the Ghosts can just run, slide, and shoot without any problems. The tangos can’t take that kind of punishment (which is a good thing). If the current damage system for the Ghosts was an optional arcade setting then it would make sense. Since it’s not, this really takes away from the impression of realism. The animations to at least begin to show that the Ghosts are hit are in the game already (look at the tangos). Everyone cried about the Limp of GR1, but that at least made it clear that you were hit bad. Being wounded should affect the Ghosts and the Tangos. In GR:AW you can’t even tell where you’re hit. I hope GRIN will really rethink the entire damage system as it pertains to the Ghosts. The only good thing about this arcade like damage system is that it makes me want to avoid being hit even more. I don’t want to be robbed of my (up until then) sense of immersion and realism.

Game Spy is the cause of lots of wasted time. I’ve been disconnected so many times. If this is due to GR:AW’s netcode, then I assume GRIN is already working that out. The internal GR:AW internet multiplayer window lacks lots of useful options. There should be a lock symbol for all password protected rooms. There should be a buddy list of some sort. The rooms should reflect a more precise ping, while looking at them in the lobby. I hate to say this, but the multiplayer window should have a lot of the functions that the UBI online interface has.

I know Bo said that the dedicated server files are not a part of the Patches, but when it does come out, please give us ( all MP ) Direct IP connections and a good old fashioned kick/ban button.

Conclusion:

GR:AW is full of good game play aspects, but it is also plagued with flaws (because it is incomplete). The good is plentiful, but not enough to make you forget the bad. I wouldn’t have bought GR:AW if I didn’t feel that GRIN was going to Patch the heck out of it. I don’t believe GRIN would do all that they have done just to walk away from it all now. Bo and all the GRINs have won my respect and trust. If Bo had not been so vocal before, I would not have bought GR:AW. I would have assumed that GR:AW was doomed to be shelved and forgotten.

silent_op

Edited by silent_op
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Just got the game. Having troubles running the game? I have 3 ghz Intel machine (512 Megs Ram) with ATI 9800 Pro. Have tried to turn down system to let the game run better with no joy. Looks like I need to updated my system, so what does seems to run OK on this game?

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After tweaking my game and fixing the errors that I had to deal with, I have to say that this game as a SP game IS FRICKIN AWESOME!!!!!!!!!!

I normally don't like or play SP games but this one keeps me interested an entertained. I'm having a blast playing it. Yes there are little issues to deal with, but once you get your people in a good spot it is frick FUN!!!! I just finished the VIP2 mission and I love it! Seeing those choppers fly around and everything rocks! I can't wait to go through the rest of the game and then get some coop goin on.

Now I just hope they bring the MP side up to match the great work done with the SP.

PS: Those tweaks in the tweak guide really do work! I adjusted all the texture tweaks and it ran much much smoother. I didn't see a noticable FPS increase, but I saw it become much much more stable. I could sustain a fire fight without it dropping to 10 fps. Hell yeah!

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I'm not going to stick to the Hail GRIN attitude that seems to prevail on this thread. I've just fisnished the game (on Normal Mode) and I'm extremely disapointed with what GRIN has produced.

I'm an old GR fan, from the original demo to the full GR1 game, all addons and as many mods as I could grab. The old game had that something special - game-play. Huge non-linear maps, multiple ways to attack an mission and great (for the time) graphics. The AI Ghosts were fine and could be easily controlled, if they went wayward then you'd jump into them, position them and then into your favoured ghost.

This game had the potential to build on that, but it's failed miserably. The AI of the ghosts is perhaps the worst I've seem in years, tell them to do one thing and they do something totally different, they run into the line of fire instead of taking cover and they are generally dumb. That needs working on urgently.

The lack of direct control is a pain in the butt - the original allowed you to jump into other ghosts and was a huge boon, no longer. Other games allow that so why not GRAW, they have played on the fact that it's a sequel to GR1 so many elements from GR1 should have been included.

As has been pointed out, this is basically a new game, there is really nothing that can be compared to the game-play of the original, it's worse for that. I was waiting for a great game, Ghost Recon was great for the game-play. This looks good but there are so many flaws, bugs as mentioned etc. There are games out there that already do this style of FPS, First to Fight is one that does this much better.

What really annoys me is the linear maps, you really only have one choice of direction - to the way-point and thats annoying and doesn't give any longevity to the game.

What would I change? The AI for one and the linear maps is the other gripe. But I think that, as someone has said, this is a console game ported by GRIN to the PC and it shows. They have added some things to the game-play but not enough.

Without a proper SDK or editor this game is going to go stale after only one or two plays. From what I have seen of the MP that is much the same, no real server options and several other huge issues that make it a pain (Ghost leader is always server - game over when they die!!!!!!).

GRIN need to really look at the game-play, the SDK and the mulitplayer issues if they can, but I suspect that it's coded and won't change much at all.

A huge let down (despite the hype) and I'd only give it 2.5/5.

Sorry to be so negative but I had to get my feelings about this game out. Now back to GR1 and the mods that have kept the game fresh for all these years.

Rich

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I can totally sympathize with that, there are parts of me that want to just trash this game due to the fact that it has very little in common with the first classic we all love.

I had to judge this game on its own merits and it has better potential, but lord knows all the patches in the world won't make this "Ghost Recon 2006", I wish it could. I would love to see the original game on a newer engine with the same specs/features as before with added features (mostly to be able to casevac injured or carry off dead soldiers).

I think they made a memorable game, but not "Game of the Year" material. I agree with you guys on that. But that still means we can play and enjoy this game.

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GR:AW Feedback

Full Game Version

For the most part I’m going to be talking about my GR:AW experience from the CO-OP side of MP. I haven’t completed the single player mission campaign yet. So far the missions are very challenging. I love the tactical attention that must be given to every mission. I feel that GR:AW is flawed and well it is in most ways, except not so much in the SP campaign area. Since I’m really a CO-OP player I’ve been playing the CO-OP mode (in its sad limited 4 player condition) mostly on Game Spy (that is also a mess)...

The Good:

GR:AW has one of the best feelings of immersion I’ve experienced in a long while. GR:AW feels very realistic, rather it gives a good impression of realism. A good impression of realism is what makes any game feel realistic to me. GR:AW obviously needs to be Patched and the engine or something needs a complete optimization overhaul. GR:AW is just too inefficient and taxes a machines resources more than you would think it should. With all that said, GR:AW still delivers the gut feeling of “this is rightâ€. Most people will sense right away the immense potential that GR:AW is holding back. Only the Mother of All Patches will truly unleash GR:AW and allow it to become the great title that it should be (on PC). Good thing GRIN is on job as I write this.

The sounds in the environment are top notch and really give a good sense of “being†in any given situation. That coupled with the superb effect of bullets hitting the source of cover you may be behind really makes you feel a good sense of urgency about your current predicament. Of Course, the very realistic environments go a long way here. The GR:AW engine seems to show a good ability to create different environments. GR:AW is not all urban like the Demo mission. The engine seems like it can do desert, city urban, shanty town suburban, and woodland environments. This really makes me wonder what the expansion packs will bring.

I love running for cover and utilizing that last ditch effort of desperation to make it into cover with a slide. I noticed that you can to some degree run in zig zag patterns when trying to cross a large open area, in an attempt to avoid enemy fire. The feeling of aiming is perfect. I love being able to peak out from around a corner or tree and take a well aimed shot at a tango. You get a good feeling that your cover is working for you because you can hear and sometimes see the bullet impacts on the wall, tree, car, etc. This really makes you again feel the sense of urgency involved in getting your shot off, because one of those rounds just may find your head. Hitting a tango is also very satisfying. They usually drop from one or two well placed rounds. Sometimes they fall doown then get right back up, I assume that is body armor working there. However body armor won’t save them forever. This is very believable.

The Tango AI:

The tango AI is the best I’ve seen in a long while. If you give them the chance they will attempt to flank and sometimes do quite effectively. The tango do everything the Ghost can do. They run for cover, slide, lean peak, reload. Depending on the situation, they will try to close the distance on you while engaging. Their shots are also very believable. They can hit you and they will, but they’re no longer the super marksmen that can nail you from 200+ meters out from the hip in one shot. The tangos give the impression that they also have to aim as well. When they are under heavy suppression fire, they don’t just stand there and fire back (like GR1). They react to the situation. Sure you may catch a few in suppressive fire, but not all. While they know the meaning of avoiding fire, they can turn it up on you. Don’t mess around with those machine gunners, attack from angles or create diversions. When they go to work on suppressing you, you are suppressed. The same goes for the other tangos, except they will reload after a short while. Don’t expect that luxury from the machine gunner.

Tango AI Vehicles:

The vehicles are also excellent and believable when they’re under attack. I’m a so-so shot with the GL, my rounds usually hit just in front of or very near by the moving tango vehicles. When this is happening, it really seems like the driver is trying to avoid the rounds while still taking damage. The vehicle gunners are deadly. Their limited cover actually works for them and you really need to do something about them quickly. Tanks are a completely different story. Your little GLs don’t do crap except give you away. The Zeus is the only choice here. Just hope that your target lock happens before the tank turns its turret on you. The Zeus also works on enemy helicopters (I hope they were enemy).

The Bad:

While all of the above make GR:AW sound great, now comes the flawed parts. I’m not an adversarial game type fan, so I don’t know first hand about the problems in Domination. As far as the CO-OP side of MP, I can talk about the short comings.

CO-OP should never be limited to 4 players. By now there have just been countless posts about this. The chat box should be optional. Sure it helps when you are playing on Game Spy with people who do not have TS, but it still sticks out and robs some of the sense of immersion. The tactical map should show the waypoint path given by the team leader. Following a floating green dot can get you killed. All of the floating markers and waypoints should be optional. The tactical map should be able to mark the drop zones, VIP locations, etc. The tactical map should have a coordinate marked grid system. This would allow CO-OP players (and other MP) to call out positions on the map. By now we all know just how much the Captain’s death ending the game is a real bummer. That should also be optional or a game type.

There should also be a mission Briefing screen at the start of every mission, like while the team is kitting up. This is where the team should be able to discuss a plan and see a map of the area of operation for their particular mission. Having mission objectives change in the field is a nice touch though.

We all love the inserts (helicopter and APC), this also should be optional (I however never get tied of it). Although I suspect that this will be optional once a modding tool is released for custom mission scripting. With the modding tool comes the optional increase in CO-OP player slots. It is the 4 player limit that ultimately kills CO-OP, obviously.

There needs to be a complete redo on the affects of being hit. The stamina as it stands now does nothing except take up space. The Ghosts can take hits and never even flinch. After having bullets tear into them the Ghosts can just run, slide, and shoot without any problems. The tangos can’t take that kind of punishment (which is a good thing). If the current damage system for the Ghosts was an optional arcade setting then it would make sense. Since it’s not, this really takes away from the impression of realism. The animations to at least begin to show that the Ghosts are hit are in the game already (look at the tangos). Everyone cried about the Limp of GR1, but that at least made it clear that you were hit bad. Being wounded should affect the Ghosts and the Tangos. In GR:AW you can’t even tell where you’re hit. I hope GRIN will really rethink the entire damage system as it pertains to the Ghosts. The only good thing about this arcade like damage system is that it makes me want to avoid being hit even more. I don’t want to be robbed of my (up until then) sense of immersion and realism.

Game Spy is the cause of lots of wasted time. I’ve been disconnected so many times. If this is due to GR:AW’s netcode, then I assume GRIN is already working that out. The internal GR:AW internet multiplayer window lacks lots of useful options. There should be a lock symbol for all password protected rooms. There should be a buddy list of some sort. The rooms should reflect a more precise ping, while looking at them in the lobby. I hate to say this, but the multiplayer window should have a lot of the functions that the UBI online interface has.

I know Bo said that the dedicated server files are not a part of the Patches, but when it does come out, please give us ( all MP ) Direct IP connections and a good old fashioned kick/ban button.

Conclusion:

GR:AW is full of good game play aspects, but it is also plagued with flaws (because it is incomplete). The good is plentiful, but not enough to make you forget the bad. I wouldn’t have bought GR:AW if I didn’t feel that GRIN was going to Patch the heck out of it. I don’t believe GRIN would do all that they have done just to walk away from it all now. Bo and all the GRINs have won my respect and trust. If Bo had not been so vocal before, I would not have bought GR:AW. I would have assumed that GR:AW was doomed to be shelved and forgotten.

silent_op

Nice post Silent_op, right on the money in most respects. I share most of your views regarding this game.

Regards,

Sheldon/AlphaSquad

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Long time GR1 player here. Been playing GRAW for a few days and heres my take.

Compared to GR1 it is terrible. I loved GR1 for it's simplicity.

In some cases GR1 is more realisitic. In Gr1 when a bullet hits you you breathe a little harder and your body jumps back from the bullet hitting you. In GRAW you would never know you got hit.

You can't shoot on the run in GRAW...whats up with that? Even in real life I would be able to fire a gun running albeit less accurate.

The multiplayer play is horrible compared to GR1.

The maps are terrible. Too many dead end corners and the maps are huuuuge.

Why do I have to "buy" my weapons? What is this counterstrike?

The game plays very similar to call of duty. If I wanted Call of Duty I would of bought Call of Duty. I really was hoping that GRAW would be a close extension of GR1 which might be one of the best MP games of all time.

Very disappointed in how it compares to GR1 but it's a decent game as long as you don't compare it to GR1.

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Liked the demo and figured the MP would be just as good .... boy was I wrong.

I would think that a major number of copies of games are sold by word of mouth. One guy buys the game and tells all his gaming friends if its worth buying or not. Sure, alot of great games started out rough and were patched into amazing games but GRAW is going to need some major updating in my opinion. Some major issues I see already are ....

In game server browser is horrible. ( GameSpy sucks, always did. I guess marketing/advertisment wins over functionality.)

The game is very unstable. Frequent disconnects and choppiness, as well as buggy sound issues. ( and yes, my pc is way over the requirements in all categories)

In game communication is almost nonexsistent in MP. In game voice or at least some kind command menus.

Maps seem way to large forcing us to run everywhere to gain ground and in return making us inaccurate with the weapons, lame.

Need more than 2 MP modes. ( From what I hear XBox360 has like 5-6 modes)

Anyway... those are the major problems I see right now. Patch these and I'll be back, until then I will play something else.

Edited by Machine203
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Long time GR1 player here. Been playing GRAW for a few days and heres my take.

Compared to GR1 it is terrible. I loved GR1 for it's simplicity.

In some cases GR1 is more realisitic. In Gr1 when a bullet hits you you breathe a little harder and your body jumps back from the bullet hitting you. In GRAW you would never know you got hit.

You can't shoot on the run in GRAW...whats up with that? Even in real life I would be able to fire a gun running albeit less accurate.

The multiplayer play is horrible compared to GR1.

The maps are terrible. Too many dead end corners and the maps are huuuuge.

Why do I have to "buy" my weapons? What is this counterstrike?

The game plays very similar to call of duty. If I wanted Call of Duty I would of bought Call of Duty. I really was hoping that GRAW would be a close extension of GR1 which might be one of the best MP games of all time.

Very disappointed in how it compares to GR1 but it's a decent game as long as you don't compare it to GR1.

I think that about covers it for me also, well said.

It's a good game but it's def not GR

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Probably the GRIN devs are interested to know what additions/changes to GRAW (compared with [GR]) that we actually do like, not just to read about the bugs mistakes, which I suppose they are aware of by now.

Ok, Here we go a top 10 list, I’ll keep it brief and I’ll stick to those additions/changes relevant for MP, which is what I care about: :thumbsup:

These are good things:

1) Weapon and “kit” customization - Need binoculars though..

2) Weapon view when “zoomed in”

3) Weapon recoil & "raise" (when full-auto)

4) Weapon automatically "drops" when standing too close to a wall – Great! I haven’t experienced any incidents with tight peeking glitches yet (However the reticule should "drop" too!, as you can't shoot, the same when running)

5) The grenade launcher shells “misfire” when not aiming high enough (when a wall is in front)

6) Sniper bullets punching through walls etc

7) Smoke grenades

8) Bullet impact creates debris and dust when hitting walls and sparks when hitting metal

9) The drop and backslide moves

10) The maps – The MP maps are very detailed and have multiple covers. I like that. I hope the rural “Caves” and “Wilderness” type of maps will eventually come as an add-on...

Oh, that was 10, but here's a few more while I'm at it...

11) No enemies show on map (MP) except when in spawn zone

12) Destructible objects

13) The light and its effects - Notice how the light increases after a second or so when you’ve enter a shaded area as you adapt in real life…

:grin1:

However, finally I can’t resist to mention (in my opinion) the greatest MP game play hurdle of them all, and that is the lack of immediate punishment when hit (eg. ret knocked off). It does not only provide less realism and immersion in the game, but more importantly also affects the actual game play by making "run & gun" and full-auto more favourable (especially as it takes a lot of hits to kill with most weapons). I do hope a punishment code can be introduced... :o=

Discussion thread here:

http://www.ghostrecon.net/forums/index.php?showtopic=34323

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SP Negatives:

- I would kind of like to see my objectives before I select my weapon. For instance, in mission 3 I would have liked to take more 40mm grenades since I was dealing with lots of vehicles, but I didn't know that.

- While I can understand the checkpoint system, for long missions such as these there really should be more. Getting past three "areas" before a save it too much and it's really frustrating (especially if you get hit by a lucky shot or you don't know where it came from. Maybe a time sensitive checkpoint system would be better, say, after 15 minutes it saves. The game moves slowly, which is good, but replaying the same parts over and over because you keep dying on at another area is annoying and frustrating.

- Once in a GREAT while, the AI does something really dumb like running out waaaay beyond any of the other Ghosts.

- Hotkeys in the tac map would also be a very welcomed addition.

Edit: Please please please add a way to bind weapons to a key. This scroll nonsense has gotten me killed. I could even go for holding down the key then hitting 1, 2, 3, or 4. At first I didn't think it was that bad, but when you're under fire you NEED to get that frag out as quickly as possible. Or an APC comes up unexpectedly and you need to fire that 203 very, very quickly. It's just not doin it for me.

SP Positives:

- Both team and enemy AI can be very impressive at times.

- Explosions are sweet

- Objectives are cool and interesting (so far)

I don't really have much to say about MP but:

- A "Rebuy previous" button would be great

- Domination is pretty fun although sometimes maps are too big for smaller games.

Thanks Grin

Edited by RedHerring
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Most of the same here. I loved GR but only like GR3. I still play MP on GR after all these years. I doubt I will play GR3 for as long without some significant overhauling of the game.

I have been significantly let down by this game in both SP and MP modes. To finish the SP campaign, I threw a grenade up into the building to clear a way into it. Little did I know the big show down would be me walking up to a dead Ontiveros. LAME!!!

MP. Check out all the bug fixes and requests and you will know how bad it is. Did everyone that worked on GR1 and made it the best game out there just up and quit?

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I just noticed that there is no water splash when you hit the water. Unlike dirt its smear on your visor. I also noticed that while you are submerged, there is no indication of breathing difficulties. Hope the next patch they will fixed this too.

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