• Breaking News

    Monday, November 25, 2019

    Ghost Recon - Tom Clancy’s Ghost Recon® Breakpoint – Title Update 1.0.3.1 Patch Notes

    Ghost Recon - Tom Clancy’s Ghost Recon® Breakpoint – Title Update 1.0.3.1 Patch Notes


    Tom Clancy’s Ghost Recon® Breakpoint – Title Update 1.0.3.1 Patch Notes

    Posted: 25 Nov 2019 09:36 AM PST

    Our latest patch, Title Update 1.0.3.1, will be deployed on all platforms on November 26. We are continuing to identify, improve, and fix impactful issues based on community feedback.

    Thank you for taking the time to share your opinions with us as we continue to improve on many aspects of Tom Clancy's Ghost Recon® Breakpoint.

    DOWNLOAD TIME AND SIZE

    Please note: Whether you purchased a digital or a physical edition of the game, you will need to download the patch before playing. The size of the patch depends on your platform, the region, and your preferred language.

    • Xbox One: 11.3 GB
    • PlayStation®4 system: 11.3 GB
    • UPLAY PC and Epic Game Store: 8.5 GB

    PATCH HIGHLIGHTS

    CUSTOMIZATION

    Since the launch of the game, we've been following the feedback regarding the availability of customization at the beginning and throughout the game.

    We are happy to announce that based on this feedback, we have implemented the following changes.

    • To improve the experience of all players at the beginning of the game and to allow them to start creating their own Ghost, we've unlocked by default 40 items that previously needed to be looted or purchased with Skell Credits:
      • 5 vests (5.11 TACTEC Plate Carrier, 5.11 VTAC LBE, Blackhawk STRIKE Cutaway, Crye AVS1000, Blackhawk Strike Shoulder Pad)
      • 5 pants (5.11 Apex, 5.11 Tactical Stryke Pant, Jeans, Cargo, Chino)
      • 5 headgear (Crye Airframe, Reversed Cap, Military Cap, Berret, ACH Helmet)
      • 2 gloves (S&S WetWorX, S&S WetWorX Assault)
      • 4 boots (Under Armour Alegent, Under Armour Valsetz RTS, Under Armour Speed Freek, Under Armour Shoes Infiltrator)
      • 4 gear paints (Gray Solid, Red Solid, Blue Solid, Coyote Brown Solid)
      • 1 shirt (Vasily Sniper)
      • 1 eyewear (Gatorz Magnum Sunglasses)
      • 1 karambit (Casper)
      • 4 emotes (Shotgun, Pistol, Rifle, Sniper)
      • 4 emblems (Red Fox, Lion, Grizzly Bear, Golden Eagle)
      • 4 card banners (Urban Tech, Mountain, Swamp, Coastal)

    https://reddit.com/link/e1jfwz/video/hy1u1ng1bv041/player

    • To give players more freedom in their appearance options, players are now able to change their gender and face selection at any time in the Customization menu.

    https://reddit.com/link/e1jfwz/video/8brvl2r5bv041/player

    • We've heard your feedback loud and clear! Our team has started to make improvements on adaptive magazine pouches on tactical vests. This will now work with many vests and primary weapon magazines excluding assault rifles, shotguns, grenade launchers, and some snipers.
      The remaining assault rifles, sniper rifles, shotguns, and grenade launchers, along with the following vests variations, will be added in a future TU:

      • A.L.I.C.E Chest Rig
      • Commissar Coat | Sharpshooter
      • Cross-draw Vest
      • Drone Operator Light Vest
      • Flayed Vest | Panther
      • Golem Cape | Field Medic
      • Judge Plate | Assault
      • Silverback Vest
      • Walker Vest

    Please note that "named" vests (Fury, Rosebud, and Yellowleg vests) are unique cosmetics that will not change with your equipped weapon.

    https://reddit.com/link/e1jfwz/video/agvtr70cbv041/player

    MAJOR BUG FIXES - PVE

    • Fixed an issue which caused the slide animation to trigger on the stairs.
    • Fixed an issue which caused players to lose their items or devices when going to PvP and then coming back to PvE.
      PLEASE NOTE: Players who have already been affected by this issue will be able to get their drone back after loading their save.
      For players who lost their thermal/night vision binoculars or water canteen – we are working on a solution for an upcoming TU.
    • In "See no Evil", "Speak no Evil" and "Hear no Evil" missions, fixed an issue that would trigger a "Mission Fail" for players if the intel was not consulted after killing the target and leaving the mission area.
    • Fixed an issue in "Age Against the Machine" mission that could not be started by interrogating the sentinel soldiers if they had been downed before.
    • In "Crossed the Line" mission, fixed an issue where mission objective would not update after reaching the rendezvous point.
    • Fixed an audio issue where Azrael drones did not play a sound when passing above the player.
    • Fixed an issue that caused inaccurate stats (e.g., hostile drone destroyed, long-range kills in PvE (+150 meters), total weapons looted, bivouacs discovered, CQC kills in PvE, etc.).
    • Fixed a stat issue that displayed "Story Completion" at 0% on the Identity page and on Uplay.

    MAJOR BUG FIXES - PVP

    • Fixed an issue that sometimes caused teammates to remain stuck when leaving as a squad from a PvP session to PVE.
    • Fixed an issue in PvP that sometimes caused enemy players to teleport backward when aiming at them.
    • Fixed an issue in Elimination where the "Last Man Standing" buff did not trigger when there was only one player alive remaining on a team.
    • Fixed an issue where kicking a player sometimes prompted a different user name for the vote.
    • Fixed a bug where Sabotage rounds would end in a draw when the attackers would not plant the bomb.
    • Fixed text description of Cloaking Spray to clarify that it prevents marking by sight too.

    PATCH NOTES

    AI

    • Fixed a bug where the Behemoth drone would sometimes stop shooting.
    • Fixed a bug where Cromwell would sometimes spawn underground.
    • Fixed an issue where enemies would sometimes spawn underground on the Skell Foundation Campus.
    • Fixed an issue that would cause AI enemies to move to cover on a loop.

    ANIMATION

    • Fixed an animation glitch when liberating NPC prisoners.
    • Fixed a bug where players could tumble downstairs.

    AUDIO

    • Fixed an audio issue where Azrael drones did not play a sound when passing above the player.

    BINDINGS

    • Fixed a bug where players wouldn't be able to deploy a Sync Shot drone if they changed the bound key.
    • Fixed a key binding issue that made players unable to free prisoners if they modified the "E" interact key.

    CHARACTERSMITH

    • To improve the experience of all players at the beginning of the game and to allow them to start creating their own Ghost, we've unlocked by default 40 items that previously needed to be looted or purchased with Skell Credits:

      • 5 vests (5.11 TACTEC Plate Carrier, 5.11 VTAC LBE, Blackhawk STRIKE Cutaway, Crye AVS1000, Blackhawk Strike Shoulder Pad)
      • 5 pants (5.11 Apex, 5.11 Tactical Stryke Pant, Jeans, Cargo, Chino)
      • 5 headgear (Crye Airframe, Reversed Cap, Military Cap, Berret, ACH Helmet)
      • 2 gloves (S&S WetWorX, S&S WetWorX Assault)
      • 4 boots (Under Armour Alegent, Under Armour Valsetz RTS, Under Armour Speed Freek, Under Armour Shoes Infiltrator)
      • 4 gear paints (Gray Solid, Red Solid, Blue Solid, Coyote Brown Solid)
      • 1 shirt (Vasily Sniper)
      • 1 eyewear (Gatorz Magnum Sunglasses)
      • 1 karambit (Casper)
      • 4 emotes (Shotgun, Pistol, Rifle, Sniper)
      • 4 emblems (Red Fox, Lion, Grizzly Bear, Golden Eagle)
      • 4 card banners

    • Players are now able to change their gender and face selection at any time in the Customization menu.
    • Short hair options in the Customization menu are now properly labeled A, B, and C.
    • Fixed a glitch that made patches collide through the character's vest when sitting in the Bivouac.
    • Our team has started to make improvements to adaptive magazine pouches on tactical vests. This will now work with many vests and primary weapon magazines excluding assault rifles, shotguns, grenade launchers, and some snipers.
      The remaining assault rifles, sniper rifles, shotguns, and grenade launchers variations, along with the following vests variations, will be added in a future TU:

      • A.L.I.C.E Chest Rig
      • Commissar Coat | Sharpshooter
      • Cross-draw Vest
      • Drone Operator Light Vest
      • Flayed Vest | Panther
      • Golem Cape | Field Medic
      • Judge Plate | Assault
      • Silverback Vest
      • Walker Vest
        Please note that "named" vests (Fury, Rosebud, and Yellowleg vests) are unique cosmetics that will not change with your equipped weapon.

    GAMEPLAY

    • Fixed an issue that caused players to lose their items or devices when going to PvP and then coming back to PvE.
      PLEASE NOTE: Players who have already been affected by this issue will be able to get their drone back after loading their save.
      For players who lost their thermal/night vision binoculars or water canteen – we are working on a solution for an upcoming TU.
    • Fixed a visual bug where bandages sometimes would not be visible after healing injuries.
    • Fixed a bug where players would lose control over their character when switching to the sensor grenade launcher.
    • Fixed an issue that made the Resources detection ability to lose its effects after changing a session or joining a friend.
    • Fixed an issue that caused the helicopter to follow the player inside Erewhon in some circumstances in the mission Proof of Life.

    MISSION

    • In The Enemy of my Enemy, fixed a bug where Skell would stay stuck upon reaching Erewhon.
    • In See No Evil, Speak No Evil, and Hear No Evil missions, fixed an issue that would trigger a Mission Fail for players if the intel was not consulted after killing the target and leaving the mission area.
    • Fixed an issue in Age Against the Machine mission where the mission could not be started by interrogating the sentinel soldiers if they had been downed before.
    • In Crossed the Line mission, fixed an issue where mission objective would not update after reaching the rendezvous point.
    • Fixed a bug that prevented the unlock of the Who Betrayed the Ghosts clue after completing The Enemy of my Enemy.

    ONLINE FLOW

    • Fixed an issue that sometimes caused members to remain stuck when leaving a squad from a PvP session toward PvE.
    • Fixed an issue where kicking a player sometimes prompted a different user name for the vote.

    PHOTO MODE

    • Fixed a bug where squad info would remain on-screen when accessing photo mode.

    PROGRESSION

    • Fixed an issue affecting some players who lost their campaign progressions.
    • Fixed the number of Battle Points granted for some Faction Missions that still provided 15 points instead of 30.

    PVP

    • Fixed an issue in PvP that sometimes caused enemy players to teleport backward when aiming at them.
    • Fixed an issue in Elimination where the Last Man Standing buff did not trigger when there was only one player alive remaining on a team.
    • Fixed an issue that sometimes caused players to receive incorrect rewards when completing PvP missions.
    • Fixed a bug where Sabotage rounds would end in a draw when the attackers would not plant the bomb.
    • Fixed a camera issue occurring at the end of a match if a user was using the Assault's True Grit ability.
    • Fixed the notification prompt players received when they were kicked in a co-op squad while being in the PvP landing page.
    • Fixed text description of Cloaking Spray to clarify that it prevents marking by sight too.
    • Fixed an exploit where players could earn Battle Rewards in PVP without actually playing.
    • Fixed an issue when kicking a user would show another user's name to be kicked in Custom Matches.

    STATS

    • Fixed a stat issue that displayed "Story Completion" at 0% on the Identity page and on UPLAY.
    • Fixed various stat issues (hostile drone destroyed, long-range kills in PvE (+150 meters), total weapons looted, bivouacs discovered, CQC kills in PvE, etc.)

    UI

    • Fixed a bug where players would not obtain a second perk slot after buying the corresponding skill from the skill tree.
    • Fixed a bug where swimming players would be able to read "Footsteps heard" when detected by enemies.
    • Fixed an issue sometimes preventing players from accessing the Shop in Erewhon while setting up a PvP match.
    • Fixed some item descriptions and unlock conditions (CQC items, Multicam Alpine Gear paint, etc.).
    • Fixed an issue that prompted a Gas Grenade mark for a normal drone deployed when the player was equipping the Assault Class.
    • Fixed an issue that prevented Field Medics from reviving teammates if they had set their Teammates HUD markers to Never.
    • Fixed a bug where the Battle tier points would overflow instead of leveling up.
    • Fixed the pin location hint for the PEQ-15 attachment that was misleading.
    • Fixed an issue on PS4 that still displayed the Download icon for audio language packs even after installing them.
    • Fixed a typo on the Ayana Puri clue description.
    • Fixed the Dutch translation for the AK74.

    VEHICLE

    • Fixed some occurrences where vehicles would sometimes explode in a camp when respawning nearby, which put enemies in an alert state.
    • Fixed the Spider vehicle physics to improve handling.

    https://reddit.com/link/e1jfwz/video/wmkbpe1zbv041/player

    • Fixed an issue that made boats take damage or explode easily when reaching a shore.
    • Fixed a bug where helicopter windows would explode in a smooth landing.
    • Fixed the Abider vehicle that was leaning forward too much.

    WEAPONS

    • Fixed a bug where the ironsight reticle would sometimes disappear.
    • Fixed a visual glitch that caused the EXP3xG33 scope to break collision with the character's head when equipped on the MK17 assault rifle.
    • Fixed an issue that prevented players from customizing the paint of the Zastava M93 weapon.
    • Fixed a bug where a weapon could float next to the MC after playing social emotes.
    • Fixed an animation glitch with the character's hands when swapping to a Sniper rifle while reloading.

    WORLD

    • Fixed an issue that sometimes caused the texture to take a long time to load in a Custom PvP match if players joined from outside of the game and then left.
    • Fixed an issue that prevented players from picking Rosales flowers in Silent Mountain near Avalanche Peak.
    submitted by /u/Ubi_Hayve
    [link] [comments]

    Our Community Survey is Now Over

    Posted: 25 Nov 2019 02:13 AM PST

    Thank you to all the Ghosts who participated to our Community Survey!

    The poll is now closed. We're glad to already be able to share with you that we've collected thousands of votes during the operation. It's a very encouraging step towards making Ghost Recon Breakpoint better.

    We'll compile your votes and prepare to share them with you – give us a few days. Stay tuned!

    submitted by /u/Ubi_Hayve
    [link] [comments]

    My outfit for the raid

    Posted: 25 Nov 2019 05:07 AM PST

    When a cod has better gunsmith than you

    Posted: 25 Nov 2019 10:02 AM PST

    When you voiced Nomad in Wildlands, its DLCs, Year 2, Operation Oracle, and the Breakpoint Live Action trailer but don't get brought back for the new game, and the new guy doesn't even say "Shitballs"

    Posted: 25 Nov 2019 06:39 PM PST

    Don't judge me

    Posted: 25 Nov 2019 07:11 PM PST

    Haven’t seen anyone talking about it, but, there you go: the upcoming classes. Seems to be a leak. Just a little reminder that it’s not yet confirmed.

    Posted: 25 Nov 2019 02:38 PM PST

    Can we have assault grip and bipod combo attachment for dmrs please? Especially the 416 scout the barrel is more than long enough to support both attachments and you guys have the plan already how hard would it be to add to the game?

    Posted: 25 Nov 2019 10:41 AM PST

    i don't know how i managed this, and its making me want a bulk sale feature

    Posted: 25 Nov 2019 04:05 PM PST

    Just doing the tourist thing before the raids come in

    Posted: 25 Nov 2019 11:51 AM PST

    Returned to Wildlands after a year, wanted to do a small mission first, this is how it went (and ended)

    Posted: 25 Nov 2019 04:04 PM PST

    Ghost Recon: Breakpoint is The Division with a different coat of paint

    Posted: 25 Nov 2019 07:22 PM PST

    Don't get me wrong, I love Breakpoint but, I help but feel like I'm playing The Division from the looter-shooter system, the hub where you can see a bunch of other players, etc. But that's just my opinion. Do you agree or not?

    submitted by /u/legowizard206
    [link] [comments]

    Going for a hike

    Posted: 25 Nov 2019 02:57 PM PST

    GRB: AKs have inaccurate ADS camera view [Feedback]

    Posted: 25 Nov 2019 11:20 AM PST

    Comprehensive feedback list | Ghost Recon Breakpoint

    Posted: 25 Nov 2019 04:20 PM PST

    This is gonna be a long post, so bring some time with you.

    DISCLAIMER: Many of the things beneath are really needed to make Breakpoint a great game. I know I look really deep into the details, but these details together is what distinguish okay games from very good games (look at Read Dead Redemption 2). Please devs, don't be stubborn. We all who are around here want the game to be a success. Don't look away, come here and speak with us. Don't do some stupid surveys and degrade feedback to numbers. Numbers don't say shit. Words do.

    Personal feedback from previous phases:
    https://www.reddit.com/r/GhostRecon/comments/d2cy3i/grb_johnnys_beta_feedback_topic/ https://www.reddit.com/r/GhostRecon/comments/cv7nfo/grb_johnnys_prerelease_feedback_topic/ - some of these have indeed been adressed. Thank you!


     

    SOLO AND COOP (PVE)

     

    TYPE, SUMMARY DESCRIPTION
    [AI, ENEMIES] More enemy archetypes and AI pattern: Enemies in Breakpoint all look super similar (except the heavies) and all act basically the same. Please add more enemy archetypes and make them recognisable by their behaving pattern.
    [AI, ENEMIES] Enemies should climb ladders: Enemies and other NPCs seem not to be able to climb ladders currently. Give them the ability to climb ladders so they have new ways to follow/flank me.
    [AI, ENEMIES] Improve enemy AI: Currently, enemies are really dumb. And they don't seeem to have deeper AI pattern like flanking, attacking in mobs, taking cover, throwing flash-, smoke- or fraggranades etc. The detection on extreme just gets weird. It doesn't feel realistic. Also, when you killed soldiers somewhere, passing patrols should stop and look at the bodies and then search for you. And, when you got detected in a camp (because you created havoc like myself destroying three drones and a dozen soldiers) the camp shouldn't go back to normal after you hide for some time. They should search you all the time, be alerted until you kill everyone or go to the next bivouac. Even just leaving the area shouldn't reset them. Make the game harder and the enemies more believable. Same for other NPCs. On top of that, there should be constant communication between enemies. If you start invading a camp, a timer should start - like 15 minutes, 10 minutes, 5 minutes until a dead enemy is called on radio and the alive enemies check his status. Also, why does noone sleep in this game? PARTIALLY DONE
    [AI, ENVIRONMENT] NPC distribution: Why are they just standing next to two motorbikes in the middle of the forest? Every two meters? NPCs could be in bigger camps, at the bivouacs, on world locations; There should be less random patrols but more patrols around bases, look over bridges, control civilians on fields or somewhere etc. and some patrols should actively seek you - they know you are there.
    [AI, GAMEPLAY] Ability to chase away NPCs: I don't want to harm civilians. But when they are standing next to a truck I am supposed to destroy, what should I do? Please let me chase them away with a gunshot or by aiming on them.
    [AI, GAMEPLAY] Civilians should flee from gunfights: When shit is going on, some civilians should try to flee and not wait for everything to be over. They should also sometimes try to grab weapons from dead enemies and randomly shoot (the enemies or me, depends on the situation).
    [AI, GAMEPLAY] Autopilot to helicopters: When jumping out of a helicopter, it should just fly straight on and the despawn somewhere - don't let it crash.

     

    TYPE, SUMMARY DESCRIPTION
    [ANIMATIONS] Male Nomad uses female animations in cutscenes: Took me a whole while to understand why male Nomad was standing so weird. He is actually using female Nomad's animations in cutscenes. Please give him some male animations.
    [ANIMATIONS] Slide to crouch animation: When you run away from your enemy, a slide to crouch animation would be a perfect way to dodge bullet or slide into cover. You could use the slide animation from Panther for this.
    [ANIMATIONS] Contextual takedown animations: When in cover and performing a takedown, our player character should drag their target behind the cover before they kill them, around a corner or over an obstacles.
    [ANIMATIONS] Option to stow/holster all weapons: Like in Wildlands, let me play without weapons in my hand - or let me completely switch to my melee weapon. There are many situations where these options would increase the immersion while playing.
    [ANIMATIONS] Animated and functional bipods: Bipods should be deployed with a real animation by the player character when you go prone with a bipod equipped or aim over cover.
    [ANIMATIONS] Rappelling: There are so many cliffs and walls and stuff like that. And we have to walk around it. That's not very spec ops like. Give our player character a rope and a hook that they can use to either rappel or make a zip line.
    [ANIMATIONS] Different reload animations for different weapons: You won't flick away a magazine from 50 caliber rifle irl. You always pull the charging handle when reloading a LMG irl - but in Breakpoint, all weapons have the same animations for empty and not empty, slow and fast reloading. Take a look at how much different weapon animations Modern Warfare has. Add some variations.
    [ANIMATIONS] Fabrics cutting: Place tents and stuff in the world and let my player character cut through it like Sam Fisher in Splinter Cell. That would add to the fence cutting mechanic in this game.
    [ANIMATIONS] Detonator animation for C4: We should be able to not only throw C4s but also place them directly on objects with a specific animation. There should also be a detonator animation when you blow them up.
    [ANIMATIONS] Small jump at the beginning of the ladder climbing: The transition from ground to ladder is very slow and sudden. Add a small jump up the ladder and instant climbing.
    [ANIMATION] Fire selector checking animation: When switching to another weapon, the player character should do a quick animation to glimpse on the fire selector to see what mode the rifle is on. Just for immersion.
    [ANIMATIONS] Foot movement for sprinting animation: The feet movement of the new sprinting animation looks bugged. The feet rotate way too much to the inside. Please make them rotate less.
    [ANIMATIONS] All animations should be more in line with each other: Some of the new animations doesn't fit the style of the old animations. Please change the old animations to be more in line with the new animations. This is for example for sprinting ALONGSIDE a slope.
    [ANIMATIONS] Cover animations: While the crouched cover animation is somewhat fine (could be better), the standing animation looks bad. You should copy the standing cover animation from The Division, which looks really nice (character leaning into cover: https://imgur.com/a/VWGVGo9).
    [ANIMATIONS] Overhaul movement with pistols completely - all animations: From idle over running to sprinting - animations around pistols need a complete overhaul. Pistol animations were way better in Wildlands and if possible should be restored from that game. When sneaking with a pistol and ads, the character shouldn't lower the pistol. Should always stay high up like when you don't move.
    [ANIMATIONS] Revert crawling back to how it was in Wildlands: Let us crawl backwards and to the left and right. The new direction switch is useful for what exactly? For nothing. You cannot crawl back to cover quickly, you cannot adjust your position while sniping - there is no advantage to the new crawl system.
    [ANIMATIONS] Animation while climbing over high obstacles: While climbing over high obstacles, our weapon should be on the sling position and not remain in the hand. That would be way too heavy.
    [ANIMATIONS] Carrying injured bodies to dragging injured bodies: It's fine that we carry dead bodies. But in combat situations, we should drag our allies out of the fight instead of carrying them. Maybe even make it a skill for the medic?
    [ANIMATIONS] Hand movement looks broken during the vault animation: While vaulting over obstacles, up or down, the supporting hand often floats weirdly around, often looks like it is about to break. Please fix that.
    [ANIMATIONS] Character should always use the sidestep animation when changing directions: There is an animation for when you change directions. Sometimes your character does a little step in between before they change the direction. That's a realistic way of switching directions and should be played all the time.
    [ANIMATIONS] Pickup animation while sprinting: It looks broken. Remove it. It's enough when the animation plays when we move normal speed.
    [ANIMATIONS] Forced standing up while performing an emote or certain actions: Especially while I let my character give a tactical hand sign, I don't want them to stand up. Let them perform emotes crouched if possible. Also the character shouldn't stand up when doing something like disabling a generator.
    [ANIMATIONS] Forced standing up when throwing something out of cover: Why does my character need to stand up to throw a grenade out of cover? They should throw it over their shoulder. Got me killed several times already and sucks so hard. If I chose a stance, let me stay in that stance as much as possible.
    [ANIMATIONS] Backhand grenade throwing: Please remove the backhand grenade throwing when you face the cover with the right shoulder. That makes grenade throwing really confusing. Instead, the character should use their left hand for a normal forehand throw.
    [ANIMATIONS] Replace death animations with ragdolls: Like in Wildlands, there are certain animations for when you are lying dead on the ground. Because these are static, that can lead to bugs like clipping into places where you cannot be revived. Just replace death animations with ragdolls like in The Division.
    [ANIMATIONS] Restore Wildlands medium vaulting: Breakpoint has only two vaulting animations: One for normal vaulting and low climbing and one climbing. Wildlands had an additional animation for medium heights - please add that one back to Breakpoint.
    [ANIMATIONS] Increase frequenzy of relaxed running: Why did you decrese the frequenzy of the relaxed running animation from previous tests? Didn't see it a single time in the open beta. When I am running for like 15 seconds straight my character should switch to the relaxed animation.
    [ANIMATIONS] Remove auto rotate of the player character: When I try to look at my character from the side, let the camera stay at the side. Don't force me behind my character again. That's the same shit as the new prone movement! -.-'
    [ANIMATIONS] Add indoor cqc animations and fast cqc animations: Especially while playing the Panther class, you want quick moves to be very efficient. And while in indoor locations, many of the cqc animations cause crazy camera bugs. Make some animations that are really quick (for Panther only maybe?) and some that are for indoor locations so the camera isn't screwing around.
    [ANIMATIONS] Characters arm is overstreched on some handguards/grips: Please fix this, maybe you need to readjust the position of some grips?
    [ANIMATIONS] Make all animations in the bivouac skippable: It's not entertaining anymore to see my Nomad stretch for the umptheenth time...
    [ANIMATIONS] Change the angle Nomad starts to slide: It's fun for the first time you see it, maybe for the second, but the third time Nomad starts sliding on a not so steep angle you are only annoyed. Increase the angle when Nomad starts sliding so we can walk down more slopes without sliding.
    [ANIMATIONS] Clipping while entering attack helicopters: For the bigger attack helicopters, when you enter them, your character just climbes through it. Looks stupid, pls fix. FIXED
    [ANIMATIONS, CUSTOMIZATION] Slings as option to replace weapons on back: There are already animations for weapons on a side or front sling while healing your player character. Please add weapon slings to the game that enable you to wear weapons on the front and the side instead of the backpack.
    [ANIMATIONS, GAMEPLAY] Melee bash to destroy barricades and windows: With the mercenaries mode you added barricades and breakable windows to Wildlands. These were a great addition and should return to Breakpoint. And to take good use of these, add a weapon bash like in Wildlands.
    [ANIMATIONS, GAMEPLAY] Movement idles as emotes: Please add different movement idles (check magazine, check gear, relaxed movement) as emotes that play while we move (some one time, some permanent) and stop playing when we cancel them with aiming or another action.
    [ANIMATIONS, MENU] Holding animation for grenade launcher in the loadout: In the loadout tab, when having the grenade launcher on your weapon, the holding animation is bugged. Please fix.
    [ANIMATIONS, WEAPONS] Animation for magwell grips: Some weapons like the Valor have magwell grips - but the player character don't hold their weapons by the magazine anyway. Magwell grips should not only have their own animation but also be added to the gunsmith as grip option.
    [ANIMATIONS, WEAPONS] LMG chain doesn't move while firing or reloading: The LMG misses an animation for a moving chain - in general, LMG animations could be better, but that's really annoying. The chain should move and when the magazine is empty you should see the last bullets from the chain and then how it disappears.
    [ANIMATIONS, WEAPONS] Transition from reloading to default holding animation: Atm, after the reloading animation is done, there is a hard cut to the normal animation. There should be some more frames in between that to have a smooth transition between reloading and normal animation.
    [ANIMATIONS, WEAPONS] Different ADS animation when nightvision is on: Much like in the new COD, our operator should aim over the side of the weapon while using nightvision.

     

    TYPE, SUMMARY DESCRIPTION
    [CAMERA, CONTROLS] Camera option for in and out of combat: Many of us recognised how much the camera position in Breakpoint changed - and not for the better. It's too close to the character and too far off center. The devs might have a good reason for that, but it doesn't work for everyone and I can confirm it's a pain to play like this. To solve this, give us a new camera settings menu in which we can adjust values for out of combat:* camera zoom, camera offset and FOV as well as in combat:** camera zoom, camera offset and FOV*
    [CAMERA, CONTROLS] Lock shoulder button: I don't want the game to decide what side I want to play over. Let me take full control over the shoulder switching. Add an option that locks shoulder switching to manual only.
    [CAMERA, CONTROLS] Ability to switch shoulders in cover: In Wildlands, while in cover, you could still manually switch your shoulder by pressing the shoulder button. In Breakpoint you have to change direction or ADS to do so. Revert that please. DONE
    [CAMERA, CONTROLS] Third person view for drone: The drone is extremely hard to navigate in close areas like inside buildings. Let us switch to third person in the drone view - and also let us keep our drone in the air like in Future Soldier.
    [CAMERA, CONTROLS] Optic slowly centers when switching from 3rd to 1st person: Sometimes, when you switch aiming mode to first person view, it doesn't instantly snap to the optic or scope but they slowly center in from the side, bottom or top. Needs a fix.
    [CONTROLS] Manual cover button: The cover system in Breakpoint is reeeeaally sticky. I often just want to go through a door or pick something up when it forces me into cover - that all could be saved with a cover button like Future Soldier or Division have it.
    [CONTROLS] Sprinting in hub, default movement to running: Why would I ever walk so slow around the hub? Why? Make run the default speed and add the ability to sprint in the hub.
    [CONTROLS] Option to disable auto actions: I don't want my character to automatically collect stuff in the world, automatically vault over obstacles, drop down from ledges and stuff like that. It always leads to situation I don't want, bugs (like constant picking up animation that makes me unable to shoot) and takes control from the player.
    [CONTROLS] Remap options for every button in the game: I used to have actions of F and melee on E - but I cannot in Breakpoint because it's getting confusing with certain menu actions and similar that isn't rebindable. Add binding options for every action on PC, during gameplay and in the menus.
    [CONTROLS] Button behavior for "do" and "undo" actions: If you open something, for example the available objectives on your map with B, it should close when you press B again - not only with ESC.
    [CONTROLS] Grab animation needs to respond faster: When you sprint towards an enemy, it's often a real hassle to grab them - melee kills work flawless most of the time. The grabbing prompt needs to be more responsive for those situations so you still have a chance to grab an enemy before they shoot even when they face you. Investigate prompt should also react faster.
    [CONTROLS] Movement speed while equipping and unequipping the rocket launcher: Let us move faster. I get that it's meant to be a penalty for using a high damage gadget, but we already have to hold the gadget button and are very limited in movability while using it.
    [CONTROLS] Vault detection: Many objects in the world (especially fences) don't let you vault reliably over them. That's especially annoying in combat or PvP. Please fix.
    [CONTROLS] Investigate and similar input actions need to be more important than driving something: On all the small camps (which shouldn't be scattered around that much, already said that) there is intel - but the game favorizes a driving prompt for vehicles several steps away… Same happens on vehicles but with passenger seats - the driver seat should always be the main focus. PARTIALLY DONE
    [CONTROLS] Reduce shaking of helicopter controls: I get it, you want it to be harder to hit targets. But it's not fun. I want to have fun using an attack helicopter and shoot on people and stuff. Also, how slow are the rotors of the helicopter spin? WTF?
    [CONTROLS] Base jumping: Base jumping in Breakpoint is another of these frustrating experiences because it's so damn bugged. Remove auto vaulting would be a first step to fix it.
    [CONTROLS] Random button not working and wrong binding: Sometimes your custom binding stop working. Actions like launching the drone or opening the map suddenly only react to the default binding option even if that's not bound to it at all. That is especially buggy when you have said button bound to another action. FIXED
    [CONTROLS]Synch shot drones react to the Q button: Why is this even a thing? Is that because they react to the default marking button? Fix it!

     

    TYPE, SUMMARY DESCRIPTION
    [CUSTOMISATION] Cosmetics slots for belt, holster and tactical watch: We spend a lot of time in Breakpoint to customize our characters appearance - more options are always welcome. Let us choose between different belts (and no belt), different holsters like leg or belt holsters, and what is a soldier without their watch?
    [CUSTOMISATION] Color options for special cosmetics (like fixits pants, nomads pants etc.): Some of the unique cosmetics look really dope but don't fit my outfits because I cannot change its colors - please let me change the colors of all items.
    [CUSTOMISATION] Change color option to customisation overview: I don't want to go to the complete item list all the time only to choose the color of my gear. Please add the choose color button to the first customize overview screen.
    [CUSTOMISATION] Tucking shirt, rotating caps, toggling hoods: Blousing boots is a great feature, but why stop there? Let us tuck in and out our shirts, rotate our caps and toggle if we want to wear a hood from a sweater or not. Maybe let us even decide whether to roll up or down sleeves.
    [CUSTOMISATION] Gaiters as a pants option: Like Zofia in Rainbow Six Siege wears. Add some pants that have gaiters - of course with these you cannot blouse your boots, but there are other pants already in the game which cannot have bloused boots.
    [CUSTOMISATION] Change Tigerstripe to a proper version of it: The current implementation of Tigerstripe in Breakpoint is really ugly. How are we supposed to play Solid Snake like this? Please change it to a Tadpole sparse or John wayne dense style. For Oni! For the people!
    [CUSTOMISATION] Dirt textures on weapons: It's cool that your weapons get dirty, but the degradation system really lacks compared to Wildlands. Your weapon should look dirty and used realistically and not just plain the color of your environment. Why do we need weapon colors then? PARTIALLY FIXED
    [CUSTOMISATION] Position of plate carriers: They are better positioned on the body than in Wildlands but still need to be a big higher to give soldier protection to those parts they are supposed to protect.
    [CUSTOMISATION] Outfits of the Ghost Recon soldiers in the intro: Make Ghost Recon feel like a real unit again like it was in Future Soldier. Our unit is approaching an island where nobody knows what awaits us and we are not even wearing plate carriers? Make them look like soldiers again.
    [CUSTOMISATION] Magazines are not displayed on the rig: Seems like the game has the same magazine system as Wildlands in which your equipped weapons magazines are displayed on your vest - that however doesn't work all the time. Please make it available for every vest. Even better, give vest customisation as a new customisation slot; let us choose between the different ammo types and also some additional pouches, holsters, knives, radios and stuff like that.
    [CUSTOMISATION] Outfit are not being displayed correctly: When you leave the bivouac, your outfit doesn't get displayed correctly. You don't wear gloves, backpack etc. Need to re-apply it in the loadout. FIXED
    [CUSTOMISATION] Equipped gadget visible on the character: If I have a rocket launcher with me or a syringe, wouldn't it be dope if we could toggle a button that makes these things visible on our character?
    [CUSTOMISATION] Shoulder pads on vests should adjust to sleeves thickness: The pauldrons on the vests are way too big. That's kinda lazy because it's clearly visible that you want one version to be compatible with every shirt cosmetic. Instead, create several versions and let the game choose the one that fits the selected shirt option best, so the pauldrons sit closer.
    [CUSTOMISATION] Option to display headgears and other vanities in the cutscenes: Make it like three options like "default" - "all vanities - no headgear" - " all vanities including headgear"

     

    TYPE, SUMMARY DESCRIPTION
    [ENVIRONMENT] Shooting range in the player hub: We get lots of new weapons, variations and attachments throughout the game. Let us test them in a friendly shooting range in Erewhon. Similar to what The Division 2 did in BoO.
    [ENVIRONMENT] Remove NPC/enemy + vehicles random spots, add them all to bivouacs and "?" locations: I just stumbled over two scientist standing next to a motorbike in a cold, snowy mountain telling me about something they discovered. Really? Why would they be out there wearing nothing but their scientist coats? Remove ALL random NPC/enemy + vehicles + random consumables locations from the world map and add them to the exploration locations (and NPCs also to the bivouacs). That would fix two problems: NPC/enemy locations wouldn't be dumb af and un-immersive and also the boring loot places would be filled with life.
    [ENVIRONMENT] Wolves (animals) and bears to wildlife: We are out in the wild, so it would be cool if we also had to fight (and give task to fight) real wolves and bears in Auroa.
    [ENVIRONMENT] Add mine fields around some bases: That could be a way to make all fences breachable but still have some balancing. Add mine fields around some bases which you can spot and defuse - but if you are not careful, it goes BOOM!
    [ENVIRONMENT, GAMEPLAY] Replace all fences with cuttable fences: It's stupid to limit this feature. Let the player create new ways of playing all the time. If you want a fence to be harder to breach than others, let it require an MK2 breachkit or something like that. But all fences should be breakable.
    [ENVIRONMENT, MENU] Behemots spots should be hidden again by default on exploration mode: I love exploring the world. And it's super cool to find a boss enemy, why do you take that away from players be marking them on the map?

     

    TYPE, SUMMARY DESCRIPTION
    [GAMEPLAY] Key cards for locked doors: Add a new enemy type called engineers or something like that. They should randomly drop key cards if you kill them which let you access closed doors.
    [GAMEPLAY] Amount of gadgets we can equip: It's stupid to let us go to the menu and switch them on the fly but not have them equip all at once. That's not hardcore, that's just bad design. Let us equip at least 8 gadgets and only switch them out at bivouacs.
    [GAMEPLAY] Syringes:** Syringes shouldn't heal injuries - that makes the bandage kit completely pointless.
    [GAMEPLAY] Binocular as an ability: Why do I need to waste a gadget slot for something as basic as the binocular? It should be an ability you always have right from the start of the game.
    [GAMEPLAY] Fence cutter as an ability: Much like the binocular, the fence cutting tool shouldn't be a consumable.
    [GAMEPLAY] Night vision: Night vision doesn't make nights or dark rooms any lighter. It just adds a green filter on the dark.
    [GAMEPLAY] Revert stamina buff: Ghost War is a complete shitfest right now. You can cross the maps in one sprint. Revert the stamina buff, it breaks Ghost War completely and makes gadgets, perks and gear with stamina buffs in PvE obsolete.
    [GAMEPLAY] Enemy shotgun staggers: I am not able to repeat fire for several moments - one shot injured, second shot dead. How is that fun? Please reduce the stagger from shotguns.
    [GAMEPLAY] Drone abilties: In Wildlands, we had abilities for our drones like explosive, emp or Fallen Ghosts' supportive fire drone. Please add those back. Also, let us keep our drones in the air for support like in Future Soldier.
    [GAMEPLAY] Body penetration: When two or three enemies are perfectly lined up, a clean headshot should kill all of them. At least with sniper rifles and DMRs.
    [GAMEPLAY] "Resolving" should be real tasks/riddles with options/consequences: Why would you give us these hints and stuff to find and take us out of cutscenes just to hit a resolve button? That's dumb. Could be a great feature with depth if we had to figure out the clues ourselves or make missions harder if we chose the wrong direction.
    [GAMEPLAY, SOCIAL HUB] Other players in the social hub: When you first enter Erewhon, you should be the only player there. Everything else is deeply immersion breaking. You could add a mission to save some soldiers and add stacks of your friends to the hub after each mission - saved one soldier, see one friend in the hub. Saved three soldiers, see three friends in the hub. That's how you do player hubs the immersive way.
    [GAMEPLAY, CLASSES] Sniper skill needs to be more powerful: While active, you should be able to oneshot heavies even when they have their helmets on. Snipers are supposed to be powerful. They can shoot through walls. It makes sense that those special bullets also go through the helmet. DONE
    [GAMEPLAY, CLASSES] Shock wave for the self-heal drone: Most of the time you go down in PvE is because of shotgunners. These will stay next to your body so your drone is useless. Add a shock to the drone that knocks enemies close to you out. And again, remove death animations! Replace them with ragdolls for gods sake.
    [GAMEPLAY, CLASSES] Panther ability: Right now, most of the time you get killed while using the Panther ability because it takes so long. The animation should be way faster and more instant to make the ability somehow valuable.
    [GAMEPLAY, CLASSES] Option/key for medipak self-heal: If I want to use my medic special gadget on myself I should be able to just inject it (and please add an actual injector model) instead of throwing and pickung up the whole thing.
    ** [GAMEPLAY, ENEMIES]** Wolves from Azrael drones should be deployed: They shouldn't just spawn in the wild. That is so un-immersive. Let them rappel from a helicopter or drive in with a truck. Or what about tanks? Tanks should definitely be in the game.
    [GAMEPLAY, PROGRESS] Lock certain game features until reaching certain levels/points in the game: Right now, Breakpoint lacks a certain structure. All features like faction missions, battle pass etc are just thrown wildly into the game. That makes it look like a mess and less like a story you want to tell. When you start the game, you should only have story for like 5 levels. Then add PvP. Add factions missions when you are at a certain point in the story. Battlepass should be some kind of endgame system after you finished the story of the first episode. Let the game unveil itself to the player. Don't overwhelm us with everything at once.
    [GAMEPLAY, PROGRESS] Battlepass cap: Battlepass is advertised as free content, but the cap is clearly designed to make money when people realize they cannot make all the objectives. REMOVE the cap entirely. DONE

     

    TYPE, SUMMARY DESCRIPTION
    [GRAPHICS] Render distance for enemies/NPCs: Increase the draw distance for enemies/NPCs. If you are a skilled sniper, the game should award you for it and not take the possibility to play like this from you. However, if an enemy/NPC is standing behind an object that isn't rendering, they should also not render.
    [GRAHPICS, PERFORMANCE] Game performance: The game really needs to run better. The first OTT had better performance than the Open Beta - we need optimisation.
    [GRAPHICS, PERFORMANCE] Marias shop slow loads very slow: Like the NPCs in Erewhon, the shop takes ages to load. Please make that faster.
    [GRAPHICS, PERFORMANCE] Performance in Erewhon: The framerate in the Social Hub is even worse then in other areas of the game.

     

    TYPE, SUMMARY DESCRIPTION
    [HUD] Timer HUD element for timed gadgets: There is no way to see how long your drone spray still works. There should be a little timer icon around the gadget or something similar to indicate the time it's active.
    [HUD] Smaller, less cartoonish weapon UI: The weapon UI in the left bottom of the screen takes a whole lot of screen space. That's not only ugly, but also highly un-immersive and distracting. Give us a compact UI that maybe floats around the mini map or something like that?
    [HUD] Pinned objective descriptions need to be smaller: They can stay the same size and with all the details on the map. But during gameplay, looking at my objective shouldn't cover half of the screen. DONE
    [HUD] Loot notifications during combat: These big notifications can be very distracting during combat. Also, the loot beams from weapons and gear should not be there during combat or way smaller. Also, disable auto pickup during combat. In general, give us an option to replace loot beams with real world models (like in Fallout games).
    [HUD] Fast access to hints: When we have a mission stickied that has photos or similar attached to a search, give us a quick button to access those images.
    [HUD, MENU] Tutorials on screen: Tutorials shouldn't take you out of the game into the menus. Like in The Division 2, they should appear as a HUD element next to your player character.

     

    TYPE, SUMMARY DESCRIPTION
    [LOOT] Stash in Erewhon: It's a looter game, we need a stash for the stuff we might want to keep but we don't want to have with us all the time.
    [LOOT] Animals don't drop ingredients: Animals don't drop anything anymore - please fix that, I want to hunt.
    [LOOT, ENVIRONMENT] Loot distribution: Environments are so empty; make loot appear like in Fallout games, that you can find a rifle lying on a table or leaning on a wall, a cool equipment item at a dead body etc.

     

    TYPE, SUMMARY DESCRIPTION
    [MENU] Option to zoom out on the mission and skills menu: The mission and skills menu are zoomed in really closely. I personally prefer to have a look over the whole situation in one glimpse, so it would be great if we were able to zoom out from these screens to have the whole mission or skill tree shown.
    [MENU] Sell/deconstruct all button to the menus: Especially on the shop it's a nightmare when you want to sell many items. Let us mark items for sell/deconstruct like in The Division and then add a "sell all" and "deconstruct all" button for marked items. Of course with that, we need a favorite button so we don't accidentally destroy or sell stuff.
    [MENU] Right mouse button menu to the PC version: When you are in the shop or the inventory or something like that, there should be a right mouse button menu to have option with one click instead of longpressing (like when you sell something).
    [MENU] Order of skills and customize tabs: The customize tab should be right next to the loadout tab - you go to your customization tab a lot after changing something in your loadout, so them being next to each other would be way more convenient.
    [MENU] Next weapon being equipped when deconstructing a weapon: When I am in the list of weapon in my inventory and I deconstruct one, it automatically equips the next one in the list so I have to re-equip my weapon of choice. FIXED
    [MENU] Merge gear and cosmetics tabs: There is no need to have them separated in two tabs. It would be way more convenient if we just had one tab for all our clothes and equipment.
    [MENU] Crafting menu needs to be quicker to use: Skip the step where we have to choose ingredients ourselves. That's a complete unnecessary extra step and handles awfully.
    [MENU] Option to copy and paste preset changes: Each class has three presets, this is a lot of time to equip new gear or weapons for every preset separately. Add an option to coply and paste preset changes so we are able to dismantle or sell old stuff.
    [MENU, HUD] Map clutter: Let me disable all the question marks on the mini map, not only on the menu map. I want to find places naturally while playing. The map is filled with those icons like it's something special, but in the end those are all the same boring locations with a box and a hint. Not special at all. Not even visually impressive. The menu map is too cluttered with icons as well, not every damn location that is the same as 100 other locations needs an icon on the map. Also, give me a mode where I don't see which items I can find at bases - it removes every fun of exploring. Or add an option to disable all discovered/emptied locations.
    [MENU, SETTINGS] Search function in the settings: There are tons and tons of settings for Breakpoint, which is amazing. But it's often a pain in the ** to find the option you search for. Give us a search function for the settings menus.*

     

    TYPE, SUMMARY DESCRIPTION
    [VEHICLES] Make vehicles more rare: We are stranded on an island. We shouldn't get vehicles thrown at us like nothing. Make them more rare. On the bivouac, add timers to vehicles and let us collect materials to repair vehicles before we can use them again. Lock enemy vehicles that just stand around and add lockpicks (silent lock breaking) and crowbars (loud lock breaking) as consumables.
    [VEHICLES] Usuable flairs for helicopters/planes: Why is that still not a thing? The helicopters even have flair boxes. Some enemies in the game shoot missiles that you cannot dodge. Fuck designs like that.
    [VEHICLES] Better protected attack helicopters: How on earth is it a thing that a sniper can shot me in one or two hits in my big armored attack helicopter? That sucks, especially combined with you fucked up low draw distance and janky helicopter controls.

     

    TYPE, SUMMARY DESCRIPTION
    [WEAPONS] Add +1 to magazines: When you reload and there is still a bullet chambered in the barrel, weapons who support this in real life should have +1 in the magazine, for example 31 bullets instead of 30.
    [WEAPONS] Change how the G36C looks: What you brought into the game is a G36K and not a G36C - rename the current model and bring a real G36C into the game please.
    [WEAPONS] Change how the AK12 looks: Seriously, Ubisoft. When will you finally recognise that the AK12 from your games is a prototype from the year 2012? The rifle looks very different in 2019. Make a model that resembles the real AK12, please.
    [WEAPONS] Fix weapons not visible in scopes: The barrel of a weapon should still be visible in scopes - at the moment the weapon completely disappears when aiming through a scope. As you can see in https://imgur.com/a/R2h3NJC, it's a bug. In the videos in the skill tab you can still see the barrel in all scopes - that's the least thing we should have. However, scopes should always be see through, remove overlays. Take a look at how Modern Warfare does optics and scopes, that's some high quality shit.
    [WEAPONS] Extended and drum magazines as separated attachments: I am missing some drum magazines that I know from Escape from Tarkov for the AR15 platform weapons in this game. On other weapons like the MP5 I hate to run around with a drum mag as extended option. Make weapons have an extended magazine and a drum magazine.
    [WEAPONS] Blueprints color: At a certain progress, the shop shouldn't craft lower gear anymore. When I have all yellow equipped or are over a certain gearscore, the shop should only craft yellow weapons.
    [WEAPONS, CLASSES] Restore weapon restrictions for classes: Ghost War again is just a sniper shitfest. That on the long term is gonna ruin the mode for many players. Add weapon restriction to classes again so there are some downsides to choosing sniper rifles.

     


     

    See more in sticky comment.

    submitted by /u/JohnnyTest91
    [link] [comments]

    Coming in hot

    Posted: 25 Nov 2019 07:31 AM PST

    New update is awesome!

    Posted: 25 Nov 2019 11:51 AM PST

    Just kidding. They didn't fix anything, just added cosmetics that the front page kids wanted.

    Issues that still need to be addressed:

    -No info on whether we'll be able to holster our weapons ever again (like in Wildlands).

    -No info on fixing Base Jumping so I can pull my chute when I want (like in Wildlands).

    -No info on when I can drive an enemy vehicle again without alerting everyone in drive past (like in Wildlands).

    -No info on when I'll be able to pull the camera back behind me a little bit (like in Wildlands).

    -No info on if they'll ever stop forcing me to use a curser on a console (unlike in Wildlands).

    These changes would make the actual game play better. There's apps for people that want to play dress up.

    submitted by /u/Ballzinferno
    [link] [comments]

    Assassin's creed odyssey's Mercenary system and mission/story creator need to come to Ghost Recon Breakpoint.

    Posted: 25 Nov 2019 04:42 AM PST

    2 big changes that would go a long way.

    submitted by /u/WolverineKuzuri93
    [link] [comments]

    Little known made-up fact: Nomad was a silver medalist in the Giant Slalom before joining the military...

    Posted: 25 Nov 2019 08:30 AM PST

    No Place For The Weak Or The Wounded Here

    Posted: 25 Nov 2019 11:26 AM PST

    Beard Bug!? Anyone else encountered this ?

    Posted: 25 Nov 2019 06:29 PM PST

    Pirate treasure reward....feedback and spoiler.

    Posted: 25 Nov 2019 09:03 AM PST

    What a stupid stupid reward... seriously. There IS already gold in the game from riverbeds and stuff... soooooo... why not have a bunch of gold nuggets that will sell for like 20k, some pirate themed apparel, pirate hat, eye patch, melee sword that he pulls out when you sneak and hit somebody... Skell Credits??!! Wtf...

    submitted by /u/Lovejoyz
    [link] [comments]

    *Sad Seal Noises*

    Posted: 25 Nov 2019 03:22 PM PST

    Did a small edit on another memebers post (link in comments)

    Posted: 25 Nov 2019 07:39 PM PST

    Muscular body for female characters

    Posted: 25 Nov 2019 10:28 AM PST

    So this might be a bit of a rant. It's not the most important issue, but one I am really bothered by. I remember before the game was released, Fury was designed and depicted with a realistic soldier's physique; athletic, muscular, fit. But the body you actually have in-game as a female character basically has no muscles at all; she does not in any way look like an elite-of-the-elite soldier. Not even the Fury Figure/Icon does.

    And then, when you look at the skills and the short videos accompanying each one, you see the various characters. You see Fury....with the athletic body and a much better looking outfit than what we actually get.

    So, clearly they created it. Why the fuck not release it? Why? Just.....why? It exists. It looks awesome. It was assumedly finished, ready to release. And yet the decision to release something inferior was made.

    I want to love this game, but there are just so many flaws with it that make it so difficult. It's made worse by the fact that many of these flaws seem to exist because of utterly nonsensical design decisions; decisions that are made contrary to logical sense. Another example is not being able to use the ACOG on the M4. The ACOG was originally designed to be used on an M4. What the actual fuck, Ubisoft?

    Pardon the cussing.

    submitted by /u/ThePatrician25
    [link] [comments]

    No comments:

    Post a Comment