Ghost Recon - Battle Rewards Update |
- Battle Rewards Update
- How I wanted raids to look and feel... Instead I got a tank boss fight from Arkham Knight.
- It's sad when when you realise Army of Two: 40th Day has more weapon customisation than Breakpoint.
- All I care about in the upcoming update
- Ubisoft please take note
- Made a mockup of my Battle Rewards Overhaul
- Ubisoft right now
- Let's talk the cinematography of cutscenes.
- Every time i play i keep finding new takedowns
- Options for not using a backpack
- Breakpoint is what you make of it, this is how my Milsim team and I make the game more realistic for a mission.
- I love storms in this game
- Removes airplane boy.... adds super cough guy
- Rainy Sunrise
- Instead of crafting dozens of guns to get the ideal perks, why not have the perks as craftable items
- I wish we could look like these.
- Nomad
- Minor detail for many, but this non-reversed right arm US flag patch gets on my OCD...ugh
- [Video] For some reasons the vehicles all started acting real wonky on golem island
- Fast travel to Bivouac needs to SPAWN VEHICLE
- Battle Rewards When?
- Upgrade system idea
- Do Weapon Attributes Really Make a Difference?
- Wanted to share my longest range kill. Trying for 1k, will post if successful.
Posted: 05 Dec 2019 01:10 PM PST After the start of Act 2 on Tuesday, we've been monitoring the conversation around the Battle Rewards. Here are the steps we are taking to address the following issues next week: 1. Duplicates / Empty Crates Our team has identified the cause and is working towards a solution. We will be granting everyone all Battle Rewards from Act 1 and 2 to ensure no one misses an item they should have received. We will also be deactivating the Battle Rewards system until we have implemented solutions to prevent this issue from reoccurring. Our team aims to have everything ready for the start of Act 3. The Hill and Walker figures will not be mass-granted until we have resolved their respective problems. This will not change the evolution of the Faction Mission chapters. 2. Hill Figure We've noted two issues regarding the Hill figure, the pants on the Hill figure do not match those in the cut scenes and in select cases trying to unlock it will cause a crash. We are working on fixes for each of these issues. Players who already have this figure will keep it. Players who do not currently have it will not be granted the figure until we have a fix in place. 3. Walker Figure The Walker coat issue is being investigated by the team. We will provide an update to the item behavior as quickly as possible. Players who already have this figure will keep it. Players who do not currently have it will not be granted the figure until we have a fix in place. 4. Act 1 Item Hidden After Start of Act 2 We've seen reports in rare cases that an Act 1 item was hidden from players who had acquired it when Act 2 started. With the Act rewards grant to all players, individuals who experienced this should no longer have an issue – however, we are investigating the cause to ensure it doesn't repeat again in the future. [link] [comments] | ||
How I wanted raids to look and feel... Instead I got a tank boss fight from Arkham Knight. Posted: 08 Dec 2019 03:08 PM PST
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It's sad when when you realise Army of Two: 40th Day has more weapon customisation than Breakpoint. Posted: 08 Dec 2019 01:46 PM PST
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All I care about in the upcoming update Posted: 08 Dec 2019 05:07 AM PST
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Posted: 08 Dec 2019 03:57 PM PST
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Made a mockup of my Battle Rewards Overhaul Posted: 08 Dec 2019 01:19 PM PST
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Posted: 08 Dec 2019 12:09 PM PST
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Let's talk the cinematography of cutscenes. Posted: 08 Dec 2019 01:33 PM PST This is something that doesn't get brought up much, but strikes me especially during Faction Missions. While some cutscenes are okayish, with framing and movement that's passable, the vast majority are... I don't want to say lazy, but that's the impression it gives. Characters don't look at each other, the camera is chest level, if there's more than two people in frame you generally won't see anyone's face. I just finished the mission to get Ballard and apparently Madz thinks that Nomad is a slimy piece of shit that he should kill. The last bit had all three barely in frame with the camera almost at midsection level. What makes Ubi think this kind of stuff is okay? [link] [comments] | ||
Every time i play i keep finding new takedowns Posted: 08 Dec 2019 06:42 AM PST
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Options for not using a backpack Posted: 08 Dec 2019 04:31 PM PST Would be cool if we can get some pouches and other accessories for the back of our Chest Rigs when we dont use backpacks, like shown in this Break Point concept art https://imgur.com/gallery/qZ19OZj, the back of his Chest Rig has a pouch and a walkie talkie which would be cool if it could be connected to the headsets, just a thought but I know lots of people would enjoy this cause I know lots of people use backpacks just because it looks weird not having anything on the back of the Chest Rig [link] [comments] | ||
Posted: 08 Dec 2019 05:01 AM PST
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Posted: 08 Dec 2019 11:29 AM PST
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Removes airplane boy.... adds super cough guy Posted: 08 Dec 2019 11:51 AM PST | ||
Posted: 08 Dec 2019 03:01 PM PST
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Instead of crafting dozens of guns to get the ideal perks, why not have the perks as craftable items Posted: 08 Dec 2019 10:12 AM PST Today I wanted to craft a MK14 with a range bonus. It took me about 30 tries until I got one with a range bonus (wasn't even epic). This whole stat roll "mechanic" can be very frustrating and extremly immersion killing (especially when sitting on a moutain next to a fire). So why not have these bonus perks as craftable gun components. They don't even have to be visual items. Just internal upgrades. Example: Custom grip (+Handling) adjusted stock (+Accuracy) upgraded Gas piston (+ Range) polished iron sights (+Auto marking) We could use gun components to craft these items (better crafting mats = better perks) [link] [comments] | ||
I wish we could look like these. Posted: 08 Dec 2019 06:14 AM PST
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Posted: 08 Dec 2019 09:22 AM PST
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Minor detail for many, but this non-reversed right arm US flag patch gets on my OCD...ugh Posted: 07 Dec 2019 10:10 PM PST
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[Video] For some reasons the vehicles all started acting real wonky on golem island Posted: 08 Dec 2019 05:05 AM PST
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Fast travel to Bivouac needs to SPAWN VEHICLE Posted: 07 Dec 2019 11:01 PM PST Every time I fast travel and have to go through the whole process of interacting with the bivouac and exiting it as fast as I can just to have a vehicle to use I wonder to myself how it was possible the game launched this way if anyone actually play tested it prior to launch. It's a PITA... Spawn the vehicle on fast travel please. Thanks. [link] [comments] | ||
Posted: 08 Dec 2019 07:33 PM PST Just wondering if anyone knows exactly when the battle rewards will be granted, I know they said this week, but no date was given, I'm just going to assume that it's tomorrow or Wednesday since I'm in Aus and a day ahead of the states, any info would be much appreciated. [link] [comments] | ||
Posted: 08 Dec 2019 07:14 PM PST Wouldnt it have been cool if after recruiting Skell and company, if there was a system where we could upgrade our stuff. Instead of the whole loot tier system, make it where you capture a Skell tech facility and assign Skell scientists (since we rescue so many of them), and have them make weapon/vehicle/cosmetic upgrades? This could even replace the the whole Battle Rewards too. I suppose in some way like MGSV's Mother Base upgrade system. It would at least encourage play to earn Skell credits and personnel to continue building. And in the world of Auroa, the technical capabilities would be virtually limitless. Wolves could invade it and we'd get an alert. Success yields more recruits, and a loss would cause the base to shut down. Food for thought. This would definitely heighten immersion if you ask me. [link] [comments] | ||
Do Weapon Attributes Really Make a Difference? Posted: 08 Dec 2019 02:37 PM PST I was crafting a bunch of AUGs today to try it out and to see if there's any difference from one to the next. At the bivouac I would take each yellow AUG with no weapon attachments and shoot at a rock without using my mouse to control the recoil. I couldn't say for sure that my AUG with bonus accuracy shot any better than my AUG with bonus mobility and I couldn't say my AUG with bonus mobility was able to aim down sights any faster than my AUG with accuracy. I prefer to have damage to drones (I can't even verify that makes a difference) with another attribute, but the only other attribute that I can see that actually does something is automatic marking. What results are you seeing when you try out the different weapon attributes? [link] [comments] | ||
Wanted to share my longest range kill. Trying for 1k, will post if successful. Posted: 07 Dec 2019 09:01 PM PST
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