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    Thursday, December 12, 2019

    Ghost Recon - Raid "Project Titan" Weekly LFG and Discussion

    Ghost Recon - Raid "Project Titan" Weekly LFG and Discussion


    Raid "Project Titan" Weekly LFG and Discussion

    Posted: 12 Dec 2019 07:11 AM PST

    As per request, we gonna try to have a weekly topic for the raid on reset in which LFG is allowed, plus for discussions and tipps.

    This weeks chests: https://www.reddit.com/r/GhostRecon/comments/e9jgla/raid_chests_week_3/ (one seems to be bugged again)

    submitted by /u/JohnnyTest91
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    Golem Island is beautiful, what a waste to lock it behind a raid.

    Posted: 12 Dec 2019 10:17 AM PST

    You could do so much with helmets Ubisoft

    Posted: 12 Dec 2019 04:31 PM PST

    I’ve really tried to like Breakpoint

    Posted: 12 Dec 2019 08:41 AM PST

    I really, really do want to like this game, but it is so terribly boring, none of the missions feel varied, I hate the loot system, story is bland but Jon Bernthal is a saving grace but it feels wasted in such a pathetic story. The animations in cutscenes are bland and feel like the lip sync isn't eve right.

    submitted by /u/Dovahhodgy
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    So much fun doing these: Gunsmith Overhaul Project Version 4.0

    Posted: 12 Dec 2019 10:59 AM PST

    I wish we could recreate this in the gunsmith

    Posted: 12 Dec 2019 03:14 PM PST

    There is no reason why this gun cannot be fired semi-auto

    Posted: 11 Dec 2019 08:55 PM PST

    The PS4 and Xbox One console versions need an FOV slider because the default FOV is waaaaaaay to close.

    Posted: 12 Dec 2019 09:35 AM PST

    The PS4 and Xbox One console versions need an FOV slider because the default FOV is waaaaaaay to close.

    submitted by /u/Squid_Go_Pro_
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    Character customization is very limited in this game.

    Posted: 12 Dec 2019 08:18 AM PST

    The heli helmet is put under face mask... my hopes and dreams of being Jaeger is crushed. Also kinda disappointed that you can't pair the beanie with the heavy duty gas mask, which is ironic because apparently this game is so similar to The Division

    submitted by /u/LeedleLeeRocket
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    CONFIRMED : Maria will be selling juul pods in the next update

    Posted: 12 Dec 2019 06:27 PM PST

    Crash Landing

    Posted: 12 Dec 2019 04:59 AM PST

    Cartel member browns his new pants in Ghost drug bust.

    Posted: 12 Dec 2019 02:28 PM PST

    Sentinels... they took over an entire island only to discover it was host to their most dreaded enemy... a stairway

    Posted: 11 Dec 2019 11:29 PM PST

    Ghillie suits

    Posted: 12 Dec 2019 06:33 PM PST

    Please ghost Recon team add some sort of ghillie head piece I'm so tired of having to look at a helments or hat that doesn't match with the rest of the suit

    submitted by /u/Ashur_IX
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    My version of Captain Price

    Posted: 12 Dec 2019 01:33 AM PST

    Suppressors and how they work should be overhauled

    Posted: 12 Dec 2019 09:19 AM PST

    One thing I've seen quite a bit of on this sub over the past couple months is calls for suppressors on Assault variants.

    Now, obviously their absence is supposed to be a balance mechanic, but it's still pretty shitty. I think the reasoning behind that is tied to how suppressors are being handled in Breakpoint. Namely the fact that they're almost 100% effective on literally all guns, aka Hollywood Suppressor Sydrome.

    It wasn't that way in Wildlands, and we need to return to that - surpass it, actually. Assault rifles shouldn't be just as valid a base sneak weapon as SMGs, and you definitely shouldn't be able to crank off your .338 or .50 cal sniper inside an enemy outpost and barely have anyone notice.

    AR's should be louder and detectable at a greater radius (say 30-50 meters) and snipers should only be completely undetectable from range (100 meters at least.) This would increase the value placed on carrying an SMG or using your pistol, and the added nuance should also allow the placement of suppressors on Assault variants (just give them a slight added noise debuff to compensate for the extra damage.)

    Additionally suppressor effectiveness should be tied to caliber as well as weapon type - 7.62 is going to be louder than 5.56, .45 likely louder than 9mil, ext. Integrally suppressed weapons like the M4 Tactical should be running .300 Blackout which would grant a special bonus compared to similar caliber weapons. Thoughts?

    submitted by /u/MalodorousFiend
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    The Gear Score system is poorly implemented and fails as an effective loot mechanic.

    Posted: 12 Dec 2019 09:36 AM PST

    First I will say I am not fundamentally against the implementation of a loot system in the Ghost Recon series. I understand why some are and wouldn't be against its removal(I doubt this is possible for this game at this state of release), but fundamentally I wouldn't mind it if it was effective and rewarding.

    Ideally in a loot based game player progression is enhanced by the loot they receive. A player encounters and overcomes an obstacle and is rewarded with loot relative to the difficulty of the task mastered. This loot then assists the player in subsequent tasks. The best example of this is Diablo 2. Base minions have a very low chance of providing high tier loot, bosses have a higher chance. After you've upgraded your level/gear you can literally run through early levels of the game taking no or minimal damage. A boss that took you 10 min to take down now takes 30 seconds. This gives the player a sense of progression and empowerment as areas that were once difficult or impossible are now easily surpasses

    In Ghost Recon enemies scale with your level. This occurs fairly rapidly. For example over the course of a single base encounter you may gain 2-4 gear score levels. This means a gun that felt good and was downing enemies in 2 shots now midway through the base raid takes 4 shots to down an enemy. It also means that the Gold gun you received with some awesome stats is completely useless after 15 minutes of gameplay. There is no satisfaction in getting to use a gun for such a limited experience. A gold gun rated level 103 is always going to underperform a white gun level 106. So rather than getting a sense of achievement or progression you get a sense of always being behind and underpowered.

    One of the best feelings in a loot based game is taking on an obstacle that is a little bit beyond your capability, overcoming it and getting an item that changes how you play. Sadly this never happens in Breakpoint. The closest thing that happens is I will find the gun I like and say "Yay I can use this gun again finally."

    If the intention was to keep players playing this could have been done by using the existing blueprint system without compromising core game mechanics. Simply say in the story that guns are "DNA bound to soldiers" via fancy tech magic and that they can construct them if you get the blueprints which are distributed on cloud servers located throughout the island. Hell randomize the blueprint locations at the start of character creation so that people can't google "how to find gun x."

    THE BASE GAME IS FUN, but the loot system is actually a detriment to that fun. My main motivation is to get to max gear score so I can stop rotating my guns every 10 min in a broken, slow and buggy menu system. Im currently level 210 with 70% of the world discovered. So I will likely hit max level before I see all of the content in the game so the "loot" isn't keeping me playing.

    submitted by /u/Mikeru-bi
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    Can I can’t a HOOAH

    Posted: 12 Dec 2019 02:21 PM PST

    Why are the AA emplacements so pathetic

    Posted: 12 Dec 2019 12:15 PM PST

    I flew over one without even knowing and I still escaped its rockets without even trying. Why have they been neutered so much??

    submitted by /u/Hamonate1
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    Tac Tailor Operator Pack

    Posted: 12 Dec 2019 04:47 PM PST

    Says you need to defeat any boss to receive this backpack and Ive beaten Baal and Gargoyle and still havent got this backpack, anyone know what could be the problem?

    submitted by /u/Ristic11
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    Resembled after any NSW Operator

    Posted: 12 Dec 2019 12:03 PM PST

    A comprehensive list of realistic changes and fixes that the community want.

    Posted: 12 Dec 2019 08:11 AM PST

    A completely overhauled gunsmith, allowing us to create our own variants from all the parts of existing weapons in the game (make every scope compatible with their real life rails, stocks, barrels etc.)

    Improved gear customization (Using helmets and gas masks together, balaclavas and masks together, customizing your belt, tucking in your shirt, customizing the items on your vest/rig etc, adding Ghillie hoods, usable cross draw vest, customizing elbow pads and knee pads separately etc.)

    Improved enemy AI, enemies use vehicles properly such as tanks and troop transports, flank properly.

    Better and more customizable UI

    Using only one primary or no primary

    All knife animations on all knives for variety

    submitted by /u/WolverineKuzuri93
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    [Raid Chests] Week 3

    Posted: 11 Dec 2019 09:44 PM PST

    Pretty sure it’s been asked but I can’t find it. If I start a new game what gear from my other character carries over (if any)? I’m bored as hell playing as is.

    Posted: 12 Dec 2019 06:10 PM PST

    Does anyone like what ubi did with giving every Battle reward flr free?

    Posted: 12 Dec 2019 04:53 AM PST

    Im glad that ubi did this since I really thought it was annoying to grind the game out when I never had time on my side. Hopefully we will get icons for free later. I want every camo free, even the gear. I want to hear everyones opinions about this.

    submitted by /u/No_Honor_My_Lord
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