Ghost Recon - Street art found in Malaga, Spain. |
- Street art found in Malaga, Spain.
- Santa got shot down over Auroa, now all of Sentinel and the Wolves are on his naughty list
- Hoping one day to reach Golem Island and explore it without others... .. .
- Could we either get variants of the CAG style HK416 or get the option to change and color handguards?
- SAS raid on a hostile compound
- Just me and my tacticool cover.
- (Billy:) I'm scared Poncho. (Poncho:) Bullshit. You ain't afraid of no man. (Billy:) There's something out there waiting for us, and it ain't no man. We're all gonna die.
- Draw from your community Ubisoft( M4+416 sopmods)
- Possibilities are endless if only Ubi cared
- Ubisoft's choice in gunsmith options for the M4A1 Assault is infuriating
- How to Improve the AI Without Needing a PhD in Artificial Intelligence
- GRANDPA JOE: "You've got more, Charlie, because you want it more! Go on, open it!"
- "Ready to jump Ghost Lead, over"
- Road Run
- Should I get Breakpoint
- MARSOC Raiders on a night op (GR Wildlands)
- Did I get the picture? Yes. Did I miss the shot? Also yes.
- Custom made Future Soldier (GR Wildlands)
- Why play the regular game when all good loot is in Raid ?
- You know you've played too much breakpoint when this is the first thing that comes to mind.
- Seconds before the disaster.
- Ghost Recon Breakpoint- So much potential! (Video this time)
- Is it possible to aquire all the skill points?
- AI and robots in the military
Street art found in Malaga, Spain. Posted: 13 Dec 2019 09:39 AM PST
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Santa got shot down over Auroa, now all of Sentinel and the Wolves are on his naughty list Posted: 13 Dec 2019 11:09 AM PST
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Hoping one day to reach Golem Island and explore it without others... .. . Posted: 13 Dec 2019 06:10 AM PST
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Posted: 13 Dec 2019 07:46 AM PST
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SAS raid on a hostile compound Posted: 13 Dec 2019 01:54 PM PST
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Just me and my tacticool cover. Posted: 13 Dec 2019 05:45 AM PST
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Posted: 13 Dec 2019 11:41 AM PST
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Draw from your community Ubisoft( M4+416 sopmods) Posted: 13 Dec 2019 11:12 AM PST
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Possibilities are endless if only Ubi cared Posted: 13 Dec 2019 05:13 PM PST
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Ubisoft's choice in gunsmith options for the M4A1 Assault is infuriating Posted: 13 Dec 2019 01:43 PM PST WHY? WHY? WHY?!?!? Why? W H Y
WHHHYYYYYYYYY???? [link] [comments] | ||
How to Improve the AI Without Needing a PhD in Artificial Intelligence Posted: 13 Dec 2019 03:34 PM PST This game needs improved enemy AI in a bad, bad way. Enemies will routinely bum-rush the player at all times, suiciding repeatedly into the same doorway or staircase. This isn't a "tactical" experience- this is taking candy from retarded children over and over. The enemy AI is so bad, that even exercising the most rudimentary tactics feels utterly exploitative as the enemy runs into your gun over and over, piling up into a mound of corpses on exactly the same spot. This must be fixed. However, artificial intelligence is a very difficult and complex field, and although making enemy AI actually intelligent would be outstanding, I do not think that is reasonable to expect for this game. Ubisoft, historically, takes the shortest possible route, the quickest possible band-aid fix, even to the point of creating more problems than it solves. This is mission-critical to make the AI enemies threatening, and there is no chance they will invest the time and money in genuinely smart enemies. So instead of a robust, intelligent enemy AI, it is important to devise an enemy AI system that accomplishes the goals of Breakpoint, yet does not require genuine tactical intelligence. To that end, I propose the following: Powerful Reinforcements The first element of greatly increasing the enemy AI difficulty and tactical intelligence is to make the enemy actually dangerous. There are many possible ways to do this. However, it is totally inappropriate in Ghost Recon to do this with increased HP pools. Instead this must be done by adding more enemies, and by making those enemies more intelligent and effective in battle. When the enemy calls for reinforcements, this should be an actual threat to the player, regardless of how skilled the player(s) are. Currently reinforcements are laughably pitiful. Three men in a vehicle, or a single helicopter, can all be taken down in under two seconds with less than one magazine. The reinforcements change nothing about the tactical situation. What should be happening is that the reinforcements will keep coming until the player is dead. Time pressure and the weight of numbers will eventually mean the players are defeated. Large numbers of reinforcements of increasingly dangerous enemy types, on a recurring basis, until eventually the player loses. Defensive AI Design Once the incoming reinforcements are appropriately an existential threat to the player, the entire attitude and posture of the enemy AI can be changed to make it far more effective, and much simpler. Specifically, in a gunfight it is always moving that gets you killed, especially attacking. Enemies in Breakpoint have zero appreciation for this fact- they will happily charge mindlessly over and over, one at a time, even if every single one of them dies. The player should have an objective inside the base that they want, and the AI only needs to defend the base. This is key- the AI would be much smarter and better served by being defensive and waiting for reinforcements, than always have every enemy trying to be a hero and kill the player personally. The laughable and oft-posted meme of a pile of corpses in the same doorway should be a sign that the aggressive AI is not working. Many players are asking for intelligent assault behaviors, like throwing grenades and clearing rooms. This would be awesome, but assaulting is hard and complex, requiring group coordination and a lot of hard decision-making where a mistake equals death. It is very unlikely Ubisoft will be able to effectively implement intelligent assault behaviors. However, intelligent defensive behaviors, are very direct and simple by comparison. Enemies should be much more conservative. They should identify a good spot with cover and mostly stay there. This may require greatly increasing the enemies' threat range and field of fire, so they can reach out further from their defensive position. Engagements with guns happen at a distance- there is absolutely no reason for every enemy to charge mindlessly forward to get killed in the open, or charge in to get killed in a doorway. This behavior is particularly important for Riflemen troops and LMG-equipped troops, where a spot with cover and a good field of fire is tremendously more valuable than trying to close to range and kill the player right away. The central point is this- the base garrison doesn't need to run forward and kill you, they just need to keep you away from your objective long enough for massive reinforcements to arrive. Wolves & Sentinel These two types of enemies are too similar, both in overall design, and in AI. The Sentinel are regulars, tasked with defending outposts and sentry duty, and should behave defensively to increase their effectiveness and simplifying the needs of their AI. Wolves, on the other hand, are supposed to be an aggressive, hunting force that is actually trying to hunt you down. Wolves are supposed to be "hunting" the player. Consequently Wolves should have major behavior differences compared to the Santa Blanca / Sentinel type regular enemies. In my opinion the best solution for this is to have Wolves resemble Unidad, engaging a protracted "Hunt" similar to the Unidad patrol level, which is aggressive, unlike the more defensive AI that will be assigned to Sentinel enemies. More information about this idea. This is a game mechanic that is standing in for making a genuinely intelligent aggressive AI. Increasing the patrol level when you kill Wolves discourages the player from engaging in a protracted battle, even if the AI is too weak to win such a battle in a fair fight. Importantly, this also opens up the possibility of Wolves arriving via base reinforcements, and kicking off a hunt where the Wolves are hunting for the player cross-country. [link] [comments] | ||
GRANDPA JOE: "You've got more, Charlie, because you want it more! Go on, open it!" Posted: 13 Dec 2019 11:35 AM PST
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"Ready to jump Ghost Lead, over" Posted: 13 Dec 2019 05:04 AM PST
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Posted: 13 Dec 2019 01:15 PM PST
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Posted: 13 Dec 2019 06:02 PM PST I want to play a tactical shooter and was thinking about picking this game up but I really hate the Idea of " the island is controlled by an army of drones" like I've seen from Arkham Knight. Is it super prevalent through out the game or completely avoidable ? [link] [comments] | ||
MARSOC Raiders on a night op (GR Wildlands) Posted: 13 Dec 2019 06:54 AM PST
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Did I get the picture? Yes. Did I miss the shot? Also yes. Posted: 13 Dec 2019 07:34 PM PST
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Custom made Future Soldier (GR Wildlands) Posted: 13 Dec 2019 08:59 AM PST
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Why play the regular game when all good loot is in Raid ? Posted: 13 Dec 2019 06:15 PM PST Raid Island has all the challenging enemies and high level loot. As someone who only has a few hours to play the game every week, I see no reason to play the regular game anymore. The faction missions and rewards are meh. I often zone out during conversations with NPCs. In Wildlands I used to replay the campaign mission a lot even though there were no rewards ! But in this game, I don't want to touch the campaign mission ever again. I hope the management learns from this and make a wildlands 2.0 for the next game. [link] [comments] | ||
You know you've played too much breakpoint when this is the first thing that comes to mind. Posted: 13 Dec 2019 03:17 PM PST
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Posted: 13 Dec 2019 06:33 AM PST
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Ghost Recon Breakpoint- So much potential! (Video this time) Posted: 13 Dec 2019 08:42 AM PST
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Is it possible to aquire all the skill points? Posted: 13 Dec 2019 04:43 PM PST | ||
Posted: 13 Dec 2019 05:21 PM PST
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