• Breaking News

    Monday, January 27, 2020

    Ghost Recon - [Maintenance] January 28, 2020 - TU 1.1.0 Deployment

    Ghost Recon - [Maintenance] January 28, 2020 - TU 1.1.0 Deployment


    [Maintenance] January 28, 2020 - TU 1.1.0 Deployment

    Posted: 27 Jan 2020 09:37 AM PST

    Ghosts,

    The servers will shut down for a scheduled maintenance tomorrow, January 28th, at 9:00 UTC / 4:00 EST / 1:00 PST to deploy TU 1.1.0 across all platforms.

    Estimated downtime is approximately: 1 hour and 30 minutes.

    Patch size:

    Xbox One14.7 GB

    PlayStation® 4 System13.7 GB

    Uplay PC and Epic Game Store11.3 GB

    TU 1.1.0 patch notes can be found here.

    Please follow this thread for any updates on the maintenance progress.

    Thank you,/Ghost Recon Breakpoint Team

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

    Tom Clancy’s Ghost Recon® Breakpoint – Title Update 1.1.0 Patch Notes

    Posted: 27 Jan 2020 09:37 AM PST

    Our latest patch for Tom Clancy's Ghost Recon® Breakpoint, Title Update 1.1.0, will be deployed on all platforms on January 28. We are continuing to identify, improve, and fix significant 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, region, and preferred language.

    • Xbox One: 14.7 GB
    • PlayStation®4 system: 13.7 GB
    • PC: 11.3 GB

    PATCH HIGHLIGHTS

    • Made improvements to night vision.
    • Fixed an issue where players got stuck when pressing both LT + LB/L1 + L2 while prone if they had the rocket launcher equipped.
    • Fixed a crash occurring in snow regions when flying too high while playing on PC. This was reported on the following graphics cards: Nvidia GTX 1080, Nvidia GTX 980, and several cards from the AMD Radeon line.
    • Fixed an issue where EMP Grenades MK.2 were not available to buy in Maria's shop, despite unlocking the EMP Grenades skill. In the previous Title Update (TU), we prevented the issue from happening again, this TU retroactively fixes the issue for already affected players.
    • Players who previously lost their thermal/night vision will get it back after loading their save.
    • Players who previously lost their water canteen or binoculars will get them back after loading their save.
    • Fixed an issue that sometimes respawned players with minor injuries after a KIA.
    • Fixed an issue that removed backpack items with a quantity of 0 if they were replaced by another item.
    • Rebalanced Stamina for PvP after it was buffed in a previous TU.
    • Rebalanced the cooldown on the Ping system in PvP, as it was too long to be effective.
    • Toned down the coughing sounds players could hear while in Erewhon.
    • Enemies will no longer shout in pain after being shot in the head.
    • Improved AI behavior:
    • Fixed an issue where enemies investigating will go to cover mid-detection.
    • If enough NPCs die at a single spot, they will stop rushing the player and will get into cover more often than before.
    • Modified the vanish rules so that NPCs will stay in fight if they are close enough to the player.
    • Looting intel on Rosebud's body is no longer mandatory to complete the Speak No Evil mission (to match the behavior on the other Wolves bosses' missions).
    • Fixed an issue where part of the L3GP NVG was static and not attached to the item.
    • Fixed an issue that caused the Ghillie gear paint to change when players changed their pants color.
    • In the Wolves bosses' missions, intel is now looted when the player grabs their body.
    • Started improvements on the basejump mechanic; more to come in next TUs.
    • Fixed an issue that prevented players from accessing a new class after unlocking it.
    • The Digital Scope now has multiple levels of zoom.
    • Fixed priorities so that the Interact button now prioritizes mission givers over vehicles.
    • Reduced the time it takes for the "Item sold" pop-up to disappear.
    • - Fixed an issue that caused several stats to reset to 0 after creating a new save slot or deleting one (Story Collectibles, Main Quests Completed, Playstyle, Combat, PvP Player card stats, etc.).
    • Project Titan:
    • Fixed several issues that caused some bosses to stop moving in some cases.
    • LMGs with 150 ammo capacity (Stoner, MK.48, 6P41) have been nerfed by -17%. (Only for raid boss fights, not for the rest of the game.)
    • LMGs with 100 ammo capacity have been nerfed by -7%. (Only for raid boss fights, not for the rest of the game.)
    • Nerfed the HP of Baal, Skell Quantum Computer, and Cerberus by -5% each.

    PATCH NOTES

    AI

    • Improved AI behavior:
      • Fixed an issue where enemies investigating will go to cover mid-detection.
      • If enough NPCs die at a single spot, they will stop rushing the player and will get into cover more often than before.
      • We also modified the vanish rules so that NPCs will stay in fight if they are close enough to the player.
      • NPC packing:
      • When deactivating generators, nearby NPCs will now enter suspicious state instead of worried state.
      • Vehicle noises will now make the NPCs enter suspicious state instead of worried state.
        • Note: This will reduce the number of NPCs who investigate these events, which will lead to fewer situations where they get packed. For the next TU, we will work on further improvements to this behavior.
    • Difficulty tweak:
      • Enemies can see further away when in fight.
      • Players will receive more damage from enemies in Regular difficulty.
      • Fixed an issue where NPCs could sometimes get in their vehicles instead of fleeing.

    Audio

    • Toned down the coughing sounds players could hear while in Erewhon.
    • Fixed an issue where the sound for an incoming SAM launcher missile would not play when approaching the player's helicopter.
    • Fixed some sounds in Photo mode.
    • Enemies will no longer shout in pain after being shot in the head.

    Basejump

    • Started improvements on the basejump mechanic; more to come in next TUs.

    Bivouac

    • Fixed an issue in co-op that sometimes caused the drone, night, or thermal visions to stay on if a player was using them while a teammate deployed a Bivouac.
    • Fixed an issue that prevented the number of resources to update after crafting consumables in the Bivouac.
    • Fixed an issue that sometimes reduced the player's ammo when leaving a Bivouac.

    Customization

    • Fixed an issue that caused the Ghillie gear paint to change when players changed their pants color.
    • Fixed an issue that caused the Crye AVS 1000 backpack to change model every time the player accessed a Bivouac.
    • Fixed an issue where part of the L3GP NVG was static and not attached to the item.
    • Continued adding improvements to adaptive magazine pouches on vests. We have added assault rifle magazines, sniper rifles, shotguns, and grenade launchers, which will work with functioning vests.
      • Note: We are still working on the remaining vests, as stated in the last TU Patch Notes.

    Gameplay

    • Fixed an issue that led players to respawn under the map if they lost connectivity during the opening screen and went back to character creation.
    • Fixed an issue where players got stuck when pressing both LT + LB/L1 + L2 while prone if they had the rocket launcher equipped.
    • Sharpshooter exploit with DMR rifles addressed in all modes (PvP, Raid, PvE).
    • Fixed an issue that sometimes respawned players with minor injuries after a KIA.
    • Fixed an issue that prevented players from seeing any visual feedback when their character fell and received damages.
    • Fixed an issue that caused some chests in the South Cape station to reset too fast.
    • Fixed an issue in co-op that led to replication latency after micro inputs.
    • Fixed an issue in co-op that caused the Ogres to disappear if the host went too far away from them.
    • Fixed an issue in co-op that prevented players from grabbing a downed teammate in helicopters if the rotor blade was broken.
    • Improved night vision.
    • Fixed priorities so that the Interact button now prioritizes mission givers over vehicles.

    Mission

    • Looting intel on Rosebud's body is no longer mandatory to complete the Speak No Evil mission (to match the behavior on the other Wolves bosses' missions).
    • Fixed an issue that would trigger a Mission Fail for players if the mission intel was not consulted after killing the target and leaving the mission area.
    • In the Wolves bosses' missions, intel is now looted when the player grabs their body.
    • Improved spawning location in some missions when using Return to last checkpoint option.

    PC

    • Fixed an issue that set the default graphics card to the integrated GPU and prevented players from updating it after.
    • Fixed a crash occurring in snow regions when flying too high. This was reported on the following graphics cards: Nvidia GTX 1080, Nvidia GTX 980, and several cards from the AMD Radeon line.
    • Fixed an issue that did not close the text chat after a single click outside of the text chat area.

    Progression

    • Players who previously lost their thermal/night vision will get it back after loading their save.
    • Player who previously lost their water canteen or binoculars will get them back after loading their save.
    • Fixed an issue that prevented players from accessing a new class after unlocking it.
    • Fixed an issue that removed backpack items with a quantity of 0 if they were replaced by another item.
    • Fixed an issue where EMP Grenades MK.2 were not available to buy in Maria's shop, despite unlocking the EMP Grenades skill. In the previous TU, we prevented the issue from happening again; this TU retroactively fixes the issue for already affected players.
    • Fixed an issue that occurs when quitting the game instantly after deleting a save slot, where the save would not be deleted but the progress would reset anyway.
    • Fixed an issue that allowed Field Medic healing drone to get night and thermal vision even if the player didn't acquire the Drone Visions skill.
    • Fixed an issue that allowed players to loot tool items even when at full capacity if they walked on them while aiming.

    Project Titan

    • Rewards:
      • Fixed an issue where players were receiving loot with a gear level that is higher than intended.
      • Killing a raid boss will give you 10,000 Skell Credits now (instead of the previous 2,000).
    • Weapons/Balancing:
      • ​The LMGs with 150 ammo capacity (Stoner, MK.48, 6P41) have been nerfed by -17%. (Only for raid boss fights, not for the rest of the game.)
      • The LMGs with 100 ammo capacity have been nerfed by -7%. (Only for raid boss fights, not for the rest of the game.)
        • Message from the Devs: The LMGs with high ammo capacity were too powerful and dominant in raid boss fights. Their damages have been nerfed for raid boss fights only (not for the rest of the game). It should help more weapons and playstyles to shine.
      • To compensate for the LMGs damage nerf, the HP of several bosses has been slightly reduced. We hope that those changes will keep the balance of the fights the same as it was before, while allowing more diversity in the weapons/playstyles used.
    • Baal:
      • The HP of the Baal has been nerfed by -5%.
      • Fixed a glitch where the boss could stop moving in some cases.
    • Skell Quantum Computer:
      • ​The Oxygen (O2) button will now start with a 70s cooldown.
      • The delay between two gas events has been increased by 1 second.
      • The delay between two wasps waves has been increased by 2 seconds.
      • The HP of the boss has been nerfed by -5%.
      • The HP of the red wasps in phase 2 has been nerfed by -9%.
      • The fight will now also trigger if a ghost walks on the roof of the control room.
    • Gargoyle:
      • ​Fixed a glitch where the boss could stop moving in some cases.
    • Cerberus:
      • ​The HP of the Cerberus has been nerfed by -5%.
      • The attacks on the same boss will come one after another with more delay (ex: after a flash attack, the Cerberus Flasher will wait a bit more before using its precision cannon).
      • Fixed a glitch where the boss could stop moving in some cases.
      • Fixed an issue that allowed players to go under the map after defeating Cerberus.
    • Misc.:
      • ​Fixed several online issues that kicked players out of the raid.
      • Fixed several bugs that allowed players to be stuck in underground textures while moving or spawning.
      • Fixed an issue where players could see the spawning of a helicopter as reinforcement.
      • Fixed a bug where a raid camp had a chance of not being spawned.
      • Fixed a bug where some turrets could still shoot after being destroyed.
      • Fixed an issue where, in a multiplayer session , the damage of the weapons did not take perks and marks into account.

    PvP

    • The Medic Class skill gauge now fills when allies down enemy players.
    • Rebalanced Stamina for PvP after it was buffed in a previous TU.
    • Fixed an issue that caused the "Injured" bark to be heard from Spectator point of view when last man standing dies.
    • Fixed an issue with The Sharpshooter Certification II milestone, which was being awarded to both the player marking and to the player getting marked.
    • Fixed an issue that prevented the "Player detected" bark by a Sensor Grenade to play if the player was the last man standing.
    • Fixed an issue that caused players to be stuck in session with the group after the leader quits during PvP gameplay.
    • Fixed specific locations near the Surveillance System on the PMC map that caused the players to fall through map after using prone jump action.
    • Fixed an issue that prevented the text chat from being open in PvP Ghost War menus.
    • Item limit reached is now properly displayed.
    • Fixed an issue that prevented co-op squads from getting pulled into a PvP Custom lobby if the host that is in PvP Landing page switches tabs while squad voting is in progress.
    • Fixed an issue that prevented Leave as squad option from functioning if the squad leader closes the menu after starting the leave vote.
    • Players will not slide downhill when in a downed state anymore.
    • Fixed an issue that caused the "Recon tower available" bark to be heard during map outro if the round ends the moment the Surveillance System spawns.
    • Fixed an issue where pressing Back on the missions tab will show the player spawn in the open world and will leave the player partially stuck between menu pages.
    • Fixed an issue where players won't have a crosshair in spectator mode if they die while ADS.
    • Fixed an issue that caused the Special Ability gauge to fully charge on explosion kills.
    • Fixed the Quit to PvP/PvE double pop-up confirmation message if the player quits a PvP Standard Session while in the Matchmaking lobby.
    • Fixed some audio issues that were playing at the end of the round.
    • Fixed an issue that prevented PvP standard session matches to end if one team quits.
    • Fixed an issue that caused the rounds to enter Overtime state after the defenders leave the session by unplugging the internet cable while defusing the bomb at the last seconds of the animation.
    • Adjusted PMC map crates to prevent Defenders from camping both sabotage objectives at once.
    • Fixed a visual issue that caused ammo to appear depleted when spectating an ally who is reviving another teammate.
    • Rebalanced the cooldown on the Ping system as it had become too long to be useful.
    • Adjusted the ambient occlusion for the high-ground bunker in the Cold War Bunker map.
    • Mark level of the weapon is now displayed correctly in the enemy's player card.
    • Fixed an issue where players won't have a crosshair in Spectator mode if they die in water.

    Replication

    • Fixed a replication issue in co-op where players would not see the proper equipped weapon attachments on their teammates.
    • Fixed a replication issue in co-op where a player would respawn in the same state as when they died if their teammate revived them in the water.

    Stats

    • Fixed an issue that caused several stats to reset to 0 after creating a new save slot or deleting one (Story Collectibles, Main Quests Completed, Playstyle, Combat, PvP Player card stats, etc.).
    • Fixed the Gear level displayed in the Statistics menu that did not update until the player logged out.

    UI

    • Fixed several requirement details for customization items in menus that previously had incorrect unlock conditions.
    • Added the Green Mesh banner that was missing from Maria's banner selections in the shop.
    • Fixed an issue on console that reverted the Graphic Mode setting to default between sessions.
    • Fixed a display issue in menus where players would see the wrong XP level of other players in the Lobby.
    • Fixed an issue that made the crosshair visible when entering the passenger seat of a vehicle while crouching.
    • Fixed an issue that prevented players from using the Interrogate option on captive enemies while ADS.
    • Reduced the time it takes for the "Item sold" pop-up to disappear.
    • Fixed an issue where players would sometimes get a ghost item in the inventory with no stats when selling multiple items.

    Vehicles

    • Fixed an issue with the X2 Taipan helicopter to allow cooldown between bursts.
    • Boats will now sink after being destroyed in water.
    • Fixed an issue on the Taipan helicopter that sometimes caused it to bounce on the terrain after being taken down.
    • Fixed a clipping issue when aiming with handgun from a vehicle's passenger seat.

    Visual

    • Fixed a graphical corruption on Wolf soldiers when looking at them while ADS or with the drone.
    • Fixed a visual glitch affecting the Homesteaders' elbows clipping through their shirt.
    • Fixed a visual glitch affecting the character's hand through a weapon after previewing it.

    Weapons

    • The Digital Scope now has functioning multiple levels of zoom.
    • Fixed the RU Collimator Scope accuracy when attached to AK74.
    • Fixed an issue that caused the weapon to disappear from the character's hands if the player changed weapons very quickly in the loadout screen.
    • Fixed the vertical axis rotation for preview for attachments in the menus.
    • Fixed an issue where players would be unable to shoot after pressing the D-Pad down while aiming if the weapon had a bipod equipped.
    • Added front top rail placement on several weapons (AK74 Assault, MK.17 Assault, MK.17 Assault Wolves, M4A1 Assault, TAVOR Assault).
    • Fixed the animation when equipping the suppressor on the P90.
    • Fixed the zoom level of the T5Xi scope on the FRF2 sniper.

    World

    • Fixed the terrain in Auroa Survival Shelter to prevent players from falling through the map after rolling near an object.
    • Fixed a collision issue in the Skell Estate building sometimes causing players to get stuck while being prone near a wall.
    • Fixed floating objects and missing items at the Construction Site.
    • Fixed barrels going through walls in Toxic Storage Depot location.
    • Removed a clipping rock inside Polaris Residence.

    Uplay+

    • Fixed an issue that prevented Uplay+ users to access content from the Ultimate Edition.

    Stadia

    • Photo mode is now available on Stadia.
    submitted by /u/UbiBard
    [link] [comments]

    These budget cuts are really hitting hard

    Posted: 27 Jan 2020 08:38 AM PST

    Going old school. The original still plays great!

    Posted: 27 Jan 2020 02:10 PM PST

    Not a popular opinion, but...

    Posted: 27 Jan 2020 05:45 PM PST

    If you tell someone you updated your car, no one would think you replaced the flat tires and fixed the loose muffler.

    Posted: 27 Jan 2020 04:28 PM PST

    What about this "live service" update is actually new? This was the most hyped up bug fix update I've ever seen.

    This game continues to collect dust and you know what? I hate it. I hate that I have a love for third person tactical shooters and that I'm in a demographic that loves this genre.

    Ubisoft I really hope you make some big changes come next-gen. Take notes from great TPS games and make that. Add your MTX. I don't care. Just please. Stop ruining the tactical shooter.

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

    Terminator event live Jan 29th to Feb 6th. Only 1 week to earn rewards.

    Posted: 27 Jan 2020 10:36 AM PST

    Do not eat oatmeal during the interrogation of an enemy or you might forget the mines you put down for the drone protecting him

    Posted: 27 Jan 2020 10:05 AM PST

    Battle Ready!

    Posted: 27 Jan 2020 10:05 AM PST

    Captain price Cod Modern warfare 2019

    Posted: 27 Jan 2020 02:51 PM PST

    Brothers in arms

    Posted: 27 Jan 2020 02:31 PM PST

    Target practice anyone?

    Posted: 27 Jan 2020 05:55 PM PST

    Patch notes 1.1.0

    Posted: 27 Jan 2020 09:33 AM PST

    Title?

    Posted: 27 Jan 2020 05:54 PM PST

    Whole Terminator trailer. Drops 29th.

    Posted: 27 Jan 2020 09:15 AM PST

    Did Ubisoft reactivate battle rewards or is this just a glitch? It hasn't ever happened until today.

    Posted: 27 Jan 2020 06:36 PM PST

    Amphibious

    Posted: 27 Jan 2020 06:09 PM PST

    I recently made a post about how bad I found breakpoint, however, after seeing a few responses from ubi on the post, I decided to give the game another 14 hours...

    Posted: 27 Jan 2020 02:45 AM PST

    Previous post) https://www.reddit.com/r/GhostRecon/comments/et5g6x/breakpoint_is_on_sale_how_bad_can_it_be_i/?utm_medium=android_app&utm_source=share

    That brings me to a total of 24 hours and I have to say. My opinion has shifted from Really Bad to Alright and Good at times. I do stand by my points and intent of my last post. This game should have been given more time to cook and some design decisions needed to be reevaluated.

    After 24 hours of gameplay though, what I have realised is that this game has solid bones, there are just a few aspects which need to be changed in an update (like Destiny 1's The Taken King expansion) to make this game go to great.

    The first and most obvious improvement has to be enemy AI which is being slightly addressed in the next update (thankfully). They need to flank, use equipment like grenades, supress you etc. Compared to the rest of the issues this game has, this has to be the most pressing IMO.

    The second issue has to do with the first part of the announcement demo where Nomad is being hunted and injured etc. In my whole 24 hours of gameplay, I have only been injured three times (playing on the second hardest difficulty). I feel like the injury and health system should be more pronounced than it already is. There shouldn't be auto regen to full health and injuries should be much more common. This would help replicate that feeling of the demo which looked so cool and got me pumped for the games release until... Well yeah...... I can only hope this will happen in the realism update

    There should also be random events where the wolves will hunt you, disabling your ability to mark enemies, blocking your mini map and forcing you to hide, fight or run away. That would be so cool.

    They also need to bring the gunsmith back to its former glory and populate the world a bit more than it already is but those are small things I have faith that ubisoft can do.

    I also think ubisoft needs to change the tone of it's future content. I feel like the tone of this game should be more dark and serious but there are time where the game tries to be funny. Although there is nothing wrong with this, I just think this needs to be toned down a bit to support the feeling of a lone soldier being hunted after nearly his whole team was killed by an old friend.

    Just to finish up, I will apologize for the heavy levels of salt in my original post but I stand by it's intent as a frustrated ghost recon fan (especially after comparing the game to the announcement demo). The communication between Ubisoft and the community seems great from what I've seen and I can only see the game getting better from here. Ubi has a proven track record of sticking with their games and improving them so with all this in mind, I can only hope that ubisoft can utilize all the potential within this game and make it even better than how they left Wildlands.

    submitted by /u/Guardian7111
    [link] [comments]

    This took me awhile to make

    Posted: 27 Jan 2020 08:00 PM PST

    Do you need good internet to run Breakpoint solo?

    Posted: 27 Jan 2020 07:17 PM PST

    I have a really slow hotspot, not sure the speed, so I'm wondering how much you need to run it. The hotspot is enough to run GTA, and I just realized I can use 5Ghz. Sorry for the lack of details of the speed.

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

    Tell us what's happening for the next patch.

    Posted: 27 Jan 2020 01:16 PM PST

    Lately there's been a lack of communication between patches and if we do get a response they're very vague responses. Not blaming the community managers as you guys can only give responses with the answers the dev team gives you. But at the moment we don't hear from anyone till like a week before

    We hear about upcoming patches but we have no idea what's the goal for that patch until a week before. The upcoming immersion patch for example is nothing but a fancy name for a nothing patch because we're left in the dark for ages about the whole thing. Which turns people away as they're not gonna wait around in hopes for things being added.

    TLDR; on the release of a patch or Title Update, we should be told exactly what features are being worked on for the next patch

    submitted by /u/The_Big_Dog_90
    [link] [comments]

    Something coming!

    Posted: 27 Jan 2020 09:01 AM PST

    Snow camo

    Posted: 27 Jan 2020 01:26 PM PST

    I'll be back....Tuesday

    Posted: 27 Jan 2020 02:36 PM PST

    Ghost Recon Breakpoint - Wolf Base Takedown - Complete Tactical Stealth NO HUD - Double Mission

    Posted: 27 Jan 2020 01:01 PM PST

    AID Menu mockup - Immersive Injuries and Treatment

    Posted: 27 Jan 2020 04:06 PM PST

    AID Menu mockup - Immersive Injuries and Treatment

    You're trapped behind enemy lines.

    Cut off from all support.

    Hunted by a superior foe.

    You must find your own weapons, choose your own ops, be your own doctor... by wrapping the same leg every time? Pulling a bullet out of a wound from a fire or fall? Not to mention everything else I said was BS.

    AID Menu

    Not anymore! With the AID Menu, injuries must be treated with more than just wrapping a bandage around your leg and calling it a day. Remove shrapnel, disinfect wounds, suture and bandage, and more with limited supplies! Choose which injuries are worth treating in the field but also be wary of lasting effects. I also detailed the AID Menu in my previous post.

    The AID Menu can be accessed from an IFAK item in your inventory or from any bivouac and can be used on yourself or a teammate, though when using it on a teammate you will use their supply. Their IFAK is meant for their needs after all. This is most useful when treating a downed teammate or someone who stitches up wounds with bullets still inside. The only exception to this is the Field Medic's Medkit.

    Most classes get a basic Individual First Aid Kit, while the Field Medic gets a full Medkit

    There are six "injury zones" where Nomad can be seriously hurt and each zone can have multiple injuries:

    • Head
    • Torso
    • Left Arm
    • Right Arm
    • Left Leg
    • Right Leg

    Select a zone with the cursor to begin treatment. Each individual injury can be selected from that zone and you can use surgical tools or medicine depending on the injury and severity. Each injury zone can also be expanded/collapsed using the + or - buttons in the corner of each section to control screen clutter. Nomad's posture in the menu depends on his condition. While Nomad in this image is injured, most of his wounds have been treated and his legs are uninjured, allowing him to stand upright.

    Someone hasn't been taking care of himself

    The player will learn how to treat each injury using a combination of Surgery and Medicine. In the above image, Nomad has a fracture and cut on his head, a dislocated left arm, and a GSW on his right arm. The fracture and dislocation have already been treated but are leaving lasting effects that will impact your performance, though not as much as leaving the injury as is.

    In the lower right is a consolidation of all the effects Nomad is suffering (or benefiting) from. The effects are meant to be easy to read at a glance. Select the Effects panel for more info on each effect and its source.

    • A "-" symbol denotes a negative effect with colors to match its severity. White (Minor), Yellow (Severe), Red (Critical).
      • Minor negatives are low priority. For example the "Thirsty -" and "Peckish -" effect don't do anything but warn the player to keep an eye on Nomad's hunger and hydration before they get worse. A white "Aim -" would have a slight effect on Nomad's accuracy.
      • Two minuses only appear on critical effects. These are debilitating and mean you need to treat your injuries. The red "Aim - -" means Nomad's accuracy will be all over the place.
    • A "+" denotes a positive effect. These only appear in white. The "Well Rested +" effect for instance appears after spending time at a bivouac and gives a bonus to stamina regeneration.
      • This effect will eventually transition into "Fatigued -" as Nomad goes without rest, reducing his maximum stamina. It would be separate from the "Reduced Max Stamina -" effect because it wouldn't be caused by injury but exertion.

    The surgical tools Nomad has at his disposal (seen in the Surgery tab) include:

    • Bandages - used for wrapping wounds and stopping bleeding
    • Splints - used for limb fractures
    • Disinfectant - used for cleaning wounds and preventing infection
    • Sutures - used to stitch closed wounds that won't heal otherwise
    • Multi-tool - used to remove bullets and shrapnel
    • Knife - can also be used to remove bullets and shrapnel, can also cut open stitches if you accidentally leave a bullet inside like a moron

    Medical supplies can be found at enemy bases, civilian centers, the Auroa Hospital, and bought from Maria at a hefty price. Bandages are more common while Disinfectant and Splints are more rare.

    Each individual injury can be Minor (White), Severe (Yellow), or Critical (Red). Untreated injuries can get worse if Nomad goes too long without surgery or in combat. All injuries vary in effect based on location.

    • Tumbling, falls, and impacts can cause cuts, bruises, fractured/dislocated bones, and impaired hearing
    • Gunshot wounds can leave bullets inside Nomad's body and cause fractures, though there is also a chance of bullets passing right through.
    • Explosions can cause shrapnel wounds, fractured/dislocated bones, burns, and impaired hearing
    • Fire causes burns

    The more serious an injury, the more medical supplies will be required to fully treat it. You can still treat injuries if you lack all the supplies you need, you just risk suffering later if a wound can't be disinfected or stitched shut or the like.

    Dislocated joints and some minor fractures can be treated without using surgical tools. Simply click on them and Nomad will fix himself up, similar to treating the one leg injury in the bivouac in the base game.

    Treatment in the field is not as effective as at a bivouac or Erewhon and will leave lasting effects until receiving proper medical care. The possible lasting effects include:

    • Pain - Edges of screen will flash white based on intensity. Affects all aspects of Nomad's performance unless treated with Morphine. It will go away on its own eventually unless from a fractured bone or critical injury. Pain can also be caused by taking damage even if it doesn't leave an injury.
    • Bruising/Burns - actions take more stamina, occasional limping if on the leg, less accurate aim if on the arm. Movement can cause Pain based on injury location. Bruises will heal on their own eventually while burns require replacement bandages and ointment periodically.
    • Headaches - periodically interrupts non-movement actions, periodically slows movement, can be temporarily treated with morphine but will go away on its own eventually.
    • Coughing - interrupts non-movement actions, affects aim, risks alerting nearby enemies. Can damage health if severe. Can be temporarily treated with medicine.
    • Impaired Hearing - periodic ringing in ears, temporary deafness that also affects game chat. Can only be cured at a bivouac and Erewhon.
    • Illness - increased stamina cost and fatigue, less accurate aim, can be temporarily treated with medicine.
    • Bleeding - slowly lose health depending on severity. Enemies can follow the blood trail. Minor cuts can be treated with bandages, severe and critical cuts will require stitches.
    • Reduced maximum health and stamina. Self explanatory.

    Lasting effects can't be cured until you return to a bivouac or Erewhon and can make the game more challenging.

    Bandages can be used to stop injuries from getting worse in a pinch but they are no substitute for surgery.

    The Medicine tab has tools for treating burns, illnesses, and lasting effects.

    • Ointment - used for treating burns
    • Medicine - used for treating coughs, sickness, and headaches
    • Morphine - dulls pain from injuries
    • Syringe - restores health

    These can be found where Medical Supplies are located. Syringes and Medicine are more rare.

    Bandages, Morphine, and Syringes will still appear in the item wheel for quick use. They can also be used on teammates for a quick fix.

    Field Medics really shine with this system. They can treat minor wounds for free and other wounds at a reduced cost for both themselves and teammates. They also have a chance of leaving fewer lasting effects when treating an injury. I plan to offset this by having them be able to carry less weight but that's a whole different mockup (and can also be seen in the Weight and Balance section of my previous post).

    The AID Menu is also modular and open for expansion should Ubi add new injuries and risks such as parasites or leeches. The ups and downs of an operator's life. Some aspects of this may be too hardcore for the base game but are perfect for the Immersive Mode. It's up to the community.

    Inspired by Metal Gear Solid 3: Snake Eater's Survival Viewer

    Survival Viewer

    Survival Viewer

    submitted by /u/MCBillyin
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