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    Saturday, January 4, 2020

    Ghost Recon - What Breakpoint was truly missing, life

    Ghost Recon - What Breakpoint was truly missing, life


    What Breakpoint was truly missing, life

    Posted: 04 Jan 2020 08:57 AM PST

    Time Magazine: "Tom Clancy’s Ghost Recon Breakpoint, the worst video game I’ve played in 2019."

    Posted: 04 Jan 2020 02:36 AM PST

    https://time.com/5698649/ghost-recon-breakpoint-review/

    More reviews that say GR is one of the worst games of 2019. I have to say before I get ripped on, Anthem was garbage, but so is breakpoint. I expect this post to be contentious. Me personally, I think Breakpoint and Anthem should split the title of the worst game, but breakpoint is doing the most damage to the company, the die hard GR fans, and its player base. I uninstalled Breakpoint and have went back to Bolivia for the past month or so.

    Long live Wildlands. May Ubisoft Paris never ruin another GR game. Let redstorm lead dev next time.

    Edit: I think it all comes down to what qualifications make a game the worst for each person. For me, in terms of lazy and greedy design of a game, Breakpoint definitely takes the cake. So many systems that are either half baked, or a significant downgrade from Wildlands.

    submitted by /u/swimmerck
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    There are approximately 22 unique standing takedowns between the utility knife and karambit. However, in most situations we will see the same two animations over and over again. Ubisoft, this is a problem.

    Posted: 04 Jan 2020 10:35 AM PST

    It's a shame all these takedowns were animated and we almost never see any of them. They're all locked behind slopes and it's ridiculous. There's no reason to limit the variation like this. Especially when most of the takedowns bug out when on a hill and would easily translate to flat terrain.

    Think of this. Effectively, the karambit in Wildlands offered more variety in most situations than Breakpoint. That's freaking insane. And the Wildlands karambit only had 2-4 animations.

    The base takedowns in Wildlands were not good, but we actually had more potential takedown variation per normal engagement.

    This is all because Ubisoft decided to functionally lock almost 20 takedowns behind hills. Hills. It's frustrating to have all these cool takedowns and almost never see them.

    Ubisoft, it would be awesome if you could make it so all the cool slope takedowns pop regardless of the incline. It might not seem like a huge deal but it actually would add a lot to the game.

    Note: 22 standing takedowns. I'm not counting takedowns while prone, prone camouflage, cover, or grabs.

    submitted by /u/TheDarkArrow11
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    This is neat.

    Posted: 04 Jan 2020 04:16 PM PST

    A long list of weapons and features that would make the game more diverse.

    Posted: 04 Jan 2020 12:23 PM PST

    In this list there are new weapons, enemies, skills, and features that would make the game less cookie-cutter and a bit more varied. This list is very long, but I have worked on this for a while and wanted to include everything I could think of. I tried to keep the features easy to implement, so that they would not take entire reworks or months on end to work on them. The names after the weapons are variants if they were added as them. I don't lile them either, but I doubt they will go do I decided to add the names.

    M590A1 - High accuracy and mobility, and painful recoil. 8 round capacity. Shotgun

    HK443 - Quick reload and high mobility, low range. Assault Rifle

    FAL - Mobile with high power, low stability. Assault Rifle

    RPK - High capacity and range, low mobility and reload. Assault Rifle (AK47 Suppressive)

    M200 Intervention - extremely high range at the cost of reload and rate of fire. Sniper

    M240 Lima - High range and accuracy. Insane stability when prone. Best for suppressing fire. 150 rounds. Light Machine Gun. (Mk48 Suppressive)

    AA-12 - Full auto shotgun with a high capacity, reloads the fastest with a drum mag. Shotgun

    Mk18 - high accuracy and tight spread, low velocity. Assault Rifle

    DSR-1 - High mobility for its power, with low range and damage. Sniper

    Famas G2 - High rate of fire and very stable, low accuracy and velocity. Assault Rifle

    ACR - low sway and high velocity. Best for mid-range engagements. Assault Rifle

    M110 - High range and stability, low rate of fire. DMR

    Mk20 SSR - High stability and low spread, below average damage. DMR. (Mk 17 Scout)

    Falkor Petra - highest range semi auto with second highest penetration, very strong recoil with low mobility. Sniper.

    MCX Virtus - very quiet while suppressed, low range and velocity. Assault Rifle

    MP17- High stability and range, moderate mobility with low reload speed. Handgun. (P320 Modular)

    SVU - quietest DMR while suppressed, with low damage and velocity. DMR. (SVD Tactical)

    Steyr SSG M1 - high penetration rifle, with powerful recoil and a loud shot. Sniper Rifle

    M16A4 - 3 burst and semi-auto fire. High burst rate of fire with little time between bursts. Low mobility. Assault Rifle (M4 Infantry)

    Special Weapons: Remington 700 Tactical Chassis, with a custom scope, underbarrel grip, bipod, and rail attachment slot. Only usable by Sharpshooter class. Traits: 10 round magazine Low mobility and rate of fire, high velocity Scope that has a 10x magnification and a Counter Sniper Crusader reticle. Ability: Gains power with range (Example: starts at 10, grows until it hits 160 at 400 meters)

    MCX Spear, equipped with an auto zeroing scope and suppressor by default. Prototype chambered for a hybrid round. Only usable by Assault class. Traits: 30 round magazine. Slots for all attachments. Similar stats to the Silver Stake, but with much more mobility, slightly less damage, better recoil, and slightly more range. Equipped with the sight that Sig has one it for the NGSW bid. Abilities: 1. Scope can be zeroed by variations of 50 meters from 150 to 350 meters. Toggled by the sight button while aiming if the signature scope is equipped. 2. Gains an accuracy (15%), range (10%), and stability (5%) when suppressed.

    Attachments: Add a 8x scope for DMRs and snipers. It could have a mobility hit and smaller FOV to balance it with the T5XI.

    Pistol sights. None of the pistols have any sort of red dot. We should be able to put one onto most of the sidearms.

    Add suppressor covers. We had a skull suppressor in Wildlands, why not have two separate ones here? One with a cover and one without.

    More optics for guns, from companies like Sig, Vortex, and NcStar. The option for optics is pretty limited. The option to change reticles on optics and scopes would be a nice addition as well.

    Add slugs. There should be a magazine option for shotguns to select buckshot or slugs.

    Skell Gear: Auroa is basically the heart of Skell Tech, so it would make sense to be able to do side quests for Skell gear that have functionality. That way Nomad could be upgraded with new equipment. They would work like unlocks, not needing to be equipped. They would have cosmetics that could be equipped. These would be disabled in PvP.

    Cross Com glasses- adds magnetic vision to your vision cycle. Shows guns, generators, and drones; functions like Future Soldier, but shows human enemies less.

    Skell Watch- optical camo that makes your detection range shorter and detection slower. Only works while crotched and breaks when shooting any weapon, unless it is a suppressed handgun.

    Skell Gloves - Allows for the player to snap loudly, distracting the closest enemy within 10 meters, drawing them to your position. It would be an alternative to detection lures. Selectable like gadgets.

    Skell Earpiece - Shows a faint sound wave when enemies talk within 7 meters. Not visie though walls.

    Skell Vest - Uses reactive armor that has a small chance to reflect a bullet, sending it back to the shooter at decreased power and less accuracy.

    Classes: features to add more specialty and unique skills.

    Panther: can carry dead bodies faster. Has faster dead body pickup. Gains a speed boost at night. Can start takedowns from longer distance.

    Assault: increased penetration with assault rifles. Hip fire accuracy and hip fire walking speed increases. Small boost to resistance while in cover.

    Sharpshooter: does not lose mobility with the 8x optic. Flying drones will be staggered if shot by a sniper and will malfunction for a short time. Gains a larger zoom boost when holding breath.

    Medic: carry speed only applies to teammates. Increased resistance when carrying teammates. Speed boost for a very short time when an ally is downed.

    New Perks and Skills: Heavy Weapons (perk)- +25% stability, +10% reload speed, and +10% damage while using an LMG.

    Binocular Enhancement (skill)- +60% zoom and +40% spotting efficiency.

    Disposal (perk)- + 5% and +15 speed while carrying a body of any type.

    Hunter (skill)- +10% mobility with suppressed weapons when undetected.

    Juggernaut (perk)- +20% damage resistance. +30% explosive resistance. Move 10% slower and use 15% more stamina.

    New Enemies: Suppressed Enemies: all enemies equipped with weapons that can take suppressors will have a chance to be equipped with suppressors. (Sentinels 20% Wolves 40%) They will not emit muzzle flash when shooting and will be harder to pinpoint.

    Night Vision Soldiers: Soldiers of any class equipped with night vision devices. (20% chance for any soldier to have them) The will still be called their class, but will have a faint green glow around their eyes from the goggles on their helmets. They will have greater detection range and speed and increased accuracy at night. They would act as normal soldiers during the day, putting the goggles up.

    Machine Gunner: normal assault unit with more armor and armed with an LMG, will stay in cover or go prone and use suppressing fire, often firing for very long periods, especially when a nearby enemy is moving cover.

    Launcher: Armed with a rocket launcher and pistol, they will often be on roofs and towers, and will always be at road checkpoints, sometimes in pairs. They will do heavy damage, but will have low accuracy against you, so to balance him. He will prioritize a player in a vehicle in combat, being able to set armored vehicles on fire, but exploding a few seconds later. They will use their pistol if you come close or if they wander inside.

    Medic: Armed with an SMG and very little armor, they will try to revive enemies. It would take 15 seconds for Sentinel and 12 seconds for Wolves medics. The revived enemy would also be less accurate and slower, often limping like Nomad when he is injured. If the medic has been spotted, his icon will blink when reviving.

    Marksman: equipped with a DMR, they will act as normal soldiers while undetected. In combat, they will try to take cover further away than normal soldiers, and take shots from cover.

    Night Stalker: only active during the night, sleeping through the day, but will be awakened by an alarm or gunshot. They will have a quicker detection time and longer detection range at night, much greater than the normal soldiers with night vision. Very skilled with pistols which is what they will often have, but when armed with SMGs they will not perform very well. The glow of their goggles can be seen clearly from about 12 meters.

    New features and changes:

    Vision Modes: A rework of night and thermal vision to make them more valuable and used sparingly. Having a vision mode on will drain a battery, and the battery will only last for about 1 minute by default, but can be upgrade to 3 with skills. To refill them, you will have to go to a bivouac, or use a battery, which will be a new, very hard to find consumable. This will fill up your charge. Wearing the Cross Com glasses or one of the night vision goggles on a helmet would add a slow recharge perk. It would take about 5 minutes for one minute of use to charge. This would add bonuses for wearing the gear, but still make batteries very valuable.

    Gunsmith: make it like this (credit to u/JohnnyTest91). Remove some restrictions as well. Mostly when it comes to grips and scopes. We should be able to put any grip on any gun that can take one, and at least 4x optics on assault rifles.

    Range: Range numbers can only be seen by the binoculars or when aimed if a weapon has the rangefinder attached.

    Rail Attachment Rework: The rail attachments seem unbalanced in my opinion. The PEQ doesn't really offer much and the MAWL kills the rangefinder. I think something like this would make each one cater to a certain play style. -Rangefinder: Pros: Shows range of where you are looking when aiming. +20% range; -15% sway; -15% shot spread. Cons: -10% Aiming movement speed -Aptialx3: Pros: +7% sway; -10% shot spread; - 12% vertical recoil. Cons: -7% aiming movement speed -MAWL: Pros: +10% range; -10% horizontal recoil; -10% shot spread. Cons: -5% time to aim -PEQ-15: Pros: -35% hipfire recoil; +25% hipfire accuracy; -12% time to aim; +10% aim movement speed. Cons: +9% shot spread

    Tactical variants: To match with the idea that most tactical variants say they have integrated suppressors (even though they don't) a bonus to them while suppressed would make them more unique. Maybe less of a damage hit and a shot spread boost.

    Drone Upgrades: A bit like GSW 3. There would be many options and you could not have them all, so you could specialize it many ways. You could also choose and upgrade an ability. Some abilities could be a distraction one that can drop flares and make noise, a small machine gun that can be upgraded with more ammo, and hacking to set off false alarms, disable drones and eventually convert them.

    Holstering Weapons: Need I say more?

    Extended magazines for guns: Extended DMR mags to hold 20 rounds and for the M82 to hold 10. Drum mags for shotguns to hold 20 rounds.

    One in the chamber: Similar to how The Division 2 does it.

    More Ammos: It would be tedious to have every ammo type, but a few more would add more accuracy and realism. -.50 BMG: Used for .50 cal rifles instead of .338 ammo. Very low carry capacity. -.44 Magnum: Used for heavier pistols like the Desert Eagle and Walker's Revolver to avoid using sniper ammo. Decent carry capacity, but significantly lower than other pistol ammo. -7.62 Russian: Represents 7.62x39 and 7.62x54R. Used for the AK and SVD family. Lower carry capacity than 5.56. -.308: Used for some snipers and battle rifles. Low carry capacity, but still decent. .300: Used for certain snipers, like the Scorpio and Falkor Petra. Carry capacity between .308 and .338.

    Greater Mobility: In the initial trailer, Nomad is seen moving much faster while ADS. The aiming walking speed should be increased by a substantial amount, especially on assault rifles and shotguns.

    Sleeping Enemies: At night, some enemies will sleep. They could sleep in bunks in the barracks, or on the floor, a bench, chair, or even against a wall.

    Landmines: Landmines that have a slight blinking light and a subtle beeping noise. They can be found as single mines randomly in the forest and old war areas. They would have a chance (25%) to spawn in set areas and in groups around enemy bases, outside of checkpoints (to prevent going around), and in minefields marked by occasional signs. They would have faint thermal signature, and a strong magnetic signature. They could be disabled by being shot with any gun once. Shooting disabled mines will detonate them.

    Reinforcements: When alarms are triggered, it only takes about 20 seconds for a truck to show up with a few people. What would be more realistic and challenging is if it took different amounts of time (1 minute minimum and 2 minutes maximum) for reinforcements to arrive depending on how close the nearest large enemy base is. The reinforcements would also be more powerful. 3-4 armored trucks, filled with soldiers, instead of 1 normal car, often not even full.

    Ambushes - Small chance for a large group of Wolves to appear randomly and attack you. This would not happen 50 meters of small bases, and 100 of large ones. It would be a large group (7-10) with a land drone very often. All of the enemies would have suppressed weapons if compatible. The wind and most other ambient sounds would fall silent 10 seconds before, giving you time to start running or take cover. They would spawn fairly close and will not appear on radar until one of them shoots. They would know where you are but not shoot until they see you.

    Air Patrols - Patrols that fly lower than normal that have two normal helicopters and one gunship, adding more threats in the sky. Chance for single helicopter patrols to be gunships.

    Ground patrols - patrols with soldiers on foot wandering forests, along train tracks, in the mountains, alongside roads, and fields. Sentinels would mostly patrol the fields, roadsides, and train tracks, and Wolves would patrol the forests and mountains. Chance for them to be accompanied by a land drone. This area they would patrol would be large and they would follow a set path loosely.

    If you finished this list and read at least some of the ideas, I appreciate you very much. I have put put over a month proof reading and adjusting this list, scraping ideas and adding others. I would especially love ideas on an exclusive gun for the medic and panther, as well as more enemy types.

    submitted by /u/FTFxHailstorm
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    Poor Nomad...

    Posted: 04 Jan 2020 06:54 PM PST

    Got tired of being chased on my drive home

    Posted: 04 Jan 2020 01:09 PM PST

    Auroa may be nice, but Bolivia is simply gorgeous

    Posted: 04 Jan 2020 05:11 PM PST

    We should be able to customize the figure gears. Ex: Fixit's pants, Vasily's shirt

    Posted: 04 Jan 2020 07:43 AM PST

    Petition to remove the NPC coughing in Erewhon

    Posted: 03 Jan 2020 09:15 PM PST

    He is really annoying, wtf, I cannot change my gear in Erewhon because I'm hearing him in the background and it just makes me really uncomfortable.

    Thanks ubi for the great game!

    submitted by /u/JustAPeakyBlinder
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    I know it's been discussed for the bazillionth time but here's two headpieces I wouldn't mind getting with the next batch of fixes. Haven't seen the top one in-game yet.

    Posted: 04 Jan 2020 11:52 AM PST

    When someone posts the 'bReAkPoInT bAd!', daily.

    Posted: 04 Jan 2020 07:50 PM PST

    Seems legit to me

    Posted: 04 Jan 2020 06:19 PM PST

    Bandana item ?

    Posted: 04 Jan 2020 06:13 PM PST

    Is the bandana customization item only available if you bought ultimate edition or something ? There is NO way to get it in game except blind luck from crates ?

    submitted by /u/rakha589
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    Iso of teammates

    Posted: 04 Jan 2020 08:29 PM PST

    I have been holding off on posting this here but i cant get any of my friends(irl) to get breakpoint so was wondering if any one would be intrested in playing the main missions as a team if so just inbox me ur gamer tag and a time that is good for you to play t.i.a.

    submitted by /u/Sunny_millz
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    Scary

    Posted: 04 Jan 2020 05:34 AM PST

    Nomad before deploying to Aurora, and then a few months after deployment.

    Posted: 04 Jan 2020 10:35 AM PST

    Group sale option?

    Posted: 04 Jan 2020 12:05 PM PST

    Hey Ubisoft, can we get to option to sell multiple items at once? It takes forever to sell 150 items one at time. Can you guys hook us up with that option?

    submitted by /u/Galdae
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    [Wildlands] Reshade on PC bannable?

    Posted: 04 Jan 2020 03:31 PM PST

    Hey I was just wondering if Reshade was something their anticheat detects and bans for? I'd like to use it just to get a bit more vibrant colors out of it but if its possible to get banned for it I don't even want to risk it. (I'm not risking losing my exo suit).

    submitted by /u/SuperiorRice
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    Decent PvP gear?

    Posted: 04 Jan 2020 02:19 PM PST

    Any gun/class recommendations for PvP?

    Got most guns unlocked, including raid rewards but can't really decide what to use in PvP

    submitted by /u/D3sp4y33t00f
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