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    Wednesday, March 4, 2020

    Ghost Recon - Imagine this reload after getting the "bullet in arm" injury!

    Ghost Recon - Imagine this reload after getting the "bullet in arm" injury!


    Imagine this reload after getting the "bullet in arm" injury!

    Posted: 04 Mar 2020 10:47 AM PST

    How have I not seen this one before�� so true thou: this, NVGs that go on all helmets and covered ops-core��

    Posted: 04 Mar 2020 09:26 AM PST

    Night Vision Rework mockup (plus a new Class/Enemy!)

    Posted: 04 Mar 2020 08:30 AM PST

    Night Vision Rework mockup (plus a new Class/Enemy!)

    Night Vision Rework

    Hello Ghosts! Some of the most common ops we all run are at night. We have the advantage thanks to our night vision and go from prey to predator, dispatching blind enemies with speed and efficiency.

    But what if we weren't so super-human? What if we had to plan around our own limitations?

    Special thanks to u/FTFxHailstorm for sending me the initial concept!

    The Night Vision Rework adds limited battery life and new customization to our Ghosts. Through the skills menu (which I plan on revamping, notably by removing skills and perks and focusing instead on weapon perks and equipment) you can unlock your Night Vision, as usual, but also Batteries.

    BATTERIES

    Batteries passively recharge (the lore reason being that they recharge using Nomad's natural movements) and have three levels:

    • Mk1: Baseline battery, comes with 1 bar
    • Mk2: Second level, comes with 2 bars
    • Mk3: Highest level, comes with 3 bars

    Battery levels can also be unequipped for players that want to challenge themselves further.

    Batteries don't recharge and come in a limited quantity in Immersive Mode. The Immersive Mode batteries can be bought from Maria.

    VISION

    Night Vision (and other vision modes) can only be used when you have NODs equipped, either on a helmet, a rig on your head, wearing CrossCom glasses/goggles, or wearing headgear that could conceivably have Night Vision built in. Night Vision will have a more limited range as well, in line with real life NODs.

    Night Vision will be available regardless of equipped gear in Ghost War.

    Different NVGs also come with different battery draws and drawbacks:

    • AN/PVS-15 and Steiner NVGs have good battery life but poor FOV

    AN/PVS-15 FOV, green phosphor filter, level 2 battery

    • The L3GP has a great FOV but poor battery life

    L3GP FOV, white phosphor filter, level 3 battery

    For those that don't like the battery widget, it can be disabled in the HUD settings! Setting it to Dynamic will make it so the widget only appears for the following conditions:

    1. For a few seconds when activating your Vision mode
    2. For a few seconds after a bar is depleted
    3. When your last bar is halfway depleted until it is empty
    4. For a few seconds when your batteries are fully charged

    There will also be subtle audio cues to let you know when your battery goes down a bar, which can also be disabled in the audio settings. Modular!

    CUSTOMIZATION

    Charactersmith 2.0 UI

    With Charactersmith 2.0, players can customize their filters and even unequip their unlocked vision modes!

    • Night Vision
      • Choose from multiple filters, such as Green Phosphor, White Phosphor, and more!
    • Thermal Vision
      • Choose from multiple filters, such as White Hot, Black Hot, NVG Hybrid, and more!
    • Magnetic Vision
      • Unlock magnetic vision from Future Soldier! See enemy weapons, drones, and armor through walls at a short range. This mode has a high power draw. By default resembles the Future Soldier filter with the possibility for more filters post-launch. Magnetic Vision is an endgame level unlock.
      • Can be swapped to the Electronic Vision filter from Splinter Cell, allowing you to see powered devices, cables, and active drones with ease.
    • Potentially more! The system is designed for modularity, allowing for entire new vision modes with their own power draws in the future! Perhaps even Sonar Vision with the leaked Echelon class?

    All vision modes can be unequipped by selecting "None" on each option. Unequipping all your vision modes and deploying your nods will just be you looking through some tubes. You'll be half blind but that is the price to pay for looking cool.

    Players can also customize their NOD position from three options:

    • High - Goggles rest above the helmet, like in Wildlands or that one scene in Modern Warfare with Captain Price. It looks better at the correct size.
    • Low - Goggles rest in front of the helmet, like real life Special Forces
    • Deployed - Always deployed, for looking tacticool. Will not affect your FOV unless you activate a vision mode.

    Having more modes equipped at once will increase general battery draw. Need every tool at your disposal for a mission? Just exploring? Want to relive the classic days of Splinter Cell? Are you the roleplay type? Always plan accordingly.

    ADAPTIVE ENEMY NIGHT VISION\*

    Be careful raiding bases at night! Nearby enemy bases will catch wind of night time attacks and equip their forces with NVGs of their own!

    Keep raiding bases at night and eventually the whole region will start using NODs. Things will calm down after a few days, but you'll have to plan around this new challenge in the meantime.

    Wolves are the elite and will have NVGs by default.

    EMPs

    I need more power!

    Enemy captains (and a new enemy type!) will use EMP grenades on you once they get word that you're using Night Vision. Now they will make fun of your goggles and take them from you!

    Your view will look like the above image if one of three possibilities are met:

    1. You are EMP'd
    2. Your goggles run out of battery
    3. You put on your goggles without having a vision mode equipped. Whoops! You silly operator, you!

    As you can imagine, losing power to your goggles while in a firefight, in pitch darkness, is not good. But you will still have some new toys at your disposal to even the odds, and a brand new foe to change up the face of the battlefield.

    NEW ENEMY: THE SENTINEL SAPPER

    The Sapper

    Sentinel Combat Engineers have joined the fight!

    These new foes specialize in disabling the player, utilizing their unique weapon and mines. Bases with Sappers have minefields around them and on paths to vantage points. Watch where you step...

    Sappers are equipped with the XM31-NL "Shock Rifle", a nonlethal weapon that fires Sticky Shockers.

    The Shock Rifle was originally designed as a non-lethal way to subdue unruly individuals and rioters with a controlled shock, though it failed to acquire a US Military patent and does not see widespread use outside of Sentinel forces.

    Sentinel combat engineers, known as Sappers, found it effective at disabling military drones and electronics and have modified the design to be more portable and have a longer range. Sentinel, acting as both Skell Tech security and as Auroa's police force, often use it while overseeing their minefields, when dispatched to civilian occupied areas, and in zones with high drone activity.

    The design for the Sticky Shocker ammunition that inspired the rifle was acquired after a joint operation between Sentinel and [REDACTED] operatives.

    Sappers will engage the player from long range using their Shock Rifles:

    • Stuns the player for 2 seconds
    • Disables the player's electronics and NODs for 10 seconds. You'll miss those eyes in the back of your head.

    At close range, Sappers will swap to a Vector and use EMP grenades. They will also plant Claymore** directional mines in combat. Watch out, they'll also disarm any player mines and C4 they discover!

    They wear a satchel full of claymores and keep their Shock Rifles collapsed and slung behind their back when not in use. Both are vulnerable to being shot.

    NEW CLASS: THE SAPPER

    Sapper Daddy is here

    Players can also become a Sapper, utilizing their own Shock Rifle class item. They also gain the ability to detect mines (no more clicking for non-Sapper players) and disarm them.

    Shock Rifle Class item

    • Similar to Sharpshooter's Intel Grenade Launcher
    • Single shot capacity, can be reloaded without unequipping unlike the Sharpshooter's launcher
    • Starts with a single shot
      • Using my revamped skills system, you can get more shots with skill points
      • Upgrade to 3, then 5 total shots
    • Capable of silently disabling enemy drones in a single shot
      • Disabled drones will not explode or crash out of control
      • If standard grunts discover a disabled drone, they will assume it shorted out, report it, search the area for a little bit just in case, and move on
      • If a Sapper discovers a disabled drone, they will recognize the Shock Rifle's handiwork, send the base on alert, and search the nearby area for a short time before returning to their patrol in a suspicious state
    • Capable of silently disabling generators
      • Same as drones
    • Capable of nonlethally incapacitating enemies silently
      • Useful for downing HVTs from range
      • Can be used on puddles for maximum efficiency
    • Can be used on allies
      • Keep that in mind and watch your fire! Or don't, it'll be hilarious.

    Weight Threshold (WT)

    • Fully compatible with my Weight and Balance mockup
    • Has a 65% WT compared to the Assault class
      • Most effective with medium armor and light weaponry

    Class Technique: Shock Drone

    • Similar to the Medic Drone
    • Armed with three Sticky Shockers
      • 3 second reload time between shots
    • Useful for neutralizing hidden foes and disabling drones and generators from long range
    • Can be used on allies
      • Ghosts don't exist, therefore you couldn't have possibly tazed your bro

    Not a huge fan of Class Techniques, might overhaul them later.

    Fun fact: the whole Sapper class came about because I thought "wouldn't it be cool if enemies could EMP you?" and it mutated from there.

    Hope you enjoyed my mockup of the rework and the new class/enemy! Like the new Night Vision customization? Hate it? Let me know what you think in the comments.

    This was a really fun one to work on, once again a huge shoutout to u/FTFxHailstorm for sending me the initial concept! Got ideas for a mockup or a general concept you'd like me to look at? Comment below or DM me, I love working on these. Got a few more mockups I'm working on, though some I'm going to keep close to the chest. Can't reveal my hand all at once you see.

    Want to see more of my mockups? Find them all here!

    *Immersive mode/toggle only

    **Players will also have access to claymores regardless of class via the Skills menu

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

    I’m no expert by any means but does the Chinook in game seem a little small compared to an actual one? Only reason I ask is because I found one for the first time while randomly searching coastal locations and was a little underwhelmed when I saw it.

    Posted: 04 Mar 2020 03:29 PM PST

    "Whatcha thinkin' bout?" "Oh I dunno, I guess I just wish we had a rappelling mechanic"

    Posted: 04 Mar 2020 02:59 PM PST

    Let's take bets

    Posted: 04 Mar 2020 07:26 PM PST

    Patch is delayed till may

    submitted by /u/crazyjorge1
    [link] [comments]

    Little cosmetic detail

    Posted: 04 Mar 2020 06:02 PM PST

    I think we should be able to roll up our sleeves on all tops. Adds more immersion than just having the one rolled up long sleeve

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

    These damn rocks. Ive been playing with them for 30 minutes now.

    Posted: 04 Mar 2020 05:24 PM PST

    Yo Dawg I Herd U Like Ladders, and old memes.... (Kelso Fields)

    Posted: 04 Mar 2020 03:01 AM PST

    The virgin Sentinel Corps soldier vs Chad

    Posted: 04 Mar 2020 06:45 AM PST

    Nom Nom Nom

    Posted: 04 Mar 2020 03:30 PM PST

    I don’t even know what to say

    Posted: 04 Mar 2020 11:58 AM PST

    One thing to improve on the great HUD options

    Posted: 04 Mar 2020 11:49 AM PST

    One of the best things about GRB is the HUD options design. There is a lot of detail to what you can turn on and off in the HUD.

    For someone who likes to play with No HUD or with only a few things turned on, this is great. But I do think there is one thing they could add to really improve it using the existing interface on/off button.

    That would be a Manual Option in addition to the Always/Never/Dynamic.

    We already can "turn on" the HUD with a keybind or by pressing down on the D-pad. However that only turns on and off certain items based on your HUD options. So when it comes to ammo – I can select Never/Always/Dynamic. But if I select Never, it will never come up even when turning the interface on and off. And if I select dynamic, there are times when it will always show, such as when I'm in a firefight.

    Adding a Manual option will cause a HUD option to come up only when I turn the interface on (down on D-Pad), and it will go away when I hit the key again to make the interface turn off.

    This would be great for No-HUD players who want to check ammo count, number of grenades that are left, or even figure out which server is the super-computer I'm supposed to shoot to complete the faction mission. It kind of adds to the realism, in that checking your equipment becomes a manual task rather than something that is either automatic or impossible.

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

    Damn I love that new motorcicle

    Posted: 04 Mar 2020 07:35 AM PST

    Reinstalled Wildlands. Man, I love this game

    Posted: 04 Mar 2020 12:53 AM PST

    [BUG] Erewhon crashes/PEQ-15 not working after bivouac

    Posted: 04 Mar 2020 04:18 PM PST

    Ok, so I have two bugs to report that I did not see on the updated known issues list.

    1. This one is less specific. 99% of my crashes happen in Erewhon. They mostly happen when I purchase weapons there and open up gunsmith but it also happens other times when I'm doing that.
    2. When I in game purchase a new weapon and edit it with the PEQ-15 at a bivouac, the IR laser doesn't work. I've found two fixes, either un equipping the weapon and then re-equipping it, or else removing the PEQ-15, exiting out of the menu, then pulling it back up and putting it back on.

    I just wanted to bring these issues to attention since they aren't on the known issues list.

    submitted by /u/christian21500
    [link] [comments]

    I’m the reaper

    Posted: 04 Mar 2020 08:56 PM PST

    So, uhh...you like bread?

    Posted: 04 Mar 2020 08:53 PM PST

    I've fallen and I can't get up

    Posted: 04 Mar 2020 07:31 PM PST

    Any info on the Immersive mode?

    Posted: 04 Mar 2020 07:27 PM PST

    Release date, etc?

    submitted by /u/Brooksy925
    [link] [comments]

    Anyone know a way to have the NVGs flipped down in Photo Mode?

    Posted: 04 Mar 2020 01:18 AM PST

    Here News, optional guns hand

    Posted: 04 Mar 2020 01:51 AM PST

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