• Breaking News

    Friday, April 3, 2020

    Ghost Recon - Battle Rewards have been cancelled

    Ghost Recon - Battle Rewards have been cancelled


    Battle Rewards have been cancelled

    Posted: 03 Apr 2020 03:28 AM PDT

    After careful consideration, we have decided to discontinue the Battle Rewards system, so that our developers can focus their efforts on other areas.

    We will still provide you with opportunities to earn free, high-quality items alongside major updates to reward your engagement through things like Live Events and additions to Maria's shop for purchase with Skell Credits.

    From https://support.ubisoft.com/en-gb/Faqs/000050221/Battle-Rewards-in-Ghost-Recon-Breakpoint-GRB

    Announced here: https://forums.ubisoft.com/showthread.php/2211178-Are-Battle-Rewards-ever-Coming-back?p=14889068&viewfull=1#post14889068

    submitted by /u/Solokiller
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    Mud Fighter

    Posted: 03 Apr 2020 12:20 PM PDT

    Big ups to Ubisoft for having your character take all their equipment off during cutscenes ������ had to draw my fucking eye patch on ������

    Posted: 03 Apr 2020 01:21 PM PDT

    Navy seals winter warfare����

    Posted: 03 Apr 2020 06:39 AM PDT

    Get rid of the raid ubi and add all the rewards to Maria’s store please. Focus on other parts of the game such as AI, AI teammates, improving customisation, live events etc.

    Posted: 03 Apr 2020 03:09 PM PDT

    Went back on the raid today for the first time in months and my god it's the definition of AIDS. firstly hardly anyone has mics, just like before. The whole concept about the raid shouldn't be in a GR game. No one who plays GR want to fight a bullet sponge robot with 3 random people who don't communicate. Just scrap it. And the raid now feels 5x harder and is somehow less enjoyable. I didn't know it could get any worse. Just scrap it ubi and add all the rewards to the shop. Focus on other parts of the game.

    submitted by /u/edsmith99
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    Keep all the new mechanics, skills and gadgets etc... All the immersive mode stuff, all the camera improvements...

    Posted: 03 Apr 2020 08:51 AM PDT

    Breakpoint feels more like a weird reboot of Metal Gear 1/2 than a Ghost Recon story.

    Posted: 02 Apr 2020 11:15 PM PDT

    Sorry, but Immersive Mode doesn't fix the broken AI and level design that ruins any shred of fun or stealth

    Posted: 03 Apr 2020 01:04 PM PDT

    I avoided this game like a plague like many here, but once Immersive Mode dropped and saw that the game was on sale for $15 I thought I'd bite the bullet...

    ...I wish I hadn't

    Just like in Wildlands, the awful AI in this game ruins any ounce of stealth, tactics, or fun to be had. There is no amount of tweaking to the settings that fixes this. Enemies go from brain dead stupid, to wall hacking terminators at the drop of a hat.

    - Enemies spot your drones? They move your position

    - Enemy finds a body? They move your position

    - Set of an explosive or a trap of some kind? They move your position

    - Change positions? Too bad because they eventually just move to your current position

    - Waiting for enemies to stop searching? Have fun waiting 10 minutes while they stand on the other side the wall you're on looking directly at your face

    - Enemies unloading hundreds of rounds of ammo at you without reloading, making it near impossible to effectively return fire in harder difficulties

    - Died by enemy or a cutscene plays? Your helicopter disappears. Have fun finding a vehicle to travel to your next mission 8km away!

    This is only made worse by the ABHORRENT amount of enemies that are all over the map! PLANES, HELICOPTERS, VEHICLES AFTER VEHICLES AFTER VEHICLES, PATROLS, DRONES DRONES DRONES DRONES DRONES that magically take half a mag to kill but GOOD LUCK getting your shot on them because they dodge your bullets with ease.

    This map is so painfully large, yet its filled with nothing but enemies constantly hunting you down to no end which ruins your mission if you don't clear them away first. The AI is both easily cheesed and unbearably cheap all at once, there is no middle ground.

    Ubi Paris has learned nothing from the awful AI from Wildlands, but it's made 3x as worse due to the sheer amount of drones and enemies all over the map.

    I enjoyed Wildlands, despite how fundamentally flawed it was, but Christ all mighty this game feels like it goes out of its way to waste your time and ruin your fun. I'm only a few hours in and this experience is painful.

    submitted by /u/markyymark13
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    The very house whose owners deserve the most brutal reprisal (who knows, he will understand)

    Posted: 03 Apr 2020 05:22 AM PDT

    Ghost Recon TU 3 concept: Immersive world update

    Posted: 03 Apr 2020 02:09 PM PDT

    Ghost Recon TU 3 concept: Immersive world update

    Ghosts, we love seeing your positive reception to the Immersive update. We've been collecting your feedback and in this update we wanted to address key changes to the world of Auroa, how you interact with it as a player and the experience of being hunted by Wolves.

    We've noticed a lot of talk around how Unidad used to have a constant presence and threat to the player in Wildlands and we wanted to recapture that feeling with the Wolves. After all, they are trained to the same level as you, right?

    After launching the game with TU 3 you will notice some new settings available in the Ghost Experience paramiters section of the options menu:

    Wolves behaviour: Regular - Immersive - Custom

    > Regular: Wolves will behave just like they do in the standard game. They are dotted around the map, they have their own bases and they will come after you if you are spotted by an Asriel drone.

    > Immersive: Wolves are a more common sight on Auroa. They patrol the roads more frequently in armed convoys, small numbers accompany Sentinel in Sentinel hideouts and Wolf Snipers roam the wilds of the island. Beware these Snipers. If they track you they will hunt you consistantly until dealt with. They can use prone camoflauge and behave much like the Yeti encounter from Wildlands. You now also have a threat level. The more trouble you cause, the higher the alert status of the wolves. They will have a higher presence until you can fully evade them and they will chase you using Helicopters, Jeeps and on foot. We aim to make this experience match that of our very first gameplay demo where Nomad is running for his life. There will be a new HUD icon to inform you of your current threat level from Wolves.

    The Wolf threat level

    > Custom: You can mix and match these new features. For example, set the response level to a minimum or maximum, disable it entirely, set the overall presence of Wolves from Regular, Mild or Heavy and decide if you want Wolf Sniper Hunters in the game or not.

    Another major edition to this update is the overall life of Auroa. Many of you have stated that the game doesn't feel as alive as Wildlands and we wanted to address that. Going forward in all game modes, guards will have shift and sleep patterns, go about tasks and drills in camp, patrol the parimiters, converse with eachother and more. You will also notice more civillians on the roads of Auroa and improved dialogue interactions with them.

    Finally Ghosts... Something you have all been waiting for: Companion squad AI returns to Ghost Recon!

    There is a lot to unpack on this one.

    To get started, we have taken the decision to remove the emote wheel entirely along with all in-game emotes. Based on your feedback this feature didn't feel useful. For all players who have purchased emotes with Skell credits or real purchases, you will recieve full compensation for these items.

    In place of the emote wheel we now have the command wheel. As you may have seen in the "item wheel update", (check my profile if you want info on that) we now have all gear available on the in game wheel. We wanted to continue with this line of thouht on the command wheel. Pressing triangle or Y on the item wheel will switch you to the CW. You can use this to control your AI squad in the field, giving them specific orders and requests.

    Command wheel and its features

    You will now have access to a new menu tab: Squadmates. This section functions very much like customizing Nomad. You can select your squadmates gender, gear, weapons and even their class. This is critical, as the AI is now designed to act as its chosen class. For example, Panther AI squadmates will focus on stealth and close up combat. You can override these behaviours or encourage them in the command wheel.

    A few extra features: You can now double tap the enter vehicle button to command a squadmate to drive or fly it. They will automatically travel to your manually selected waypoint on the map. They may take detours if you run into trouble!

    We hope this update provides hours of fun Ghosts.

    See you on Auroa.

    submitted by /u/WolverineKuzuri93
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    Am I the only one who would prefer weapons NEVER getting dirty as opposded to the bug?

    Posted: 03 Apr 2020 06:33 AM PDT

    Tittle, it isnt particulary immersive to go for a swim and come out with my gun looking like the ground im standing in

    submitted by /u/Potpottron
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    Loadout Vibe Check, Inspired by the NORTU 5 (Norwegian Task Unit) of my home country ����

    Posted: 03 Apr 2020 01:11 AM PDT

    Sam Fisher judges you in new mission

    Posted: 03 Apr 2020 09:20 AM PDT

    If you get to him silently he'll say he's glad you haven't gotten soft since Bolivia. If you get caught he'll say that you lost a few steps since Bolivia. Just a fun detail I thought.

    submitted by /u/running-5k
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    Interesting outfit

    Posted: 03 Apr 2020 02:39 PM PDT

    How much can Ubisoft actually change and improve the enemy AI at this point?

    Posted: 03 Apr 2020 06:38 PM PDT

    Because that for me is the most immersion breaking problem with this game right now. Enemies just walk towards you firing mindlessly. They have no sense of self preservation. They are aim bots. It's just so boring and repetitive.

    submitted by /u/WolverineKuzuri93
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    Imo, this would look badass if it was in game

    Posted: 03 Apr 2020 04:36 PM PDT

    Customization in Breakpoint is lacking

    Posted: 03 Apr 2020 05:09 AM PDT

    TL;DR - Customization shows potential but what is offered can be so much more. All of the details count immensely, it adds more style and shows personality. Which is what Ghost Recon Breakpoint severely lacks. These cosmetic items should also not be locked behind paywalls, guns I can understand however. For the one's that are Skimming, words in BOLD are the main details

    - (I'll try my best to point out crucial and specifics while also keeping it minimal.)

    But anyways, the game is amazing from what it has to offer in my opinion. It can be rough around the edges considering the mass of this game. But I really do enjoy this game. But I have a Very strong feeling of the GEAR customization being very very subpar. Especially compared to wildlands.

    1. {First is pointing out details already in the game}

    - Gas masks cannot be paired with other head wear such as Beanies, Boonie hat, Head caps, Chapka, and most importantly are the Helmets. (I however may be wrong with the pairing of Gas masks and helmets)

    - Small details like the G3 Pants not having integrated Knee Pads, instead they have ACTUAL Knee Pads on TOP of the pants themselves.

    - Adjusting and adding proper color and patterns for accessions like the Shemagh instead of them being flat colors and patterns. (There may be more small mistakes I don't know of, but that's what I've seen)

    2. {Secondly are the additions}

    |Adding Personal details, this is very important. You're stuck with your character. You always have to look at your character no matter who it is. It's very important to at least add little details to show your Personality. To express yourself and display that onto YOUR own character. Adding details such as an optional skull design on a Balaclava. Or ROLLED up sleeves or LONG SLEEVES OPTIONS on shirts/jackets.

    - Adding layers on your backpacks like: Attaching and detaching radio(s), signal disrupters, Tarps, Binoculars, and other small details that add character, to well, your character. Like Scarfs, knives, around limbs like legs, arms, thighs, etc. Most importantly is the POSITION and STYLE OF HOW IT'S WORN. Even the default outfits for the main characters are more detailed than what is offered to the player.

    - Adding separate color and pattern options for specific parts of gear. For instance, the knee pads are the same color as the pants. You should be able to add that contrast to your outfit and make other parts different colors. Wear and tear should be an option too. Wear and tear looks really good on weapons, so why isn't there something like that for Clothing and Gear? You're surviving, not dropping down on a mission like GR: Future solider. You should be able to show the damage you're taking.

    - Adding layers like goggles around the neck, on your head, or ON TOP of your helmet, etc. Adding gloves that only cover index, middle finger, and thumb. On top of adding different gloves should be watches, both separate or a combination of the gloves and the watch. Layers are very crucial, I cannot stress that enough. It had always bothered me WHY doesn't your operator have a watch.

    - Details on the skin. There's a lot more that can be done for the faces, but I only mean scars and face paint. The face paint should not be bought with real money so there's no stressful hoops to jump through, especially JUST FOR FACE PAINT.

    - But, all in all with these suggestions. There needs to be a heavy UI navigation layout change to compensate for such layers. Something very simple, there's no need for complications.

    - Lastly for this section, accessories need their own categories that are split up. You should also be able be to equip as many items as you want, but of course for certain sections of the body, one item should take up that slot. So there's no overlapping between gear.

    3. {Suggesting adjusting gear in immersive and regular mode}

    |Lastly is the requirements of certain gear. Ubisoft, not everyone plays with other people, which is crucial for the raids and such. SOME people like single player only, such as myself. In immersive mode as well, there shouldn't even be a requirement like finding them since it doesn't add stats. It adds more chores to do just for the look of your character. The best solution I can conjure is having to buy them, so there's at least a feeling like you earned to buy what you wanted. The prices should NOT be through the roof. Especially since they are ONLY cosmetic in immersive mode and do not affect stats.

    - The regular mode is a different task. The accessories like scarfs should NOT add stats, the gloves and boots are fine. The four crucial parts of the armor is completely fine, as you need something to compensate for gear level. The requirements for certain gear should be like AC Odyssey, getting better gear but also can change the look whenever you can. YOU GUYS nailed that aspect. Furthermore, having to rely on a full squad of other people is a turn off for single players. At least make it so for the raids there are AI to protect you for solos.

    5. {Closing}

    |There will be without a doubt a couple of ideas that I guess cannot be done, or doesn't make sense from a developer's perspective. I'd at least like Ubisoft to take more than just a glance into this if this ever gets enough attention that is. I believe they have the ability to follow through and have the resources, but there's doubt.

    - Finally, these items should NOT be locked behind paywalls. The guns I can understand, but the LOOK of cosmetic items SHOULD NOT BE LOCKED BEHIND PAYWALLS.

    submitted by /u/Mwute2
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    I was playing yesterday and suddenly realised something that makes the game feel more lifeless than Wildlands

    Posted: 03 Apr 2020 02:27 AM PDT

    I actually miss the random dialogue with the AI... I know it got repetitive but it made it feel like you weren't just driving round in an empty sandbox. Even tagging enemies with my drone I miss the "and baby makes 3".

    Wildlands just felt more alive in so many ways.

    submitted by /u/WolverineKuzuri93
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    Feedback from u/caster regarding the AI

    Posted: 03 Apr 2020 09:35 AM PDT

    "Their patch notes don't give me a lot of confidence their AI people know what they're doing. Either that, or they aren't communicating effectively with their outward-facing people.

    As a strategy, "avoid places with lots of bodies" is a dumb heuristic.

    The actual problem with the enemy AI is in two parts. First, it is WAY too aggressive. Every single enemy will gladly charge towards the player to their deaths one at a time. That's... really never going to work.

    To address this issue the default behavior of the enemy AI needs to be defensive. A rifle-equipped enemy soldier might post up at a spot with good cover and stay there. Even if it does not presently have a direct shot at the player, its job is to cover the area within its field of fire. Naturally if you had only one soldier this strategy doesn't really work- but as a group of enemies collectively watching each others' backs and covering a compound, this will in general be a much safer and smarter overall strategy than always directly moving towards the player to engage at close range. Aggressive behaviors need to be the exception, not the rule.

    Second, factors like making noise, calling for help, enemy reinforcements, etc. are all so weak and ineffectual that the player effectively has almost no penalty for noise, or for time. Indeed the most consistent and effective method to clearing out a base is to select a nice, choke-pointy spot, and attract all the enemies into it so you can clean up. Then once everyone's dead you go about your business.

    Solution to this problem; more pressure must be applied to the player. Going loud and having the enemy call for reinforcements needs to be a major problem- an existential threat to the player that forces an immediate response. The player should need to be aggressive, push forward, and take risks, rather than posting up at a perfect defensible position and exploiting the dumb AI until there are no enemies left.

    This means the enemy is in the position of taking advantage of defensive terrain and choke points, not the player, because the player has mission objectives and limited time before enemy reinforcements come to kill them.

    If the player waits around forever, that strategy should inevitably result in them being dead. This will completely shift the strategies for how to engage the enemies away from extremely passive and slow methods that trade a lot of time for a lot of safety. Because huge enemy reinforcements are going to arrive and kill you, so you need to move your ass."

    submitted by /u/IRedditSolo
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    I’m much much happier with Breakpoint now

    Posted: 03 Apr 2020 01:03 PM PDT

    Wildlands is my fave game of last decade.

    Breakpoint broke my heart. After a few months out I come back to it and yup. It's now AWESOME. I love love love it! Now.

    Anyone else feel the same?

    submitted by /u/MR4Networking
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    Ever since Launch, I have under-rated the power of a Shotgun... We need more in the Breakpoint!

    Posted: 03 Apr 2020 07:46 AM PDT

    My attempt on The Punisher

    Posted: 03 Apr 2020 07:54 AM PDT

    Enhanced medical system see comments for details. More realistic health system, making food and drink actualy usefull, faster animation, enemy injury, coop healing...

    Posted: 03 Apr 2020 05:40 AM PDT

    Will playing "deep state" before i beat the game spoil the main ending?

    Posted: 03 Apr 2020 07:50 PM PDT

    So i picked up breakpoint a couple weeks ago and haven't beaten it yet(i just rescued skell and am doing the set of missuons right after that) was wondering if deep state contains (major) main story spoilers.

    submitted by /u/Hitlersreichtesticle
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    Wanted the Deagle blueprint, decided to parachute in and try and grab it fast and quietly. Did not go to plan. Felt like an action movie.

    Posted: 03 Apr 2020 05:21 PM PDT

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