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    Sunday, April 5, 2020

    Ghost Recon - Please add vest/ hood to Maria’s Shop

    Ghost Recon - Please add vest/ hood to Maria’s Shop


    Please add vest/ hood to Maria’s Shop

    Posted: 05 Apr 2020 10:01 AM PDT

    WE NEED ROPE!!!! Deepstate and immersive is a good step in the right direction but we need gameplay improving elements like A ROPE!!!

    Posted: 05 Apr 2020 05:10 AM PDT

    I'm ashamed how long it took me to realize...

    Posted: 05 Apr 2020 04:59 PM PDT

    Erewhon? It's nowhere...

    submitted by /u/JulietPapaOscar
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    Show, Don't Tell

    Posted: 05 Apr 2020 05:27 AM PDT

    This is one of the biggest sins one can commit in writing( Breakpoint commits this sin a lot), but right now I wanna focus on how it affects the world. I've been playing a little today and I cannot stress enough how immersion-breaking it is to constantly hear about another bombing and the concerns sentinel have with the outcasts. This is for one simple reason, we as the players never SEE these events transpire, we don't see outcasts attacking Sentinel checkpoints, we don't see Sentinel conducting raids and arrests, We don't see the wolves brutally decimating outcast campsites and safehouses. As far as we're concerned when exploring, the world is exactly the same as it was when we first stepped on Auroa. Increasing the rate of overhead patrols is not how you make the world feel more alive, having the NPCs conduct more activity within that world is.

    submitted by /u/Hamonate1
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    If the game has lightnings, then to make such a screenshot is an obligation

    Posted: 05 Apr 2020 04:00 AM PDT

    Who says Breakpoint has terrible writing?

    Posted: 05 Apr 2020 12:01 PM PDT

    My dream is to one day be able to create this on GR.

    Posted: 05 Apr 2020 08:40 AM PDT

    Dynamic equipment is cool and all, but does Nomad really need four knives?

    Posted: 05 Apr 2020 07:32 PM PDT

    One of my favorite landscape

    Posted: 05 Apr 2020 04:42 PM PDT

    Enemies drop medic pouches (Syringes), is Ubisoft maybe working on customisable Vests and Belts?

    Posted: 05 Apr 2020 02:03 PM PDT

    So I've been taking some screenshots in breakpoint lately, today I decided to review them, turns out I am stupid.

    Posted: 05 Apr 2020 03:05 PM PDT

    Okaaaay it's a thing (sorry for the quality)

    Posted: 05 Apr 2020 03:15 AM PDT

    Ubi please give us ghillie hoods. It’s been consistently asked so many times since launch. How many times do we have to beg you. This is the best I can get with what’s available.

    Posted: 05 Apr 2020 05:47 AM PDT

    Pistols could use a buff and better balancing

    Posted: 05 Apr 2020 01:57 PM PDT

    For one they have too much recoil, reasonably quick follow up shots are nearly impossible outside of point blank range. Even the lowest recoil pistols have a bit too much recoil and bloom.

    Two, the balancing within the class itself doesn't make much sense. For example, the .45 caliber P227 does ~40% less damage than the 9mm C-SFP and 5.7 mm Five Seven. Aside from being unrealistic, this is just unbalanced. The P227 has slightly less absurd recoil, but the Five Seven also has twice the capacity. Even with Echleon and Pistolier, the P227 still takes four shots to the body on regular enemies, it only holds 10 rounds.

    That's just one example. The new Maxim 9 outclasses everything. It has the lowest recoil, no suppressor damage loss, mid tier damage, high capacity, and high fire rate. The MK 23 for some reason has the lowest fire rate out of the entire class sans Sharp Thunder(try doing a mag dump with it), the P320 has no upsides whatsoever and holds and incorrect amount of rounds(as does the P45T), and theres no reason to use the 1911 at all outside of aesthetic reasons.

    The whole class of weapons can be summed up as: choose the Five Seven for damage, or the Maxim 9 for low recoil. Can pistols please get another look at by the devs?

    submitted by /u/RadioactiveSince1990
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    Operator AF

    Posted: 05 Apr 2020 07:06 PM PDT

    Low Brightness + Fourth Echelon Gear = Perfection

    Posted: 05 Apr 2020 02:41 PM PDT

    I’m coming for you strategist

    Posted: 05 Apr 2020 07:15 AM PDT

    Useful information about detection and timings until back to normal.

    Posted: 05 Apr 2020 06:43 AM PDT

    Long but worthwhile post, bear with me I found some really interesting things that will really improve your game. Yesterday we were playing and wondering how exactly does the detected/vanished/normal states work.

    I've done quite a bit of testing today and here is how it works. I'm sure it'll be useful for you guys. We always had the general idea of it from playing the game but knowing it precisely is really helpful and takes the guess work out of the equation.

    Enjoy and feel free to share your verified findings as well. I tested many times and tried to be as precise as possible. The timings are consistent even if they're not precise to the second. Here are listed the most common/useful situations.


    RED STATES (Enemy marker is RED and enemy is on full alert, this is triggered when an enemy DETECTS you.)

    Situation 1 DETECTED (enemy goes red), I break line of sight and move away in another room close by. It DOESN'T go to VANISHED/yellow status. Enemy stays RED and holds his position 38m away. I remain there with the enemy camping his position too (we are still 38m away from each other the whole time), I start a timer and wait over 15 minutes :

    ENEMY STAYS RED AND NEVER GIVES UP. (Indicating they would probably stay red forever)

    I now move away further back to around 100m away from target, the VANISHED state (Orange) is then triggered. ~35 seconds later, enemy is back to normal/unaware (WHITE)


    Situation 2 DETECTED (Red) but immediately sprint away from target establishing a 100m+ distance, VANISHED (orange) state is triggered as I run away and break line of sight. Starting timer as soon as VANISHED triggers:

    ~1m05s later enemy is back to normal (white)


    Situation 3 DETECTED (Red) , vanish from target by breaking line of sight (vanished/orange) in this case throwing him a flashbang, but then remain really close by (target is right next to the wall about 10m away):

    ~1m30s before going back to normal (white)


    Situation 4 DETECTED (red) , immediately trigger smoke bomb (panther ability) which triggers VANISHED (orange) and still staying very close to target (20m):

    ~18secs and back to normal (white)

    TAKE NOTE THAT ALL DETECTED (RED) AND VARIOUS ORANGE STATES WILL MAKE THE ENEMY CALL REINFORCEMENTS WHEN THERE IS A RADIO OPERATOR PRESENT IN THE BASE


    ORANGE STATES

    SHOT HEARD (enemy hears shot, doesn't see you but turns orange and starts investigating): If no radio operator : ~1m30 until back to normal (white).

    If radio operator is present : REINFORCEMENTS ARE CALLED ~2min35 until back to normal.


    SHOOTING AN ELECTRIC GENERATOR = EXPLOSION ALERT (enemy turns orange and investigates the generator and area) :

    If no radio operator : ~1m30 until back to normal (white).

    If radio operator is present : REINFORCEMENTS ARE CALLED ~2min35 until back to normal.

    SHOOTING A TURRET/MORTAR/LAND DRONE/FLYING DRONE WHICH MAKES IT EXPLODE = EXPLOSION ALERT If no radio operator : ~1m30 until back to normal (white).

    If radio operator is present : REINFORCEMENTS ARE CALLED ~2min35 until back to normal.

    FLASHING ENEMIES WITH A FLASHBANG enemies go into an orange alert If no radio operator : ~1m30 until back to normal (white).

    If radio operator is present : REINFORCEMENTS ARE CALLED ~2min35 until back to normal.

    KILL WITNESSED (enemy sees you shoot someone but doesn't see you) they go orange and investigate.

    If no radio operator : ~1m30 until back to normal (white).

    If radio operator is present : REINFORCEMENTS ARE CALLED ~2min35 until back to normal.


    YELLOW STATES (Enemy is aware something is going on but not on full alert. Radio operator WON'T call reinforcements and these states don't break stealth too much)

    DEAD BODY FOUND (enemy sees dead body but doesn't see you or hear anything, they turn yellow and start investigating):

    ~50secs until back to normal (white) *As stated : NO reinforcements are called even with a radio operator present when a dead body is found.

    MANUALLY shutting down an electric generator (going up to it and pressing the button) enemy turns yellow and investigates area:

    50secs until back to normal. NO REINFORCEMENTS CALLED

    Taking down a drone by throwing an EMP grenade at it (flying drone) enemy goes into a yellow state (dead body found), no reinforcements are called:

    ~50secs until back to normal.

    Notice the difference here, if you take down the drone with an EMP, it will trigger a yellow state (dead body found, no reinforcements called, return to normal quickly) compared to SHOOTING it down which triggers an EXPLOSION ALERT orange state where enemy will call reinforcements and then it takes around 2 mins to go back to normal.

    Finally, a few really useful things to know:

    -Reinforcements are only called ONCE. If the radio operator calls them and you stay hidden and wait it out for around 2mins like described, the enemy will go back to normal and the next time something happens, the radio operator WON'T call reinforcements again.

    -Throwing EMP grenades won't alert enemies at all even though they make a blast sound (the exception being if you take out a drone with EMP, then they go yellow state/dead body found like mentioned above). They will remain completly unaware/white, Even if you throw an EMP at the feet of enemies, they are blind to it completly which makes them really effective to shut down lights, allowing you to move in the dark easily. For example if you have enemies and there are lights around, you throw the EMP, lights will shut off but enemies won't react at all and stay white, but are now surrounded by darkness...;) THE REALLY COOL PART ABOUT USING EMP TO SHUT OFF LIGHTS?: You know those annoying lights which you can't shoot, no matter how hard you try they stay on? Throw an emp and lights off baby :D ! All without alerting enemies, how cool is that?! I was really happy to find this and i'm sure you guys will enjoy as well.

    -Shooting a flying drone with the Echelon SHOCK PISTOL will trigger no yellow or orange state at all. You will see it crashing down and making a sound but enemy is blind to it happening and stays white. This is therefore the absolute best way to take out drones.

    submitted by /u/rakha589
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    I Would Literally Pay For The Ability To Turn Drones Off In The Game

    Posted: 05 Apr 2020 02:05 AM PDT

    PLEASE add in the immersive feature to turn off drones. Trying to infiltrate any base while being stealthy will immediately get you located by a drone. Shoot the guy in the tower - drone spots the dead body. Shoot the guy around the corner - drones circling above will eventually find it. Drag dead bodies away - drone somehow finds body. Shoot the drone - the drone explodes and alerts the entire base. Please Ubisoft. I love the immersive mode but please allow us to turn off drones

    submitted by /u/kozters
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    Black Ops Operator

    Posted: 05 Apr 2020 09:00 AM PDT

    Silver Stake Kill of the Week

    Posted: 05 Apr 2020 08:50 AM PDT

    Breakpoint could use the reinforcement system from Wildlands (at least let it be an option)

    Posted: 05 Apr 2020 12:59 PM PDT

    Going loud in Wildlands was a valid strategy, but you had to do it fast, and you needed someone taking care of reinforcements.

    It is very anti-climactic in Breakpoint to get spotted and simply killing everyone, and then taking your merry time to complete the objective without any reinforcements coming. Particularly given the theme of being in enemy territory and being hunted.

    Thoughts?

    submitted by /u/DowntownTechnician4
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    "On the fields of our fallen ... Let there be rain"

    Posted: 05 Apr 2020 01:50 AM PDT

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