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    Thursday, April 2, 2020

    Ghost Recon - "smarter AI that will avoid places like stairs if they see a lot of bodies"

    Ghost Recon - "smarter AI that will avoid places like stairs if they see a lot of bodies"


    "smarter AI that will avoid places like stairs if they see a lot of bodies"

    Posted: 01 Apr 2020 02:51 PM PDT

    One of my best photos in breakpoint

    Posted: 01 Apr 2020 05:23 PM PDT

    Cool animation... Talking about positive post like someone told me in another post I made... I haven't seen this animation before so I don't know if it's new on this patch... Entering bivouac with an injury is awesome and I like it, wonder if it's only the bullet on the leg the standard animation

    Posted: 01 Apr 2020 08:24 PM PDT

    "How'd a muppet like you pass selection?"

    Posted: 01 Apr 2020 02:13 AM PDT

    Ubi please

    Posted: 01 Apr 2020 07:29 AM PDT

    Wayyyy too many surveillance drones and helicopters since update

    Posted: 01 Apr 2020 05:13 PM PDT

    The amount of helicopters and drones I have flying over me is ridiculous. During the mission to help Samuel with his traps (a short mission) I had 4 drones and 5 helicopters fly over. I love immersive mode but these flyovers are seriously ruining the fun

    submitted by /u/christian21500
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    I’m sorry but I see so many cool cosmetic items that I know for a fact can be implemented into the game I just don’t want it as a raid reward or ghost coin obtainable, id like it to be either found around the island or skell credits

    Posted: 01 Apr 2020 11:21 AM PDT

    Ubisoft please give us the tactical vertical grip from the raid or let us be able to purchase it.

    Posted: 01 Apr 2020 08:38 PM PDT

    Title says all

    submitted by /u/LOG1CFTW
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    Why you gotta be like that bro?

    Posted: 01 Apr 2020 08:00 AM PDT

    No rifle should have 20 base damage

    Posted: 01 Apr 2020 03:13 PM PDT

    It makes rifles like the 516 and AK12 considerably less efficient and fun to use than their counterparts. Personally I would prefer damage to be caliber based where a 5.56 always does the same damage and a 7.62 always does it's damage etc. At least in immersive mode.

    submitted by /u/mange667
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    Just Another Solid Snake

    Posted: 01 Apr 2020 04:06 PM PDT

    516 Shorty Xtreme CQ Build

    Posted: 01 Apr 2020 04:51 PM PDT

    ACCS on Assault Rifles...

    Posted: 01 Apr 2020 09:00 PM PDT

    I think it would be awesome if Ubi gave us the ability to mount the ACSS on assault rifles. I like the fact they gave us the ability to put the ACOG on most ARs, but I would also really like having the ACSS on them as well. Thoughts?

    submitted by /u/Reaper556223
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    If I kill the lights... Shouldn't be killed the ones in the generator too??

    Posted: 01 Apr 2020 02:49 PM PDT

    Skids up in 10.

    Posted: 01 Apr 2020 05:14 PM PDT

    Ubi, can we please get backpacks like these in game with entry tools on even if they are purely aesthetic

    Posted: 01 Apr 2020 05:00 AM PDT

    Sam Fisher in Wildlands

    Posted: 01 Apr 2020 05:28 PM PDT

    I was so happy when I heard his voice and was like "yeah this is it. Now shits about to go dooownn" But that mission is the worst.. gawd dammit I hate it. "Yo sneak into that base and don't alert anyone or drop one" Waaay too much of a drag to get in there. And once you're finally in Sam says "yo if im gonna press that button. There will be an infinite amount of guards running at us and you have to shoot everyone of them. Oh, and if you die you have to sneak back in"

    What the fuck

    submitted by /u/oneandonlymono
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    Could you guys please fix the texture issues on PS4 Pro? This looks really bad and it happens all the time in rocky areas. @u/Ubi_Hayve @u/UbiBard

    Posted: 01 Apr 2020 05:21 PM PDT

    Gimped AI: with testing I've found that enemies are semi-blind unless they're in combat and semi-deaf unless they're at zero suspicion.

    Posted: 01 Apr 2020 12:26 PM PDT

    After observing a long series of oblivious non-reactions from Breakpoint's AI (all on Extreme, though difficulty only changes the rate at which Detection Meters fill) I've figured out more or less how their senses work during their varying states of alertness. My testing wasn't 100% exhaustive, so there may be some minor exceptions, but I've seen more than enough to offer general rules of thumb as to what they will or won't react to.

    What can enemies do with their vision outside of combat? They can

    • spot bodies to become suspicious,

    • witness a friendly die to enter an aggressive combat search (though they have to be looking at them already; if they hear them drop and turn around they'll just gawk as if they stumbled across a body),

    • make their Detection Meters fill by looking directly at players, and turn their heads within a certain range of degrees to keep players in view in order to continue filling the meter,

    and that's about it.

    So what CAN'T they do with their vision outside of combat?

    • They can't deviate a single iota from their pre-determined paths (speed/direction), they can only rotate their heads while they follow those paths to the letter. And this extends to the paths they establish based on your last known position while they're seeking to re-engage you, as that falls short of actual combat.

    • This is because the Detection Meter is meaningless until it fills 100%, apart from making them turn their heads to keep filling it if you remain in view. Partially filling the meter, even to 95+%, will never make them suspicious, nor cause them to revise your last known position during a combat search.

    Now onto their hearing. What can enemies hear in a state of zero suspicion?

    • Quite a bit, actually. They can hear just about all the player noises you'd expect them to, which can trigger anything from light suspicion to an aggressive combat search, depending on what you did very naughty tbh .

    • The big exception is takedowns, which are 100% silent.

    • Suppressed gunfire and bullet travel both have to be extremely close for them to hear, though neither is truly silent.

    One thing I haven't pinned down exactly is the dialogue enemies use to transition into an individual combat alert, before it spreads base-wide. It's either 100% silent or it has an extremely short audible range of a few feet. Since that tends to be a hectic moment (you'll shoot at them and your bullets will travel/impact around them, or they might get a quick shot off at you) I haven't figured out exactly what triggers the alert to spread in their immediate vicinity before it spreads to the rest of the base.

    So what CAN'T they hear in a state of NON-zero suspicion? They can't

    • hear a friendly go down right next to them, no matter how close, they have to actually see it happen,

    • hear player footsteps,

    • or hear gunfire with the same reliability as they could during zero suspicion (I need to test this more to figure out exactly where the line is, but I have confirmed that there are situations where they won't hear gunfire that they would've heard during zero suspicion).

    They can, however, hear bullets that pass right next to them just as well as they could during zero suspicion.

    In conclusion, all of this adds up to enemies who are rarely, if ever playing with a full deck. It makes anything less than all-out combat feel like a generally flat and unresponsive experience. I can't tell whether all of this is

    • a series of related oversights,

    • a balancing strategy to make up for the fact that there are drones now,

    • or a lazy way to make all enemies in the game function identically, regardless of their species or lack thereof.

    It's possible that with drones in the game, at least the flying ones, fixing all of this would make stealth a bit impossible. But honestly, the current situation of enemies being oblivious to much of what happens around them kills my immersion and makes stealth feel flat and static instead of tense and dynamic, which are the things it needs to be to offer a compelling experience.

    submitted by /u/dysGOPia
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    Should you be able to pull out your pistol while swimming?

    Posted: 01 Apr 2020 10:38 PM PDT

    I ask this, because the amount of times I've died while swimming, simply because a drone happened to spot (yes, I was stealth swimming) is way too many. I'll be in the water, trying to sneak into a Sentinel base, and one of those Succubus bastards will see me, and kill me before I can reach the shore. Which leads to the question, should you be able to pull out your pistol while swimming? It would certainly make things more interesting, and less frustrating.

    submitted by /u/enoughfuckery
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    Has anyone else come across a behemoth with gas weapons, or am I the first? (Btw it's called a byleth and I can't find it anywhere)

    Posted: 01 Apr 2020 08:04 PM PDT

    This vertical grip still bothers me.

    Posted: 02 Apr 2020 01:15 AM PDT

    Close Quarter Combat and turning quickly to aim and shoot is clunky and slow.

    Posted: 01 Apr 2020 06:07 PM PDT

    The animations are so slow, with your character taking up majority of the viewing space, consistent CQB is virtually impossible.

    submitted by /u/JTCBoss1
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    I'll get back to you when I clear the area.

    Posted: 31 Mar 2020 09:55 PM PDT

    Snipers need to be nerfed.

    Posted: 01 Apr 2020 05:02 PM PDT

    PVE snipers are fine if you're on the ground. Reasonably accurate. I play immersive on extreme though. If you get spotted by a sniper while you're in a helicopter, suddenly they've got an aimbot. There is no possible way a sniper on the ground can take me out while I'm flying 200km/hr in a helicopter. Anyone else have this happen?

    submitted by /u/TrentCST
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