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    Thursday, April 16, 2020

    Ghost Recon - This is The Type of Gun Customisation We Want Ubi. Pure Tier 1 Experience

    Ghost Recon - This is The Type of Gun Customisation We Want Ubi. Pure Tier 1 Experience


    This is The Type of Gun Customisation We Want Ubi. Pure Tier 1 Experience

    Posted: 16 Apr 2020 08:03 AM PDT

    I think that it is weard that Ubi won't gave the guns in BP more costumizesetion options. This is what I want to be able to choose from

    Posted: 16 Apr 2020 10:02 AM PDT

    Unpopular Opinion: Axe Tiered Loot Altogether For Everyone.

    Posted: 16 Apr 2020 06:48 PM PDT

    Tiered loot never belonged in a Ghost Recon game nor will it ever....

    I'm fine with people tailoring the game experience to exactly how they want to play, as long as it lies somewhere on the spectrum between hardcore military simulation mode and hardcore military simulation

    (Note: I've been told. "I'm on the spectrum" myself, whatever that means)

    For Ghost Recon players who want a looter shooter; may I suggest you purchase The Division, Destiny or Anthem.

    [End Rant]

    submitted by /u/GABARanger5000
    [link] [comments]

    My attempt at recreating Chris Hemsworth’s character “Tyler Rake” from Netflix’s Extraction. (Item list in comments)

    Posted: 16 Apr 2020 01:34 PM PDT

    Why can't we have helmets with gas masks? Look how cool this looks!

    Posted: 15 Apr 2020 09:21 PM PDT

    Reminder that Sam Fisher is 68 in Breakpoint

    Posted: 16 Apr 2020 03:24 PM PDT

    Ubisoft had to stretch Sam Fisher way beyond his time to have him appear in Wildlands and even worse in Breakpoint.

    The last we heard from an actual Splinter Cell game was Blacklist which is set during 2014. Wildlands is set in 2019, 5 years later when Sam is already 62/63. Breakpoint being set in 2025 another 6 years later when Sam is 68.

    I wondered why the Fourth Echelon gear is so crazy looking compared to what Sam wore in Blacklist. Then I remember it's 11 years out of date and Breakpoint takes place around the same time as Future Soldier.

    I still don't think they should of dragged Sam Fisher this far into the timeline though. Sam Fisher might be the greatest covert operative in the Tom Clancy universe, but he's still a 68 year old man.

    submitted by /u/Romado
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    Ubisoft can you please put this in the game

    Posted: 16 Apr 2020 10:22 AM PDT

    Special Ops, baby!

    Posted: 16 Apr 2020 05:42 PM PDT

    Shitballs

    Posted: 16 Apr 2020 07:30 PM PDT

    Probably the most neglected and most subtle piece of gear that ties everything together. The Tactical Mustache.

    Posted: 16 Apr 2020 06:31 PM PDT

    Ubi - Fix the lasers or put them back the way they were

    Posted: 16 Apr 2020 06:41 PM PDT

    Ubi - Fix the lasers or put them back the way they were

    One of the (many) undocumented features of TU 2 was that they "fixed" lasers

    \"Aiming\" in 3rd person

    The problem is they have become useless. Sometimes they are where the bullet goes and sometimes the cross hairs are where the bullet goes.

    https://preview.redd.it/6siuyvzz6at41.jpg?width=3840&format=pjpg&auto=webp&s=0bd2b661deff6f4f8a0001ac14f99e4c1b2090c6

    Where will the bullet go? Let's ask the owl.

    More \"aiming\"

    As someone who plays mainly without a HUD it has become very frustrating using the lasers as sometimes they work and sometimes they don't. Turns out same with the crosshairs.

    Before the update they were consistent, not 100% "realistic" - but at least usable. The laser and the crosshair went to the same spot. Please put them back the way they were. Many of the No HUD players will be grateful.

    submitted by /u/exdevnull
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    To be fair to Breakpoint, this problem also existed in Wildlands, buy why design a game with wide-open environments if you're not gonna have weapons that can actually capitalize on that environment?

    Posted: 16 Apr 2020 11:54 AM PDT

    I hate Unidad and here's a little gift for 'em ;)

    Posted: 16 Apr 2020 02:26 AM PDT

    Finally (with Tac-50)

    Posted: 16 Apr 2020 03:27 PM PDT

    They really made one hell of a landscape in this game.

    Posted: 16 Apr 2020 08:52 AM PDT

    Ladies and Gentlemen, I give you.... The 516 Warrior

    Posted: 16 Apr 2020 03:31 AM PDT

    Spotting for the girlfriend, Friend Pass got her into BP, thanks for helping with the quarantine Ubi!

    Posted: 16 Apr 2020 06:46 PM PDT

    No seriously...WTAF???

    Posted: 16 Apr 2020 02:16 PM PDT

    Got cocky

    Posted: 16 Apr 2020 05:54 PM PDT

    Snow Terror

    Posted: 16 Apr 2020 05:57 AM PDT

    Blood spray and headshots, still didn’t go down.

    Posted: 16 Apr 2020 07:03 PM PDT

    What do you expect from IA teammates? Some ideas

    Posted: 16 Apr 2020 08:52 AM PDT

    Here's a few ideas I'm suggesting for the implementation of AI teammates in BP.

    Please, tell me what you think of these and what you're expecting from our virtual field buddies.

    • First, our AI teammates should do at least all the things they were able to do in Wildlands with better and more realistic animations. But I think more complex commands would be a great addition. Maybe the possibility to give orders to one AI teammate or divide the team in two groups of two people (Alpha, Bravo)
    • They have to be fully customizable: gender, face, tattoos, clothes, gear and weapons. And that probably means you should record 4 male voices and 4 female voices like in WL.
    • You should give us at least six slots for each AI teammate, so we can save several loadouts like in WL. But you should add a key (for example maintain X, when we are on Slot 1 of our character) so every teammate will equip immediately his gear and weapons saved in Slot 1. For example, if the slot 1 is dedicated to jungle gear and camo, when we change biome, I can press one key in the menu and all the teammates will equip their jungle gear.
    • Our AI companions should have good chemistry. Using real spec ops jargon and communications (but not too cheesy), identify type of enemies (sniper, heavy, grunt, rusher, and the different types of drones) and signal their location and direction (sniper in the western tower, grunt moving north, group of tangos south-east of the compound, two tangos near the entrance, one heavy close to the vehicle, incubus near the generator, Stolas incoming), but please give us a lot of variety. The « stack of tires » line was repetitive.
    • They should tell jokes (sometimes), make witty remarks and comment the story and their own past to have some kind of character development and team cohesion.
    • In stealth, they should whisper when an enemy is close.
    • When you regroup, they should follow your lead and your stance. Walk when you walk, run when you run, go prone camo when you go prone camo, put a suppressor when you do, and bring down their NVG when you do.
    • When you send them to a location, they should move following different factors. If we are undetected and close to an enemy (0-100 m) they should walk fast and quietly, weapon shouldered, aiming, ready to fire. If detected and close from enemy, they should advance or retreat (if the fire is overwhelming) following the « shoot, move and communicate » technique, covering other teammates and moving from cover to cover. See videos below. If we are far from an enemy and undetected, they can move weapon at ready but in a more relax fashion. They should only be in a total relax stance when they're following the player, and we are far ( >200 m) from any enemy. You can take some inspiration from the Wolves animations you did but mostly from real shooting tactics, see videos below.

    https://www.youtube.com/watch?v=Z0SalpU_Zy4

    https://www.youtube.com/watch?v=tz0l7j1zFEo

    https://www.youtube.com/watch?v=DQto68g1DTU

    https://www.youtube.com/watch?v=JQBAGnPwHgM

    https://www.youtube.com/watch?v=Td5dw91-4mk

    • They should be able to Sync Shot, obviously.
    • They should throw flash bangs and frag grenades when you're going loud.
    • You should be able to tell them to use a breaching kit when you mark a fence.
    • You should be able to designate an enemy when you're in stealth and if close enough (< 30 m) they should go to him and use a CQC finisher.
    • They should sustain different level of injuries, bandage themselves and you can ask another teammate to revive them if they're down.
    • Please add a lot of realistic animations. They should sometimes look around and above with their weapon shouldered, check corners, check magazine and laser, use hand gestures etc.
    • If their main weapon cannot use a suppressor, they should automatically transition to their silenced pistol when we are undetected. Meaning that you can't use this teammate for a sync shot if all the enemies are further than 50 m.
    • They should benefit from your class perks. I'm thinking about the cloaking spray. If you use it, and they are in vicinity, they should also be invisible to drones.

    Two great features to implement in the long term :

    • Your teammates should be able to control vehicles, cars and helicopters. You should mark a vehicle, hit a « drive » command, and they start the vehicle as soon you enter it and drive till you open your map to put a direction marker. So if you're under fire, you don't need to break the pace of the action, to open the menu and look for a place to go while you're getting shot at.
    • CQB system : you should take inspiration in Rainbow Six Vegas 2 and MOH Warfighter breach & clear system. When you're close to a door, or any entrance, you can send your teammates to stack on each side. Then you can choose between two orders: throwing a flash/frag inside and clearing, or just clearing. Your two or three teammates will enter the room and shoot the enemies inside, in a beautiful, fast and tactical animation.
    submitted by /u/Azadanon
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    Russian FSB operator in the wild

    Posted: 16 Apr 2020 05:12 AM PDT

    Could not agree with this more.

    Posted: 16 Apr 2020 06:27 PM PDT

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