• Breaking News

    Wednesday, April 15, 2020

    Ghost Recon - Ubisoft Paris fixing Breakpoint caught live on tape

    Ghost Recon - Ubisoft Paris fixing Breakpoint caught live on tape


    Ubisoft Paris fixing Breakpoint caught live on tape

    Posted: 15 Apr 2020 09:24 AM PDT

    Looks like you guys like SAS! (Also this is a nice sub reddit, join us)

    Posted: 15 Apr 2020 01:35 AM PDT

    SAS, Manchester 2017���� (best I could do with what we’ve got).

    Posted: 15 Apr 2020 07:05 AM PDT

    After playing the Final Fantasy VII and Resident Evil 2 & 3 remakes I wish Ubisoft would take a break from trying to redesign Ghost Recon and bring it backs to its roots. So many fans of Ghost Recon today never got a chance to play these gems.

    Posted: 15 Apr 2020 02:32 PM PDT

    Pro Tip, Nomad! Pull the pin first!

    Posted: 15 Apr 2020 01:55 PM PDT

    When can we expect our own tactical ponchos in the game Ubisoft?

    Posted: 15 Apr 2020 10:07 AM PDT

    Feeling a little small today

    Posted: 15 Apr 2020 01:52 PM PDT

    Breakpoint has some beautiful moments

    Posted: 15 Apr 2020 07:23 AM PDT

    Routine

    Posted: 15 Apr 2020 02:25 PM PDT

    Removable belt: I just noticed in the video of one of the perk (assault tree) that Nomad doesn't have his battle belt and instead he have a fanny pack, same as on the concept art here, so it was in the game at some point, a shame that it has been removed! He also have a watch and hand bandage...

    Posted: 15 Apr 2020 03:32 AM PDT

    Taking a tumble

    Posted: 15 Apr 2020 04:51 AM PDT

    Who put the Chinook through the dryer?

    Posted: 15 Apr 2020 07:12 AM PDT

    GSG 9

    Posted: 15 Apr 2020 07:26 AM PDT

    Auroa gives me Crysis vibes sometimes

    Posted: 15 Apr 2020 06:22 AM PDT

    The next ghost recon game should have a massive emphasise on customisation.

    Posted: 15 Apr 2020 04:44 PM PDT

    Let's all admit it, ghost recon isn't going to go back to its roots of a realistic, tactical military shooter. So instead of the this, the next GR game should have a huge importance on customisation. For example customisation on our headgear. You can choose what to put on the picatinny rails such as a flashlight. The choice of what to put on your plate carrier wether that's magazines, Medical equipment, holsters or grenades. Customisable trousers. The list goes on. Also a massive improvement to the gunsmith. A gunsmith that resembles the freedom such as the modern warfare or future soldier gunsmith. This will most likely be on the next gen so the game should be able to run all this. This would please both old school and new GR fans as everyone loves the freedom to customise. Idk maybe I'm being to optimistic.

    submitted by /u/edsmith99
    [link] [comments]

    [Response] How Does Breakpoint Differ From Wildlands

    Posted: 15 Apr 2020 08:40 AM PDT

    Comment was too large had to make a post.

    Dear u/jaketebbutt02

    I'd say yeah. Don't expect more Wildlands when going in though, it's not. It's its own thing that other than the genre being the same (third person openworld shooter) has very little to do with Wildlands. Progression is substantially different, enemies are far more diverse, and the world itself has become more like just a bunch of levels from a linear game put into an open world.

    Progression in Breakpoint differs from Wildlands in it's scope, and how it affects the player. In Wildlands there is a progression tree related to certain aspects of the game (Weapon, Drone, Item, etc.) where as you levelled up and acquired skill points you would dump them into the skill tree and just become better at that skill. In Breakpoint there's only one overarching skill tree that encompasses all aspects of the game. While there are still skills that do just improve your character, unlock new gadgets, and increase item capacity. The skill tree also offers perks that the player must equip to improve some aspect of their character (stealth, ammo capacity, speed, recon, etc.).

    Separate from the skill tree but as influential to gameplay is the class system. Breakpoint gives the player the opportunity to really define their Ghost and what skills they are especially proficient at with the class system. Do not think that the class system means that your ghost will be poor in other aspects like say in R6 Siege where if you pick an operator with high armour, they'll have low speed. There is no trade for picking a class, only a buff in a certain skill. So you could pick a class with better stealth, and speed, or a class with more health, faster reviving, better breath control, etc., without compromising another aspect of your character. And all these classes level up as well with class challenges that reward you with skill points, cosmetics. and other rewards.

    Weapon progression can be similar to Wildlands if you choose to play with Gear Score off. But I'll describe Gear Score progression first.

    With Gear Score on weapon progression is simply about playing the game longer to unlock higher level weapons to kill higher level enemies. There's no 'one gun to rule them all'. GS doesn't actually make killing high level enemies harder, a headshot or knife attack will kill them all the same regardless of GS, but body shots are going to be substantially weaker if you attack higher level enemies, and their damage output will be far greater if they're higher level as well. It's a way to guide the player away from bases that the game wants to be considered as more dangerous without having to just fill them to the teeth with guards and weapon installations. While this progression system encourages equipping different weapons often it can be ignored if the player only wants to use one or two certain types of weapons. All they would need to do is locate the blue print of the weapon they want, and then whenever they feel like they need to upgrade that weapon's Gear Score, they can build the weapon at any camp or the player hub, and that weapon will have a Gear Score similar to that of the rest of their gear (so equip the highest level stuff before purchasing the new weapon)

    With Gear Score off Breakpoint becomes a lot more like Wildlands. Enemies drop their weapons and the player can unlock new weapons by locating them and then equipping them at any camp or in the player hub. However the main difference is the volume of weapons the player can find in the open world. In Wildlands there was really only one way to properly customise your loadout: Find the weapons and attachments you want, and then equip them. In Breakpoint you can find your dream weapons in a variety of ways. You could loot it off of a dead enemy, or find it in a box, or find the blue print. Now enemies drop a random weapon from the class of weapon they use (Riflemen drop assault rifles, Snipers drop Sniper rifles and DMR's, Heavy's drop LMG's, etc.) But you can determine what weapons are going to be in crates by observing what loot is available at a certain base via the tac map which will display all available loot in the base if you hover over it's marker. And then blue prints work the same except you won't need to upgrade your weapon ever. With Gear Score off enemies all behave the same so a rifleman that was previously level 100 is no more threatening than a level 1 rifleman.

    The variety of enemies has greatly evolved from Wildlands. It's more than just your stereotypical Rifleman, Heavy Soldier, and Sniper. While still present these classes have become much more unique (other than the rifleman, they're about the same) But the Heavy has become a juggernaut in a heavily armoured suit and now wields a mini gun. In order to eliminate them you need to shoot them in the head to first knock off they're helmet, and then get a head shot to confirm the kill. They're much slower and cannot be grabbed or carried so be careful where you take them out if you want to maintain stealth. The Sniper has a much larger detection range and can see you from further way if you expose yourself, but going prone seems to limit their sight to that of a normal solder. And they don't fuck around on the higher difficulties, they can one shot you if you're not at full health.

    The new enemies introduced in Breakpoint vary from simple bagmen who carry cash for you to steal to giant behemoth drones that guard key locations harbouring skill points and cosmetics. For human enemies you have the:

    Bagman - who carries cash and when alerted will flee from the battlefield. They are equipped with a handgun.

    Breacher - who when in combat will rush the player with a shotgun and flashbangs as a means to keep you moving and incite a sort of panic onto the player to move.

    Drone Operator - Equipped with an SMG this soldier is a double threat as he can also deploy a small combat drone that fires a handgun and seeks the player out when alerted. But so long as the operator isn't alerted they won't have their drone deployed. You can take them out and render their drone useless so long as the haven't deployed it yet. Or shoot the drone on their back for a small explosion.

    Rocket Gunner - Similar to the sniper but equipped with a rocket launcher that has a large explosion radius. When the rocket gunner spots you they need to ready their shot before they take it so a red circle will appear where they're aiming and all you need to do is not be in that circle. You can take them out like any other soldier, or shoot their pack for a large explosion, be careful taking them out if you want to maintain stealth cause that explosion will alert everyone.

    Radio Operator - Widlands had bases with certain radio towers that would call reinforcements if triggered. Now this a guy with an assault rifle who can have his call cancelled if your fast enough.

    Wolves - Breakpoints Unidad equivalent. They come as riflemen, snipers, rocket gunners, and breachers. They're faster and hit harder.

    Breakpoint does more to test your skills with drones. They are the biggest challenge for enemies in Breakpoint as in order to combat them you need to be at your best on the spectrum of stealth to firefights. Drones also come in very unique and varying forms, and carry pieces you can loot to craft equipment like grenades, and mines. They come in two types that the player will interact with; combat drones, and recon drones. For recon drones there's the:

    Sky Cheribum - A flying surveillance drone that recons a certain area for enemies, if taken out these drones will not alert enemies so long as their not found or heard going down.

    City Cheribum - Shares the same properties of the Sky Cheribum, but is a ground unit.

    Azrael - A recon drone that flies around the archipelago in search of enemies. If spotted by one of these a team of wolves and combat drones will be dispatched to the players location.

    For combat drones there's the:

    Wasp - The small aerial handgun drone that's equipped to drone operators.

    Succubus - A more advanced aerial combat drone that patrols certain bases. Equipped with machine guns these drones require the player to penetrate their armour before they can be taken down, and when they do go down they will explode alerting the base.

    Stolas - A faster version of the succubus you'll find on patrol with wolves.

    Malphas - A better armoured version of the succubus you'll find in wolf camps

    Murmur - A faster and better armoured version of the succubus you'll find at Murmur Patrol Areas. They patrol in packs and are the most challenging aerial combat drone.

    Incubus - A terrestrial combat drone equipped with machine guns, and armoured plates. They patrol certain bases like the succubus but are slower, yet hit harder.

    Andras - A patrol drone similar to the Incubus that patrols with wolves in the wild.

    AYM - A defence drone similar to the Incubus that guards certain wolf camps.

    Aamon - The fastest and strongest of the four wheel combat drones. These drones are at Aamon Patrol areas often guarding small buildings with some loot in them

    Behemoth - He'll fuck you up.

    The world is much more influenced by the player. No more random firefights occurring through enemy factions while the player tries to sneak around a base. Civilians no longer wander around the world so you won't have to worry about running them over by accident and failing the mission. Civilians can still fight the enemy but that requires the player to make the first move either by freeing imprisoned allies, or disturbing an interrogation giving the ally a moment to react. In certain bases there are civilians going about their work, but if felt threatened by the player or the world around them they will duck down to avoid being killed, this can sometimes disturb guards if you haven't been spotted as they search for what's disturbing the civilians.

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

    Idea for a new Class: Skell Operative

    Posted: 15 Apr 2020 03:15 AM PDT

    Idea for a new Class: Skell Operative

    Just to clarify first and foremost, this is an unofficial/fan-made proof of concept.

    https://preview.redd.it/8jqxxd4riys41.jpg?width=2550&format=pjpg&auto=webp&s=db748f631f158d8401145da6c0a9bc6afd909381

    After the release of the brand new classes - the stealth oriented Echelon, and the underwhelming Engineer - I was hoping they'd follow suit with the franchise callbacks and implement a Future Soldier-esque, Skell-Tech operator.

    As much as I don't care for the almost supernatural, sci-fi cyber-tech direction they've taken with Breakpoint, I feel as though a class like this would fit in with the setting and the hypothetical technology available.

    I'd like to see a return of the shoulder mounted mortar thing that was advertised in all the early Future Soldier advertising, as well as the fan-favorite stealth camo.

    Obviously the balance of this class compared to the others is subject to prolonged debate, I'm not suggesting what I've made here is perfect. I think the mortar should have a very small area of effect, it'd only really be utilized sparingly to dispatch small groups of enemies behind cover without risking bobbing your head up. The Optical Camo of course shouldn't be allowed in PvP as it would render most other classes near useless - hence the Signal Jammer comes in to ensure the Skell Operative is still viable in PvP.

    Let me know what you think and if you agree this hypothetical class would fit in the game. Cheers

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

    Best Assault Rifle?

    Posted: 15 Apr 2020 03:16 PM PDT

    What is the best assault rifle in breakpoint that is the most accurate (with or without a grenade launcher under barrel) and is great in general. What attachments do you use on that gun as well.

    submitted by /u/macyei444
    [link] [comments]

    Been enjoying the snowy region lately~

    Posted: 15 Apr 2020 04:19 AM PDT

    Which is your favorite out of the Ghost Recon series?

    Posted: 15 Apr 2020 06:15 PM PDT

    Episode 3 is going to be the Rainbow Six Siege crossover

    Posted: 15 Apr 2020 05:42 PM PDT

    Wildland's DLC crossover timeline

    • Predator>Splinter Cell>Rainbow Six Siege>Future Soldier

    Breakpoint's Crossover timeline so far:

    • Terminator>Splinter Cell>? (Rainbow Six?)

    Needless to say Breakpoint needs new players and Siege is extremely popular right now, so I have no doubt that the next crossover is going to include R6

    submitted by /u/Proto_06
    [link] [comments]

    What just happened to my arms

    Posted: 15 Apr 2020 10:07 AM PDT

    No comments:

    Post a Comment