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    Friday, May 15, 2020

    Ghost Recon - If only we could equip a flashlight and PEQ15 at the same time. Why is there no option to equip attachments on the side rail? Sentinel soldiers have flashlights, so why can’t ghosts(you know the tier 1 operators).

    Ghost Recon - If only we could equip a flashlight and PEQ15 at the same time. Why is there no option to equip attachments on the side rail? Sentinel soldiers have flashlights, so why can’t ghosts(you know the tier 1 operators).


    If only we could equip a flashlight and PEQ15 at the same time. Why is there no option to equip attachments on the side rail? Sentinel soldiers have flashlights, so why can’t ghosts(you know the tier 1 operators).

    Posted: 15 May 2020 05:37 AM PDT

    Concept for Alternate Thermal Vision. Please click on image, then zoom in to view and read.

    Posted: 15 May 2020 04:53 PM PDT

    Should we be able to take a shot at the effective distance? - I think so.

    Posted: 15 May 2020 08:44 AM PDT

    Did some Photoshop and made a little concept stuff. Note: it's my first time doing stuff like this

    Posted: 15 May 2020 07:17 AM PDT

    Gunsmith updates in the future

    Posted: 15 May 2020 01:29 PM PDT

    Does anyone know if we will get even more updates to the gunsmith at some point? I am hoping they will eventually make it to where we have total control over what attachments we put on our guns so I could make a dmr with an angled foregrip and ACSS sight with ATPIAL attachment on the top rail to essentially make Clay's rifle from SEAL team.

    submitted by /u/Anonymous281989
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    Sniper 1 helicopter 0

    Posted: 15 May 2020 04:23 PM PDT

    I Love these things... Crunchy on the outside, Explosive in the middle.

    Posted: 15 May 2020 01:23 PM PDT

    Big Ass Chopper

    Posted: 15 May 2020 11:28 AM PDT

    Improving on Unpopular Systems in Ghost Recon: Breakpoint

    Posted: 15 May 2020 11:32 AM PDT

    As the title suggests, in this thread I will be revamping unpopular systems and ideas in Ghost Recon: Breakpoint with their core idea in mind. These systems and ideas include Erewhon, the Gunsmith, Tiered Loot/Gear Score, and Drones. For each system and idea, I will present a new "revamped" version and a reason why I would implement these changes.

    Disclaimer 1: Please mark any comments that include spoilers as such. I understand this thread could lead to a conversation regarding the campaign, but there are still people who browse this sub who haven't finished the campaign, and I ask that you be considerate of those people.

    Disclaimer 2: This is a simple discussion, not feedback. Think of it as my twist on a "Ghost Recon Next" post (h/t u/JeanTiberiusArcher). I DO NOT expect these ideas to be implemented, especially considering how unreasonable a few may be to implement at this stage in the game. Having said that, let's get into the thread.

    Erewhon - "F.O.B"

    Main Features: Armory, Garage, Command Center

    Side Features: Arms Dealer, Bivouac, Shooting Range

    The idea of a social hub is very unpopular; it ruins immersion and the civilians can be annoying, but what if we reworked it completely. My idea is to shift Erewhon to a more "realistic" version of its current counterpart. Erewhon is no longer a social hub, it is some twist on a Forward Operating Base. After the crash, the Ghosts rendezvous at Erewhon to regroup.

    First things first, we need to address the elephant in the room. Due to the story's limitations, Erewhon simply cannot be a "true" F.O.B that stands out in the open and more closely resembles a castle than a campsite. Ghost Recon games that stay true to the name will likely never be able to justify a F.O.B but they could still employ this idea to give a "more realistic" take on Erewhon in future titles.

    Armory:

    • Why:
      • The Homesteaders (very minor spoiler, has little to no effect on the story, inbound) have a military background and an armory would be a very nice addition to Erewhon.
    • This is where you can swap weapons, change attachments, etc
      • See the Gunsmith section for more
    • The armory is also home to engineers who can turn blueprints into weapons and attachments
      • I decided to keep the blueprint system. I like the current way weapons are managed in immersive mode with loot turned off where you can pick up a fallen combatant's weapon or find one in a chest, but if you don't have the blueprint and you lose that weapon, it is lost until you find another one.
        • More on tiered loot later

    Garage:

    • Why:
      • Sounds cool, and having a garage would be a little more "realistic" than vehicles appearing out of thin air.
    • This is where you select a vehicle.
      • In a perfect world, this is a visual garage where you can physically select a vehicle you want (see: GTA V) but with the sheer number of vehicles at your disposal that's not very reasonable.
    • The garage sports a shop to customize and fix your vehicles.
      • Bullet-proof tires, bullet-proof glass, changing paint, tinting windows, adding/removing turrets, adding/removing seats, etc.

    Command Center:

    • Why:
      • This would be a great home for the main characters who send you off to fight around Auroa.
        • Admittedly, I struggled to come up with a "why" for the Command Center. This idea needs more development, and I am open to suggestions.
    • This is where you find Mads and other important characters.
    • This is where you can queue for a co-op matchmaking, similar to the map next to Maria's shop.
      • Other players in Erewhon is a toggleable option.
    • Receive and plan missions here.

    Arms Dealer:

    • Why:
      • "Always remember your weapon was made by the lowest bidder" meets the virtual world. The new Arms Dealer functions very much like Maria's shop currently does. I always struggled with the idea that Maria "doesn't have much" even though that is a lie. An arms dealer is a better narrative.
    • You can still purchase weapons, attachments, vehicles, and some cosmetics.
      • Paints are unlocked by default to all players, except for a select few, which are either unlocked through progression, challenges, or missions.
      • Skell credits are still the official currency of Auroa.

    Bivouac:

    • Why:
      • If it ain't broke, don't fix it. I like the idea of the bivouacs, which is why they are staying. There is a small twist though.
    • Bivouac functionality is stripped to being a place to rest, change your specialty, heal wounds, craft, and deploy at a time of your choosing.
      • Calling in vehicles is restricted to the garage.
      • I am yet to think of a way to refine the "preparations" section of the bivouac. If you have an idea, please leave a comment!

    Shooting Range:

    • Why:
      • This feature is much less important than the others: a luxury if you will. Having said that, I think it would be a nice addition. While I am playing immersive mode, and I can't change weapons or attachments on the fly, I would love the ability to test how a weapon feels before I go out.
    • The shooting range is adjacent to the armory (for efficiency's sake). This is a setting where you can try out new weapons and attachments.
      • Unlimited ammunition.
    • The range features moveable (think of a local gun range) and stationary targets (for longer range).
      • Adjustable targets range from 10-50 meters, stationary in increments of 50 meters starting at 100 meters.
    • An obstacle course similar to those featured in the COD 4 / MW2 / MW3 campaigns.
      • (Knife the watermelon.)[https://youtu.be/Uf3xjC2rad0]
      • This is one of those ideas that won't even be brought up during a lunch break, but a guy can dream.

    Gunsmith - Gunsmith 2.0

    Main Features: Stock, Barrel, Ammo, Optics.

    Others such as u/JohnnyTest91 have done much more in-depth gunsmith overhaul posts, so I won't even try to beat theirs here. If you want to see a true and thorough post completely overhauling and perfecting the gunsmith, I recommend you browse this sub for what others have come up with. I am going to highlight a couple of main features I would like to see in a revamped gunsmith.

    All of these features are similar, so I am going to have an overall why here:

    • The gunsmith in Ghost Recon: Breakpoint is disappointing compared to its predecessor and other shooters such as COD MW and EFT. These are a few of my biggest requests in an overhauled gunsmith.

    General:

    • Portions of variants can be used in their standard counterpart.
      • Ex: M4A1 Tactical barrel with an integrated suppressor is now an option for a standard M4A1.
    • Netting and wraps from blueprints are also available as options for their standard counterpart.
      • G28 Woodland with woodland netting on the barrel is now an option for the standard G28.

    Stock Options:

    • Multiple different styles of stocks, including an option to have no stock.
      • The options primarily affect mobility and stability.

    Barrel Options:

    • Extended Barrels
      • More range and bullet velocity, less mobility.
    • Short Barrels
      • Less range and bullet velocity, more mobility.
    • Specialized Barrels
      • Barrels with integrated suppressors.

    Bullet Types:

    • Improve damage, range, and can pierce high-level armor, but come in smaller magazine size and more recoil.
    • Assault Rifles:
      • .458 SOCOM, .50 Beowulf,
        • Improve damage, range, and can pierce high-level armor, but come in smaller magazine size and have more recoil.
      • 9mm
        • Less damage, less range, and won't pierce armor, but a higher rate of fire without sacrificing control.
    • SMG's
      • 5.56 NATO, .45 ACP (for models where it isn't standard)
        • Improve damage, range, and can pierce high-level armor, but come in smaller magazine size and have more recoil.
      • 9mm (for models where it isn't standard)
        • Less damage, less range, and won't pierce armor, but a higher rate of fire without sacrificing control.
    • Shotguns
      • Slug rounds
        • Improved range, tighter pellet spread
    • "Special" rounds such as hollow-point rounds and incendiary rounds can be crafted after their blueprint is found.
      • Blueprint can be found in a wolve base

    Optics:

    • All optics can be used on all guns, except secondaries.
      • Secondaries are limited to 4.0x scopes.

    Tiered Loot / Gear Score - Quality Grade / Type

    Main Features: Weapons Quality, Armor Type.

    When tiered loot was revealed to be in Ghost Recon: Breakpoint, the majority of this sub collectively groaned, and rightfully so. Tiered loot and gear score added very little to this title and generally felt out of place. Tiers and gear score never affected the stats of the host weapon and as a result, the system felt like a bad way to control the length of the story and how the player went about his business. Overhauling this system was a tall task, with both my own and other's ideas, I think I have come up with a good substitute. Instead of tiered loot and gear score, Weapons will have a Quality Grade and Armor will have 3 distinct types.

    Weapons:

    • Weapons will have 3 tiers of quality:
      • New
        • Weapon performs as advertised (100%).
        • Weapons rarely jam.
      • Worn
        • Weapon performs slightly below its stats (90-95%).
        • Weapons occasionally jam.
      • Poor
        • Weapon performs decently well below its stats (80-90%).
        • The only thing you can rely on is that it won't be reliable. The weapon will jam at a rate less than often.
    • Weapon grade can be altered in 3 ways:
      • Through use
        • Weapons slowly degrade in quality.
      • Through upgrades
        • As the term suggests, parts from dismantled weapons of a higher tier can be used to increase the quality of a weapon.
      • Through maintenance
        • Weapons can be maintained by either cleaning them or replacing their parts with those of a weapon in the same tier.
        • Maintenance does not upgrade a weapon, it prevents it from being downgraded through use.

    Why:

    • If there is going to be a gear system or tiered loot, I would want it to be something that adds to the immersion a Ghost Recon title should bring, not something that detracts from it. I believe this system is a better way of doing tiered loot and a gear system.

    Armor:

    • Armor will have 3 types:
      • There will be an option regarding whether or not the type affects cosmetics.
      • Balanced:
        • Standard Kevlar armor. This does not affect speed, health, mobility, or stamina.
      • Heavy:
        • Kevlar weaved around ceramic plates. This armor significantly reduces stamina, slightly reduces speed, and prevents the player from diving.
        • Heavy Armor can stop bullets up to and including 5.56 NATO rounds. Enemies can still cause injury with shots to the body, but the player only takes damage with headshots. Injuries from body shots are rare.
      • Light:
        • The antennas that behemoths guard are now useful. They provide reception to all drones in the surrounding area. The card only works on the antenna it is associated with.
        • All optics can be used on all guns, except secondaries.ve an increased chance of injury from bullets and take more damage.
      • Armor is not subject to the quality scale.
    • Gear score is removed.
    • Tiered weapons can be found in chests, they will not be dropped by enemies.
    • Enemies drop armor, but it can also be found in chests.

    Drones - A 6-inch Blade Never Loses Reception

    Main Features: Drone Reception Antenna.

    Thatcher was right, the more crutches you have, the more it hurts when they are kicked out from underneath you (why he uses inches and not centimeters is a conversation for another day). Drones in GR: B makes stealth significantly more difficult. Many people on this sub have expressed complaints about this system, so I aim to fix it. Drones will now be reliant on an antenna to relay distress signals.

    General:

    • Drones require reception provided by an antenna to report enemy activity to a drone operator or radio operator.
      • The antennas that behemoths guard are now useful. They provide reception to all drones in the surrounding area. The size of the area depends on the behemoth.
      • The antennas that behemoths guard are now useful. They provide reception to all drones in the surrounding area. How big that area depends on the behemoth. card only works on the antenna it is associated with.th.
        • The key card opens the control room for the antenna, where it can then be FUBAR'd.
      • Sabotaging said antenna will prevent drones from reporting enemy activity. They will perform as if everything is normal but you cannot be detected by drones. If they detect you or find a dead body, they will attempt to relay the signal to the drone operator or radio operator, but no avail.
        • Enemies will not notice the antenna is sabotaged unless you are detected and the drones do not respond.
      • After the antenna is sabotaged, police drones that make noise and flash bright lights can still do both those things, but they cannot report to a drone operator or radio operator. The drone will alert enemies in the immediate area but said enemies will have to investigate the area prior to alerting the rest of the base.
        • This could serve as a nice distraction. If the enemies who investigate the area find nothing, they will go back to their normal patrols and they will assume the drone glitched.

    Why:

    • As it stands now, flying drones can ruin any carefully laid plans in the blink of an eye. For some, this is a nice added challenge, but for others, this is boring, repetitive, and encourages a non-stealth playstyle. This system gives players the option to cripple drones and provides a new incentive to take on behemoths. In my opinion, drones are an interesting addition to the game and keep me on my toes, but this system would be better for all parties involved.

    That is all I have, for now. If you are still reading, I applaud your dedication. This ended up being way longer than I intended, but the ideas kept flowing as I typed. As I mentioned before, I would appreciate feedback on my ideas.

    submitted by /u/Jhak12
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    Please can we have a flash light rail attachment as an option in addition to having the irl attached. This would look great at night!

    Posted: 15 May 2020 07:36 AM PDT

    As headed

    submitted by /u/Bkooda
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    This is Striker 3-1, direct hit

    Posted: 15 May 2020 06:05 AM PDT

    Is Breakpoint safe to play now?

    Posted: 15 May 2020 04:29 PM PDT

    Don't want to risk losing all my progress just because Ubisoft's servers have decided to go into auto-delete mode for some reason or because Ubisoft can't get their act together r.e. server infrastructure. I read in another thread that UbiSupport's Twitter said everything was OK now, but I went to UbiSupport's Twitter and I'm seeing nothing to that effect. I'm also wary about what I've read in a few other places about the affected slot being unrecoverable if you were to save anything after noticing the progress loss; given how often the game auto-saves at the slightest provocation, this means I'd be effectively SOL no matter what I'd do.

    submitted by /u/dvaderv2
    [link] [comments]

    Off to interrogation at the CIA site.

    Posted: 15 May 2020 11:52 AM PDT

    MMmm...Drone BBQ - Toasted to Perfection

    Posted: 15 May 2020 07:46 PM PDT

    Has anyone else got this bug where no matter what sight you use the PEQ15 will Always be attached to the side rail on the 416? So annoying lmao

    Posted: 15 May 2020 02:42 AM PDT

    Cosmetics in Wildlands

    Posted: 15 May 2020 06:51 PM PDT

    I've been playing Wildlands for a year now, and I've only unlocked maybe a quarter of the cosmetics in the game. I have all vanilla weapons, no DLCs, and have unlocked a few premium weapons through free ghost crates and prestige crates. I don't think you guys paid that much money or played this many hours, so it leaves me puzzled. I see almost everybody here has unlocked most if not all the items in game, and I was wondering if there's an easier way other than grinding prestige crates. Is that really the only way to get the cosmetics like the quad nods?

    submitted by /u/NoiritoTheCheeto
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    Does anyone else want to just grab ubisoft by the head and shake the shit out if them while holding examples of great gunsmiths from other games. "See fuckers! A gunsmith like this!"

    Posted: 15 May 2020 06:29 PM PDT

    Ridiculous

    submitted by /u/Fox281r6D
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    Mission rewards

    Posted: 15 May 2020 06:10 PM PDT

    (In Breakpoint) If I collect a quest and then Invite another player along to my party, will they still get the rewards from the quest (a blueprint in this example) even if they themselves haven't collected the quest originally?

    submitted by /u/Zappy291
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    Possible spoiler alert for wildlands

    Posted: 15 May 2020 04:40 PM PDT

    There is a mission where you have to rob a bank in El pulpos area and I keep dying

    I always get caught when I try to use stealth and when I don't use stealth there's way too many cartel members

    Also two helicopters are flying around and when I get caught they both attack me. One is the cartel and one is unidad so I have to take them out but as soon as I shoot down the unidad helicopter down reinforcements get called and start shooting me from behind

    The closest I've gotten was inside the building and I had to open the door to the vault at that point the cartel was gone but when I opened the door unidad shot me down again

    Is this normal? It happened every time but I haven't closed the game and restarted it I just kept restarting the mission after dying

    If it is normal what's the best what's the best way to do it? Stealth or go in guns blazing and hope for the best?

    submitted by /u/lilJswizle-2304
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    Just another day in Hell

    Posted: 14 May 2020 09:37 PM PDT

    Skill Tree?!

    Posted: 15 May 2020 03:11 PM PDT

    Am I missing something? or maybe I just havnt unlocked it yet? Have they changed the game in the past few weeks? lol. I can't find the skill tree anywere.. I've unlocked all the different classes and see how to rank them up but no skill tree's anywere..

    submitted by /u/Kirbatos
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    A Wolf on patrol

    Posted: 15 May 2020 03:03 PM PDT

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