• Breaking News

    Monday, August 3, 2020

    Ghost Recon - I made this meme for myself

    Ghost Recon - I made this meme for myself


    I made this meme for myself

    Posted: 03 Aug 2020 01:31 PM PDT

    Im never flying this airline again.

    Posted: 03 Aug 2020 04:24 PM PDT

    Hopefully they follow these rules moving forward (from @GhostRecon Twitter).

    Posted: 03 Aug 2020 05:53 AM PDT

    Since I don't see people asking for TRUE Ghost Recon cosmetics very much in a Ghost Recon game, I present my "Gimme Gimme Portfolio", 6/5. Figured this image was way too important to not share, so important that it could change the future of Breakpoint!

    Posted: 03 Aug 2020 06:13 PM PDT

    Ah yes

    Posted: 03 Aug 2020 05:59 PM PDT

    Is that--? I realize this is most likely a glitch and wishful thinking on my side, but just for this pitcure looked like Vasily was actually handling his weapon in a quasi thumb over bore grip.

    Posted: 03 Aug 2020 03:29 PM PDT

    Not my images but look at the level of gun customization in escape from tarkov. This in a simplified way and a realistic character smith would be great for the next game cause honestly im tired of breakpoint

    Posted: 03 Aug 2020 04:03 PM PDT

    Seriously where tf is it?

    Posted: 03 Aug 2020 06:12 PM PDT

    World 2.0 - A Proposed Update

    Posted: 03 Aug 2020 08:08 AM PDT

    Intro

    I've been playing GR:B since the closed betas. I was one of the many players largely dissatisfied with the direction the game had decided to go in. I left nearly 3 pages worth of feedback after the first beta I played. I didn't purchase the game, instead opting to try the public tests and free weekends following major updates. I participated in every single one of the feedback surveys and contributed to discussions on the subreddit regarding my thoughts, but I was unwilling to spend money on the game in its old state.

    After the AI teammates update I finally purchased the Gold Edition at a deep, deep discount. After playing for some time now, I can say I've finally warmed up to the game and am satisfied with my discounted purchase. The shooting mechanics are solid (I especially love the auto-leaning around corners), the immersive mode is a godsend, and the AI teammates are an essential part of the squad-centered experiences the marketing team promised pre-release. However, there is still much that can be improved.

    Today, in an attempt to combine all of my thoughts and experiences since the pre-release versions (and community requests I've seen), I've compiled a list of additions, changes, and improvements all centered around expanding the game's world, AI, combat, and the player's interactions with them and options for approaching situations. Formatted as an "Update" as this was the easiest way for me to organize my thoughts.

    My hope is that these changes would continue to bring Breakpoint closer to being a true Tom Clancy/Ghost Recon experience while also expanding the sandbox elements already in the game. Even if these aren't implemented in Breakpoint, I would love to see these in a sequel.

    If one of our lovely community managers could forward this or part of it to the team, I'd greatly appreciate it :) You could consider this to be a list of some of my feedback.

    u/Ubi_Hayve | u/UbiBard | u/Ubi-Blush | u/UbiFate | u/Ubi-Toon

    World 2.0 Update

    Listed in no particular order.

    New Weapons, Attachments, & Equipment

    • Drone Interceptor - a piece of experimental equipment (similar to the Disposable Rocket Launcher) that, when fired, overrides a targeted flying drone's controls and forces it to land and reboot for a minute or so (upgraded versions prolong this stunned period, up to permanently). This serves as a quieter alternative to destroying the drone and will not alert nearby enemies like an explosion would. Firing the Drone Interceptor at a stationary Gun Turret or Mortar will convert that turret to the player's side without needing to manually hack it.
    • Net Launcher - An underbarrel attachment similar to a grenade launcher but fires a net capable of tangling a flying drone's propellers and forcing it to the ground. This effect does not last as long as the Interceptor, but equipping and firing this launcher is faster than the Interceptor, ammo is more common, and it is still quieter than an explosion. Once on the ground, the player may approach the drone and interact with it to permanently/quietly disable it. After a few moments the propellers rip through the netting and it frees itself. (Mk.2 upgrades prolong this stunned period). A tangled drone will alert an enemy if it lands near them. Also works on small ground drones, but not as effective/for as long.
    • EMP Pistol - An experimental sidearm that temporarily stuns drones (like an EMP grenade) with a single shot. However, if a flying drone is shot it comes crashing down and explodes (alerting enemies). But, if the drone is disabled/stunned first (via the Interceptor or Net Launcher) it permanently shuts down the drone, quietly and from a distance. This serves as an alternative to having to run up to such a drone and disabling it manually. Equipping this is a trade-off as it does no damage to biological targets. Also has a slow fire rate/reload time.
    • *Javelin Launcher * - An equippable shoulder-mounted top-attack missile launcher that fires a single missile. Extremely effective against ground drones, armored vehicles, and Behemoths (requiring only 2 hits to destroy it). A maximum of one can be equipped. If one is equipped, no Disposable Rocket Launchers or Drone Interceptors may be carried by the same person. Requires a lock-on to fire.
    • Breaching Charge - Similar to C4, the Breaching Charge is a small place-able explosive that can be set on a door. Upon detonation, it will kill anyone within a small radius behind the door. Functions similar to the Breaching Kit in not being able to use it just anywhere.
    • Rappel - The player may use a rappel to descend the side of buildings, descend steep cliffs, or fast rope from a helicopter.
    • Gas Mask - Gas masks are still equippable for cosmetic purposes. However, with one equipped the player is now immune to the poison gas deployed by Behemoths, and visibility in first-person aiming is reduced somewhat. While first-person aiming, the player will hear their character breathing, which may hide other sounds (like enemy footsteps). More gas masks have been added, and most are now equippable underneath headgear.
    • Smoke Grenade - A grenade that deploys smoke. Limits AI visibility and lasts for a few moments. Helpful for escaping combat or reviving friendlies during combat.
    • Tear Gas - Similar to the smoke grenade, but emits Tear Gas that temporarily stuns enemies. Does not last as long or have as large a radius as the smoke grenade. Players with gas masks are immune to its effects.
    • Flashlight - A rail-attached flashlight. The light emitted from the flashlight alerts enemies.
    • IR Flashlight - A rail-attached flashlight only visible in night-vision mode.

    Weapon & Equipment Improvements

    • Bullet drop starting ranges changed to better reflect the intended range of each weapon class, and to compliment the longer ranges at which AI can now spawn. (Drop starts at: Shotgun: 75 meters, Pistol: 100m, SMG: 200m, ASR: 300m, DMR: 500m, SNR: 800m).
    • Bullet drop velocity reduced for all weapons.
    • The Ballistic Advantage perk doubles the range before bullets drop of all weapon classes.
    • The default mag size of all DMRs is now 20 instead of 15 to better reflect real-life DMRs.
    • The Breaching Kit is now usable on all chain-link fences.
    • All NVGs are now equippable without a helmet (will now attach to the head via straps).
    • There is an additional Immersive Mode option to only allow night/thermal vision when an NVG is equipped.
    • NVGs are now colorable independent of helmets.
    • NVGs may be set to have colored thermal vision, or white-hot / black-hot variants. Switchable like blousing boots in the gear menu.
    • Similarly, night vision may be switched to Green, Amber, White Phosphor, or Multicolor night vision modes. Also switchable like blousing boots.
    • Placed explosives (C4, Breaching Charges, Mines) may now be picked up/recovered if not detonated.
    • Thrown grenades may now be picked up and thrown again by the player and AI teammates before exploding.
    • Weapons are attached to the player character via a sling.
    • A new perk (or passive upgrade) allows the player to quickly switch to their sidearm by keeping their primary to their chest instead of placing the weapon on their back. This is faster than placing the weapon on their back.
    • OR the player will always keep their primary on their chest during combat, and only move the weapon to their back outside of combat/during stealth.
    • There are now two, switchable modes of movement while aiming down sights. Combat Pace is just under a jog but is less accurate. Slow is the old speed just above a walk.
    • OR Movement speed while aiming down sights has been increased.

    Enemy Drone Improvements

    • Small flying drones no longer strafe sideways and up-and-down at high speeds when shot at. OR small flying drones now have a 5 second cooldown after strafing before they can fire or strafe again, and cannot fire while strafing.
    • All drones are more susceptible to high caliber (7.62 and above) and armor-piercing rounds.
    • All drones are more susceptible to explosive damage.
    • Behemoths can no longer hear the player if it has not entered an alerted or combat state. Sound (other than explosions) can no longer send Behemoths into an alerted state.
    • Speed of Behemoths slightly reduced.

    Rebel Presence

    • Outcasts now only occupy a select few regions of the map, namely around established Outcast bases.
    • There a few locations that, if cleared of Sentinel or Wolf forces, will become occupied and patrolled by Outcast forces. There are only a few of these locations and they are spread among the map.
    • If the player is within an area controlled by Outcasts, they have the ability to call in a small patrol for assistance. AND/OR If the player destroys a marked radio tower, a squad of Outcasts becomes available to call in as reinforcements in that area.
    • Sentinel forces will occasionally (read: not frequently) attack outposts captured by the player/Outcasts. The player may gain knowledge of an attack in advance through intel collection or interrogation of enemy officers (moving to that outpost pre-attack buffs its defense). Otherwise, the player is made aware of an attack via radio, and may move in to assist its defense. 3 waves of Sentinel soldiers will attack (infantry > motorized infantry > mechanized infantry) before being fended off. After which, there is a cooldown before another attack can occur at any Outcast base.
    • Failure to repel an enemy force decreases the rebel presence at the base, but does not remove the base until a second attack is failed consecutively.
    • Rebel presence at bases may be replenished by freeing prisoners or recruiting/saving civilians.
    • Rarely, the player may come upon a Sentinel checkpoint or small outpost that is under attack by Outcasts. Outcasts will, without player interference, kill hostiles and free prisoners within the compound.

    Rebel Missions

    • Rebel missions like those found in Wildlands and the Outcast Live Event have been added.
    • Occasionally, the player will receive a radio transmission that a nearby Outcast team/patrol needs help against Sentinel or Wolf forces. This occurs less commonly than the ambient firefights the player may encounter, is completely optional, and provides Skell Credits if completed.

    General AI Improvements

    • The spawn and draw distance of AI has been increased, allowing longer-range engagements/observation.
    • Random events like Outcast vs Sentinel firefights, Azrael drones, and ambient helicopters can now spawn several hundred meters away from the player. Such events may now be witnessed from a distance. The player is no longer the center and source of all spawns.
    • Azrael drones, if spawned away from the player, can spot Outcast units. The Wolves dispatched to fight them are, however, fewer than those spawned for hunting players.
    • Accuracy and intelligence of AI vs other AI (like Outcasts fighting Sentinels) has been increased, to avoid shootouts like this

    Civilian AI

    • Civilians now drive along the streets of Auroa. They are stopped and their vehicles checked at Sentinel checkpoints. Occasionally, a civilian will make a run for it and/or Sentinel will claim to have found something. That civilian will be shot at or captured by Sentinel. The player may save such civilians in return for Skell Credits.
    • Civilian drivers actively avoid combat areas instead of driving through them.
    • Civilian drivers pull to the side of the road if approached by a Sentinel convoy, allowing them to pass if not in combat.
    • Civilian vehicles may be commandeered by standing in front of and aiming at the vehicle/driver or walking up to and holding Interact. Shooting the vehicle will cause them to drive away at high speeds (potentially hitting you).
    • Civilians in compounds/Sentinel bases will now frequently go to the nearest cover instead of hunkering down in place.
    • If the player approaches a civilian with their weapon drawn, the player is presented with two options: Flee which tells the civilian to run away, or Get Down which tells the civilian to either go prone or find the nearest cover.
    • AI teammates tell civilians they come into close contact with to Get Down during stealth and Flee during combat/Cleared Hot.
    • Civilians caught in crossfire will now run away to a safe position.
    • Voicelines for civilians have been changed when surprised/scared by the player - they are no longer sassy (i.e. "Get out of my face!").

    Enemy AI Improvements

    • In general, all enemy AI now function better as squads and will coordinate attacks/flanks vocally.
    • Enemy AI cover each other when they reload. One will callout they are out of ammo, go into cover, and reload. Another will go into cover next to them and suppress the player.
    • Enemy AI will throw grenades/flashbangs into buildings/hallways before advancing into them, if they believe the player is there.
    • Non-Breacher enemies will no longer rush the player/AI teammates unless backed up by a number of other enemies.
    • If the number of enemies within a base/outpost have been significantly reduced, the remaining enemy AI will retreat to and hunker down within the nearest buildings (switching from offense to defense). This forces the player to clear buildings and switch their strategy.
    • Similarly, enemies spawn inside of buildings more often, necessitating a more careful approach during stealth.
    • There is now a chance for non-officer/informant enemies to go down as injured instead of dead (if not headshot). Other enemies will drag any downed units into cover and revive them (other units suppress the player during this).
    • Downed enemies are more animated during their downed state. They will reach out towards the nearest friendly unit and/or writhe in pain. If all other enemies have been killed, the last downed units will attempt to crawl away. If not shot by the player, they will bleed to death after a short time.
    • There is a rare chance that a downed enemy will pull out their sidearm and fire at the player.
    • Weapons dropped by killed enemies now accurately reflect the weapon they were holding instead of choosing a random weapon of the same class (including attachments).
    • Enemies are now equipped with a larger variety of weapons within their class.
    • All enemies now drop some ammo for the caliber of weapon they are holding (at most one full magazine).
    • There is a small chance a Sentinel soldier will dive on top of a player-thrown grenade.
    • Many of the ambient enemy positions (like broken down motorcycles/cars) have been removed, replaced by more and larger ambient enemy patrols. Patrols are infantry-centric in forested areas and motorized in open/road areas. Will occasionally engage Outcast patrols. These spawn a large distance away from players so as not to spawn on top of the player.
    • Helicopters will land and dismount if under heavy sustained fire.
    • Helicopters will retreat if all seat gunners have been killed.
    • Enemy AI do not spot players who are in closed-cabin vehicles or aircraft unless the player is very close, performs a hostile action (shooting/driving into AI), or the AI unit is an officer.
    • Enemy AI will now utilize the armed vehicles of Auroa, such as the APC.
    • If the player is being pursued by enemies (like a helicopter or car) AND the player is driving along a road, there is a chance a Sentinel roadblock will spawn further down the road to stop the player.
    • Enemies who are shot but not killed react differently depending on the caliber of the round. (Pistol = flinch, ASR = flinch and recoil in pain for longer, SNR/Shotgun = even longer flinch and possible knockdown).
    • All enemies take fewer body shots to kill.
    • To compensate, reinforcements and quick-reaction-forces are slightly larger. Additionally, Radio Operators can call in one additional wave of reinforcements if not killed.

    New Enemy Classes

    • Team/Squad Leader - A new variety of officers. Equipped with assault rifles and underbarrel grenade launchers, these units coordinate enemy teams. If killed, their surviving team members are less effective together. They will stick closely to radio operators. They will mark the player with a flare, similar to an Azrael drone, which will decrease the player's stealth, especially during night.
    • Autorifleman - A cross between a rifleman and a Heavy. This unit is equipped with a light machine gun and prefers to suppress enemies rather than engage directly. They seek advantageous positions and will hunker down and hold that spot until killed or the player moves.
    • Riot Shield - this enemy carries a riot shield. Other enemies will hide behind this unit when pushing towards the player, especially if the player is within a building or hallway. These units are only found in large bases/urban areas.
    • Designated Marksman - A cross between the rifleman and sniper. These enemies will maintain and fire from a distance from the player. They will continuously move during combat and have a small chance of joining pushes on the player if other enemies are nearby. Unlike snipers, these units may be found as part of field patrols and assault teams.
    • Spotter - The partners of snipers. Visually similar, but these units are equipped with binoculars and assault rifles. More common among Wolves, these units join snipers up in their towers, requiring either a quick trigger finger or a sync shot to take down at the same time.
    • Pointman - A cross between riflemen and breachers. They will rush the player like breachers but have less health and are equipped with fast-firing SMGs.
    • Crowd Control - An SMG-equipped rifleman with a gas mask and tear/poison gas (similar to that of Behemoth's). Will deploy his tear gas during combat which deals AOE damage over time. Immune to tear gas himself. Avoids direct combat unless the player is under the effects of tear gas or other enemy units are pushing simultaneously.

    Wolf AI Improvements

    • Wolves, like Sentinel, will now function more effectively as a squad/team. Their abilities to cover each other as they reload, drag wounded units to cover, and utilize grenades/flashbangs all occur with much more frequency than Sentinel units.
    • Wolves retain their aggressive behavior to reflect their superior training (whereas Sentinel are more cautious/defensive).
    • Wolves do not retreat into buildings if outnumbered.
    • When a player is spotted by an Azrael drone, Wolves will now spawn in from a greater distance and (if a clearing or road is nearby) will arrive to the area in helicopters and unarmed vehicles.
    • Wolves may dive on top of or throw player-thrown grenades back. This occurs more frequently than with Sentinel units to reflect their training.
    • Wolves now have night-vision, decreasing a player's stealth buff at night (but not negating). Wolves with night-vision can see a player's IR Flashlight.

    Friendly AI Improvements

    • Outcasts do not work as a team, to reflect their lack of training.
    • Outcasts will attempt to retreat when outmatched in combat.
    • If the player frees Outcast prisoners during combat, those prisoners will follow and assist the player directly. Like an armed version of the prisoner AI from the Live Event missions.
    • If the player frees Outcast prisoners during stealth, or shoots the lock from a distance during combat, those prisoners will take up arms and start faction warfare. Or…
    • The player, when looking at a freed prisoner, may instruct them to Flee, whereupon the prisoner will stealthily leave the area.
    • Freeing prisoners now grants Skell Credits.
    • After combat has ended, or if told to flee, prisoners will run towards the direction of the nearest Outcast base.
    • After combat has ended, ambient Outcast soldiers will linger for a few minutes, then mount up and leave the area

    AI Teammates Improvements

    • The two surviving Ghosts present after the player enters Erewhon for the first time have been replaced by the player's AI Teammates.
    • Improved Engage Orders - Cleared Hot has been replaced by two new orders: Open Fire which orders AI to kill targets in the immediate area BUT remain with the player and switch back to stealth once enemies are killed. Search & Destroy orders the AI to seek out and kill all hostiles, wandering away from the player to do so, like the old "Cleared Hot" order.
    • Stealth vs Loud - Players may now set the AI to equip suppressors or go loud, regardless of the player's own suppressor. The AI may also be set to Auto and base their suppressor off of the player's. Useful for separating the team.
    • Incremental Co-op AI - AI teammates fill empty slots during co-op. They only take orders from the host/lobby leader.
    • Fireteams - AI Teammates may now be split into two fireteams. Makeup is as follows: One AI follows the player, the other two AI separate into a new team. The new team becomes orderable, callsign "Bravo".
    • Mount Gun Order - If "Go To" is selected while aiming at a vehicle or mounted gun, one AI teammate will mount the vehicle's gun.
    • AI Teammates will either heal or give bandages to the player if the player is injured, out of bandages, and out of medical crafting ingredients.
    • Prioritize Revive - AI may now be set to one of two modes of revival: 1 - Prioritize Revive where the AI will revive the player or drag the player into cover immediately. 2 - Prioritize Safe where the AI will clear an area of immediate hostiles before trying to revive the player.
    • AI Teammate Weapons - The AI's secondary weapon may be edited or removed by the player. AI cannot Sync Shot with a shotgun.
    • AI Sidearm - The AI's sidearm may be edited by the player.
    • AI teammates now have ambient dialogue akin to that of Wildlands.
    • AI teammates are now allowed in raids.

    Wildlife

    • Wildlife now spawn in larger groups to better emulate families of boar/herds of deer, etc.
    • Rarely, a small flock of birds will fly away startled if the player enters a bush.
    • Flocks of birds spawn more frequently in open fields. They will fly away if approached by players or AI.
    • New land animal species have been added.
    • New bird species have been added.
    • Turtles now spawn on beaches. They will retreat to the water if approached.

    World & Interactivity

    • The small wall-mounted first-aid kits found inside some buildings are now lootable. They will always give at least 2 bandages.
    • Nearly all glass windows are now breakable/breachable. Some windows require high caliber weapons or explosives (including breaching charges) to destroy them.
    • Doors that can be opened by bringing an enemy body to them can now be breached by a breaching charge.
    • Electronically locked doors can now be opened if they are shot by the EMP pistol.
    • Non-sliding doors may now be kicked/shouldered open if the player sprints into it while it is closed. This will temporarily knock down anyone standing on the immediate other side.
    • All lights are now breakable.
    • All players, regardless of class, gain a boost to stealth when in darkness. The Echelon class doubles this bonus.
    • The player may now harvest food from farm fields. These are used as ingredients for rations. They may also be recovered from the large crop-harvesting drones if destroyed.
    • Ambient trains now stop at select locations. They will leave after a few minutes.
    • Storms now affect visibility of all enemy AI, but particularly drones. Heavy rain/Thunderstorms will cause flying drones to seek shelter and land until the storm is over. Azrael drones still spawn, but their effectiveness is reduced.
    • New weather patterns have been added, namely Monsoon (extreme rain and very low visibility) and Electrical Storm (lightning but no rain)

    Miscellaneous Changes

    • Starting the game no longer requires an internet connection.
    • Increased top speed of player-flown helicopters, allowing faster traversal.
    • Picking up and dropping/throwing bodies is faster.
    • Bodies and downed teammates may now be Dragged. This is much faster than picking up bodies and allows the player to use their pistol while dragging, but the player moves slightly slower than if they were carrying a body.
    • The dead Ghosts at the helicopter crashes are now kitted out with military gear and camos, to better reflect their concept art. and Special Forces status. The two surviving Ghosts at Erewhon (if not replaced) have also had their gear changed to a better military style.
    • Similarly, the player now begins the game wearing the same uniform they have in the flashbacks with Walker. (This includes the Crye G3 Combat Shirt and Cry3 G3 Pants).
    • As such, the Crye G3 gear is now free and no longer purchasable with Ghost Coins. Players who purchased it previously have had their Ghost Coins refunded.
    • Raids are now accessible in Immersive Mode and in Single Player.

    Outro

    Thanks for reading. Of course many of these are my own opinions and I'm open to suggestions, but I felt this list encapsulates and summarizes a lot of the feedback I've been seeing players ask for for some time.

    TL;DR

    • Provide players more ways to deal with drones
    • Decrease drone health
    • Expand human enemy variety & capabilities
    • Improved enemy AI overall.
    • Add & expand ambient Civilian AI around the map
    • Rebel Presence now permanent, and more ambient
    • Expanded door & window interactivity
    • Expanded AI Teammate functions and customization
    • Offline mode
    • Raids with AI or SP
    submitted by /u/SithDeceiver
    [link] [comments]

    "sorry for leaving you behind Fixit, but the keg called shotgun first"

    Posted: 03 Aug 2020 11:41 AM PDT

    For me, and for many players who play without a HUD, and especially without a crosshair, a type of scope on the rocket launcher would be very useful. Because when you disable the crosshair automatically, that of the launcher is also removed. (edited)

    Posted: 03 Aug 2020 04:48 PM PDT

    Why Breakpoint is broken: Toxic Leadership

    Posted: 03 Aug 2020 07:45 PM PDT

    As many of you may know, with the misconduct that has plagued Ubisoft Studios coming to light, I was trying to find out more of what was happening behind the scenes of the studio responsible for our beloved Ghost Recon.

    It wasn't until I stumbled upon this insightful article written by Jason Schreier from Bloomberg, that draws the connection between a toxic culture and the product we have today: Breakpoint.

    The article identifies Serge Hascoët, Chief Creative Officer since 2000, who supervises all games the studio produces.

    He was given ultimate authority to cancel, greenlight, or overhaul any game to his specifications. Project reviews would take place at a type of meeting known within Ubisoft as "gates," and Hascoët was usually the gatekeeper.

    During presentations he would bang his head against the table, a sign that he was bored or unhappy. He was infamous for what colleagues described as growling, a sort of guttural noise he would direct at people in meetings or while passing in the hallway.

    The article continues:

    By 2019, though, there were signs Hascoët was losing his creative magic. Ubisoft released two big flops: The Division 2, an online game that failed to meet sales expectations despite critical acclaim, and Ghost Recon Breakpoint, a tactical shooter that was widely panned. Ubisoft had developed a reputation, in large part because of Hascoët, for releasing games with similar tropes: large, open-world environments giving the player a list of tasks to accomplish and checkpoints to clear. By the end of last year, Ubisoft's stock declined more than 40% from its high a year earlier.

    As a result of these failures, the company overhauled the editorial department, elevating seven vice presidents reporting to Hascoët. The goal was to distribute Hascoët's power and diversify the games, employees say.

    Source

    Imagine being the creative lead of Ghost Recon's next game and presenting your ideas to Hascoet. That we need to do away with these loot mechanics and come back to single player stories.

    Imagine, you've compiled a list of what the community wants and bringing that to Hascoet to get approval that we need 3 months budget to implement these community ideas.

    In a culture that is described as a "boys club" where diversity is ridiculed, imagine being stuck between the community and the heads of studio. How powerless are you to invoke positive change?

    Imagine, being called un-passionate and incompetent by the community while having your hands tied to execute your ideas. Being pressured by managers to "fall in line" or risk being passed up for promotion or risk losing your job.

    This post is not about excusing Breakpoint or laying the blame on one person. To me, its about creating awareness that things are not as simple as they seem. That while our frustrations may be valid, to be reminded that we also have allies in the studio who share our frustrations as well.

    The community charter being mounted on the studio wall bares greater significance in light of this information. To me, it shows that studio does care about how passionate we are. Maybe the charter actually gives a voice, not only to our community, but also the devs who share the same passion as we do. Perhaps, and just maybe, we the community could stand between studio heads the the developers for once.

    I am hopeful that these positive changes in Ubisoft's working environment will be the start of a new era. We'll just have to see.

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

    Why cant we wear helmets when wear a gas mask?

    Posted: 03 Aug 2020 01:56 PM PDT

    It seems like they removed this from breakpoint but its in wildlands.

    submitted by /u/TheKodiak1919
    [link] [comments]

    Rebel chopper down! An immersive random event.

    Posted: 03 Aug 2020 06:52 PM PDT

    The night vision goggles of the "3E Black Arrow" head protection are blocking your vision while ADS. Every sight is effected by this.

    Posted: 03 Aug 2020 10:02 AM PDT

    Anyone else think the bipod is kinda short?

    Posted: 03 Aug 2020 05:39 PM PDT

    Idk. Just seems that way, especially when looking at the Tac-50 with extended mag.

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

    Ok this is a small thing, but I really prefer how the Wildlands 416 looks with a short barrel compared to how the Breakpoint version. I would love to see the Wildlands version of the gun in BP. Also the 416 Shorty clips at the front of the barrel anyway, so this would also be fixed.

    Posted: 03 Aug 2020 04:40 AM PDT

    Ubibug strikes again! I keep buying these pants they keep going back to the store. I have some of my teammates right now using these pants...lolz

    Posted: 03 Aug 2020 04:26 AM PDT

    Fury: „think we've got the wrong outfit Boss“. Old Nomad: „shitballs“

    Posted: 03 Aug 2020 02:07 AM PDT

    Ghost Recon Charter graphics file

    Posted: 03 Aug 2020 11:40 AM PDT

    Retaking Liberty City

    Posted: 03 Aug 2020 01:44 PM PDT

    Okay so I love this freaking game. I also love how much potential it has. One of the biggest things I was excited to do was engage the enemy in Liberty City and fight building to building street to street. However, it was disappointing how easy it was to not only get in the city but to maneuver through the streets.

    Liberty should be an impenetrable stronghold. With drones, patrolling the streets flying over head and making it nearly impossible to stroll on through. There should be snipers, heavies, wolves,and patrols on every block.

    I propose a mission to make the City an enemy stronghold that you have to eliminate. Attempt to Truly capture an urban Ghost Recon Combat experience complete with behemoths in the streets and rebel forces assisting your advance. It would be epic.

    submitted by /u/Vitality1000
    [link] [comments]

    Alpha ak and sig mpx pcc. 2 rifles I wish we had in game. Well we have the AK....we are missing the top part of the handguard nearest the front trunion.

    Posted: 03 Aug 2020 08:26 PM PDT

    Did you hear about Hawkins and Grant?

    Posted: 03 Aug 2020 04:13 AM PDT

    They didn't make it.

    submitted by /u/ThomasP312
    [link] [comments]

    What is the class you prefer to use in Breakpoint and why?

    Posted: 03 Aug 2020 06:05 PM PDT

    Personally, I like using Echelon so I can get through stealth missions much faster. But what about you? What class do you prefer and why?

    submitted by /u/New-Kekistan
    [link] [comments]

    No comments:

    Post a Comment