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    Thursday, August 6, 2020

    Ghost Recon - Tom Clancy’s Ghost Recon Breakpoint Known Issues [Updated: August 06, 2020]

    Ghost Recon - Tom Clancy’s Ghost Recon Breakpoint Known Issues [Updated: August 06, 2020]


    Tom Clancy’s Ghost Recon Breakpoint Known Issues [Updated: August 06, 2020]

    Posted: 06 Aug 2020 01:22 PM PDT

    Ghosts,

    Please find below the known issues list. In addition to the issues noted below, we are relying on your feedback to help us be reactive and prioritize anything pressing that arises. We'll do everything we can to provide you with visibility into the timing as soon as possible.

    AI TEAMMATES

    • AI teammates will occasionally spawn in the air during random instances.
      • Our team is working on implementing a fix for the next TU.
    • AI teammates do not share the same winter weather effects as the player.
      • Our team is currently investigating the issue.
    • AI teammates are occasionally unable to kill enemy vehicle drivers while they are in a vehicle.
      • Our team is currently investigating the issue.
    • AI teammates are occasionally unable to revive downed players.
      • Our team is currently investigating the issue.
    • Angled foregrips on AI teammate weapons will twist their arms unnaturally.
      • Our team is currently investigating the issue.

    ANIMATION/VISUAL

    • LMG ammunition belt feed animation is missing.
      • Our team is currently investigating the issue.
    • Prime Sam Fisher's figure occasionally clips with when aiming with the COMPM4.
      • Our team is working on implementing a fix for the next TU.
    • In Observer Mode, observers may sometimes not be able to see drones deployed by Bravo teams.
      • Our team is working on implementing a fix for the next TU.
    • Some players can be seen floating midair when prone camo is in use.
      • Our team is currently investigating the issue.
    • The Flare Flash and Path Watcher Mk II Safari brakes are shown clipping through the front wheels.
      • Our team is working on implementing a fix for the next TU.

    AUDIO

    • Players noticing that the Strike Designator is missing the target acquisition sound.
      • Our team is currently investigating the issue.
    • Footstep sounds will occasionally cut out when on the top floor of the R&D Center.
      • Our team is currently investigating the issue.

    EXPLOITS

    • Players believe they are noticing instances of the DMR exploit/glitch post-TU2.1.0.
      • We have been monitoring the DMR exploit closely since the release of TU 2.1.0. Given the conversations we've seen online around this topic, we relaunched our investigation into the exploit. As of now, our development testers have not been able to reproduce the exploit in game.
      • Whenever you use the Sharpshooter Skill, you have the bonus for 3 shots, however, there is nothing in the UI to indicate that the bonus is active or that you will only use this for 3 shots. We understand that the lack of UI may cause some confusion and we apologize for that, however, we are confident as of now with the reports we've investigated that the issue is not present.
      • If you believe that you have found an alternate reproduction of the DMR exploit, we ask that you please contact one of our representatives privately with the exact steps taken to produce it, as well as video capture if possible, so that we can further investigate.

    FUNCTIONALITY

    • Vehicles can sometimes explode upon player respawn, putting the player in an alerted state.
      • Our team is currently investigating the issue.
    • Enemies can enter an unresponsive state when losing visual contact with the player.
      • Our team is currently investigating the issue.
    • Some PC players are noticing freezing issues when they move in game.
      • Our team is working on implementing a fix for the next TU.
    • Console players noticing photo mode is unavailable when near an NPC or object.
      • Our team is working on implementing a fix for the next TU.
    • When leaving the bivouac, the ammo for a newly equipped weapon will be empty.
      • Our team is currently investigating the issue.
    • After killing several Behemoths, some players are noticing that they are no longer spawning.
      • Our team is currently investigating the issue.

    ITEMS

    • The Urban Hero Jacket can be seen clipping with some backpacks, vests, facemasks, and pants.
      • Our team is working on implementing a fix for the next TU.
    • Patches are not currently visible on the Rebel Ballistic Mask.
      • Our team is working on implementing a fix for the next TU.
    • Vasily pants can sometimes show a stretched texture in the open world.
      • Our team is working on implementing a fix for the next TU.
    • Players who purchased the Forrest Tactical Pants no longer have access to them when reloading the game.
      • Our team is working on implementing a fix for the next TU.
    • Fourth Echelon Top's battle belt will disappear when equipping vests.
      • Our team is working on implementing a fix for the next TU.
    • Red stain is noticeable on the back of Punker Jeans when in open world.
      • Our team is currently investigating the issue.
    • The back of the Third Echelon Top can sometimes be seen clipping through the Crye JPC Vest.
      • Our team is currently investigating the issue.
    • UA Tactical Headgear Balaclava can be seen clipping through the TAC 50's digital sight.
      • Our team is working on implementing a fix for the next TU.
    • When player is wearing a Shemagh, some tops with a collar can be seen clipping through the Shemagh or missing the collar.
      • Our team is currently investigating the issue.
    • L3GP NVGs can be seen hanging above player character when equipped with the Rebel Ballistic Mask.
      • Our team is working on implementing a fix for the next TU.

    MISSIONS

    • Sergeant Kent becomes unable to take down after he is interrogated.
      • Our team is currently investigating the issue.
    • Side mission "One Man's Hell" unlocks if the user skips the conversation in-between multiple times.
      • Our team is currently investigating the issue.
    • Large number of enemies can be seen spawning during the "Clear Out Sentinel Base" faction mission.
      • Our team is working on implementing a fix for the next TU.
    • In "Speak No Evil" main mission, part of Nomad's voiceover is missing.
      • Our team is working on implementing a fix for the next TU.
    • Faction warfare rebels can attract attention of sentinels during "Clear the Sentinel Squads" mission and cause player to be detected.
      • Our team is currently investigating the issue.

    PC

    • Players experiencing stuttering and crashes when running on Vulkan API.
      • Our team is currently investigating the issue.
        • Workaround: In order to remove this issue in the meantime, remove the shader cache in the game save folder. Visit Documents/My Games/Ghost Recon Breakpoint and delete pipelinecache.vk and scimitar_vkpipelinecache.bin files.

    PvP

    • Players/enemies can occasionally be seen floating in specific locations when going prone or getting killed.
      • Our team is currently investigating the issue.
    • Teammates can spawn into the game far away from the initial team.
      • Our team is working on implementing a fix for the next TU.
    • Players on both teams can occasionally appear invisible.
      • Our team is working on implementing a fix for the next TU.
    • Players have noticed spectator mode can sometimes have issues loading.
      • Our team is currently investigating the issue.
    • Downed enemies can display a duplicated death/skull icon in Ghost War.
      • Our team is currently investigating the issue.

    WEAPONS

    • When the SLX5 Sight is attached to the STONER LMG, the bullet direction is misplaced.
      • Our team is working on implementing a fix for the next TU.

    /The Ghost Recon Team

    submitted by /u/UbiBard
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    When you still can't have NVG down in photo mode

    Posted: 06 Aug 2020 03:53 PM PDT

    That's a SKIN Pack I'd pay for. (Classic Ghots)

    Posted: 06 Aug 2020 05:39 AM PDT

    I still don't understand why the accessories are not all available for all weapons, as they were in the wildlands for example.

    Posted: 06 Aug 2020 08:49 AM PDT

    Be cool if we could make our own signature weapon.

    Posted: 06 Aug 2020 05:56 PM PDT

    Combining 2 of my favourite things. Motorsport + Ghost Recon = this fantasy livery on the Lexus RC-F GT500. Hope you guys like it!

    Posted: 06 Aug 2020 07:23 PM PDT

    Gotta bring the boy back

    Posted: 06 Aug 2020 06:30 AM PDT

    GRBP - Poster Art

    Posted: 06 Aug 2020 10:08 AM PDT

    Drones, Bases and Stealth: A Concept On How To Make It Work

    Posted: 06 Aug 2020 08:26 PM PDT

    DISCLAIMER: I do not expect any of these things to be implemented. This is, largely, just a for-fun/discussion-generating topic centered on my idea on how to make both drones and stealth workable. I also don't claim to have the be-all winning idea here, and I'd actually love to see people come forward with their own ideas and give their own constructive critiques to this one.

    I don't really think I need to go into why drones ruin the stealth infiltration when it comes to bases, so we can skip right over that. But generally speaking, I think most of us agree that they were a decent enough concept that, like many things in the game, was rendered largely unworkable due to an insistence on implementing a realistic bullet sponge enemy for the quasi-RPG elements that have been so decried since the game's launch. They are at their worst when put into bases, as they largely make stealth impossible as they cannot be dispatched quietly and often can't be killed fast enough to not spot and engage the player before going down. Personally, I feel removing the drones altogether is a bit too radical a step, as when it comes to combat, the drones are generally something you can deal with, even if they are a bit of a pain to do so. A couple of people have floated other ideas, so I figured I'd throw my own hat into the ring based on an idea I shared in another comment section:

    Drone dispensers tied to the enemy's alert status.

    The idea I have is this. Sentinel versions of the current "police" drone models, the Cheribums, are the basic level of drone-based security in Sentinel bases and installations. These are honestly fairly well-implemented already. You can shoot them down without alerting every nearby enemy and they can be dispatched swiftly enough that you won't instantly alert every enemy in the area when they go down. These are largely good as-is, with the only possible edit being a slight delay on how they alert enemies across the base once they see a player or spot something suspicious.

    The second level are tied to the dispenser idea. Small containers akin to container crates or small garages hold the armed drones, which only activate when the enemy alert level rises to high alert (orange) status. Once this is done, they deploy either Amon or Malphas drones (or any of their variations as deemed appropriate) to hunt the players. These would be, in terms of concept, fairly similar to the ones encountered during the Deep State DLC. Only one land drone or two air drones maximum from each dispenser, which could be small enough to place in multiple places in a base depending on the size.

    Finally, these dispensers are--like the turrets--tied to the base's generator system. Taking out the generators prevents the drones from leaving their dispensers and thus adds another layer to the stealth game.

    I feel like this is a good way to encourage stealth gameplay while also permitting a bit of aggressiveness and still incorporating the drones as they are a big part of the game's core theme and identity, for better or for worse. This would also do a lot to cut down on the persistent problem I've been seeing these last few updates where there are absurd numbers of these highly durable and damaging enemies just roaming around the bases to the point where they start to match or even outnumber the human occupants.

    submitted by /u/TPoseCulture
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    Battle belt toggle on/off!

    Posted: 06 Aug 2020 12:50 PM PDT

    It used to be that when you remove your tactical vest then the belt come off too which was a very nice touch. This was because there was more you could do with outfits and it gave a cooler look to our nomad. However for months now that's not been the case as the battle belt is now permanent...why? What's the point in adding new vanity items to the game when the belt will just ruin the look and makes no sense especially on tops that have jackets. Please upvote this so someone at Ubisoft can see this because to make a toggle should be a simple task compared to all the work they put into the game.

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

    Lone Survivor

    Posted: 06 Aug 2020 01:05 AM PDT

    Medic!!

    Posted: 06 Aug 2020 07:06 PM PDT

    Nomad meets Edward Kenway

    Posted: 06 Aug 2020 05:12 PM PDT

    Was AWP to hard to say?

    Posted: 06 Aug 2020 11:32 AM PDT

    Can we have Bibpods on ASR's

    Posted: 06 Aug 2020 05:41 AM PDT

    Spitballing ideas for both a singleplayer endgame and a (sort of) return of the old Battle Pass

    Posted: 06 Aug 2020 10:44 AM PDT

    One think I feel Breakpoint lacks is a proper endgame. There is the Raid, sure, but a) it's multiplayer only and b) the vast majority of players haven't even attempted it. So, I thought I'd spitball some ideas for what one could look like.

    My idea is there should be some kind of additional progression system that you can sink time into, giving us something to work towards after completing the story. Format-wise, I'd imagine it looking something like the old Battle pass, except lacking all the limited time stuff (I think I speak for all of us when I say we hated that aspect of it). So:

    Once you reach Level 30, you get access to a new set of pseudo-faction missions. Each one of them is given by an existing character, and would have appropriate rewards:

    (NB: these are all just suggestions)

    • Mads- Primarily focuses on Civilian/Homesteader gear.

    • Maria- Primarily focuses on new weapon blueprints.

    • Holt- Primarily focuses on gear from previous Ghost Recon Games, and/or, US Military themed stuff.

    • Rowan- Primarily focuses on non-US military gear and weapons.

    • Haruhi- Primarily focuses on Rebel (not necessarily Outcast)- themed gear and weapons.

    • Jericho- Primarily focuses on Wolves-themed gear.

    I'd also hope for some kind of Rainbow Six-themed one if they ever do a crossover again.

    The general idea would be similar to the existing faction missions, you get an amount of points for each one you complete. Each character has several tiers which you work through, and you get a new item every time you finish one. Missions are given in sets of four, like the current ones, but rather than being on a daily rotation, you get four new ones once you've finished those, like the Ghost War missions.

    Would you like to see something like this? It's personally my biggest hope for the game's future, especially if they added more characters giving missions over time. Having a bunch nice cosmetics and weapons to work towards once you've completed the story and reached the endgame would really be enough to keep my playing a lot in future (I'm worried I'll eventually lose interest once I've done all the side missions and the Raid- it's a nice game, but there's nothing to work towards once you've done the story and class challenges).

    submitted by /u/R97R
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    INVISIBLE GLITCH

    Posted: 06 Aug 2020 05:54 PM PDT

    We are tired of this bug! It's more than time for you devs identify and correct things like this. I mean, c'mon! We've never had these problems before, and it's unexcusable for an AAA studio deliver that content after later patches of the game. This is PvP guys! Things like that make people never come back again to game and report people for false cheating.

    INVISIBLE GLITCH FOOTAGE

    This sometimes happens with you being invisible to enemy, sometimes enemy being invisible to you. You can quick fix (most of the times) pressing alt+tab a few times to resync players back on the match. I think the game have a huge potencial, like Wildlands had and you guys delivered to us, with later (and unexpected) content. I know Ubisoft studios can do better to fix problems like that. This one particularly, is ASAP. I don't know where else to post, and I want to have a little attention from someone inside.

    submitted by /u/winspector_24
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    Proposed Expansion for AI Team Commands - That's Easy to Implement

    Posted: 06 Aug 2020 11:36 AM PDT

    Proposed Expansion for AI Team Commands - That's Easy to Implement

    https://preview.redd.it/cue08ccodff51.png?width=1218&format=png&auto=webp&s=5bf0187353311c94b3f54c4d2b12fec6a5294e8a

    How this works:

    - Green X in the table above shows the limited commands we have today. The Black X show the new commands possible.

    - The wheel mockup shows how these commands could be implemented

    - Movement commands come with a "Defend Only" RoE by default

    - New "Stack" command has the team stack on you or form a tight line on you (useful for room cleaning or moving assaults - down a path, lane, hallway, etc.)

    - Red RoE commands are toggle... turn them on/off and are mutually exclusive

    - Engage Close = engage only enemies in our vicinity before you're detected (useful for stealth infiltrations)

    - Engage All = engage any enemies you can see that are in range

    - Suppressed vs Unsuppressed - the team matches Nomad

    - Commands could be assigned individually or to multiple team members. Select them using a sync shot type selector before opening the wheel and then issue a command. Not selecting any team members defaults to "select all".

    Scenarios:

    - Room cleaning: Stack + Engage Close

    - Rapid Moving Assault: Stack + Engage All

    - Stealth infiltration: any movement command + Engage Close

    - Defend a postion: Go To or Hold (Defence RoE is default)

    - Fighting retreat: Regroup + Engage All

    - Clear tangos while I interrogate this HVT: Move Free + Engage All

    - Overwatch: Select Sniper + Go To + <Change RoE as needed>

    Dev Effort:

    The only dev effort here is implementing the new stack command and then adding more rigor to the existing commands and how they work. Everything else is already in the game, just not implemented well.

    submitted by /u/Virtual-Chris
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    Roadtrip with the boys

    Posted: 06 Aug 2020 06:07 AM PDT

    Episode 3

    Posted: 06 Aug 2020 02:28 PM PDT

    With episode 3 right around the corner I've decided to make this post as a dedicated thread for ideas and discussion regarding episode 3's content. Chiefly, the Transcendence DLC. (please keep it civil) u/Ubi_Hayve

    submitted by /u/lilnuggetdude
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    Creepy image of a dead pilot. Is that what 3rd degree burn looks like? o.O

    Posted: 06 Aug 2020 10:03 AM PDT

    Returning player: Whats ghost war like in breakpoint?

    Posted: 06 Aug 2020 04:05 PM PDT

    I like a lot of people left abruptly after the launch of the game due to its atrocious state upon release but have returned since I've heard some good things about it. Never got into ghost war and wondering how it plays, worth getting into, if it's highly populated, etc. thanks

    submitted by /u/TheFrayneTrain
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    Throwback: Ghostly Apparition

    Posted: 06 Aug 2020 06:24 AM PDT

    Ok, I guess.

    Posted: 06 Aug 2020 09:49 PM PDT

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