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    Tuesday, September 22, 2020

    Ghost Recon - Ah yes another flawless getaway

    Ghost Recon - Ah yes another flawless getaway


    Ah yes another flawless getaway

    Posted: 22 Sep 2020 09:34 AM PDT

    SAS Commando Cold War Era

    Posted: 22 Sep 2020 12:25 PM PDT

    And for that reason, I’m out.

    Posted: 22 Sep 2020 12:29 PM PDT

    A pretty eerie stretch along the northeast coast of Golem Island

    Posted: 22 Sep 2020 12:58 AM PDT

    M4A1 Scout: Goodbye Pathfinder & your nonsensical challenges!

    Posted: 22 Sep 2020 02:58 PM PDT

    Can we get universal optics for assault rifles in the next gunsmith update. This was in wildlands, really hope it makes a return e.g 1 western optics on AKs e.g 2 micro T1 on assault rifle

    Posted: 22 Sep 2020 07:34 AM PDT

    Got inspired by u/pieisgiood876 so I made something similar

    Posted: 22 Sep 2020 11:42 AM PDT

    Old Team and New Team

    Posted: 22 Sep 2020 10:49 AM PDT

    Night should be darker or have an option to

    Posted: 22 Sep 2020 10:39 AM PDT

    I swear we’re not good

    Posted: 22 Sep 2020 03:22 PM PDT

    Why aren’t there shells on vests? The mags change for SMG, LMG, and SNR but shotguns just use the assault rifle mags. There’s even 40mm shells for the MGL!

    Posted: 22 Sep 2020 05:55 AM PDT

    EX-UNIDAD Team got a bit of an Upgrade

    Posted: 22 Sep 2020 06:42 PM PDT

    Please give more options already!

    Posted: 22 Sep 2020 04:04 PM PDT

    Dammit, i just want to collapse my MP5 stock Ubi :(

    Posted: 22 Sep 2020 08:11 PM PDT

    Future titles should use multiple handcrafted sandbox maps, rather than one large open world

    Posted: 22 Sep 2020 10:24 AM PDT

    I think the large open world formula just doesn't really work for the level of detail required to do spec ops missions justice. I'd rather have 5 or 6 really well crafted sandbox maps, similar to the design philosophy of Hitman even the older Splinter Cell games, but larger.

    Each map would have different insertion points, extraction points, destructible environments, unique geometry and structure. You could have snow bases, urban cityscapes, jungles... There are many opportunities to give each place its own flavour. Plus, it's easier to program AI in a more controlled, less generic environment. You could have set peice action for story moments such as Tomb Raider style escapes.

    You could have environmental hazards, using things like hanging barels, shooting out lights, using C4 on weak walls, using coop manoeuvres such as boosting eachother over walls. Structured mission design offers all these things.

    I'm just tired of trudging from one copy past base/objective to the next. I want to feel like I'm on a mission. Set my gear, weapons and loadout, get a breifing, get in, complete the objective and extract. That's what spec ops games should be about. This type of design philosophy would have a lot more replayability because you could have mission modifiers, side objectives, new missions using the same sandbox in a new way and so on.

    Just my opinion, but sometimes less is more. Not every game needs to be open world.

    submitted by /u/WolverineKuzuri93
    [link] [comments]

    New outfit: Ghost 2.0. Got that Futuristic vibe.

    Posted: 22 Sep 2020 08:24 PM PDT

    Lone Survivor

    Posted: 22 Sep 2020 07:53 PM PDT

    The inferno

    Posted: 22 Sep 2020 06:27 AM PDT

    I can't stress enough how bored I'm getting of the same takedown animation over and over again

    Posted: 22 Sep 2020 12:17 PM PDT

    I play very up close and personal. Probably closer to a Splinter Cell gameplay style than a Ghost. Sometimes I don't even use a primary and just stick to a sidearm and takedowns.

    There are some really badass takedown animations in this game using different straight-blade and Karambit techniques. Too bad I only ever get to see 1% of them because I'm not in a Bush, in combat or at a slightly higher angle of elevation to my enemy.

    Seriously Ubi. You literally already put in the work for these animations to be in the game. Just remove the stupid requirements for them to trigger, because I can only see that same triple stab so many times before going insane. Let your animators work shine.

    https://youtu.be/ClMXcFDA4-w

    submitted by /u/WolverineKuzuri93
    [link] [comments]

    Made this while I was suffering in the Raid, at 3 AM

    Posted: 22 Sep 2020 01:35 AM PDT

    Securing an emergency LZ

    Posted: 22 Sep 2020 12:21 PM PDT

    TPP is better optimised for a 3rd person game and more robust, it's basically what yall asking for

    Posted: 22 Sep 2020 12:36 PM PDT

    Fuck you and your armored convoy

    Posted: 22 Sep 2020 07:13 AM PDT

    Goomba or Wolf problem? Call the Super Ghosts Bros.

    Posted: 21 Sep 2020 08:10 PM PDT

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