Squad Commands Revamped
Hey Ghosts! Got my new computer running and, after recreating all my old assets and a lot of frustration (I should have gotten this thing pre-built lol), I bring to you my take on Squad Commands! Also look towards the bottom of the post for a sneak peak at the Ghost Recon: Warfighter version of Squad Commands, Ghost Classes, and Dynamic Entry.
//THE ORDER WHEEL
The very core of Squad Commands Revamped is the Order Wheel. It has been remade and features a host of new options such as Contextual Orders and Individual Orders.
Basic Order Wheel
Hold RB to open the "Order Wheel" for orders and commanding individual squadmates. Orders include Move To, Hold Position, Regroup, Formation, Cleared Hot, and Sweep and Clear and are located at the top half of the wheel. Some orders are grouped together and can be cycled with D-Left and D-Right. While using the Order Wheel, use LS to highlight an order, RS to aim, and A to select. There are also combat specific orders. Having a suppressor equipped affects squadmate combat orders when not engaged.
- Move To
- Move To - Order squad to relocate to a specific position
- Dig In - Order squad to protect a specified location
- Flank - Order squad to move to a position perpendicular to the designated area and engage targets. [Combat Only]
- Hold Position
- Hold Position - Order squad to cease following Nomad
- Overwatch - Order squad to maintain their position and provide ranged support
- Regroup
- Regroup - Order squad to form up at Nomad's position
- Formation - Order squad to enter Formation Mode
- Cleared Hot
- Cleared Hot - Order squad to engage targets at will
- Sweep and Clear - Order squad to eliminate threats in a specified area
- Suppress - Order squad to force designated enemies into cover. [Combat Only]
Individual Orders
Nomad can command individual squadmates, each having their own tab with the basic commands, class ability, and their two items (cycled with D-Left and D-Right). Individual squadmates are located on the bottom half of the Order Wheel. Selecting a squadmate expands their wheel, showing their available orders. Moving LS towards a different section or tapping B will quickly close the squadmate.
Placing a squadmate(s) on Overwatch will make the squadmate hold position and choose targets. They will prioritize targets near the player or at risk of discovering the player. Targets they aim at will be marked with an eye symbol. Targets can be taken out similar to a sync shot, set Behaviors (see Behaviors section) can determine if the squadmate will engage on sight, on command, or at risk of discovery as well as the distance from the player they will prioritize targets at.
//FORMATIONS
Order your AI teammates to form up behind you with the order wheel. Once formed up, the order wheel can be used to choose a formation or end the formation. Formations include file, diamond, line, vee, wedge, and echelon. AI teammates will automatically cover directions the player is not facing. Co-op players can form up behind a player by holding the X button behind their back.
Players will automatically keep pace with the lead player and can change formations via the order wheel. Teammates will automatically grab the player in front of them's shoulder like real operators when stopped and in the file formation. Co-op players can tap X while on a full mag to alert the player in front of them that they're ready, squeezing their shoulder. This will buzz the player's controller.
//CONTEXTUAL ORDERS
\"Stealth Kill\" Contextual Order
Holding RB while looking at something like an enemy or door will show "Contextual Orders" such as Stealth Kills, Breaches, and Hiding Bodies. These specific options will appear at the very top of the wheel. If there are multiple options, they can be cycled with D-Left and D-Right. Certain Contextual Orders will automatically select the best squadmate for the job, taking into account positioning and whether they have a suppressor. If necessary, a squadmate will perform a melee kill.
\"Stack\" Contextual Order
When looking at a door for example, Nomad can command his squad to stack up on the door (or order them to breach right away by cycling with the D-Pad).
\"Breach\" Contextual Order
When you're ready to breach, you have three options:
- Breach - The squad will enter the room and engage targets
- Flash and Clear - If one of your squadmates is equipped with a flashbang, they will toss one in before executing the Breach order
- Frag and Clear - If one of your squadmates is equipped with a frag, they will toss one in before executing the Breach order
//STATUS
The Status, or health and condition, of your squad is symbolized by their icons at the bottom of the Order Wheel.
Status
- Green - Healthy. Full capability.
- Yellow - Hurt. Received damage in combat. Restores to Green after some time outside of combat.
- Orange - Injured. Received a large amount of damage and has reduced capability. Restores to Green after some time outside of combat.
- Red - Downed. Needs to be revived. Restores to Orange after reviving.
Squadmates will tend to their own injuries outside of combat.
//COMBAT
When engaged with the enemy, you will gain access to two extra orders on top of the default. These combat specific orders will appear in red.
Combat orders
You can also use Quick Command (LT + A) to order your squadmates to Focus Fire on specific enemies. When not engaged, the Quick Command will be Sync Shot. The player will no longer be able to Sync Shot in combat, like in Future Soldier.
Focus Fire
//SQUAD MENU
The player can manage the Ghosts from the new Squad Menu.
Squad Menu
From this menu, the player can customize their squad and set Behaviors which will affect how they act. From the Loadout, the player can can:
- Customize Ghost appearance
- Customize Ghost weapons. Squadmates will automatically have a suppressed handgun for sync shots and stealth kills when their primary isn't compatible. This will affect their effective range.
- Select Ghost equipment. Ghosts can run with a Lethal and a Tactical such as Frags and Flashes.
//BEHAVIORS
The player can also program individual "Squadmate Behaviors" in the Squad Menu at any time. Behaviors are an "IF/THEN" system that decides how squadmates act in situations without input from the player, such as following up orders with another order automatically (i.e. clear the next room, hide bodies after a stealth kill, etc.) and their actions in stealth and combat (i.e. kill enemies that spot them or Nomad, watch the player's flank in combat, use of their class ability, deploy smoke or gadgets, etc.). Behaviors can be customized to make squadmates as autonomous or as controlled as the player desires and are overwritten by orders. Behaviors can be saved as presets for quick changes.
Thanks for checking out my Mockup! Let me know what you think. And now for a sneak peek at the Ghost Recon: Warfighter version + some extra:
Tom Clancy's Ghost Recon: Warfighter
//GHOST SQUAD
Squadmates can be chosen from the "Squad Menu" at bases and bivouacs. Players can choose from their available weapon categories and customize them with Gunsmith. Players can also customize their squad's hair, facial hair, details, and outfits. If a squadmate is critically injured, they will be unavailable for a short amount of time to recover.
Squadmates can be captured if they are downed in combat and not revived while in contact with the enemy. The player will receive an Escalation Mission to rescue the squadmate.
- Allied militias can rescue the squadmate
- The captors can offer an exchange for resources or POWs
- If the squadmate is not rescued, they can be executed (Ghost Mode only)
Aim and tap A for "Quick Commands" such as sync shots in stealth and focusing fire in combat. Hold RB to open the "Order Wheel" for more specific orders and command individual squadmates. Basic orders include Move To, Hold Position, Regroup, Formation, Cleared Hot, and Sweep and Clear and are located at the top half of the wheel. Some orders are grouped together and can be cycled with D-Left and D-Right. While using the Order Wheel, use LS to highlight an order, RS to aim, and A to select. There are also combat specific orders. Having a suppressor equipped affects squadmate combat orders when not engaged.
- Move To
- Move To - Order squad to relocate to a specific position
- Dig In - Order squad to protect a specified location
- Flank - Order squad to move to a position perpendicular to the designated area and engage targets. [Combat Only]
- Hold Position
- Hold Position - Order squad to cease following Nomad
- Overwatch - Order squad to maintain their position and provide ranged support
- Regroup
- Regroup - Order squad to form up at Nomad's position
- Formation - Order squad to enter Formation Mode
- Cleared Hot
- Cleared Hot - Order squad to engage targets at will
- Sweep and Clear - Order squad to eliminate threats in a specified area
- Suppress - Order squad to force designated enemies into cover. [Combat Only]
Holding RB while looking at something like an enemy or door will show "Contextual Orders" such as Stealth Kills, Breaches, and Hiding Bodies. These specific options will appear at the very top of the wheel. If there are multiple options, they can be cycled with D-Left and D-Right.
Nomad can command individual squadmates, each having their own tab with the basic commands, class ability, and their two items (cycled with D-Left and D-Right). Individual squadmates are located on the bottom half of the Order Wheel. Selecting a squadmate expands their wheel, showing their available orders. Moving LS towards a different section or tapping B will quickly close the squadmate.
Placing a squadmate(s) on Overwatch will make the squadmate hold position and choose targets. They will prioritize targets near the player or at risk of discovering the player. Targets they aim at will be marked with an eye symbol. Targets can be taken out similar to a sync shot, set Behaviors can determine if the squadmate will engage on sight, on command, or at risk of discovery as well as the distance from the player they will prioritize targets at.
The Order Wheel can also be used to access "Co-Op Actions", such as boosting over obstacles. These will appear in the Contextual Orders.
The player can also program individual "Squadmate Behaviors" in the Squad Menu at any time. Behaviors are how squadmates act in situations without input from the player, such as following up orders with another order automatically (i.e. clear the next room, hide bodies after a stealth kill, etc.) and their actions in stealth and combat (i.e. kill enemies that spot them or Nomad, watch the player's flank in combat, use of their class ability, deploy smoke or gadgets, etc.). Behaviors can be customized to make squadmates as autonomous or as controlled as the player desires and are overwritten by orders. Behaviors can be saved as presets for quick changes.
Squadmates can be split into multiple "Combat Groups" in the Squad Menu at any time. Up to 4 Combat Groups - A, B, C, and D, with a minimum of two members - can be set and given orders. Members of a Combat Group will stick together. Nomad is always a part of Group Alpha and unassigned squadmates will be assigned to this group automatically. Combined with Behaviors, this can allow Nomad to "order and forget" and strike multiple areas at once without the need for micromanaging. Co-op players can also be added to combat groups and will be able to command AI teammates in their group but only if there are AI teammates available. Combat Groups can be accessed from the bottom half of the wheel in place of the group's members and have their own Behaviors.
Squadmates can also be added to a "Support Team" in the Squad Menu at any time. Up to 7 members can be a part of the Support Team at any given time. Nomad can call in the Support Team at any time in the Support radio menu from the Order Wheel. They can reinforce Nomad and cause distractions. Calling in the Support Team has no resource cost but risks injury and the capture of squadmates in combat. The Support Team can also be intercepted by militia groups through the Escalation System.
After the Al-Majaea attack on the US, three additional Ghost teams were deployed to Afghanistan at the request of Lt. Col. Walker to support his team.
Anthony Perryman
- Callsign: Nomad
- Class: Any
- Weapons: Any
Second in command of Ghost operations in Afghanistan. Infamous for keeping his cool under intense situations. Formerly of SFOD-D before joining the Ghosts.
Can be fully customized at any time.
Cole D. Walker
- Callsign: Ghost Lead
- Class: Rifleman
- Weapons: ASR, BAR
Second in command of Ghost Recon, Ghost Lead for operations in Afghanistan. Courageous, charismatic, and idealistic. Defers to Nomad's judgement in the field. Has a custom revolver called Sharp Thunder.
AFO Kingslayer
Coray Ward
- Callsign: Weaver
- Class: Marksman
- Weapons: DMR, SNR
Longtime friend and comrade of Nomad. Served multiple tours as a combat sniper. Formerly of DEVGRU before joining the Ghosts. Served under Nomad during Operation Kingslayer and Fallen Lord.
Rubio Delgado
- Callsign: Midas
- Class: Breacher
- Weapons: SMG, STG
Former Army Ranger specializing in Military Intelligence. Feels he is being driven by a higher power, regularly gives spiritual counseling to his fellow soldiers. Served under Nomad during Operation Kingslayer and Fallen Lord.
Dominic Moretta
- Callsign: Holt
- Class: Drone Tech
- Weapons: ASR, SMG
Enlisted at 18, joined the Army as a Sapper and then an Army Ranger. Uses humor to defuse tense moments. Served under Nomad during Operation Kingslayer and Fallen Lord.
AFO Wolfpack
Josiah Hill
- Class: Support Gunner
- Weapons: BAR, LMG
Enlisted in the US Army out of high school and joined the 82nd Airborne. Transferred to the 3rd Ranger Battalion. Recruited for Delta and was soon selected to join the Ghosts. Serves under Lt. Col. Walker in AFO Wolfpack.
Kim Hernandez
- Callsign: Fury
- Class: Infiltrator
- Weapons: SMG, STG
Joined the CIA out of college and was recruited to 3E and later 4E. Trained for field operations. Recommended for the Ghosts by Sam Fisher in 2020. Eager to see real combat, has trouble socializing with teams. Serves under Lt. Col. Walker in AFO Wolfpack.
Logan Mitchell
- Callsign: Raider
- Class: Commando
- Weapons: ASR, DMR
The oldest child of Scott Mitchell. Enlisted in the US Army at 18, joined the Rangers, and was recruited into Delta Force at 21. Was later selected for Ghost Recon and served a short time with Rainbow. He is unsure if his position was earned of his own merit or as a result of his lineage. Serves under Lt. Col. Walker in AFO Wolfpack.
AFO Predator
Joe Ramirez
- Class: Rifleman
- Weapons: ASR, DMR
Formerly of the Airborne Rangers. Performed two tours in Pakistan as a part of a JSOC task force. Worked closely with Scott Mitchell in the Korean conflict and Mexican Civil War. Leads AFO Predator under Lt. Colonel Walker and Nomad.
Haynes
- Callsign: Irish
- Class: Support Gunner
- Weapons: SMG, LMG
Attached to AFO Predator under Lt. Colonel Walker and Nomad.
McGann
- Callsign: Bear
- Class: Sapper
- Weapons: BAR, SMG
Former US Army combat engineer. Attached to AFO Predator under Lt. Colonel Walker and Nomad.
Richard Allen
- Callsign: Castle
- Class: Engineer
- Weapons: ASR, LCH
Demolitions specialist. Attached to AFO Predator under Lt. Colonel Walker and Nomad.
AFO Trident
Alicia Diaz
- Class: Marksman
- Weapons: DMR, SNR
Recruited by the Ghosts for her background as a world-class long distance shooter. Being looked at for potential recruitment into the CIA's SAD. Leads AFO Trident under Lt. Colonel Walker and Nomad.
Rosalyn Baker
- Callsign: Rose
- Class: K9 Handler
- Weapons: ASR, SMG
Trained in counter-terror operations in the USMC. Began training dogs for psychological support, now trains dogs for CQB with Ghost squads after being recruited by Cole D. Walker. Her K9 is named Daisy. Serves under Lt. Col. Walker in AFO Trident.
Isaac Keegan
- Class: Medic
- Weapons: BAR, DMR
Graduated from NYUMC. Enlisted after the 9/11 terrorist attack on New York to serve his country and went career. Served tours in Iraq and Afghanistan as a Green Beret and is well versed in the languages and cultures. Was recruited into the Ghosts after recommendation from Cole D. Walker. Serves under Lt. Col. Walker in AFO Trident.
John Kozak
- Class: Phantom
- Weapons: ASR, DMR
The youngest Ghost ever. Joined the Army at 18 and got the attention of Scott Mitchell with his engineering prowess at 21. Turned down recruitment by Skell Tech in favor of field work. Serves under Lt. Col. Walker in AFO Trident.
All squadmates, except Walker, possess a suppressed Handgun that they will use if they don't have a suppressor compatible primary. This will affect their effective range for Sync Shots and Stealth Kills.
Squadmates will automatically equip/unequip suppressors in time with the player and will try to maintain stealth while suppressors are equipped. This can be modified with Behaviors.
Squadmates can be equipped with one lethal and one tactical item. Squadmates will always have a supply of plastic handcuffs and rappel launchers.
Nomad can have up to 7 squadmates including the support team and co-op players.
//SUPPORT PANEL
By opening the Order Wheel (Hold RB) and pressing Y, Nomad can request assistance from Sentinel and nearby allied militias at the cost of resources. Use LB and RB to cycle between Sentinel, Militia, Ghosts, and Radio.
- Ghosts - Nomad's Support Team that can be called for quick reinforcements. Can range from 1 to 7 members. No resource cost.
- Reinforcements - Support Team rendezvous with Nomad to provide fire support
- Diversion - Support Team moves to a point to distract hostile forces
- Sentinel - Sentinel support is more effective and can be manually controlled, but costs more resources and takes longer to arrive. They can also have a negative effect on the Hearts and Minds of the region if overused.
- Precision Airstrike - Manually controlled A-10 gun run
- AC-130 - Manually controlled AC-130
- Cruise Missile - Manually controlled missile strike
- Drone Strike - Designate areas with a laser
- Support Helicopter - Manual/AI controlled Little Bird
- Strike Team - Sentinel squad reinforcements
- Support APC - Sentinel heavy vehicle support
- Transport Chopper - Call a Sentinel chopper for transport. Chopper can be selected and customized in the CIA Annex Garage.
- Militia - Militia support is quicker and costs fewer resources, but isn't as precise and risks betrayal depending on reputation. Depending on the militia's reputation, militia support can have positive or negative effects on the Hearts and Minds of the region. Militia support options vary from militia to militia and are not limited to the options shown.
- Mortar Strike - Designate a mortar strike over a broad area
- Reinforcements - Call a squad of militia reinforcements
- RPG Team - Call a squad of militia RPG gunners
- Support Technical - Call a militia technical for fire support
- Support BTR - Call a militia BTR for armored ground support
- Gas Strike - Designate an area for a gas strike
- VBIED - Designate an area for a vehicle suicide bombing
- Transport Truck - Call a militia covered truck for less conspicuous transport
Radio - Nomad can call Ahmed, Walker, Vaughan, and Bowman at any time for intel about enemies, the current mission, his surroundings, or just to chat. Ahmed will also teach Nomad words and phrases in Dari, Afghanistan's primary language. No resource cost.
//GHOST CLASSES
There are 3 Class types that each class falls into: Assault, Specialist, and Recon. Some classes act as combinations of two class types.
- Assault classes specialize in frontline combat and CQC.
- Specialist classes specialize in support and resupplying teammates.
- Recon classes specialize in intel gathering and stealth.
- Hybrid classes are a mix of two class types.
Classes have special equipment/abilities accessed using Up on the D-Pad. Players are not limited to having certain weapons equipped but AI teammates are. Teammates can be ordered to use their class equipment/abilities with the order wheel. Class items are limited in quantity and can be restocked at Resupply Crates, Bivouacs, and with the Munitions Box. Class Items can be unequipped to save on weight. Class "Weapon Proficiency" means that weapon class will affect Weight Threshold (WT) less.
Each class has its own skill tree with upgrades and paths, making each class unique to different players. The player has limited slots for class skills and some skills can take more than one slot. Class skills can be equipped and unequipped at any time. To start, all classes start with a single class quantity of their item.
- Assault - Rifleman
- Reduced suppression effect. Proficiency with Assault Rifles. Middle of the road in terms of ability, capable of using adrenaline for precise aiming, shrugging off damage, and infinite use of agility actions at the cost of constant stamina drain. Damage and injuries received will apply in full once the ability runs out unless shot in the head. It is possible to drop dead right after Adrenaline Rush ends. Adrenaline Rush slows time while solo.
- 100% WT, low penalty, low benefit
- Ability - Adrenaline Rush
- Assault - Breacher
- Reduced weight of breaching equipment, proficiency with Shotguns and SMGs, less affected by flashes. Can plant a cluster charge on doors, windows, and hatches and breach reinforced barricades. The cluster is manually detonated to fire four grenades into a room.
- 80% WT, med penalty, low benefit
- Ability - Cluster Charge
- Upgrades - Flash Cluster, Gas Cluster, 6-Cluster Charge
- Assault - Marksman
- Proficiency with DMRs and Sniper Rifles, longer hold breath time, has a sensor launcher that temporarily marks enemy positions. The Sensor Launcher is visible hanging from the back of the Marksman's belt and can be shot.
- 75% WT, med penalty, med benefit
- Ability - Sensor Launcher
- Upgrades - Controlled Breathing, Increased Sensor Ammo
- Specialist - Support Gunner
- LMG proficiency. Reduced recoil for sustained fire, can drop Munitions Boxes that resupply ammunition and equipment. Each Munitions Box has 3 uses. More effective at suppressing enemies.
- 115% WT, low penalty, low benefit
- Ability - Munitions Box
- Upgrades - Explosive Box, Increased Stock
- Specialist - Engineer
- Proficiency with Launchers. Can drop a satchel of SAPI plates for teammates. Each Armor Satchel has 3 uses. SAPI plates will restore damaged body armor and give players without armor equipped a plate.
- 110% WT, low penalty, low benefit
- Ability - Armor Satchel
- Upgrades - Upgraded Plates, Increased Stock
- Specialist - Medic
- Faster revives, able to drop medkits (restores health, not injuries). Can heal injuries more effectively using fewer medical supplies. Each Medkit has 3 uses.
- 75% WT, high penalty, med benefit
- Ability - Deploy Medkit
- Upgrades - Increased Stock
- Recon - Infiltrator
- Proficiency with SMGs and Handguns. Stealth specialist, harder to detect, easier to lose enemies, reduced suppressor penalty. Comes equipped with an OCP Jammer from 4E. The OCP Jammer has a limited range and needs to recharge between uses. It can jam lights, cameras, NVGs, computers, drones, and optical camouflage.
- 50% WT, high penalty, high benefit
- Ability - OCP Jammer
- Recon - Phantom
- Proficiency with Bows and Handguns. Can mark enemies from further away and can see them longer without maintaining LOS. Has an optical camouflage prototype. The Optical Camouflage can't be used while moving quickly or shooting and runs on a rechargeable power supply. The power drains from movement and is instantly depleted by shooting. The camouflage increases thermal signature. The Optical Camouflage unit is positioned on the player's back and can be damaged and destroyed, requiring a resupply. If damaged, the camo generator will only camouflage the operator's clothes, gear, and weapon.
- 50% WT, high penalty, high benefit
- Ability - Optical Camouflage
- Upgrades - Phantom Bow, Battery Upgrade, Battery Efficiency
- Recon - Drone Tech
- Able to deploy a recon drone. The Recon Drone can be landed and turned into a UGV with B with a Class Tree upgrade. Will remain in its position unless recalled by holding D-Up. Can be used to maintain LOS on enemies. Runs on a limited battery that recharges when not in use. If the Recon Drone is destroyed, it must be resupplied.
- 60% WT, med penalty, med benefit
- Ability - Recon Drone
- Upgrades - Optical Camo, UGV Mode, Battery Upgrade, Range Upgrade
- Assault/Specialist - Sapper
- Proficiency with SMGs. Has access to the Shock Rifle and can detect and disarm explosives. The Shock Rifle has a single shot capacity and will non-lethally incapacitate enemies from range and disable electronics. Very effective when used on puddles. The Shock Rifle hangs from the back of the player's belt when not in use and can be shot.
- 80% WT, low penalty, low benefit
- Ability - Shock Rifle
- Specialist/Recon - K9 Handler
- Has a K9 companion that will alert the team to nearby hostiles and explosives, able to control a customizable K9. The K9 can mark nearby enemies and detect explosives and caches. Like a squadmate, the K9 can be injured, revived, and carried.
- 60% WT, med penalty, med benefit
- Ability - Command K9
- Assault/Recon - Commando
- Specialized in sabotage behind enemy lines. Has access to the Striker-RAD, armed with 5.7mm ammunition and synchronized to the player's weapon for increased overall firepower. The drone can't be ordered and will only follow the player and engage targets when the player fires. The drone requires reloading, runs on a rechargeable battery, and can be destroyed.
- 75% WT, med penalty, med benefit
- Ability - Striker-RAD
- Upgrades - Secondary Targeting, Armored Striker
Post Launch classes
- Specialist - Surgeon
- Proficiency with SMGs and Shotguns. Has a Stim Shot pistol to revive teammates from range. Stim Shot revives are quick but less effective. Can heal injuries more effectively using fewer medical supplies.
- Ability - Stim Shot
- Specialist - Disruptor
- Proficiency with SMGs. Has a High Frequency Disruptor capable of jamming enemy equipment and mobile signals. The High Frequency Disruptor has a larger range than the Signal Jammer item, disables HUD and maps, and runs on a rechargeable battery. The High Frequency Disruptor is located on the operator's back and is destroyed if shot.
- Ability - High Frequency Jammer
- Recon - Stalker
- Proficiency with Handguns. Specializes in covert operations, harder to detect while covert, no suppressor penalty on Handguns and SMGs. Handguns can't be found when frisked. Can see marked enemies for longer without maintaining LOS.
- 45% WT, high penalty, high benefit
- Ability - Silent Step
- Recon - Echelon
- Proficiency and no suppressor penalty with Handguns and SMGs. Stealth operatives trained by 4E in cross-training exercises. Equipped with advanced Sonar Vision goggles capable of detecting threats through walls in pulses. Sonar Vision Goggles run on a rechargeable battery and have limited range.
- Ability - Sonar Vision
- Recon - Pathfinder
- Forward recon specialist equipped with an Augmented Reality Pulse unit capable of scanning terrain and highlighting motion in a direction. It also highlights detected caches and intel. The AR Pulse needs to recharge between uses. It uses colored icons to show terrain and depth of water. The AR Pulse unit is located on the shoulder and retracts when not in use. It can be shot and destroyed, requiring a resupply.
- Ability - AR Pulse
- Assault/Recon - Scout
- Proficiency with SMGs. Has a Directional Microphone capable of tracking audio signatures from a distance. Comes equipped with a motion tracker screen that tracks movement in pulses at short range. Works through walls. Battery powered, recharges when not in use.
- Ability - Directional Microphone
//WEAPONS
Weapons are fully customizable with Gunsmith. The player can equip two primary weapons, a handgun, and a CQC weapon.
- Assault Rifles (ASR)
- Selective-fire rifles that use an intermediate cartridge and a detachable magazine
- Battle Rifles (BAR)
- Military service rifles that are fed ammunition via a detachable magazine and fire a full-powered rifle cartridge
- Designated Marksman Rifles (DMR)
- High-precision rifles designed to fill the engagement gap between between infantrymen and snipers
- Sniper Rifles (SNR)
- High-precision, long range rifles
- Submachine Guns (SMG)
- Magazine-fed, automatic carbines designed to shoot handgun cartridges
- Light Machine Guns (LMG)
- Machine gun designed to be employed by an individual soldier
- Launchers (LCH)
- Portable weapons designed to fire large-caliber projectiles, typically unguided with an explosive, smoke, or gas warhead
- Bows (BOW)
- Ranged weapon system consisting of an elastic launching device and long-shafted projectiles
- Handguns (HDG)
- Small caliber cartridge weapons designed to be used in one hand
- Melee (CQC)
- Close combat weapons used in direct hand-to-hand engagements
- Shields (SHD)
- Defensive armor carried on the arm used as protection against blows and projectiles
- Can be used in conjunction with Handguns. Hold LT to lower the shield and aim.
Attachments affect weapon weight. Ammunition has weight and the player can choose how much to bring, meaning the player will also gradually become lighter by shooting. Ammunition is sorted in magazines instead of a pool. Press X to reload and retain ammo. Double tap X to perform a "speedload" at the cost of the remaining ammunition in the magazine. Not all weapons can speedload.
//HOTKEYS AND WEAPON FAST TUNING
- D-Up - Class Ability
- D-Left - Swap Equipment, hold to open Equipment Wheel
- D-Down - Use binoculars, hold to use the Compass
- D-Right - Toggle NODs, hold to open Utility Wheel and choose vision mode, toggle flashlight, and toggle Gas Mask
- LT + D-Up - Toggle Optic, hold to switch to Canted Sight
- LT + D-Left - Toggle Rate of Fire, hold to toggle Suppressor
- LT + D-Down - Toggle Underbarrel, Toggle Weapon Light, hold to activate Strobe (Weapon Lights are only active while aiming)
- LT + D-Right - Toggle Weapon Light, hold to activate Strobe (Weapon Lights are only active while aiming), activate Side Rail attachment
- LT + X - Tap to reload, double tap to speedload, hold to Check Ammo
- LT + A - Quick Command, hold to execute Sync Shot. Ping in Co-op/PvP.
- LT + LS - Hold to Hold Breath
- LT + RS - Toggle First Person Aiming
Tom Clancy's Ghost Recon: Warfighter
Might post some more stuff later or in my next Mockup, including post launch content. Also, fun fact: I had the Pathfinder class in my doc before Ubi announced the BP version. Reading my thoughts, Ubi?
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