Charactersmith 2.0 REMASTERED
Hello Ghosts! It's been too long. Thank you for all of your messages and support, it means the world to me and has helped me power through re-creating all of the images you see here. But now I bring you a new mockup, nearly a year after the original. This builds upon the original with new UI and options.
Some of you remember the preview I posted earlier this week. Time to answer the big question...
//WHO IS BEHIND THE MASK?
Sgt. Logan \"Raider\" Mitchell, GST
Meet Sergeant Logan Mitchell. He is a Delta Force operator turned Ghost and served with Nomad and Walker during Operation Clocktower in Afghanistan in 2022. He is better known by his callsign Raider.
Auroa hasn't been kind to him.
That's the face of a man who re-enlisted. The sergeant is one of the 16 Ghosts available in Ghost Recon: Warfighter and will be helping me show off the features and UI within Charactersmith 2.0 REMASTERED.
//CUSTOMIZATION
The new Customize Menu
The customization menu has been overhauled to reflect the UI of my gunsmith mockup. The player has access to 10 renamable Visual Palettes and there are 5 customizable categories, with their own subcategories and toggles:
Appearance
- Hair and Face
- Face
- Hair
- Eyes
- Facial Hair
- Details
- Scars (Face)
- Scars (Body)
- Dirt
- Paint (Face)
- Paint (Left Arm)
- Paint (Right Arm)
- Tattoo (Neck)
- Tattoo (Left Arm)
- Tattoo (Right Arm)
Gear
- Headwear
- Mount
- Mount
- Goggles
- Filters
- Battery
- Facemask
- Armor, Masks, Mouth Accessories, Armored Balaclavas, Helmet Chops (Requires Helmet)
- Gas Mask
- Position (Available positions depend on headwear)
- Vest
- Harnesses, Vests, Plate Carriers
- Addon - Chest
- Addon - Left
- Addon - Right
- Addon - Lower
- Kit
- Left Shoulder
- Right Shoulder
- Belt
- Belts, Battle Belts
- Addon - Left
- Addon - Right/Holster*
- Addon - Back
- Back
- Backpacks
- Addon - Top
- Addon - Left
- Addon - Right
- Addon - Front
- Strap - Left
- Strap - Right
- Back Panels
- Addon - Top
- Addon - Left
- Addon - Right
- Addon - Bottom
Clothing
- Shirts
- Shirts
- Elbow Pads
- Arm - Left
- Arm - Right
- Left Sleeve toggle
- Right Sleeve toggle
- Collar toggle
- Tuck toggle
- Hood toggle
- Pants
- Pants, Shorts, Kilts,
Tactical Miniskirts? - Platform - Left
- Platform - Right/Holster*
- Gloves
- Gloves
- Wrist - Left
- Wrist - Right
- Fingers - Left
- Fingers - Right
- Shoes
- Outerlayer
- Ghillie Suits, Jackets, Ponchos, Cloaks, Wolf Ripstop Cloaks
- Open/Closed toggle
- Hood toggle
- Underlayer
- UA Undershirts (Long/Short Sleeve), Competition Sleeves, UV Sleeves, Tech Suits, Tank Tops
Accessories
- Ear Protection
- Headset
- Cover toggle
- Mount toggle
- Boom Location toggle
- Balaclava
- One Hole
- Two Hole, Three Hole, Open
- Stealth/Gaiter
- Position (worn over some Facemasks)
- Eye Protection
- Glasses
- Goggles
- Eyepatches
- Neckwear
- Shemaghs, Scarves, Goggles, Neck Protection
- Patches
- Head
- Chest
- Left Arm
- Right Arm
- Backpack
Figures
\Unequipping the Holster will make Nomad hide his Handgun instead of holstering, as shown in my) Covert/Overt mockup. Only one holster can be equipped at a time.
Let's take a closer look at Raider's Gear:
Gear Menu
Once you select a category, the other categories shrink to avoid clutter. The player can also click each category to quickly switch between without having to back out. From a glance, we can see he's wearing a FAST helmet, an empty Rhino Mount, no facemask (Say what? Facemasks, Balaclavas, and Neckwear are separate slots), an LBX plate carrier, a battle belt, and a back panel. His gear seems awfully tricked out though, why don't we take an even closer look by tapping X to customize:
Sgt. Mitchells customized Armatus II plate carrier
From here, we can tweak the addons on his setup. Most vests have 7 slots for customization:
- Chest
- Left
- Right
- Kit
- Lower
- Left Shoulder
- Right Shoulder
On his chest, he has an addon called "Commando Knife". It shows his currently equipped CQC weapon and puts it on his chest for quick access.
On his left side is "AN/PRC-152 B". Version B has the radio on the back of the cummerbund of his vest, towards his back panel. It also places a Push-To-Talk switch on his chest.
The Kit slot replaces the dynamic ammo that vests and harnesses in Breakpoint have. Instead of Nomad's primary weapon deciding his kit, every kit is available to the player to choose alongside new options. In this instance, the sergeant is wearing "3x30 Covered". It places 3 thirty-round magazines in covered pouches on his vest.
Other vest addons and variations, such as "AN/PRC-152 + IFAK B", "Commando Knife + Admin Pouch", "Walker's Knife", and "Cellphone Chest Mount", can be looted in the world, bought from Maria's shop, and purchased in the Ghost Coin store. Each addon is also slot specific, meaning theoretically you can run around covered in knives or radios in addition to only wearing plaid. Or you can wear goggles over your eyes, on your beanie, and around your neck.
The vest and each addon can also be colored independently in the Paint section.
//GEAR TOGGLES
Some apparel, such as shirts and helmets, come with toggles to further personalize your Ghost. Shirts let you toggle each sleeve, the collar, and whether they are tucked, and helmets let you toggle the strap and cover.
Raider's personalized helmet
As you can see, the sergeant is wearing an uncovered Ops-Core FAST helmet, protecting his gray-matter from an untimely headshot. Also shown is his Rhino Mount without NODs equipped (equipping a mount without a helmet automatically equips a head rig), and his accessories, a Skull Balaclava, his Oakley Straight Jacket CrossCom glasses which wouldn't help him avoid getting shot in the eye but are really stylish, and his Peltor Comtacs with the boom on the left side and not mounted to his helmet. Some people find that uncomfortable but Raider has the advantage of always being uncomfortable. He also has on a mask and shemagh on at the same time, which is illegal.
Most helmets have 4 slots and two toggles, most hats have 1 slot and 1 toggle.
On his right arc-rail slot, he has the "Flex-Arm LED Light", which can be toggled on or off with the Utility Wheel (touched upon in the Covert/Overt Warfighter preview in the Hotkeys section).
On the back of the helmet, he has the "Mohawk Pouch + MS2000" equipped. The MS2000 helps allies see him in Night Vision.
The Ops-Core has both Primary and Secondary colors, Primary being the base helmet and Secondary being the arc-rails and mount base. Does it look familiar to you guys or is that just me?
As with all addons and variations of addons, all can be looted in the world, bought from Maria's shop, or purchased in the Ghost Coin store.
//THE CLOTHES MAKE THE MAN
The Clothing category contains Tops, Pants, Gloves, Boots, Outerlayer, and Underlayer for customization.
For instance, his shirt is tucked in and has the left sleeve cuffed and the right sleeve rolled to his elbow, a Sentinel TacPad on his Right Arm slot, and elbow pads (his right sleeve being rolled hides the right one).
His gloves, the BLACKHAWK! SOLAG Light Assault gloves (Hard Shell Gloves ingame) are both toggled to be half-finger and with a watch in the left wrist slot, something not available ingame except for the non-customizable Bodark Gloves.
And underneath it all, he wears the UA Compression T-Shirt. It's good for sweating and he does a lot of that.
Raider's Crye Pants
Mitchell is one of the "Crye or Die" boys and has customized his pants to fit. The Crye pants have Primary and Secondary colors and he has his set to Khaki and Black. He's not wearing any extra kneepads but the Crye pants still let you color them! Setting the kneepad color to none will just have it follow the secondary color. The same applies to the Crye combat shirt's elbow pads.
His right leg has his drop-leg holster equipped while his left has the "BLACKHAWK! STRIKE + Responder Package". Different platforms with different setups are available. Doesn't even have to be a platform, you can have more unique setups similar to Vasily and Fury's pants as well. You can even have just the webbing with nothing on it. Like a weirdo.
Same pants with added BLACKHAWK! Kneepads. Sgt. Mitchell seems to have a preference for the two brands.
//TEAMMATE SPECIFIC COSMETICS
Members of your Ghost squad will have their own cosmetics that appear over their gear. You may have noticed Raider's unique cosmetics:
- His blood type, O+ just like his old man. Useful for when his blood tries to escape through new holes in his body. Appears on his helmet, his vest, and his right kneepad. All Ghosts have their blood type on their gear so he isn't exactly special.
- Extra American Flag patches. On shirts with extra room for patches, such as the arm pocket flaps of his combat shirt. If he has an American flag patch equipped, the extra flag patches will change to match.
Walker for instance has the dog tags of his fallen brothers around his neck and Fury always has her karambit. Other Ghosts have their own cosmetics as well, such as a pack of smokes or a notepad. Little things to keep them distinct.
//OVER AND UNDER
Two new slots added to the Clothing category are Outerlayer and Underlayer.
Examples of Outerlayers include ghillies, jackets, ponchos, and more.
The Multicam and Black combo lookin' pretty sleek
Outerlayers appear over your vest and under your backpack, similar to our friends over at SHD.
Underlayers appear beneath your clothes and include tank tops, competition sleeves, and Under Armour products. And yes, that means you can wear two tank tops.
Ready to compete
Rolled sleeves look pretty good with a UA Compression Shirt underneath.
Kept you waiting, huh?
Thanks for checking out my mockup! Any questions or feedback? Let me know! If you want to take a look at my other mockups, I've got them all here. For anything not covered here, refer to my original mockup.
And now, before I disappear again, here's another sneak peak at Ghost Recon: Warfighter.
//OPERATION CLOCKTOWER
Tom Clancy's Ghost Recon: Warfighter
After a horrific Al-Majaea attack on US soil, Lt. Col. Cole D. Walker, alongside 4 teams of Ghosts, have been tasked dismantling and destabilizing the group. Decide your tactics, your allegiances, and most of all where you draw the line.
"We studied at your schools, trained under your soldiers. We learned how to hate you. We learned how to kill you. With your weapons and your technology, we have made even your ghosts bleed."
- Saladin
Al-Majaea, The Famine, is an Islamic terror organization with cells operating throughout the Middle East and Europe. They have excellent training and access to advanced technology that they have reverse engineered. Al-Majaea soldiers are disciplined and lethal, rivaling special forces operators. The source of their training is unknown and their funding is speculated to be from human and drug trafficking. CIA intelligence indicates some of their higher up members may have ties to the former Santa Blanca Cartel and The Engineers, the perpetrators of the Blacklist attacks of 2013. Their members have learned to hate the West.
DYNAMIC ENTRY
Doors can be approached from a variety of ways. They can be Opened, Peeked in four ways, and Breached in a variety of ways. Doors can be opened using A (with a selection of interactions using the D-Pad) or purely contextually. Contextual options can be disabled.
- Open - Run into a door to open it. Sprinting into a door will charge through but is loud and fatigues the player. Doors can also be opened by selecting Open with the D-Pad and tapping A.
- Peek - Doors can be silently peeked in four ways. Peeks won't be immediately noticed by enemies.
- Peek - Walk into a door and Nomad will slowly push open the door while input is registered. Can be transitioned into a Ready Peek by pulling LT. Alternatively, select Peek with the D-Pad and tap A.
- Cover Peek - Push forward on LS while in cover next to the door and Nomad will slowly push open the door while input is registered. Can be transitioned into a Ready Peek by pulling LT. Alternatively, select Peek with the D-Pad and tap A while in cover next to a door.
- Ready Peek - Aim while entering a door to grab the handle with Nomad's left hand and aim with his right. Move forward to gradually open the door. Can't be done with certain weapon types.
- Snake Cam - Select Snake Cam with the D-Pad and tap A to use a snake cam and stealthily spy on the other side.
- Breach - Select Breach with the D-Pad and tap A. From there, Nomad can open the "Breach Wheel" by holding D-Left (or tap D-Left to quickly cycle) and execute the breach by holding X. Nomad will automatically use a squadmate's breaching equipment if selected. Squad entry methods can be picked with RB. Can order squadmates to breach and clear. Equipped Breaching Equipment shows on your Ghost. Click RS to kick/bash a door or lock without needing to prep to breach. Select Pick Lock with the D-Pad and tap A to start lockpicking without needing to prep to breach. Some breaching equipment can be equipped in the item wheel for manual use. Shotguns and explosives can also be used to break through a door in the absence of breaching equipment.
- Kick/Bash - Loud, fast, limited application, causes fatigue
- Lockpick - Silent, starts lockpicking minigame
- Bolt Cutters - Quiet, quick, limited application
- Breach Torch - Quiet, quick, limited application
- Pry Bar - Quiet, medium speed, unlimited quantity
- Shaped Charge - Very loud, instant, manually controlled
- Cluster Charge - Launches 4 grenades into a room, Breacher class only
- Doorknob Charge - Very loud, instant, limited application, manually controlled
- Axbar - Loud, fast, unlimited quantity, heavy
- Breaching Hammer - Loud, fast, unlimited quantity, heavy
- Breaching Ram - Loud, fast, unlimited quantity, heavy
- Shotgun - Loud, fast, limited ammo
AI squadmates will clear a breached room if ordered beforehand in the Order Wheel. They can breach with Nomad when they are in formation, stack up on a doorway, and are ordered to "Standby to Breach".
The "Standby to Breach" order will move squadmates into positions to breach a room. Squadmates will move to alternate points of entry if required. Squadmates at alternate points of entry can be ordered to breach in different ways with RB if necessary. The method used for breaching depends on what breach tools squadmates have equipped.
- Breach and Clear - Squadmates enter the room, takedown threats in directions the player isn't aiming, and moves to secure civilians. Automatic after receiving the "Standby to Breach" order and breaching.
- Flash and Clear - Squadmates toss in a flashbang, enter the room, takedown threats in directions the player isn't aiming, and move to secure civilians. Ordered after receiving the "Standby to Breach" order.
- Smoke and Clear - Squadmates toss in a smoke grenade, enter the room, takedown threats in directions the player isn't aiming, and move to secure civilians. Ordered after receiving the "Standby to Breach" order. Requires thermal vision to be equipped on squadmates
- CS Gas and Clear - Squadmates toss in a CS gas grenade, enter the room, take down threats in directions the player isn't aiming, and move to secure civilians. Ordered after receiving the "Standby to Breach" order. Requires gas masks to be equipped on squadmates.
- Frag and Clear - Squadmates toss in a frag grenade, enter the room, and takedown threats in directions the player isn't aiming. Ordered after receiving the "Standby to Breach" order. Be wary of civilians.
GUNSMITH
In Immersive mode (and a Custom Mode toggle), weapons can only be fully modified at bivouacs, bases, safehouses, and the Annex. While in the field Nomad uses a limited version of the gunsmith, only able to change the rails, optic, muzzle, and ammo. Field Gunsmith can be quickly accessed using a hotkey in the Item Wheel (hold D-Left + X).
Suppressors can be equipped in the muzzle slot and reduce the noise of firing a weapon. The suppressor can be toggled with LT + holding D-Left. Shooting with a suppressor increases gas buildup and reduces weapon condition.
Scopes can be equipped in the optic slot and assist in player aim. Scope zoom, hybrids, and magnifiers can be toggled with LT + D-Up.
Canted Sights can be equipped in the top rail and modified in the optic section. Equipping a canted sight will, by default, equip canted iron sights. These can be changed in the optic section. LT + Hold D-Up to switch to the canted sight.
Thermal/NV Scopes can be equipped in the optic slot and allow the player to use the benefits of NODs without compromising their ability to aim. Some can be toggled on/off with D-Up.
Weapon Lasers can be equipped on the top rail, side rail, and underbarrel and assist in aiming. Lasers are automatically activated by aiming. IR Lasers can only be seen with NODs, some lasers can be seen with the naked eye and risk compromising the player's position. Enemies equipped with NVGs can see the player's lasers and vice versa. Allow for precision aim with NODs.
Weapon Lights can be equipped on the side rail and underbarrel and assist in aiming in low light conditions, but can reveal the player's position to the enemy. Weapon lights are only active while aiming when toggled. The button can be held to activate the strobe.
Launchers and Shotguns can be equipped in the underbarrel slot. LT + D-Down to equip, pull RT to fire, press X to reload. Nomad will automatically switch away from his launcher when he stops aiming. Nomad will visibly move his left hand to the launcher when active. Launchers and shotguns take both underbarrel slots and can use special ammo.
Bipods can be equipped in the underbarrel slot. They reduce recoil and increase accuracy when mounted on low cover or prone at the cost of mobility. Tap D-Down to toggle the bipod, pull LT while in low cover or prone to set up. When set up, Nomad can't move unless the bipod is toggled off or input is registered on the LS for long enough.
Weapon Inertia is how quickly the weapon catches up to the camera when aiming and whether it stops at the center of the screen when no longer turning. Heavier weapons have higher inertia and will slightly lag behind the camera, but typically have lower recoil. The crosshair will move with the weapon while turning instead of staying at the center of the screen.
Weapon Sway will occur while aiming. The weapon will sway more the longer Nomad aims down the sight and will occur sooner depending on the weight of the weapon. The crosshair will move with the weapon while swaying. Weapon sway can be reduced by crouching or going prone, and eliminated by holding breath and using a bipod. The C-Clamp Grip weapon perk reduces recoil but makes the weapon sway sooner after continuous aiming.
Weapon Proficiency (PF) is Nomad's level with specific weapons. Each weapon has 10 levels, each with their own rewards, upgrades to performance, slight decreases to inertia, sway, and weight threshold, and increased attachment slots. Weapon XP after PF10 will give the player Battle Points instead.
Ammunition, with some exceptions, is stored in magazines rather than pools. The ammunition HUD widget is on the lower right and will show the magazine loaded into Nomad's weapon along with a line above to represent the round in the chamber. Up to three additional magazines will be shown on the widget to represent Nomad's reserve of ammo. If Nomad has more than three magazine's worth of reserve ammunition, a "+" symbol will appear after. Full magazines are prioritized for reloading, half-empty mags will be pushed to the back of the line.
Reloads come in 4 varieties:
- Reload
- After expending all ammunition, replace the magazine, and then load a round into the chamber. Retain the empty mag. Initiated with X.
- Tactical Reload
- Replace the magazine before expending all ammunition with a round in the chamber. Retain the half-empty mag. Initiated with X.
- Speedload
- Quickly replace the magazine after expending all ammunition, and then load a round into the chamber. The empty magazine is not retained. Not applicable on single load weapons Initiated by double tapping X.
- Tactical Speedload
- Quickly replace the magazine without expending all ammunition with a round in the chamber. The half-empty mag is not retained but can be manually retrieved. Initiated by double tapping X.
All reloads are augmented by the Fast Reload weapon perk. Reloads with Fast Reload will not retain empty magazines. Not retaining magazines will limit Nomad's maximum reserve (Ghost Experience toggle).
Nomad can check his remaining ammunition by aiming and holding X (LT + Hold X). Nomad will check the magazine until the input is released upon which the magazine will be returned and Nomad will check the chamber. If the weapon lacks a removable magazine, Nomad will only check the chamber or tube. Checking Ammo will show the magazine HUD until the input is released. HUD options allow for ammo in the mag to appear as a number in addition to a graphic representing the mag, just the mag graphic, Dynamic (only shows when checking ammo), or disabled. The check ammo animation will also play when equipping a weapon in the Loadout screen and when picking up a weapon off of the ground.
If Nomad is in contact with the enemy, Nomad will perform a faster version of the animation, forgoing checking the chamber.
When not in contact with the enemy or firing/aiming his weapon, Nomad will automatically flip on the safety and close the dust cover after a few seconds. Nomad will automatically disengage the safety when aiming or when in contact with hostile forces.
MOBILITY
Nomad has a variety of movement options available to him. Most Agility Actions are accessed with A and cost stamina. Attempting an Agility Action without stamina will cause fatigue and hinder the action. Some Agility Actions will cause fatigue regardless.
- Sprint - Click LS while moving to sprint. Sprinting allows Nomad to move faster at the cost of stamina and being able to shoot. Costs stamina.
- Sprint Tackle - Click RS while sprinting towards an enemy. Allows Nomad to knock an enemy to the ground for a quick followup shot. Will instantly neutralize an enemy when done into a wall. Costs stamina, causes fatigue.
- Knee Slide - Tap B while sprinting. Nomad can hipfire while Knee Sliding. Can be used to quickly enter cover. Costs stamina.
- Knee Slide to Prone - Hold B during a Knee Slide. Nomad can hipfire during the animation. Costs stamina, causes fatigue.
- Dive - Hold B while sprinting to dive to the ground. Costs stamina, causes fatigue.
- Drop to Supine - Hold B while moving backwards to drop to the ground on Nomad's back. Nomad can hipfire during the animation. Costs stamina, causes fatigue.
- Combat Roll - Double tap B to roll. Can be used to quickly enter cover. Costs stamina.
- Roll to Prone - Hold B while strafing left or right at full speed to quickly roll to a prone position. Nomad can hipfire during the latter half of the animation. Costs stamina, causes fatigue.
- Prone Roll - Click LS left or right while prone and aiming to roll left or right. Nomad will roll until the input is stopped. Costs stamina.
- Cross - Press A next to short cover to cross over. Can be done while sprinting to cross faster. A setting can be toggled to make Nomad automatically Cross while sprinting. Costs stamina.
- Roll Cross - Back into low cover and tap A to roll over the top and enter cover. Costs stamina.
- Cross Kick - Cross low cover while sprinting with an enemy on the other side. Nomad will kick the enemy, stunning him for a followup shot or melee. Costs stamina.
- Climb - Press A next to a ledge to climb on top. Can be done while sprinting to climb faster. Climbing can also be used to scale rocky surfaces and cracks but does not gain a speed benefit from sprinting. Costs stamina. A setting can be toggled to make Nomad automatically Climb while sprinting.
- Climb Ladder/Rope - Hold A next to a ladder/rope to climb. Click LS to climb up/down a ladder/rope faster at the cost of stamina. Tap B to slide to the bottom on applicable ladders or ropes. Nomad can use his sidearm while on a ladder or rope with LT. Nomad can freely move around while grabbing a rope both on the ground and on a wall/surface.
- Jump - Tap A while moving towards a ledge to jump. Sprinting can make Nomad jump further. Costs stamina.
- Drop - Nomad will not drop from ledges automatically. To drop from a ledge, push LS in the direction of the ledge for a short time or sprint to drop immediately. This can be toggled in the options. Costs stamina. Causes fatigue and possibly injury based on distance dropped. Weight affects fall damage.
- Slide - Move too fast down a steep surface risks Nomad losing his footing and sliding to the bottom. The player can use LS to steer. Drains stamina. Running out of stamina or hitting a surface will cause Nomad to tumble. Tumbling damages Nomad and risks injury. Reducing Nomad's carried weight lowers his risk of Sliding.
FATIGUE
Depleting stamina and going long periods without rest will cause Fatigue, a limit on Nomad's maximum stamina. Stamina appears as a bar beneath the Health Bar. Fatigue also builds up over time by going too long in the field without rest and can be restored by eating, drinking, and resting at bivouacs and bases.
Nomad can Rest by crouching and tapping A while there are no enemies nearby. This will make Nomad sit down and take a break, eventually dozing off if he rests for long enough. Resting will slowly reduce Nomad's fatigue and quickly restore his stamina, though it isn't as effective as a bivouac or resting at a base. Nomad can stop resting by changing stance, taking out his weapon, or moving. Resting can also be used to pass the time while solo or with all co-op players resting nearby. Squadmates will rest with him while keeping an eye out for trouble, and will have conversations with each other more. The quiet moments can be just as important as the action.
DOWNTIME
The Ghosts will periodically have conversations while exploring Afghanistan, getting to know each other, telling jokes, and talking about the events of the game and their takes. Each squadmate has unique personal interactions and group interactions.
The Ghosts will converse more in the field while resting (crouch and press A while Clear) and at Bivouacs.
Nomad can also talk with his team at the CIA Annex to learn more about them and get their take on a past mission or the current situation.
While at the CIA Annex, Nomad can spend his downtime with his team, including card games like Poker, eating food with them, and shooting range challenges. Activities can also be done with co-op players.
Nomad can eat food with his squadmates at the CIA Annex and at various restaurants for temporary buffs and conversation with his fellow Ghosts. Eating at restaurants costs money but provides longer lasting buffs depending on the Hearts and Minds of the region.
GRAPPLES
Enemies are capable of rushing the Ghosts to engage in melee combat leaving the Ghost vulnerable if the reaction is too slow, similar to a player's Sprint Tackle. Nomad can counter a grapple in multiple ways, some relying on his current stance. Fighting off a grapple costs stamina and causes fatigue.
If grappled from the front with a weapon at the low ready:
- Nomad can fight off the attacker by rapidly tapping A, stunning him for followup shots or restraining. Costs stamina.
- Nomad can discharge his weapon into the attacker's lower abdomen and legs with RT. Nomad will continue to fire as long as input is registered. Nomad can also follow this with a melee strike with RS to neutralize the attacker after winning the struggle, otherwise leaving the attacker to fall to the ground.
If grappled from the front with a weapon at the high ready:
- Nomad can fight off the attacker by rapidly tapping A, stunning the enemy for followup shots or restraining on success. Costs stamina.
- Nomad can discharge his weapon with RT, though this will only cause him to fire upwards (negligent discharge is no laughing matter). Nomad will continue to fire as long as input is registered. During the struggle, Nomad can potentially direct his muzzle to the attacker's head.
If grappled from the sides or back (or from the front when Nomad doesn't have a weapon out) or when tackled, Nomad can only struggle and uselessly discharge his weapon. As it is a surprise attack, enemies can also take the opportunity to stab Nomad for increased damage and injury. Be wary of enemies charging with knives.
During the struggle Nomad can use LS to Shift Position for teammates to attempt a shot at the cost of stamina, creating a risk/reward mechanic. Shifting Position into a nearby wall or object will cause Nomad to slam the attacker into it, making the grapple easier to win. Enemies can do this too, use LS to try and maintain control and watch the stamina bar closely.
If Nomad runs out of stamina or fails to tap A fast enough, the player will lose the grapple and be injured or possibly restrained and captured.
Al-Majaea Bombers and some enemies (depending on their militia and whether they have grenades) can attempt to suicide bomb by grappling Nomad. Nomad will have the same options as normal with a more lethal fail state and an incentive to get clear.
AID MENU
Accessed from the AID Menu hotkey in the Item Wheel or from the Loadout screen. This allows the player to perform first aid and emergency surgery on themselves in the field using their Individual First Aid Kit (IFAK).
Players can remove bullets/shrapnel from themselves, disinfect, suture, and bandage themselves, and take medicine. Different wounds require different treatments, from dislocations to bleeding to burns. Treatment in the field will still leave lasting effects until receiving proper medical attention.
Player's have 6 sectors of their body that can be injured:
- Head
- Left Arm
- Right Arm
- Torso
- Left Leg
- Right Leg
Body parts will gradually go from Uncolored (healthy) to White (Minor) to Yellow (Severe) to Red (Critical) as the player sustains injury. If a body part sustains too much damage, it will be blacked out regardless of injury. Black limbs can't be restored until resting at a bivouac, base, safehouse, or the Annex and can still sustain injuries. Painkillers will let Nomad ignore the effects of black limbs for a time. When injured or a limb takes significant damage, the Injury Widget (the 6 sectors, colored to match condition) will temporarily appear on the left side of the screen, above the Health Bar.
Effects of injuries include:
- Pain - affects Nomad's performance in the field unless treated with painkillers. Will go away on its own eventually unless it's from a fractured/dislocated bone or a critical injury.
- Bruising/Burns - actions take more stamina, occasional limping if on the leg, less accurate aim if on the arm.
- Headaches - periodically interrupts non-movement actions, periodically slows movement, can be treated with painkillers.
- Coughing - interrupts non-movement actions, affects aim, risks alerting nearby enemies. Can damage health. Can be treated with medicine.
- Impaired hearing - periodic ringing in ears, temporary deafness that also affects game chat.
- Illness - increased stamina cost and fatigue, less accurate aim, can be treated with medicine.
- Reduced maximum health, and reduced maximum stamina
The AID Menu can also be accessed from the loadout screen and from the Item Wheel (hold D-Left + Y). Failing to properly treat injuries can lead to a harsher gameplay experience. Medics can also treat player injuries using their Medical Kit (replaces their IFAK) and leave fewer lasting injuries.
When Nomad is in pain the screen will flash white at the edges, even after healing his injuries. This will affect his ability to fight as the pain gets worse and can be mitigated with painkillers. It will go away on its own after some time unless caused by a serious injury.
The Health Bar is made up of three segments in the lower left corner of the HUD. Once a segment is depleted, it can only be restored by a syringe or resting. Non-depleted segments will regenerate. Injuries can reduce the size of segments or even block a segment off completely, preventing healing until the player treats the injury/injuries. The Health Bar represents Nomad's overall wellbeing, not just damage he can absorb.
- In standard mode, all segments will regenerate after a short time. Health and regeneration can be tuned in Ghost Experience.
Depleting the Health Bar completely will put Nomad in a Downed state. While Downed, Nomad can crawl to cover or a teammate to be revived. Nomad can bleed out while downed unless stabilized. Ghosts can be stabilized by starting the revive process or carrying/dragging.
Depending on Escalation, Nomad can be captured by the enemy while downed. If injured while Downed, Nomad will become Immobilized and will bleed out faster.
A thin bar above the Health Bar represents Armor and can potentially nullify direct hits to the chest and back. Armor can only be restored by resupplying at a base/bivouac or with the Engineer's Armor Satchel. Armor penetration depends on caliber and velocity.
Squadmates will tend to their own injuries outside of combat and use a different system for the player to track called Status. Status can be viewed in the Order Wheel and the Squad Menu and is symbolized by a colored square icon.
- 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. Restores to Green after returning to a base or resting for a period of time.
- Red - Downed. Needs to be revived. Restores to Orange after reviving.
- Red (Alert) - Critical. Unable to fight. Must be extracted back to base. Squadmate will be unavailable during the recovery period.
There are two types of ballistic damage the player can receive in a gunfight:
- Grazes - Ballistic damage received that doesn't kill or injure. The most common type in a gunfight.
- Direct Hits - Ballistic damage received that causes an injury or death. Has a chance of being prevented by wearing a plate or ballistic helmet.
The player can also be damaged by blunt force, fire, explosions, and shrapnel.
Revives are limited to the number of Syringes the player is carrying. If the player doesn't have any syringes, the player will use the downed teammate's syringe supply. If no syringes are available, the downed player/squadmate has to be CASEVAC'd either by calling in support or by the remaining players themselves. In solo, the player has their syringe reserve, plus two extra revives. When no more syringes/revives are available and/or the player is not stabilized/bleeds out, one of four scenarios can play out:
- The player is captured by hostile forces (can also happen in co-op if not revived)
- The player can be rescued by a friendly militia (varies based on Escalation system)
- The player can be extracted by their remaining squadmates (must be done manually in co-op)
- The player can be killed in action resulting in a game over and reloading the last checkpoint (only happens during campaign missions)
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