• Breaking News

    Tuesday, February 16, 2021

    Ghost Recon - the soundtrack and some scenes are inspired by cod 4 modern warfare

    Ghost Recon - the soundtrack and some scenes are inspired by cod 4 modern warfare


    the soundtrack and some scenes are inspired by cod 4 modern warfare

    Posted: 16 Feb 2021 06:56 AM PST

    Tom Clancy games tribute (arma 3 animation)

    Posted: 16 Feb 2021 01:29 PM PST

    Not a priority, not even a demand, just a suggestion or two for some alternative radio packs.

    Posted: 16 Feb 2021 09:30 AM PST

    After capturing an off shore oil rig, U.S. Marines with the 3rd Battalion 7th Marine Regiment look upon an active volcano on Golem Island. The capture of this rig marks the beginning of Operation Wolfhound, a U.S. military effort to liberate the Auroa archipelago.

    Posted: 15 Feb 2021 09:47 PM PST

    Perimeter breach detected

    Posted: 16 Feb 2021 02:11 PM PST

    Filter dispenser

    Posted: 16 Feb 2021 08:33 AM PST

    Clear and Present Danger and GR Wildlands has the same plot

    Posted: 16 Feb 2021 06:19 PM PST

    Here is a summary of one of the stories and you tell me which one is CaPD or GR Wildands.

    After a drug cartel kills a US government employee. The CIA authorizes a secret team of US SpecOps to dismantle the cartel. But things aren't what they seem when they find themselves intertwined in a conspiracy that makes them question their motives.

    So which is it?

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

    Wolves's collar-hood reminds me of cossacks' bashlyk.

    Posted: 16 Feb 2021 12:59 AM PST

    Concept: Inventory System, Chest Rigs and Encumbrance

    Posted: 16 Feb 2021 08:58 AM PST

    Concept: Inventory System, Chest Rigs and Encumbrance

    All equipment takes up space within a players inventory as determined by item/pack size. Certain items can be attached to plate carriers, chest rigs and battle belts allowing them to be accessed quickly.

    A players inventory is slot based with items taking up space as determined by size (similar to Escape from Tarkov, Resident Evil and Day Z). Larger items take up more room, multiples of the same item do not stack. The inventory system does not account for clothing, parachutes and tents, as it is assumed these are always stowed in the backpack with the inventory slots indicating the remaining space for consumable items.

    Escape from Tarkov slot based inventory system

    Larger packs may grant more space, but filling them past a certain point will mean a faster drain on stamina (so larger packs are not default better, but rather a trade off). Inventory slots within the regular area can be filled with no adverse effects to the player. If any inventory slots within the paler 'encumbered' area are filled then the player becomes encumbered and actions that consume stamina such as sprinting and climbing will deplete stamina faster due to the excess weight (if a player chooses to use two primary long weapons this also makes them encumbered, and when combined with a larger filled backpack results in them being heavily encumbered further increasing the speed of stamina consumption).

    Because this player has items in the paler 'encumbered' area of their large backpack, they are considered encumbered and will use up stamina faster when sprinting and climbing.

    This way players can use a larger pack and choose not to fill them entirely, but still have room should they come across something useful. Likewise as players use up items in the encumbered area the pack effectively becomes lighter and the additional stamina drain is removed. Items are sorted automatically with similar items together, and shifted out of the encumbered area when space becomes available so the player doesn't have to worry about continually moving items around to create room (although this can be toggled off if players prefer a more manual approach).

    In addition to this, certain items can also be physically attached to a plate carrier or chest rig and visibly appear on the player model (although these items may appear within pouches or holsters when attached in this way).

    By holding X you can move items over to the chest rig and decide where they are placed.

    In the same way backpacks use slots, a chest rigs mollie system will have a slot overlay applied so items can be moved and rotated to be attached in the desired locations (similar to the backpack in Death Stranding). The players character can be rotated in order to view all available attachment points. (it is not possible to use mollie style areas on backpacks as these will be reserved for larger key items which I'll talk about in an upcoming post on equipment based class systems). There is no encumbrance mechanic for chest rigs.

    Death Stranding Backpack Customisation

    The placement of an item on the chest rig as opposed to being placed in a backpack allows for it to be quick selected during play by tapping the R1 (inventory wheel) button. Continually tapping this button will cycle between usable items attached to the chest rig. For example if a player has bandages in their backpack, and has syringes and grenades attached to their chest rig. Tapping R1 will set the syringes to the usable item, tapping it again will then select the grenades, tapping it a third time will cycle back to syringes. To use the bandages the player must hold R1 to open the item wheel and select it. This allows players to quickly select the items they use most frequently, or may need in combat without having to open the item wheel.

    Holding R1 brings up an item wheel that expands to show all usable items in the inventory. Contextual use items such as ropes and breaching torches do not show up here and do not have to be equipped.

    Ammunition is slightly different to other items in that it must be paced on the chest rig or battle belt in order to be used by the player due to the reload/reindex mechanic detailed here. It is possible for players to carry additional ammunition or ammunition for different weapon types in their backpack, but for this to be used it needs to be placed on the chest rig where it can be easily accessed.

    When a magazine is added to a chest rig, but then used up, the mag pouch for that magazine remains. If there is an empty mag pouch the chest rig, any new ammunition picked up is automatically added there instead of the backpack, any magazines beyond this are added to the backpack. Ammunition stored in the backpack does not automatically replenish empty mag pouches on the chest rig and must be manually moved over (this feature will be disabled on lower tactical difficulty settings as it may be unintuitive to casual gamers).

    Some chest rigs may have integrated capacity for magazines and so will have a base amount of ammunition they can carry before any further magazines or items are attached via mollie. There is also an option to upgrade magazine pouches allowing for ammunition to be double stacked when placed on the chest rig; effectively placing two magazines in the space of one, making the chest rig a far more efficient place to store ammunition than the backpack.

    Double stacked magazines

    Players are able to pick up and dump inventory items as desired, which will show up as physical items in the game world effectively allowing items to be traded between team mates. Since inventory space and management will be important, items in the world will require an input to pick up, rather than being automatically picked up when the player walks over them.

    This system is designed to limit the equipment available to the player at any one time making players think about what equipment they need for the mission at hand, what they pick up when in the field and what role they want to play within a squad. For example; within squads that regularly play together, a player may be designated to carry explosives, so that others might pack extra medication, breaching equipment, ropes or ammunition. Alternatively a solo player could try to take a little of everything and be very careful in their usage of it as supplies are limited.

    In addition this system helps to reenforce themes around item scarcity, careful planning and survival behind enemy lines, as well as providing additional cosmetic customisation options to the player.

    Note: The reason that encumbrance effects stamina drain and not the actual speed of the player is to help users play together easily. If one user is consistently slower than their team mates it just leads to more idle time, or missing out on action during short sprints in firefights. Effectively encouraging players to not have encumbered loadouts, or to not play with other players who choose to use encumbered loadouts. Whilst a faster drain on stamina may still have this effect over long distances; this can be circumvented via vehicles and proper route planning, whilst keeping the high action segments of the game fast paced and fun for all.

    This idea is intended for future releases in the GR franchise rather than as an update to BP.

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

    Marines engage combatants

    Posted: 16 Feb 2021 12:31 PM PST

    Silhouette

    Posted: 16 Feb 2021 02:17 AM PST

    Staying Quite In Camo

    Posted: 16 Feb 2021 01:49 PM PST

    Threat Neutralized

    Posted: 16 Feb 2021 02:28 PM PST

    Latest Video! Ghost Recon Breakpoint - Solo - No HUD - 4K

    Posted: 16 Feb 2021 10:32 AM PST

    Clockwork in golem

    Posted: 16 Feb 2021 08:53 AM PST

    ���� ������ ��������

    Posted: 16 Feb 2021 07:02 AM PST

    I hope the next update adds further gear and weapons customization...��

    Posted: 16 Feb 2021 02:16 PM PST

    Ey Kei Forti Seben

    Posted: 16 Feb 2021 05:11 AM PST

    If you buy the new characters in Maria's shop, can you use just their faces and customize their outfits, or do you have to use the full costume?

    Posted: 16 Feb 2021 04:18 PM PST

    Just wondering if it's worth grinding 80k credits for.

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

    I have a question about the size of the texture maps of the original Ghost Recon game from 2001.

    Posted: 16 Feb 2021 03:58 PM PST

    I used to play the original ghost recon 20 years ago, I was wondering what size are the texture maps of the characters and weapons etc.

    I tried searching but if you type 'ghost recon' , '2001' etc you get a lot of other pages and not what im looking for, so I thought I'd ask here.

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

    What are some underrated vehicles that are worth trying?

    Posted: 16 Feb 2021 03:35 PM PST

    No comments:

    Post a Comment