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    Friday, May 14, 2021

    Ghost Recon - GR Teasing The Option To Choose The Number Of Our A.I. Teammates (0-3).

    Ghost Recon - GR Teasing The Option To Choose The Number Of Our A.I. Teammates (0-3).


    GR Teasing The Option To Choose The Number Of Our A.I. Teammates (0-3).

    Posted: 14 May 2021 10:16 AM PDT

    Hey wait a minute

    Posted: 14 May 2021 09:21 AM PDT

    Don't do drugs!

    Posted: 14 May 2021 09:24 AM PDT

    Night Ops, Golem Island.

    Posted: 13 May 2021 09:38 PM PDT

    My favourite shots I’ve taken in wildlands

    Posted: 14 May 2021 05:19 AM PDT

    MGS 2 : Sons of liberty tribute (Solid Snake at Big Shell / Chemical Pipeline, Golem Island)

    Posted: 14 May 2021 09:00 AM PDT

    Engaged

    Posted: 14 May 2021 01:34 PM PDT

    Civvies focus so heavy on tryna look like operators - while I’m out here pullin a ninja vibe

    Posted: 14 May 2021 06:52 AM PDT

    Kame hame ha!

    Posted: 14 May 2021 01:38 PM PDT

    Just a shot from last night's sesh

    Posted: 14 May 2021 03:28 PM PDT

    GameplayShots of a USMC(ish) Team

    Posted: 14 May 2021 10:37 AM PDT

    Nomad Sampling the Goods at Wild Coast's Toxic Storage Depot

    Posted: 14 May 2021 02:20 AM PDT

    Bale from Modern Warfare my favorite Operator!

    Posted: 14 May 2021 09:48 AM PDT

    More of my favorite images

    Posted: 14 May 2021 03:23 PM PDT

    Does anyone know how to stop this horribly animated CQC from happening? It never does this animation on my Hardcore character but does it everytime on this one.

    Posted: 14 May 2021 03:07 PM PDT

    I love that the ability to f*ck with your buddies is back

    Posted: 14 May 2021 07:17 AM PDT

    Ghost Recon AI is a shadow of its former self.

    Posted: 14 May 2021 12:08 AM PDT

    Having been a fan of this franchise since it's inception, I still enjoy playing all generations of Ghost Recon consistently

    Today however, I noticed something particular when playing the original Ghost Recon: the AI was outstanding. Not even just for its time, but compared to today's installments.

    Some brief examples: I could send my other 3-man team to fulfill one-half of the mission on their own, and they would do it better than me. They would flank enemies, take cover when they needed, tactically withdrawal if taking shots, and engage accurately depending on the ROE.

    This all culminated with the end of a particular mission: My half of the team (Alpha) had reached extraction, so I gave the order to Bravo to do the same (they were across the map). Towards the end, they engaged in a firefight with 3-4 enemies. They killed several of them before it appeared that the enemies (also fantastic AI) made a brief tactical retreat.

    Bravo took this opportunity to move out. With only a large, open field between them and extraction, I watched the trio do something amazing: knowing that there were still enemies behind them, 2 soldiers would move forward, turn around, and cover the 3rd as he moved forward. He would then turn around and cover the other two, and the process was rinse and repeat until they reached extraction.

    Now, don't get me wrong: I've seen how stupid the AI can be in these old games. But to be fair, I would contend that this is common across all GR games, and most shooters in general. But in every new installment these days...

    Well, I wonder what happened. I'm no dev, so I cannot understand why the codes and processes used to generate intelligent AI back in the day cannot somehow be applied more effectively here - or if there are simply other motives. But damn, if I could have a fireteam as effective and deadly as Bravo was today in my OG Ghost Recon playthrough, it could be revolutionary. And with that...

    shitballs

    submitted by /u/Naldo5711
    [link] [comments]

    Tango Down, Approaching Vehicle.

    Posted: 14 May 2021 03:31 AM PDT

    I tried to make Chris Redfield and his wolf squad from resident evil 8. I saw that they all wore flannels so since I couldn’t put on jackets with their outfits I just left them with flannels on and here are a few other random pictures I have taken.

    Posted: 13 May 2021 11:11 PM PDT

    I would like to know also

    Posted: 14 May 2021 06:50 PM PDT

    OLD CLASSIC! Ghost Recon Original in 2021!

    Posted: 14 May 2021 12:41 PM PDT

    Ideas to make Auroa feel more dynamic

    Posted: 14 May 2021 04:30 AM PDT

    There are basically three factions that make up most of Auroa's population; Homesteaders, Outcasts and Sentinal. Currently the differences between these factions feel very artificial. Homesteaders/Outcasts feel the same, in fact I can't even remember when I saw any Homesteaders actually fight outside of a cutscene. Sentinal are superior not because of their tactics or manpower, but because they have actual variety in roles as compared to the singular role of the good guys which is that of a Rifleman (do not remember if there's any good guys with rocket launchers) with exclusively two weapons at their disposal: The 533 assault rifle (I believe) and that Russian SMG whose name I cannot remember. This feels odd and out of place. So here is my solution:

    Homesteaders: These are the "natives" of Auroa and take the most passive role out of all factions. But they have more or less trained soldiers and they definitely have plenty of hunters. They should have at least a Rifleman role and a new Hunter role, the latter of which would use bow and arrow, crossbow and hunting rifles. The former would use primarily old weapons from the Cold War. Why? Auroa's history is tied directly to the Cold War as it was then that the American Armed Forces settled in and built bases and bunkers and infrastructure all over the place. As such there ought to be mutliple weapon stashes. One day the Armed Forces just up and left if I remember correctly, leaving pretty much most things behind. Thus the Homesteaders would have access to plenty of Cold War-era weaponry. Some CW weapons already exist like the AR-18 and the UZI, but there should be more ones like the M16A1 and M16A2, M14, AK-74/AKS-74/AKS-74U in their original Cold War designs with wooden parts, the old FN Fal with 20 round magazine and more. It makes perfect sense that the Homesteaders would use these kinds of weapons.

    Their battle tactics would be very defensive and not that aggressive. The less experienced shooters will blind-fire when under too much stress which is likely to lead to emptying ones ammo and not hitting a thing.

    Outcasts: Former SkellTech employees turned freedom fighting terrorists. They would use most weapons they can come across so that'd be a combination of old Cold War weaponry and modern weaponry which they stole from Sentinal. Due to their nature as guerrillas they generally prefer shorter weapons such as carbines and SMGs. The weapons they steal from Sentinal are then often times modified with shorter barrels, maybe a shorter stock or no stock sometimes, flash suppressors and suppressors to hide from revealing their exact location, and some would even use underbarrel grenade launchers.

    These guys' battle tactics are that of guerrilla fighting and thus like to ambush as well as spread out their forces in order to take on the enemy from multiple angles and get the upper hand despite having less manpower. Riflemen/Grenadiers, Sharpshooters and Trappers. Riflemen use rifles modified with shorter barrels and carbines. Some riflemen have the aforementioned underbarrel grenadelauncher attachment which makes them grenadiers. The Sharpshooter uses both designated marksmen rifles and sniper rifles, though they prefer the former due to DMRs being more suited for the Outcast's guerrilla tactics, although the will also use some lighter sniper rifle variants as well. And the Trapper uses SMGs, is akin to but not the same as the Sentinal Breacher where instead of just running up to the enemy to blast their face off, they make use of their brains as a former scientist to make various kinds of equipment and traps that they use to fight enemies with. Gotta make that past as a SkellTech employee useful somehow, 'ey?

    Sentinal: Pretty good as is, really. Already written so much that I feel no motovation to come up with a bunch of stuff for these guys as well. I dunno, maybe make them complain less? It's funny as hell but also gets tiring, making you question why these guys even work for Sentinal if they hate it so much?

    Building a Resistance: The Resistance Event should not be an event but part of the main game. When you first come to Auroa it is fractured. Homesteaders keep to themselves, Sentinal have already taken over most of the islands and the Outcasts are fighting a losing battle against Sentinal. As you progress more and more people in all factions start hearing about some kind of special forces unit called "Ghost", right? Well this should be a gameplay mechanic! The more things you do the more your reputation grows. Eventually Nomad finds a way to at least somewhat unite the Homesteaders and Outcasts against the fight with Sentinal, all the while Sentinal are mobilizing more and more in whatever area of Auro you are noticed doing stuff. This creates a dynamic power struggle where if Sentinal notices you and report your appearance and deeds in to HQ then HQ will make sure to fortify that area, temporarily. At the same time the Resistance (Ghosts, Homesteaders and Outcasts) need Forward Operating Bases so Nomad can go around helping the Resistance to capture specific places such as guardposts and outposts. However, Sentinal can always take it back, so there would be some kind of base building mechanic where you can use resources and manpower to fortify any and all Resistance FOBs, making defending against Sentinal attacks more doable. Let Nomad start training programs so people can learn self defense, military tactics, firearms as well as to shoot them and just overall surviving. Doing these things would produce more skillful fighters for the Resistance, though to keep things balanced they all don't "level up" but rather each member must go through actual training in order to improve any skills and gain additional ones.

    submitted by /u/Snake-42
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    Appearance tutorial : Solid Snake / Naked Snake setup - see comment for description.

    Posted: 14 May 2021 03:23 PM PDT

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