Ghost Recon Wildlands // Screenshot Posted: 21 Sep 2021 06:54 AM PDT |
Hey everyone I have seen some of you guys and girls outfit so here is mine. Inspired by my own nations special forces. Frogmen sorry for the bad pics I am still a bit new to it Posted: 21 Sep 2021 04:56 AM PDT |
Yo what is this?? Posted: 21 Sep 2021 05:56 AM PDT |
Screenshot - team in position. What do you think? (please don't be bad) Posted: 21 Sep 2021 06:30 PM PDT |
My friend and I before whooping Golem islands ass Posted: 21 Sep 2021 02:40 PM PDT |
DEVGRU Kevin Houston RIP Posted: 21 Sep 2021 05:51 AM PDT |
Been a hot minute since I posted. Nomad entering a snowy mountain area, under prepared for the cold. Posted: 21 Sep 2021 02:21 PM PDT |
Some things I learned about GR Wildlands that wasn't on Google Posted: 21 Sep 2021 03:21 PM PDT I'm about 20 hours into the game playing the hardest setting mostly single-player (I know it's a multiplayer game) and about 6 hours in I did some Googling to get some beginner tips. Here were a few I didn't read but discovered on my own. - Drone is OP (except when bases have drone-blocking set-up) and you want to max the range ASAP. I can mark every Tango in a base with a drone before I even get close to it
- Sync is OP period. I use my drone to recon guys who aren't on a patrol route, sync 3 shots, then pull my handgun and fire randomly into the air and those 3 guys die. I can clear a base without even entering it. Cleared a Unidad base crawling with soldiers completely undetected with sync + upgraded drone.
- Those rebels are actually good for something. I discovered, like, 19 hours into the game, that you can have them recon a gigantic area in one second rather than use the drone and do it slowly
- Helicopters are vastly superior to fast travel. I am ALWAYS on the lookout for choppers because you can quickly recon every ? on the map and then decide which one to take out. Also, that's rapid XP for every place you visit. Land a chopper near a base, clear it, hop in and fly 5 seconds to the next marker.
- When you're trying the helicopter stealing missions I learned the hard way not to take out the peripheral guys first (as you do for a base). You want to recon the 4 guys guarding the helicopter and kill them first and then make sure nobody is running and stealing that chopper so you fail the mission. There's usually a lieutenant who will break for the chopper and you'll fail the mission.
- Your choice of vehicle an be really key to avoid getting made. I failed that "capture" mission about 6 times in a row because I kept spawning an armored car whereas a minivan passed checkpoints no problem
- If you're detected or even hunted, staying in one place and hunkering down is just asking to be killed. Fall back, sync shot the closest guys, repeat.
- Much like AC: Odyssey, don't release captured Rebel forces until you've cleared the base unless you actually want these halfwits to start stirring up the hornet nest. Control the sitrep yourself, then let them out when the base is cleared.
- You can't leave an area half-finished and come back later to complete it. If you even retreat during a fight to regroup you run the risk of the whole base resetting with cartel guys like nothing happened. You can literally have killed 30 guys and be on the last enemy, run back for something you missed outside the base, come back and the whole thing is repopulated.
I think that's it for now. Hoping to do some more multiplayer soon as working with AI soldiers is only useful for sync shot, otherwise they have the IQ of a Cyberpunk 2077 NPC. submitted by /u/SecondStageWerewolf [link] [comments] |
It goes pew pew Posted: 21 Sep 2021 05:14 AM PDT |
Tried my hand at a lil bit of Wildlands photomode again. Posted: 21 Sep 2021 08:53 AM PDT |
Let the hunters become the hunted Posted: 21 Sep 2021 03:08 PM PDT |
A room. In a place. Posted: 21 Sep 2021 05:34 AM PDT |
Swiss Special Forces Posted: 21 Sep 2021 12:46 PM PDT |
I think this is my favorite builds for BreakPoint so far. Echelon SMG with Panther class is devastating. Posted: 21 Sep 2021 09:24 AM PDT |
REAL SERIOUS QUESTION: how can someone Run, Play Ghost Recon Future Solider, GRAW 1, 2. just those games specifically ? Posted: 21 Sep 2021 04:58 AM PDT |
Terminator and Sam Fisher on Golem Island. Posted: 21 Sep 2021 01:07 AM PDT |
Wish list for the next title Posted: 21 Sep 2021 05:30 PM PDT Just some thoughts, and explanations as to why I have these thoughts. - Civillian AI flee the area or seek hard shelter once fighting starts, and when they are out of sight of the player they despawn. Reasoning, it makes no sense why a person who wants to preserve their life would cower out in the open in a battle zone. It is annoying to have to restart a mission because of civi AI that just sit there and wait to die.
- Better climbing/jumping/ clambering abilities and some sort of equipment that allows players to scale cliffs, rocks, mountains with ease. A lethally trained soldier should be able to climb, it is that simple. We should not be derping around trying to climb anything.
- More air and sea combat. Reasoning, it expands the experience to more than just land based combat. It would be cool to have missions/interactions based around sea combat with boats, ships, sea platforms/bases. Also some more variance in air combat other than a enemy helicopter every once in a while.
- Reimplement ammo caches that refill all of our ammo and equipment. Maybe make the caches more rare though. Keep the crafting for people who like that mechanic, but for people who just want to load up and go it would be nice to have ammo caches again.
- Fourth weapon slot. Yeah, I went there. But here is the catch. The fourth weapon slot is exclusive to a custom vehicle and we can only access the fourth weapon slot via an interaction with the vehicle. If get too far from our vehicle or if it is destroyed the fourth slot will become disabled. We can put whatever weapon we want in the slot. Also it would be nice if we could resupply from this same vehicle, but maybe only a limited amount of resupplies. As a an added touch it would be cool if we could customize the type of armaments, and passenger seats for the vehicle.
- If drones are going to be a thing now, it would be nice to have the ability to hack nearby drones and use them against the enemy. Kind of turn the tables type of deal. Obviously it would have some sort of cool down, or limited duration. This includes everything from behemoths, to azrael, to murmurs.
- General improvement to vehicle handling. This includes ground, air, and sea... but mostly ground vehicles need an improvement in my opinion.
submitted by /u/AfishOutofFucks [link] [comments] |
Some recommendations I have r.e. Sentinel Posted: 20 Sep 2021 11:46 PM PDT The following list is a collection of Sentinel-related things that, in my humble opinion, could do with some sorting out at some stage. Most of it is cosmetic, but there are a couple of things with gameplay implications: - Ever since we were able to make Nomad's blue jeans look like, errr, blue jeans, Sentinel contractors seem to have been affected by the same update. Either change Sentinel jeans back to their original Khaki colour or, if you can't make it happen without Nomad's blue jeans looking wrong again, get rid of the jeans entirely and make all Sentinel contractors wear cargo pants.
- Static Sentinel corpses that are encountered at various points in-game are normally wearing all-black uniforms, but most Sentinel contractors that are still among the living wear a black top and
blue jeans khaki jeans or cargo pants. Either change the corpses to have the more common black-top-and-khaki-pants ensemble, or make all-black uniforms more common among those Sentinel contractors who are still in a position to shoot at you when you find them. (As a side note, the skin on those corpses looks really, really fake. Surely dead people's skin can't be that different from living people's skin when there's little or no decomposition?) - There are plenty of posts on this sub about how Nomad's clothing should lead to certain gameplay effects depending on the weather, but no one seems to mind Sentinel contractors patrolling the snowy mountains of Auroa with t-shirts and/or bare hands. While Santa Blanca might have been guilty of the same thing, they at least had the excuse of being coked-up sicarios; if Sentinel contractors are meant to have the same drug-taking tendencies as Grand Theft Auto V's Merryweather, I seem to have missed that. Either way, Sentinel contractors should not look like they're a frostbite case waiting to happen.
- Very few contractors wear
much anything in the way of body armour if they're not a minigunner or a bagman. Again, Sentinel contractors are not described as being so drugged up that they can take multiple hits while only wearing a t-shirt. Either give everyone a plate carrier or make them go down like a sack of potatoes no matter how alert they are. I should note that it's a load-carrying equipment issue too; as much as this sub likes to wail on airsofters, I feel that even guys like this are far better equipped than your average Sentinel contractor, and as far as I can see he's only got a PLCE "Waistcoat, Man's, General Purpose Ops" vest. - Speaking of equipment, foot patrols should look like they're prepared to be out and about for a while. Large packs are probably out of the question (unless everyone's made a Support Unit and normal riflemen are restricted to base areas and vehicle patrols), but a hydration bladder or two would be a good minimum.
- Most or all Sentinel contractors are modelled with a holstered P320, but the only guys to actually use it are snipers or rocket gunners that you happen to attack at close quarters (oh, and bagmen too, but then again the P320 is all they actually have). Since reloading enemies were introduced in a recent update, couldn't this close-quarter-pistol behaviour be repurposed for enemies who aren't quite finished with changing magazines?
- One thing I like is that Golem Island vehicle patrols tend to have fully-crewed vehicles. Now, if this could be applied to all vehicle patrols on Auroa...
- Breachers really, really need to start shooting at Nomad from longer ranges. As NPCs, they aren't really subject to the concerns over balance that turn other games' shotguns into de facto melee weapons. If the idea of a long-range shotgunner is incomprehensible, then take the close-quarter-pistol behaviour mentioned earlier and apply it to the breachers; rifles at longer ranges, KSG-12 "goodness" at close ranges.
- All base areas should have at least two radio operators, and these radio operators should be able to call in reinforcements more quickly. Moreover, Nomad should be required to physically destroy the operator's radio pack if he really doesn't want reinforcements coming in; radios that are left intact should be available for scavenging by other Sentinel contractors who would then be able to call for help (though at the current rate or slightly slower than the current rate in order to reflect lack of equipment familiarity, additional verification procedures etc.). As a balancing measure, radio operators should always be outdoors (unrealistic, I know, but then why are they patrolling the base area with a rifle in their hands anyway?) and their radio packs should be more obvious (use Fixit's backpack or a modified version of it).
- AI teammates like to talk about how Sentinel commanders are good sources of intel, but currently any Sentinel contractor can suddenly be found to have a floating information sign over their heads. Restrict such forcibly acquired HUMINT to commanders and bagmen, please. (Anyway, why are these guys such pushovers when interrogated? Is magically forgetting all your Conduct after Capture training (Big Six of name, rank, service number, DOB, blood group, and religious affiliation only, "I cannot answer that question sir/ma'am" to anything else, and so on) a requirement to be part of Sentinel?)
- Speaking of commanders and bagmen, get rid of their berets, or make everyone else wear one a la Aden, "Norn Iron", the Falkland- whoops, I forgot we're talking about an American outfit here. Therefore, get rid of the berets unless you're trying to imply that Sentinel officers are trained to attract hilarious amounts of sniper fire... or make the berets more common and add some British voicelines to justify it.
- More drone operators, please. It's the Great Big Beautiful Skell Tech Tomorrow of 2025 (or it will be once the USS Wasp disgorges her cargo of Marines onto Auroa's shores), those WASP drones (no relation to the USS Wasp) are somehow more of a terror to fight than the standalone drones, and besides, Sentinel needs to make good use of all those
Cold War WW2-vintage M1911A1s they found while setting up Camp Ferret and Camp Weasel... (Yes, any M1911A1s that the US Army forgot about while leaving Auroa would be WW2-vintage. There were no major M1911A1 production runs between the end of WW2 hostilities and the adoption of the M9 in the 1980s, at least not for the US DoD anyway.) - Also, those drone operators need to fall face down every single time they get shot, they've got the additional weight of their backpack to deal with. Ditto for the support unit and radio operator (Heavy gunners already fall face down all the time).
- Gun discrepancy - Sentinel contractors with rifles normally carry SG553s, but I've noticed that in cutscenes and in all sorts of pre-rendered media they carry SG516s and so I'm going to assume that the latter rifle is in fact the intended one. I don't know if it's a typo, if it's a copy-and-paste error, or if SG553s were UbiParis' intention all along, but it needs changing. Consistent SG516s for everyone!
- Do heavy gunners really need to have miniguns to ruin Nomad's day if he stays in the open for too long? Introduce the MG3 (1200 RPM just like its dad from WW2) or FN MAG (up to 1000 RPM) as ingame weapons and then give them to the heavy gunners as a more... practical solution to the problem of laying down massive amounts of fire in a short period of time. They can even feed those MG3s or MAGs from a backpack just like the minigun... just don't let them have that minigun.
- Voices seem to be implemented very, very weirdly. Riflemen all have generic/West Coast voices even though they have African-American personnel, Breachers typically sound like African-Americans even though they have white personnel, and I feel like heavy gunners, snipers, and rocket gunners are meant to have more than one voice. Can't it all be one shared voice pool with appropriate voices for appropriate head models?
- Since I've mentioned race, has anyone else noticed that almost all of the bagmen are African-American? Considering that Sentinel bagmen primarily exist to leg it at the first sign of trouble and thus deny Nomad their precious 560 Skreds and assorted weapon parts, this is some serious unfortunate implications material.
submitted by /u/dvaderv2 [link] [comments] |
Evening, Morning, Afternoon Ghosts ......Buenos' Dias, Bueno Tardes, Bueno's Noches' Phantasma's....... DISCUSSION. All Are Welcomed. Posted: 21 Sep 2021 01:12 PM PDT soo here's a Post about GR Franchise summed up in a nice little neat convo. between a couple of people. READ ALL then give your Feedback what do you think ??? What do you Think Ghost Recon Reddit, Pretty Accurate ? Soo Here's What Was Said : Wing_Phoenix posted... I'm far from an expert but from what I recall the Ghost Recon series usually uses cutting edge tech and weapons in the setting including experimental and theoretical designs. Another USER Posted His Replies : While true, two things have drastically changed over time. With the game itself, they've really changed the focus from the ultra-realism and tactical nature of the original and turned it into something far more arcade-like. With that change come an increase in what the prototype tech your Ghosts use are capable of doing to complement that more action-oriented gameplay. Secondly, the actually real-world military tech has seen massive development since the original game, which launched in 2000 if I recall correctly. The original game focused on squad-based tactics, and had you micro-manage your entire team (8-man, if I recall correctly) in incredible depth, ranging from movement patterns to formations and rules of engagement. The real life tech that they used within the game was the Land Warrior system, which was a prototype digital Command & Control interface each soldier was equipped with, which incorporated GPS, radio and HUD for the commander - he could see his troops' positions in real-time and give battle orders using the system digitally. It was, at the time, a major battlefield force multiplier, and perfectly fit into the gameplay mechanics of the original game. You gave detailed orders to your squad, but the enemies were incredibly intelligent and dangerous for the time, so bad tactics on the player's part got your team killed very fast. As the real-world tech got more sophisticated, the tech in the games did as well, and as the games started shifting into a more action-focused style starting with Ghost Recon 2, the games started taking far more liberties with what the tech was capable of doing. GR: Advanced Warfighter, for instance, gave you access to Drones, though their capabilities were far from what you could do in the later games. They simply scouted the area up ahead, and by lowering their altitude, they could ID enemies at a risk of the enemies seeing the drones and shooting them down, but the tactics were still a large focus - enemies only remained marked while in the drone's view. They also updated the team command mechanics in a one step forward, one step backwards way, as the action was still a primary focus. You could only issue basic ROEs and Movement orders to the entire team (now 3-man), but you could see from their perspective and they would remain hidden as much as possible, allowing you to essentially use them as scouts and your main firepower rather than being a rifleman yourself - it was still very much a squad-based game with you in the role of commander. In addition to the drones and your own team, you could also issue rudimentary orders to any support assets you currently had available, such as close air support, or tanks. With some more fleshing out, it could have been a very deep system. With Future Soldier however, the game went completely into action territory, with regenerative health, arcade gunplay and completely linear shooting galleries. The prototype tech accommodated this style, with optical camouflage and drones that you complete control over. However, you were no longer the commander of the Ghost team, and giving orders to your squad was essentially removed aside from the most basic of ROEs. Wildlands & Breakpoint went back to a less linear approach and brought back some squad-based tactics, albeit nowhere near the level of the games before Future Soldier. Arcade gunplay was still the major focus, but the other elements that made GR what it originally was were brought back somewhat - more focus on realism and stealth, recon, dangerous enemies, etc. Breakpoint took it a step further but reversed the roles, giving the enemy the technological advantage, but obviously screwed up a lot of the core gameplay mechanics with pointless RPG elements and whatnot. Anyway, that was my completely useless, pointless and entirely out-of-nowhere Ghost Recon retrospective that all sprung out of me simply wanting to bring up the Land Warrior system that served as the basis for the original game, ha ha! and thats the END OF IT. soo give your Feelings , Feedback on It. have fun, Talk, Share. Thanks for listening Ghosts. Love You Guys Even When You'll Are Cussing Each Other Off, Insulting One Another....Lmao !! - Cheers Ghosts !! submitted by /u/FootsieLover77 [link] [comments] |
How do I make breakpoint run better Posted: 21 Sep 2021 08:17 AM PDT I have a gtx 1060 6gb variant and a intel i7-6700k on base clock, how do I make the game run better I get only 45 and below fps despite only 3gb of vram being used submitted by /u/yourmomgaylol69420 [link] [comments] |
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