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Picture of beonder13
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Chong... we already have stealth kills. Silent pistol to the back of the noggin followed by a teabag and a hip grind Wink



My full sig is like my ego... too large. :: TDA beonder13
 
Posts: 281 | Registered: Tue December 07 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of XxCH0NGxX
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quote:
Originally posted by beonder13:
Chong... we already have stealth kills. Silent pistol to the back of the noggin followed by a teabag and a hip grind Wink


yeah but that gets old. I want to slit someone's throat, or snap their neck. Poppin someone in the back of the head with a well placed bullet is only fun the first couple times, then I just want to kill them a different way. Hell I've had to resort to killing people with claymores for fun. Sneak up behind them, place a claymore, then step back and BOOM!!!! That's always fun too. But I just wanna get to break someones neck sometimes.


 
Posts: 1331 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
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Yeah claymore is always fun, especailly if their laying there sniping or in some place where you can blow them over a railing..haha.

I wish they'd allow you to use a knife too or your hands to break their neck, or at least a whack to the back of the head with your gun barrel. That be interesting, give them a good clunk and their screen goes blurry and then shoot them or toy with them a bit.

But nice if say if you got one foot from a person you could actually talk to them too, like solo. I'd love to antagonize the crap out of them right before I blow them up.
 
Posts: 146 | Registered: Tue January 08 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of XxCH0NGxX
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quote:
But nice if say if you got one foot from a person you could actually talk to them too, like solo. I'd love to antagonize the crap out of them right before I blow them up.


Proximity chat would be cool as long as it were to be an option in the host room settings. Would also make coop more interesting, like SC Chaos Theory where if you talk to loud, the closest enemy would hear you. It would definately have to be an option and not be a mandatory feature. That's one thing that really sucked about SOCOM, people could hear you talking through concrete walls.

Have to at least be extreme close proximity, or possibly even the host have the option to use a sensitivity slider in the option to adjust the range of hearing.

It would also be cool if like now in GRAW 2, when you choose your headgear set up, some of the preset headgears have a headset radio, and some dont. All soldier classes have a radio on their vest. It would be cool if you choose to have a headset on your character, and incoming transmission wont be heard by proximity, however, if you choose a headgear without a headset, then incoming transmissions on your radio could be heard in a proximity of your position.

We already have the ability in coop to kill the AI that carries the radio pack for the unit in order to prevent that unit from raising the alarm. Why not take it to the next level. AI killed, will result in no return transmission of their sitrep, thus resulting in a squad going to their last known location to find out why they are not responding. Possibly even the ability to take the AI's radio off their body and be able to get transmissions by the AI. Be able to hear what they plan to do, where they are moving, etc. Of course, that would only be possible if they make the AI even smarter than their zombie like intelligence they currently have in GRAW 2.


 
Posts: 1331 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of beonder13
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I like to plant the claymore and then run PAST them while detonating it. If you set it up right, he dies and the body skitters past you as you run away slightly injured (if at all) Wink



My full sig is like my ego... too large. :: TDA beonder13
 
Posts: 281 | Registered: Tue December 07 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of XxCH0NGxX
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GR4 needs to incorporate injuries and battle wounds. Gun shot to the arm needs to have a bullet wound, blood, affected ability to shoot, etc. Gun shot wound to the leg should have its intended affects on the body. At the very least, wounds to the arms should just affect accuracy and recoil, wounds to the legs should affect agility, and speed as well as cause the player to limp or crawl.

The whole GREEN, YELLOW, RED health meter is lame. I liked in the old Ghost Recon how battle wounds affected the character, even if it wasn't extensive, at least you heard it and felt it when trying to move.

The last thing we need is what every other game out there is going for, health regeneration. Even Battlefield Bad Company 2 is going Halo with the ability to regenerate health. At least COD4 has the host option to disable that feature.


 
Posts: 1331 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
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I think one of the reasons that multiplayer games don't have context sensitive player damage (apart from technical hurdles) is because impeding players unable to run or shoot would render them useless.
This would mean that they would have a hard time doing anything, which is not fun for them.
It could also mean that disabling an opponent in a respawn game might be more useful than killing them, as they'd be stuck in a corner somewhere crawling about unable to respawn.

I think injuries are a good idea though, but they'd either need to be time limited (which would mean stupid regeneration) or they'd have to be YET ANOTHER option. All these requests mean far too many options...


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Cpt. Mitchell says "I'm a Ghost", as explosions go off all around and he runs over a bridge and fights a tank with an LMG...
Yeah, real sneaky, I hardly noticed you were there...
 
Posts: 29 | Registered: Sun February 03 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of BSR_RuGGBuTT
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Originally posted by beonder13:
I like to plant the claymore and then run PAST them while detonating it. If you set it up right, he dies and the body skitters past you as you run away slightly injured (if at all) Wink

Disagree. That wouldn't be done IRL so it shouldn't be done in the game. The real claymore has somewhat of a backblast. You don't want to be anywhere near one regardless of which way it faces.



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Posts: 6729 | Registered: Sat May 04 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of WhiteKnight77
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Originally posted by CrimsonThunder:
I think one of the reasons that multiplayer games don't have context sensitive player damage (apart from technical hurdles) is because impeding players unable to run or shoot would render them useless.
This would mean that they would have a hard time doing anything, which is not fun for them.
It could also mean that disabling an opponent in a respawn game might be more useful than killing them, as they'd be stuck in a corner somewhere crawling about unable to respawn.

I think injuries are a good idea though, but they'd either need to be time limited (which would mean stupid regeneration) or they'd have to be YET ANOTHER option. All these requests mean far too many options...



You never played Ghost Recon then. Wounded teammates while slow, could still fight even if their aim was affected. It also gives a team the ability to leave no one behind by providing cover for said teammate.




"Do not build your community around a game.... Build your game around a community"
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Posts: 7967 | Registered: Sat October 20 2001Reply With QuoteEdit or Delete MessageReport This Post
Picture of AI.BLUEFOX
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quote:
Originally posted by CrimsonThunder:
I think one of the reasons that multiplayer games don't have context sensitive player damage (apart from technical hurdles) is because impeding players unable to run or shoot would render them useless.
This would mean that they would have a hard time doing anything, which is not fun for them.
It could also mean that disabling an opponent in a respawn game might be more useful than killing them, as they'd be stuck in a corner somewhere crawling about unable to respawn.

I think injuries are a good idea though, but they'd either need to be time limited (which would mean stupid regeneration) or they'd have to be YET ANOTHER option. All these requests mean far too many options...


I kind of see where you're coming from, but in non respawn games they get the same. They are unable to move or shoot whilst in the dead lobby!. All that's being asked is that you get an advantage from hitting someone, and that the run & gunners have to take a penalty (permanently for that game) if they get winged.


 
Posts: 268 | Registered: Sat October 21 2006Reply With QuoteEdit or Delete MessageReport This Post
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Originally posted by AI.BLUEFOX:
quote:
Originally posted by CrimsonThunder:
I think one of the reasons that multiplayer games don't have context sensitive player damage (apart from technical hurdles) is because impeding players unable to run or shoot would render them useless.
This would mean that they would have a hard time doing anything, which is not fun for them.
It could also mean that disabling an opponent in a respawn game might be more useful than killing them, as they'd be stuck in a corner somewhere crawling about unable to respawn.

I think injuries are a good idea though, but they'd either need to be time limited (which would mean stupid regeneration) or they'd have to be YET ANOTHER option. All these requests mean far too many options...


I kind of see where you're coming from, but in non respawn games they get the same. They are unable to move or shoot whilst in the dead lobby!. All that's being asked is that you get an advantage from hitting someone, and that the run & gunners have to take a penalty (permanently for that game) if they get winged.


Well in OGR through GRSS, if you were wounded your reticules took much longer to close, so your accuracy was affected in a way that affected game play. Unfortunately, that was pretty much if not totally eliminated in the GRAW series.


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Posts: 1531 | Registered: Wed February 09 2005Reply With QuoteEdit or Delete MessageReport This Post
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Quote: ".....Wounded teammates while slow, could still fight even if their aim was affected......"

I know, but I was thinking of a little more inhibiting injuries. I do like the idea of penalties for injuries, but in this strange Halo infected world a lot of people would hate it if it's anything more than very minor. What I mean is that shooting a player in the legs (making them slow) that is a long way away might keep him out the game for a longer time than killing him (in a respawn game). That's a strange advantage.

If it was a straight yes or no to penalties, I think I'd say yes. But possible situations like my example could lead to all kinds of moaning and calling foul, which spoils many games already. It's all very controversial and confusing. I don't want to start an argument.


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Cpt. Mitchell says "I'm a Ghost", as explosions go off all around and he runs over a bridge and fights a tank with an LMG...
Yeah, real sneaky, I hardly noticed you were there...
 
Posts: 29 | Registered: Sun February 03 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of WhiteKnight77
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I was just reading the FC2 PC forums and there are 2 guys that state that FC2 is open-ended and makes ya think. That is surprising as GR was once that way and Ubi turned it into (along with R6) a rail shooter more or less.

They also stated that it makes the player think. Well, GR had this in spades. Sometimes, I just can't figure Ubi out. They completely trash a franchise then go and use those same features that they removed from games that already had them in a totally different franchise. Make up your mind Ubi. What kind of games are you really wanting to develop and sell?



"Do not build your community around a game.... Build your game around a community"
"Wearing a cup won't help either" Hatchetforce
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Posts: 7967 | Registered: Sat October 20 2001Reply With QuoteEdit or Delete MessageReport This Post
Picture of XxCH0NGxX
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Rogue Warrior Trailor
http://www.youtube.com/watch?v=UawMJrpgRgg

Now that's a Ghost. I just hope Redstorm gets the Ghosts back to being Ghosts once again.

Rogue Warrior, though it's not a squad based shooter, is going to have some cool features that I wish Ghost Recon would have. Like when Marcinko takes that Russian's AK during their brief struggle and shoots him through the bottom of his head with the Russian's own gun. I'd love to do that to the AI in Recon. Also, the ability to shoot out lights and leave the enemy in confusion as to where you are. The silencing of the sentries, one by one with knife kills.

I wish Ghost Recon had some features like that in it.


 
Posts: 1331 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of xSKYCOWBOYx
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quote:
Originally posted by beonder13:
I like to plant the claymore and then run PAST them while detonating it. If you set it up right, he dies and the body skitters past you as you run away slightly injured (if at all) Wink


doing that in summit strike was awesome cause you could wave the clamore in the air as you ran out infront of the sniper just long enough for them to get a clue and then boom.




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Posts: 497 | Registered: Sat October 16 2004Reply With QuoteEdit or Delete MessageReport This Post
Picture of RangerX3X
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I would like the ability to move about the map without receiving the message that I am leaving the battle area. Of course all maps in the last couple of engines had you boxed in, but it sucked that you go down a side alley that is IN THE MAP and you get a warning for leaving.

I would also like the ability to replay a mission without having any cut scene, overlay video or any other trappings from the first go around come up. Those are lame the first time you have to sit through them and downright annoying any subsequent replay.
 
Posts: 297 | Registered: Sat October 20 2001Reply With QuoteEdit or Delete MessageReport This Post
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The injury idea is a good one. You get shot in the leg you should walk with a limp or something. Make things that much more interesting and the run and gunners won't be able to do it as much. Not that I care because their simple enough to take down.

Also yeah having sliders or something for proximity would be good, never knew about them hearing you if you spoke to loud. That would be something rather interesting to have in it too. As long as the whole hearing through walls thing wasn't there.

I'd like it if they brought back some interior buildings as well, not just everything outside and if when they put stuff in the maps, they put it there to use, not some stupid tower with a ladder that is broken two feet off the ground, if you're going to put it in, it should be useable.

Also what might be kind of interesting is say whatever class you are, you may not be able to get into certain areas. Like a Tower fro instance, a person with a light gun like a sniper of something could reach up to the ladder and pull themselves up, but a person with an automatic couldn't. Would add something even more to it.

They should also have random things moving about in some maps. Like what's the point in having train tracks if a train never comes through. Or have a few random deer walk by in a forest or just little things like that.

Plus a setting that allows the map to be changed a bit would be a good idea. Like say stupid headquarters for example. First time you play it, it's how it is. But another time you play it, the opening for the parking lot is at the fair end of the parking lot instead of the beginning or just little things like that.

At least that would make it more refreshing if you had to play headquarters 50 times over.
 
Posts: 146 | Registered: Tue January 08 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of beonder13
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And don't forget the simple act of weather conditions. Headquarters would be fine if we could add rain, fog, night, night with searchlights (that could be shot out... but get replaced after a time limit).

Although, even with all those choices... some dopey host would run it as it is... over... and over... and over again.



My full sig is like my ego... too large. :: TDA beonder13
 
Posts: 281 | Registered: Tue December 07 2004Reply With QuoteEdit or Delete MessageReport This Post
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Yeah very true.

They also better not mess with the damn system either. The more options the better, but if you have to sit through a friggin loading screen every single time you change something, like RBV 1,2, then that's just dumb. GRAW has one of the best feature changes I've every seen in a game, none of that loading garbage every ten seconds. That is a definite must for the next one. For the more annoying they make it, the more people will just play headquarters over and over again for certain.
 
Posts: 146 | Registered: Tue January 08 2008Reply With QuoteEdit or Delete MessageReport This Post
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I hate the RSV load screens. I like how GR you can change the options all you want and not have to wait.


 
Posts: 1331 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
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