Lots of people have mentioned that, however the more something gets mentioned the more likely the devs will do something about it!
Lots of people have mentioned that, however the more something gets mentioned the more likely the devs will do something about it!
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Not sure if this has been mentioned before but, assuming it is staying, the batch file used to launch the game should have this added to the end of it:
taskkill /f /im launcher.exe
This will automatically closes the launcher which a lot of people apparently have issues with if it remains open.
Go here -> http://forums.ubi.com/showthread.php...em-improvement
That has already been said, but never illustrated.
Hi, I have only played through the 2nd and 3rd beta phases but I reached level 20 before the 3rd one ended. I only played Assault throughout the two phases and did not even touch the other two classes but I have a good idea of what each class does including their abilities, weapons, and playstyle. I haven't read much of this currently 36 page thread so I apologize for anything that I post that other players have hit on already but here are some improvements that I'd like to see:
1. Have a meter for the ability duration. When it comes to abilities like heat and blitz, it would be nice to have a gauge for how much longer the ability will last so that the player can adjust accordingly. This could easily be implemented above the player's head in a small bar.
2. Have auto-balancing in game or at least find new players to join the match quicker. I am not just saying find any new players either. I have been in many games where the other team consists of 3 or 4 high leveled players who are constantly matched together on the same team (possibly as a fireteam) and thus our team gets steamrolled due to a highly uneven skill/experience level between the respective teams. When such a situation occurs, rage quitting becomes the norm for said losing team, thus reducing the fun to be had by either team. I also think that player levels should be made visible during and after the game as well instead of just at the beginning of the game.
3. Following what I said in number 2, I understand that this was the closed beta and matchmaking was not perfect due to a lack of players. However, there should be a higher penalty for leaving games and higher rewards for sticking with that game, even if you lose. Right now, the game is oriented towards rewarding "good" gameplay or rather winning. The punishment for losing a game, however, is very high. All of the time spent in the match defending or attacking in an uphill battle just to lose and receive a very insignificant amount of xp and rp is very discouraging. Thus, many players leave games and hope for either better matchmaking next time, or to be on the winning side with the "good" players. And if not, they just leave again. This is not a fun experience!
4. Have multiple camo colors to choose from. Right now, the only way to change camo colors is to buy better armor. But this is extremely restrictive on players because some players might prefer certain colors over others. For instance, if I prefer the starting color but want better armor, then too bad because I'm stuck with the better armor with the less preferred color. Separate cosmetics from in-game performance!
5. Have a total grenade counter displayed during the match. I understand that you only get 2 grenades during each life but if the player knows that he is running low on grenades, then he/she might be tempted to use them more wisely, depending on the situation, such as how much longer the match is.
6. Auto-equip available grenades after each life. If I have multiple kinds of grenades in my inventory, once one kind of grenade is all used up, I am out of grenades and if I forget to equip more before I respawn, then I have no grenades for my next life! It would be nice for the system to auto-equip other kinds of grenades in my inventory once deplenished so that I am never out of grenades, until I actually run out of each kind in my inventory.
7. Reward more for assists and make them easier to get. I know that one of the daily challenges were to get a certain number of assists. However, this challenge was extremely difficult to accomplish due to assists being very hard to get. Currently, one must shoot the enemy at nearly the same exact time, or right before the enemy player dies in order to get an assist. This does not seem right and the time should be widened to at least 3-5 seconds within the enemy player's death to achieve an assist. Also, if a player does not manage to get any kills but only scores assists, then their score is very low and after the match, they are rewarded with very few xp and rp awards. Assists should be given more credit because the player obviously aided in the game's outcome or at least an enemy's death.
8. Remember the gun setting of the player's weapon. Everytime I respawn, I hit 'x'. This has become a habit, even when I choose other guns like the shotgun because I prefer the semi-automatic setting to the automatic setting on my assault rifle. It would be so very convenient to at least memorize for the match, the gun setting the player prefers so that the player does not have to change it to his preferred setting after every spawn.
9. The Blackout ability for Specialists is over-powered. There is a counter to most of the abilities like Heat, in which one can just duck under cover until it ends and Aegis, against which grenades or melee attacks will work. However, maybe I'm just a noob but I haven't seen a counter to Blackout other than teammates behind me that aren't affected by it. The fact that it completely disables you so that you cannot move AND resets the cooldown on your own ability makes it extremeley over-powered. Either make a better counter to it, or remove the ability resetting power on it.
10. I think a tutorial game with bots or some sort of intro video would help new players dramatically. As of right now, many new players do not seem to understand that the game is more offensive oriented. Oftentimes, new players will be getting killed a lot so they stay back and camp. However, the whole objective of the game is to capture or defend points. New players seem to think that it is all about killing or not getting killed and do not understand that they have to get onto the point in order to capture it or contest/defend it. Spelling out the objectives clearly and explaining basic strategies and controls would help as well. I think teamwork and communication is very important as well and is probably the most important aspect to winning games. Therefore, advice on that subject is necessary to cover for new players as well.
11. Cover bonuses should be greater or the "running and gunning" playstyle should be nerfed. The cover bonuses do appear to be substantial already but an analysis of how seasoned players play the game suggests otherwise. Most of the players who rack up the higher kills and points in the game employ a "run and gun" approach. This is due to the fact that mobility behind cover is limited as well as the viewing angle and thus oftentimes an enemy player will just run up and around the cover to kill the player behind cover before the player can turn to react quickly enough. Also, the accuracy of the guns while standing is pretty good when no-scoping at mid to near range.
That's all I've got for now but I hope it helps.
Thanks,
HK (In-game name: GreenAntonym)
Since me and a few more players, can't afford new computers with better Hardware, it would be nice if you could create a graphics quality profile with even lower settings, like "very low". I do like this game gameplay style but I can't enjoy it 100% and compete with other players if I play at 20 FPS. So please think about it.
Last edited by Time_Lord_17; 07-13-2012 at 01:37 AM. Reason: grammar error
can we get a room without grenade launchers?? no underbarrel for the rifleman, none for scout or engineer.. it takes the crying over people grenade spamming out cause theres a lobby where you can use grenades and a lobby where is banned. but allow non lethal launchers cause of a UAV.. ban the UCAV as well and it makes for a room where the players with the best gun game win.. and the kids will be spamming each other
It would be very helpful to be able to toggle the aim on and off without having to hold the darn right mouse button all the time. During firefights the iron sights don't give enough of a view while the full third person gives too much. The aim view works well but having a button assignment to toggle this instead of having to hold the mouse button would be helpful and make the game more enjoyable.
Ghost Recon Online Community Leader
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There is a meter in the top left.
If you click on your grenades while you are dead, or hit "I" while alive, then click on them, you can see a total count for all of your grenades.5. Have a total grenade counter displayed during the match. I understand that you only get 2 grenades during each life but if the player knows that he is running low on grenades, then he/she might be tempted to use them more wisely, depending on the situation, such as how much longer the match is.
Assists give half the points that a kill does. Any more than that would be too much. Widening the window for attaining an assists sounds good though!7. Reward more for assists and make them easier to get. I know that one of the daily challenges were to get a certain number of assists. However, this challenge was extremely difficult to accomplish due to assists being very hard to get. Currently, one must shoot the enemy at nearly the same exact time, or right before the enemy player dies in order to get an assist. This does not seem right and the time should be widened to at least 3-5 seconds within the enemy player's death to achieve an assist. Also, if a player does not manage to get any kills but only scores assists, then their score is very low and after the match, they are rewarded with very few xp and rp awards. Assists should be given more credit because the player obviously aided in the game's outcome or at least an enemy's death.
Nope. If it was overpowered, then every spec would use it. Quite simply isn't the case. You can melee when you have been blacked out. It also has a very loud and distinctive charge up noise. When I hear it I usually run backwards and kill him. Problem solved.9. The Blackout ability for Specialists is over-powered. There is a counter to most of the abilities like Heat, in which one can just duck under cover until it ends and Aegis, against which grenades or melee attacks will work. However, maybe I'm just a noob but I haven't seen a counter to Blackout other than teammates behind me that aren't affected by it. The fact that it completely disables you so that you cannot move AND resets the cooldown on your own ability makes it extremeley over-powered. Either make a better counter to it, or remove the ability resetting power on it.
Cover bonuses are great as is. The reason you are seeing a "run and gun" style playstyle from top players is because they are extremely familiar with the maps, and know where the other team is coming from. With this knowledge it is much easier to flank them, and cover does not work while flanking.11. Cover bonuses should be greater or the "running and gunning" playstyle should be nerfed. The cover bonuses do appear to be substantial already but an analysis of how seasoned players play the game suggests otherwise. Most of the players who rack up the higher kills and points in the game employ a "run and gun" approach. This is due to the fact that mobility behind cover is limited as well as the viewing angle and thus oftentimes an enemy player will just run up and around the cover to kill the player behind cover before the player can turn to react quickly enough. Also, the accuracy of the guns while standing is pretty good when no-scoping at mid to near range.
How about a gift certificate for one free waffle from Waffle House for all closed beta participants?