
Originally Posted by
nabokovfan87
Hey all,
So like most of us I have been playing these types of games for a long long time, and ghost recon/rainbow six (original series) are by far near the top of the shooters list. Needless to say I don't want to come off like a disrespectful jerk, but in all honesty these things need to be fixed ASAP!
1. Close combat is broken as well as hitboxes. Hit detection is simply off in some parts, and whether it is lag or what not, when you shoot a dude and you hear the gun go off, the shot was fired, the timing was right, but he didn't get hit and you're dead. Makes it very frustrating when you know the gun went off, or when you CLEARLY hit a guy and nothing happens. When you have one guy one one side of a wall, rock, or whichever, and you pop up because you have the radar tracking him. 9 times out of 10 the scope or spot that you pop up is actually 2-3 feet lower then the center of the screen, or where you expect the actual scope to pop up. Also, the fact that no-scoping is difficult, and the fact that the way the weapons handle makes close quarters combat (particularly for the recon) a drastically poor experience. All anyone on the opposing team has to do in order to stop a sniper is get up close. Certain "tall" surfaces don't allow the sniper to take the shot, and he/she will often die as a result of being locked on a wall or locked into a stance. This is a very drastically bad influence on close quarter combat.
2. Map design is very poor, lazy, and cluttered. The maps simply don't make sense, they are all one color, not layered or interesting. Most of which would be fine, but when spotting guys or trying to describe areas of interest, it is very difficult unless something specifically stands out. It would be best to take a design queue from CS:S or more specifically day of defeat and create maps like avalance, anzio, etc. where snipers have spots to hide and shoot, other players have cover to use while capturing flags, and in all the map itself is balanced. The majority of these maps are all made for close quarters combat and it appears or feels like certain things have just been added to allow snipers a spot to shoot from. Again, if you get close, the recon class is useless, and there is no way to actually do anything worthwhile when 25% of the team or more then likely 75% of the team is respawning and running somewhere.
3. 4 vs. 4 is unacceptable for these maps. Quite clearly these maps are large. Essentially you spend the majority of the map traveling rather then actually enjoying the experience. Spawning on a flag or squadmate would help this, but the best thing to do and the best way to "balance" these maps and get some reliable user data based on death spots and so forth is to actually add more combatants and people to cover the zones that need be.
4. Voice chat is low, and it is impossible to hear the majority of players. It would also be extremely beneficial to have an indicator of whom is talking as well as what team they are on. It is unclear who, what, where, and so forth when in the middle of a match what is going on. This kills any sort of teamwork and co-operation, again, killing the experience. I went into the game today, had to lower the music to about half, will see if that "fixes" the issue. Maybe a surround 5.1 issue as well (My rear channels are broken).
5. Add more alleyways, corridors, and mainly for good map design is it a best practice to have 3-4 ways into and out of an area. It also, specifically for capture games, allows the defenders and offenders to rush an area quickly and effectively with great teamwork.
6. Spawn protection. Quite simply if you don't have a simple way for users to spawn, and get out of their spawn area when the opponents have taken then down to that area of the map and are on the last flag, then it makes it a simple and ridiculous strategy to overwhelm opponents easily again and again. As I said before, having multiple entries, at least 3-4 ways, would be best.
7. Adjust, revise, fine-tune, and all around fix the mechanics of cover. Quite honestly it needs some polish. The main issue is multiple people taking the 2 or 3 good areas and people coming along and getting in the way. Walking through the other player is NEVER a good idea and it ruins the feel of the game. It makes it seem as if there is a certain weight missing. My suggestion would be to stop the players from having the ability to clip through one another. It stops the issue of blocking or pushing through someones sights on cover, and it allows for a more realistic experience. Something Ghost Recon should be striving for.
8. More flags, zones, or things to capture. Once the P.S. is read this will make a lot more sense, but the main thing to keep in mind that a good number for capture points is 5 or more. Games like DODS and BF have used this type of gameplay for some time, but the best games are when teams are evenly matched and there is a lot of back and forth between capture points and making a few of them extremely exposed and difficult to capture on offense. I have seen the majority of maps with 3 zones, two of which are active, then a third becomes active. With 4 players, and eventually with 8 vs 8 or better yet 16 vs. 16, it is extremely easy to see how overwhelming it can become when one team goes one way and the other goes another, 3 minutes later the match is over.
9. Speed up the cap times. Simply put, the easier it is to cap a zone, it makes it that much easier to stop the defenders, force a quick win, and all around make the game much more exciting. Things can turn on a time if it was 1-7 seconds to capture a flag, but right now it takes around a minute. It would be a good idea to have one or two main flags with player requirements. Meaning you need at least 2-3 people to capture a point.
10. After playing yesterday let's just say I was more then pissed. Team was bad, everything was dumb, and I had a team with 7 other snipers and not one of them used their scans or even knew how to shoot at the enemy. It would be rediculous to have a game with a scan radar type power and NOT have the team use it. I would suggest completely removing the kill cams. It takes out the "I just died, here is the dude that killed me" syndrome, gives snipers a meaningful usage of cover and great hiding spots, and just about FORCES the teams to use their abilities to take out strong opponents. Doing that helps with teamwork, and that will eventually force an all around better experience. It may seem like a small thing, but the TF2 killcam update and clipping through players just about destroyed the DOD:S community. That playerbase has been waiting for a game like it ever since.
P.S. After playing for a few days, this game felt VERY much like day of defeat source to me. Except for the map design. which is VASTLY superior to this game, it is similar in many aspects. If the combat and weight of the weapons was a bit heavier, if there was a bit more recoil, and use of secondary weapons, it would be a very solid experience. I am not suggesting one to copy DOD:S, but to simply take a look at how that game works, how it feels, and plays, (PRIOR TO THE TF2 PATCH) and particularly with level design, make it a bit more interesting and compelling of an experience. I like the use of some of the powers, the recon's ability to spot people in a particular cone makes it quite interesting and useful, the heatvision is a nice crippling effect, the shield rush is stupid and overpowered, but the shield itself is interesting by forcing a particular shot, and I haven't seen any others powers yet. The cloak seems to be a bit broken, just doesn't work as intended.