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Thread: BETA - Findings/Thoughts/Suggestions/Improvements | Forums

  1. #1

    Question BETA - Findings/Thoughts/Suggestions/Improvements

    Hello, I've been playing your beta for some time and I've found mostly good things, but there are som bad things too. I thought I should contribute with what I've experienced since it's a beta, and this will only lead to improvements. Here's a thread to clearly show what could need fixing. It's a beta afterall, so trying a fix or two wont break the game.

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    Problems:

    • Spawncamping
    • Shooting through cover
    • Being able to shoot through terrain

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    Spawncamping:
    On atleast two of the maps, this is a problem that occurs all too often. The other team can get past the center of the map before the other team, and therefor camp directly below the other teams spawnpoints. This results in a very short round were one team remains stuck in their spawn the whole round. To me it's happening alot for atleast one team. There's two maps were it's been happening alot more than others, and thats: Shearwater 51 (Attackers get stuck), and Korolyov Towers (Attackers get stuck).

    Solution?
    If there's a way to restrict players from quickly going to the other teams spawn at the beginning, that would be the solution. The thing I can come up with would be to have players restricted from sprinting atleast 15-20 seconds at the beginning of each round. This would give the other team some time to atleast get somewhere, even if the enemy team is rushing to get as far as possible. Maybe more spawnpoints could work too.
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    Shooting through cover:
    Numerous times have I been killed from behind cover. No matter if I'm laying down behind it, crouching very low in the middle of it or not exposing myself around the corner. I don't know if bullets are supposed to be able to penetrate walls and cover certain times by luck or if it's a bug. But more than often the bullet does not penetrate and that get's suspicious when others do it.

    Solution?
    This could be a hitbox problem. I'm not really sure on how to solve something like this. The hitboxes seems to be accurate most of the time.
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    Being able to shoot through terrain:
    This problem is tricky. You can get shot by the recon class from far away when they're laying down behind a slope or small bump. You might only be able to see the very top of their head, but they will surely be able to shoot and hit you still. There's really no way for you to shoot back at him. Only to use grenades and hope for it to roll over his ledge close enough. Have been the most obvious on the map: Chertonovo LZ.

    Solution?
    It's a first-person view problem I believe. The players height from first-person-view might have to be adjusted down to a lower position. Preventing him from still seeing over the small bump infront of him when he's actually completely behind it.
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    Suggestions (visual/gameplay):

    • Smoke grenades
    • Assault class model
    • All classes bodygroups
    • Un-lockable bodyarmor
    • Grenade-launcher attachment
    • Sensor grenade
    • Visible holstered weapons

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    Smoke grenades:
    Lots of times have I wondered why we aren't popping smoke when advancing. Then remembered there's no smoke grenades. The gameplay can get very focused around going from cover to cover and about where it's safe to hold up. This could be a useful addition to the game. I'm sure it wont get all too straining on the cpu for most computers nowadays either. The grenades would ofcourse get countered by the recons oracle.
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    Assault class model:
    The model for the assault class is fine graphics and design wise except for one thing in my opinion. The exo-skeleton. It looks out of place. I can see why it's there in compliance to the ballistics-shield. The shield would be heavy and almost impossible to run with without the exo-skeleton. Altough that shield counts as a "Device". Isn't it possible to make the exo-skeleton be a part of that device? So it's not there if you're not using the ballistics-shield, in the same way the recon class has more than just something on his back with its devices.
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    All classes bodygroups:
    Depending on wich weapon group you choose to use with your class, the playermodel you get could get a little variation. The pouches could get exchanged to the right kind of pouches that would hold a certain kind of ammo. The specialist class would get larger pouches if a LMG is used, or maybe pouches with shells, if you switch to shotguns. It's not just a visual thing because it's easier to spot what kind of weapon being carried by the person. There'd be lots of more unique looking playermodels then. Right now all classes have 2 different looks each, because of their two devices (Not counting headgear). This would double it.
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    Un-lockable bodyarmor:
    Maybe add some more different models to unlock. Not just reskins with a different kind of camouflage.
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    Grenade-launcher attachment:
    I'm sure it's been thought through. Grenade launchers is still a vital weapon on the battlefield. There's lots of reason to not implement it in terms of gameplay, but that's just if it's implemented too simple and easy to use. The m203 20mm grenades could be done the same way grenades are done, wich by the way is a perfect way of keeping people from spamming grenades. The 20mm grenades could be rare to unlock and with a price slightly higher compared to regular throwable grenades. Only make them able to explode after they've traveled 25 meters in the air too to prevent people from trying to shoot others in the face.
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    Sensor grenade:
    One more way of detecting your enemys. Throwable sensor that could work just like the oracle. It would give away the enemys position to all your friendlies for a few seconds. Giving you the time to plan out the best angle of attack before you start advancing.
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    Visible holstered weapons:
    Right now if you switch to your secondary weapon, your primary just dissapears. Could it be implemented so that it's still on you, slinged to your vest either on the front back or the side? This is rarely done in games the right way. Even the grenade type you're carrying could be hung on the back of your vest. Both of them could be visible since they take up almost no space. The right kind of pistol ypu are using could be displayed in your thigh holster.
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    I hope this is the kind of feedback that could be useful.
    It's not much at the moment. Others feel free to add to the list if you know something. Thank you for a great game. This thread should maybe get moved to the CB section afterwards. /AlexVestin, (ingame: KESFT).
    Last edited by AlexVestin; 04-26-2012 at 09:25 PM.
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  2. #2
    hello ghost recon is awesome but there are kinect options for xbox but are there changes that voor ps3 the move is getting supporterd on ghost recon future soldier i hope so
    greetz trotsepapa
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  3. #3
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    I approve of this, if UBI has any sort of brain cells over they'll take this into consideration at least.


    Quote Originally Posted by trotsepapa View Post
    hello ghost recon is awesome but there are kinect options for xbox but are there changes that voor ps3 the move is getting supporterd on ghost recon future soldier i hope so
    greetz trotsepapa
    Your in the wrong thread, talking about a whole diffrent game.
    Last edited by ulf4n; 04-27-2012 at 04:29 PM.
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  4. #4
    Yeah, shooting through cover is very, very nuisance around here. The third problem you noticed links through this because of our heads are visible after we make cover by windows or low cover. To be honest, shooting through cover does not exactly exist. The problem lies with ghost models and cover animation or even height is not correct.
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  5. #5
    Second thing, I suppose is the connectivity.
    Sometimes it can be(don't have to be) a delay if you get covered fast and killed after that.
    In these cases the enemy could have shoot you down already, but because of the delay/minilag you die in cover.
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  6. #6
    Quote Originally Posted by Thursal View Post
    Second thing, I suppose is the connectivity.
    Sometimes it can be(don't have to be) a delay if you get covered fast and killed after that.
    In these cases the enemy could have shoot you down already, but because of the delay/minilag you die in cover.
    I consider that is indeed possible, but most of time I did not die in instance - I say between 5 and 10 seconds it takes before I finally die. Something is fishy around here.
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  7. #7
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    Would be awesome if you could get Silencers and IR-Laser for the handguns as well.
    Also, change the character model on Recon(haven't really checked the other classes for this) to show the different types of mags, cause now, the mags attached to the Recons chest are M16 or something. Which seems silly if you have an MP5 or another wep. Minor change but it's the little things that make the game awesome. No other game I've played does this.
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  8. #8
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    Would it be possible to ADS in third-person rather than first?
    and the rate at which you come out of cover and get back should be slower , like .5 sec. I feel like there should be a small delay to make the game for realistic.
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