Best posts made by Agent_Ares
The game "stalls" every hour or so and it seems to be random.
Me and a Friend both running Nvidia he has a 3080 I have a 1060
The game stalls so much that - it doesn't even result in a crash so you can't "report crash" with the crash launcher.
It just "Alt Tabs" and changes to windowed mode and stalls the game.
Cases of when it Crashed:
Transition from Night to Dawn
Running into Kojika Traps
Opening a Door and Animation of some random NPC screaming ( cinematic style )
Unable to Connect to Ubisoft Extraction Servers.
Been playing Fine just 3 hours ago ( 7 am eastern ) now started getting These Delta errors when i tried to login at 10 am eastern
Already tried Closing and Reopning Uplay looking for Update
Already Restarted PC
After completing Countdown and extracting the game gets stuck on 100%
Loaded Countdown from Washington D.C -
Can hear Black Tuck still in background
Matchmaked to Countdown
Also fairly confident this bug can also cause seizures.
Spongy Enemies just feels lazy and frustrating.
It would be better if enemies had tactical weak points to exploit that disable various functions of the enemy.
For example take a Protean with a giant arm, but with a big bubble around the midpoint of his arm. You shoot and break the midpoint or smash it with a hammer or explode it his arm falls off.
He gets temporarily stunned exposing weakpoint on his back. Stab weakpoint on back before he heals and he loses 1 HP bar.
He uses other arm with a pistol and runs and shoots and can "dash" around. After 3 dashes he gets winded and his knee bubbles appear. Break both his knees and he falls down again and exposes another back weakpoint and dies when destroyed.
That way you aren't dealing with "bullet sponges" but can use your tools to exploit the enemy while facing new difficulties.
I have seen it way to often one guy rushes into the nest starts breaking them themself only to get swarmed and die.
Is it really too hard to wait for your team so they can clear out the place then get good spots to kill multiple nests in a second?
I feel like Abberent nests need a proper tutorial on how to do multi-kill and positioning.
@nembo press esc Twice then Hold it for about 7 - 8s
Currently, as Operators Progress, they get "Armor" upgrades
The problem is there is also an item called "Armor"
So there become 3 issues
- Is it base armor that is being upgraded or item armor being upgraded
- Item armor always shows 20% damage reduction in description regardless of character progression.
- Are they additive? Does one replace the other? Is it multiplicative?
If Player Progression "Damage Reduction - DOES - requires armor item equipped- the description in Armor Item should update accordingly with actual damage reduction.
If Player Progression "Damage Reduction - DOES NOT - require armor item equipped- please drop the word armor in progression text to something like "Operator Suit provides additional 40% damage reduction"
This way it clearly conveys what is happening to the player, if the item is needed or if it is base thus avoiding conflicting terminology etc.
@ubi-heruhoss First Ghost Recon Battle Royale anow Ghost Recon NFTs?
Really? Who comes up with all these terrible ideas?
What's next Ghost Recon Pachinko?
Why not use the money on investing in an engine upgrade? Fixing bugs? Making the game a living world an Improvement from Wildlands?
Where you see Cars on the road moving around, A proper reinforcement system? A bunch of the empty buildings on the map have a functioning gameplay purpose?
You know things people would support and spend money on.
This is like Horse Armor from Bethesda.
Latest posts made by Agent_Ares
This is probably one of the most annoying Mutations. especially when you have to deal with Tormenters and Spikers and Apex on top of a Sabatoge mission in Truth and Consequences on max difficulty.
Sabotage is all about sneaking around and an immortal smasher camping the objective you end up having no real option on the final area.
Suddenly you have sprawl everywhere - can't run, and you got high damage projectiles shooting you non-stop with an immortal smasher to boot.
Immortal Smasher can be killed but unlike other enemies doesn't "vaporize" instead it turns into "stone" and then comes back alive after the 18s.
To compensate for the nerf - it can do a "Flashbang" explosion - where you see it starts to glow around the cracks and if you are facing it after 2s when glow starts it can blind you.
After a few hundred hours in this game and multiple Diamond maelstrom - I tend to play in all levels of difficulties to better understand what new players don't know or what veteran players are less aware of.
Important Note: There are 2 types of walls in the game - Destructible and Non-Desctrucible. Always remember you can use your UV light on your gun to "See" through walls allowing you to take out enemies on the other side through stealth. Always focus on one-shooting enemies through walls first before attacking nests. The more bullets you put through the wall more damage it takes. The more wall damage it takes, more likely the enemy will "See" you through the wall because of the big gap you made. You can also use destructible walls to you advantage by using your shotgun to make new entrances through walls. Lets you get out of sticky situations or more quickly to the objective.
*Head is their weakpoint
*If enemy is to close and you are low on bullets use meele to kill or push them back. It is better to kill them then take hits while reloading.
*Head is their Weakpoint
*They take almost double the body shots.
*You can push them back during their jump attack with meele - but it takes a lot of good timing.
*Head is weakpoint
*When shooting they partially cover their head with armor. So if they are shooting - aim for body shots for more reliable kill when they are alert
*They shoot for about 3s then need to "reload"
*Field Walls make a huge difference ( Field walls can also be picked up after being placed - so don't forget to pick them up )
*As long as you don't run in a straight line away from it, the shots can be avoided on full sprint as it will track behind you.
*Head is Weakpoint
*Projectile partially tracks. Don't stand in open.
*You can shoot the projectile down but it has a wonky hitbox it is best not attempted unless you have no cover option.
*Remember it is always better to minimize chances of taking damage than trying to facetank and end up getting hard slapped.
*Field Wall can stop the projectile.
*If you see an alert Storm Spiker - let it shoot first then only try to kill it, better than taking damage.
*Weak point is Belly and they crawl on all 4s, meaning they rarely expose their weak point.
*They have an armored head and chest - so aim for legs and back.
*Sledge Hammer Swing can one-shot them from an angle
*Best attacked from prone position - this lets you have the highest chance of hitting weak point easily. ( Can't meele while prone )
*They prefer to play defensively and not attack the majority of the time. When they do it will be a charge attack by building up some distance
*You can use melee to knock them back so they temporarily expose their weak point, best to do this while crouched so you have best line of sight to their stomach.
*Weakpoint is head - but can't be one shot
*If you find an unalerted tormenter by themself - you can do a meele finisher "while they scream" from the front - it is very risky and never should be done if you see more than one enemy nearby.
*This strategy works great if you don't have a paralysis grenade
*Kill off weak enemies first then torrmenter last - makes fighting them a lot easier
*Don't fight Tormenters in close spaces, their AoE projectile will do a ton of damage to you if it hits a surface near you. So if you have an active tormenter it is better to fight it in the open.
*Always fight tormenters while standing then crouch or prone after they fire the projectile. This causes the tormenter to shoot above you allowing you to "dodge" their standard shot.
*Aim for upper chest around neck line. This lets you hit majority of your shots - instead of aiming for a straight head and the missing the majority of your shots from recoil.
Breachers \ Bloaters \ Smokers
*Weakpoint is sack
*Explosive \ Toxic \ Pink Cloud - all of them do small amount of damage if you explode them near you - so avoid killing them near you.
*If one of these are near you or a team mate- DO NOT PANIC SHOOT - Calmly use \ let them use a meele and hit them away. This knocks them back where they will explode away in a safe distance.
*If you already damaged them or they were already damaged by something else, Meele may cause them to explode. In that case let them get near you - they will do their "suicide" scream animation which is about 2s, when the animation starts run away. They will explode and die you will take no damage.
*Killzone tactic - using loud weapons to "attract" breachers to an area and killing them before they scream by shooting their sac, attracts even more nearby hostiles to that area. This is a way to "silently" clear a zone by having enemies "investigate" the explosion. Just make sure you kill all of them before they scream and you can more easily clear the area.
*Safe Kill Tactic - you can kill them without blowing them up by shooting their body and avoid shooting their sac. You may want to do this to "Save" a team mate from taking damage if they are nearby.
*Weak point is Head
*Can turn other enemies and itself invisible
*Look for "Ripples" to see invisible enemies.
*Sometimes covers head with armored petals.
*You can use Meele to "stun" them - exposing their armored head temporarily allowing you to quickly follow it up with a kill shot
*Sledges charged hammer can temporarily stun them allowing for meele finisher
*Vapor Grenades work great in areas with Lurkers.
*They do very high damage if they meele attack you, so kill them before they get close- so keep your head on a swivel.
*Weak point is Neck
*Head is armored - so aim for body or neck if you are perpendicular to them.
*They will do a spike attack when they Lift their front legs. Don't stand still infront of it when they do as they will root you. If you see them raise up and can't confirm the kill in time run to the side instead.
While Sledgehammer can "Stun" them, due to their awkward animation - it is hard to follow it up with a melee finisher - as you have high chance of taking meele damage when doing so.
*Weakpoint is Back
*Elite Variant takes 3 meele finishers to kill it.
*Immune to all damage from front
*Paralysis Grenade works best against them. There is a bug(?) in the game if the "Smasher" falls while paralysed. For example walking down a step they will do their "meele" animation even if paralysed causing you to take damage while you try to do a meele finisher. So always paralyze them on a flat surface.
*Hibana's X-KAIROS launcher can stun them - allowing you to follow it up with a meele finisher
*You can stun them with Sledge Meele but you are almost likely to take damage from smasher.
*If you have no way to "Stun" them, put some distance between you and them. They will eventually do a "charge" animation - dodge the attack let them hit a wall and they will get stunned.
*Immortal from all damage - hence the name.
*Crowd control equipment does work against it.
*If this is the current mutation it is best to take a recon and have one person always keep it marked.
*You can pretty much avoid it by staying away from it.
*New Players - please for love of god stop shooting it. Saw a guy spend 5 minutes trying to kill it. Using Claymores to try to "break" the armor. Then complained it's bugged and can't be killed.
*The Head takes slightly more damage ( aim for the upper chest for maximum effectiveness )
*Meele finisher does not work. If you get in melee range it will fire a repulsion pulse even if paralyzed at close range. So avoid close combat 100% of the time.
*It fires 2 high damage blinding orbs at a time, so make sure you dodge both.
*They do not scream ( but can spawn enemies that do scream ) - so take down every other enemy nearby first then focus fire on apex.
*Best tactic - get Apex Alone, and coordinate with the team. Makes sure everyone reloaded all their guns. Drop a Paralysis or Field Wall and focus fire on apex together.
*With enough coordination, you can kill an Apex in the middle of an aberration nest without triggering a single nest ( have done it multiple times before )
*Field Wall is invaluable against them - as it lets you focus fire uninterrupted.
*If you see an Apex always keep it marked for your team. Apex is far more important than any equipment marking.
*In the not uncommon situation where you are forced to fight 2 Apex at same time. Field Wall is your friend, if you don't have field wall - best option is to find a way to seperate them - if you were smart enough to clear the area before engaging then you can simply run away and let one follow you. Focus on one at a time - and hope the 2nd one loses LoS. by using paralysis on one and let the other one to let the other chase you.
I think players that do Match Making All Regions should get an XP boost - since it helps reduce MM times globally vs a specific map region.
To be Clear MM all Regions is a special MM in Main Tab of Extraction instead of "play" tab which makes you MM to a specific region ( Alaska \ San Fran \ New York \ Truth )
I had an interesting mission today Alaska.
Armored Nests + Apex + Smashers + Exploders
The problem was one team mate activated a set of nests in an awkward spot. Since the Apex + Exploder spawns were up there and he also made infinite exploders it became a situation where there is no way to go up to take out the nests as they were "armored" shooting them was a huge waste of ammo until "perfect" timing and because of that when we did push up to do it exploders would push back since they can jump out of windows from behind.
This became a near-perfect no-win scenario.
Also to be clear I took Explosives Nitrus Cell - but because of the posistion and no way to safely get up to throw it near a nest it was just a waste of explosives because a Desk can block the explosive radius - meaning a nest behind a desk or any structure can "block" the explosive. Which normally would have all been killed in 1 explosive would have taken 3 - 4 .
Armored Nests have a 2.5x delayed time spawn rate compared to normal nest ( takes longer to spawn enemies )
Armored Nests are programmed to have a minimum distance from each other. ( so they don't get tightly grouped up in small spaces )
The main issue was 5 nests on the 2nd floor that can't be attacked from the ground floor.
With No way up + an Apex constantly spawning exploders ontop of it.
It is a common misconception sedative means sleep. Sedatives really mean to reduce energy level and function. Essentially something to "Calm" the system.
A powerful enough sedative can of course put something or someone to sleep.
I also said stop firing after 1.5s.
Normally people don't continue to blind fire through smoke - instead Ai should stop shooting and approach the smoke or patrolling to find new location.
Calming nests is somewhat essential - because as of now 0% of people use Smoke Grenade
WIth the ability to Calm Nests using smoke it would garuntee the nade will at least be used in shutdown missions and maybe armored nests missions
After 150 hours - I have not seen a single Person use Smoke Grenade ( besides new players in New York ) unless it was for a Study.
Mostly because it suffers from quite a few issues
The biggest issue is the Alien's Speed of movement because they move so fast they can pass through the gas in 0.5s and re-acquire the player.
You essentially have to use smoke in "stealth" to act as a really bad paralysis grenade. What I mean by bad is aliens like Smashers can still injure you "accidentally" even in a confused state.
Which makes Smoke a truly terrible choice in active combat - especially with the new enhanced aliens that move faster.
Suggested Changes to Smoke Grenade::
Smoke Grenade is now a "Sedative" grenade. It doesn't put them to sleep but switches state from Hunting -> Confused \ Alerted for 2.5s ( stops them inside ) Apex only confused for 1.5s
Smoke Grenades work on nests - can switch nest state from Active
Smoke Grenades Block LoS - and stops enemy suppressive fire through smoke in 1.5s
What these Changes do:
It will allow Smoke to be useful in Armored Nests - where a large number may have gone active and you are not able to push through, so at least you can stop spawns
It allows Smoke to be useful in Sabatoge where nests infinite respawn in active state
It allows smoke to actually give players time to get around a dangerous situation
The reason Scan grenades are not popular is because of;
Limited Uses - ( You feel hesitant to pick up a React Tech - because it is more useful to give it to a Paralysis Grenade Player )
Scans Once - Unlike Recon Vapor Grenade that lingers - scan grenade is one and done or even Scan Mine which stays until destroyed continously scanning
Essentially this makes it inferior to every other optoin.
Scan Grenades are now Reusable
Quantity reduced to 2 without Grenade Belt, - 4 With Grenade Belt
After 60s it will "recharge" the grenade.
Scan range increased by 33%
You are no longer able to pick up "React Tech"
What these Changes Will do:
Because scan grenades now "Recharge" - the hesitation to pick up react tech is now gone.
Even though it still scans only "Once" - it can be used drastically more often throughout the mission to get prewarning of large areas
These changes will make it a lot more popular choice for one person to carry.
If it were me - I would have made the DLC about Castillos "Benefactors" - he didn't create the drug without outside support - cause the country was in ruins from the previous reovlution and he had to rebuild it. They would have been dirt poor and without any infastructure - which means there had to be people to give him dark money to setup his regime.
Now they want their pound of flesh - the expansion could have been focused on not on revolution but now all factions uniting under libertard to fight the shadowy group that kept the island in constant state of war for their own profit.