Best posts made by AngriusMaximus
All I will say is this concerning the stupidly useless and complex ammo system.
A headshot, regardless of ammo type, except perhaps the glass-cased poison rounds, if the target is helmetless / has had their helmet broken, should be an instakill..., unless you are saying that you can survive being shot in the head with an incendiary round / military grade FMJ...
Normal mil-grade ammo should be able to actually PENETRATE HELMETS, or at least take only 2 rounds to do so, as you would realistically be using FMJ rounds, which should definitely be able to penetrate helmets on a straight shot, unless the only ammo available in the entirety of Yara are non-jacketed rounds, i.e. pure lead (which would be bloody unlikely as automatic rifles would jam REALLY fast or not even load properly), or if the AI are wearing multiple anvils around their heads, which if it were the case may actually explain the games' stupidity sometimes...
Hi-Explosive / Blast ammo should be a 1-hit kill REGARDLESS of weapon type unless the enemy is perhaps like the FC3 / 4 heavy armor gunners / flamers, or are you telling me the FND has advanced light-weight blast / bulletproof armor for their basic infantry, which even countries with advanced armies are unlikely to have, which would be unrealistic seeing as they are supposedly stuck with bloody cold-war era / early 2000s gear. A human wearing basic body armor getting shot by a round containing an explosive charge would most definitely NOT be getting up again, not intact anyway.
This is should especially be the case in headshots if they are not wearing blast visored helmets, which I could possibly accept as detonating the round before it hits their faces, reducing the damage. The cheese that such a change would bring can perhaps be mitigated by restricting the Hi-ex ammo type to either shotguns, which can realistically chamber explosive slugs (FRAG-12), or the MBP .50, which should be able to chamber the Raufoss Mk211 12.7mm round.
And on that note for snipers... the [censored] MBP .50 (ANY .50 cal variant) should be 1-shot kill on ANY infantry, be it body or headshot, REGARDLESS OF AMMO TYPE unless they are perhaps like the above mentioned FC3 / 4 heavies, who even then should go down from at most 2 shots, or if using AP / Hi-ex, 1 round, seeing as it is FREAKING AP AMMO meant to penetrate ARMOR, on a round which even using basic FMJ can actually be used to SHOOT THROUGH ENGINE BLOCKS.
Armor Piercing ammunition doing slightly less damage to infantry I can buy into somewhat, given that a high-velocity round designed for penetrating armor would likely have a narrower wound channel and possibly less tumble than say, a hollow point or basic FMJ. But it should be able to do MORE damage to vehicles seeing as it should realistically, oh I dunno, PIERCE (the P, in ARMOR PIERCING?) the chassis and engine? ESPECIALLY if using the .50 Cal snipers, the basic FMJ round of which, even today, is able to disable vehicles and, when using AP rounds, even LIGHT ARMORED VEHICLES...
The RPG / RAT4 should ideally kill the basic helicopters and all cars in 1-shot, given that the helos themselves seem to be from the 1970s, the helicopters of which could potentially be brought down by RIFLE FIRE...I'll give a pass to the larger troop heli as it could plausibly, although unlikely be armored to withstand maybe 1-2 rocket hits, seemingly being a Mi-8.
Well said OP. Been really bugging the hell out of me. Even Kingbreaker is still using the PTS Black Market AKM Model instead of the correct model.
Unable to claim Ubisoft Connect rewards due to an error 'Rewards are unavailable at the moment' | POST HERE
Was able to claim the Min-Maxed AK47 at last. Thanks for the assist.
I can accept the smaller caliber sniper rifles not being a 1-shot kill if they are using 7.62mm NATO or equivalents, at most up to .338 magnum. Anything else after that however is going to either blow a fist sized hole in you, or at the very least cause huge / lethal amounts of soft tissue damage from the kinetic energy behind the round, fancy body armor or not.
As to the lack of prone, unfortunately I don't think the engine can actually manage that...being basically a modified version of the CryEngine..
A little late I know, but here's what I discovered after getting the pack: the "tactical info" descriptor is basically there as flavor text and has no in-game effect.
However, at the very least the Echelon MP7 and FN5.7 Diplomat are worth the price, due to granting you access to essentially the best ingame default smg early, which has decent performance even early on with AP ammo. However, note that the other Black Market SMGs (e.g. MP5) can match it albeit at lower ROFs though.
Where the packreally shines is the FN5.7 Diplomat. The pistol is basically a mini-rifle due to the default 20-round magazine and has a default higher base damage than most of the other Black Market pistols with the exception of the Desert Eagles. Its slightly lower ROF actually benefits it due to essentially reducing muzzle climb as compared to higher ROF sidearms, and the 20 round base magazine size means missed shots are not penalised as much due to being able to shoot longer and also helps in active combat due to needing to reload less often. And unlike main weapons, sidearm ammo is plentiful, with ALL enemies basically carrying at least 7-9 rounds of sidearm ammo when you walk over their corpses.
The Sonar Goggles headgear is semi useful for tagging living objects (horses / allies / enemies) due to literally making them glow, but only at night, while there is no differentiation in glow color between the objects.
The gloves and torso pieces are semi-useful if you prefer to use gadgets to kill instead of shooting enemies, but it really depends on your playstyle.
The Pants and Boots on the otherhand are PERFECT for a sneaky character as the boots boost your crouch speed to faster than default walking speed, while the pants muffle the movement noise almost completely. Pair them with the Diplomat, AP Ammo, a Rectangular suppressor and a basic dot sight, and you can basically crouch shoot your way through an entire enemy camp.
However, if you don't mind an older pack, the Rainbow 6 Siege pack is also decent, with an M9 (10 rounds base, same mods as the 5.7 Diplomat) instead and a slower ROF SMG (better ammo conservation in combat though). The R6 gloves can sabotage alarms instead of merely turning them off, the pants drastically reduce movement noise even when running, when weapons are holstered, and the awesome Beret / facepaint headgear literally allows you to tag enemies through solid objects. The Siege M9 is actually slightly better for pure stealth than the Diplomat due to the higher ROF allowing for faster 'oh-crap where did he come from' Torso shots while the diplomat is better for headshots and open combat.
If you have BOTH the R6 Siege and Splinter Cell packs though, the Diplomat with the Echelon Pants, Boots and the Siege Beret are basically stealth gamebreakers due to you being able to basically scout entire bases by just being in range of the enemy spawns, instead of having to find clear lines of sight for tagging, and then being able to rapid sneak in and out while potting them with a high capacity sidearm, for which ammo tends to be plentiful on enemies. And if stealth goes pear-shaped, you STILL have a high capacity, heavy hitting pistol to cap incoming enemies with.
Hoped this helps
Agreed on the stealth aspects. I run ALL my weapons with suppressors if at all possible (only reason I am contemplating the Desert Eagle Survival) and I tend to play similarly with you, ala peeling the onion. Primary difference being that I generally settle for a single direction approach with AI teammates as synch shot homies for coordinated 4-man takedowns using the DMR / SNR on roving patrols and priority targets like Radiomen and the new Bodark cloakers, followed by the enemy Snipers / RPGs. After that it's sneaky Panther time with the ASR / Pistol combo.
Also I did use to run 30-round magazines, but found that due to the stupid tankiness of the UGVs in enemy camps / patrols, a 50-round magazine offered better overall utility, with the reload penalty being low enough to be offset by the benefit of having essentially an extra magazine to shoot before needing to reload.
Generally, if I do have to run loud (area defense etc) the same guns still seem to work better overall due to their handling characteristics. Also, unless you WANT to be swiss-cheesed, running loud in this game seems closer to a death sentence on anything harder than Hard difficulty, ESPECIALLY with the new Bodark units like the damn cloakers .
While I don't have all the class weapons unlocked (i.e. not hit class level 20) , I did pick up the Mk14 Assault, Koblin and M48 SAW drops for my primary Chara via 1-time Raid, and main diff from the MTX Mk14 (Ab) is the ability to swap buttstocks and barrels, which I do admit moderately mitigate recoil issues.
As for the other class specific weapons, they do not really seem worth the grind to level 20 due to the general lack of options compared to their baseline counterparts (Tactical SMG varients) and the seemingly WORSE handling in the case of the Mk48 SAW with no difference in damage compared to the baseline version.
Even the Tavor Scout doesn't seem worth it due to its low ROF and damage combo, which due to the restricted Semi/Burst triggers of the Scout-class guns, actually puts it behind others like the M4A1 / HK416 scout in terms of both stealth TTK, DPS and open-combat utility.
The only potential reason I would have to play the Raid would be for the Koblin, M82 Quantum, CSFP BAAL and the Over-under slug shotgun, and even then, their perceived benefits don't really seem to justify the sheer pain-in-[censored] effort. This is especially the case with the Koblin, which can more or less be replaced with the Honey Badger unless you are drone hunting.
Looking forward to seeing others replies on their loadouts and rationale for it too.
I noticed that after the Op. Motherland update, I can no longer use an underbarrel grenade launcher (UBGL) with the Mk14 Assault (Mk14A) and MTX Mk14 Assault 'Brown' (Mk14A"B")
It appears to have been removed from the Mk14 Assault gunsmith options.
Can you please explain if this is a deliberate move by the developers or an oversight error?
The whole reason I purchased the Mk14A"B" when it came out was so that I could give my characters the option of having a single multi-role / range gun with the capability to shatter UGV armor plates or quick-kill enemy vehicles while being able to engage infantry at both long and short range.
As it currently stands, as of this update, the Mk14A / Mk14A"B" is actually WORSE off than the baseline Mk14 in the game, despite its better damage, due to the fact that it cannot accept ANY of the long range sniper scopes that the Mk14 can except for the VC16 sight, which severely limits its utility at longer ranges.
Furthermore, the MTX version, the Mk14 Assault "Brown", appears to have a different set of gunsmith options than the normal Mk14 Assault in addition to having bugged/faulty underbarrel attachment options.
As per the following pictures, the standard Mk14A obtained from the Raid / Sharpshooter Class Lvl 20 Unlock has the option to modify both its barrel length and buttstock types.
However, the Mk14A"B" does NOT have the ability to edit those two options.
Furthermore, the underbarrel attachments for the Mk14A"B" do not display properly, both in and out of gunsmith, with most attachments appearing blank or displaying a different option after being selected.
As of this report, only the following 4 attachments appear correctly on the Mk14A"B", while the rest are not displaying properly.
- basic Underbarrel Rail
- Lightweight Vertical Foregrip
- RVG Vertical Foregrip
- SHIFT Vertical Foregrip
Sample screenshots of buggy Mk14A"B" underbarrel attachments as follows.
Can you please assist in providing answers as to WHY these issues exist and in resolving them, in addition to providing a reason as to the removal of the UBGL from both Mk14 Assault versions?
I've generally used all the guns just for variety but have settled on the following out of sheer utility and ease of use.
Please note that I do NOT do raids and despise them so my loadouts tend to be geared towards baseline exploration gameplay.
Also, my primary shooting style tends to be either semi-auto or burst. The only time I full-auto mag dump is vs UGVs and Behemoths.
Pistol: P45 for good all round handling / sights / recoil pattern. Alternatively USP Tactical for better sight picture but less utility at longer ranges than the P45 due to its muzzle climb and spread.
Am avoiding the FN 5.7 and the Desert Eagle due to ammo sharing issues, ultra high recoil/instability and lack of suppressor in the latter case.
ASR: K1A w/UBGL for the higher damage, relatively fast Semi-Auto ROF and relatively long range. The UBGL is for 1-shotting incoming enemy cars or breaking off drone armor.
Occasionally the Mk17 w/UBGL for a solo gun that still hits relatively hard and can effectively engage at both CQC and longer ranges.
For fun, the M4A1 w/UBGL and a Burst/Auto trigger for an SMG-esque ASR that can handle UGVs.
SNR: M82 for the faster refire rate, especially useful if caught at close ranges with no time to swap guns and the fact that it can down Azrael's in 1 shot while not breaking prone-camo when shooting due to its semi-auto action.
The increased damage also helps ALOT versus UGVs compared to the weaker SNRs
Note - (All bolt-actions break prone camo, and the touted range king, the Tac50 takes 2 shots to down Azraels, tested personally multiple times)
DMR: Mk14 Assault Brown [ Mk14(Ab) ] w/UBGL - Sometimes ran as a solo multi-purpose weapon or with an SMG, not often used beyond pure exploration and occasional whim due to the high recoil even on semi-auto.
Occasionally the Scorpio Scout for its stupidly fast bolt action with high damage, but often swapped for the M82 due to the above-mentioned damage, and the fact that it seems to have a random shot cone even when aimed, with multiple instances of first-shot misses even with body shots on stationary infantry.
SMG: Honestly not used much due to range issues and ASRs providing better versatility but otherwise they are the Vector for the higher CQC ROF when needing to definitely kill something ASAP.
The MP7 as a jack-of-all-trades SMG with relatively good range, but excellent handing / accuracy and ROF even in semi-auto.
Occasionally used the Honey Badger and PDR for their higher damage, but often outclassed by ASRs for longer ranged accuracy and versatility.
STG: Unused, although the RU-12SG was fun with the suppressor for breach-and-clear / CQC stealth assault on the gas factories.
LMG: Generally unused for the same versatility reasons as the SMGs but if pushed, T95 for the faster reload and better handling while still doing decent damage and having good round count. Lower ROF also enhances ammo conservation in firefights.
Occasionally the L86A1 if I want to run a 7.62mm ASR / DMR instead of the usual 5.56mm versions, for the same reasons as the T95.
The introduction of the weapon class optimisations helped to pare down the different gun types to the following due to not having to worry as much about weapon accuracy / handling.
Note that my primary rationale is as usual versatility and utility, although I will admit that the new OML guns are fun.
Pistol: M1911 w/Extended mag for a stupidly stable, high capacity, heavy damage pistol that is viable for stealth, yet can mag-dump if needed vs the new armored targets like the OML Bodark breachers / dreadnoughts.
The new gun class optimisation basically makes the weapon a semi-auto .45 caliber ultra-compact CQB rifle substitute, although I will admit the poorer sight picture tempts me to revert to the P45.
ASR: M4A1 w/UBGL and 100-round box mag and semi/auto trigger for an ultra-general-purpose ASR/SMG/LMG hybrid that can handle stealth, open group combat and vehicles / UGVs at nearly any range.
Again, the optimisation has basically negated the M4A1s high recoil and allowed it to function as a makeshift high accuracy / stability LMG substitute that reloads MUCH faster than the LMGs, yet retaining an ROF to rival SMGs for CQC work, even on semi-auto.
Occasionally the Mk17 w/UBGL for the same reasons as pre-OML.
May swap the Mk17 to the AC-AR when unlocked if testing indicates better recoil and shot groupings, although range is an issue.
K1A on occasion if using ASR's as secondary guns due to pre-OML reasons.
If affordable, ACR Assault if wanting to LARP GRFS, or just run a solo 5.56mm ASR due to its sheer versatility, ease of handling and damage output. Can function as K1A substitute, but $$$ issues.
SNR: M82 for pre-OML reasons, and also how the optimisation also heavily reduces muzzle climb allowing for even faster follow up semi-auto shots.
NOTE - more or less replaced with DMRs due to OML's greater focus on heavy armor assault / stealth infantry requiring multiple rapid shots.
Likely only to be used if sniping UGVs and/or if my primary ASR uses 7.62mm.
DMR: G28 for general purpose range work due to the high 7.62mm ammo pool, low recoil and fast refire rate. The ability to basically function as a long range rifle that still allows for decent CQC work if caught is very appealing.
If affordable on my character(s), the M110 to replace the G28 due to having basically the same stats, but slightly better range and the ability to swap buttstocks to better mitigate different recoils or increase ADS in CQC work.
NOTE - The Mk14 Assault variants are no longer considered due to having the UBGL removed, which coupled with the inability to use most of the sniper scopes and higher recoil renders it LESS useful than the baseline Mk14 as a general purpose solo gun.
DMRs used only if primary ASR is 5.56mm to avoid ammo sharing issues.
SMG: Generally unused, see ASR rationale above, although the MP7 and Honey Badger may be used on occasion for CQC fights.
LMG: Unused, see ASR rationale, although T95 could be used as spare high-capacity 7.62mm ASR alternative.
Do let me know what you think.
Honestly I agree with you concerning the stupidity of the raid in a mil-sim tactical shooter series. But you dont really need the Koblin, unless you are drone hunting. The Honey Badger more or less performs the same as it and the blueprints can be bought in Maria's store. Or you can do the Bodark storyline in the main game to unlock a custom skin version of it. As an added plus, since the Honey Badger is classified as an SMG (idiotic really since it basically uses an assault rifle equivalent cartridge IRL and full on 7.62mm NATO in-game), the Panther Class can retain full damage while shooting it with a suppressor.
Hope this helps.
While the whole 'high-risk-high-reward' concept may work for a pure looter shooter / rpg, it doesn't really work with a series like Ghost Recon, due to the premise of the series in the first place.
I personally feel that the main issue is that they tried to introduce pseudo looter-shooter and rpg-style mechanics into a series that has primarily been focused on near-future mil-sim and semi-tactical combat (for the later GR games that is. The OG GR games kicked [censored] in the tactics department). As a result the game basically came out half-baked with glitches that persist even today like enemy spawn issues (behemoths...) and REALLY crappy initial gameplay experience, and the backlash if you recall, basically caused Ubi stocks to tank after release.
The primary fanbase for Ghost Recon never really liked the raid that much in the first place, given the mechanics and difficulty with it, and the locking of content behind it while requiring a 4-player team, in a series previously known for an immersive SOLO tactical mil-sim experience. Furthermore, the sheer ludicrousness of the raid bosses as I mentioned (I.E. the "[censored]-of-a-weakpoint") in a previously semi-realistic series further breaks immersion.
Furthermore, while I do understand the devs (or maybe upper management / marketing etc...) at Ubi want to incentivize the raid, the original primary GR fanbase seemed to prefer a more decent and immersive solo storyline experience. Instead what was received was a half-baked attempt at basically cloning the Division series, but reskinned as ghost recon instead, with gameplay mechanics that were at times outright useless and weapon stats that made literally no sense (e.g. the damages for some weapons being inconsistent despite literally having the same calibers, arbitrary buffs / debuffs on attachments, etc). Furthermore, the original locking of many cosmetics behind the raid, which were previously free in prior games and also BASIC ISSUE in the military, did not make sense, and the locking of certain weapons behind it is basically a slap in the face to long time players / supporters of the franchise, who may view this move as a way to forcefully pad gameplay time.