

Hm, well, can’t say I’m surprised. Always seemed more like PR damage control to me than an effective means of community interaction and feedback as an observer from afar.
Definitely makes me more suspicious of the future though.
It appears to be a design choice from what I can see, as the medic class is faster than others classes in regards to the fireman carry. The speed is actually right about on the money in terms of realism, the real problem to me is that it’s the *only* carry method in the game.
A fireman carry is perfectly fine but I feel like just being able to grab and drag someone behind cover by the “oh ****” handle on their kit would be the better and more useable option for future titles.
This new forum sucks from a usability standpoint. It’s the primary reason I don’t post much anymore.
Here’s what I think about NFTs and Quartz:
@radionationale
Bud, you did NOT cheat yourself. This game was designed specifically to be as grindy and tedious as possible in order to squeeze every minute of play time from you. You’ll understand immediately when this game gives you a mission that sends you to opposite ends of Auroa for quite literally no reason (the moronic “Fishing Lure” mission for example).
It’s a cheap trick deployed by Ubisoft so they can point at the bloated play time during investor calls and say “See?? Player engagement time is up!”
The Combat Medical Badge in my avatar is mine - got it in 2010 in Afghanistan when that photo was taken actually.
To be honest the animation in the game is actually probably too fast if we’re going for realism. Doing a simple fireman carry can be exhausting since people are heavy. Say the soldier you’re picking up is 200 lbs. - OK very doable, right? Well, let’s now consider the weight of the casualty’s body armor, weapon, ammunition, etc. Now also consider that all that weight is on top of the weight you’re already carrying (body armor, ammunition, weapon, aid bag, etc.). Now also consider that you’re in a kinetic situation since you’re apparently trying to retrieve a casualty.
Generally speaking a fireman carry isn’t the best carry in this context - precisely the issue. Why do a slow maneuver that requires you to be vertical on a battlefield? It’s just easier for someone to grab their kit (probably the “oh ****” handle on their kit) or an arm and yank/drag them back behind cover.
I would really encourage Ubisoft Paris to think about adding a drag as an option either for a new game or as an update to Breakpoint. For example you could double click the carry button for a quick drag, or you could hold the button down to execute a fireman carry.
If not then yeah - I’m ok with them speeding up the animation to increase the usefulness of the mechanic. 100%.
Not upset at all. I would hold out hope for the next game, but with almost two decades of playing this franchise...I know better.
Hope for the best, but be prepared for Ubisoft being Ubisoft.
Oh, we’ve all seen this movie. They can’t afford to mess up, which is precisely why they will.
We’ll get another generic and bloated Ubisoft open world game that will be filled with stuff nobody wants.
There will be community requests from Breakpoint that are added (“Look guys! We added blouses boots just like you wanted!”), and other requests that are completed in ways that don’t make sense (“Look guys! We added breaching torches for fences!...but they only work on *specific* fences, they don’t function like your other gadgets, and there are easier entry points to use rendering them useless!”).
We’ll get the exact same lame command system with the same old broken sync shot mechanic with only marginal improvement (and the improvement will be debatable).
Maybe I’m wrong, but I know better than to have any optimism until it’s earned.
Warning - this thread is photo heavy. I’ve been playing Modern Warfare 2 and I’m stunned by how awesome the Rangers look. This level of detail is what you should strive for, Ubisoft.
I decided it might also be useful to show off some other examples of extremely well modeled gear - the first is the milsim for the KORTAC group which kind of has a SWAT looking vibe.
This next guy is the milsim Shadow Company operator which has the Western PMC vibe.
I know it’s a bit unfair to critique the past few GRs in regards to their gear considering the customization and everything…but this stuff just looks so much more realistic. Look at the at the helmets - the IR strobes, the headlamps, the battery packs/counterweights, etc. The body armor too - the strategically placed CAT tourniquets, the radio gear and related cables and antennas, the varied loadouts and mag dump pouches, etc.
I am literally begging to have gear of this quality. Come on, Ubi.
Can confirm that we’ve been lamenting the current state of AI squadmates and commands for well over a decade now. Nothing changes though.
My first GR was actually OGR on the original Xbox. I was brand new to tactical shooters and rented it from Hollywood Video. I remember absolutely hating it lol.
The first GR I played where it finally stuck for me was GR2 and eventually Summit Strike. I did of course go back to OGR and Island Thunder and appreciated them a lot more once I understood how to play these sorts of games.
Sorry bud, but Ubisoft is 100% done with this title. Best you can hope for are functional bipods in the next game whatever and whenever that is.
This is a recently released skin for Stiletto which has some IQ vibes, but obviously Italian instead of German:
Sorry, one last post but I also wanted to show gear that seems to be in line with the weird pseudo-civilian gear Ubisoft makes the Ghosts run around with now. These are part of the battle pass.
First is Roze’s Shadow Company gear - again note the details...the trauma shears, the chem lights, the d-rings, radios, wires, etc.
Here is a more “government agent” sort of look for Reyes:
This is Konig’s basic skin when you unlock him:
Come on, Ubi!
@FcAc-No-Moe
I am curious as well. There are certainly enough examples of other games successfully doing it and there’s no reason GR can’t either.
Camouflage can be handled not unlike MGS where certain camo patterns provide slower detection speeds in different terrain.
1.) Tan/Coyote/Desert Camos obviously works better in arid environments but you stick out in green/woodland environments.
2.) Ranger Green/Woodland/Jungle Camos works in forests, fields, etc., but stick out in arid environments and snow.
3.) Gray/Urban Camos work well in urban environments and to a lesser degree snow, but generally sticks out everywhere else.
4.) White/Snow Camos work well in wintery environments but basically nowhere else.
5.) Black/Night Camos work well in dark environments or at night, but sticks out during the day or bright environments.
6.) Civilian Clothing - Allows for social stealth in population centers.
7.) Enemy Gear - Allows for social stealth in enemy locations, may cause unintentional blue on blue situations with unprepared friendly forces.
8.) Multicam/Adaptive Camo - Allows small detection slowing buffs for all environments but never superior to specialized camo.
I know I’d also personally like to see simple weather effects like in Zelda BOTW. Rain makes world traversal/climbing more difficult, cold and hot environments require gear or items to be able to function. Like needing to put on a jacket in cold environments or removing outer layers in hot ones. No more running around in a t-shirt during a blizzard.
I know I’d also want to have meaningful armor and gear as well. Want to be fast and maneuverable? Drop the armor, use a chest rig and go to town - just know bullets can ruin your day easily. Want to be safer? Slap on a ves, helmet, and other PPE - just know you’ll move slower and exhaust your stamina faster.
There’s so much that can be done and there are so many examples of these things working in other games.
The Rangers are just the basic milsim guys you start with as far as I know. I decided to also capture some of the operators that you just unlock and their gear as well:
Aksel: Norwegian Operator
Gromsko - Polish GROM Operator
Roze - American PMC Operator
Reyes - Canadian CSOR Operator
I just remember that I forgot to link this video in a new thread, but I think it works great within the context of this one. This is a video from Operator Drewski that speaks specifically about AI behavior and general world interaction - specifically critiquing Ghost Recon Breakpoint right around the 6 minute mark (whole video is great though):
Completely agree with Blue, I want to see the promise of the White Hat trailer actually realized.
Something else that I think might need to be reevaluated is how intense and brutal gunfights should be. The old games had scary firefights due to how fragile your avatar was…but since Future Soldier firefights just don’t feel scary anymore. The older games still had that jump scare sort of action when you suddenly get engaged in the open. Your character is mortal, bullets hit REALLY hard, and if you were caught in the open you were more than likely dead.
Gunfights need to have LOUD and really impactful audio. Gunshots should obviously be loud, but so should the crack of supersonic rounds whizzing past your character along with the impact/ricochets of the rounds against nearby cover. Games like Insurgency Sandstorm are exactly what I would ask Ubisoft Paris to think about referencing.
Punctuate this with making the players’ characters fragile like the OGR-GRAW2 days. Retain and enhance the injury/first aid mechanic from Breakpoint but actually make it really matter - I’d argue for something like Escape From Tarkov and it’s health/armor system but something simpler would be fine. I think the minimum should be like this in regards to wounding hits:
1.) Body Shot - slightly slower movement, difficulty breathing/coughing, a rare but possible writhing pain animation along with some kind of pain visual/audio effect.
2.) Arm Shot - Difficulty maintaining ADS, possibly limited to one armed shooting (pistol or one handed hip fire), inability to complete two handed tasks.
3.) Leg Shot - Walk with a limp, limit or disable sprinting, rare but possible trip/stumble, can’t drop without taking instant damage, etc.
To remedy you just need to basically make the bandaging mechanic contextual to the injury…so you’re not constantly bandaging the exact same calf muscle which gets shot the exact same way every single time like in Breakpoint. Use the stim needle to remove the pain audio/visual effect. You should obviously be able to fully heal, and you should be able to be revived/healed by AI and co-op squadmates.
Another thing that ties into this equation is making the enemies actually dangerous and not in a video gamey way with doofy “heavies” walking around in bomb tech suits wielding mini guns. Give the enemies longer vision sight lines, let them fire and maneuver in teams rather than as a bunch of random automatons (suppress, use 40mm, etc.), let them be aggressive and dangerous. If you want to retain the detection queues and visual/audio effect to help teach players I think that’s certainly fair.
I just want to be excited/scared to get into contact again. There’s gotta be some teeth to the game.
I decided it might also be useful to show off some other examples of extremely well modeled gear - the first is the milsim for the KORTAC group which kind of has a SWAT looking vibe.
This next guy is the milsim Shadow Company operator which has the Western PMC vibe.
I know it’s a bit unfair to critique the past few GRs in regards to their gear considering the customization and everything…but this stuff just looks so much more realistic. Look at the at the helmets - the IR strobes, the headlamps, the battery packs/counterweights, etc. The body armor too - the strategically placed CAT tourniquets, the radio gear and related cables and antennas, the varied loadouts and mag dump pouches, etc.
I am literally begging to have gear of this quality. Come on, Ubi.