Ghost Recon Breakpoint - 10/4/2019

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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I've just started playing GRB after the update and it seems that for the Faction Missions the Battle Points and Reward for each mission are no longer displayed in the mission list. I guess I'll try a couple of them and see if they are still the same 100/50/15 breakdown.

UPDATE: First faction mission I tried should have been 50 BP and was indeed that, so apparently the points haven't changed, they just aren't being displayed anymore.

UPDATE TO THE UPDATE: Now the Battle Points and the Reward are showing up in the list again. Must have been something cause by the first playthrough after the patch.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

You know what's frustrating? Being given one of those "hack the computer" faction missions. I know that the moment I hack it, I'll get a two minute timer and all sorts of reinforcements will show up. So this time when I got one, before I hacked the computer, I completely cleared out the facility of all enemy troops, laid down land mines on the two roads giving access to me, and even parked a truck to block any incoming fire. Then I did the hack and... success! No timer, no bad guys :?
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

I don't believe it applies 100% of the time, but I've found that the hacking missions that end with the 2-minute defense timer usually have a turret conveniently located to cover the approachs, while the ones that are complete as soon as you do the hack usually don't have a handy turret.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I have over sixty hours in so far and I'm still enjoying it. I'm not that far into the campaign as I keep wandering off doing faction missions. And I'm pretty much always moving on foot unless I'm faced with a real tough mountain traverse or long water crossing.

Two high points recently. One was having to enter a large manufacturing facility to destroy a truck. I figured the best entry option was at the far end from me, which necessitated a long crouching and belly crawling move along the outer concrete wall next to a river. Of course I ended at the wrong end from the truck :roll:. The defenders included a couple of automated mortars plus a pair of automated gun turrets, two aamons, plus a crapload of guards. However, there was a large three story building near the end I was located. The only access was by ladder so I went up there. There was some low cover, but it overlooked most of the facility. So I then spent the rest of the game day picking off mortars, guns and guards while using a suppressor so they weren't able to pinpoint me. It was very satisfying to eventually clear the whole facility without them being able to locate me till only the aamons were left. The aamons were tougher but I was in Sniper Class so I went loud with a sniper rifle and eventually busted them.

The other high point was a side mission and I can't really talk too much about it, except to say that not only did it take place underground, but it was a completely unexpected series of locations. Very cool.

And a few images (click to enlarge). This first one, well, this stuff looks important!
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I love the GRB map. This is the reason I move on foot, you can really appreciate the countryside:
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I ran and jumped off this cliff, but my parachute didn't work :cry:
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I was so tempted to run all the way along this elevated conveyor belt thingee:
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Only Sentinel would put a powerboat in a pond less than the size of a football field:
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Finally, the most satisfying feeling in the game, standing next to a Behemoth you have destroyed:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

This game continues to reinforce the bad habit I have of immediately reloading after firing off a few rounds, rather than waiting and assessing the situation. I've already been caught a couple of times today by more bad guys as I was impulsively reloading.

It also continues the shooter game tradition of never selecting a partially used magazine, even through I am constantly putting them away when selecting a new one. It seems to be a constant presence in most shooters; I can't remember but I do think I played at least one game where a partially empty magazine stayed that way until you took the time to replenish it, I just can't remember which game.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Kasey Chang »

There was a video of this guy, like level 20, going after a Wolves Island that's level 200. It's rather entertaining.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Isgrimnur »

Arma will select full mags until you don’t have any, then load the used ones.
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Re: Ghost Recon Breakpoint - 10/4/2019

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I've reached 70 hours in the game and I'm starting to burn out on it. I burned out on faction missions a few days ago and so went to the main and side missions. They have tended to be more involved in that I've had to travel to different locations to complete just one mission, which is showing me parts of the map I haven't seen before. The gameplay doesn't change much in doing the missions, so the appeal has to be in the way the missions present a story. And unfortunately the story isn't very immersive for me. I'm learning more about Skell and Sentinel and Auroa, but so far the different threads haven't woven themselves into the whole cloth of an immersive tale :roll:.

This is different than Wildlands, where the various lieutenants controlled different parts of the criminal enterprise and so taking down the sub-lieutenants to get to the lieutenants to get to the big cheese made sense. However, I'm pretty sure that after a break I'll come back to Breakpoint with a refreshed outlook and give the missions another try.

One more thing. Apparently I'm not doing enough to help the whole Auroa/Skell economy in that I have about eighty thousand Skell Credits in my account. I don't need to buy weapons or clothing as I keep finding those and I'm able to craft most items I use. I hate the idea of spending good Skell Credits to but tattoos or hand signals or motorbikes. The one thing I would spend money on is ammunition but they won't let me buy that, so I'm forced to keep dry gulching small enemy detachments with headshots to collect their ammo :roll:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Isgrimnur »

Once you purchase a vehicle, it's unlocked for request from the bivouac, and can be dropped every time you do it, which is every time you fast travel. I recommend the rocket attack helicopter.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Isgrimnur wrote: Sun Oct 20, 2019 12:57 am Once you purchase a vehicle, it's unlocked for request from the bivouac, and can be dropped every time you do it, which is every time you fast travel. I recommend the rocket attack helicopter.
Oh, I know about that, but I prefer to steal my rides :D
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

I finished up the main story today. I still have 20 side missions along with the daily faction missions to keep me occupied until some new content drops. I'm guessing the Terminator event will be timed with the opening of the new movie, so that should be less than a couple of weeks off. In the mean time, I'm pretty much at the effective GL cap. There are occassional GL 252 drops, but for the most part all the loot is at GL 250 for me now.

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Re: Ghost Recon Breakpoint - 10/4/2019

Post by coopasonic »

I feel like that world discovery stat may be the tiniest bit broken unless it is counting the land you have literally set foot on, the space between your footsteps remaining undiscovered.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

Yeah, it's definitely bugged. It hasn't increased at all in over two weeks.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

The Chapter 2 Faction Missions have started:

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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Isgrimnur »

I've got my cancellation in for the end of month, but I'm still playing it. I'll have certainly gotten my $15 out of it, but there's not enough to grab me and keep me going like Wildlands had.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Isgrimnur wrote: Tue Oct 22, 2019 2:05 pm I've got my cancellation in for the end of month, but I'm still playing it. I'll have certainly gotten my $15 out of it, but there's not enough to grab me and keep me going like Wildlands had.
Too bad, I'm still enjoying it.

Also I've noticed that most of the Faction Support Missions now yield 30 Battle Reward points, rather than 15 as before.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

The good news is that I've topped out all four of my classes at ten :D

The bad news is with the newest Outcast Faction main mission, Cross The Line. I'm at the part where I'm supposed to rescue Dr Sigrid Bloom. I've failed twice because...
Spoiler:
...I am being directed to a camp and when I get there, I'm supposed to interrogate a soldier. The problem is that when I shoot the soldier in question in the leg so I can interrogate him later, he dies. So apparently I'm supposed to sneak up on him? Sheesh. That make it a really stealthy mission because he seems to run around with several other soldiers so I have to pick them off, then run and hide till the soldier in question calms down a bit :roll: . I'm not ready to try a third time, not yet.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

jztemple2 wrote: Tue Oct 22, 2019 4:18 pm Also I've noticed that most of the Faction Support Missions now yield 30 Battle Reward points, rather than 15 as before.
They've also increased the daily cap to 600 battle points, so it's now worthwhile to do some support missions if you're grinding out tiers.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I'm finding more variety in the missions now, main, side and faction. I mentioned in the spoiler above one faction mission that requires a different approach than any I've seen before. And I just completed a side mission where I had to protect someone but without being anywhere near her. I failed it twice because I didn't figure out the unique parts of the mission, but once I did it was a fun challenge.

I did see in a YouTube video a somewhat cheesy way to take down a base. I tried it on a couple of bases I was sent to on faction missions that I had already visited and cleared out at least once before. The cheesy way is...
Spoiler:
...to spend 50,000 :shock: skell credits to buy an Overseer II helicopter, the one with the guided missiles. You fly in the copter near the base, land and scout it out, then take off again and use the guided missiles to take out the comms guy and the auto-turrets. Then pick off the rest of the defenders at your leisure.

I only did it a couple of times because it wasn't that much fun for me. However, it's a good way to nail one of those trucks or grounded Azraël drones without having to fight your way through a base.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

I'm kind of jammed up on one faction mission today. I need to get intelligence from a "roaming villager", but I'm not sure that I've ever run across such an NPC, and I certainly haven't been able to find one today. :think:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Max Peck wrote: Wed Oct 23, 2019 12:39 pm I'm kind of jammed up on one faction mission today. I need to get intelligence from a "roaming villager", but I'm not sure that I've ever run across such an NPC, and I certainly haven't been able to find one today. :think:
I had the same thing happen yesterday, I was told I could get the info from any Sentinel soldier, but I went through an entire base without finding one that had the info circle above their head.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

Yeah, sure enough, I stopped looking for "roaming villagers" and just raided a base, and promptly found a Skell technician who pointed me in the right direction. :roll:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I played for an hour this afternoon and had a great time finally beating the mission I posted about above. It took me two tries to infiltrate an enemy base and grab the commander without getting gunned down :ninja:. Just as I grabbed him and held him with one arm while I had a pistol in the other, enemy soldiers rushed to the room so I used him as a shield while taking pot shots. I finally got the info that the person I was looking for was riding around in a convoy.

So I fast traveled to a bivouac near where the convoy was running, grabbed a car and went out to set up the usual ambush; land mine to take out the lead escort, assault rifle with a grenade launcher to take out the follow car, then shoot out the tires on the truck. The first two parts of that went well, but the truck rushed off :doh:. I had moved away from my original vehicle but there was another one near by, so I went in pursuit. The damn truck was going really fast and it took a while to catch up. Just as I reached it we went past a small roadside base. The truck slid to a halt and I jumped out and was immediately shot at by an assault 4x4 that came from the base. Had that been the only opposition I would have been fine. It wasn't... :|

Several armed aerial drones (murmers?) showed up to the party. I was being shot at from all over and was alternating gunning at them with an LMG and using syringes like an addict. The only thing that saved me was that I was the class that had the smoke bomb special action plus the spray that hid me from the drones. Even then I had to fight off the soldiers from the 4x4 and a few that joined from a nearby campsite. I used up almost all my AR and LMG ammo, that's the first time I've had that happen. In the end I rescued the VIP, although I had to drive her off in a truck with three flats :roll:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

Your signature quote seems appropriate for that story. :lol:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Max Peck wrote: Wed Oct 23, 2019 10:39 pm Your signature quote seems appropriate for that story. :lol:
Yup, that's been happening a lot :D.

I had a mission where I had to go rescue some scientist and bring her back to a lab where she could hack some agricultural drones. I did the whole rescue thing, which was exciting, then brought her carefully back to the lab so she could start her hacking. And as soon as she started I got one of those two minute countdown timers :roll:. I did a good job fighting off the attackers, except I missed one who ran up a back stairs and shot my scientist :cry:. I thought, hey, I'm going to have to redo the mission, but no. Instead I had to go through several fields directly killing the agri-drones. That turned out to be a better deal since I got parts from each of the downed drones :D.

In another mission I had to grab this boss guy. Trouble was, he had two soldiers in the office with him, including a heavy. And the boss guy was trying to kill me as well :roll:. After failing twice, I finally got to the office and for the first time I can remember I used flashbangs in a mission. I stunned all of them, killed the two soldiers and then grabbed the boss. Oops! A bunch of bad guys started heading towards the building and I doubted I could hold them off with my pistol. So I klunked the boss over the head and dropped him on the floor, then fought and killed all the bad guys coming at me. Then I threw the boss over my shoulder and carried him through the rest of the mission:
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And I've done enough Battle Reward missions to unlock the 416 Shorty:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Oh oh....Ubisoft delays its entire 2020 slate after Ghost Recon Breakpoint’s “underperformance”
Ubisoft planned to launch three major titles early in 2020: Watch Dogs Legion, Rainbow Six Quarantine, and Gods & Monsters. The publisher has announced that all three of those titles will be delayed to its next fiscal year, which begins on April 1, 2020. In its financial report, the publisher directly connects these delays to production changes that have been implemented after the poor reception to Ghost Recon Breakpoint.
Hmm, so how does this affect any future decision I make about keeping my Uplay+ subscription? :roll:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I'm sure we can beat Sentinel, they can't even hang a map right side up!
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OK, so let me get this straight. I can trespass before this point, but not beyond this point? Do I have that right?
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Isgrimnur »

After dying in seconds several times to Walker on Advanced, I kicked it down to Arcade, and it still took me three tries to kill him.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Isgrimnur wrote: Sun Oct 27, 2019 6:48 pm After dying in seconds several times to Walker on Advanced, I kicked it down to Arcade, and it still took me three tries to kill him.
Yeah, that's an ugly mission and quite out of family regarding cheesiness versus the rest of the missions I've encountered.

I'm closing in on ninety hours played and still enjoying the game. I've been distracted by The Outer Worlds but I'm a bit unhappy with that so I might be back on GRB as soon as tonight. Uplay+ will turn out to be quite a deal if I keep enjoying the game the way I have.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

New post from Ubisoft: TOM CLANCY'S GHOST RECON® BREAKPOINT: MOVING FORWARD
Since the launch of Tom Clancy’s Ghost Recon Breakpoint, we’ve been listening to you. We have been carefully reading the conversations online, and have met some of our community members in person to discuss the game.

We can’t stress enough how much we appreciate you taking the time to share your thoughts about the game. And while these first weeks have been rougher than expected, we are taking your feedback to heart. We deeply care about this game, the Ghost Recon franchise and you, our community of players, and are committed to improving it.

Thanks to all the player feedback we gathered on the game and to our constant communication with our Delta Company community leaders, we are ready to communicate on where we currently stand, but more importantly, where we want to go....
Spoiler:
1. Technical State of the Game

Our first priority is to improve the technical state of the game. We know many players had a difficult time with game bugs and unexpected stability issues at launch and we are making every effort possible to address these issues as soon as we can.

With Title Update 1.0.2, released on October 15, our team made numerous improvements to the game, focusing on the most pressing issues that could be addressed in this timeframe. We are working on further improvements that will be coming soon with TU1.0.3 in mid-November, including fixes on the Drone deployment, on changing the fire rate, on NVGs blocking crosshairs and on the Mission Completion notification pop-up.

Title Update 1.0.3.1, coming around end-November, will include further improvements and updates on the most pressing community feedback.

Alongside this post is an update on the Known Issues of the game, and the highest priority issues.

2. Post-Launch Content

As we focus on improving the game, we also want you to know that our commitment does not stop here. We are dedicated to supporting Ghost Recon Breakpoint in the long term with plenty of post-launch content and special events to keep the world constantly growing and evolving.

You will get your first taste with Project Titan, our first ever Raid, which will release in December, and The Terminator Live Event, which will release shortly after that. In order to make sure we remain agile and flexible, we’ll come back to you with more details including specific release dates at a later stage.

3. In-game Economy

We also heard the criticism regarding the in-game economy. That is why we are currently working to make adjustments according to players’ feedback in the next few weeks, making the experience for players more comfortable.

4. AI Teammates

We announced at E3 2019 that AI Teammates would come back to Ghost Recon Breakpoint, and they will. Ghost Recon Breakpoint was designed from the ground up to be enjoyed in co-op up to four players, and as an innovative pure solo experience. As such, adding back AI Teammates to the game is a major undertaking that will still require time. We will update you as we progress towards their release.

5. Freedom of Choice

Finally, we are aware that some of the design choices made have caused polarized reactions and discussions regarding the direction taken by the Ghost Recon franchise.

We are happy to see players embracing the new elements of the game, but we also understand that there are areas of improvements. Some of you would like our new survival mechanics to have more impact on your experience, while others dislike the tiered loot progression we have added.

One of the key elements of our vision for Ghost Recon is to immerse our fans in a gritty and authentic military experience.

In line with this vision and the feedback we received, we are working on a more radical and immersive version of Ghost Recon Breakpoint. We also want to let you tailor your experience to the way you want to enjoy the game, since freedom of choice has always been part of the Ghost Recon DNA.

It’s still too early to share details on how that will work exactly, but it is top of mind for the team and we will keep you updated as we progress.

6. Conclusion

We know that we have a lot of work ahead of us to get the game where you want it to be, and that not everything will be addressed or released as fast as all of you might like. Big changes can take time to make sure they are done right, but we still want to be as transparent as we can about the current state of development.

In order to ensure we are tackling the right topics at the right time, we are also looking into releasing a Community Survey that will help you to express yourself about the future content and improvements of the game.

To all of those who have jumped in and to those who are thinking about joining us – please continue to share you feedback. This is only the beginning and we look forward to the future together.

The official www.ghostrecon.com website will remain the main source for all future updates.

The Ghost Recon Team.
I've reached ninety hours in the game and am still enjoying the experience, so I'm hoping any changes they make don't screw up the good stuff. They definitely can fix the looting system; the only real pain in the neck, err, thumb for me is having to repeated dissemble weapons and gear in order to pick up more weapons and gear :roll:

Also, I thought I'd never be able to enjoy the game without AI teammates, but the game is a lot of fun to play solo. It has that Lone Wolf mode vib from the earlier Rainbow Six series.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Some more random screenshots:

Now that's one really well balanced rock:
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I swear, I was just trimming some rose bushes:
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Come for the fight against Sentinel, stay for the views:
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Isgrimnur »

52 hours and 50% story completion before I ran out of month. Not bad for $15.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I'm at 99 hours and 64% complete. I've been playing most every day, but I'm ready for a break with RDR2.
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Max Peck
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

I finished off tier 49 for the battle rewards today, with just under a month to spare, so I'm probably done with the faction missions for the time being.

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jztemple2
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Max Peck wrote: Sun Nov 03, 2019 11:34 am I finished off tier 49 for the battle rewards today, with just under a month to spare, so I'm probably done with the faction missions for the time being.

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:shock:

Are there still faction missions available for you?
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Max Peck
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by Max Peck »

Yes, it looks like there are still daily faction missions but I've completed the battle rewards progression until they start the next episode/act, so there's no need to grind them out every day now.
"What? What? What?" -- The 14th Doctor

It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
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coopasonic
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by coopasonic »

coopasonic wrote: Tue Oct 15, 2019 2:03 pm My 13yo still asks me about this game on an almost daily basis. I keep telling him we'll play when there is a (good) discount. I couldn't find any kind of pre-order discount. Having to buy two copies really makes me think harder about a purchase. I think I spent like $180 on BL3, but we are getting a LOT of play time out of that. We've been playing it non-stop for the better part of . amonth.
Sunday I finally bit the bullet. I decided to go with UPLAY+ through the holidays. We are having a lot of fun with it, though we are constantly running into things we are NOT prepared for. Also, my son has a habit of running off to find targets to level up his class rather than watching my back. I agree with him that Wildlands was better.
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coopasonic
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by coopasonic »

coopasonic wrote: Tue Nov 05, 2019 6:05 pm
coopasonic wrote: Tue Oct 15, 2019 2:03 pm My 13yo still asks me about this game on an almost daily basis. I keep telling him we'll play when there is a (good) discount. I couldn't find any kind of pre-order discount. Having to buy two copies really makes me think harder about a purchase. I think I spent like $180 on BL3, but we are getting a LOT of play time out of that. We've been playing it non-stop for the better part of . amonth.
Sunday I finally bit the bullet. I decided to go with UPLAY+ through the holidays. We are having a lot of fun with it, though we are constantly running into things we are NOT prepared for. Also, my son has a habit of running off to find targets to level up his class rather than watching my back. I agree with him that Wildlands was better.
I started 6 days ago. I now am level 30, rank 10 in all classes and all of the skills unlocked. My gear score is 188 so there is room to grow there. I guess I'll start the main missions now. I've settled on the Panther class. I like sneaking around and have upgraded most SMGs to Mk 3 and a decent number of snipers and DMRs too because I like killing drones with them (and turrets and radio operators).

I've played a lot of co-op with my son. It's nice to have someone to watch your back.
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

I stopped for a while due to Red Dead Redemption 2 coming out, but I'm sure I'll be going back as after 102 hours I'm at only about halfway complete in the main campaign. I'm at gear level 220, topped out in skills, XP and classes. There is still a lot of the map I haven't explored and I haven't cleared out at least half of the bases/camps/residences.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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Re: Ghost Recon Breakpoint - 10/4/2019

Post by jztemple2 »

Patch notes for the 1.0.3 update, being released November 12th.
Our next patch, Title Update 1.0.3, will be deployed on all platforms on November 12. We have identified, fixed, and improved many aspects of the game but more importantly we endeavored to address some of the most pressing issues based on community feedback.
Download Time and Size

Please note: Whether you purchased a digital or a physical edition of the game, you will need to download the patch before playing.

The size of the patch depends on your platform, the region, and your preferred language.

Xbox One: 7 GB
PlayStation®4 system: 7 GB
Uplay PC and Epic Game Store: 6.7 GB

Patch Highlights:

Fixed an issue that caused the drone to stop deploying on some occasions.
Fixed a bug that caused some players to respawn under the map.
Fixed an issue where changing fire rate while ADS deployed the drone.
Fixed an issue where L3GP night vision goggles blocked the weapon reticle while in third-person view.
Fixed an issue where the "Mission Completion" tutorial pop-up would display after every loading screen.
Improvements made to the issue where scopes would flicker when players ADS.

Ghost War:
Sniper weapons no longer one-shot while using the Rolling Thunder perk.
Fixes implemented to Ghost War stat tracking.
Ghost War stats are now display correctly in the loadout menus.
Shooting downed enemies will no longer trigger hit confirmations.
Added a cooldown to the Ping system to avoid spam.
Mission interaction is now prioritized over vehicle interaction.
Players can now do a camera shoulder swap while in cover. It will also rotate the main player on the spot.

Stamina:
Increased the base stamina by 66%.
Increased stamina re-gen speed by 75%.
Reduced the stamina consumed when sliding by 50%.

Fixed a bug where players could get stuck after using their ability or frags while Panther Class is equipped.
Realigned the angle of the panoramic night vision goggles to align better with the character's eyes.
Full patch notes:
Spoiler:
Full Patch Notes:
AI

Improved AI behavior of Carl's driving path in the A Great Escape mission.
Fixed an issue where the turrets did not follow the players.
Fixed an issue where the turret cannons did not turn with the player's camera.
Fixed an issue where turrets sometimes became unusable by players after being hacked.
Fixed an issue where enemies would sometimes break cover before reacting to the players.
Fixed an issue where enemies would sometime stop aiming directly at the players if they broke visual contact.
Fixed AI navigation path for a enemies in Fen Bog Testing Zone.
Fixed an issue with NPC behavior when exiting a vehicle they were stowed in if the players shot the vehicle.
Fixed an issue where sometimes the enemies in helicopters would not detect the players.
Fixed an issue where the Taipan air patrol crew would survive a crash.
Fixed an issue when convoy escort enemies would stop firing at players if they got behind them.
Fixed an issue where enemies would not spread an alert after players’ host migration.
Fixed an issue where Wolves could detect and shoot players through Submarine Bay at the entrance of Shark Bay.
Fixed an issue where the NPCs remained stuck after being freed during a mission.
Fixed an issue where enemy patrols would get stuck at a specific location on Skell foundation campus.
Fixed an issue where NPC remained stuck in vehicle instead of exiting.
Fixed an issue where drone and enemies blocked each other and remained stuck.
Fixed an issue where Hunter drone spawned at inconsistent distances.

Animation

Fixed an animation bug where the character sometimes used the adaptive aim animation with no reason (not near a wall or an obstacle).
Fixed Wolves coat texture near second crash site.
Fixed character animation when trying to go under a small waterfall.
Added spasm animation when an ally is being revived by medic's drone.
Added a delay to player detection during the healing animation when using the revive drone.
Fixed animation replication bug when teammates were killed while carrying body.

Audio

Fixed audio issue where Fury figure sometimes had male voices during interrogation scenes.
Fixed an issue where players couldn't hear outdoor sounds from inside the building in Auroa Data Farm camp.
Fixed surrounding sounds issue at the Battery Farm underground settlement.
Fixed an issue where the data transfer sound kept playing when players were interrupted during a hack.
Fixed an audio issue in Skell's Villa where players could hear the rain while indoors.
Fixed an audio issue where firing or explosion sounds could not be heard if players were in different environments (indoor/ outdoor).
Fixed an issue where the Medic Skill sounds were not always present.

Bivouac

Fixed an issue where sometimes players would be standing if joined when deploying the bivouac.
Fixed an issue where players would sometimes get an infinite loading screen when entering a player-card from the Bivouac menu.
Fixed an issue where bivouac behavior would be corrupted if a teammate logged out when the player was deploying the bivouac.
Fixed an issue where the character's backpack would sometimes be invisible in the bivouac.
Fixed an issue where players could sometimes get stuck or get KIA when breaking camp from bivouac.
Fixed an issue where the camera transition did not work properly if a player was in the Tacmap menu while breaking camp from bivouac.

Camera

Fixed an issue where the camera could pass through the Tavor Assault weapon.
Fixed camera stability issue when players stopped to turn while in ADS.

Chat

Fixed an issue that caused chat input box to reset during game flow transitions.

Gameplay

Fixed a bug that caused some players to respawn under the map.
Fixed vehicle emergency exit animation while in water.
Fixed an issue that caused players to remain stuck if they were pulled into a cinematic in co-op while investigating an intel.
Fixed an issue where visual feedback was not always triggered when the players fell and received damage.
Fixed an issue when players landed a helicopter on top of another.
Fixed an issue where players could go through obstacles if spamming the climb button during animation or revive.
Fixed a graphical issue that occurred when players deployed a drone and then quickly ADS.
Revised priorities so that the game now prioritizes mission interaction over vehicle interaction to prevent blocking players in some circumstances during missions.
Frag grenades now deal more damage to vehicles.
Fixed an issue where in a four-player co-op session, players were able to launch additional sync shot drones after the host of the session left.
Fixed an issue that caused the drone to stop deploying on some occasions.
Fixed an issue where some players could not reach rank 10 Field Medic.
Fixed an issue that sometimes allowed players to go through Biometric doors while in prone.
Fixed an issue where MK.2 explosives and Intel Grenades were not available to buy in Maria's shop after unlocking them.
Fixed an issue where changing fire rate while ADS deployed the drone.
Players can now cancel the go-to animation before entering a vehicle by moving away from the vehicle.

Cover System

You can now do a camera shoulder swap at cover! It will also rotate the main player on the spot.
Lean aiming is now available from a wider distance and the avatar is less likely to be seen.
Looking over and peeking off a cover is now easier to do when holding the movement input towards the cover.
Increased the angle to preserve the orientation of the avatar when stopping to aim over a cover up to 45°, so the camera stays more often on its initial side.

Loot

Fixed a bug where ammunition was not received after being picked up.

Menu

Fixed a notification bug where the mission name would not be displayed if a teammate replayed a mission that is locked for the player.

Missions

Fixed a bug that caused the programmers to instantly die when in contact with the car regardless of its speed in the A Great Escape mission.
Fixed a bug where players would have their weapon misplaced when entering Puri's office in the Meet Puri mission.
Fixed an issue in the Rosebud mission where the mission did not consult if the player skipped the investigation step.
Fixed an issue in the An Ingenuous Genius mission where all players spawned in Daigoroh's cell if they get KIA after the extraction.
Fixed an issue during the onboarding mission where players could not talk to Holt in Erewhon if they had not checked the third helicopter crash.
Fixed an issue in the Guardian Angel mission where Cromwell sometimes did not go to her computer to trigger the mission's next step.
Fixed an issue in the The Siren's Call mission where players respawned inside the cave after being KIA, without validating the step.
Fixed an issue in the The Great Escape mission where Carl did not drive to the vehicle if it was too far from its spawn point.
Fixed an issue in coop that could block the mission flow for all players if two players joined at the same time.
Fixed an issue in the The Great Escape mission where the player would respawn inside the prison after getting KIA.

NVG

Fixed an issue where L3GP night vision goggles blocked the weapon reticle.
Realigned the angle of the panoramic night vision goggles to align better with the character's eyes.

Online

Fixed an issue where sometimes players could not join a session using the in-game lobby if they stayed idle for too long.
Fixed an issue where players would get an Infitinity-00002 error after a failed host migration.
Fixed an issue where players would remain in infinite loading when leaving a group in PvE after playing PvP.

PC

Fixed an issue that made the Windows key not functional in menus and during gameplay.
Improved controls on PC to prevent conflicts when the same key was assigned to several functions.
Fixed a crash occurring when trying to access the options menu after changing graphics preset.
Improved the Side Missions scroll bar to make it easier to scroll when using mouse and keyboard.
Fixed an issue preventing the "Win + Shift + Arrow" shortcut from switching displays in full screen.

Photomode

Fixed an issue in photomode where no visible change occurred when setting grain parameter to values higher than 16.
Fixed visual issues in photomode when camera is under water.
There is now a message in-game informing players they cannot use photomode when drone is deployed.
Fixed an issue in photomode where sometimes the camera would go under the map.

Ghost War

Balancing
Sniper weapons no longer one-shot while using the Rolling Thunder perk.
Sniper weapon damages have been slightly reduced to bring them into line with other sniper rifles (Weapons Affected: HTI, L115A3, M82, SRA1, TAC50, Victrix).
Drone health has been reduced, making it less likely to need more than one mag to destroy.
Connectivity
Fixed several causes of the Infinity error.
Gameplay
Hit damage indicator accuracy improved when taking shots from the front – the hit damage indicator feedback is orientated in a top-down fashion rather than from player’s perspective.
Shooting downed enemies will no longer trigger hit confirmations – which should improve feedback on whether the enemy is down or not.
Gas drone damage now interrupts a player using a drone.
Improved audio feedback of the Gas Grenade.
Added a cooldown to the Ping system to avoid spam.
Maps
Tech Port: We’ve added new objects to prevent the accidental falling off stairs while running up / down them.
We’ve made some general fixes to the maps.
Matchmaking
Players will no longer join matches in progress, regardless of the round number.
Improvements implemented to the balancing of teams after matchmaking completes.
Milestones
Players can now pin more than 1 milestone for tracking.
Replication
General improvements to player replication.
Stats
Fixes implemented to Ghost War stat tracking.
The Total Skell Credits gained stat now includes credits earned in Ghost War as well.
Ghost War stats are now display correctly in the Loadout menus.
Custom Matches
Fixed missing cursor on setting up match screen.
Fixed an issue that was blocking players from joining a custom match.

Save

Fixed a bug where players spawned in Erewhon after creating a new save on a slot that previously had progress.
Fixed a rare issue where sometimes Ghost Coins did not appear in the inventory after purchase.

Character

Fixed a bug where players could get stuck after using their ability or frags while Panther Class is equipped.
Fixed an issue where players would no longer have the items wheel available after an emergency exit from a vehicle in water.

Stamina

Increased the base stamina by 66%.
Increased stamina re-gen speed by 75%.
Reduced the stamina consumed when sliding by 50%.

UI

Fixed an issue where the mini-map would not update when players are detected by SAM launchers.
The mute icon is now more visible in the menus on player avatars.
Fixed an issue where sometimes the second perk slot would not unlock after being acquired in the skill tree.
Fixed an issue in co-op where one player in the team would get a permanent notification on screen to go back to Madera after being KIA during the One Last Thing mission.
Fixed an issue where Markers Size Alert values in the options menu did not trigger any change.
Fixed an issue where the Beacon and Ping shortcuts where not displayed in the Control Helpers for the Medic Drone.
Removed hardcoded text from several places in the menus.
Fixed an issue that could lead to unintended transactions if players move the cursor during the Hold Action Buy or Sell prompt in Maria's shop.
Fixed the NK3 Ritual CQC weapon name in menus (formerly called NK3 K Black | Ancient).
Fixed an issue where sometimes there would be gaps between the tab icons after opening the loadout menu.
Fixed an issue where store notifications would sometimes have unknown characters after changing the game language to a language with a different alphabet.
Fixed several instances of incorrect unlock requirement or descriptions for items.
Fixed an issue where the Objective Board would sometimes remain locked if players left the game during the Onboarding mission.
Fixed an issue where the input to consult intel was displayed as "press" instead of "hold".
Fixed missing text on most location discovery pop-ups.
The camos earned in Battle Crates now indicate whether they are for gear or weapons.
Fixed an issue where the Vision Mode ability on drone appeared as an option on the drone HUD before the ability was unlocked.
Fixed an issue that prevented players from using the tutorial shortcut while driving.
Fixed an issue that prevented the notification to let players know when the public matchmaking was canceled due to host migration.
Fixed several typos.
Fixed an issue where the Mission Completion tutorial pop-up would display after every loading screen.

Vehicles

Fixed an issue where some convoys would spawn vertically into the ground.
Fixed an issue where helicopters spawned from Erewhon would sometimes be damaged.

Visual

Fixed an issue where thermal vision in binoculars was not working properly at night.
Fixed an issue that prevented the replication of the rocket trail, missile, and explosion visual effects.
Fixed an issue where textures would sometimes not load properly in the Sentinel Corp Naval Base.
Fixed an issue where the chests would sometimes flicker in co-op if several players opened them at the same time.
Fixed an issue where helicopters sometimes would not disappear properly from the sight of players when moving away from them.

Weapons

Fixed an issue where the MAWL-DA rail was overlapping with the built-in ironsight of the A2 ASR.
Fixed an issue that allowed the P227 to penetrate heavy helmets and one-shot enemies.
Fixed an issue with shotguns that often caused only a one-shot pellet instead of several.
Fixed an issue that prevented the Zasatava's unique ability to work properly. It can now pierce helmets as designed.
Improvements made to the issue where scopes would flicker when players ADS.
Flashbang can now blind through vegetation (such as low bush).

World

Fixed a bug where players could get stuck behind Maria's shop in Erewhon.
Removed floating objects in Auroa Data Farm.
Fixed an issue that prevented players from accessing the Skell's Last Log collectible.
Removed a hole in the map near White Ridge Bivouac in Mount Hodgson.
Removed a prop structure that was floating in the middle of the ocean.
Fixed an issue where the water animation did not trigger when a helicopter hovered over the water.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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